Difference between revisions of "DragonBloodedSurvival/Ambisinister"

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  <b>Minimum Survival:</b> 3
 
  <b>Minimum Survival:</b> 3
 
  <b>Minimum Essence:</b> 2
 
  <b>Minimum Essence:</b> 2
  <b>Prerequisite Charms::</b> To be Announced upon the return of my DB book
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  <b>Prerequisite Charms::</b> Wild Wandering Forester Charm
  
 
By meditating for 10 minutes and aligning his anima with the flows of natural essence about him, a Dragon Blood may harmonize himself with his environment. He becomes intametly familiar with the terrain, learning of its pitfalls and shortcuts. In addition to providing the Terrestrial with all of the knowledge a good topographical map could provide, this charm allows him to cut in half the overland travel time for himself and a number of companions equal to his essence + survival. This is a synergistic charm. If multiple Terrestrials are employing this charm they can collectively guide larger groups of people. Multiple the total number of companions by the number of Terrestrials using this charm. Always use the highest essence + survival rating when calculating this figure.  
 
By meditating for 10 minutes and aligning his anima with the flows of natural essence about him, a Dragon Blood may harmonize himself with his environment. He becomes intametly familiar with the terrain, learning of its pitfalls and shortcuts. In addition to providing the Terrestrial with all of the knowledge a good topographical map could provide, this charm allows him to cut in half the overland travel time for himself and a number of companions equal to his essence + survival. This is a synergistic charm. If multiple Terrestrials are employing this charm they can collectively guide larger groups of people. Multiple the total number of companions by the number of Terrestrials using this charm. Always use the highest essence + survival rating when calculating this figure.  
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  <b>Minimum Survival:</b> 3
 
  <b>Minimum Survival:</b> 3
 
  <b>Minimum Essence:</b> 3
 
  <b>Minimum Essence:</b> 3
  <b>Prerequisite Charms::</b> To be Announced upon the return of my DB book
+
  <b>Prerequisite Charms::</b> Forgiveness-of-Nature Invoking Prana
  
 
The Dragon Bloods are the children of the Elements. By affirming their heritage they may call upon the Elements to offer them succor in a time of need. An element must be chosen when this charm is activated, each element provides a different effect:<br>
 
The Dragon Bloods are the children of the Elements. By affirming their heritage they may call upon the Elements to offer them succor in a time of need. An element must be chosen when this charm is activated, each element provides a different effect:<br>
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  <b>Prerequisite Charms::</b> Five Directions Bounty
 
  <b>Prerequisite Charms::</b> Five Directions Bounty
  
A Terrestrial using this charm may call upon graces of field to shelter and protect him. When this charm is activated the Terrestrial must specify its duration at value between 12 hours and a number of days equal to his essence x 3. During this time the Exalt sinks into the ground, where he will remain in a dreamless, sleep-like hibernation. While this charm is active the character does not need to eat or breath, as he respires and gains nourishment from the essence of the plants around him. In addition, all healing times are doubled and he is purified of any mundane diseases or toxins. Once the charm ends the character makes a conviction roll to regain willpower as if just waking up from sleep. A botch indicates the character is unable to rouse himself from the earth and must wait another day. This can force the charm to remain active longer than its maximum duration. The willpower cost of this charm is payed when the charm ends, after the conviction roll is made. Should the exalt wish to rouse himself before the pre-set end of the charm he must pay 2 willpower and succeed at a difficulty 2 conviction roll. If he fails the willpower is still spent. Should the Exalt become physicaly disturbed while at rest he may make a standard conviction roll to rouse himself. If successful he immediately spends 1 willpower. While the Terrestrial is normally undetectable while the charm is active beings capable of perceiving essence flows may be able to notice him. They must succeed at a perception + awareness or investigation roll at a difficulty equal to his essence if they are actively looking for him or twice that if just generally observing. There must be some form of plant life present in order for this charm to work.  
+
A Terrestrial using this charm may call upon the graces of the field to shelter and protect him. When this charm is activated the Terrestrial must specify its duration as a value between 12 hours and a number of days equal to his essence x 3. During this time the Exalt sinks into the ground, where he will remain in a dreamless, sleep-like hibernation. While this charm is active the character does not need to eat or breath, as he respires and gains nourishment from the essence of the plants around him. In addition, all healing times are doubled and he is purified of any mundane diseases or toxins. Once the charm ends the character makes a conviction roll to regain willpower as if just waking up from sleep. A botch indicates the character is unable to rouse himself from the earth and must wait another day. This can force the charm to remain active longer than its maximum duration. The willpower cost of this charm is payed when the charm ends, after the conviction roll is made. Should the exalt wish to rouse himself before the pre-set end of the charm he must pay 2 willpower and succeed at a difficulty 2 conviction roll. If he fails the willpower is still spent. Should the Exalt become physicaly disturbed while at rest he may make a standard conviction roll to rouse himself. If successful he immediately spends 1 willpower. While the Terrestrial is normally undetectable while the charm is active, beings capable of perceiving essence flows may be able to notice him. They must succeed at a perception + awareness or investigation roll at a difficulty equal to his essence if they are actively looking for him or twice that if just generally observing. There must be some form of plant life present in order for this charm to work.  
  
