IsawaBrian/SolarSurvivalOutdoorsmanship
First Edition and Conversions
Cunning Hunter Sense
Cost: 1 mote per die Duration: Instant Type: Supplemental Minimum Survival: 1 Minimum Essence: 1 Prerequisite Charms: None
This Charm attunes the Solar to the ways of the hunt. For every one mote spent, the character gains one die to add to any hunting, navigation, or tracking roll he makes. The character cannot more than double his Attribute + Survival dice pool. This Charm cannot break through the protection of Traceless Passage, but it will assist someone using Unshakeable Bloodhound Technique to track a protected target.
In second edition, this Charm functions differently:
Cost: --; Mins: Survival 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Unshakeable Bloodhound Technique
The Lawgiver learns to read the signs of his prey’s tracks to give him greater insight into the prey’s plans. Whenever the Solar is using Unshakeable Bloodhound Technique to track a target, the Solar gains an understanding into the basic motivations of the target’s movements and actions that are traceable by tracking, similar to the motivations read in social interaction by Mastery of Small Manners. If the prey is attempting to lead the Solar into an ambush, for example, the hunter using Unshakeable Bloodhound Technique with Cunning Hunter Sense will feel danger and threat directed at himself, and gain an idea of the possibility of ambush. This can be used in mass combat.
Nomad Wandering Spirit
Cost: 1 mote per die Duration: Instant Type: Supplemental Minimum Survival: 1 Minimum Essence: 1 Prerequisite Charms: None The Solar harmonizes her soul with the ways of the wild, allowing her to easily adapt to any condition and to conceal herself. For every one mote spent, the character gains one die to add to any roll to conceal herself or her tracks, to survive harsh conditions, or to find water and small edibles. The character cannot more than double her Attribute + survival dice pool. This Charm will not protect the character against Unshakeable Bloodhound Technique, but will assist her if she has Traceless Passage active.
In second edition, this Charm functions differently:
Cost: --; Mins: Survival 2, Essence 1; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None
The Solar gains an instinctive understanding of the road she has traveled in life. From the time the Solar takes this Charm onward, her memory includes an instinctive map of every place she has ever traveled. If the Solar is in the rough area of any of these locations later, she may navigate as though she had a map and compass with no difficulty. By making a reflexive Perception + Survival roll, the character can gain a sense of how far and in what direction a place she knows is… but not necessarily which place.
Know the Prey
Cost: 10 motes, 1 Willpower Duration: One Day Type: Simple Minimum Survival: 5 Minimum Essence: 4 Prerequisite Charms: Unshakeable Bloodhound Technique, Devil-Pit Technique
By merging her senses with the power of Essence and the ways of the hunt, the Exalt becomes a master hunter, totally aware of her prey. In addition to the full benefits of Unshakeable Bloodhound Technique, the character gets a number of extra dice equal to her Essence to track down even foes protected by Traceless Passage and similar Charms. Finally, she has Essence Sight in regards to her target, so, unless her target has defenses against Essence Sight, she will be able to see him in even the worst of conditions. The target must be chosen at the initial application of this Charm, and one of the following conditions must be met: (1) The character knows the target personally; (2) The character has access to the personal effects of the target; or (3) The character already has a concrete trail left by the target.
In second edition, this Charm is very different:
Cost: --; Mins: Survival 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Unshakeable Bloodhound Technique
By merging her senses with the power of Essence and the ways of the hunt, the Exalt’s master hunting capabilities grow even stronger. When using Unshakeable Bloodhound Technique, the character may pay an additional 2 motes to gain Essence Sight for the duration of the hunt. If the character is leading a mass combat unit, he may use this charm, but only if he is personally leading the chase.
