Difference between revisions of "BogModAlternateSidereals/Ride"
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+ | <b>Thousand Paths Movements</b><br> | ||
+ | <b>Cost:</b> -; <b>Mins:</b> Ride 2, Essence 2; <b>Type:</b> Permanent<br> | ||
+ | <b>Keywords:</b> Merged<br> | ||
+ | <b>Duration:</b> Permanent<br> | ||
+ | <b>Prerequisite Charms:</b> None | ||
+ | |||
+ | One thing that the Viziers know is that there is a thousand different ways to reach wherever they wish to go. Solars may refuse to change their path and push on but Sidereals will take another path always with their final goal in mind. The difficulty of any Blockade Movement action against the Sidereal is increased by 2. This works regardless of the form of transport the Sidereal is on. Walking, riding a steed or on a ship it doesn't matter. This charm exists in Survival and Sail. | ||
+ | ------------ | ||
+ | <b>Another Day Duty</b><br> | ||
+ | <b>Cost:</b> 3m; <b>Mins:</b> Ride 3, Essence 2, House of Journeys 1; <b>Type:</b> Reflexive<br> | ||
+ | <b>Keywords:</b> College, Combo-OK<br> | ||
+ | <b>Duration:</b> One scene<br> | ||
+ | <b>Prerequisite Charms:</b> Any Ride Excellency | ||
+ | |||
+ | The solemn duty of the those who carry messages and packages can not be slowed down by the challanges of drunks or the wailing of the poor. Activating this charm lets a Sidereal automatically fail any Virtue roll that would make them act a particular way. Any virtue she uses this ability on can not be Channelled for additional dice for the rest of the scene. Additionally using it to automatically fail a role related to her Primary Virtue results in an automatic point of limit. Use of this charm must be declared before rolling. | ||
+ | ----------------- | ||
<b>Adept Horseman Technique</b><br> | <b>Adept Horseman Technique</b><br> | ||
− | <b>Cost:</b> | + | <b>Cost:</b> 2m; <b>Mins:</b> Ride 2, Essence 1; <b>Type:</b> Reflexive<br> |
<b>Keywords:</b> Combo-OK<br> | <b>Keywords:</b> Combo-OK<br> | ||
<b>Duration:</b> Indefinite<br> | <b>Duration:</b> Indefinite<br> | ||
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---------- | ---------- | ||
<b>Blessed Rider Benediction</b><br> | <b>Blessed Rider Benediction</b><br> | ||
− | <b>Cost:</b> 4m | + | <b>Cost:</b> 4m; <b>Mins:</b> Ride 3, Essence 3; <b>Type:</b> Reflexive<br> |
<b>Keywords:</b> Combo-OK<br> | <b>Keywords:</b> Combo-OK<br> | ||
<b>Duration:</b> One scene<br> | <b>Duration:</b> One scene<br> | ||
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<b>Prerequisite Charms:</b> Any Ride Excellency | <b>Prerequisite Charms:</b> Any Ride Excellency | ||
− | There is no road more unbearable then that travelled alone. With their numbers less then their fellow Celestials there are simply too few for the Viziers to work in groups all the time. To help ease that burden they bind animal companions to themselves with mystic bonds of essence. The target of this charm must be either be his familiar or an animal loyal to him. If used on an animal that is not his familiar while the Sidereal has one the previous Familiar is released and leaves and the Sidereal gains the new one. Repeated use of this Charm on a familiar can increase the Familiar Background rating to 5. | + | There is no road more unbearable then that travelled alone. With their numbers less then their fellow Celestials there are simply too few for the Viziers to work in groups all the time. To help ease that burden they bind animal companions to themselves with mystic bonds of essence. The target of this charm must be either be his familiar or an animal loyal to him. If used on an animal that is not his familiar while the Sidereal has one the previous Familiar is released and leaves and the Sidereal gains the new one. Repeated use of this Charm on a familiar can increase the Familiar Background rating to 5. A Sidereal with House of Journeys at 3 or greater can spend transform their familiar into another shape so long as that form would be suitable as a mount. |
------ | ------ | ||
<b>Eternal Friendship Connection Technique</b><br> | <b>Eternal Friendship Connection Technique</b><br> | ||
− | <b>Cost:</b> -; <b>Mins:</b> Ride 5, Essence 4 | + | <b>Cost:</b> -; <b>Mins:</b> Ride 5, Essence 4; <b>Type:</b> Permanent<br> |
− | <b>Keywords:</b> | + | <b>Keywords:</b> None<br> |
<b>Duration:</b> Permanent<br> | <b>Duration:</b> Permanent<br> | ||
<b>Prerequisite Charms:</b> Tempered Soul Companion, Steed of Journey's Stables Technique | <b>Prerequisite Charms:</b> Tempered Soul Companion, Steed of Journey's Stables Technique | ||
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<b>Prerequisite Charms:</b> Any Ride Excellency | <b>Prerequisite Charms:</b> Any Ride Excellency | ||
