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Latest revision as of 01:17, 6 April 2010

Garden's Solar Lore Charms


Riding the Wave

Cost: 3m
Duration: 1 Hour +
Type: Simple
Minimum Lore: 2
Minimum Essence: 1
Prerequisite Charms: None

Sometimes even the mightiest of heroes lose their way. Whether it be a complete lack of direction after finishing a mighty quest, or being frozen with indecisiveness due to too many options, it happens to the best of us from time to time. Individuals with this charm are able to make an intuitive leap that's enough to help them get started on a new course.

By meditating and tuning in to the flows of Essence around her, an Exalt with this charm can 'feel' the tug of Fate on their lives and gain some sort of idea of where they should be going and what they should be doing. The Exalt must meditate for a number of hours equal to 6 minus their Permanent Essence (minimum 1). At the end of this time they may make a Perception + Essence roll, with the difficulty determined by the Storyteller based on their knowledge of the current events, the number of successes indicate how many 'hints' the Storyteller should provide for the player.

Because of the strength of the calling that this Charm creates within a character, they have trouble deviating from the hints that it provides. In order to ignore, or go against the hints, the Exalt must pass a Conviction roll, difficulty 3, or lose 1 Temporary Willpower per day that the hints are ignored. On a botch, the character loses *all* Temporary Willpower and has no choice but to follow the hints.

Note: This Charm in no way allows the character to affect the course of their Fate, if anything making them a slave to it. It cannot allow them to detect tampering with their Fate, and as such are prime puppets for Sidereal machinations, not that the characters have to know that of course. Even so, for those lacking direction, perhaps being guided by a Sidereal is not such a bad choice.

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