Difference between revisions of "GracefulCharmMethodology/SolarSurvival"
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=Survival= | =Survival= | ||
+ | |||
+ | This tree uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules. | ||
==Bushcraft== | ==Bushcraft== | ||
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While Hardship-Surviving Mendicant Spirit is active, the Solar (and a group of Magnitude up to their Essence) can cross any terrain as quickly as they would open plains. If the Solar is looking for a specific location or terrain feature, they may always find it - if it has been hidden by magic, the Solar receives an opposed roll using Perception+Survival. | While Hardship-Surviving Mendicant Spirit is active, the Solar (and a group of Magnitude up to their Essence) can cross any terrain as quickly as they would open plains. If the Solar is looking for a specific location or terrain feature, they may always find it - if it has been hidden by magic, the Solar receives an opposed roll using Perception+Survival. | ||
+ | |||
+ | ===Element-Resisting Prana=== | ||
+ | * Type: Permanent | ||
+ | * Mns: Survival 5, Essence 3 | ||
+ | * Prereqs: Trackless Region Navigation | ||
+ | |||
+ | While Hardship-Surviving Mendicant Spirit is active, reduce the raw damage of all environmental elemental effects against the Solar by the Solar’s Essence. This does not work against directed attacks. | ||
===Unshakeable Bloodhound Technique=== | ===Unshakeable Bloodhound Technique=== | ||
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The Solar makes an Intelligence+Survival roll to conceal a person (taking one action), or a group of things no larger than a house (taking one scene). As long as it doesn’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll. | The Solar makes an Intelligence+Survival roll to conceal a person (taking one action), or a group of things no larger than a house (taking one scene). As long as it doesn’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll. | ||
+ | |||
+ | ==Kinship== | ||
+ | |||
+ | ===Beast-Mastering Behaviour=== | ||
+ | * Cost: 2m/die | ||
+ | * Type: Supplemental | ||
+ | * Mins: Survival 1, Essence 1 | ||
+ | |||
+ | The Solar may convert up to (Essence) merit dice from a Familiar into automatic successes. | ||
+ | |||
+ | ===Ghost Panther Slinking=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 3, Essence 1 | ||
+ | * Prereqs: Beast-Mastering Behaviour | ||
+ | |||
+ | Any Stealth charms that affect the Solar also extend to their Familiars. | ||
+ | |||
+ | ===Friendship With Animals Approach=== | ||
+ | * Cost: 6m | ||
+ | * Type: Simple | ||
+ | * Duration: Indefinite | ||
+ | * Mins: Survival 4, Essence 1 | ||
+ | * Prereqs: Beast-Mastering Behaviour | ||
+ | |||
+ | Small animals around the Solar act toward them as though domesticated, granting the Solar access to a Familiar merit with rating equal to their Essence (if there is any wildlife nearby). Larger animals will ignore them, but supernatural creatures will not. | ||
+ | |||
+ | ===Spirit-Tied Pet=== | ||
+ | * Type: Permanent | ||
+ | * Keywords: Once/day | ||
+ | * Mins: Survival 3, Essence 2 | ||
+ | * Prereqs: Beast-Mastering Behaviour | ||
+ | |||
+ | Once per day, the Solar may make a Simple action to draw a point of Willpower from the bond they share with a Familiar, as well as motes equal to the Familiar’s rating. | ||
+ | |||
+ | ===Spirit-Hunting Hound=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 5, Essence 3 | ||
+ | * Prereqs: Spirit-Tied Pet | ||
+ | |||
+ | The Solar’s Familiar gains the ability to perceive immaterial spirits, and relate their location: treat the Solar as having the ability to perceive immaterial spirits as long as they are with their Familiar. | ||
+ | |||
+ | ===Phantom-Rending Fangs=== | ||
+ | * Cost: 3m, 1wp | ||
+ | * Type: Simple | ||
+ | * Mins: Survival 5, Essence 4 | ||
+ | * Prereqs: Spirit-Hunting Hound | ||
+ | |||
