Difference between revisions of "BogModAlternateSIdereals/General"
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With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe. | With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe. | ||
+ | --------- | ||
+ | <b>Auspicious Destiny Planning</b><br> | ||
+ | <b>Cost:</b> 4m; <b>Mins:</b> Any Ability 4, Essence 3, Any House 2; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> Combo-OK, College, Shaping<br> | ||
+ | <b>Duration:</b> One scene<br> | ||
+ | <b>Prerequisite Charms:</b> Any Fateful (Ability) Excellency | ||
+ | |||
+ | The Chosen of the Maidens are at their strongest when they plan ahead then move to follow up on those plans. Having set a path through the wilds of destiny they avoid many of the dangers it can bring. When activated this charm supports all actions a Sidereal takes that directly support either their motivation or a planned task they are trying to accomplish most usually one assigned from superiors. All actions taken to support that have their TN reduced by 1. Plans can not be devised on the spot so this charm is of little use in helping whims and momentary interests. | ||
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+ | == Comments == |
Latest revision as of 07:07, 10 January 2011
General charms open to all Sidereals.
Causal Weaving Method
Cost: 2m; Mins: Any Ability 3, Essence 1, Appropriate House 1; Type: Reflexive
Keywords: College
Duration: Special
Prerequisite Charms: None
Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Mercury's perview that the Sidereal must help along. Making sure the Guild Caravan leaves with 8 bolts of silk, that Mr. Johnson stays at home instead of taking a vacation, various things like that. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Making sure a child runs away from home, or is picked up to become a slave by raiders, these too are journeys that must sometimes happen. See page 52 of the MoeP: Sidereals for an example mission.
If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely.
The Sidereal can learn this charm from having three dots in any one ability and a point in a House. That House defines the sort of mission the character will get. Knowing House of Battles means they will get House of Battles missions. If a Sidereal has multiple abilities at 3 and Houses at 1 they pick a single one at charm purchase. The Sidereal can expand this charm to include the other Houses at 2xp per additional House. They need not meet the minimum ability or House requirements to expand to include them. For each additional group the Sidereal knows the Vizier can store an extra reroll and expands the kind of missions they get. Just because a Vizier who knows all five just finished a Battles oriented mission doesn't mean that they won't get another one like it.
A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. In the Deep Wyld and further, or certain other places where their Astrology breaks down a Sidereal can not get additional missions but they can still use the benifit of stored up reroll.
Causal Nexus Manipulation
Cost: -; Mins: Any Ability 4, Essence 3, Appropriate House 1; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: Causal Weaving Method
With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe.
Auspicious Destiny Planning
Cost: 4m; Mins: Any Ability 4, Essence 3, Any House 2; Type: Simple
Keywords: Combo-OK, College, Shaping
Duration: One scene
Prerequisite Charms: Any Fateful (Ability) Excellency
The Chosen of the Maidens are at their strongest when they plan ahead then move to follow up on those plans. Having set a path through the wilds of destiny they avoid many of the dangers it can bring. When activated this charm supports all actions a Sidereal takes that directly support either their motivation or a planned task they are trying to accomplish most usually one assigned from superiors. All actions taken to support that have their TN reduced by 1. Plans can not be devised on the spot so this charm is of little use in helping whims and momentary interests.