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| + | Back to [[Charms]]<br> |
| + | Back to [[BogMod]] |
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| <b>Working the Ways</b> | | <b>Working the Ways</b> |
− | <b>Cost:</b> 3 motes | + | <b>Cost:</b> 3m; <b>Mins:</b> Occult 3, Essence 2; <b>Type:</b> Permanent |
− | <b>Duration:</b> One scene
| + | <b>Keywords:</b> None |
− | <b>Type:</b> Reflexive
| + | <b>Duration:</b> Instant |
− | <b>Minimum Occult:</b> 3
| + | <b>Prerequisite Charms:</b> Any Occult Excellency |
− | <b>Minimum Essence:</b> 2
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− | <b>Prerequisite Charms:</b> Any occult charm
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− | With the mastery and understanding that comes with the combining of essence and skill within the field of occult a solar can enhance the advantages provided by the combination of things his nature corressponds to and the harmonization of his own soul to his mates. When this charm is up for each thing the character can harmonize himself with he gets +1 die to any roll and gets +1 die for harmonizing with his mate. These things are found on pages 118-127 of the core book under <b>Associations</b>. The lunar also benifits from this charm. This bonus does not count for dice caps and can only be activated when the solar is in close proximity to the spouse though they can seperate while the charm is active. The max number of dice one can add can be no greater then ones essence.
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− | Example: Darus Sorn, a zenith exalted uses this charm. He wears cobalt blue and gold clothing and its summer. He has a properly wedded lunar mate. All together while this charm is active he gets +3 to all dice rolls. His wife, a changing moon, is wearing purple and thus gets +2 to all dice rolls.
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− | <b>Golden Towering Power Assumption</b>
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− | <b>Cost:</b> 5 motes | |
− | <b>Duration:</b> 2-4 turns | |
− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 4
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− | <b>Minimum Essence: </b> 3
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− | <b>Prerequisite Charms:</b> Terrestial Circle Sorcery | |
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− | The anima flare of a solar casting sorcery is far beyond that of any normal expenditure of peripheral essence. For terrestial spells its merely impressive but solar spells can create pillars of light hundreds of feat high and visable for miles and miles. A skilled sorcerer can duplicate this beacon of power without casting anything though. A solar with this charm my use it to duplicate the flare effect of any circle of sorcery he can cast. Those with charms to see essence flows can deduce that the character is not casting a spell, otherwise there is no real way to tell what spell is being cast given that some require no movement on the part of the caster. Rough descriptions of how the anima flare works are found on page 216 of the Core Book, in the first paragraph of <b>Casting Time</b>.
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− | <b>Salinan Educational Ways</b>
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− | <b>Cost:</b> 10 motes, 1 willpower
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− | <b>Duration:</b> Variable
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequiste Charms:</b> All-Encompasing Sorcerer's Sight
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− | Salinan hid in the natural world long the secrets of sorcery long ago in the first age. Once it was easy to learn the secrets hidden in the world but in the years since the great spells were cast and put in place much was damaged and the spirits bound for this task have changed, been destroyed, forgotten or just escaped the spells to bind them. Some of the secrets still remain though.
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− | While meditating and exploring the wilderness a solar can use this charm to try to learn a spell she does not know and does not have access to the books to learn it. After a week in the wilderness per circle of the spell she is seeking to learn the solar can roll her Intelligence + Occult. To learn a new Terrestial spell requires 3 successes. Celestial requires 5 and Solar Circle spells require 7 to learn. This does not eliminate the xp cost to learn a spell and does not necessarily give a character access to every spell in every book. The secrets of necromancy were not hidden thus and there are those unique spells and rare spells that were never put in. A character can assume to be able to learn any spell found in the core book and most in the later books. In the end a storyteller must decide if that spell can still be found using Salinan methods or has been damaged or broken but should be kind to the player in this.
| + | The Exalted have long held certain things to be auspicious for them and which lend to them a strength. These things resonate powerfully with their nature. Normally that effect is subtle and can only be perceived over the long term but some Lawgivers learn to draw a greater strength from them. On pages 92-100 of the Core book are a list of 6 Associations that each Caste has. For every two(round up) that the Solar qualifies for they get one extra die to all their rolls. If they get two such dice improve all their DVs by one. This dice bonus explicitely does count towards Dice caps or DV caps. |
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− | BogMod BogMod/LunarandSolarMateCharms
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| == Comments == | | == Comments == |
− | Ehh... interesting idea, but I'm not so sure about the execution. Aside from the ability to get a potentially ridiculous number of bonus dice by wearing the right clothing ("my kimono is embroidered with summer scenes, give me +1 to all rolls!"), why bundle this in with the Solar/Lunar thing? That seems an unnecessary step. In any case, I do like the underlying idea, and would like to try my own spin on it, if you have no objections. - [[Quendalon]]
| + | Update to 2e. -[[BogMod]] |
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− | :You only get one point of bonus for each aspected thing. So if you can only get a +1 bonus from the summer issue once, no matter how many different summer aspects you can add together. As for why I did the Solar/Lunar thing, I had no real reason to do it, I just thought it might be fun. I am weird that way sometimes. ^_^ -BogMod
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− | :I'm with Quendalon on this one. The idea of building on the associations is a great one. Mind if I, too, play with it a bit? - [[szilard]]
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− | ::Sure, go right ahead and have fun. -BogMod
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The Exalted have long held certain things to be auspicious for them and which lend to them a strength. These things resonate powerfully with their nature. Normally that effect is subtle and can only be perceived over the long term but some Lawgivers learn to draw a greater strength from them. On pages 92-100 of the Core book are a list of 6 Associations that each Caste has. For every two(round up) that the Solar qualifies for they get one extra die to all their rolls. If they get two such dice improve all their DVs by one. This dice bonus explicitely does count towards Dice caps or DV caps.