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<B>Cost:</B> 1 motes per die | <B>Cost:</B> 1 motes per die |
Revision as of 02:03, 3 April 2009
- SolarRide
- IsawaBrian
Born To The Saddle</B>
<B>Cost:1 motes per die Duration: Instant Type: Supplemental Minimum Ride: 1 Minimum Essence: 1 Prerequisite Charms: None
By attuning himself to the flows of Essence connecting him to his mount, the Exalt can gain a mastery of riding far beyond that of any mortal. Once connected, the Exalt guides his mount along the natural flows of Essence, greatly increasing its maneuverability. For each mote of Essence spent on this Charm, the player may add one die to a single ride roll but can no more than double his character’s regular Attribute + Ride dice pool.
In second edition, this Charm is superceded by the First Ride Excellency.
Superior Steed Style</B>
<B>Cost:Variable motes, 1 Willpower Duration: One Scene Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Born to the Saddle
Sometimes, an Exalt is forced by exigencies to accept an inferior mount, or she may have desperate need to push a superior one beyond normal limits. In those cases, she may attune her anima to the soul of her steed to give it great power. The player may spend essence to increase her character’s mount’s attributes, virtues, and abilities, at a cost of 3 motes per attribute dot, 2 motes per virtue dot, and 1 mote per ability dot. No more dots than the character and mount’s combined essences may be added, and no characteristic may be more than doubled.
In Second Edition, this Charm is Combo-OK and requires Any Ride Excellency.
Uplifting the Base Mount</B>
<B>Cost:5 motes, 1 Willpower, 1 experience point Duration: Instant Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Superior Steed Style
An Exalt’s unflagging and indomitable spirit may imprint itself upon his mount. By charging it with essence and briefly synchronizing souls, the Exalt may uplift the spirit of his mount, and make it a cut above the ordinary. Once activated, this Charm will transform an ordinary Extra mount permanently into a normal character- a “heroic mount.” This does not change the mount’s characteristics, save for adding the full health levels it is entitled to, but does move it out of the category of treatment that Extras are consigned to.
In Second Edition, this Charm is Combo-OK. It also gives the Mount an Intimacy with loyalty to the Solar.
Spook The Skittish Colt</B>
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Ride: 2 Minimum Essence: 1 Prerequisite Charms: Born To The Saddle
The Exalt can now exert a limited degree of control over mounts at a distance. By forcing her will upon a foe’s mount, she may cause it to panic and flee, greatly disrupting the rider’s control. The targeted mount must be within the character’s permanent Essence times her Ride in yards. The player then makes an opposed Willpower roll against the Willpower of the mount or the rider, whichever is higher. If the Exalted wins the Willpower roll, the mount is forced to flee at its maximum speed until the end of the scene or it cannot physically move any further, at which point it will be forced to cower against whatever is barring its way. Even if the opponent wins, the mount will be so spooked by the experience as to make control extremely difficult. The opponent is a penalty to all ride die rolls concerning that mount equal to the Exalted’s permanent Essence and at a +1 difficulty to all other actions while on the mount for the rest of the scene. The mount itself is at a penalty to all die rolls that don’t involve retreating equal to the Exalted’s permanent Essence until the end of the scene as well.
In Second Edition, this Charm costs 4 motes, 1 Willpower, and is Instant, though the effects last one scene. It has the keywords Combo-OK, Compulsion, and Social, though it can be used in the space of a regular combat tick. Instead of an opposed Willpower roll, this is treated as a Social Attack using Charisma or Manipulation + Ride that is unblockable vs. either the mount’s dodge MDV or the rider’s, whichever is higher. The above effects take place for winning or losing as normal; these are external penalities. If the mount has the free will to do so, it may expend 2 willpower to break the compulsion. Under most circumstances, a mount that can be affected by this Charm cannot so expend the willpower.
Glorious Solar Lasso</B>
<B>Cost:10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Spook The Skittish Colt
This remarkably unsubtle charm allows the Exalt to create a lasso of glowing solar fire out of his essence. This rope will not burn what it touches, but instead, the Exalt may throw it a number of yards equal to his permanent Essence times his Ride score to attempt to take control of any unintelligent, material mount (any creature the Exalt could conceivably ride with a maximum Intelligence of 1). Any spirit or other being capable of dematerializing may make a reflexive Wits roll at a difficulty equal to the character’s Ride to instantly dematerialize, but otherwise cannot escape unless their new rider is foolish enough to let them. The player must make an opposed willpower test against the mount or the rider of the mount, whichever is higher. If the Exalted wins, he has control over the mount’s actions for the rest of the scene. If he loses, it is quite obvious who has attempted to take control.