− | What good is a rider without a ride? Sidereals solve this problem by ensuring they can always have a ride. Using this charm causes a local animal nearby, something appropriate for riding, to come close to the Sidereal. Riding the mount successfully without being tossed or maybe eaten is up to the Sidereal. Sadly there are some places where there are simply no animals of the right size for such things in which case | + | What good is a rider without a ride? Sidereals solve this problem by ensuring they can always have a ride. Using this charm causes a local animal nearby, something appropriate for riding, to come close to the Sidereal. Riding the mount successfully without being tossed or maybe eaten is up to the Sidereal. Sadly there are some places where there are simply no animals of the right size for such things in which case a Sidereal with House of Journeys 2 can summon an unsuitable animal to serve as a mount which will nonetheless serve as well as a regular horse. |
--------- | --------- | ||
<b>Paced Mount Endurance Prana</b><br> | <b>Paced Mount Endurance Prana</b><br> | ||
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<b>Keywords:</b> Combo-OK<br> | <b>Keywords:</b> Combo-OK<br> | ||
<b>Duration:</b> Indefinite<br> | <b>Duration:</b> Indefinite<br> | ||
− | <b>Prerequisite Charms:</b> | + | <b>Prerequisite Charms:</b> None |
− | + | You can ride a steed for a mile in almost no time at all. You can ride it for 10 if you go at a regular pace. Or if you are a Vizier you can ride it until you need to stop because its exceeded your endurance. The steed takes a pace of 10 miles an hour but does not need to stop for rest or food in that time. The Sidereal herself though may need to sleep or eat. If she ever stops moving on to her destination the charm ends and the mount needs an hour per day of this charm being used to move around naturally. | |
− | You can ride a steed for a mile in almost no time at all. You can ride it for 10 if you go at a regular pace. Or if you are a Vizier you can ride it until you need to stop because its exceeded your endurance. The steed takes a pace of | ||
-------- | -------- | ||
<b>Spurring on the Great Beast Method</b><br> | <b>Spurring on the Great Beast Method</b><br> | ||
− | <b>Cost:</b> | + | <b>Cost:</b> -; <b>Mins:</b> Ride 4, Essence 3; <b>Type:</b> Permanent<br> |
− | <b>Keywords:</b> | + | <b>Keywords:</b> None<br> |
− | <b>Duration:</b> | + | <b>Duration:</b> Permanent<br> |
<b>Prerequisite Charms:</b> Paced Mount Endurance Prana | <b>Prerequisite Charms:</b> Paced Mount Endurance Prana | ||
− | With a tug of the reins and use of the heels the Vizier's can leave everyone behind as they press on into ever more unexplored and distant lands. This charm | + | With a tug of the reins and use of the heels the Vizier's can leave everyone behind as they press on into ever more unexplored and distant lands. This charm enhances its prerequisite to let the Sidereal move at 60 miles an hour instead of 10. |
------------ | ------------ | ||
<b>Riding the Dragon's Path</b><br> | <b>Riding the Dragon's Path</b><br> | ||
− | <b>Cost:</b> 7m, 1wp; <b>Ride 5, Essence 4 | + | <b>Cost:</b> 7m, 1wp; <b>Mins</b> Ride 5, Essence 4; <b>Type:</b> Simple<br> |
− | <b>Keywords:</b> | + | <b>Keywords:</b> Combo-OK, Obvious<br> |
<b>Duration:</b> One hour<br> | <b>Duration:</b> One hour<br> | ||
<b>Prerequisite Charms:</b> Spurring on the Great Beast Method, Blessed Rider Benediction | <b>Prerequisite Charms:</b> Spurring on the Great Beast Method, Blessed Rider Benediction | ||
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-------- | -------- | ||
<b>Blessed Highway Technique</b><br> | <b>Blessed Highway Technique</b><br> | ||
− | <b>Cost:</b> 12m, 2wp; <b>Mins:</b> Ride 5, Essence 5 | + | <b>Cost:</b> 12m, 2wp; <b>Mins:</b> Ride 5, Essence 5; <b>Type:</b> Supplemental<br> |
− | <b>Keywords:</b> | + | <b>Keywords:</b> Combo-OK, Obvious<br> |
<b>Duration:</b> Indefinite<br> | <b>Duration:</b> Indefinite<br> | ||
<b>Prerequisite Charms:</b> Riding the Dragon's Path | <b>Prerequisite Charms:</b> Riding the Dragon's Path | ||