 
<b><i>Landscape's Telling Countenance</b></i>
 
<b><i>Landscape's Telling Countenance</b></i>
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  <b>Minimum Survival:</b> 3
 
  <b>Minimum Survival:</b> 3
 
  <b>Minimum Essence:</b> 3
 
  <b>Minimum Essence:</b> 3
  <b>Prerequisite Charms::</b> To be Announced upon the return of my DB book
+
  <b>Prerequisite Charms::</b> Quarry Revelation Technique
  
 
Once an Exalt has found a trail he may call upon the land itself to help him follow it. Lower the difficulty of a tracking related survival check by the character's essence. This counts as charm assissted tracking, but the Dragon Blood must have already found the trail for this charm to be effective.  
 
Once an Exalt has found a trail he may call upon the land itself to help him follow it. Lower the difficulty of a tracking related survival check by the character's essence. This counts as charm assissted tracking, but the Dragon Blood must have already found the trail for this charm to be effective.  
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THe most dedicated of Terrestrial hunters enter into a close relationship with the land and Elements that they serve. By calling upon this bond the Exalt may ask the terrain to actively hinder and shun his chosen prey. After paying the activation cost the Exalt names his prey and makes a charisma + survival roll with a difficulty determined by how specific his identification is: If he knows his prey's true name, success is automatic. If he has a personal possession, a bit of flesh, blood, hair, or some other sympathetic object then the difficulty is 1. If he has seen his quarry within the last 24 hours or has a fresh trail, then the difficulty is 2. An old trail or an old description sets the difficulty at 3. Having just a name is difficulty 4. Something vague, along the lines of "a solar anathema" sets the difficulty at 5. If the quarry has some means of increasing the difficutly of pursuit, it will affect this roll. Aside from raising the difficulty, vague identifications can cause the charm to target the wrong being. If a being fitting the given identification is within a number of miles equal to the character's essence x 5, and if the charisma + survival roll succeeds, then the charm activates. While this charm is active, increase the difficulty of all of the quarry's survival and endurance rolls by the Exalt's essence. In addition, the quarry is unable to mask his trail. If employing a charm to mask his trail, then Prey Foiling Entreaty renders it so that mundane tracking attempts may be used to pursue. Finally, the quarry's travel speed is cut in half as he constantly becomes lost, runs into pitfalls and hazards, and just generally has to spend a lot of time back tracking and skirting impassible terrain. Once a quarry has been chosen, the Dragon Blood may continually re-activate this charm by paying its cost and making a new charisma + survival check, always at difficulty one. The character may only have this charm active against a single quarry at any given time. Although the quarry may leave the charm's radius once it becomes active without negating its effects, the Terrestrial must close to within the Charm's range to re-activate it once the duration is spent. This charm may not be used against target's with a higher essence than the character.
 
