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>Cost:</b> -; <b>Mins:</b> Survival 2, Essence 1; <b>Type:</b> Permanent<br>
 +
<b>Keywords:</b> None<br>
 +
<b>Duration:</b> Permanent<br>
 +
<b>Prerequisite Charms:</b> None
  
 +
Vizier's may live in the greatest city in all of existance but once they were bound to Creation.  Those early days had them walking a vast and dangerous world untamed yet.  Still they had destinies that required them to continue on without trouble or delay.  A Sidereal with this charm reduces the difficulty of Survival rolls she makes when hunting or trying to survive in the wilderness by her Essence.  If this would reduce the difficulty to 0 or less than zero she does not roll and ignores all associated environmental issues with it such as mousquitoes in the east or sunburns in the southern deserts.  This does not protect against environmental damage however so trying to walk through lava requires other charms.
 
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<b>Well-Travelled Body</b><br>
+
<b>Border Walking Scout Technique</b><br>
<b>Cost:</b> -; <b>Mins:</b> Survival 3, Essence 2; <b>Type:</b> Permanent<br>
+
<b>Cost:</b> 7m; <b>Mins:</b> Survival 4, Essence 3; <b>Type:</b> Reflexive<br>
 +
<b>Keywords:</b> Combo-OK<br>
 +
<b>Duration:</b> Indefinite<br>
 +
<b>Prerequisite Charms:</b> Well-Travelled Body, Any Survival Excellency
 +
 
 +
This charm enhances a Sidereal's Well-Travelled Body charm.  No longer must she beware the efforts of others to stop her journeys.  She no longer takes damage or suffers Poison, Crippling or Sickness effects only when directly inflicted upon her by another's action.  It should be noted that the constant effect of entities such as the acids of Kimbery or the anima of a Dragonblood count for this charm.
 +
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 +
<b>Mercury's Blessed Boots</b><br>
 +
<b>Cost:</b> -; <b>Mins:</b> Survival 4, Essence 3; <b>Type:</b> Permanent<br>
 
<b>Keywords:</b> None<br>
 
<b>Keywords:</b> None<br>
 
<b>Duration:</b> Permanent<br>
 
<b>Duration:</b> Permanent<br>
<b>Prerequisite Charms:</b> Any Survival Excellency
+
<b>Prerequisite Charms:</b> Well Travelled Body
  
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 they gain the benifits of having the benifits of having the appropriate Elemental Adaption for that area.
+
Mercury walks amongst the raging fires of the far south where the land itself is made of flame only for her to laugh and move on. In the north she might dance with the fair folk, only to smile and wink as the air grows so chill that even the Fair Folk of the north freee in their place.  She walks on.  Like her the Vizier's find themselves safe no matter where they walk.  This charm enhances Border Walking Scout allowing the Vizier to face what destiny has in store for them in terms of unintentionally inflicted Hazards.
 
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<b>Wild Walking Safety Technique</b><br>
 
<b>Wild Walking Safety Technique</b><br>
Line 16: Line 31:
 
<b>Prerequisite Charms:</b> Well-Travelled Body
 
<b>Prerequisite Charms:</b> 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 compell 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.
+
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.  As a final benifit this charm allows for communication with animals though does not enhance their comprehension.
 +
------------
 +
<b>Blind Love Runner</b><br>
 +
<b>Cost:</b> 4m; <b>Mins:</b> Survival 3, Essence 2; House of Journeys 2; <b>Type:</b> Reflexive<br>
 +
<b>Keywords:</b> College, Combo-OK<br>
 +
<b>Duration:</b> One scene<br>
 +
<b>Prerequisite Charms:</b> Any Survival Excellency
 +
 
 +
Blind to anything but the journey the Vizier ignores all distractions.  This charm lets her add her Compassion to her MDV against any social attacks that would weaken or make her act against a positive intimacy she possesses.  During any scene she has this charm active she can replace her Integrity with Survival for purposes of calculating her MDDV though she must still use her Integrity Excellency to boost that value.
 
----------------
 
----------------
 
<b>Local Guide Paths Journey</b><br>
 
<b>Local Guide Paths Journey</b><br>
<b>Cost:</b> 8m; <b>Mins:</b> Survival 3, Essence 2; <b>Type:</b> Simple<br>
+
<b>Cost:</b> 5m; <b>Mins:</b> Survival 3, Essence 2; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> None<br>
 
<b>Keywords:</b> None<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Duration:</b> Indefinite<br>
Line 27: Line 50:
 
