Difference between revisions of "BogModAlternateSidereals/Ride"

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Ride is the Constellation of the Messanger.
 
Ride is the Constellation of the Messanger.
  
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<b>Adept Horseman Technique</b><br>
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<b>Cost:</b> 2m; <b>Mins:</b> Ride 2, Essence 1; <b>Type:</b> Reflexive<br>
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Lets Sid use Ride in place of appropriate skill while mounted(1)
<b>Keywords:</b> Combo-OK<br>
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<b>Duration:</b> Indefinite<br>
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Gives Rider a boost when delivering news, package, escort, etc(2), connects from 1.  For purpose of hitting and defense charms mount counts as Sid(3), connects from 1.
<b>Prerequisite Charms:</b> None
 
  
The Viziers are required to always be on the move.  There is no rest for those who serve Fate.  Unsurpringly they don't let simple things like inexperience with mounts slow them down.  By committing 3m the Sidereal no longer limits their abilities while mounted to their Ride skill.  Furthermore they can replace their Ride skill with an ability normally limited while mounted for actions.  If this would give them more dice then they would normally have the extra dice count as dice added by charms.
 
 
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<b>Blessed Rider Benediction</b><br>
 
<b>Cost:</b> 4m; <b>Mins:</b> Ride 3, Essence 3; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Duration:</b> One scene<br>
 
<b>Prerequisite Charms:</b> Adept Horseman Technique
 
 
A steed is no help if it is killed.  Wise riders learn to protect those they ride.  After activating this charm defensive charms with an instant duration can be used by the Sidereal to protect the mount against attacks directed at the mount.  Furthermore the mount's DVs improve to match the Sidereals.
 
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<b>Steed of Journey's Stables Technique</b><br>
 
<b>Cost:</b> 12m, 2wp; <b>Mins:</b> Ride 4, Essence 2; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> Obvious, Touch, Training<br>
 
<b>Duration:</b> One week<br>
 
<b>Prerequisite Charms:</b> Any Ride Excellency
 
  
The creatures of Creation that aid the Sidereal Exalted in there work are possessed of a potency greater then their kind would suggest.  This charm involves training a natural animal or familiar.  This Charm requires five or more hours of work in a single week to have any effect.  This charm replaces the normal effects of training in that time.  After each week of training the trainer can pick one of the following to train:
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Ride Ex(1b)
*Strength, Dexterity, Stamina, Wits, or Perception.  This charm increases the animal's Attribute by one dot, to a maximum of (its species average +2).
 
*Athletics, Awareness, Dodge, Integrity, Martial Arts, Presence, Resistance or Survival.  This charm increases the animal's Ability by one dot to a maximum of the Sidereal's own rating in that Ability.
 
*Health and Size.  This charm gives the animal an additional -1 Health Level and, optionally, increases its size by 10%.  This charm can give an animal a number of extra levels no greater then its Stamina.
 
*Intelligence.  This charm gives the animal the effective intelligence of an adult human.
 
  
Using this charm on a familiar increases all of these maximums by one and allows the training of the animal to an Intelligence 3 human.
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Familiar boost charm, like Solars and Lunars.  +1 possible to str, dex, sta, wits, perc, +1 to ath, aware, dodge, integ, ma, pres, res, surv, additional -1 HL, optional size boost of 10%, can boost size no more then creatures stamina in dots.  Can raise familiar int to 3 or +1 if allready at 3.(2b), connects to 1b
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<b>Tempered Soul Companion</b><br>
 
<b>Cost:</b> 10m, 1wp, 1xp; <b>Mins:</b> Ride 3, Essence 2; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> Combo-OK, Touch<br>
 
<b>Duration:</b> Instant<br>
 
<b>Prerequisite Charms:</b> Any Ride Excellency
 
  
There is no road more unbearable then that travelled alone.  With their numbers less then their fellow Celestials there are simply too few for the Viziers to work in groups all the timeTo help ease that burden they bind animal companions to themselves with mystic bonds of essence. The target of this charm must be either be his familiar or an animal loyal to him. If used on an animal that is not his familiar while the Sidereal has one the previous Familiar is released and leaves and the Sidereal gains the new one.  Repeated use of this Charm on a familiar can increase the Familiar Background rating to 5.
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Familiar booster charmCan buy up background at reduced cost of 1xp.(3b), connects to 2b.
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<b>Eternal Friendship Connection Technique</b><br>
 
<b>Cost:</b> -; <b>Mins:</b> Ride 5, Essence 4, House of Journeys 3; <b>Type:</b> Permanent<br>
 
<b>Keywords:</b> College<br>
 
<b>Duration:</b> Permanent<br>
 
<b>Prerequisite Charms:</b> Tempered Soul Companion, Steed of Journey's Stables Technique
 
  
The bonds between a Vizier and their companion's exist beyond life and death.  So long as the Sidereal lives the mount will eventually heal from any wound though spirit killing attacks that would normally kill it require it to spend a year recovering.  Furthermore when the Sidereal does die the animal fades away and the Sidereal in her next life will find after she exalts her Familiar returning to her. As a final bonus the Familiar can learn some Charms.  (This needs work, at least in terms of if they will be Sidereal charms, or let the Sidereal buy unique tricks for the familiar on a case by case basis)  
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College charm, spiritizes familiar, familiar reincarnates with character when character dies, gives familiar charms, doesn't integrate it into heaven.(4b), connects to 3b.
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<b>Master Relay Whistle</b><br>
 
<b>Cost:</b> 2m; <b>Mins:</b> Ride 2, Essence 2; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> Compulsion<br>
 
<b>Duration:</b> Instant<br>
 
<b>Prerequisite Charms:</b> Any Ride Excellency
 
  
What good is a rider without a ride?  Sidereals solve this problem by ensuring they can always have a ride.  Using this charm causes a local animal nearby, something appropriate for riding, to come close to the Sidereal.  Riding the mount successfully without being tossed or maybe eaten is up to the Sidereal.  Sadly there are some places where there are simply no animals of the right size for such things in which case the charm fails and the motes are wasted.
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<b>Paced Mount Endurance Prana</b><br>
 
<b>Cost:</b> 5m; <b>Mins:</b> Ride 3, Essence 2; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> Any Ride Excellency
 
  
You can ride a steed for a mile in almost no time at all.  You can ride it for 10 if you go at a regular pace.  Or if you are a Vizier you can ride it until you need to stop because its exceeded your endurance.  The steed takes a pace of 6 miles an hour but does not need to stop for rest or food in that time.  The Sidereal herself though may need to sleep or eat.  If she ever stops moving on to her destination the charm ends and the mount needs an hour per day of this charm being used to move around naturally.
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Ride ex(1c)
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<b>Spurring on the Great Beast Method</b><br>
 
<b>Cost:</b> 6m; <b>Mins:</b> Ride 4, Essence 3; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Duration:</b> One day<br>
 
<b>Prerequisite Charms:</b> Paced Mount Endurance Prana
 
  
With a tug of the reins and use of the heels the Vizier's can leave everyone behind as they press on into ever more unexplored and distant landsThis charm inceases a mounts movement speed by a factor of five. A Sidereal can purchase this Charm a number of times equal to their essenceEach purchase after the first increases the speed by another factor of five. Furthermore the mount only needs a single hour no matter how many days the Sidereal rode for.
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Mount summoning, something local(2c), connects to 1cMount move speed = 5mph, doesn't tire quickly.(3c) connects to 1cControle rate reducer(4c), connects to 1c.
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<b>Riding the Dragon's Path</b><br>
 
<b>Cost:</b> 7m, 1wp; <b>Ride 5, Essence 4, House of Journeys 2; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> College, Combo-OK, Obvious<br>
 
<b>Duration:</b> One hour<br>
 
<b>Prerequisite Charms:</b> Spurring on the Great Beast Method, Blessed Rider Benediction
 
  
Mercury does not confine her wanderlust to places humans would walk or swim to and neither do those who can use her strength.  When this charm is in use the mount that a Sidereal rides can go through air, through water, or even through the earth and take the Sidereal along for the ride lettingThe Sidereal can ride through and along anything that would normally be impossible. While it does protect against some of the issues with such travel such as a lack of air or crushing pressure it does not protect against all such worriesCreatures or temperature extremes can still kill the Sidereal or the mountShould the mount die while this charm is in use the Sidereal will find herself appear on the nearest available place of open space.
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Adds a +5multiple to mount mph speedMultiple purchases up to ess times.(5c), connects to 3cMount gets climate resistance(6c), connects to 4c.   
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<b>Heaven Crossing Journey</b><br>
 
