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Improvose. Adapt. Overcome. (Solar Survival charms)

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  • Improvose. Adapt. Overcome. (Solar Survival charms)

    Remember when someone told us once that there were no interesting Survival charms beyond the pet charms?

    lol

    ARDENT FRONTIERSMAN SPIRIT
    Cost: -; Mins: Survival 3, Essence 1
    Type: Permanent
    Keywords: Persona
    Duration: Permanent
    Prerequisite Charms: None

    The brave Frontierman’s are the trailblazers of the wild, spirits who thrive off the land and are always eager to see what’s over the next mountain. Upon learning this charm the Solar adopts the persona of the outdoorsman which confers the following benefits:
    • People will see the Solar as a man of the wild, a person who thrived in some of nature’s harshest conditions. People automatically have a minor intimacy of trust towards the Solar when it comes to matters relating to nature and automatically believes any declaration or challenge of a fact that has a difficulty of 1 without need for a roll.
    • The Solar adds (Essence/2, round up) bonus dice to any Athletics or Resistance roll related to overcome adversity in the wild, such as climbing mountains or the poison of a venomous viper. This has to be related to wild or nature, overcoming things made by man (such as climbing a castle or resisting a poisonous arrow) do not apply.
    • The Solar has a perfect sense of direction, always able to tell where both North and the Pole of Earth are at all times. In order realms she may instead feel the exact center of the realm.
    • By land or sea, the Exalt knows the exact distance and route to anywhere she’s been before. This effect is known to persist across reincarnations, with many Solars finding them inexplicably drawn to locations their previous incarnation frequented.
    Persona charms are used in order to emulate a specific archtype or personality. Only one may be active at any given time and can only be chosen at the start of the day.

    FOOTSTEPS OF THE TRAILBLAZER
    Cost: 3m 1WP; Mins: Survival 4, Essence 2
    Type: Simple
    Keywords: None
    Duration: Indefinite
    Prerequisite Charms: Ardent Frontiersman Spirit

    The Frontiersman blazes a trail through wild and untamed lands that others may follow. This charm let’s the Solar take a dramatic action to forge a trail through the wild that others find easy to follow. For a total of (Essence or 3, higher) weeks the Solar’s tracks are perfectly visible, allowing even those without training to follow him. Additionally any rolls required to evade wild animals or scavenger for food add (Essence or 3, higher) bonus dice and reroll all 1s so long as they remain on the Solar’s trail. This charm can be used for noble purposes, but it can just as likely be used to lead others in a trap.

    KINDLING THE PRIMORDIAL FLAME
    Cost: 3m; Mins: Survival 2, Essence 1
    Type: Simple
    Keywords: None
    Duration: Until departure
    Prerequisite Charms: None

    BONFIRE LIT

    Fire was one of the most important inventions mankind ever made. Providing a place of solace and warmth in a dark and hostile land. The Lawgiver prepares a fire, ignoring any penalties related to poor fuel or kindling; damp wood burns and anything that could make a spark will light the fire. As one sits near the flame they find the aches and pains over a hard day’s travel melt away, ignoring up to (Essence, minimum 2) points of penalty related to exhaustion and always counts time spent sleeping near the flame as restful relaxation regardless of current accommodations. Those with the intention to harm the Solar do not gain any bonuses for seeing the light of the bonfire, even in the middle of an open plain. Lastly the fire will not catch fire to the surroundings unexpectedly

    If the Solar knows Friendship with Animals Approach then she may activate that charm to share the same duration as the fire itself. Animals with the intent to harm the Solar or his guests will avoid the campsite, friendly or neutral animals may instead settle around the campsite to enjoy the warmth and safety. A Tiger may rest alongside a Deer so long as have no intention of fighting the Solar or each other.

    A LIGHT IN A DARK NIGHT
    Cost: -; Mins: Survival 4, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Kindling the Primordial Flame

    The fire of the Lawgiver is a ray of hope in a very dark night. Anyone who stays by the fire made by Kindling the Primordial Flame may now ignore any minor derangements and minor negative intimacies related to fear. Creatures of Darkness who possess intentions of hostility towards the Solar or anyone in the campsite must pay a point of willpower before entering the campsite in addition to any other costs. Hostile creatures of darkness also apply a penalty of (Solar’s Essence) in any attempts to track or find the Solar and her allies so long as the fire remains burning in the campsite.

    THE BOUNTY OF NATURE
    Cost: -; Mins: Survival 3, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Friendship with Animals Approach, Kindling the Primordial Flame

    The animals of the wild offer gifts to the conquers of the wild. This charm upgrades Kindling the Primordial Flame, allowing animals to make bargain actions or provide thanks for letting a Solar rest near his fire. Bears may offer fish to the lawgivers, a Wolf may lie next to a Lawgiver to give him warmth, or a Deer might lead a Solar to an interesting nearby location such as a demense or evidence of a Wyld Hunt scouting party. The effects of this charm are largely narrative, but can be expected to do trivial tasks without a roll.