Treacherous are the paths that those who would follow the Solars must walk. Though their might is great and can ensure the success of such a trip the Sidereals can do something better to let the army reach its destination on time and in good order. Later on this charm would be used to aid immagrants being moved from one city to another to the new lands near the borders of the Wyld so they can stabalize it by their presence. This charm supplements a journey from one place to another. While the charm is committed those who follow the path treat it as open terrain for movement rates, suffer no penalties to their speed due to the distance, move 50% faster on top of whatever their speed would be after their own charms or effects increase it and finally the survival rolls to traverse it even it it goes through the most inhospitable south never rises above difficulty 1. This can even cut a path through the wyld up to the Middlemarchers and prevents mutation of those who walk it though they must still contend with the dangers. The path is large enough for Magnitude 10 units to follow in a spaced out formation. If the Sidereal dies trying to make the journey or shortly after completing it(say by the military force of the Demons she just made a path to) the charm remains in effect for a full year afterwards. | Treacherous are the paths that those who would follow the Solars must walk. Though their might is great and can ensure the success of such a trip the Sidereals can do something better to let the army reach its destination on time and in good order. Later on this charm would be used to aid immagrants being moved from one city to another to the new lands near the borders of the Wyld so they can stabalize it by their presence. This charm supplements a journey from one place to another. While the charm is committed those who follow the path treat it as open terrain for movement rates, suffer no penalties to their speed due to the distance, move 50% faster on top of whatever their speed would be after their own charms or effects increase it and finally the survival rolls to traverse it even it it goes through the most inhospitable south never rises above difficulty 1. This can even cut a path through the wyld up to the Middlemarchers and prevents mutation of those who walk it though they must still contend with the dangers. The path is large enough for Magnitude 10 units to follow in a spaced out formation. If the Sidereal dies trying to make the journey or shortly after completing it(say by the military force of the Demons she just made a path to) the charm remains in effect for a full year afterwards. | ||
+ | --------------- | ||
+ | <b>Horseless Carriage Mastery</b><br> | ||
+ | <b>Cost:</b> -; <b>Mins:</b> Ride 3, Essence 3; <b>Type:</b> Permanent<br> | ||
+ | <b>Keywords:</b> College<br> | ||
+ | <b>Duration:</b> Permanent<br> | ||
+ | <b>Prerequisite Charms:</b> Paced Mount Endurance Prana | ||
+ | |||
+ | There are many steeds in this world and in the First Age new essence powered steeds or small craft came into use. Though normally the charms require a living breathing mount this charm enhances the Sidereal's talents to extend to any vehicle that uses the Ride ability. Adept Horseman Technique, Blessed Rider Benediction, Master Relay Whistle, Blessed Highway Technique, Heaven Crossing Journey, Riding the Dragon's Path function just as well with those small Ride based craft. Paced Mount Endurance Prana and Spurring on the Great Beast Method work differently for such. The former eliminates the need for fuel(though there must be enough to get it moving) or maintanance while operating it. The latter should still yield a speed boost but given the faster nature of such vehicles ST's should decide on their own level of what the speed boost should be. | ||
+ | -------------- | ||
+ | <b>Heavenly Relay System</b><br> | ||
+ | <b>Cost:</b> 8m; <b>Mins:</b> Ride 4, Essence 3, House of Journeys 2; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> College, Combo-OK, Shaping<br> | ||
+ | <b>Duration:</b> Instant<br> | ||
+ | <b>Prerequisite Charms:</b> Any Ride Excellency | ||
+ | |||
+ | All couriers and mail systems work under the influence of the Messenger. The threads of interconnection lie heavy throughout this world and and others and wise Viziers in years past ensured that messages would be sent and received in time. Having written a message the Sidereal rolls Wits + Ride and burns the message. The difficulty of the roll is 3 or 5 if the person she wants the message to get to is in another realm of existance. Within a week the letter will reach the target by some means and they instinctively know they can respond by writing and burning a letter in return. Normally the letters are delivered securely but if she must she can spend an additional point of Willpower. This ensures the message arrives exactly when the Sidereal wants it to though it may go through some interesting hands to reach there. If the target is in the middlemarches or deeper, or in the Labyrinth the letter never reaches its intended and the Sidereal is never the wiser. | ||
+ | ----------- | ||
+ | <b>Thread Shuffle Dance</b><br> | ||