Forest Awareness Method
Cost: 12 motes, 2 Willpower Duration: One Week Type: Simple Minimum Survival: 5 Minimum Essence: 5 Prerequisite Charms: Know the Prey
The hunter is no longer constrained to hunt merely one foe. He may designate up to an entire species (including breeds or families) as his prey- including humans, dragon-blooded, Lintha and so on. He will instantly become aware of the presence, location, and relative speed of all members of that species within his permanent Essence times ten miles of him. The character may designate up to his Survival in individual targets; he may subsequently track those targets as though he was using Unshakeable Bloodhound Technique on them, even if they move out of his area of absolute knowledge. If one of his targets or designated prey uses Traceless Passage or a similarly powerful Charm, they roll against each other as usual, but the solar using Forest Awareness Method gets a number of extra dice equal to his permanent Essence. As long as the character instantly renews this Charm when its time is up, he may continue to track targets as normal
In second edition, this Charm is Combo-OK, Leader, Obvious, and Supplemental. Instead of allowing the character to “designate individual targets”, the character instead gains a total discount on a number of simultaneous instances of Unshakeable Bloodhound Technique equal to his Survival rating. Mass combat units that have cohesion may be tracked as an 'individual' target.
Cardinal Hunting Mastery
Cost: 15 motes, 2 Willpower Duration: One Week Type: Simple Minimum Survival: 6 Minimum Essence: 6 Prerequisite Charms: Forest Awareness Method
The Solar now becomes the ultimate predator. Her perceptions of a prey species, as per Forest Awareness Method, now extends to an entire cardinal direction- the Center, the East, the Northwest, and so on. Full directions, such as the East or the North are divided into three parts, the borders of which they share with other directions. Each of these parts is considered a full cardinal direction. Just as with Forest Awareness Method, if the character is forced to contest with any of those under her observation, she gains a number of extra dice equal to her permanent Essence.
Furthermore, all of her targets are considered to be within her Essence Sight, as per Know the Prey. The amount of information available to her is only limited by her concentration; she is aware of names, or differences (‘that grey wolf THERE is different from the one over there) for all of those within her purview, and can gain a flash of what a particular individual looks like and is doing at that particular moment by concentrating.
In second edition, this Charm is very different:
Cost: --; Mins: Survival 6, Essence 6; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Forest Awareness Method
The Solar may now spend an additional 3 motes when activating Forest Awareness Method to become the ultimate predator. Her perceptions of a prey species, as per Forest Awareness Method, now extends to an entire cardinal direction- the Center, the East, the Northwest, and so on. Full directions, such as the East or the North are divided into three parts, the borders of which they share with other directions. Each of these parts is considered a full cardinal direction. The Solar gains an enhanced version of Unshakeable Bloodhound Technique and Forest Awareness Method on each member of the species within that cardinal direction. This supercedes, includes, and replaces the ability to track individual units and mass combat ones.
In addition to the basic information for those two Charms, all of her targets are considered to be within her Essence Sight, as per Know the Prey. The amount of information available to her is only limited by her concentration; she is aware of names, or differences (‘that grey wolf THERE is different from the one over there) for all of those within her purview, and can gain a flash of what a particular individual looks like and is doing at that particular moment by concentrating.
Prudent Scrounging Method
Cost: 5 motes, 1 Willpower Duration: One Hour Type: Simple Minimum Survival: 5 Minimum Essence: 2 Prerequisite Charms: Food-Gathering Exercise
The Solar becomes a master scrounger. He selects a single, no more than moderately complex tool or small toolkit, and within an hour, he will have found sufficient materials to easily construct that tool or toolkit. This can include weapons. About the largest he can scrounge in a single hour is a single-person kayak or canoe, but with the right selections, larger boats, home-building material, and so on, can be discovered. This is magic, and will function even in the most desolate locations. If necessary, this will lead the Exalt to ancient ruins, the decayed or frozen corpse of a long-dead traveler, and so on. In general, the more complex a tool or the more sophisticated its use would be, the less effective the scrounged material will be, but there is no more than a -2 dice penalty for the most delicate of devices, such as a clockmaker or jeweler’s tools.
In Second Edition, this charm is Combo-OK. It will only work to find basic, nonmagical materials, unless the Storyteller decides otherwise. This Charm should be relatively safe in its usage, but not necessarily so in its consequences. In other words, if the character finds an ancient, frozen corpse with jeweler’s tools, the corpse should not carry the Great Contagion or even some minor illness. However, if the character takes the tools without properly caring for the corpse, there is the possibility of a minor haunting. Most uses of this Charm should, however, be relatively useful, and not require heavy choices. It is a safe and efficient effect, but it should not be abused.
