DragonBloodedInvestigation/GoldenCat

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Secrets on the Water

Tales of a Thousand Droplets
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Investigation: 2
Minimum Essence: 2
Prerequisite Charms: Indisputable Physical Analysis Technique
There are strings connecting all Water. Little wisps of the Pole of Water that bring all the water in the world, all of its flows, all of its ebbs. They are all connected, and the Dragon-Blooded are connected with it. When a Dragon-Blooded uses Water's Web, he is instantly aware of all water in an area of his permanent essence in miles, and what it is. Brooks running under the ground, underwater rivers and where they go, caves within rivers, grottos, cellars, wells... it, however, only works on small bodies of water, at most a mile-wide river, and has no utility on sensing anything beneath the sea level, as there is too much water there for any informationg to be gleamed. It can be used at sea, however, sensing all the bottles and caskets of liquids in ships in that distance, and the rivers and grottos and waterfalls in nearby islands...

To use it, one must make a Perception+Investigation roll. With one success, the character gets a vague feel of the volume of water and its direction. With three successes, the character gets an accurate map of the underways and waterways and underwater caves. With five successes he can know exactly what sort of liquid is bottled where in a cellar or a palace, and even feel and get a good description of the living beings within rivers, ponds, and other such bodies of water.

Fly in the Water's Web
Cost: 4 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Investigation: 5
Minimum Essence: 4
Prerequisite Charms: Tales of a Thousand Droplets
Everyone is Water. Like all other elements, it fiils us, it makes us alive. But this same water makes us be noticed by the Chosen of Water, who can feel us as little else than walking concentrations of liquid. Using this Charm, the Dragon-Blooded can feel all living beings in a (character's Essence x20) yard radius. He feels them moving, the water in their bodies... the character rolls his Perception+Investigation. One success gives him a vague feeling of living beings in the area, but just their vague location, no differentiation between a man and a dog and a bird. Three successes allow the character to pinpoint exact locations and separate species, and five successes gives the character a good idea of each being's description and movements.

This Charm lasts for a scene, and as long as it does, the character is aware of things. It may defuses ambushes. Those cloaked by magic make this scrying more difficult, however. For Charms which simply increase their stealth, the difficulty of the Perception+Investigation roll is increased by their Essence. For Charms that require special rolls to even perceive them, treat the Perception+Investigation roll as one such roll, regardless of what it would be if they were face-to-face.. This Charm can only perceive living beings with water in their bodies.

Ripples of Time
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Investigation: 5
Minimum Essence: 3
Prerequisite Charms: Tales of a Thousand Droplets, Bloodhound's Nose Technique
By touching a some liquid surface - such as a puddle of water or blood on the ground or a bottle on the wall - the Dragon-Blooded is able to learn something that it has reflected on a maximum number of days past equal to the Dragon-Blooded's Essence. This is not a sure way to reveal a crime - the angle and light of things seen by the liquid may be far from ideal, but it is likely to grant many insights. It takes a Intelligence+Investigation roll to pull sounds out of those images - difficulty 1 for shouts, 5 for whispers. Whatever is learned, to witness the scene gives the Dragon-Blooded a bonus equal to his Essence in all further Investigation rolls to solve this case.



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