Survival Charms

 

Friendship With Animals Approach

Cost: 3 motes

Duration: One Scene

Type: Simple

Minimum Survival: 1

Minimum Essence: 1

Prerequisite Charms: None

Through the use of this Charm, the character can deal well with nearly any wild animal. The character must be within one yard of the target per point of her Essence. Herbivores and smaller omnivores will become somewhat docile, even letting the character pet or handle them.

Predators are less susceptible to this power, and most will simply let the character pass unmolested through their territory. This power does not work on sentient animals, animals that are trained to attack or animals that are insane from pain, hunger or disease.

 

Spirit-Tied Pet

Cost: 10 motes, 1 Willpower, 1 experience point

Duration: Instant

Type: Simple

Minimum Survival: 3

Minimum Essence: 2

Prerequisite Charms: Friendship With Animals Approach

By handling an animal, feeding it, petting and scratching it and otherwise interacting with it, a character who knows this Charm can forge a permanent magical bond with the beast. Each time the character uses this Charm on the target, it is as if he gained a point of the Familiar Background with the target animal as the Familiar. So a character who wished to tame a tiger would have to use it at least three times to cause the beast to become well-disposed to him and an additional two times to gain the ability to see through the beast’s eyes and communicate with it. Obviously, using this Charm on animals such as bears, tigers and tyrant lizards can be problematic, as they will not allow themselves to be handled, even under the effects of Friendship with Animals Approach. A strong wrestling ability or a willingness to raise the animal from a cub is useful in such instances. Characters cannot have more than one Spirit-Tied Pet at a time.

 

Poison-Resisting Meditation

Cost: 4 motes

Duration: One scene

Type: Reflexive

Minimum Resistance: 3

Minimum Essence: 1

Prerequisite Charms: None

The character’s metabolism is strengthened by Essence, allowing him to easily endure the effects of toxins. The player may add a number of automatic successes equal to the character’s Stamina to her Stamina + Resistance roll to resist the effects of poison. Though even the hardiest Exalted can still be slain by massive doses of poison while using this Charm, they are largely invulnerable to poisoned food and envenomed blades. Characters need not invoke this Charm before exposure to poison — they may call upon its effects after they are exposed but before the Stamina + Resistance roll is made to survive the toxin.

Use of this Charm allows a character to withstand incidental toxins such as spoiled food. A character under the effect of this Charm may also consume without penalty a number of drinks equal to his Stamina.

 

Illness-Resisting Meditation

Cost: 6 motes

Duration: One day

Type: Reflexive

Minimum Resistance: 3

Minimum Essence: 1

Prerequisite Charms: None

While the Exalted are little-affected by disease, they can still become sick. Fevers can slow them at critical moments. Further, while the Chosen can withstand even the most serious illnesses with little more than a feeling of weariness and discomfort, those illnesses are as lethal as ever to mortals who contract them from exposure to the infected Exalted.

This Charm allows the player to add a number of automatic successes equal to her character’s Stamina to the Stamina + Resistance roll to avoid contracting an illness. Further, the player may add a like number of automatic successes to her character’s daily Stamina + Endurance roll to overcome an illness she has already contracted.

 

Bestial Traits Technique

Cost: 8 motes

Duration: One scene

Type: Simple

Minimum Survival: 4

Minimum Essence: 2

Prerequisite Charms: Spirit-Tied Pet

Through the use of this Charm, a character can gain the traits of her Spirit-Tied Pet. Each use of this Charm allows the character to gain a single characteristic. Obviously, animals have too many characteristics to easily model them all. Typically, the character will gain the ability to climb rough surfaces, fall great distances without damage, survive in difficult conditions or strike for lethal damage or gain one or more Keen (Sense) Techniques or Unsurpassed (Sense) Disciplines. A character who wishes to imitate her poisonous animal companion must imitate both the bite and the poison (two characteristics) and gains a bite as poisonous as the companion, not as poisonous as the companion if it were the size of the character.

Characters may not gain abilities that require gross physical changes — a character with an eagle companion cannot grow wings, and a character with a tiger companion cannot gain camouflage stripes. Characters must have an Spirit-Tied Pet to use this Charm.

 

Hardship-Surviving Mendicant Spirit

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Survival: 3

Minimum Essence: 1

Prerequisite Charms: None

Through the use of this Charm, the character becomes able to survive in even the most hostile conditions without special preparations. Blazing heat or terrible cold are no danger to the character, nor are hypothermia from rain or water exposure, trench foot, snow and sand blindness, leeches, mosquitoes and other potentially deadly biting insects — the character is perfectly at home in a harsh wilderness environment.