In Second Edition, this Charm is Combo-OK, Compulsion, and Social, and only costs 8 motes, 1 willpower. Instead of an opposed Willpower roll, this is treated as a Social Attack using Charisma or Manipulation + Ride that is unblockable vs. either the mount’s dodge MDV or the rider’s, whichever is higher. Otherwise, the mount is under an unnatural compulsion that can only be broken if the mount itself has enough of a reason to do so by expending 3 willpower. Note that under most circumstances, only very unusually loyal mounts will expend the willpower—even if they have it.
Simhata Training Method</B>
<B>Cost:10 motes, 2 Willpower Duration: One week Type: Simple Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Glorious Solar Lasso, Uplift the Base Mount
A cavalry soldier is no better than her mount. Exalted who have mastered the Simhata Training Method can turn a stable full of nags and broken-down, past-their-prime stallions into a herd of the finest warsteeds. Characters may supervise the training of up to (their Essence rating x 100) mounts in a given week. Mounts trained for one or more months by Exalted using this Charm should be treated as elite- use Marukani stats for horses, and extrapolate from there for other animals. Already-trained mounts or mounts trained for more than one month can excel even these ratings. Simhata trained by these method can be tuned to the anima of their riders, like steeds of old, and careful use of this charm during breeding season can make such traits genetic again
In Second Edition, this Charm functions somewhat differently:
Cost: 10m, 2 wp; Mins: Ride: 5, Essence 3; Type: Simple (Dramatic Action). Keywords: Obvious, Touch, Training. Duration: One Week. Prerequisite Charms: Glorious Solar Lasso, Uplift the Base Mount.
A cavalry soldier is no better than her mount. Exalted who have mastered the Simhata Training Method can turn a stable full of nags and broken-down, past-their-prime stallions into a herd of the finest warsteeds. This Charm requires five or more hours per week of training time to bear fruit. For every week spent so training mounts, their Control Rating is dropped by 1, to a minimum of 1. In each week of training, the trainer may pick one of the following to add one to, up to a maximum of 4 or the trainer’s own score, whichever is less: Valor, Dexterity, Stamina, Dodge, Martial Arts (to represent better use of natural weapons), Resistance, Awareness, or Strength. Strength is special; the Solar may train a mount either up to her Strength, or the mounts’ species’ base strength plus one half the Solar’s Ride, round up, whichever is greater. This training has no effect on the Solar herself. Simhata trained by these method can be tuned to the anima of their riders, like steeds of old, and careful use of this charm during breeding season can make such traits genetic again.
Prudent Equestrian Prana</B>
<B>Cost:5 motes Duration: One scene Type: Simple Minimum Ride: 2 Minimum Essence: 2 Prerequisite Charms: Born to the Saddle
The wise rider both learns from his steed and imparts wisdom in prudent handling. By careful attunement to his steed, the Exalt can share his Abilities with the steed and vice versa. Until the end of the scene, both the Exalted and his mount can use the better of either’s Abilities.
In Second Edition, this Charm is Combo-OK.
Reckless Rider Spirit</B>
<B>Cost:5 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Prudent Equestrian Prana
While a wise and cautious rider may learn important things from his steed, it is the daring and impetuous rider who has the greatest chance for success. By binding the essence-flows of their heartbeats, she and the mount may share their Attributes. Until the end of the scene, both the Exalted and her mount can use the better of either’s Attributes- of all types.
In Second Edition, this Charm functions somewhat differently:
Cost: --; Mins: Ride: 3, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Prudent Equestrian Prana
While a wise and cautious rider may learn important things from his steed, it is the daring and impetuous rider who has the greatest chance for success. By binding the essence-flows of their heartbeats, she and the mount may share their inner strengths as well as their knowledge. By spending an additional 3 motes and 1 willpower when activating Prudent Equestrian Prana, the Solar and her mount may use the better of either’s Attributes as well as their Abilities.
Generous Master Meditation</B>
<B>Cost:8 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 4 Minimum Essence: 3 Prerequisite Charms: Reckless Rider Spirit
Often, an Exalt must depend on his mount in battle. By wrapping his anima around his mount, he can create a sympathetic magic connection between himself and his mount. Any Charms the Exalt uses to benefit himself for the rest of the scene will aid the mount as well. For Instant duration Charms such as Armor Penetrating Fang Strike, they will trigger as soon as a relevant action is performed by the mount, within a single full turn. Any variable-level effects have the same benefit as they do for the rider, but are still limited to a maximum of the mount’s relevant Ability + Attribute. If the mount does not have Melee, for example, it cannot benefit from Excellent Strike.