+ | The Solar rolls Charisma+Survival at a difficulty equal to a spirit’s Evasion: if successful, the Solar’s familiar grabs the spirit and holds it still for a number of rounds equal to the bonus successes. During this time, it is visible and vulnerable to physical attacks. | ||
+ | |||
+ | ===Sense-Riding Discipline=== | ||
+ | * Cost: 6m, 1wp | ||
+ | * Type: Simple | ||
+ | * Duration: Indefinite | ||
+ | * Mins: Survival 4, Essence 3 | ||
+ | * Prereqs: Spirit-Tied Pet | ||
+ | |||
+ | The Solar may take over their Familiar, acquiring its senses and controlling its actions, but losing touch with their own body while it remains. The Solar’s Familiar may be targeted separately to the Solar while this is in effect. | ||
+ | |||
+ | ===Familiar-Honing Instruction=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 5, Essence 4 | ||
+ | * Prereqs: Sense-Riding Discipline | ||
+ | |||
+ | While the Solar is controlling their Familiar with Sense-Riding Discipline, they may use Charms through their Familiar. | ||
+ | |||
+ | ===Deadly Predator Method=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 5, Essence 2 | ||
+ | * Prereqs: Beast-Mastering Behaviour | ||
+ | |||
+ | The Solar’s Familiars grow large and fearsome: the Solar may add their Familiar merit dice to threaten rolls. | ||
+ | |||
+ | ===Saga Beast Virtue=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 5, Essence 3 | ||
+ | * Prereqs: Deadly Predator Method | ||
+ | |||
+ | The Solar’s Familiars grow further, and become immune to all fear and threaten effects. | ||
+ | |||
+ | ===Life Of The Aurochs=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 5, Essence 4 | ||
+ | * Prereqs: Saga Beast Virtue | ||
+ | |||
+ | The Solar’s Familiar grow further still, and become immune to any effects that would cripple, stun, or otherwise deny their benefit to the Solar. | ||
+ | |||
+ | ===Force-Building Predator Style=== | ||
+ | * Cost: 3m, 1wp | ||
+ | * Type: Supplemental | ||
+ | * Mins: Survival 5, Essence 3 | ||
+ | * Prereqs: Deadly Predator Method | ||
+ | |||
+ | This grapple control check is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll. | ||
+ | |||
+ | ===Deadly Onslaught Coordination=== | ||
+ | * Cost: 3m, 1wp | ||
+ | * Type: Supplemental | ||
+ | * Mins: Survival 5, Essence 3 | ||
+ | * Prereqs: Deadly Predator Method | ||
+ | |||
+ | This attack roll is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll. | ||
+ | |||
+ | ===Red-Toothed Execution Order=== | ||
+ | * Cost: 6m, 1wp | ||
+ | * Type: Reflexive | ||
+ | * Keywords: Once/scene | ||
+ | * Mins: Survival 5, Essence 4 | ||
+ | * Prereqs: Deadly Onslaught Coordination | ||
+ | |||
+ | Used when a Solar hits with a '''decisive''' attack, the Solar immediately adds their Familiar’s merit dice to the raw damage of the attack. | ||
+ | |||
+ | ===Ambush Predator Style=== | ||
+ | * Cost: 3m, 1wp | ||
+ | * Type; Supplemental | ||
+ | * Mins: Survival 5, Essence 3 | ||
+ | * Prereqs: Deadly Predator Method | ||
+ | |||
+ | This Join Battle roll is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll. | ||
+ | |||
+ | ===Crimson Talon Vigor=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Survival 5, Essence 4 | ||
+ | * Prereqs: Deadly Onslaught Coordination, Ambush Predator Style | ||
+ | |||
+ | Whenever an attack made with Deadly Onslaught Coordination hits, the Solar gains a point of Initiative. | ||
+ | |||
+ | ==Comments== |
Latest revision as of 13:12, 21 April 2016
Contents
- 1 Survival
- 1.1 Bushcraft
- 1.2 Kinship
- 1.2.1 Beast-Mastering Behaviour
- 1.2.2 Ghost Panther Slinking
- 1.2.3 Friendship With Animals Approach
- 1.2.4 Spirit-Tied Pet
- 1.2.5 Spirit-Hunting Hound
- 1.2.6 Phantom-Rending Fangs
- 1.2.7 Sense-Riding Discipline
- 1.2.8 Familiar-Honing Instruction
- 1.2.9 Deadly Predator Method
- 1.2.10 Saga Beast Virtue
- 1.2.11 Life Of The Aurochs
- 1.2.12 Force-Building Predator Style
- 1.2.13 Deadly Onslaught Coordination
- 1.2.14 Red-Toothed Execution Order
- 1.2.15 Ambush Predator Style
- 1.2.16 Crimson Talon Vigor
- 1.3 Comments
Survival
This tree uses the Crunchy Merit Methodology rules.