This magic protects the character even if he personally is not prepared for the environment. A character using Hardship-Surviving Mendicant Spirit is at home on a glacier if he is bundled in the warmest clothing available or if he is clad in nothing but silk slippers and a pair of pantaloons (though he may have difficulty walking over ice in silk slippers). Note that this Charm does not protect against the most hostile of environments — ocean survival, underwater survival or the extreme elemental effects near the elemental poles. To exist in those environments, characters must use the Element-Resisting Prana Charm.

 

Trackless Region Navigation Charm

Cost: 7 motes

Duration: One day

Type: Simple

Minimum Survival: 4

Minimum Essence: 2

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

With this Charm, the character can find his way safely and surely through even the worst terrain. The character (and a number of persons following him equal to twice his Essence score) can travel through even the worst terrain with ease. Travel through most terrain (forest, light marsh, rock and sand desert) is about as fast as if the character was walking over flat, level ground — characters will travel about 20 miles a day. Travel over very harsh terrain (muskeg at high summer, glacier, bayou, dense scrub or fresh-growth jungle) is at half this speed.

 

Food-Gathering Exercise

Cost: 3 motes per person

Duration: One hour

Type: Simple

Minimum Survival: 5

Minimum Essence: 2

Prerequisite Charms: Trackless Region Navigation Charm

A character with this Charm will never go hungry. In a hour of foraging for food, she can gather enough nuts, berries, edible tubers, slugs, bugs and small animals to make a large meal for a number of people equal to her Essence score. Note that this skill typically does not involve hunting game, and so, the character does not need a hunting tool such as a spear, sling or bow — the character will probably not bring back anything larger than a rabbit.

Storytellers may wish to make it more difficult to gather food in certain environments (deep sandy desert and pack ice, for example) but should not impose a penalty greater than halving the Exalted’s take. This is, after all, magic.

 

Unshakeable Bloodhound Technique

Cost: 8 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Survival: 5

Minimum Essence: 2

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

The character can track anyone in the wilderness, following the most minute signs and, sometimes, nothing more than a magical intuition of where the target has gone. The character can track anyone through any terrain, so long as the trail is fresh enough. Over difficult terrain for tracking (open ocean, rocky desert, grasslands), the trail remains fresh for typically one day per point of the tracking character’s permanent Essence. Over terrain more amenable to tracking, it can be two or even three times that long.

This ability can be foiled by the Traceless Passage Charm. If the target is using Traceless Passage, then the tracker and target resolve the matter as if neither was using magic.

 

Eye-Deceiving Camouflage

Cost: 6 motes

Duration: One day

Type: Simple

Minimum Survival: 5

Minimum Essence: 3

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

Trough the use of this Charm, the character can conceal himself or an object no bigger around than his Essence rating in yards so well as to be undetectable. In order to gain the benefit of this Charm, the character must spend one hour camouflaging his position or the object to be concealed. So long as the character stays still and takes no violent action, he will not be seen. Note that a character or object camouflaged in this fashion is essentially fixed in position. If the character moves suddenly or at great length, the effect is disturbed and the Charm ceases to have its effect.

Camouflaged objects or characters can be found after a number of hours of intensive searching in their immediate area equal to the camouflaging character’s Essence score or by a character with Unsurpassed (Sense) Discipline or some similarly powerful perception power whose player succeeds in a Perception + Awareness roll against the character’s Intelligence + Survival. Note that camouflage covers scent and other detection methods as well as visual stealth.

 

Traceless Passage

Cost: 5 motes per person, 1 Willpower

Duration: One day

Type: Simple

Minimum Survival: 5

Minimum Essence: 3

Prerequisite Charms: Unshakeable Bloodhound Technique

Through the use of this Charm, the character can make his passage and the passage of additional persons equal to his Essence score totally traceless. They cannot be tracked by conventional means, not even with the aid of tracking animals or other tracking aids. Only characters with the Unshakeable Bloodhound Technique Charm can follow them, and even then, it’s played out as if they were tracking him without magical assistance.

 

Element-Resisting Prana

Cost: 10 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Survival: 5

Minimum Essence: 3

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

Through the use of this Charm, the character becomes able to survive in any environment. The character can survive in extreme environments, such as the extreme heat and toxic fumes within the caldera of active volcanoes, can exist underwater with no ill effects and can even exist without danger in conditions as harsh as those of the elemental poles. While this Charm is active, the character adds her Endurance to her soak when she takes damage from elemental sources such as cold, fire and lightning.

