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Back to [[SolarSurvival]]<br>
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Back to [[SolarCharms/CrownedSun|/CrownedSun]]
 
 
= Solar Survival Charms by CrownedSun =
 
 
 
<b><i>Ghost of the Wilds</i></b>
 
  <b>Cost:</b>  10 motes, 1 willpower
 
  <b>Duration:</b>  One day
 
  <b>Type:</b>  Simple
 
  <b>Minimum Survival:</b>  5
 
  <b>Minimum Essence:</b>  4
 
  <b>Prerequisite Charms:</b>  Eye-Deceiving Camouflage, Traceless Passage
 
 
 
Through the use of this Charm, the Exalt can conceal a number of people equal to his Essence rating squared, all of their gear, and a number of objects equal to the volume of one large wagon and everything within it per two points of Essence.  In order to gain the benefit of this Charm, the character must spend at least twenty minutes preparing the position that is to be used to conceal the group.  Once the preparations are complete, the people are free to move within the predefined and quite obvious area and even operate more or less normally.  Only if they move beyond the area, or affect that area in any way, are the effects of the Charm defeated.\\
 
Camouflaged objects or characters can potentially be found if the target spends several hours of intensive searching (this will generally require at least 20 or more men, and often more if the area to be searched is fairly large).  The searchers also have to get more Perception + Awareness successes than the Exalt achieves with an Intelligence + Survival roll.  Someone with Unsurpassed (Sense) Discipline, or a similar Charm, can locate the group after a much quicker search of the area provided that the same roll is made.\\
 
Note that this Charm completely conceals the target, provided they stay within the predefined area.  Casual walkers by will not accidentally enter the area, and even determined searchers will pass it by more often than not.  Smoke, fire, conversation, scent, and any other signs that there is a large group of people in a clearing is all muted by the Charm.
 
  
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= Solar Survival Charms by [[CrownedSun]] =
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== Survival I (Animals and Natural Secrets) ==
 
<b><i>Wild Surveying Instinct</i></b>
 
<b><i>Wild Surveying Instinct</i></b>
 
   <b>Cost:</b> 1 mote
 
   <b>Cost:</b> 1 mote
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Type:</b> Simple
 
   <b>Type:</b> Simple
   <b>Minimum Survival:</b> 2
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   <b>Minimum Survival:</b> 4
   <b>Minimum Essence:</b> 1
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   <b>Minimum Essence:</b> 2
   <b>Prerequisite Charms:</b> None
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   <b>Prerequisite Charms:</b> Friendship with Animals Approach
  
Even the most learned traveller or dweller of the wilderness is never as close to the wilderness as it's natural inhabitants; the wild creatures, possessed with primal insticts created into them by the Primordials and the subtle direction of the Gods of Nature.  A Solar with this charm can often draw on this primal knowledge, even though it is not her birthright -- often seeming in her observations and even behavior as if she was a natural inhabitant of the wilds.\\
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The Exalt reaches deep into the primal depths of his soul, unleashing the primordial instincts of his people, and coming to a deep and essential understanding of the natural places, the cycles of the world, and the native inhabitants of the wilds.  A Solar with this charm can draw on this deep wellspring of innate knowledge, coming to understand things in the same way that the beasts of the forest and field do. The character instinctively knows the secrets of the wild, such as why the birds have suddenly gone quiet or which predators territory he's just blundered into.  He can casually identify tracks, paths, and lairs and spot the omens of the wild gods.  While he cannot speak to animals, if he has Friendship with Animals Approach active he can empathically understand them to a fairly large degree.  Even without that charm, the character demonstrates a deep understanding of their behavior and likely actions.  Of all the Exalted, only the Lunar Exalted can surpass the nature sense of a Solar with this charm.
The Solar using this charm gains a deep understanding of the wilderness, and the behaviors of those that move through it.  He knows what it meas when the birds suddenly quiet, can spot the territorial markings of large predators, and casually identifies tracks, paths and lairs.  He can spot the natural omens of the woodland gods, and understand the emotions behind a wolves howl.  While he cannot speak to animals, he is deeply empathic toward them and understands them more than most.  Of all the Exalted, only the Lunars can surpass the nature sense of a Solar with this charm.
 
  
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== Survival II (Survival & Harsh Terrain) ==
 
<b><i>(Terrain) Mastery</i></b>
 
<b><i>(Terrain) Mastery</i></b>
 
   <b>Cost:</b> None
 
   <b>Cost:</b> None
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   <b>Minimum Survival:</b> 3
 
   <b>Minimum Survival:</b> 3
 
   <b>Minimum Essence:</b> 2
 
   <b>Minimum Essence:</b> 2
   <b>Prerequisite Charms:</b> Wild Surveying Intsinct, Hardship-Surviving Mendicant Spirit
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   <b>Prerequisite Charms:</b> Hardship-Surviving Mendicant Spirit
 
 
An Exalt with this charm has learned the perils and blessings of a given type of terrain, often one familiar and native to him.  More at home in this area than even the animals that live there, he knows it's secrets and can effortlessly survive there.  The exact benefits depend on which terrain the Solar has mastery of -- when the charm is bought, one type of Terrain must be picked.
 