In Second Edition, this Charm functions somewhat differently:
Cost: --; Mins: Ride: 6, Essence 6; Type: Permanent Keywords: None Prerequisite Charms: Mighty Warlord’s Steed Style (see below)
The Solar’s mastery of his magical bonding with his mount now reaches even greater heights. Using a Charm to benefit himself not only can be applied to the Lawgiver’s mount, it almost certainly will be. Whenever the Exalt activates a Charm—including scene-long Charms, he may pay or commit an extra 3 motes and expends an additional 1 willpower to have it apply to his mount as well-- without having to re-pay the costs. Instant duration Charms modified by Generous Master Meditation actually “hang” in the spiritual aura of the mount for as many as six ticks; they must be used by this time or become lost. This Charm may be activated from the mount to the master as well, but all usual costs must be paid.
Marukani Method</B>
<B>Cost:15 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 5 Minimum Essence: 4 Prerequisite Charms: Reckless Rider Spirit
The Marukani have been famed for their mastery of horsemanship since long before the Usurpation. They served as mortal stablemasters and trainers for the Exalted, Celestial and Terrestrial, during and after the Rebellion against the Primordials, and their fame spread far and wide during the First Age. During this time, one of their number Exalted as a Solar. Using the techniques she had learned as a child, she expanded and enhanced the Marukani way to apply not only to a wide variety of creatures, but to give her a true, incredibly deep connection to her mounts as well. Any Exalt using the Charm she developed can merge her soul with her mounts, imparting incredible power to each. A golden glow surrounds beast and rider, and they fight and act as one. This must be used on an unintelligent mount- it will not function on a being with intelligence greater than 1. The composite being’s Physical Attributes are equal to the greatest Physical Attributes of the pair, plus one each. The number of health levels it possesses is equal to the largest number of health levels of either participant, plus one -1 level and two -2 levels. The mount’s Essence Pool is added to the Exalts, or, if it does not have an Essence Pool, the mount’s Permanent Essence is added to that of the Exalt for the purposes of calculating her Essence Pool.
For any other Attribute or Ability, the composite entity has the best value possessed by either of the pair, and can use any Charm possessed by any of the contributing individual’s pools. In the case that the mount possesses a Hearthstone, it is fused with all of the hearthstones of the rider (whose hearthstones are similarly fused) to create a single amber stone that grants an Essence recovery rate equal to the sum of the recovery rates of the contributing Hearthstones and access to the powers of all of the stones.
The composite entity’s armor is equal to the greatest of that of the rider’s armor and the mount’s barding, with a bonus to soak equal to one for every two points of total permanent Willpower possessed by the pair, applied equally to bashing and lethal damage. This armor also has no fatigue value or mobility penalty. The weapon used by the entity has the greatest speed, accuracy, damage, defense, and rate of the attacks and weapons carried or used by mount and rider. In addition, the weapon’s damage rating is increased by 1 for every 3 points of total permanent Willpower possessed by the pair. The rider determines the shape of this weapon, usually a spear or lance. This Charm cannot be used on an unwilling mount, and may be ended by either voluntarily at any time. They cannot be forced to separate by any involuntary means; for all intents and purposes, they are one being.
(Note: This one is meant to be a Quick and Dirty Fist of Unity. It can’t be used to quite the same effect, so it has nowhere near the same cost. Still, in terms of sheer Badassness, it pretty much stands in a class by itself enough for me to give it a near-Terrestrial Circle Sorcery cost.)
In second edition, this Charm is Obvious. Tentatively, its effects are the same, with the possibility of alteration when a new version of Fist of Unity comes out. It has a Speed of 7 ticks and a DV Penalty of -2.
Thunderbolt Hooves</B>
<B>Cost:4 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Born to the Saddle
The Exalt wraps Essence around the limbs of his mount, charging them concussive force. Whenever his mount strikes an opponent, sparks and a great roar are emitted from them, adding to the damage dealt. For the rest of the scene, add the Exalted’s Essence to the damage done by his mount for all close combat attacks.
In Second Edition, this Charm is Obvious and Combo-OK.
Cavalry Warlord Technique</B>
<B>Cost:5 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 4 Minimum Essence: 3 Prerequisite Charms: Thunderbolt Hooves
Someone who must fight from horseback is no better a warrior than she is a rider. With this Charm, however, the two skills become as one for her; a master rider becomes an unstoppable warlord while mounted. For the rest of the scene, she may substitute her Ride Ability for any combat ability while mounted, although using them for a clinch requires a stunt and GM approval. This will apply to Abilities she has no dots in.