THe most dedicated of Terrestrial hunters enter into a close relationship with the land and Elements that they serve. By calling upon this bond the Exalt may ask the terrain to actively hinder and shun his chosen prey. After paying the activation cost the Exalt names his prey and makes a charisma + survival roll with a difficulty determined by how specific his identification is: If he knows his prey's true name, success is automatic. If he has a personal possession, a bit of flesh, blood, hair, or some other sympathetic object then the difficulty is 1. If he has seen his quarry within the last 24 hours or has a fresh trail, then the difficulty is 2. An old trail or an old description sets the difficulty at 3. Having just a name is difficulty 4. Something vague, along the lines of "a solar anathema" sets the difficulty at 5. If the quarry has some means of increasing the difficutly of pursuit, it will affect this roll. Aside from raising the difficulty, vague identifications can cause the charm to target the wrong being. If a being fitting the given identification is within a number of miles equal to the character's essence x 5, and if the charisma + survival roll succeeds, then the charm activates. While this charm is active, increase the difficulty of all of the quarry's survival and endurance rolls by the Exalt's essence. In addition, the quarry is unable to mask his trail. If employing a charm to mask his trail, then Prey Foiling Entreaty renders it so that mundane tracking attempts may be used to pursue. Finally, the quarry's travel speed is cut in half as he constantly becomes lost, runs into pitfalls and hazards, and just generally has to spend a lot of time back tracking and skirting impassible terrain. Once a quarry has been chosen, the Dragon Blood may continually re-activate this charm by paying its cost and making a new charisma + survival check, always at difficulty one. The character may only have this charm active against a single quarry at any given time. Although the quarry may leave the charm's radius once it becomes active without negating its effects, the Terrestrial must close to within the Charm's range to re-activate it once the duration is spent. This charm may not be used against target's with a higher essence than the character.
  
===== Comments: =====
+
=== Comments: ===
 
These are really good! <br> -- [[Darloth]]
 
These are really good! <br> -- [[Darloth]]
 +
 +
Thank you. We here at Sinister Co. (An Ambi Corporation) aim to please.- [[ambisinister]]

Latest revision as of 19:36, 16 January 2006

Revealing the Hidden Path</b>

<b>Cost:  4 motes, 1 willpower
Duration: One day
Type: Simple
Minimum Survival: 3
Minimum Essence: 2
Prerequisite Charms:: Wild Wandering Forester Charm

By meditating for 10 minutes and aligning his anima with the flows of natural essence about him, a Dragon Blood may harmonize himself with his environment. He becomes intametly familiar with the terrain, learning of its pitfalls and shortcuts. In addition to providing the Terrestrial with all of the knowledge a good topographical map could provide, this charm allows him to cut in half the overland travel time for himself and a number of companions equal to his essence + survival. This is a synergistic charm. If multiple Terrestrials are employing this charm they can collectively guide larger groups of people. Multiple the total number of companions by the number of Terrestrials using this charm. Always use the highest essence + survival rating when calculating this figure.

Example: 1 DB with an essence + survival of 7 could shorten the travel time for himself and 7 other people. If another Terrestrial joins him (assume 7 is still the highest essence + survival, then they could lead 14 people between the two of them. A third Terrestrial would increase this number to 21, and so on.

Five Directions Bounty</b>

<b>Cost:  3 motes
Duration: Special
Type: Simple
Minimum Survival: 3
Minimum Essence: 3
Prerequisite Charms:: Forgiveness-of-Nature Invoking Prana

The Dragon Bloods are the children of the Elements. By affirming their heritage they may call upon the Elements to offer them succor in a time of need. An element must be chosen when this charm is activated, each element provides a different effect:
Earth-Calling upon Earth's Bounty causes a small shelter of soil and rock to grow from the ground. This shelter is the size of a small, one man tent. The shelter provided by this charm lasts for 12 hours or until the Terrrestrial ends the charm.
Air-Calling upon Air's Bounty provides a gentle breeze to envelop the Terrestrial. This will provide fresh, clean air to the character regardless of his location. If trapped in an air tight space this charm will provide a half hour's worth of breathable air. If used in a less stable setting, underwater or a room full of poison gas, this charm will provide a single breath's worth of air.
Water-Calling upon Water's Bounty will call forth a gallon of clean water.
Fire-Calling upon Fire's Bounty will provide a quantity of flame equal in size to a small campfire. This fire will burn without fuel for up to half an hour. This version of the charm may be used even while fully submerged.
Wood-Calling upon Wood's Bounty will, with a couple minutes of searching, provide enough food to feed a single person one meal. The nature of the meal will vary depending on what kind of terrain the Dragon Blood finds himself in.

When calling upon the Bounty associated with his Aspect a Terrestrial does not pay the 1 mote surcharge. Wood aspects may call on any bounty at the base price.