Second Edition
Salamander’s Touch Technique
Cost: --; Mins: Survival 3, Essence 2; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Any Survival Excellency
Like a lens of well-polished glass, the Solar can concentrate his anima into a brief spark of heat. The Solar can light a small, controlled fire with but a moment’s concentration (a Miscellaneous action in combat) and the expenditure of one mote, given flammable materials and conditions normally conducive to lighting fires. These fires are normal in every way, with just as much benefit or danger as any ordinary fire. If used in long ticks, the character may provide up to his permanent Essence in magnitude worth of fires; the superior lens of the Solar's anima will function through assigned troops. The troops must be present and willing to use the charm.
Unquenchable Conflagration Technique
Cost: 5 motes; Mins: Survival 4, Essence 2; Type: Simple Keywords: Combo-OK, Leader, Obvious Duration: Instant Prerequisite Charms: Salamander’s Touch Technique
Even the lack of flammable materials is no hindrance to a sufficiently determined Solar. The Lawgiver’s duty to illuminate the world includes bringing fire to all of Creation, as gifted by the magnificent Unconquered Sun. Upon activation of this Charm, the Solar causes a bonfire to spring into existence (this may not be done as an attack) with but a gesture. The fire will burn for a complete scene (or fifteen minutes in particularly long scenes), but will not spread without flammable materials. The site to be targeted must be within (the character's permanent Essence squared) yards. For some reason, this Charm is offensive to all Primordials and Primordial-descended beings, such as demons, Neverborn, and so forth. Ordinarily, this Charm is used during mass combat to create normal-sized bonfires in controlled conditions; useful in certain tactical situations, but not overwhelming.
Sun’s Flaming Tongue Attack
Cost: 15 motes, 1 willpower; Mins: Survival 5, Essence 3; Type: Simple (Speed 4) Keywords: Combo-OK, Leader, Obvious, Holy Duration: Instant Prerequisite Charms: Unquenchable Conflagration Technique
The awe-inspiring light of a Solar’s soul can bring either warmth or devastation as the Solar wills. By concentrating the generation of holy light within his Shard, the Solar can cause a great column of solar flame to strike down upon an opponent. The range of this Charm is equal to the character's visual distance. The Solar rolls Willpower + Survival to hit, and the attack is normally unblockable and undodgeable. This attack has a base lethal damage equal to the Solar’s permanent Essence, and threshold successes on the attack roll add as normally. Against creatures of darkness, this damage is aggravated. This Charm’s attack has a rate of 1 and cannot be typically used as a defense. This charm may be used in mass combat if the troops supporting the character have any ranged weapons at all; they will gain a halo of flame and power, flying through the air to reach their targets and providing normal support.
Earth’s Unceasing Beacon
Cost: 2 motes; Mins: Survival 2, Essence 1; Type: Reflexive Keywords: Combo-OK, Leader Duration: One Scene Prerequisite Charms: None
This is a mechanical conversion of the Charm on SS p. 116. It may be used while leading a mass combat unit.
Game-Snaring Huntsman’s Method
Cost: --; Mins: Survival 2, Essence 1; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Any Survival Excellency
The Solar’s excellence in the ways of the wild gives allows him to align a trap with its surroundings, whether natural or unnatural. When the Solar uses the First or Second Survival Excellency to aid in the Creation of a snare or trap, he may choose to commit all motes used for one day. For that day, the dice gained by the First Survival Excellency or successes gained by the Second Survival Excellency are applied as either an internal or external penalty, respectively, to attempts to uncover or escape that snare or trap. The Solar must choose a single breed of creature (including “human”) when investing the Excellency in the trap; the trap or snare will only trigger for a member of that species. This may not target an individual.
Devil Pit Technique
Cost: --; Mins: Survival 4, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Game-Snaring Huntsman’s Method
The Solar’s cunning trapping techniques now extend beyond the normal means. Even demonic (in cunning, at least; this Charm is not Holy and need not be used exclusively against Creatures of Darkness) opponents may be ensnared, and the Solar can insure that no others fall into her trap. When investing Excellency dice or successes in a Charm as per Game-Snaring Huntsman’s Method, the Solar may double the committed motes in order to add to its lethality. For every Excellency die committed to the trap, add 1 lethal or bashing damage die to the trap’s effects. For every Excellency success committed to the trap, add 1 automatic lethal or bashing damage level to the trap’s effects. The trap has the same restrictions and requirements as per Game-Snaring Huntsman’s Method.
