Difference between revisions of "BogModAlternateSidereals/Survival"
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The doors to Heaven open to the touch of the Sidereals. This charm opens up any Sanctum doorway or Yu-Shan Gate that the Sidereal touches. At Essence 5 the Sidereal can spend an additional point of Willpower to try to summon the Calibration Gate. If someone has used the Celestial Circle Spell Summon the Heavenly Portal this charm permits a contested effect roll off to bring the Gate to the Sidereal. | The doors to Heaven open to the touch of the Sidereals. This charm opens up any Sanctum doorway or Yu-Shan Gate that the Sidereal touches. At Essence 5 the Sidereal can spend an additional point of Willpower to try to summon the Calibration Gate. If someone has used the Celestial Circle Spell Summon the Heavenly Portal this charm permits a contested effect roll off to bring the Gate to the Sidereal. | ||
+ | ----------- | ||
+ | <b>Causal Weaving Method</b><br> | ||
+ | <b>Cost:</b> 2m; <b>Mins:</b> Survival 1, Essence 1; <b>Type:</b> Reflexive<br> | ||
+ | <b>Keywords:</b> None<br> | ||
+ | <b>Duration:</b> Special<br> | ||
+ | <b>Prerequisite Charms:</b> None | ||
+ | |||
+ | Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Mercury's perview that the Sidereal must help along. Making sure the Guild Caravan leaves with 8 bolts of silk, that Mr. Johnson stays at home instead of taking a vacation, various things like that. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Making sure a child runs away from home, or is picked up to become a slave by raiders, these too are journeys that must sometimes happen. See page 52 of the MoeP: Sidereals for an example mission. | ||
+ | |||
+ | If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely. | ||
+ | |||
+ | This charm also exists as a War, Socialize, Lore and Bureaucracy charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again. | ||
== Comments == | == Comments == |
Revision as of 05:08, 28 June 2010
Survival is the Constellation of the Captain.
Well-Travelled Body
Cost: -; Mins: Survival 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Survival Excellency
They key to travel is experience. Once you have been somewhere new there is a sharp learning curve but soon you adapt. The learning curves for the Viziers are often sharper but their adaptions more lasting. When in terrain with a survival difficulty of 2 or more the start counting out how long the Sidereal is there for. If they can last a week minus the a number of days equal to the survival difficulty for the area they gain the benifits of having the benifits of having the appropriate Elemental Adaption for that area.
Wild Walking Safety Technique
Cost: 4m; Mins: Survival 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Well-Travelled Body
The destiny of the Vizier's is greater then that of the beasts of the land and so they make way for the Sidereals. Natural animals will not attack the Sidereal and will not show fear at her presence. Should the Sidereal be attacking or otherwise provoking the creatures or some other force compell them to attack her they still suffer a penalty to their attack rolls equal to the Sidereal's Survival trait. When faced with unnatural animals, animal form gods or demons, beastmen or even lunars in animal form or their Warform the Sidereal can spend an additional willpower to extend this effect even to them. This effect is automatic but can be resisted by spending 2 willpower for non-natural animals.
Local Guide Paths Journey
Cost: 8m; Mins: Survival 3, Essence 2; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None
The most well tended highway or the densest jungle is the same to the Viziers. The Sidereal counts Difficulty and Extreme terrain as if it were open. She must still have the means to travel that terrain if it would normally be impossible such as the ocean or a river of fire. She can lead a group of people with a Magnitude no greater then her Essence while using this charm.
Creationborn Protection Technique
Cost: 3m/magnitude; Mins: Survival 5, Essence 3, House of Journeys 1; Type: Reflexive
Keywords: College, Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Well-Travelled Body
With the Viziers as your guide even the strangest of realms is as Creation. The Sidereal infuses the land around her with the essence of Creation. For every 3 motes she commits she can fit another magnitude of people into the growing area around her.
Creation Mending Technique
Cost: 10m, 2wp; Mins: Survival 5, Essence 4, House of Journeys 2; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One week
Prerequisite Charms: Creationborn Protection Technique, Any Two Survival Excellencies
When there are gaps in Creation, places where walking can send you into another realm or the rules of the land have been twisted the Chosen of the Mercury go to help correct the problems. This charm reduces the level of wyld in the area by one or reduces the size of a shadowland after spending a week walking through the affected areas. Several journeyes back and forth are required so the size that can be reduced is limited by how quickly the Sidereal can walk.
Many-Blessed Keys Technique
Cost: 15m, 1wp; Mins: Survival 5, Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Any Survival Excellency, Local Guide Paths Journey
The doors to Heaven open to the touch of the Sidereals. This charm opens up any Sanctum doorway or Yu-Shan Gate that the Sidereal touches. At Essence 5 the Sidereal can spend an additional point of Willpower to try to summon the Calibration Gate. If someone has used the Celestial Circle Spell Summon the Heavenly Portal this charm permits a contested effect roll off to bring the Gate to the Sidereal.
Causal Weaving Method
Cost: 2m; Mins: Survival 1, Essence 1; Type: Reflexive
Keywords: None
Duration: Special
Prerequisite Charms: None
Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Mercury's perview that the Sidereal must help along. Making sure the Guild Caravan leaves with 8 bolts of silk, that Mr. Johnson stays at home instead of taking a vacation, various things like that. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Making sure a child runs away from home, or is picked up to become a slave by raiders, these too are journeys that must sometimes happen. See page 52 of the MoeP: Sidereals for an example mission.
If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely.
This charm also exists as a War, Socialize, Lore and Bureaucracy charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again.