In Second Edition, this is Combo-OK and Obvious. Remember to recalculate DVs using Ride instead of other Abilities
Transcendent Ride Prowess</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Cavalry Warlord Technique
(respectfully extrapolated from Neph’s note) By coming to understand the nature of the rider-mount relationship, an Exalt who internalizes that relationship can achieve a steady hand and become unshakeable in the saddle. Subtract two from the difficulty of all rolls involving the Ride ability (minimum difficulty one).
In Second Edition, this Charm requires instead Infinite Ride Mastery, Ride Essence Flow, and any two Ride Excellencies. It will either reduce difficulty for all Ride rolls by 2, or negate any 2 points worth of External or Internal penalties.
Outrace the Waterfall</B>
<B>Cost:6 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 4 Minimum Essence: 3 Prerequisite Charms: Feathery Gallop Exercise
Pursuit (either as the hunter or the hunted) can take an Exalt across the very face of Creation and put her and her mount into some very unusual environments. With this Charm, so long as there is material somewhere for the Exalt’s mount to plant its limbs against, they need not worry about running out of running space. While this Charm is in effect, the Exalt’s mount can cover virtually any surface, such as those mentioned under Feathery Gallop Exercise (with similar restrictrions) but can defy gravity to move up the sheerest vertical surfaces or even upside down across horizontal surfaces, such as galloping up walls and across ceilings. Naturally, this only functions while the rider is on her horse; however, as an added benefit, the rider becomes immune to knockback and knockdown. If the mount and character are in a position that they could not naturally hold or are standing on fluid, they will immediately become subject to the normal forces of gravity and inertia when the Charm expires unless the Exalt immediately reactivates it. Doing so is a reflexive action and does not count as a use of the Charm for that turn.
In Second Edition, this Charm is superseded by Sometimes Horses Fly Approach.
Foaled from the Five Winds</B>
<B>Cost:8 motes, 1 Willpower Duration: One scene Type: Simple Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Outrace the Waterfall, Bridge of Clouds Technique
Even the heavens are not out of reach for an Exalt who knows this Charm. Swirling clouds of Essence billow out from the limbs of his steed, granting it the power of flight for the rest of the scene. During this time, due to a freedom from gravity and the propulsive power of the Essence, the Exalt’s mount will move at double normal speed. This charm only functions while the rider is on his mount. The character is still subject to the rules of gravity and will require Strength + Ride rolls to hold on during violent or daring maneuvers, ranging from the easy (sharp turns) to the legendary (upside down in a dogfight) in difficulty, unless Outrace the Waterfall or Marukani Method is active.
Like Bridge of Clouds Technique, if the character and mount are not on solid ground when the Charm expires, they will become subject to the effects of normal gravity and inertia, usually with regrettably messy effects. However, like Outrace the Waterfall, Foaled from the Five Winds can be reflexively reactivated without using up the Exalted’s charm actions.
In Second Edition, this Charm is superseded by Sometimes Horses Fly Approach.
Parade Perfect Seat</b>
<b>Cost:3 motes per success Duration: Instant Type: Supplemental Minimum Ride: 1 Minimum Essence: 1 Prerequisite Charms: None
The Solar channels her Essence to synchronize her motion with that of her mount. The two move as one, and even in the worst conditions they will ride like the wind. After making an ordinary Attribute + Ride roll, the player may then "buy" additional successes for 3 motes each, up to a total number of bought successes equal to the rolled successes plus the character's Essence.
In Second Edition, this Charm is superseded by the second Ride Excellency.
Firming the Reins</b>
<b>Cost:2 motes Duration: Instant Type: Supplemental Minimum Ride: 2 Minimum Essence: 1 Prerequisite Charms: None
By use of this Charm, the Exalted filters out the distractions and interference from the outside world. His Essence secures his control over the horse for one perfect moment in time, leaving the results solely in his own hands. The character suffers no penalties for a single Ride roll.
In Second Edition, this Charm reduces both internal and external penalties to a single Ride action to 0. It is Combo-OK. It requires any Ride Excellency.
Steady Cavalryman's Hand</b>
<b>Cost:5 motes, 1 Willpower Duration: One Day Type: Simple Minimum Ride: 4 Minimum Essence: 2 Prerequisite Charms: Parade Perfect Seat, Firming the Reins
An improvement on the simple Firming the Reins, this Charm allows the Exalt to bond her Essence with that of her mount, making it responsive to her desires and commands. For the next day, her difficulties and penalties for Ride actions are reduced by her Permanent Essence, to a minimum difficulty of 1, and a minimum ‘penalty’ of 0.
In Second Edition, this Charm is Combo-OK, and requires only Firming the Reins. It reduces external and internal penalties each to all Ride rolls by the character’s Permanent Essence, to a minimum penalty of 0.