    FLAWLESS SHELTER METHODOLOGY
    Cost: 5m; Mins: Survival 4, Essence 1
    Type: Simple
    Keywords: None
    Duration: Until departure
    Prerequisite Charms: Hardship-Surviving Mendicant Spirit

    The Lawgiver’s shelters keep out even the most hostile of nature’s forces. This charm is a dramatic action that oversees the Solar constructing a special campsite, be it a snow tunnel in the frigid North or setting up camp under shade in the sweltering heat. This camp comfortably houses up to (Essence * 2 or number of characters within the Lawgiver’s circle, whichever is higher), granting the benefit of Hardship-Surviving Mendicant Spirit to anyone or anything inside of the campgrounds. If the Solar knows Element-Resisting Prana then her camp may be constructed even in the most improbable of places, such as the ocean floor or within the volcanic wasteland of the deep south. Kindling the Primordial Flame may also be used to set up a fire within the camp regardless of the current environmental conditions.

    This campsite lasts until the Solar decides to depart in which case natural quickly reclaims the land, applying a penalty of (Essence) to any attempt to discover or evaluation that the Solar stayed at such a location.

    SIDEBAR: Finding Campsites

    Finding a good campsite is the same difficulty as scavenging for food with the difficulty of the roll varying depending on the hostility of the current environment and local wildlife. Finding a peaceful place to camp amongst the rabbits in the wide open fields of the Lap is much easier than a safe place in the crowded Southwestern jungles teeming with deadly predators. Food foraging charms, such as Food-Gathering Exercise, can also be used to search for a proper campsite.

    SAGE OF THE WILDS
    Cost: 3m; Mins: Survival 2, Essence 1
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisite Charms: None

    Nature itself is the teacher for the Frontiersman. This charm allows the Solar to either create, challenge a fact, or make a general knowledge roll using (Intelligence or Wits + Survival) with a single automatic success and double 9s. This fact must be related to either the wilderness or animals. If the introduced or challenged fact was instrumental in completing a significant or life-changing task than the Solar gains a free specialty related to the fact.

    ALMANAC OF THE SUN
    Cost: 5m; Mins: Survival 4, Essence 2
    Type: Simple
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Sage of the Wilds

    The Wilderness King can ordain the weather of tomorrow after gazing at countless sunsets. To use this charm the Solar must either look at the sky during sunset or into a fire created by Kindling the Primordial Flame then rolls (Perception + Survival) to determine what the weather will be the following day flawlessly. In areas with predictable but mundane weather the difficulty is 1, but in more esoteric and unknown places such as the Wyld or Hell then the difficulty may be higher. If any sort of magic is used to change or supernaturally alter the weather then the Solar’s prediction automatically fails, but may immediately make a tracking roll to determine the epicentre of the event and make tracking and navigation rolls as needed to travel there.

    At Survival 5 Essence 3 this charm may be repurchased, allowing the Solar to declare a fact about what the weather for the following day will be with a difficulty relating to the current region. Declaring that the following day will be sunny might be difficulty 1, but saying it’d happy during a monsoon season could be difficulty 3. Wildly incompatible weather for a region, such as rain in the volcanic and arid region near the Pole of Fire would be difficulty 5. The Storyteller may veto any weather requests and does not account for magically altered weather patterns.

    VISION OF SAFE PASSAGE
    Cost: 10m 1WP; Mins: Survival 5, Essence 3
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Almanac of the Sun

    By partaking in the gifts of nature the lawgiver enters a lucid trace that grants mystical knowledge for the trails of the day ahead. Preparing this charm is a dramatic action, requiring the Lawgiver to prepare either a special food, drink, or drug before entering a trance. During this trance, the Lawgiver foresees a single event that could prove dangerous or perilous that’ll happen during the following day and possibly give an opportunity to avoid it so long as it relates to nature or some other major catastrophe. The Lawgiver could foresee taking a path on a dangerous mountain road, allowing the Lawgiver an opportunity to choose a different route ahead of time or gain double 9s and (Essence) bonus dice to prepare when the event comes to pass. Alternatively, it could tip a Lawgiver that a Wyld Hunt army is set up in the town ahead.

    The roll is normally automatically successful, but the future assault involves the assailants making a stealthy approach or is somehow obscured by fate or sorcery the Solar needs to roll in order to contest this.