------------------
 
------------------
 
<b>Creationborn Protection Technique</b><br>
 
<b>Creationborn Protection Technique</b><br>
<b>Cost:</b> 3m/magnitude; <b>Mins:</b> Survival 5, Essence 3, House of Journeys 1; <b>Type:</b> Reflexive<br>
+
<b>Cost:</b> 3m/magnitude; <b>Mins:</b> Survival 5, Essence 3; <b>Type:</b> Reflexive<br>
<b>Keywords:</b> College, Combo-OK, Obvious<br>
+
<b>Keywords:</b> Combo-OK, Obvious<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> Well-Travelled Body
 
<b>Prerequisite Charms:</b> 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.
+
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.  Those under her auspice treat the difficulty of surviving in an area around the Sidereal at 1.
 +
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 +
<b>Final Frontiers Journey</b><br>
 +
<b>Cost:</b> 15m, 1wp; <b>Mins:</b> Survival 5, Essence 4; <b>Type:</b> Reflexive<br>
 +
<b>Keywords:</b> Combo-OK<br>
 +
<b>Duration:</b> Indefinite<br>
 +
<b>Prerequisite Charms:</b> 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. A Sidereal can use Creationborn Protection Technique to increase the magnitude of this charm that it protects.
 
-------------
 
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<b>Creation Mending Technique</b><br>
 
<b>Creation Mending Technique</b><br>
<b>Cost:</b> 10m, 2wp; <b>Mins:</b> Survival 5, Essence 4, House of Journeys 2; <b>Type:</b> Simple<br>
+
<b>Cost:</b> 10m, 2wp; <b>Mins:</b> Survival 5, Essence 4; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> Combo-Basic, Obvious<br>
 
<b>Keywords:</b> Combo-Basic, Obvious<br>
 
<b>Duration:</b> One week<br>
 
<b>Duration:</b> One week<br>
 
<b>Prerequisite Charms:</b> Creationborn Protection Technique, Any Two Survival Excellencies
 
<b>Prerequisite Charms:</b> 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.
+
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 time 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.  The Sidereal must walk it as well using nothing but her own bare feet unaided by speed enhancing charms.  For this reason this charm has been used to close some Shadowlands since the Great Contagion but many are too large to just walk slowly around to close for the Sidereals who are so pressed for time.
 
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<b>Many-Blessed Keys Technique</b><br>
 
<b>Many-Blessed Keys Technique</b><br>
Line 49: Line 80:
  
 
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.
 
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.
 +
------------
 +
<b>Thousand Paths Movements</b><br>
 +
<b>Cost:</b> -; <b>Mins:</b> Survival 2, Essence 2; <b>Type:</b> Permanent<br>
 +
<b>Keywords:</b> Merged<br>
 +
<b>Duration:</b> Permanent<br>
 +
<b>Prerequisite Charms:</b> 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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 +
<b>Weathered Cloak Method</b><br>
 +
<b>Cost:</b> 3m; <b>Mins:</b> Survival 2, Essence 2, House of Journeys 2; <b>Type:</b> Reflexive<br>
 +
<b>Keywords:</b> Collge, Combo-OK<br>
 +
<b>Duration:</b> One scene<br>
 +
<b>Prerequisite Charms:</b> None
 +
 +
Pulling a worn cape around her shoulders the Vizier draws the blessings of the Ship's Wheel around her.  Her presence calms animals near her letting her communicate with them and making her safe from their attacks.  Should they be forced to attack her or she attacks them they suffer an internal penalty to all attacks equal to the Sidereal's Survival rating.
 +
-------------
 +
<b>Donning Glories</b><br>
 +
<b>Cost:</b> 6m; <b>Mins:</b> Survival 4, Essence 3, House of Journeys 3; <b>Type:</b> Simple<br>
 +
<b>Keywords:</b> College, Combo-OK, Illusion, Obvious<br>
 +
<b>Duration:</b> One scene<br>
 +
<b>Prerequisite Charms:</b> Any Survival Charm, Weathered Cloak Method
 +
 +
The Ship's Wheel is connected with a great many things.  One of those things is Solars and though they are not Solars the Viziers are most adept at using the strengths of others to their own gain.  From nothing they pull a cape of golden light around their shoulders which burns with one of the 5 caste marks of the Solar Exalted burning on it.  Whichever caste they pick they enjoy +2 successes on all rolls which use an ability from that Caste including a boost to their DV if appropriate.  It is an element of consistent annoyance to the Sidereals that any deeds done while this cape is donned only serves to glorify the Solars.  As an Illusion effect anyone who witnesses the deeds of the Sidereal with an MDV less than the sum of the Vizier's Survival+Essence views their in a good light and believes them to be the work of a Solar.  Resisting this mental influence costs 3 willpower.
  
 
== Comments ==
 
== Comments ==
 +
 +
College charm: animal influence/solarness charm
 +
 +
[[BogModAlternateSidereals]]

Latest revision as of 04:34, 11 June 2011

Survival is the Constellation of the Ship's Wheel.