Two Hearts, One Beat</b>
<b>Cost:3 motes Duration: One Scene Type: Supplemental Minimum Ride: 1 Minimum Essence: 1 Prerequisite Charms: None
Yet another simple control charm, this one approaches mastery of the mount by the creation of a weave of Essence over the character and his mount. This weave instantly responds defensively to the troubles of the outside world and the problems of the mount, and actively to the desires of the rider. For the remainder of the scene, add the Solar's Essence score in automatic successes to any Ride rolls.
In Second Edition, this Charm has as its minimums Ride 5 and Essence 4. It costs 6 motes, 1 Willpower. It is Simple. It requires Infinite Ride Mastery, and Ride Essence Flow, plus at least one extra Ride Excellency.
Ride the Whirlwind</b>
<b>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Ride: 5 Minimum Essence: 4 Prerequisite Charms: Two Hearts, One Beat; Parade Perfect Seat; Born to the Saddle, Flawless Partnership Meditation
The arrogant Solars of the First Age refused to be bound by mundane mounts like horses, simhata, or elephants. By the use of Essence-matrix infusion, these Solars developed techniques to temporarily command the sleeping small gods of vastly inappropriate mounts-- including natural phenomena like whirlwinds!-- or to master the spirits of even awesome creatures like giant squids or unintelligent behemoths. This Charm will not work on awakened sapient creatures such as humans or behemoths with an intelligence greater than 1. When dealing with natural phenomena such as lava flows that cannot easily be distinguished into discrete entities, the Exalt can take command of an area no greater than her Permanent Essence x 100 yards.
For one scene, the Solar has the ability to ride her target just as though it were an ordinary mount, with no penalties for such minor problems such as intractability or a lack of solidity. In the case of nonsolid natural phenomena like whirlwinds or lava flows, a glowing golden saddle of essence will be formed that will both permit the Exalt to ride the phenomena and protect her from any damaging effects of her new "mount." This will not protect her should she fail to dismount by the end of the scene, but this charm can be renewed reflexively at normal cost. Doing so does not count as a Charm for that turn.
In Second Edition, this Charm is Combo-Basic, Servitude, Obvious, and requires Two hearts, One Beat, Glorious Solar Lasso, and Sometimes Horses Fly Approach. Any creature that has free will—such as behemoths or giant squid and the like—that still fits the qualifications (ie, an Intelligence no greater than 1) may resist this attempt as unnatural servitude. The Solar must succeed on a Charisma or Manipulation + Ride social attack against the target’s MDV. The target may spend 3 willpower at any time to attempt to throw off control by the rider for a scene. However, unless the creature is deliberately mistreated, it is unlikely that a non-sapient Behemoth would do so.
Creation-Taming Exercise</b>
<b>Cost:12 motes, 1 Willpower, 8 XP Duration: Instant Type: Simple Minimum Ride: 5 Minimum Essence: 5 Prerequisite Charms: Ride the Whirlwind
Of course, the First Age Solars would not permit the indignity of potentially being upset from their favorite mounts for long. Creation-Taming Exercise permanently crystallizes the Essence-matrix surrounding a creature or natural phenomena that has been previously or is currently being commanded by Ride the Whirlwind. The golden, glowing saddle becomes permanent, and in the case of natural phenomena, the mount becomes a semi-physical entity. Storytellers should create statistics for such entities based on their natural capabilities; they will quite likely be very close to behemoths.
Once bonded with Creation-Taming Exercise, a behemoth or natural phenomena mount will be as loyal as a well-trained, bonded warhorse. Ill-treatment and neglect may reduce this later, resulting in either rebellion from the behemoth or possible dispersement of a natural phenomena mount. Many First Age Solars treated their unusual mounts with better care and gentleness than entire provinces under their dominion.
In Second Edition, this Charm functions somewhat differently:
Cost: --; Mins: Ride: 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: Ride the Whirlwind
Of course, the First Age Solars would not permit the indignity of potentially being upset from their favorite mounts for long. Creation-Taming Exercise permanently crystallizes the Essence-matrix surrounding a creature or natural phenomena created while using Ride the Whirlwind. To do so, the Solar must expend 4 extra motes and 8 experience while activating that Charm. If used against a creature with an Essence greater than 1, add the target’s permanent Essence to the MDV against this attempt—including Dodge MDV. The duration of the Charm becomes Instant, though its effects never fade. The golden, glowing saddle becomes permanent, and in the case of natural phenomena, the mount becomes a semi-physical entity. Storytellers should create statistics for such entities based on their natural capabilities; they will quite likely be very close to behemoths.