  
<b>Arctic:</b> The character doesn't need to eat as often, needing only half the food he might normally.  In addition, he negates any penalities for travelling over loose packed snow or bare/thin ice.<br>
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An Exalt with this charm has learned the perils and blessings of a given type of terrain, often one familiar and native to him. He is more at home in these lands than even the animals that live there, knowing it's secrets and able to survive there almost effortlessly.  When he purchases this charm, the character picks a Terrain Specialization.  When using a Survival charm in his specialized terrain, the charm works on double the normal number of people.  In addition, the Solar gains a number of extra dice to all survival rolls equal to his Essence rating when the appropriate terrainAdditional benefits that the Solar gains are dependent on the terrain speciality with examples listed below.  The character may take this charm more than once if he wishes, gaining the benefits of another Terrain Specialization for each purchase.  The following list is only examples of possible specializations that the character can pick, and players are invited to make up their own terrain types and the benefits thereof.
<b>Woodlands:</b> The character gains an additional success on any climbing, jumping or similar roll -- including brachiating.<br>
 
<b>Deserts:</b> The character retains and uses water much more effectively, halving the amount of water he needs each day.  In addition, he negates any penalities for travelling over loose sand, uneven rock or other rough terrain.<br>
 
<b>Mountains:</b> The character gains an additional success on any roll to retain his footing or prevent falling, becoming as nimble as a mountain goat.<br>
 
<b>Ocean:</b>  The character adds one additional success to all swimming related rolls, seeming to be partly amphibious.
 
  
In addition, the user of this charm gains two basic benefits whenever he is in his mastered terrainFirst, any survival charm that allows him to affect more than just himself works on double the normal number of peopleSecond, he gains a number of bonus dice to any survival rolls equal to his Essence rating.
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<b>Terrain Mastery Specializations:</b>
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* <b>Arctic:</b>  The character is more able to conserve heat, and can survive indefinately in the arctic chill with just a bit of light insulation from warm clothes even without additional charms.  In addition, he can move over loose packed snow or bare/thin ice without penality.
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* <b>Woodlands:</b> The character becomes able to casually move about the treetops, gaining a free success on all rolls involving climbing trees, jumping from limb to limb, or brachiating.  This allows him to move normally through these enviroments without a roll at his normal speed.
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* <b>Deserts:</b>  The character retains and uses water much more effectively, halving the amount of water he needs each dayIn addition, he negates any penalities for travelling over loose sand, uneven rock or other rough terrain.
 +
* <b>Mountains:</b>  The character gains an additional success on any roll to retain his footing or climb higher on a rockface, becoming as nimble as a mountain goat and able to move through the mountains just as easily.
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* <b>Ocean:</b>  The character adds one additional success to all swimming related rolls, seeming to be partly amphibious.  In addition, he can hold his breath for twice the normal amount of time.
  
 
<b><i>Prince of the Wild</i></b>
 
<b><i>Prince of the Wild</i></b>
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   <b>Type:</b> Simple
 
   <b>Type:</b> Simple
 
   <b>Minimum Survival:</b> 3
 
   <b>Minimum Survival:</b> 3
   <b>Minimum Performance:</b> 1
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   <b>Minimum Performance:</b> 2
 
   <b>Minimum Essence:</b> 2
 
   <b>Minimum Essence:</b> 2
 
   <b>Prerequisite Charms:</b> Hardship-surviving Mendicant Spirit
 
   <b>Prerequisite Charms:</b> Hardship-surviving Mendicant Spirit
  
Once you've learned how to survive in the wild, the next priority for many is -- looking good, even in the heart of the desert.  Let's face it, it's hard to be stylish and attractive while encased in multiple layers of whale blubber to keep out the horrible cold.  Hardship Surviving Mendicant Spirit takes the first important step, by getting you out of the Whale Blubber.  This charm goes the rest of the way!  Even buck-naked on the top of the arctic plain, the sun will seem to illuminate you just well and your hair will fall in just the right places -- your clothes survive, without undane stress, even slodging through swamps or cutting through junglesNo matter where you end up, you can survive -- in style!
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The Exalt who has mastered this charm has peerlessly mastered a very important art - surviving in many and varied landscapes, while looking good doing so.  Let's face it, it can be hard to be stylish or attractive while encased in whale blubber to keep out the horrible arctic cold.  While Hardship Surviving Mendicant Spirit gets you out of the Whale Blubber, this charm goes the rest of the way, allowing you to ensure that you always look good in whatever natural you might be in aand no matter the circumstances.  Mud and dirt will shy away from you or flake right off, while sharp thorns and other hazards avoid leaving cuts on either yourself or your clothing.  Bugs and insects tend to leave you alone, and you either don't get in embarassing situations in the wilderness or recover from them easily and quickly.  Even after falling into a stank bog, you're just a few minutes away from looking fine!  Even in the worst of situations, this charm preserves decency and style such that even naked in the arctic, the sun will seem to illuminate you just well and your hair will fall in just the right places.  This charm does not, by itself, help you survive in any manner -- only that you remain stylish, while roughing it in the wilderness.
  