+ | <b>Cost:</b> 5m; <b>Mins:</b> Ride 4, Essence 4, House of Journeys 3; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> College, Combo-OK, Shaping<br> | ||
+ | <b>Duration:</b> One week<br> | ||
+ | <b>Prerequisite Charms:</b> | ||
+ | |||
+ | While interaction between people falls under the auspices of Venus it is her sister Mercury that dominates long distance communication and can offer the most interesting of blessings to messages meant for afar. The Sidereal rolls Manipulation + Ride at a difficulty of the Essence of the target of this charm who they must be able to see. On a success all messages they send out go awry and will never reach their intended. Each use of this charm on a consecutive week without allowing a full week to pass between charm uses increases the difficulty of this charm by 2. | ||
+ | |||
+ | Wise Sidereals are careful with this charm in Heaven as its existance is known and Gods can get very cross when they are hampered by this. This charm does nothing to interfere with messages from or to targets in the Deep Wyld or deeper or in the Labyrinth nor does it interfere with face to face messages. Use of this charm has foiled its fair share of tyrants who would not trust their messages to other people to carry and repeat for them instead trusting to letters the messangers didn't know or sorcery. Only too late did they find out that no one received their messages only to be toppled. | ||
== Comments == | == Comments == | ||
+ | |||
+ | Communication manipulating charms. Not direct person to person, but through messages and the like. | ||
+ | |||
+ | [[BogModAlternateSidereals]] |
Latest revision as of 21:31, 10 June 2011
Ride is the Constellation of the Messanger.
Thousand Paths Movements
Cost: -; Mins: Ride 2, Essence 2; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None
One thing that the Viziers know is that there is a thousand different ways to reach wherever they wish to go. Solars may refuse to change their path and push on but Sidereals will take another path always with their final goal in mind. The difficulty of any Blockade Movement action against the Sidereal is increased by 2. This works regardless of the form of transport the Sidereal is on. Walking, riding a steed or on a ship it doesn't matter. This charm exists in Survival and Sail.
Another Day Duty
Cost: 3m; Mins: Ride 3, Essence 2, House of Journeys 1; Type: Reflexive
Keywords: College, Combo-OK
Duration: One scene
Prerequisite Charms: Any Ride Excellency
The solemn duty of the those who carry messages and packages can not be slowed down by the challanges of drunks or the wailing of the poor. Activating this charm lets a Sidereal automatically fail any Virtue roll that would make them act a particular way. Any virtue she uses this ability on can not be Channelled for additional dice for the rest of the scene. Additionally using it to automatically fail a role related to her Primary Virtue results in an automatic point of limit. Use of this charm must be declared before rolling.
Adept Horseman Technique
Cost: 2m; Mins: Ride 2, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The Viziers are required to always be on the move. There is no rest for those who serve Fate. Unsurpringly they don't let simple things like inexperience with mounts slow them down. By committing 3m the Sidereal no longer limits their abilities while mounted to their Ride skill. Furthermore they can replace their Ride skill with an ability normally limited while mounted for actions. If this would give them more dice then they would normally have the extra dice count as dice added by charms.
Blessed Rider Benediction
Cost: 4m; Mins: Ride 3, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Adept Horseman Technique
A steed is no help if it is killed. Wise riders learn to protect those they ride. After activating this charm defensive charms with an instant duration can be used by the Sidereal to protect the mount against attacks directed at the mount. Furthermore the mount's DVs improve to match the Sidereals.
Steed of Journey's Stables Technique
Cost: 12m, 2wp; Mins: Ride 4, Essence 2; Type: Simple
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Any Ride Excellency
The creatures of Creation that aid the Sidereal Exalted in there work are possessed of a potency greater then their kind would suggest. This charm involves training a natural animal or familiar. This Charm requires five or more hours of work in a single week to have any effect. This charm replaces the normal effects of training in that time. After each week of training the trainer can pick one of the following to train:
- Strength, Dexterity, Stamina, Wits, or Perception. This charm increases the animal's Attribute by one dot, to a maximum of (its species average +2).
- Athletics, Awareness, Dodge, Integrity, Martial Arts, Presence, Resistance or Survival. This charm increases the animal's Ability by one dot to a maximum of the Sidereal's own rating in that Ability.
- Health and Size. This charm gives the animal an additional -1 Health Level and, optionally, increases its size by 10%. This charm can give an animal a number of extra levels no greater then its Stamina.
- Intelligence. This charm gives the animal the effective intelligence of an adult human.
Using this charm on a familiar increases all of these maximums by one and allows the training of the animal to an Intelligence 3 human.
Tempered Soul Companion
Cost: 10m, 1wp, 1xp; Mins: Ride 3, Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Any Ride Excellency
There is no road more unbearable then that travelled alone. With their numbers less then their fellow Celestials there are simply too few for the Viziers to work in groups all the time. To help ease that burden they bind animal companions to themselves with mystic bonds of essence. The target of this charm must be either be his familiar or an animal loyal to him. If used on an animal that is not his familiar while the Sidereal has one the previous Familiar is released and leaves and the Sidereal gains the new one. Repeated use of this Charm on a familiar can increase the Familiar Background rating to 5. A Sidereal with House of Journeys at 3 or greater can spend transform their familiar into another shape so long as that form would be suitable as a mount.
Eternal Friendship Connection Technique
Cost: -; Mins: Ride 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tempered Soul Companion, Steed of Journey's Stables Technique
The bonds between a Vizier and their companion's exist beyond life and death. So long as the Sidereal lives the mount will eventually heal from any wound though spirit killing attacks that would normally kill it require it to spend a year recovering. Furthermore when the Sidereal does die the animal fades away and the Sidereal in her next life will find after she exalts her Familiar returning to her. As a final bonus the Familiar can learn some Charms. (This needs work, at least in terms of if they will be Sidereal charms, or let the Sidereal buy unique tricks for the familiar on a case by case basis)
Master Relay Whistle
Cost: 2m; Mins: Ride 2, Essence 2; Type: Simple
Keywords: Compulsion
Duration: Instant
Prerequisite Charms: Any Ride Excellency
What good is a rider without a ride? Sidereals solve this problem by ensuring they can always have a ride. Using this charm causes a local animal nearby, something appropriate for riding, to come close to the Sidereal. Riding the mount successfully without being tossed or maybe eaten is up to the Sidereal. Sadly there are some places where there are simply no animals of the right size for such things in which case a Sidereal with House of Journeys 2 can summon an unsuitable animal to serve as a mount which will nonetheless serve as well as a regular horse.
Paced Mount Endurance Prana
Cost: 5m; Mins: Ride 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
You can ride a steed for a mile in almost no time at all. You can ride it for 10 if you go at a regular pace. Or if you are a Vizier you can ride it until you need to stop because its exceeded your endurance. The steed takes a pace of 10 miles an hour but does not need to stop for rest or food in that time. The Sidereal herself though may need to sleep or eat. If she ever stops moving on to her destination the charm ends and the mount needs an hour per day of this charm being used to move around naturally.
Spurring on the Great Beast Method
Cost: -; Mins: Ride 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Paced Mount Endurance Prana
With a tug of the reins and use of the heels the Vizier's can leave everyone behind as they press on into ever more unexplored and distant lands. This charm enhances its prerequisite to let the Sidereal move at 60 miles an hour instead of 10.
Riding the Dragon's Path
Cost: 7m, 1wp; Mins Ride 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One hour
Prerequisite Charms: Spurring on the Great Beast Method, Blessed Rider Benediction
Mercury does not confine her wanderlust to places humans would walk or swim to and neither do those who can use her strength. When this charm is in use the mount that a Sidereal rides can go through air, through water, or even through the earth and take the Sidereal along for the ride letting. The Sidereal can ride through and along anything that would normally be impossible. While it does protect against some of the issues with such travel such as a lack of air or crushing pressure it does not protect against all such worries. Creatures or temperature extremes can still kill the Sidereal or the mount. Should the mount die while this charm is in use the Sidereal will find herself appear on the nearest available place of open space.