Once bonded with Creation-Taming Exercise, a behemoth or natural phenomena mount will be as loyal as a well-trained, bonded warhorse, with an Intimacy to the Solar. Ill-treatment and neglect may reduce this later, resulting in either rebellion from the behemoth or possible dispersement of a natural phenomena mount. Many First Age Solars treated their unusual mounts with better care and gentleness than entire provinces under their dominion. As with Ride the Whirlwind, a behemoth or other free-willed (nonsapient) entity under the permanent effects of the golden saddle may spend 3 willpower to evade the Solar’s commands for a scene. If the creature somehow becomes free of the Intimacy created by this use of Ride the Whirlwind and expends a total of 30 willpower evading the Solar’s commands over a period of time no greater than one week, the loyalty may be permanently broken. This should not happen save under extreme circumstances of neglect and maltreatment, or active sabotage.
Know the Line</b>
<b>Cost:2 Motes Duration: Instant Type: Simple Minimum Ride: 2 Minimum Essence: 1 Prerequisite Charms: Master Horseman's Eye
Any true horsemaster will tell you that the potential of a mount may not merely be in its capabilities as a mount. The family from which a particular mount descends may carry important traits that do not manifest in that individual creature, and careful breeding can unlock such traits. Know the Line gives the Solar a complete knowledge of the inherited characteristics and family history of a particular beast, back a number of generations equal to her Perception + Ride. This will distinguish which anima traits a Simhata carries, though typically not which original breeding lines it came from.
In Second Edition, this is a Master Horseman’s Technique, and its use is reflexive.
Sire and Dam United Prana</b>
<b>Cost:6 motes, 1 Willpower Duration: One pregnancy Type: Simple Minimum Ride: 4 Minimum Essence: 2 Prerequisite Charms: Know the Line
Often, the best breeding traits either fade in the descendents of great animals, or become lost for at least a generation. By infusing a pregnant mount with directed fertility Essence, the Solar can ensure that the offspring will carry the best traits of both the sire and dam, and that the pregnancy will have no complications. In the case that the two have contradictory traits (a large, muscular draft horse and a lithe, swift runner, for example), the Solar may choose which traits breed true. The motes for this Charm are committed for the entire pregnancy
In Second Edition, this Charm requires Master Horseman’s technique (Know the Line). It is Combo-OK, and only costs 3 motes, 1 willpower.
Sparkling Solar Foal</b>
<b>Cost:8 motes, 1 Willpower plus variable additional motes Duration: One pregnancy Type: Simple Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Uplifting the Base Mount, Sire and Dam United Prana
By means of this Charm, a Solar can directly control the inheritance of a new mount, either giving it characteristics that were developed by the parents or by actually infusing it with new traits. For regular traits, use the costs under Superior Speed for the additional motes required. If the traits in question have been developed in the sire or dam of the animal being modified, then half the essence investiture cost, round down. Ability dots are 2 for 1 mote. No more dots than the combined Essences of the mount and the Solar can be added per generation, and a Solar can never more than double the dots of a new species. Physical attributes and Perception can be developed over 10, respecting the double rule, but all other attributes are limited to a cap of 5 unless the creature's Essence is somehow also over 5. All essence costs are committed for the duration of the pregnancy.
Essence and Charm-like effects can also be added, but only one such modification per generation can be made. Such changes are treated like attempts to make artifacts (consider all required rare materials to exist already in the mount, although a GM may require certain rare foods or other life-requirements), with a rating either equal to the level of artifact required for such a charm, or with a rating of the desired Essence +1. Instead of Intelligence + Craft rolls, Intelligence + Ride rolls will be made. This will probably prolong the pregnancy. Failure means that the Charm or Essence increase is not made for this generation and a botch kills both the mother and the offspring.
In Second Edition, this is a very unusual Training Charm. It is also Combo-Basic and Obvious. Any changes must be paid for (at 50% of usual cost) by the mount (Consider a mount to earn a basic award in every session it has an effect) before the breed ‘stabilizes’ enough to pass on. This cost may also be paid by the Solar if they so desire.
Twisting the Lance</b>
<b>Cost:4 motes Duration: Instant Type: Extra Action Minimum Ride: 2 Minimum Essence: 1 Prerequisite Charms: Born to the Saddle
The Exalt becomes deft and swift while riding into battle, imitating some of his mount's speed. The character attacks twice in one turn with any mode of attack. Both attacks occur on the character's initiative but must be rolled separately, though any defense is applied to both attacks. The character must be mounted to use this charm. This Charm explicitly may be a part of a combo with Charms from other abilities.
In Second Edition, this is a Reflexive Charm that is Combo-OK and costs 2 motes. It adds 1 to the rate and accuracy of any weapon being used on horseback.
