Survival Charms
Wild-Wandering Forester Charm
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Survival: 2
Minimum Essence: 1
Prerequisite Charms: None
The Exalt using this Charm calls
upon his survivor knowledge of the wilderness and uses his Essence,
and his relationship to the Elemental Pole of Wood in particular, to improve
his chance of survival in hostile environments. The Dragon-Blood can improve
his Survival dice pools by two dice for every mote of Essence spent, but can no
more than double his Survival Ability. The character must spend a full mote of
Essence even if he wishes to add just a single die (as might be the case if he
has an odd Survival score).
Forgiveness-Of-Nature Invoking Prana
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Survival: 2
Minimum Essence: 2
Prerequisite Charms:
Wild-Wandering Forester Charm
The Exalt with this Charm is
able to beg a brief favor of the spirits of the natural world when he has given
offense or behaved in an inappropriate manner before them. In so, doing, he may
be able to correct prior mistakes, although there is always the chance that he
will instead give further offense. Immediately after a Survival roll, the
Dragon-Blood’s player may spend 2 motes of Essence and reroll.
He must accept the second roll. If this Charm is part of a Combo, the character
must pay all the Essence necessary to activate associated Charms again, even if
they do not contribute to the rerolled pool.
Quarry Revelation Technique
Cost: 2 motes
Duration: One day
Type: Simple
Minimum Survival: 3
Minimum Essence: 2
Prerequisite Charms:
Wild-Wandering Forester Charm
With this Charm, the Exalted can
track the passage of nearly any creature that is not using magic (such as Trail
Concealing Measurement) to hide signs of its passing. The character needs only
to spend the required Essence, and signs of his quarry’s passage stand out to
the character’s eyes: Animal tracks and spoor become much more prominent, and
the broken twigs and other signs that reveal a human’s passage are quite clear.
The tracker’s player must make a simple Perception + Survival roll and acquire
only a single success to keep on his prey’s trail, regardless of the
conduciveness of the local terrain and weather to tracking. The character
cannot follow a trail more than a week old with this Charm. If the target is
using Trail Concealing Measurement or some other wilderness Charm that makes
her untrackable without magical aid, then this Charm
counts as such aid. Under such circumstances, the tracking Exalt’s
player may make a normal Survival roll to track the target but does not gain
this Charm’s normal mechanical bonus.
Trail Concealing Measurement
Cost: 3 motes
Duration: One day
Type: Simple
Minimum Survival: 3
Minimum Essence: 2
Prerequisite Charms: Quarry
Revelation Technique
The Exalted using Trail
Concealing Measurement knows instinctually how to hide signs of his passage. He
does this so skillfully that mortal trackers and those without Quarry
Revelation Technique or other magical means of tracking him are unable to do
so. Players of beings with magical means to pursue the character make normal
rolls to track the character. It is rumored by those who have traveled close to
the Wyld that the Lunar Exalted are not fooled by
this Charm at all when they wear animal shapes.
Ration-Enhancing Method
Cost: 2 motes
Duration: One hunt
Type: Simple
Minimum Survival: 3
Minimum Essence: 2
Prerequisite Charms: Quarry
Revelation Technique
Ration-Enhancing Method doubles
the effectiveness of any hunting expedition the character takes part in during
the scene that it is active. Whether alone or as part of a group, when the
Dragon-Blood with this Charm sets off to find food, he (and his group, if
applicable) will find twice as much food as the level of success on their
Survival rolls would otherwise imply.
Hostile Environment Preparation Method
Cost: 3 motes + 1 per companion
Duration: 1 Day
Type: Simple
Minimum Survival: 4
Minimum Essence: 2
Prerequisite Charms:
Wild-Wandering Forester Charm
This Charm enables an Exalt and
his companions to avoid the worst effects of hostile environments. In a hot
environment, the Exalted leading the group uses this Charm to make sure he and
his fellows remain out of the worst heat of the sun and conserve water. In a
cold environment, he makes sure they conserve body heat as well as possible and
remain moving to avoid frostbite. When Hostile Environment Preparation Method
is active, the group can be assumed to be unharmed by any environment that
would ordinarily require three or fewer successes on a Survival roll.
Environments that would require four or more successes now require three or
fewer successes on a Survival roll. The Charm’s base 3 motes cost protects the
Exalt. Every additional mote spent protects a single traveling companion. An
Exalt cannot protect more individuals with this Charm than his permanent
Essence.
Shelter Creation Technique
Cost: 5 motes
Duration: One scene
Type: Simple
Minimum Survival: 5
Minimum Essence: 3
Prerequisite Charms: Hostile Environment
Preparation Method
The character calls upon helpful
spirits of Wood (and, if appropriate, other elements) to help him build a
remarkably robust, protective and comfortable shelter even in the worst
environment. For a group traveling in the forest, the Exalted can create a
wooden hut in a matter of about 30 minutes. Those traveling in the desert can
find themselves in a sheltered outcropping, shaded from above and with plenty
of room for wind to flow through. A character in the Far North may build an
igloo or other hard-packed snow shelter in about 30 minutes. These shelters
will last no more than a day, as they are somewhat magical in nature.
Generally, the shelter the character builds can hold around six human-sized
creatures; if the Exalted wishes to build a larger shelter, he must spend an
additional mote of Essence per person to be accommodated within it.
Nature’s
Healing Bounty
Cost: 1 mote per two dice
Duration: Instant
Type: Reflexive
Minimum Survival: 3
Minimum Essence: 2
Prerequisite Charms: Wild-Wandering Forester Charm
Wood-aspected Dragon-Blooded
are known for their great expertise in herbalism and
natural healing lore. With the use of this Charm, a Terrestrial Exalt may
supplement his healing skills through the use of medicinal plants and wild
herbs. The Dragon-Blood can improve his Medicine dice pools by two dice for
every mote of Essence spent but can add no more dice than his Survival Ability
(plus any relevant specialty). The character must spend a full mote of Essence
even if his player wishes to add just a single die (as might be the case if the
character had an odd Survival score).