Well-Travelled Body
Cost: -; Mins: Survival 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Vizier's may live in the greatest city in all of existance but once they were bound to Creation. Those early days had them walking a vast and dangerous world untamed yet. Still they had destinies that required them to continue on without trouble or delay. A Sidereal with this charm reduces the difficulty of Survival rolls she makes when hunting or trying to survive in the wilderness by her Essence. If this would reduce the difficulty to 0 or less than zero she does not roll and ignores all associated environmental issues with it such as mousquitoes in the east or sunburns in the southern deserts. This does not protect against environmental damage however so trying to walk through lava requires other charms.


Border Walking Scout Technique
Cost: 7m; Mins: Survival 4, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Well-Travelled Body, Any Survival Excellency

This charm enhances a Sidereal's Well-Travelled Body charm. No longer must she beware the efforts of others to stop her journeys. She no longer takes damage or suffers Poison, Crippling or Sickness effects only when directly inflicted upon her by another's action. It should be noted that the constant effect of entities such as the acids of Kimbery or the anima of a Dragonblood count for this charm.


Mercury's Blessed Boots
Cost: -; Mins: Survival 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Well Travelled Body

Mercury walks amongst the raging fires of the far south where the land itself is made of flame only for her to laugh and move on. In the north she might dance with the fair folk, only to smile and wink as the air grows so chill that even the Fair Folk of the north freee in their place. She walks on. Like her the Vizier's find themselves safe no matter where they walk. This charm enhances Border Walking Scout allowing the Vizier to face what destiny has in store for them in terms of unintentionally inflicted Hazards.


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. As a final benifit this charm allows for communication with animals though does not enhance their comprehension.


Blind Love Runner
Cost: 4m; Mins: Survival 3, Essence 2; House of Journeys 2; Type: Reflexive
Keywords: College, Combo-OK
Duration: One scene
Prerequisite Charms: Any Survival Excellency

Blind to anything but the journey the Vizier ignores all distractions. This charm lets her add her Compassion to her MDV against any social attacks that would weaken or make her act against a positive intimacy she possesses. During any scene she has this charm active she can replace her Integrity with Survival for purposes of calculating her MDDV though she must still use her Integrity Excellency to boost that value.


Local Guide Paths Journey
Cost: 5m; 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; Type: Reflexive
Keywords: 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. Those under her auspice treat the difficulty of surviving in an area around the Sidereal at 1.


Final Frontiers Journey
Cost: 15m, 1wp; Mins: Survival 5, Essence 4; Type: Reflexive
Keywords: Combo-OK
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. A Sidereal can use Creationborn Protection Technique to increase the magnitude of this charm that it protects.


Creation Mending Technique
Cost: 10m, 2wp; Mins: Survival 5, Essence 4; 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 time 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. The Sidereal must walk it as well using nothing but her own bare feet unaided by speed enhancing charms. For this reason this charm has been used to close some Shadowlands since the Great Contagion but many are too large to just walk slowly around to close for the Sidereals who are so pressed for time.


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.


Weathered Cloak Method
Cost: 3m; Mins: Survival 2, Essence 2, House of Journeys 2; Type: Reflexive
Keywords: Collge, Combo-OK
Duration: One scene
Prerequisite Charms: None

Pulling a worn cape around her shoulders the Vizier draws the blessings of the Ship's Wheel around her. Her presence calms animals near her letting her communicate with them and making her safe from their attacks. Should they be forced to attack her or she attacks them they suffer an internal penalty to all attacks equal to the Sidereal's Survival rating.


Donning Glories
Cost: 6m; Mins: Survival 4, Essence 3, House of Journeys 3; Type: Simple
Keywords: College, Combo-OK, Illusion, Obvious
Duration: One scene
Prerequisite Charms: Any Survival Charm, Weathered Cloak Method

The Ship's Wheel is connected with a great many things. One of those things is Solars and though they are not Solars the Viziers are most adept at using the strengths of others to their own gain. From nothing they pull a cape of golden light around their shoulders which burns with one of the 5 caste marks of the Solar Exalted burning on it. Whichever caste they pick they enjoy +2 successes on all rolls which use an ability from that Caste including a boost to their DV if appropriate. It is an element of consistent annoyance to the Sidereals that any deeds done while this cape is donned only serves to glorify the Solars. As an Illusion effect anyone who witnesses the deeds of the Sidereal with an MDV less than the sum of the Vizier's Survival+Essence views their in a good light and believes them to be the work of a Solar. Resisting this mental influence costs 3 willpower.

Comments

College charm: animal influence/solarness charm

BogModAlternateSidereals