== Comments ==
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<b><i>Ghost of the Wilds</i></b>
Anathema! Double Ability requirements! I would suggest that you req the Performance dice-adder (which is <i>not</i> Hot-Eyed Snake Whispering, no matter how much I want it to be) rather than a dot of Performance; it seems to me that you should need some <i>mystical</i> Performance expertise to pull off this effect, and double Ability reqs are ugly and sloppy, no matter what World-Within-A-Picture Style might make you think (I mean, seriously, what an ass name for a CharmIt's like it were a Lunar Charm or something). - [[willows]]
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  <b>Cost:</b> 10 motes, 1 willpower
 +
  <b>Duration:</b>  One day
 +
  <b>Type:</b>  Simple
 +
  <b>Minimum Survival:</b>  5
 +
  <b>Minimum Essence:</b>  4
 +
  <b>Prerequisite Charms:</b> Eye-Deceiving Camouflage, Traceless Passage
 +
 
 +
The character is a past-master of using the natural terrain to conceal and misdirect, even to the extent that he can hide away entire encampments or resting caravans from even dedicated searches.  The Exalt must spend at least one scene making preparations, camouflaging the area and adjusting the terrain in various ways to ensure that his magic is reinforced by the natural lines of the terrain.  The character can conceal a number of people equal to his Essence rating squared in the wilderness, along with a number of objects equal to the volume of one large wagon per point of Essence.  Clueless passers-by have no chance of spotting the concealed group unless they are using powerful essence-detecting charms such as All-Encompassing Sorcerer's Sight, and even those actively looking for the concealed group will most likely fail without powerful magic.  Ten successes are needed on a Perception + Investigation roll in order to spot the concealed group, the roll representing several hours of intense searchingSome Awareness charms might lower the time needed to search and the number of succeeses needed, at the Storyteller's discretion.  Similarly, particularly concealing natural terrain might impose a difficulty on this roll
  
Eh; basic and non-reconcilable disagreement, hereI *like* double-ability requirements; they work nicelyPlus, I don't really want to it require you to have any actual Performance charms -- it's mostly a survival charm, not a performance one. - CrownedSun
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Once the preparations are complete and the charm is in effect, those concealed can move about within the predefined area and operate more or less normallyNone of their activities impose any penality on the camouflage or help searchers to find the concealed group.  They can freely light cooking fires or engage in various noisy activities.  The magic conceals the signs of such things, either totally or as distractionsAnyone who moves outside of the concealed area is no longer protected from discovery, and in fact is fully affected by the charm and unlikely to find their way back if they went far.
  
I'm prepared to disagree further and say that I don't even think this is a Survival charm at all.  But whatever; the charm looks good mechanically (though its effects are unclear; do they let you look good, or do they also help you survive?), and I don't debate with other peoples' visions of the game.  Do what you will (: - [[willows]]
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== Comments ==

Revision as of 08:08, 5 April 2010

Back to SolarSurvival
Back to /CrownedSun

Solar Survival Charms by CrownedSun

Survival I (Animals and Natural Secrets)

Wild Surveying Instinct

 Cost: 1 mote
 Duration: Instant
 Type: Simple
 Minimum Survival: 4
 Minimum Essence: 2
 Prerequisite Charms: Friendship with Animals Approach

The Exalt reaches deep into the primal depths of his soul, unleashing the primordial instincts of his people, and coming to a deep and essential understanding of the natural places, the cycles of the world, and the native inhabitants of the wilds. A Solar with this charm can draw on this deep wellspring of innate knowledge, coming to understand things in the same way that the beasts of the forest and field do. The character instinctively knows the secrets of the wild, such as why the birds have suddenly gone quiet or which predators territory he's just blundered into. He can casually identify tracks, paths, and lairs and spot the omens of the wild gods. While he cannot speak to animals, if he has Friendship with Animals Approach active he can empathically understand them to a fairly large degree. Even without that charm, the character demonstrates a deep understanding of their behavior and likely actions. Of all the Exalted, only the Lunar Exalted can surpass the nature sense of a Solar with this charm.