    NATURE’S TWISTING LABYRINTH
    Cost: -; Mins: Survival 3, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Sage of the Wilds, Trackless Region Navigation

    Only the Wilderness King knows the truth paths of the wild, anyone attempting to follow him is doomed to become hopelessly lost. Whenever an opponent attempts to track the Solar and fails, the Solar may activate Sage of the Wilds to declare a fact on where the failed tracker ends up. The difficulty of the fact cannot exceed the number of successes the opponent failed to track the Solar by. Someone who was only a single success away from tracking the Solar might only end up sidetracked a small distance, but someone who failed by five or more successes could find themselves accidently wandering into a hostile fae court.

    CLEANSING THE HUNTED TROPHIES
    Cost: 5m; Mins: Survival 3, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Food-Gathering Exercise

    Mere toxins will not keep the Solar from consuming his hard-earned prize. This charm allows the Solars to safely prepare any food caught or forged safely without fear of poison or illness. The Solar declares what she wants to prepare and the Storyteller assigns a difficulty. Preparing a freshly caught Fugu fish is difficulty 1, preparing a caress that has been picked over by the vultures might be difficulty 3, while preparing a fruit from the Labyrinth known to cause terrifying hallucinations might be difficulty 5. The Solar makes a (Dexterity or Wits + Survival) roll with double 9s and no penalties for lack of tools, if she’s successful then the food is prepared in a way that makes it safe to eat. It will not poison, mutate, or cause mental problems to the Solar or anyone else who eats it.

    This charm shares a Craft charm with the same name called “Wild Frontier Chef” which requires Craft 3, Essence 1 with Craftsman Needs No Tools as a prerequisite. As a note the Survival version of this charm can generate Craft XP as per normal, but using this still with craft is about making the food edible rather than formal proper dining. You can use it to prepare a banquet, but nobles may the bear meat skewers over an naked flame less than palatable.

    BERRIES-FROM-ASHES FORAGER
    Cost: -; Mins: Survival 4, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Food-Gathering Exercise

    The Wilderness King can find food from the most barren of wastelands. This charm upgrades Food-Gathering Exercise, always counting a roll to gather food as valid so long as the Exalt is within Creation. Additionally each failed attempt to find food allows the Solar to apply a single non-charm success for each failure her experiences until he finally succeeds.

    A repurchase of this charm at Survival 5 Essence 3 allows the Solar to find food even in the most remote and inhospitable places. A Solar stranded in Kimbery’s acid ocean finds a barrel of wine floating in a shipwreck while a Solar in the Labyrinth enters into a specific nightmare that contains jars of preserved food. Note this charm finds food that the Solar can eat, not necessarily safe food. For preparing food the Solar needs to make rolls to prepare the food or use charms such as Cleansing the Hunted Trophies.

    WASTELANDS TO PASTURES METHODOLOGY
    Cost: 10m 1WP; Mins: Survival 4, Essence 2
    Type: Simple
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Food-Gathering Exercise

    Under the Trailblazer’s care farms can flourish even in the most inhospitable of lands. This charm represents a dramatic action where the Solar undertakes the task of preparing a farmland: Cutting down the trees, tilling the soil, finding the feeds, deal with irrigation, and other tasks. This results as a blessing the Solar confers upon the land. So long as the Solar or those who follow his instructions care for the field then the following benefits are applied.:
    • Farmers can safely tend to any dangerous plants or animals within the area. Animals are generally content any only become agitated by exceptional circumstances. Carnivorous animals and plants, so long as they are fed, will ignore humans or anything else the Solar desires.
    • All food within the field will be edible. It will not be poisonous or harmful in any way. All animals within the field add (Solar’s Essence or 3, higher) in dice to resist any poison or hardship.
    • Pests avoid the crops, adding (Solar’s Survival) to all rolls to resist pests or deter predators.
    • Crops grow in record yields. Roll the Solar’s (Charisma or Intelligence + Survival) with no modifiers, each success multiplying the yield of the crop to a maximum of (Solar’s Essence or 3, higher). Even with no successes there is always enough food for a village from a villages farm to feed them comfortably with some left over to sell or store.
    • This charm can be used to oppose sorcerous curses placed upon the land, in which case the Solar can attempt a working to undo the curse using (Charisma or Intelligence + Survival) but otherwise using the same rules for undoing workings.
    This charm can only grow food or raise animals suitable for the region. Grape trees could grow in temperate environments but will not grow in a desert. If a Solar wishes to make a farm in a desert region then he will need to plant things such as cactus fruits or raise insects for protein. The effects of this magic last for a single season, but at Essence 3+ this charm persists so long as the Solar remains in the region, which is up to (Essence x5 square miles of farmland) as a caretaker but will need to be reapplied if he leaves for more than a season. This increases at Essence 5+ to (Essence x25) square miles.