Nutritious Benevolence Scrounging
Cost: --; Mins: Survival 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Food-Gathering Exercise
The Lawgiver masters the ability not only to find food for herself and her people, but to find the best and most nutritious food. The benevolent power and nourishing grace of the sun infuses the food thus found, greatly increasing its nutritional value as well. The meals found with Food-Gathering Exercise are sufficient to feed an individual for a full day. They may not be further subdivided without losing their magical potency, however, so the character must make additional trips to provide for larger groups.
Never Wrong Solar Sense
Cost: --; Mins: Survival 4, Essence 3; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Trackless Region Navigation
The Solar's inerrant sense of direction becomes utterly oriented by the power of Essence. Whenever the character uses Trackless Region Navigation, the amount of information necessary to find the correct direction becomes as simple as a name. Given a name-- or a short, definitive direction ("The place where the Anduwine and Calezad rivers meet" will serve, "A safe place" is insufficiently definitive)-- the character can find their way with Trackless Region Navigation without the need for any further information. Anything more informative than a name will also serve. At Essence 5, the character may denote general terms, such as, "A safe place to stay," but should be aware that such a thing may not be possible, or require truly long trips through hard and dangerous territory. If used to find a magically concealed location, the character may need to invoke Unstoppable Force: Immovable Object rolls. Storytellers should assume high levels of Ability and Essence for areas that would otherwise be perfectly concealed.
Nation-Guiding Discipline
Cost: --; Mins: Survival 6, Essence 6; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: City-Moving Secrets
The Solar commando may serve as a master of tactical secrets, allowing multiple units to act in secrecy and care. This Charm enhances the character's City-Moving Secrets to permit the character to split their available magnitude among many groups. As long as the character can communicate in such a way that would not be contrary to the effect of an existing Charm-- obvious signals would not function for Traceless Passage, but runners under the effects of the charms might, or War communications charms-- the character may affect multiple different units at once with Survival Charms that can affect groups. The Solar may divide up the dots of Magnitude to which he is entitled among as many units as he desires. Each unit must still have a leader and relays as normal.
Example: Genxiang Wiao, a Night hunter and master of Survival, has Nation-Guiding Discipline and one purchase of City-Moving Secrets. When using Traceless Passage to conceal her specially trained commandos, she is entitled to 7 dots of magnitude. She could then split her army up into 7 fangs, a wing and a talon, or three scales and a personal guard fang. She might use that personal guard fang as runners to keep in touch with the other units, or Commanding the Ideal Celestial Army so long as all units remain within Essence x 100 yards.
Devil-Blinding Trailcovering Prana
Cost: --; Mins: Survival 5, Essence 5; Type: Permanent Keywords: Holy, Leader Duration: Permanent Prerequisite Charms: Traceless Passage
The Solar's preternatural capability to conceal all trace of her passage increases, as does natural Solar control over weather and light, thus creating a distortion of senses around herself and any she leads into the wilderness. While evading tracking with Traceless Passage, all attempts to even see, hear, or otherwise perceive any affected character has an internal penalty equal to the Solar's permanent Essence. Creatures of Darkness suffer an external penalty, instead.
Landscape-Mastering Leadership
Cost: --; Mins: Survival 5, Essence 3; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Infinite Survival Mastery or Survival Essence Flow
Under the leadership of a Lawgiver, even the crudest mortals can become a legion of Fearless Bloodhound Trackers, or disappear utterly into the brush. This Charm modifies all Survival Charms to give them the Leader Keyword, allowing the Solar to apply them to a group consisting of up to his permanent Essence in Magnitude. For Charms that have output, such as Game-Snaring Huntsman's Method, each member of the unit may output the effect; an army unit following an Essence 3 Solar, for example, could create a multitude of enhanced traps with only one application of a Survival Excellency.
Speedy Concealment Method
Cost: --; Mins: Survival 5, Essence 5; Type: Permanent Keywords:None Duration: Permanent Prerequisite Charms: Eye-Deceiving Camouflage
The Solar develops a talent and flair for camouflage, developing the capacity to swiftly conceal even the most awkward and out-of-place objects, often even in plain sight. This Charm enhances its prerequisite by lowering the time necessary for Eye-Deceiving Camouflage from one hour to an ordinary Simple Charm with the usual Speed 6, DV -1.