Bushcraft
Hardship-Surviving Mendicant Spirit
- Cost: 5m, 1wp
- Type: Simple
- Duration: Indefinite
- Mins: Survival 1, Essence 1
The Solar ignores all environmental penalties to Survival rolls, is immune to exposure, and does not need to sleep.
Food-Gathering Exercise
- Cost: 3m
- Type: Supplemental
- Mins: Survival 3, Essence 1
- Prereqs: Hardship-Surviving Mendicant Spirit
This Survival roll to gather food yields enough to feed a group of Magnitude equal to the Solar’s Essence. If there is no food whatsoever, the Solar will still produce enough to feed one person.
- Type: Permanent
- Mins: Survival 4, Essence 2
- Prereqs: Food-Gathering Exercise
While Hardship-Surviving Mendicant Spirit is active, the Solar (and a group of Magnitude up to their Essence) can cross any terrain as quickly as they would open plains. If the Solar is looking for a specific location or terrain feature, they may always find it - if it has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.
Element-Resisting Prana
- Type: Permanent
- Mns: Survival 5, Essence 3
- Prereqs: Trackless Region Navigation
While Hardship-Surviving Mendicant Spirit is active, reduce the raw damage of all environmental elemental effects against the Solar by the Solar’s Essence. This does not work against directed attacks.
Unshakeable Bloodhound Technique
- Type: Permanent
- Mins: Survival 5, Essence 2
- Prereqs: Food-Gathering Exercise
While Hardship-Surviving Mendicant Spirit is active, If the Solar is tracking someone, they may always find them - if the trail has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.
Traceless Passage
- Type: Permanent
- Mins: Survival 5, Essence 2
- Prereqs: Hardship-Surviving Mendicant Spirit
While Hardship-Surviving Mendicant Spirit is active, If the Solar is covering their tracks, they cannot be followed by mundane means - if the tracker is using dedicated magic, the Solar receives an opposed roll using Wits+Survival.
Eye-Deceiving Camouflage
- Cost: 3m
- Type: Simple
- Mins: Survival 5, Essence 3
- Prereqs: Traceless Passage
The Solar makes an Intelligence+Survival roll to conceal a person (taking one action), or a group of things no larger than a house (taking one scene). As long as it doesn’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll.
Kinship
Beast-Mastering Behaviour
- Cost: 2m/die
- Type: Supplemental
- Mins: Survival 1, Essence 1
The Solar may convert up to (Essence) merit dice from a Familiar into automatic successes.
Ghost Panther Slinking
- Type: Permanent
- Mins: Survival 3, Essence 1
- Prereqs: Beast-Mastering Behaviour
Any Stealth charms that affect the Solar also extend to their Familiars.
