GracefulCharmMethodology/SolarSurvival

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Survival

This tree uses the Crunchy Merit Methodology rules.

Bushcraft

Hardship-Surviving Mendicant Spirit

  • Cost: 5m, 1wp
  • Type: Simple
  • Duration: Indefinite
  • Mins: Survival 1, Essence 1

The Solar ignores all environmental penalties to Survival rolls, is immune to exposure, and does not need to sleep.

Food-Gathering Exercise

  • Cost: 3m
  • Type: Supplemental
  • Mins: Survival 3, Essence 1
  • Prereqs: Hardship-Surviving Mendicant Spirit

This Survival roll to gather food yields enough to feed a group of Magnitude equal to the Solar’s Essence. If there is no food whatsoever, the Solar will still produce enough to feed one person.

Trackless Region Navigation

  • Type: Permanent
  • Mins: Survival 4, Essence 2
  • Prereqs: Food-Gathering Exercise

While Hardship-Surviving Mendicant Spirit is active, the Solar (and a group of Magnitude up to their Essence) can cross any terrain as quickly as they would open plains. If the Solar is looking for a specific location or terrain feature, they may always find it - if it has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.

Element-Resisting Prana

  • Type: Permanent
  • Mns: Survival 5, Essence 3
  • Prereqs: Trackless Region Navigation

While Hardship-Surviving Mendicant Spirit is active, reduce the raw damage of all environmental elemental effects against the Solar by the Solar’s Essence. This does not work against directed attacks.

Unshakeable Bloodhound Technique

  • Type: Permanent
  • Mins: Survival 5, Essence 2
  • Prereqs: Food-Gathering Exercise

While Hardship-Surviving Mendicant Spirit is active, If the Solar is tracking someone, they may always find them - if the trail has been hidden by magic, the Solar receives an opposed roll using Perception+Survival.

Traceless Passage

  • Type: Permanent
  • Mins: Survival 5, Essence 2
  • Prereqs: Hardship-Surviving Mendicant Spirit

While Hardship-Surviving Mendicant Spirit is active, If the Solar is covering their tracks, they cannot be followed by mundane means - if the tracker is using dedicated magic, the Solar receives an opposed roll using Wits+Survival.

Eye-Deceiving Camouflage

  • Cost: 3m
  • Type: Simple
  • Mins: Survival 5, Essence 3
  • Prereqs: Traceless Passage

The Solar makes an Intelligence+Survival roll to conceal a person (taking one action), or a group of things no larger than a house (taking one scene). As long as it doesn’t move, mundane attempts to notice it automatically fail, and magic-enhanced effects must beat the Solar’s roll.

Kinship

Beast-Mastering Behaviour

  • Cost: 2m/die
  • Type: Supplemental
  • Mins: Survival 1, Essence 1

The Solar may convert up to (Essence) merit dice from a Familiar into automatic successes.

Ghost Panther Slinking

  • Type: Permanent
  • Mins: Survival 3, Essence 1
  • Prereqs: Beast-Mastering Behaviour

Any Stealth charms that affect the Solar also extend to their Familiars.

Friendship With Animals Approach

  • Cost: 6m
  • Type: Simple
  • Duration: Indefinite
  • Mins: Survival 4, Essence 1
  • Prereqs: Beast-Mastering Behaviour

Small animals around the Solar act toward them as though domesticated, granting the Solar access to a Familiar merit with rating equal to their Essence (if there is any wildlife nearby). Larger animals will ignore them, but supernatural creatures will not.

Spirit-Tied Pet

  • Type: Permanent
  • Keywords: Once/day
  • Mins: Survival 3, Essence 2
  • Prereqs: Beast-Mastering Behaviour

Once per day, the Solar may make a Simple action to draw a point of Willpower from the bond they share with a Familiar, as well as motes equal to the Familiar’s rating.

Spirit-Hunting Hound

  • Type: Permanent
  • Mins: Survival 5, Essence 3
  • Prereqs: Spirit-Tied Pet

The Solar’s Familiar gains the ability to perceive immaterial spirits, and relate their location: treat the Solar as having the ability to perceive immaterial spirits as long as they are with their Familiar.

Phantom-Rending Fangs

  • Cost: 3m, 1wp
  • Type: Simple
  • Mins: Survival 5, Essence 4
  • Prereqs: Spirit-Hunting Hound

The Solar rolls Charisma+Survival at a difficulty equal to a spirit’s Evasion: if successful, the Solar’s familiar grabs the spirit and holds it still for a number of rounds equal to the bonus successes. During this time, it is visible and vulnerable to physical attacks.

Sense-Riding Discipline

  • Cost: 6m, 1wp
  • Type: Simple
  • Duration: Indefinite
  • Mins: Survival 4, Essence 3
  • Prereqs: Spirit-Tied Pet

The Solar may take over their Familiar, acquiring its senses and controlling its actions, but losing touch with their own body while it remains. The Solar’s Familiar may be targeted separately to the Solar while this is in effect.

Familiar-Honing Instruction

  • Type: Permanent
  • Mins: Survival 5, Essence 4
  • Prereqs: Sense-Riding Discipline

While the Solar is controlling their Familiar with Sense-Riding Discipline, they may use Charms through their Familiar.

Deadly Predator Method

  • Type: Permanent
  • Mins: Survival 5, Essence 2
  • Prereqs: Beast-Mastering Behaviour

The Solar’s Familiars grow large and fearsome: the Solar may add their Familiar merit dice to threaten rolls.

Saga Beast Virtue

  • Type: Permanent
  • Mins: Survival 5, Essence 3
  • Prereqs: Deadly Predator Method

The Solar’s Familiars grow further, and become immune to any magic or threaten effect that would frighten them away.

Life Of The Aurochs

  • Type: Permanent
  • Mins: Survival 5, Essence 4
  • Prereqs: Saga Beast Virtue

The Solar’s Familiar grow further still, and become immune to any effects that would cripple, stun, or otherwise deny their benefit to the Solar.

Force-Building Predator Style

  • Cost: 3m, 1wp
  • Type: Supplemental
  • Mins: Survival 5, Essence 3
  • Prereqs: Deadly Predator Method

This grapple control check is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll.

Deadly Onslaught Coordination

  • Cost: 3m, 1wp
  • Type: Supplemental
  • Mins: Survival 5, Essence 3
  • Prereqs: Deadly Predator Method

This attack roll is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll.

Red-Toothed Execution Order

  • Cost: 6m, 1wp
  • Type: Reflexive
  • Keywords: Once/scene
  • Mins: Survival 5, Essence 4
  • Prereqs: Deadly Onslaught Coordination

Used when a Solar hits with a decisive attack, the Solar immediately adds their Familiar’s merit dice to the raw damage of the attack.

Ambush Predator Style

  • Cost: 3m, 1wp
  • Type; Supplemental
  • Mins: Survival 5, Essence 3
  • Prereqs: Deadly Predator Method

This Join Battle roll is made with Charisma+Survival, and the Solar’s Familiar merit dice can be added to the roll.

Crimson Talon Vigor

  • Type: Permanent
  • Mins: Survival 5, Essence 4
  • Prereqs: Deadly Onslaught Coordination, Ambush Predator Style

Whenever an attack made with Deadly Onslaught Coordination hits, the Solar gains a point of Initiative.

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