Heaven Crossing Journey
Cost: 15m, 1wp; Mins: Ride 5, Essence 5, House of Journeys 3; Type: Simple
Keywords: College, Obvious
Duration: Instant
Prerequisite Charms: Riding the Dragon's Path
With ease do the Vizier's move between Creation and other realms of existance. Though only the most loyal or most resiliant steeds can survive such lands the Sidereal can at least reach them. Using this charm lets a Sidereal instantly ride out of the Calibration Gate into Yu-Shan. She can also use it to cross over from Creation to the Underworld or vice versa at the edge of a Shadowland as she wishes regardless of the time of day. At Essence 6 the Sidereal can use this charm to begin a 5 day trip to or from Malfeas or instantly move from Creation to the Underworld or back again.
Blessed Highway Technique
Cost: 12m, 2wp; Mins: Ride 5, Essence 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Riding the Dragon's Path
Treacherous are the paths that those who would follow the Solars must walk. Though their might is great and can ensure the success of such a trip the Sidereals can do something better to let the army reach its destination on time and in good order. Later on this charm would be used to aid immagrants being moved from one city to another to the new lands near the borders of the Wyld so they can stabalize it by their presence. This charm supplements a journey from one place to another. While the charm is committed those who follow the path treat it as open terrain for movement rates, suffer no penalties to their speed due to the distance, move 50% faster on top of whatever their speed would be after their own charms or effects increase it and finally the survival rolls to traverse it even it it goes through the most inhospitable south never rises above difficulty 1. This can even cut a path through the wyld up to the Middlemarchers and prevents mutation of those who walk it though they must still contend with the dangers. The path is large enough for Magnitude 10 units to follow in a spaced out formation. If the Sidereal dies trying to make the journey or shortly after completing it(say by the military force of the Demons she just made a path to) the charm remains in effect for a full year afterwards.
Horseless Carriage Mastery
Cost: -; Mins: Ride 3, Essence 3; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: Paced Mount Endurance Prana
There are many steeds in this world and in the First Age new essence powered steeds or small craft came into use. Though normally the charms require a living breathing mount this charm enhances the Sidereal's talents to extend to any vehicle that uses the Ride ability. Adept Horseman Technique, Blessed Rider Benediction, Master Relay Whistle, Blessed Highway Technique, Heaven Crossing Journey, Riding the Dragon's Path function just as well with those small Ride based craft. Paced Mount Endurance Prana and Spurring on the Great Beast Method work differently for such. The former eliminates the need for fuel(though there must be enough to get it moving) or maintanance while operating it. The latter should still yield a speed boost but given the faster nature of such vehicles ST's should decide on their own level of what the speed boost should be.
Heavenly Relay System
Cost: 8m; Mins: Ride 4, Essence 3, House of Journeys 2; Type: Simple
Keywords: College, Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Any Ride Excellency
All couriers and mail systems work under the influence of the Messenger. The threads of interconnection lie heavy throughout this world and and others and wise Viziers in years past ensured that messages would be sent and received in time. Having written a message the Sidereal rolls Wits + Ride and burns the message. The difficulty of the roll is 3 or 5 if the person she wants the message to get to is in another realm of existance. Within a week the letter will reach the target by some means and they instinctively know they can respond by writing and burning a letter in return. Normally the letters are delivered securely but if she must she can spend an additional point of Willpower. This ensures the message arrives exactly when the Sidereal wants it to though it may go through some interesting hands to reach there. If the target is in the middlemarches or deeper, or in the Labyrinth the letter never reaches its intended and the Sidereal is never the wiser.
Thread Shuffle Dance
Cost: 5m; Mins: Ride 4, Essence 4, House of Journeys 3; Type: Simple
Keywords: College, Combo-OK, Shaping
Duration: One week
Prerequisite Charms:
While interaction between people falls under the auspices of Venus it is her sister Mercury that dominates long distance communication and can offer the most interesting of blessings to messages meant for afar. The Sidereal rolls Manipulation + Ride at a difficulty of the Essence of the target of this charm who they must be able to see. On a success all messages they send out go awry and will never reach their intended. Each use of this charm on a consecutive week without allowing a full week to pass between charm uses increases the difficulty of this charm by 2.
Wise Sidereals are careful with this charm in Heaven as its existance is known and Gods can get very cross when they are hampered by this. This charm does nothing to interfere with messages from or to targets in the Deep Wyld or deeper or in the Labyrinth nor does it interfere with face to face messages. Use of this charm has foiled its fair share of tyrants who would not trust their messages to other people to carry and repeat for them instead trusting to letters the messangers didn't know or sorcery. Only too late did they find out that no one received their messages only to be toppled.
Comments
Communication manipulating charms. Not direct person to person, but through messages and the like.