BogModAlternateSidereals/Ride

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Revision as of 21:45, 27 September 2009 by BogMod (talk) (*Ride done)
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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.


Paced Mount Endurance Prana
Cost: 5m; Mins: Ride 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: 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.


Spurring on the Great Beast Method
Cost: 6m; Mins: Ride 4, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: 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 lands. This charm inceases a mounts movement speed by a factor of five. A Sidereal can purchase this Charm a number of times equal to their essence. Each purchase after the first increases the speed by another factor of five.


Riding the Dragon's Path
Cost: 7m, 1wp; Ride 5, Essence 4, House of Journeys 2; <b>Type: Simple
Keywords: College, Combo-OK, Obvious
Duration: One hour
Prerequisite Charms: 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 letting. The 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 worries. Creatures or temperature extremes can still kill the Sidereal or the mount. Should the mount die while this charm is in use the Sidereal will find herself appear on the nearest available place of open space.


Heaven Crossing Journey
Cost: 15m, 1wp; Mins: Ride 5, Essence 5, House of Journeys 3; Type: Simple
Keywords: College, Obvious
Duration: Instant
Prerequisite Charms: 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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