SolarSurvival/DariusSolluman

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Scent Concealing Technique
Cost: 10 motes
Type: Simple
Duration: One Day
Min. Survival: 4
Min. Essence: 3
Prereqs: Eye Decieving Camoflauge

Alter's the Solar's scent. They can choose to smell like anything or anyone, perfectly. This includes banishing their scent entirely, or taking on a rank or dangerous scent, to discourage trackers. This protection does not extend to what they leave behind, however- a bleeding Solar may have totally banished their personal scent, but can still be tracked by blood.

Foul the Blood
Cost: 10 motes
Type: Simple
Duration: One Day
Min. Survival: 4
Min. Essence: 3
Prereqs: Scent Concealing Technique

Turns the flesh and blood of the Solar rank and vile to taste for the rest of the day. This has no visual or other sensual change, unless some thing tries to bite the Solar- in which case, they will find their prey is simply too awful to eat. No matter how hungry an animal is, after one bite, it will leave the Solar alone, refusing to use their bite attack against it again and attempting to only defend itself. Intelligent attackers (Abyssals, gods and demons, some hungry ghosts) may attempt to bite again, but will have to succede at a Willpower roll to do so, difficulty equal to the Solar's Essence + Survival.


Charting the Uncharted Road
Cost: 10 motes, 1 Willpower
Type: Simple
Duration: One Journey
Min. Survival: 5
Min. Essence: 3
Prereqs: Element Resisting Prana

Minimizes the time a character spends travelling, providing them with supernatural insight as to how to reduce the time it requires to get from place to place. They seem to travel with impossible speed, using shortcuts to even jump across a straight line faster. While traveling with Charting the Uncharted Road, the time any journey takes is reduced by a factor equal to the Exalt's Permanent Essence. So, at Essence 3 trips take 1/3rd as long, at Essence 4, 1/4th as long, and so on. Charting the Uncharted Road only allows a character to reduce the time taken when going to a known destination, and only while on foot; it does not help if traveling by boat or air, nor does it allow one to reach places only accessible by such means.

Comments

Interesting Charms here. Scent Concealing Technique feels more like a Stealth Charm, but I suppose it isn't too out of place in Survival. Foul the Blood doesn't feel Solar at all; perhaps one Charm could drive off all animals entirely by dint of the character's powerful stance (more Presence), and another would inflict damage on creatures of darkness that bite the character (sort of Zenith anima goodness, carried in the blood). The latter could even be a permanent Charm. - Quendalon

The Zenith anima goodness carried in the blood was actually my inital thought and inspiration, but it didn't feel quite right as a Survival Charm... or really, any Ability. Foul the Blood was as close as I got. But you're right- it feels more like a Lunar thing than a Solar one. DS

I was thinking that it felt more Abyssal.  :) As to what ability for the shiny blood thing, maybe Endurance? Medicine? Presence? Some combination thereof? You might check Abyssals for their own evil nasty blood Charms, and go from there. - Quendalon