<b>Cost:</b> 15m, 1wp; <b>Mins:</b> Ride 5, Essence 5, House of Journeys 3; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> College, Obvious<br>
 
<b>Duration:</b> Instant<br>
 
<b>Prerequisite Charms:</b> Riding the Dragon's Path
 
  
With ease do the Vizier's move between Creation and other realms of existance.  Though only the most loyal or most resiliant steeds can survive such lands the Sidereal can at least reach them.  Using this charm lets a Sidereal instantly ride out of the Calibration Gate into Yu-Shan.  She can also use it to cross over from Creation to the Underworld or vice versa at the edge of a Shadowland as she wishes regardless of the time of day.  At Essence 6 the Sidereal can use this charm to begin a 5 day trip to or from Malfeas or instantly move from Creation to the Underworld or back again.
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Prayer Strip, mount can go through things like air, underwater, through ground, etc.(7c), connects to 6c.
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<b>Blessed Highway Technique</b><br>
 
<b>Cost:</b> 12m, 2wp; <b>Mins:</b> Ride 5, Essence 5, House of Journeys 4; <b>Type:</b> Supplemental<br>
 
<b>Keywords:</b> College, Combo-OK, Obvious<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> Riding the Dragon's Path
 
  
Treacherous are the paths that those who would follow the Solars must walk. Though their might is great and can ensure the success of such a trip the Sidereals can do something better to let the army reach its destination on time and in good order.  Later on this charm would be used to aid immagrants being moved from one city to another to the new lands near the borders of the Wyld so they can stabalize it by their presence.  This charm supplements a journey from one place to another.  While the charm is committed those who follow the path treat it as open terrain for movement rates, suffer no penalties to their speed due to the distance, move 50% faster on top of whatever their speed would be after their own charms or effects increase it and finally the survival rolls to traverse it even it it goes through the most inhospitable south never rises above difficulty 1.  This can even cut a path through the wyld up to the Middlemarchers and prevents mutation of those who walk it though they must still contend with the dangers.  The path is large enough for Magnitude 10 units to follow in a spaced out formation.  If the Sidereal dies trying to make the journey or shortly after completing it(say by the military force of the Demons she just made a path to) the charm remains in effect for a full year afterwards.
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Dimmension hopper.(8c), connects to 7c.
  
 
== Comments ==
 
== Comments ==

Revision as of 23:57, 16 May 2009

Ride is the Constellation of the Messanger.


Lets Sid use Ride in place of appropriate skill while mounted(1)

Gives Rider a boost when delivering news, package, escort, etc(2), connects from 1. For purpose of hitting and defense charms mount counts as Sid(3), connects from 1.


Ride Ex(1b)

Familiar boost charm, like Solars and Lunars. +1 possible to str, dex, sta, wits, perc, +1 to ath, aware, dodge, integ, ma, pres, res, surv, additional -1 HL, optional size boost of 10%, can boost size no more then creatures stamina in dots. Can raise familiar int to 3 or +1 if allready at 3.(2b), connects to 1b

Familiar booster charm. Can buy up background at reduced cost of 1xp.(3b), connects to 2b.

College charm, spiritizes familiar, familiar reincarnates with character when character dies, gives familiar charms, doesn't integrate it into heaven.(4b), connects to 3b.


Ride ex(1c)

Mount summoning, something local(2c), connects to 1c. Mount move speed = 5mph, doesn't tire quickly.(3c) connects to 1c. Controle rate reducer(4c), connects to 1c.

Adds a +5multiple to mount mph speed. Multiple purchases up to ess times.(5c), connects to 3c. Mount gets climate resistance(6c), connects to 4c.

Prayer Strip, mount can go through things like air, underwater, through ground, etc.(7c), connects to 6c.

Dimmension hopper.(8c), connects to 7c.

Comments