Survival II (Survival & Harsh Terrain)

(Terrain) Mastery

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Survival: 3
 Minimum Essence: 2
 Prerequisite Charms: Hardship-Surviving Mendicant Spirit

An Exalt with this charm has learned the perils and blessings of a given type of terrain, often one familiar and native to him. He is more at home in these lands than even the animals that live there, knowing it's secrets and able to survive there almost effortlessly. When he purchases this charm, the character picks a Terrain Specialization. When using a Survival charm in his specialized terrain, the charm works on double the normal number of people. In addition, the Solar gains a number of extra dice to all survival rolls equal to his Essence rating when the appropriate terrain. Additional benefits that the Solar gains are dependent on the terrain speciality with examples listed below. The character may take this charm more than once if he wishes, gaining the benefits of another Terrain Specialization for each purchase. The following list is only examples of possible specializations that the character can pick, and players are invited to make up their own terrain types and the benefits thereof.

Terrain Mastery Specializations:

  • Arctic: The character is more able to conserve heat, and can survive indefinately in the arctic chill with just a bit of light insulation from warm clothes even without additional charms. In addition, he can move over loose packed snow or bare/thin ice without penality.
  • Woodlands: The character becomes able to casually move about the treetops, gaining a free success on all rolls involving climbing trees, jumping from limb to limb, or brachiating. This allows him to move normally through these enviroments without a roll at his normal speed.
  • Deserts: The character retains and uses water much more effectively, halving the amount of water he needs each day. In addition, he negates any penalities for travelling over loose sand, uneven rock or other rough terrain.
  • Mountains: The character gains an additional success on any roll to retain his footing or climb higher on a rockface, becoming as nimble as a mountain goat and able to move through the mountains just as easily.
  • Ocean: The character adds one additional success to all swimming related rolls, seeming to be partly amphibious. In addition, he can hold his breath for twice the normal amount of time.

Prince of the Wild

 Cost: 1 mote
 Duration: Indefinate
 Type: Simple
 Minimum Survival: 3
 Minimum Performance: 2
 Minimum Essence: 2
 Prerequisite Charms: Hardship-surviving Mendicant Spirit

The Exalt who has mastered this charm has peerlessly mastered a very important art - surviving in many and varied landscapes, while looking good doing so. Let's face it, it can be hard to be stylish or attractive while encased in whale blubber to keep out the horrible arctic cold. While Hardship Surviving Mendicant Spirit gets you out of the Whale Blubber, this charm goes the rest of the way, allowing you to ensure that you always look good in whatever natural you might be in aand no matter the circumstances. Mud and dirt will shy away from you or flake right off, while sharp thorns and other hazards avoid leaving cuts on either yourself or your clothing. Bugs and insects tend to leave you alone, and you either don't get in embarassing situations in the wilderness or recover from them easily and quickly. Even after falling into a stank bog, you're just a few minutes away from looking fine! Even in the worst of situations, this charm preserves decency and style such that even naked in the arctic, the sun will seem to illuminate you just well and your hair will fall in just the right places. This charm does not, by itself, help you survive in any manner -- only that you remain stylish, while roughing it in the wilderness.

Ghost of the Wilds

 Cost:  10 motes, 1 willpower
 Duration:  One day
 Type:  Simple
 Minimum Survival:  5
 Minimum Essence:  4
 Prerequisite Charms:  Eye-Deceiving Camouflage, Traceless Passage

The character is a past-master of using the natural terrain to conceal and misdirect, even to the extent that he can hide away entire encampments or resting caravans from even dedicated searches. The Exalt must spend at least one scene making preparations, camouflaging the area and adjusting the terrain in various ways to ensure that his magic is reinforced by the natural lines of the terrain. The character can conceal a number of people equal to his Essence rating squared in the wilderness, along with a number of objects equal to the volume of one large wagon per point of Essence. Clueless passers-by have no chance of spotting the concealed group unless they are using powerful essence-detecting charms such as All-Encompassing Sorcerer's Sight, and even those actively looking for the concealed group will most likely fail without powerful magic. Ten successes are needed on a Perception + Investigation roll in order to spot the concealed group, the roll representing several hours of intense searching. Some Awareness charms might lower the time needed to search and the number of succeeses needed, at the Storyteller's discretion. Similarly, particularly concealing natural terrain might impose a difficulty on this roll

Once the preparations are complete and the charm is in effect, those concealed can move about within the predefined area and operate more or less normally. None of their activities impose any penality on the camouflage or help searchers to find the concealed group. They can freely light cooking fires or engage in various noisy activities. The magic conceals the signs of such things, either totally or as distractions. Anyone who moves outside of the concealed area is no longer protected from discovery, and in fact is fully affected by the charm and unlikely to find their way back if they went far.

Comments