    DIVINE TERRAFORMING TECHNIQUE
    Cost: - (2 XP); Mins: Survival 5, Essence 3
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Wastelands to Pastures Methodology

    The Solar’s efforts can reform the very land itself. This charm upgrades its prerequisite, allowing the Solar to pay 2 XP surcharge to dramatically change the land itself. Forests can be grown in deserts while palm trees can be grown in the cold arctic climate. Local animals who choose to settle in this new biome rapidly change, gaining mutations or other changes to better fit inside the new biome.

    Extreme alterations to the environment may require a stunt to explain themselves. Wanting to build a forest on the Western sea floor could be explained by finding a large underground cavern which trees glow in the dark or by collecting a special brand of seaweed to clump together in a massive area to keep seawater out and provide light to the forest below.

    WILD CONQUERING TOOLS
    Cost: 3m; Mins: Survival 2, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: None

    The Solars commune with the infant state of man remember the tools they once used. This charm may be used to craft basic mundane tools using the local resources using (Intelligence or Wits + Survival). Despite any rough appearance these tools will be reliable and sturdy, but are not infallible. A jungle vine used as a rope may allow a Solar to safely descend a tree and will not break under his weight, however it still may be cut down by others or the Solar to still fall if he fails an Athletics check to maintain his footing. If the Solar has a Survival speciality related through the use of the tool, then one die on his roll is turned into an automatic success.

    Anything can be crafted by this charm, be it makeshift weapons, armour, or tools but they can never anything more than exceptional tools (Exalted Core pg XX). This charm cannot be used to craft more complex designs such as an artistic warhammer. The Solar may craft a warhammer using a branch and a rock and work as a warhammer, but cannot be designed beyond basic functionality. Craft XP may be gained through the use of this charm.

    ANIMAL SOUL COMMUNE
    Cost: - (Variable XP); Mins: Survival 4, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Wild Conquering Tools

    The Solar’s soul bonds closely with the pelts of the beasts he wears. This charm may be used when creating clothing with Wild Conquering Tools, allowing the animal’s hide to function as armour, the template of which is any armour provided in other Exalted books (Such as page XX of the Exalted Core).

    Additionally the Solar may instill the armour with additional bonus effects related to the nature of the animal within the hide after a small ritual of thanks. Traits such as the night vision of a Tiger or the Chameleon merit of a Raptor Cat. These extra abilities cost XP equal to the value of any Terrestrial level workings with Storyteller permission and only work so long as the armour is worn. If the Solar intends to give the blessed armour to their allies, then only the recipient needs to pay the proper experience to unlock the abilities. This charm cannot give animal special attacks with any mutations subject to Storyteller approval.

    If the Solar has Hardship-Surviving Mendicant Spirit and has a Survival of 5 this charm may be repurchased to upgrade Hardship-Surviving Mendicant Spirit to allow her allies to benefit as if they had the charm so long as they’re wearing animal hides created by Animal Soul Commune. The cost for this is +1m per additional person beyond the first up to a max.

    I write this fully knowing that most of you will kill the first thing with wings to fly with this charm. Also please don’t kill a Siege Lizard then pick heavy armour with thick hide 5, it makes your Storyteller sad.
    VANQUISHED BEAST TRIBUTE

    Cost: 10m 1WP; Mins: Survival 5, Essence 2

    Type: Simple

    Keywords: None

    Duration: Instant

    Prerequisite Charms: Animal Soul Commune

    The Wilderness King fashions a weapon worthy of the legendary beast he killed that day. This charm allows the Solar to create artifact level weapons, armour, and tools from beasts that he has personally slain. First the Solar must track down and stalk any creature she wishes to make an artifact from. If she successfully finds then slays the beast she performs a ritual worship of thanks to the vanquished beast, giving it praise or thanks. This is a special prayer roll that uses (Charisma or Intelligence + Survival) against a difficulty of (2 + Artifact dot level). If successful, the spirit of the beast is appeased by the Solar’s tribute and grants his support as thanks.


    The item crafted is an artifact complete with evocations relating to the creature which the item was fashioned from. The Solar learns a single evocation for free and the weapon grants attunement benefits as normal. The weapon however is makeshift and cannot properly harness the full might of an artifact weapon. Until Craft rolls are made to properly make the makeshift weapon into a proper artifact then the Solar may only access the attunement benefit and the charm he has chosen. The Solar may craft the weapon into an artifact himself or give it to another to do it for him, the Solar rolling his unmodified (Wits + Survival + Essence) and count the successes on the roll towards the creation of the artifact. This is multiplied by the amount of stories and life-changing tasks completed using the artifact, up to a maximum of the Solar’s (Essence). The Solar may trade a single multiplier to reroll all non-successful dice.




    MASS-SHARING MIRACLE METHODOLOGY
    Cost: 5m; Mins: Survival 5, Essence 3
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Food-Gathering Exercise, Traceless Passage

    The Trailblazer shares his knowledge of the wild to the masses, letting the most inexperienced townsfolk survive in the wild. This charm allows the Solar to share his wilderness knowledge with a group up to a total of (Essence or 2, higher) size. This is done by the lawgiver giving a small lecture or sermon about the task to accomplish, be it making a camp or hunting for food. After which the Lawgiver makes her Survival roll as normal with everyone in the group helping in some way. So long as the roll is successful than the Solar accomplishes the survival roll for everyone in a group. The army gathers enough food to feed itself while escaping slaves build a warm shelter or campsite big enough for all of them.

    If this charm is used to supplement an action or charm with a duration longer than instant, then this charm’s cost is added to the commitment cost. Hardship-Surviving Mendicant Spirit cannot be shared.
    Last edited by Sandact6; 09-13-2019, 08:09 PM. Reason: Reworked charm


    Read my shit at my homebrew topic, 2.5e and 3e material!
    Play Alchemical's in 3e now, you're welcome.

  • #2
    I'm guessing this is obvious but these are homebrew Charms right ?

    Comment


    • #3
      Uh... interesting concept.

      You've seen a gap in the Charm-set and done a damn good job trying to fill it.

      I'm concerned about balance for, well, basically all of these Charms. (Vanquished Beast Tribute being the stand-out "Where's The Food" Charm.) But the general principles are logical and it's good inspiration.


      Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

      Comment


      • #4
        Originally posted by Chausse View Post
        I'm guessing this is obvious but these are homebrew Charms right ?
        Very much so.

        Originally posted by JohnDoe244 View Post
        (Vanquished Beast Tribute being the stand-out "Where's The Food" Charm.)
        What do you mean by that? Vanquished Beast Tribute has nothing to do with food. Did you mean another charm?
        Last edited by Sandact6; 09-13-2019, 08:54 AM.


        Read my shit at my homebrew topic, 2.5e and 3e material!
        Play Alchemical's in 3e now, you're welcome.

        Comment


        • #5
          There's some great ideas there. I really like Wastelands-to-Pastures Methodology.

          But Vanquished Beast Tribute is very unbalanced and I think making Artefacts should really be something that stays in Craft.


          My characters:
          Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
          Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng
          Shadow of Kings, Twilight barbarian scholar, master of lost First Age crafting techniques. Has a lot of clones. Picture by Jen.

          Comment


          • #6
            Originally posted by Sandact6 View Post
            What do you mean by that?
            Vanquished Beast Tribute is very unbalanced.

            It's a cool idea. But mechanically it's hugely one sided, doesn't fall within the established scheme of Solar survival and is well above the scope of comparable Charms.

            I love the concept of hunting a great beast and making use of its body to create great weapons and tools. It's a great idea.

            But I think your mechanics are overpowered.


            Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

            Comment


            • #7
              Originally posted by JohnDoe244 View Post
              I love the concept of hunting a great beast and making use of its body to create great weapons and tools. It's a great idea.
              There are some Lunar craft charms that work like this (their mechanics seem reasonable, though I don't rate them because I think there's other charms within the tree that do the same, so they're a bit superfluous, though I haven't actually seen them in use).

              Might be worth giving the Lunar ones a look for the purpose of balancing, Accelerator.


              My characters:
              Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
              Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng
              Shadow of Kings, Twilight barbarian scholar, master of lost First Age crafting techniques. Has a lot of clones. Picture by Jen.

              Comment


              • #8
                Okay, these are all very-very cool. From rugged outdoorsman to Aragorn to full on shaman-king. I like how they emulate the effects of other abilities while maintaining a lot of the 'in the wild' limitations.

                In the latter staged seems to progress a lot like a very particular finely tuned version of Wyld Shaping Technique, it gives me the urge to play a primal solar beast king raised by Dragon Kings in the South Eastern wilds.


                https://exalted-golden-shackles-iron...dianportal.com Visit Golden Shackles, Iron Crowns; a 3rd Edition Exalted Campaign ongoing since 2014

                Comment


                • #9
                  Love this! But one thing, doesn't the first charm kind of blow Perfect Reckoning Technique out of the water (pun intended)?


                  Are you in the market for some Martial Arts? Perhaps some custom Artifacts for your campaign?

                  Comment


                  • #10
                    Originally posted by Sandact6 View Post

                    FOOTSTEPS OF THE TRAILBLAZER
                    I really like this one. I feel though there should be a charm that builds off this one to create permanent trails immediately, rather than with the passage of time. Perhaps even to alter game trails so animals move differently.

                    [
                    SIZE=18px]KINDLING THE PRIMORDIAL FLAME[/SIZE]
                    ...Lastly the fire will not catch fire to the surroundings unexpectedly.
                    If Fella is still a place in 3E with its essence flow corruption (or similar places or magic that does cause fire to go out of control), would that be a roll off of the character's (stamina + survival) + essence successes vs their opposing roll?

                    THE BOUNTY OF NATURE
                    The animals of the wild offer gifts to the conquers of the wild. This charm upgrades Kindling the Primordial Flame, allowing animals to make bargain actions or provide thanks for letting a Solar rest near his fire. Bears may offer fish to the lawgivers, a Wolf may lie next to a Lawgiver to give him warmth, or a Deer might lead a Solar to an interesting nearby location such as a demense or evidence of a Wyld Hunt scouting party. The effects of this charm are largely narrative, but can be expected to do trivial tasks without a roll.
                    Is there an upgrade to this charm to get animals to help clean up your house, a la Snow White?

                    ALMANAC OF THE SUN
                    At Survival 5 Essence 3 this charm may be repurchased, allowing the Solar to declare a fact about what the weather for the following day will be with a difficulty relating to the current region. Declaring that the following day will be sunny might be difficulty 1, but saying it’d happy during a monsoon season could be difficulty 3. Wildly incompatible weather for a region, such as rain in the volcanic and arid region near the Pole of Fire would be difficulty 5. The Storyteller may veto any weather requests and does not account for magically altered weather patterns.
                    How does this work with the Bureau of Nature?

                    VISION OF SAFE PASSAGE
                    Wouldn't this work better to give success in a future survival roll to avoid a trap or choosing a path that won't result in catastrophe?


                    NATURE’S TWISTING LABYRINTH
                    I like this one.


                    CLEANSING THE HUNTED TROPHIES
                    This charm shares a Craft charm with the same name called “Wild Frontier Chef” which requires Craft 3, Essence 1 with Craftsman Needs No Tools as a prerequisite. As a note the Survival version of this charm can generate Craft XP as per normal, but using this still with craft is about making the food edible rather than formal proper dining. You can use it to prepare a banquet, but nobles may the bear meat skewers over an naked flame less than palatable.
                    Vulture stew anyone?




                    This charm shares a Craft charm with the same name called “Wild Frontier Chef”
                    The differences between the craft charm is that it is creating a feast while "Cleansing The Hunted Trophies" is about preparing the food to be edible?

                    WASTELANDS TO PASTURES METHODOLOGY

                    Under the Trailblazer’s care farms can flourish even in the most inhospitable of lands. This charm represents a dramatic action where the Solar undertakes the task of preparing a farmland: Cutting down the trees, tilling the soil, finding the feeds, deal with irrigation, and other tasks. This results as a blessing the Solar confers upon the land. So long as the Solar or those who follow his instructions care for the field then the following benefits are applied.:[LIST][*]Farmers can safely tend to any dangerous plants or animals within the area. Animals are generally content and only become agitated by exceptional circumstances. Carnivorous animals and plants, so long as they are fed, will ignore humans or anything else the Solar desires.
                    Sounds like this domesticates wild animals? Or you just set out food for a pack of wolves and they don't bother the farmers?

                    DIVINE TERRAFORMING TECHNIQUE
                    The Solar’s efforts can reform the very land itself. This charm upgrades its prerequisite, allowing the Solar to pay 2 XP surcharge to dramatically change the land itself. Forests can be grown in deserts while palm trees can be grown in the cold arctic climate. Local animals who choose to settle in this new biome rapidly change, gaining mutations or other changes to better fit inside the new biome.
                    If animals are gaining mutations just by entering the biome, then I think this needs a pre-req of one of the wyld shaping technique charms. I'd see it helping animals to adapt, like shedding fur or growing fur more quickly, but outright mutations seems a bit strong.

                    WILD CONQUERING TOOLS
                    Anything can be crafted by this charm, be it makeshift weapons, armour, or tools but they can never anything more than exceptional tools (Exalted Core pg XX). This charm cannot be used to craft more complex designs such as an artistic warhammer. The Solar may craft a warhammer using a branch and a rock and work as a warhammer, but cannot be designed beyond basic functionality. Craft XP may be gained through the use of this charm.
                    Do the makeshift weapons and armor suffer any penalties in being compared to normal weapons?

                    ANIMAL SOUL COMMUNE
                    Additionally the Solar may instill the armour with additional bonus effects related to the nature of the animal within the hide after a small ritual of thanks. Traits such as the night vision of a Tiger or the Chameleon merit of a Raptor Cat. These extra abilities cost XP equal to the value of any Terrestrial level workings with Storyteller permission and only work so long as the armour is worn. If the Solar intends to give the blessed armour to their allies, then only the recipient needs to pay the proper experience to unlock the abilities. This charm cannot give animal special attacks with any mutations subject to Storyteller approval.

                    I write this fully knowing that most of you will kill the first thing with wings to fly with this charm. Also please don’t kill a Siege Lizard then pick heavy armour with thick hide 5, it makes your Storyteller sad.
                    Seems like this should be more like a craft charm, to have the armor made from the pelt or skin to retain some natural ability from animals.

                    VANQUISHED BEAST TRIBUTE
                    The Wilderness King fashions a weapon worthy of the legendary beast he killed that day. This charm allows the Solar to create artifact level weapons, armour, and tools from beasts that he has personally slain. First the Solar must track down and stalk any creature she wishes to make an artifact from. If she successfully finds then slays the beast she performs a ritual worship of thanks to the vanquished beast, giving it praise or thanks. This is a special prayer roll that uses (Charisma or Intelligence + Survival) against a difficulty of (2 + Artifact dot level). If successful, the spirit of the beast is appeased by the Solar’s tribute and grants his support as thanks.
                    I think this would be better to getting the blessing from the local animal spirit to imbue that object from the animal with power as you craft it. So rather than it being a crafting charm, it becomes part of the process to imbue the artifact you're making with a blessing.

                    Also, I don't think there is such thing as a "makeshift artifact". Maybe a normal weapon or piece of armor or whatever with an evocation. But not artifact level.

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                    • #11
                      Originally posted by JohnDoe244 View Post
                      Vanquished Beast Tribute is very unbalanced.
                      Originally posted by JohnDoe244 View Post

                      It's a cool idea. But mechanically it's hugely one sided, doesn't fall within the established scheme of Solar survival and is well above the scope of comparable Charms.

                      I love the concept of hunting a great beast and making use of its body to create great weapons and tools. It's a great idea.

                      But I think your mechanics are overpowered.

                      So I went back and looked at my notes. Apparently it is wildly different from what I first mentioned and what I finally wrote, for some reason.

                      The original made it so that you only had the attunement effect and one evocation for it. That's all you'd get until it's upgraded into an actual artifact. I'll go ahead and change it to this version as I feel it's better. Yes you can use it to make artifacts you can carry around, but they're severely hamstringed.

                      Originally posted by The Wizard of Oz View Post

                      But Vanquished Beast Tribute is very unbalanced and I think making Artefacts should really be something that stays in Craft.

                      I'll agree that the charm is borked (In fact I'm not sure what I was thinking when I made the version I wrote vs the one in the notes), but the craft thing I'd disagree on. This gives you an artifact weapon or armour to lug around yes. It let's you take out an artifact weapon without needing to spend an action to call it unlike other weapon Creation charms yes, but (under the new one) would lock off most of the evocations for the artifact. You'd get a bone by getting attunement effect and a charm as a taste of what you can get, but I'd say the drawbacks in this case make it a bit more balanced.

                      In terms of the amount of successes it gives to craft rolls to make it an artifact? I eyeballed it

                      Originally posted by BadassOverlord View Post
                      Love this! But one thing, doesn't the first charm kind of blow Perfect Reckoning Technique out of the water (pun intended)?

                      In what way? Direction Sense exists to let you always ID your direction while Salty Dog Technique has perfect recall of a path.

                      I will also note that it's a path in general. If you want to get to Skull Island and you've been there before, then yes. Do you know the way through the Reef of Bone and Scarred Memories? Yes. Making the sail rolls required to thread the needle thin line the reef gives you? Time to use Sail.

                      Darklord, your post is a little too big to reply to in full during my lunch break, but I can address one thing that caught my eye.

                      Originally posted by Uknown DarkLord View Post
                      The differences between the craft charm is that it is creating a feast while "Cleansing The Hunted Trophies" is about preparing the food to be edible?
                      My inspiration for the charm came from a book I read a long time ago for school called In the North, which is about a teenager surviving in the Yukon. At some point in the story he meets a survivalist in the middle of the wild he says this to the protagonist (roughly paraphrased from memory).

                      "We don't eat for fun up here boy; we eat to live."

                      That's essentially what this charm allows you to do, eat to live. You can make some mean campfire meals with this, but in the end this charm cannot help with plating, presentation, or anything else. Both you and a crafter can prepare and cook a skinless Deer from the forest of organs. The difference is yours will be edible but the crafter's will be about everything else.

                      This might step on craft's toe's a little bit, but my response is "Survival is about surviving in the wild. If the scope is narrow enough, why can't my survivalist character need to learn craft in order to prepare food". I plan to increase the scope of some other abilities as well.

                      Originally posted by Uknown DarkLord View Post
                      I think this would be better to getting the blessing from the local animal spirit to imbue that object from the animal with power as you craft it. So rather than it being a crafting charm, it becomes part of the process to imbue the artifact you're making with a blessing.

                      Also, I don't think there is such thing as a "makeshift artifact". Maybe a normal weapon or piece of armor or whatever with an evocation. But not artifact level.


                      The bold part is where I don't agree on. I feel that you can and should become monster hunter, but you are still rather limited. As mentioned previously (the rework of) this charm will have some positives and downsides when compared to other weapon creation charms, but just as big of a downside. If you're worried about balance, then need I remind you that with the previous charm you can hunt down a Skarmory from pokemon (Which you can say exists with your survival fact charm), kill it, then make a heavy armour with the power of flight. Artifact 5's can do some impressive things, but access to certain merits can be just as effective if you plan around it.



                      Read my shit at my homebrew topic, 2.5e and 3e material!
                      Play Alchemical's in 3e now, you're welcome.

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                      • #12

                        Originally posted by Uknown DarkLord View Post

                        I really like this one. I feel though there should be a charm that builds off this one to create permanent trails immediately, rather than with the passage of time. Perhaps even to alter game trails so animals move differently.
                        And who said Survival is slim on charm ideas.


                        Originally posted by Uknown DarkLord View Post
                        If Fella is still a place in 3E with its essence flow corruption (or similar places or magic that does cause fire to go out of control), would that be a roll off of the character's (stamina + survival) + essence successes vs their opposing roll?
                        I figured this would be so rare that it wouldn't be necessary to add the text.

                        Yes, a rolloff would occur.



                        Originally posted by Uknown DarkLord View Post
                        Is there an upgrade to this charm to get animals to help clean up your house, a la Snow White?
                        I don't see why not.



                        Originally posted by Uknown DarkLord View Post
                        How does this work with the Bureau of Nature?
                        My own interpetation is that the Solar was right all along, but I guess in terms of charm effects it could be magic...

                        Storyteller! Let the Storyteller figure it out.


                        Originally posted by Uknown DarkLord View Post
                        Wouldn't this work better to give success in a future survival roll to avoid a trap or choosing a path that won't result in catastrophe?
                        You're given the option of not going on the path, but outside of that I found it a bit tricky to balance as it would essentially be a "Automatically win one roll".


                        Originally posted by Uknown DarkLord View Post
                        Sounds like this domesticates wild animals? Or you just set out food for a pack of wolves and they don't bother the farmers?
                        Only if you're directly raising the wolves as part of the farm, otherwise they'd be counted as a type of pest.


                        Originally posted by Uknown DarkLord View Post
                        If animals are gaining mutations just by entering the biome, then I think this needs a pre-req of one of the wyld shaping technique charms. I'd see it helping animals to adapt, like shedding fur or growing fur more quickly, but outright mutations seems a bit strong.
                        1) Survival can already give mutations to familiars
                        2) These mutations are less controlled, if controlled at all. For example if you make a forest with trees that fly in the skies that used to have rabbits and foxes, then it will contain rabbits and foxes that can fly. You don't get to choose any other mutation, the ST chooses the mutations necessary for the animal to survive in the new biome.

                        Originally posted by Uknown DarkLord View Post
                        Do the makeshift weapons and armor suffer any penalties in being compared to normal weapons?
                        In function? No.


                        Originally posted by Uknown DarkLord View Post
                        Seems like this should be more like a craft charm, to have the armor made from the pelt or skin to retain some natural ability from animals.
                        It could also be a craft charm, but I think it's within theme and cool to be able to skin an animal and receive it's strength. It also ties into another Survival charm.


                        Read my shit at my homebrew topic, 2.5e and 3e material!
                        Play Alchemical's in 3e now, you're welcome.

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                        • #13
                          Originally posted by Sandact6 View Post
                          You're given the option of not going on the path, but outside of that I found it a bit tricky to balance as it would essentially be a "Automatically win one roll".
                          I'd suggest instead building Vision of Safe Passage something like Larceny's Master Plan Meditation, where you can roll the relevant pool ahead of time, acquire a number of points based on your successes, and then spend those points during the day's journey to ensure that certain events occur. If you want to keep Vision of Safe Passage's effect, the other effect could probably make a good charm that used it as a prereq.


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                          • #14
                            Originally posted by Kelly Pedersen View Post

                            I'd suggest instead building Vision of Safe Passage something like Larceny's Master Plan Meditation, where you can roll the relevant pool ahead of time, acquire a number of points based on your successes, and then spend those points during the day's journey to ensure that certain events occur. If you want to keep Vision of Safe Passage's effect, the other effect could probably make a good charm that used it as a prereq.

                            Yea that's probably a better idea honestly. I might steal that.


                            Read my shit at my homebrew topic, 2.5e and 3e material!
                            Play Alchemical's in 3e now, you're welcome.

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