Friendship With Animals Approach
- Cost: 6m
- Type: Simple
- Duration: Indefinite
- Mins: Survival 4, Essence 1
- Prereqs: Beast-Mastering Behaviour
Small animals around the Solar act toward them as though domesticated, granting the Solar access to a Familiar merit with rating equal to their Essence (if there is any wildlife nearby). Larger animals will ignore them, but supernatural creatures will not.
Spirit-Tied Pet
- Type: Permanent
- Keywords: Once/day
- Mins: Survival 3, Essence 2
- Prereqs: Beast-Mastering Behaviour
Once per day, the Solar may make a Simple action to draw a point of Willpower from the bond they share with a Familiar, as well as motes equal to the Familiar’s rating.
Spirit-Hunting Hound
- Type: Permanent
- Mins: Survival 5, Essence 3
- Prereqs: Spirit-Tied Pet
The Solar’s Familiar gains the ability to perceive immaterial spirits, and relate their location: treat the Solar as having the ability to perceive immaterial spirits as long as they are with their Familiar.
Phantom-Rending Fangs
- Cost: 3m, 1wp
- Type: Simple
- Mins: Survival 5, Essence 4
- Prereqs: Spirit-Hunting Hound
The Solar rolls Charisma+Survival at a difficulty equal to a spirit’s Evasion: if successful, the Solar’s familiar grabs the spirit and holds it still for a number of rounds equal to the bonus successes. During this time, it is visible and vulnerable to physical attacks.
Sense-Riding Discipline
- Cost: 6m, 1wp
- Type: Simple
- Duration: Indefinite
- Mins: Survival 4, Essence 3
- Prereqs: Spirit-Tied Pet
The Solar may take over their Familiar, acquiring its senses and controlling its actions, but losing touch with their own body while it remains. The Solar’s Familiar may be targeted separately to the Solar while this is in effect.
Familiar-Honing Instruction
- Type: Permanent
- Mins: Survival 5, Essence 4
- Prereqs: Sense-Riding Discipline
While the Solar is controlling their Familiar with Sense-Riding Discipline, they may use Charms through their Familiar.
Deadly Predator Method
- Type: Permanent
- Mins: Survival 5, Essence 2
- Prereqs: Beast-Mastering Behaviour
The Solar’s Familiars grow large and fearsome: the Solar may add their Familiar merit dice to threaten rolls.
Saga Beast Virtue
- Type: Permanent
- Mins: Survival 5, Essence 3
- Prereqs: Deadly Predator Method
The Solar’s Familiars grow further, and become immune to all fear and threaten effects.
Life Of The Aurochs
- Type: Permanent
- Mins: Survival 5, Essence 4
- Prereqs: Saga Beast Virtue
The Solar’s Familiar grow further still, and become immune to any effects that would cripple, stun, or otherwise deny their benefit to the Solar.
Force-Building Predator Style
- Cost: 3m, 1wp
- Type: Supplemental
- Mins: Survival 5, Essence 3
- Prereqs: Deadly Predator Method
This grapple control check is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll.
Deadly Onslaught Coordination
- Cost: 3m, 1wp
- Type: Supplemental
- Mins: Survival 5, Essence 3
- Prereqs: Deadly Predator Method
This attack roll is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll.
Red-Toothed Execution Order
- Cost: 6m, 1wp
- Type: Reflexive
- Keywords: Once/scene
- Mins: Survival 5, Essence 4
- Prereqs: Deadly Onslaught Coordination
Used when a Solar hits with a decisive attack, the Solar immediately adds their Familiar’s merit dice to the raw damage of the attack.
Ambush Predator Style
- Cost: 3m, 1wp
- Type; Supplemental
- Mins: Survival 5, Essence 3
- Prereqs: Deadly Predator Method
This Join Battle roll is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll.
Crimson Talon Vigor
- Type: Permanent
- Mins: Survival 5, Essence 4
- Prereqs: Deadly Onslaught Coordination, Ambush Predator Style
Whenever an attack made with Deadly Onslaught Coordination hits, the Solar gains a point of Initiative.