Furious Overrun Technique</b>
<b>Cost:5 motes per attack Duration: Instant Type: Extra Action Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Twisting the Lance
The Essence-web that connects an Exalted to her mount is energized and enhanced, granting more of the mount's swiftness to the Solar. She gains the aspect of a furious cavalry charge, her weapon or body striking repeatedly against her foes. Her mount can continue moving while she strikes, thus enabling the Exalt to rapidly strike a number of separate foes. This Charm can only be used while mounted. The character may make multiple attacks against either single or multiple opponents, paying 5 motes per attack up to a number of extra attacks equal to her Permanent Essence.
All attacks must be declared before the character makes her first action for this turn. The character cannot split her die pool while using this Charm, so Combos with defensive Charms are extremely useful. Each attack must be defended against separately. This Charm explicitly may be a part of a combo with Charms from other abilities.
In second edition, this Charm is Combo-OK and Obvious. It creates a magical flurry with up to the character’s permanent Essence +1 Ride actions (including attacks made while mounted, regardless of the weapon’s rate). Each attack, including the first, costs 4 motes, and the Flurry has a DV penalty equal to that of the highest of any one action.
Trampling by Blades Method</b>
<b>Cost:7 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Furious Overrun Technique
Now the Solar can infuse himself with the powerful Essence that connects him to his mount completely, internalizing the web-matrix created by rider and mount. His eyes glow with an inner fire and the sound of his mount's footfalls will be magnified and echoed, as though an entire battalion of such riders approached. His attacks, whether ranged, melee, or unarmed gain incredible speed. On the turn that the Solar uses this Charm (which can only be used while mounted), he gains a number of extra attacks equal to his Ride Ability. He cannot, however, split his dice pool and should therefore combo this Charm with some form of defensive Charm. This Charm explicitly may be a part of a combo with Charms from other abilities.
In second edition this Charm is Combo-OK and Obvious. It generates a magical flurry of Ride actions (including attacks made while mounted) equal to the Solar’s Charisma +1 or the mount’s Dexterity +1, whichever is higher, and need not respect an attack’s Rate. This flurry has a DV penalty only equal to the highest in the flurry.
Thunderous Charge</b>
<b>Cost:4 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Born to the Saddle
As the character using this Charm (which can only be used while mounted) charges at her foe, sparks fly along her weapon or hand and her mount's hooves or feet. The power of the attack picks up the force of the mount's charge and slams home into the target with incredible force. This can be used with ranged attacks as easily as hand-to-hand. This Charm must be activated before making an attack roll; if the attack is successful, count the extra successes rolled twice for the purposes of determining damage and add the mount's strength to the character's as well. This Charm explicitly may be a part of a combo with Charms from other abilities. This Charm may never be used in a combo with Thunderbolt Attack Prana or Leaping Tiger Attack..
In Second Edition, this Charm functions effectively as a Ride version of Thunderbolt Attack Prana, and is Combo-OK and Obvious. It costs 5 motes, 1 willpower. It allows the character to develop a signature attack based on mounted, rather than personal combat, and when this Charm is used in concert with that signature attack, the character gains one bonus success during Step 3 of the attack and doubles post-soak damage during Step 7 of attack resolution. This Charm is explicitly permitted to be a part of a combo with Charms from other Abilities but may not be combined with any Thunderbolt Attack Prana move.
Solar Horsemaster</b>
<b>Cost:None Duration: Permanent Type: Special Minimum Ride: 5 Minimum Essence: 5 Prerequisite Charms: Transcendent Ride Prowess
This Charm may only be taken by Eclipse-caste Solars. It is a natural development of their anima powers and relies on the basic universality of their souls and caste. Even characters capable somehow of mimicking the Eclipse caste ability to learn Charms from other entities than Solars may not learn this Charm. This Charm represents the natural riding talents of the Eclipse Caste developing beyond the norm. As a result, the cost to activate non-Solar Ride Charms is reduced to normal. The doubled experienced cost to learn such Charms remains. The Eclipse increases the natural bond between the wandering harmonies of his soul and the open expanse of a mount on a spiritual level, thus making it easier for him to master foreign Riding magics. This Charm is only possible because of the Caste-harmony of an Eclipse; similar Charms can be developed for other Eclipse Abilities, but not for Abilities or Attributes that do not correspond to their Caste.
This Charm inspired by Brent D.
In Second Edition, this charm reduces the 2-mote surcharge for non-Solar Charms for Eclipses to 0.
