Difference between revisions of "BogModAlternateSidereals/Lore"
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<b>Prerequisite Charms:</b> Many Assistants Research Study | <b>Prerequisite Charms:</b> Many Assistants Research Study | ||
− | Making a short hand sign the Sidereal sets herself up as a gaurdian against something from being known. For every 2 motes she commits the difficulty of all roles directly related to learning about something is raised by one. Not every fact can be hidden and the more people that know about it the more unlikely it is that the Sidereal can make it hard for people to learn about it. If the magnitude of the people who know about a secret is greater then the Vizier's House of Secrets rating. The Maiden of Secrets herself should not be counted even when she knows the secret in question. Though this charm is a College charm it can be bought when one has no dots in House of Secrets in which case it only counts for secrets the Sidereal herself knows. | + | Making a short hand sign the Sidereal sets herself up as a gaurdian against something from being known. For every 2 motes she commits the difficulty of all roles directly related to learning about something is raised by one. Not every fact can be hidden and the more people that know about it the more unlikely it is that the Sidereal can make it hard for people to learn about it. If the magnitude of the people who know about a secret is greater then the Vizier's House of Secrets rating. The Maiden of Secrets herself should not be counted even when she knows the secret in question. Though this charm is a College charm it can be bought when one has no dots in House of Secrets in which case it only counts for secrets the Sidereal herself knows(Don't count Nara-O in this case either). The Sidereal need not know the secret explicitely herself, but at least have a rough idea of it in case she is asked to gaurd the secrets of another. |
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<b>Ages of Wisdom Understanding</b><br> | <b>Ages of Wisdom Understanding</b><br> |
Revision as of 19:01, 18 July 2010
Lore is the Treasure Trove.
Bar-Room Bodhissatva Phrases
Cost: -; Mins: Lore 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Lore Excellency
Even the most mundane phrases of the Viziers can lead to enlightenment. The Sidereal can count as a mentor for others in any mundane attribute or skill regardless of her level in the trait.
Many Assistants Research Study
Cost: 8m; Mins: Lore 3, Essence 2, House of Secrets 1; Type: Supplemental
Keywords: College, Combo-OK
Duration: One project
Prerequisite Charms: Any Lore Excellency
The secrets of the universe come quickly to the Viziers so that they can share what is right with others. Each hour of purely study or research based work counts as Essence hours worth of work instead. This is helpful for the initial parts of Artifact design as well as developing sorcery as well as more mundane uses of such things. This charm may explicitely be comboed with charms from other abilities.
First Principals Teaching Technique
Cost: 10m, 2wp; Mins: Lore 4, Essence 2; Type: Simple
Keywords: Touch, Training
Duration: One week
Prerquisite Charms: Bar-Room Bodhissatva Phrases
Jupiter is jealous of the secrets she has. Few know she is generous with knowledge that the time has come to be known. This charm involves training a unit over the course of a week by spending at least 5 hours educating them over that time frame. In each week of training the Sidereal picks one of the following to train: Intelligence, Perception, Bureaucracy, Crafts(Air, Earth, Fire, Water, Wood), Lore, Linguistics, Occult, Medicine and Socialize. This charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Sidereal can train with the group or as a solo character, increasing her own traits. She cannot increase others' traits past her own.
Soul-Enlightening Beneficence
Cost: 15m, 1wp; Mins: Lore 4, Essence 3; Type: Simple(Dramatic Action)
Keywords: Enlightening, Obvious, Touch
Duration: Instant
Prerequisite Charms: First Principals Teaching Technique
This charm is identical to the one on page 18 of the Scroll of the Monk.
Mudra of the Hidden Sign
Cost: 2m/difficulty; Mins: Lore 4, Essence 3, House of Secrets 0; Type: Simple
Keywords: College, Shaping
Duration: Indefinite
Prerequisite Charms: Many Assistants Research Study
Making a short hand sign the Sidereal sets herself up as a gaurdian against something from being known. For every 2 motes she commits the difficulty of all roles directly related to learning about something is raised by one. Not every fact can be hidden and the more people that know about it the more unlikely it is that the Sidereal can make it hard for people to learn about it. If the magnitude of the people who know about a secret is greater then the Vizier's House of Secrets rating. The Maiden of Secrets herself should not be counted even when she knows the secret in question. Though this charm is a College charm it can be bought when one has no dots in House of Secrets in which case it only counts for secrets the Sidereal herself knows(Don't count Nara-O in this case either). The Sidereal need not know the secret explicitely herself, but at least have a rough idea of it in case she is asked to gaurd the secrets of another.
Ages of Wisdom Understanding
Cost: -; Mins: Lore 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Lore Excellency
Like their Celestial cousins the Lunar Exalted the Sidereals understand there is strength in service. Each purchase of this charm gives the Vizier 10 more motes of Peripheral Essence. This mote pool can only be replenished by offering sincere advice to help a social unit prosper. Each hour spent advising them provides a number of motes equal to the units Magnitude if the Vizier wishes. A Sidereal may purchase this charm repeatedly up to a maximum number of times equal to her Essence. In a game using Sidereal Martial Arts and the Sutras it is suggested that the Sutra's not work if a Sidereal has motes in this additional pool.
The Stars Are Right Hand
Cost: 3m/endurance; Mins: Lore 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Lore Excellency
Though its not spoken of too much there are times where the Viziers work at cross purposes and the natural directives of Heaven are counterproductive. Touching someone under the effects of Sidereal Astrology and spending the requisite motes can bring the effect to an end. This charm can also be used to disrupt resplendant destinies. If the target is unwilling this requires an attack roll. This charm my explicitely be comboed with charms from other abilities.
Perfected Palm Reading Technique
Cost: -; Mins: Lore 2, Essence 2; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: None
When cut off from the Loom the Viziers are still not so limited as mortals are in the arts of prediction. Touching someone lets a Sidereal examine their fate thread as if they had gathered the normal 20 successes to find their thread in the Loom of Fate. This charm only works on those who not out of fate wether by nature or location. As a further note this sort of charm isn't very useful for dealing with non-Extra Essence users as the ability to use Essence lets them change their own destinies rendering even events happening latter that day subject to change.
All in Accordance Charts
Cost: 10m, 1wp; Mins: Lore 3, Essence 3; Type: Simple(Dramatic Action)
Keywords: None
Duration: One day
Prerequisite Charms: Any Lore Excellency, Perfected Palm Reading Technique
Sidereals have very little time to themselves. As such they can't always go and work with the Loom in Yu-Shan while in the field. Yet they have found ways around such limitations. Using this charm the character can perform normal astrology reading actions but instead of the normal results for astrology she can do actions that would normally require being at the loom such as looking for a particular person. Furthermore while this charm is active the character is treated as if they know all the rituals for thaumaturgical Astrology and can use either their Lore or Occult for dice pools.
Causal Weaving Method
Cost: 2m; Mins: Lore 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 a new fact comes to light or ensuring that a smal piece of knowledge remains undiscovered for example. 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 that the village doesn't find out about the mineral wealth in the nearby hill or revealing a secret which ruins a virtuous man. 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, Survival 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.
A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. This charm can not be activated in the Wyld though its reroll function can be.
Causal Nexus Manipulation
Cost: -; Mins: Lore 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Causal Weaving Method
With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe.