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).

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