Sheltering Embrace of Roots</b>

<b>Cost:  10 motes, 1 willpower
Duration: Special
Type: Simple
Minimum Survival: 5
Minimum Essence: 3
Prerequisite Charms:: Five Directions Bounty

A Terrestrial using this charm may call upon the graces of the field to shelter and protect him. When this charm is activated the Terrestrial must specify its duration as a value between 12 hours and a number of days equal to his essence x 3. During this time the Exalt sinks into the ground, where he will remain in a dreamless, sleep-like hibernation. While this charm is active the character does not need to eat or breath, as he respires and gains nourishment from the essence of the plants around him. In addition, all healing times are doubled and he is purified of any mundane diseases or toxins. Once the charm ends the character makes a conviction roll to regain willpower as if just waking up from sleep. A botch indicates the character is unable to rouse himself from the earth and must wait another day. This can force the charm to remain active longer than its maximum duration. The willpower cost of this charm is payed when the charm ends, after the conviction roll is made. Should the exalt wish to rouse himself before the pre-set end of the charm he must pay 2 willpower and succeed at a difficulty 2 conviction roll. If he fails the willpower is still spent. Should the Exalt become physicaly disturbed while at rest he may make a standard conviction roll to rouse himself. If successful he immediately spends 1 willpower. While the Terrestrial is normally undetectable while the charm is active, beings capable of perceiving essence flows may be able to notice him. They must succeed at a perception + awareness or investigation roll at a difficulty equal to his essence if they are actively looking for him or twice that if just generally observing. There must be some form of plant life present in order for this charm to work.

Landscape's Telling Countenance</b>

<b>Cost:  3 motes
Duration: Instant
Type: Supplemental
Minimum Survival: 3
Minimum Essence: 3
Prerequisite Charms:: Quarry Revelation Technique

Once an Exalt has found a trail he may call upon the land itself to help him follow it. Lower the difficulty of a tracking related survival check by the character's essence. This counts as charm assissted tracking, but the Dragon Blood must have already found the trail for this charm to be effective.

Prey Foiling Entreaty</b>

<b>Cost:  6 motes, 1 willpower
Duration: One Day
Type: Simple
Minimum Survival: 5
Minimum Essence: 4
Prerequisite Charms:: Landscape's Telling Countenance, Sheltering Embrace of Roots

THe most dedicated of Terrestrial hunters enter into a close relationship with the land and Elements that they serve. By calling upon this bond the Exalt may ask the terrain to actively hinder and shun his chosen prey. After paying the activation cost the Exalt names his prey and makes a charisma + survival roll with a difficulty determined by how specific his identification is: If he knows his prey's true name, success is automatic. If he has a personal possession, a bit of flesh, blood, hair, or some other sympathetic object then the difficulty is 1. If he has seen his quarry within the last 24 hours or has a fresh trail, then the difficulty is 2. An old trail or an old description sets the difficulty at 3. Having just a name is difficulty 4. Something vague, along the lines of "a solar anathema" sets the difficulty at 5. If the quarry has some means of increasing the difficutly of pursuit, it will affect this roll. Aside from raising the difficulty, vague identifications can cause the charm to target the wrong being. If a being fitting the given identification is within a number of miles equal to the character's essence x 5, and if the charisma + survival roll succeeds, then the charm activates. While this charm is active, increase the difficulty of all of the quarry's survival and endurance rolls by the Exalt's essence. In addition, the quarry is unable to mask his trail. If employing a charm to mask his trail, then Prey Foiling Entreaty renders it so that mundane tracking attempts may be used to pursue. Finally, the quarry's travel speed is cut in half as he constantly becomes lost, runs into pitfalls and hazards, and just generally has to spend a lot of time back tracking and skirting impassible terrain. Once a quarry has been chosen, the Dragon Blood may continually re-activate this charm by paying its cost and making a new charisma + survival check, always at difficulty one. The character may only have this charm active against a single quarry at any given time. Although the quarry may leave the charm's radius once it becomes active without negating its effects, the Terrestrial must close to within the Charm's range to re-activate it once the duration is spent. This charm may not be used against target's with a higher essence than the character.

Comments:

These are really good!
-- Darloth

Thank you. We here at Sinister Co. (An Ambi Corporation) aim to please.- ambisinister