Difference between revisions of "BogModAlternateSidereals/Ride"

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<b>Steed of Journey's Stables Technique</b><br>
 
<b>Steed of Journey's Stables Technique</b><br>
<b>Cost:</b> 12m, 2wp; <b>Mins:</b> Survival 4, Essence 2; <b>Type:</b> Simple<br>
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<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>Keywords:</b> Obvious, Touch, Training<br>
 
<b>Duration:</b> One week<br>
 
<b>Duration:</b> One week<br>
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<b>Tempered Soul Companion</b><br>
 
<b>Tempered Soul Companion</b><br>
<b>Cost:</b> 10m, 1wp, 1xp; <b>Mins:</b> Survival 3, Essence 2; <b>Type:</b> Simple<br>
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<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>Keywords:</b> Combo-OK, Touch<br>
 
<b>Duration:</b> Instant<br>
 
<b>Duration:</b> Instant<br>
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<b>Eternal Friendship Connection Technique</b><br>
 
<b>Eternal Friendship Connection Technique</b><br>
<b>Cost:</b> -; <b>Mins:</b> Survival 5, Essence 4, House of Journeys 3; <b>Type:</b> Permanent<br>
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<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>Keywords:</b> College<br>
 
<b>Duration:</b> Permanent<br>
 
<b>Duration:</b> Permanent<br>
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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)  
 
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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<b>Master Relay Whistle</b><br>
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<b>Cost:</b> 2m; <b>Mins:</b> Ride 2, Essence 2; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Compulsion<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Any Ride Excellency
  
 
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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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Revision as of 07:10, 27 September 2009

Ride is the Constellation of the Messanger.


Adept Horseman Technique
Cost: 3m; Mins: Ride 2, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: 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.


Blessed Rider Benediction
Cost: 4m, 1wp; Mins: Ride 3, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: 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.


Steed of Journey's Stables Technique
Cost: 12m, 2wp; Mins: Ride 4, Essence 2; Type: Simple
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: 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:

  • 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.


Tempered Soul Companion
Cost: 10m, 1wp, 1xp; Mins: Ride 3, Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: 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 time. To 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.


Eternal Friendship Connection Technique
Cost: -; Mins: Ride 5, Essence 4, House of Journeys 3; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: 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)


Master Relay Whistle
Cost: 2m; Mins: Ride 2, Essence 2; Type: Simple
Keywords: Compulsion
Duration: Instant
Prerequisite Charms: 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.


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.

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

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

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