Difference between revisions of "GracefulCharmMethodology/SolarSurvival"

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(added Bushcraft subtree)
 
m (Bushcraft: tweaked)
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While Hardship-Surviving Mendicant Spirit is active, If the Solar is tracking someone, they may always find them - if the trail has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.
 
While Hardship-Surviving Mendicant Spirit is active, If the Solar is tracking someone, they may always find them - if the trail has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.
  
===Eye-Deceiving Camouflage===
+
===Traceless Passage===
* Cost: 3m
+
* Type: Permanent
* Type: Simple
 
 
* Mins: Survival 5, Essence 2
 
* Mins: Survival 5, Essence 2
 
* Prereqs: Hardship-Surviving Mendicant Spirit
 
* Prereqs: Hardship-Surviving Mendicant Spirit
  
The Solar makes an Intelligence+Survival roll to conceal themselves (one action), or a group of things no larger than a house (one scene). As long as they don’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll.
+
While Hardship-Surviving Mendicant Spirit is active, If the Solar is covering their tracks, they cannot be followed by mundane means - if the tracker is using dedicated magic, the Solar receives an opposed roll using Wits+Survival.
  
===Traceless Passage===
+
===Eye-Deceiving Camouflage===
 
* Cost: 3m
 
* Cost: 3m
* Type: Supplemental
+
* Type: Simple
 
* Mins: Survival 5, Essence 3
 
* Mins: Survival 5, Essence 3
* Prereqs: Eye-Deceiving Camouflage, Unshakeable Bloodhound Technique
+
* Prereqs: Hardship-Surviving Mendicant Spirit
  
This attempt to cover the Solar’s tracks is impossible to overcome with mundane attempts, and magic-enhanced effects must beat the Solar’s roll.
+
The Solar makes an Intelligence+Survival roll to conceal a person (taking one action), or a group of things no larger than a house (taking one scene). As long as it doesn’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll.

Revision as of 12:11, 21 April 2016

Survival

Bushcraft

Hardship-Surviving Mendicant Spirit

  • Cost: 5m, 1wp
  • Type: Simple
  • Duration: Indefinite
  • Mins: Survival 1, Essence 1

The Solar ignores all environmental penalties to Survival rolls, is immune to exposure, and does not need to sleep.

Food-Gathering Exercise

  • Cost: 3m
  • Type: Supplemental
  • Mins: Survival 3, Essence 1
  • Prereqs: Hardship-Surviving Mendicant Spirit

This Survival roll to gather food yields enough to feed a group of Magnitude equal to the Solar’s Essence. If there is no food whatsoever, the Solar will still produce enough to feed one person.

Trackless Region Navigation

  • Type: Permanent
  • Mins: Survival 4, Essence 2
  • Prereqs: Food-Gathering Exercise

While Hardship-Surviving Mendicant Spirit is active, the Solar (and a group of Magnitude up to their Essence) can cross any terrain as quickly as they would open plains. If the Solar is looking for a specific location or terrain feature, they may always find it - if it has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.

Unshakeable Bloodhound Technique

  • Type: Permanent
  • Mins: Survival 5, Essence 2
  • Prereqs: Food-Gathering Exercise

While Hardship-Surviving Mendicant Spirit is active, If the Solar is tracking someone, they may always find them - if the trail has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.

Traceless Passage

  • Type: Permanent
  • Mins: Survival 5, Essence 2
  • Prereqs: Hardship-Surviving Mendicant Spirit

While Hardship-Surviving Mendicant Spirit is active, If the Solar is covering their tracks, they cannot be followed by mundane means - if the tracker is using dedicated magic, the Solar receives an opposed roll using Wits+Survival.

Eye-Deceiving Camouflage

  • Cost: 3m
  • Type: Simple
  • Mins: Survival 5, Essence 3
  • Prereqs: Hardship-Surviving Mendicant Spirit

The Solar makes an Intelligence+Survival roll to conceal a person (taking one action), or a group of things no larger than a house (taking one scene). As long as it doesn’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll.