Revised Astrology

There are two parts to astrology: creating astrology and building destinies. There are also two different types of astrology: destinies (which influence certain rolls) and Resplendent Destinies (disguises you use which grant special Endurance effects). No matter what type of astrology you’re creating, creating astrology process is the same. All astrologies are considered Shaping effects.

Colleges

Typically Sidereals have to keep track of and spend experience on a second portion of stats called “Colleges” which represent their connection to each astrological sign. We’re not doing that. Instead, your rating in a college is equal to the ability that corresponds to the college itself. Note you still cannot use Ability Excellencies on College rolls. Below is a table of what Abilities correspond to which Signs.

HouseSignAbilityHouseSignAbility
JourneysCaptainSailSerenityEwerDodge
JourneysGullThrownSerenityLoversSocialize
JourneysMastResistanceSerenityMusicianPerformance
JourneysMessengerRideSerenityPeacockLinguistics
JourneysWheelSurvivalSerenityPillarCraft
SecretsGuardiansInvestigationEndingsCorpseMedicine
SecretsKeyLarcenyEndingsCrowAwareness
SecretsMaskStealthEndingsHaywainBureaucracy
SecretsSorcererOccultEndingsRising SmokeAwareness
SecretsTreasure TroveLoreEndingsSwordMartial Arts
BattlesBannerPresence
BattlesGauntletWar
BattlesQuiverArchery
BattlesShieldMelee
BattlesSpearAthletics

Creating Astrology

There are three steps to creating astrology: Plan roll (optional), Prayer roll, and the Effect roll.

Plan Roll (Optional)
Roll: Intelligence + Craft (Fate)
Time: One Day (max Days = half your Essence, rounded down, minimum 1)
Difficulty: Highest Essence rating of all targeted
Successes: Carry excess successes over to the Effect roll
Effect: Successfully create a plan for your effect roll

Prayer Roll
Roll: Charisma + Performance
Time: One Hour
Difficulty: 6
Success: Prayer is successful, successes accumulated over the minimum add to the Effect roll
Effect: Your astrology is successfully received by the pattern spiders

Effect Roll
Roll: Essence + Ability (+ extra successes in dice from Planning and Prayer)
Time: Instant
Difficulty: 1
Success: You accumulate successes to build a Destiny
Effect: Accumulated successes are used to build a destiny

Multiple Sidereals
Add combined Essence to Effect roll

Building Destinies

Trigger
What causes the Destiny to manifest
Cost: No successes spent
Paradox: Simple (1 paradox) or Intelligence (3 paradox)

Simple: Set of three or fewer conditions
Intelligent: As many conditions as you want, overseen by a pattern spider directly

Scope
Who the Destiny affects
Cost: Either Magnitude in Successes and/or Essence Rating if target is Essence 2+
Paradox: 1/2 magnitude (rounded down) of affected targets

Note: If targeting a magnitude of individuals that contains Essence wielders, successes must be spent for each Essence wielder with a permanent Essence of 2+. For example, targeting a Magnitude 2 group with four Essence 3 individuals would require 13 successes.

Duration
How long the Destiny lasts for
Cost: 1 month (0 successes), 1 year (1 success), 10 years (2 successes), 20 years (3 successes), 60 years (4 successes), 140 years (5 successes), 260 years (6 successes), 1,000 years (7 successes), 2,000 years (8 successes)
Paradox: 1 die (2-4 successes), 2 dice (5-7 successes), 3 dice (8+ successes)

Frequency
How often the Destiny can manifest
Cost: 1/week (1 success), 1/day (2 successes), 1/scene (3 successes), unlimited (4 successes)
Paradox: (Successes Spent – 1) dice

Types of Destinies

Providence
Choose one of the following effects when making a Destiny for another (or yourself)

• +/-1 to the target number for a roll related to the Destiny
• +/-1 to the difficulty of a roll related to the Destiny
• Lose/Gain a temporary willpower for succeeding/failing a roll related to the Destiny
• +/-1 to a single Virtue roll related to the Destiny

Note: Multiple Providences can affect a single target and only target numbers are limited (min 4 and max 9)

Resplendent
A special type of Destiny that also serves as an alternate identity for you

Resplendent Destinies cost 2 successes for the scope and otherwise have two traits: Duration and Endurance.

Duration functions as above for determining how long the Resplendent Destiny lasts.

For Endurance, ever success spent grants a single point of Endurance which can be used to fuel the abilities of Resplendent Destinies. A Resplendent Destiny expires if all of the Endurance points are spent.

Paradox

Your character now has a Paradox track which kind of works like limit (10 boxes). When you shape a Destiny, keep track of how many dice of paradox you accumulated and roll those dice. The successes is how many points of Paradox you take. When you reach 10 paradox, you suffer Pattern Bite.