Second Edition Only Charms
Majestic Steed-Training Intensity</b>
<b>Cost:--; Mins: Ride: 5, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Simhata Training Method
Lawgivers who dedicate themselves to the training of mounts can impart upon those beasts something of the Sun’s grace and power, making of them mounts fit for Tiger-Warriors, indeed! This Charm enhances the Exalt’s ability to train mounts via Simhata Training Method with the following additions:
- Train the mounts for a variety of missions, allowing their development in Perception, and in Abilities beyond the base for Simhata Training Method, which can include Survival, Athletics, Integrity, Stealth, and in other cases, Abilities that fit the capacities of the mounts in question. Giant riding-Apes might be taught Thrown; the Storyteller may permit mounts to learn a limited version of Sail to permit them to fight on the deck of a ship (but not actually operate such vessels, save in the case of manually dexterous creatures such as the aforementioned riding-Apes). Generally, Occult, Lore, Medicine, and sophisticated use of Craft are beyond the capacity of any creature that would be taught via Ride Charms rather than War or Lore.
- Willpower: The Solar may train the mounts to have a Willpower as high as 7, granting them a strong defense against the manipulations of others.
- Bonus Dice: One week’s worth of training may be dedicated to special maneuvers that the mounts are especially good at, like skirmishing traces, charges, or other special abilities. These grant the mounts a 2-die specialty for their own actions, or a 1-die specialty that may be transferred to their riders! In either case, no more than 3 specialty dice may be combined together. Any maneuver so made must be within the mount’s capacity to assist, and the Storyteller is the final arbiter of whether or not a particular maneuver fits in this category.
Mighty Warlord’s Steed Style</b>
<b>Cost:--; Mins: Ride: 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: Single Spirit Method
The steed that a true Solar cavalry master chooses to take into battle may become virtually as mighty as the Solar himself. The Lawgiver may choose to activate a Simple or Extra Action Charm such that it enhances his mount rather than himself, like Worthy Mount Technique or Single Spirit Method, save that doing so costs 3 additional motes rather than two or one. At this point, the character may fully duplicate the effects of a Combo with any effect through his Mount. If the character does so, the relevant surcharge—1 for reflexives, 2 for supplementals, and 3 for simples and extra actions—must still be paid, and the character must fully utilize the combo so activated.
Comments
I was bemoaning the lame Ride charms in the main book just the other day. These certainly make Ride much more attractive, that's for sure. Couple of comments/questions...
Is the effect of Uplifting the Base Mount permanant? I am assuming so, because of the XP cost, but it's not clear from the description.
Generous Master Meditation is great, really great. 'Nuff said.
Marukani Method: scary (but I love it)... I might even up the Essence min to 5.. just because it toes the sorcery line.
-- Qaphsiel
- Yeah, well. I've always found the Ride and Sail trees to be embarassments, truly. UtBM is permanent, yeah- hence the Instant duration, rather than a time on it. It's an instant-moment change. One moment the horse is an extra, the next it isn't. I could make it a bit more explicit, I suppose- done. I've left MM at 4, personally, because it simply isn't the equivalent of the Solar Circle Spell; a lot of the bennies for it would only work really effectively if there were more than two in the link. But, YMMV. :) - IsawaBrian
- Sail never bothered me as much (though it's definitely one of the weaker trees) since it wasn't completely nullified once you got the Sorcery travel spells. However, Ride, in my eyes, pretty much was. You simply can't haul multiple tons of stuff and dozens of people over the ocean on a Stormwind or a Cloud Trapeze. By making the mount more of a familiar and inventing some really creative effects, I think you've increased the attractiveness of Ride a lot. -- Qaphsiel
Creation taming exercise is great... I can just imagine someone riding up on a small mountain. But anyway... should the various damage adders and extra action charms here be cross-comboable?
-- Darloth
- Hee. Yeah, that's the intent. :) The original was inspired by Pecos Bill; I find Tall Tales to be a good source of inspiration for Charms. And, er, yes. >_< I'm not sure why I keep forgetting that. Thanks! --IsawaBrian
- Thunderous Charge should realy probably have a WP cost, as the athletics cross-comboable damage doublers all do. Also, you should probably clarify that it's not allowable to combo it with them (unless using Marukani Mount Method). otherwise, way cool stuff. - Scrollreader
- Hmm. I'm not sure it needs a Willpower cost, since it requires you be on horseback in the first place, an extra requirement the athletics ones don't have. You're quite right, though, on the cross-combo bits; it's sort of impossible without Marukani Method. ^_^ Thanks! -- IsawaBrian
- This one has extra bennies though, in that you add the str of the mount (often not inconsiderable) and it's only two charms into the tree. Now add a lance ... Scrollreader whose players will abuse this
- Oh, man. *good* point. So changed. :) --IsawaBrian hoping to hear reports of how the charm is used. ^_^