Difference between revisions of "BogModAlternateSidereals/Survival"

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Survival is the Constellation of the Captain.
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Survival is the Constellation of the Ship's Wheel.
 
 
 
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<b>Well-Travelled Body</b><br>
 
<b>Well-Travelled Body</b><br>

Revision as of 01:30, 14 January 2011

Survival is the Constellation of the Ship's Wheel.


Well-Travelled Body
Cost: -; Mins: Survival 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Survival Excellency

They key to travel is experience. Once you have been somewhere new there is a sharp learning curve but soon you adapt. The learning curves for the Viziers are often sharper but their adaptions more lasting. When in terrain with a survival difficulty of 2 or more the start counting out how long the Sidereal is there for. If they can last a week minus the a number of days equal to the survival difficulty for the area the survival roll difficulty for that area drops to 0.


Wild Walking Safety Technique
Cost: 4m; Mins: Survival 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Well-Travelled Body

The destiny of the Vizier's is greater then that of the beasts of the land and so they make way for the Sidereals. Natural animals will not attack the Sidereal and will not show fear at her presence. Should the Sidereal be attacking or otherwise provoking the creatures or some other force compells them to attack her they still suffer a penalty to their attack rolls equal to the Sidereal's Survival trait. When faced with unnatural animals, animal form gods or demons, beastmen or even lunars in animal form or their Warform the Sidereal can spend an additional willpower to extend this effect even to them. This effect is automatic but can be resisted by spending 2 willpower for non-natural animals.


Local Guide Paths Journey
Cost: 8m; Mins: Survival 3, Essence 2; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None

The most well tended highway or the densest jungle is the same to the Viziers. The Sidereal counts Difficulty and Extreme terrain as if it were open. She must still have the means to travel that terrain if it would normally be impossible such as the ocean or a river of fire. She can lead a group of people with a Magnitude no greater then her Essence while using this charm.


Creationborn Protection Technique
Cost: 3m/magnitude; Mins: Survival 5, Essence 3, House of Journeys 1; Type: Reflexive
Keywords: College, Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Well-Travelled Body

With the Viziers as your guide even the strangest of realms is as Creation. The Sidereal infuses the land around her with the essence of Creation. For every 3 motes she commits she can fit another magnitude of people into the growing area around her.


Final Frontiers Journey
Cost: 6m; Mins: Survival 5, Essence 4, House of Journeys 2; Type: Reflexive
Keywords: College
Duration: Indefinite
Prerequisite Charms: Creationborn Protection Technique

With the blessing of Mercury the Vizier's may lead anyone to anyplace safely. Wether it be to the deadly flames of the Pole of Fire, though the murderous curse of the Walker's shadowland or endure the poisonous nature of Malfeas with a Chosen of Journey's leading you can keep you safe. The Sidereal using this charm protects a group of people of Magnitude up to their Essence in size safe from the environmental hazards of any place they go into. They take damage, Poison, Crippling or Sickness effects only when directly inflicted upon them by another. Furthermore the difficulty of survival rolls for the group is whatever it would be for the Sidereal in that area. So a Sidereal who, thanks to Well-Travelled Body, finds the middle of desert difficulty 0 so does the group she is with find their difficulty rolls reduced to that level.


Creation Mending Technique
Cost: 10m, 2wp; Mins: Survival 5, Essence 4, House of Journeys 2; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One week
Prerequisite Charms: Creationborn Protection Technique, Any Two Survival Excellencies

When there are gaps in Creation, places where walking can send you into another realm or the rules of the land have been twisted the Chosen of the Mercury go to help correct the problems. This charm reduces the level of wyld in the area by one or reduces the size of a shadowland after spending a week walking through the affected areas. Several journeyes back and forth are required so the size that can be reduced is limited by how quickly the Sidereal can walk.


Many-Blessed Keys Technique
Cost: 15m, 1wp; Mins: Survival 5, Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Any Survival Excellency, Local Guide Paths Journey

The doors to Heaven open to the touch of the Sidereals. This charm opens up any Sanctum doorway or Yu-Shan Gate that the Sidereal touches. At Essence 5 the Sidereal can spend an additional point of Willpower to try to summon the Calibration Gate. If someone has used the Celestial Circle Spell Summon the Heavenly Portal this charm permits a contested effect roll off to bring the Gate to the Sidereal.


Thousand Paths Movements
Cost: -; Mins: Survival 2, Essence 2; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None

One thing that the Viziers know is that there is a thousand different ways to reach wherever they wish to go. Solars may refuse to change their path and push on but Sidereals will take another path always with their final goal in mind. The difficulty of any Blockade Movement action against the Sidereal is increased by 2. This works regardless of the form of transport the Sidereal is on. Walking, riding a steed or on a ship it doesn't matter. This charm exists in Ride and Sail.


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