Dissipating Paradox
Unlike Limit, your character can do things to get rid of Paradox

Wrapped Fly
Paradox Reduced: 1 point
For 1 day (25 hours), your character doesn’t spend Endurance or Essence and walks outside of Fate. The spiders more or less “don’t worry about you” during that time and Creation (for you) is like Calibration or the Wyld

Wrapped Lotus
Paradox Reduced: 1 point
For 1 day (25 hours) your character does nothing but work Fate for the Pattern Spiders, surrendering yourself to the will of the Loom. After the day your character has no recollection of what happened though if something threatens you during this time frame you come to your senses (and lose the benefit provided by this ritual). Your character typically expends Charms during this time but otherwise finishes the ritual with the same amount of Essence she began with. Any fate woven by your character during this ritual is beyond reproach, meaning she cannot be held accountable by the Celestial Bureaucracy for any Destiny the spiders have you weave.

Wrapped Diamond
Paradox Reduced: All
Your character prays to the spiders and offers up an Intimacy which you can’t regain for a season. The sacrifice lowers your Paradox to zero.

Example Destiny Creation

Example 1 : Creating an Ascending Destiny for an Exalt Bodyguard
The goal of this is to create a Destiny for an Exalted Bodyguard when protecting their charge. The target Exalt is Essence 4. She plans on making an Artless Prodigy Blessing which lowers the target number of a roll related to the Destiny by 1.

Preparation
1.1) Plan Roll – Assuming the Sidereal has a permanent Essence 4, a total pool of 8 dice and buys 4 successes with each Excellency, she’ll spend 2 days (the maximum for her permanent Essence). She garners 16 successes on the planning roll.

1.2) Prayer Roll – For the Prayer roll, let’s assume she spends Resources 3 to lower the difficulty to 3. From there, she makes the roll with 8 dice and buys 4 successes. Total she gets 8 successes. Reduce that by 2 (since the difficulty was 3) for a carry over of 6 successes. She’s up to 22 successes.

1.3) Effect Roll – Assuming a College Rating of 4 with an Essence of 4, she rolls 26 dice (22 + 4) for a total of 12 successes. These are “effect points” which she’ll use to build the Destiny.

Building
2.1) Trigger – Normally a simple trigger would suffice (such as applying PDV in a Defend Other action), but the Sidereal wants to make sure the character can protect their charge even in abstract circumstances so she opts for an Intelligent trigger (0 successes spent, 1 die of Paradox accumulated).

2.2) Scope – The Destiny only targets 1 user but he’s an Essence user so this costs the target’s Permanent Essence rating (4 successes spent, 2 die of Paradox accumulated).

2.3) Duration – She wants the Destiny to last quite a while but plans on refreshing it in a few decades, so she makes the Duration 60 years (4 successes spent, 1 die of Paradox accumulated).

2.4) Frequency – With the remaining 4 successes, she spends them all on Frequency allowing the Destiny to manifest at no limit (4 successes spent, 3 dice of Paradox accumulated).

Final Result
With this impressive Destiny crafted, the astrologist rolls the accumulated 7 dice of Paradox and scores 3 successes so her current Paradox rating goes up by 3. If that brings her to 10, she suffers Pattern Bite.

After touching the target Exalt (who chooses not to Defend against the Shaping effect that is Astrology), for the next 20 years he can now treat one roll related to protecting his charges each scene with a target number lower than 1 (he successes on 6 instead of 7).

Example 2 : Creating a Resplendent Destiny for Self

1.1) Plan Roll – Assuming the Sidereal has a permanent Essence 4, a total pool of 8 dice and buys 4 successes with each Excellency, she’ll spend 2 days (the maximum for her permanent Essence). She garners 16 successes on the planning roll.

1.2) Prayer Roll – For the Prayer roll, let’s assume she spends Resources 1 to lower the difficulty to 5. From there, she makes the roll with 8 dice and buys 4 successes. Total she gets 8 successes. Reduce that by 4 (since the difficulty was 5) for a carry over of 4 successes. She’s up to 20 successes.

1.3) Effect Roll – Assuming a College Rating of 4 with an Essence of 4, she rolls 24 dice (20 + 4) for a total of 11 successes. These are “effect points” which she’ll use to build the Destiny.

2.1) Trigger – There is no Trigger for Resplendent Destinies, so skip this step

2.2) Scope – All Resplendent Destinies only require 2 successes to be spent for Scope (2 successes spent, 1 Paradox die)

2.3) Duration – This particular Destiny is a short term one, so 1 success is spent for 1 year (1 success spent, 0 Paradox die)

2.4) Endurance – Instant of Frequency, the remaining 8 successes are spent to buy 8 Endurance Points (8 successes spent, 0 Paradox die).

Final Result
With an accumulated 1 Paradox die from this particular Destiny, the astrologer rolls 1 die for no successes so no paradox is acquired this time.

The Destiny can be donned by the astrologer at any time and while she has it she can spend up to 8 Endurance points to fuel the abilities associated with the College the Destiny was crafted under.

Revised Astrology

Dreams of the Lost Jonathonathon