 

Earth’s Unceasing Beacon

Cost: 2 motes

Duration: One scene

Type: Reflexive

Minimum Survival: 2

Minimum Essence: 1

Prerequisite Charms: None

By means of this Charm, the Exalt can instantly know in what direction the Elemental Pole of Earth lies, at least in a general sense. The player must make a Perception + Survival roll for the character. With even a single success, the character will have a general idea (able to point in the direction of) of where the Pole of Earth is located. Each additional success makes this sense of direction more precise; with three or more successes, the Exalt will know exactly where the pole is in relation to his current location, with sufficient clarity to be able to navigate with the aid of a compass and map. Any additional successes beyond three may be applied as bonus dice to any rolls involving navigation or plotting a course, until the end of the scene.

 

Storm Warden Concentration

Cost: 6 motes

Duration: One day

Type: Simple

Minimum Survival: 3

Minimum Essence: 1

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

This Charm protects the invoker from the adverse affects of natural weather. The Exalted may move through heavy winds without being impeded by them, travel through a sand- or snowstorm without being blinded or spend a stormy night with no shelter without fear of becoming waterlogged. The Chosen’s anima deflects these conditions, providing a nearly skintight zone of protection for the Exalted and any possessions worn against her body. This Charm does not protect against damage from temperature extremes.

 

Salamander’s Touch Technique

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Survival: 3

Minimum Essence: 2

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

Through the use of this Charm, the Exalted can light small, controlled fires. These are normal fires in every way. They can cause no damage by themselves, but if allowed to blaze out of control, they can be as dangerous as any other fire. The fires this Charm can light are limited to normally flammable materials. The Charm is useless against water-soaked wood or other noncombustible substances.

 

Unquenchable Conflagration Technique

Cost: 10 motes

Duration: Instant

Type: Simple

Minimum Survival: 3

Minimum Essence: 2

Prerequisite Charms: Salamander’s Touch Technique

When all the available wood is soaked or, worse, when there is no wood to be found, even the most skilled survivalist can find herself forced to live without heat and flame. This Charm allows the Exalted to cause a fire of up to bonfire size to spring into existence with but a gesture. The fire will burn for a complete scene, even in high winds or driving rain, but it will not spread unless normally flammable materials are introduced. This power cannot be used as a direct attack.

 

Sun’s Flaming Tongue Attack

Cost: 15 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Survival: 5

Minimum Essence: 3

Prerequisite Charms: Unquenchable Conflagration Technique

Through the use of this Charm, the Exalted rains down solar fire upon a single opponent. After investing the required Essence, make a Willpower roll. The fire does a number of points of lethal damage equal to the Exalted’s Survival score, plus one point of damage per success on the character’s Willpower roll. This power can strike at a range of line of sight. Against demons, ghosts or other creatures of the night, the damage is aggravated. This attack cannot normally be blocked or dodged, but the targets may have Charms that allow them to do either in their defense.

 

Game-Snaring Huntsman’s Method

Cost: 1 mote per die

Duration: One day

Type: Supplemental

Minimum Survival: 4

Minimum Essence: 1

Prerequisite Charms: Hardship-Surviving Mendicant Spirit

When invoking this Charm, the Exalted names a single breed of animal, which may include “human.” He then crafts a snare appropriate for trapping the species of interest. For each mote invested in the Charm, the Survival roll to create the snare is increased by one die. In addition, for each mote invested, the targeted breed suffers a one-die penalty to detect or escape the trap. The trap will not be triggered by any species other than the one named. This trap cannot be used to snare a specific specimen, but instead, affects the first member of the species that encounters it.

Game-Snaring Huntsman’s Method cannot be used to create a trap that will innately do damage, such as spikepits or deadfalls. It can only be used to enhances snares, pit traps and the like. If incidental damage is done to a target in escaping the trap, then the trap may still be eligible for the Game-Snaring Huntsman’s Method.

 

Devil-Pit Technique

Cost: 2 motes per die

Duration: One week

Type: Supplemental

Minimum Survival: 4

Minimum Essence: 2

Prerequisite Charms: Game-Snaring Huntsman’s Method

The Devil-Pit Technique functions in many ways like the Game-Snaring Huntsman’s Method. The Exalted names a breed of animal to be targeted by the trap. The roll for creating the trap is increased by one die for every 2 motes invested in the Charm, and the targeted breed suffers a like number of dice in penalty for rolls to detect or escape the trap. The trap will not be triggered by any species other than the named one, nor can it be set to trap a specific individual.

Unlike the Game-Snaring Huntsman’s Method, Devil-Pit Technique can be used to enhance traps that are designed to cause damage or death to their targets, rather than restrain them. A trap enhanced by the Devil-Pit Technique does one die of soakable lethal damage per 2 motes invested in the Charm. This damage is in addition to any damage a normal trap of the design might do.

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