Archived from groups: alt.games.whitewolf (More info?)
I appear to have commited a singularity with my rewritten Ride tree. Or
nobody is interested. In any case, I was hoping for some responce at
least to the new charm. Perhaps putting it at the bottom wasn't the best
idea. I've also thought of two more since then so...
TRUST IN FOUR FEET
Cost: 2 motes.
Duration: 1 sceen/march
Type: Simple
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Horse Summoning Whistle
When using this charm, the Exalted and whispers a simple set of
directions into the ears of his steed and then settles back to relax or
even sleep in the sure knowledge that the steed will go where he wishes.
While under the influence of this Charm, the mount understands a basic
set of directions and will follow them to the best of his ability
without needing prompting from his rider. If in an area the mount is
familiar with, it can follow orders as simple as "Walk home". In strange
lands, the orders will need to be more specific ("Follow this road until
you come to a village", "Run north!"). The mount's intelligence is not
increased by this charm, and if it comes to a situation or obstacle that
prevents it from following instructions, it will stop and either rouse
or return to its rider.
Exalted commonly use this charm to send their steed as a messenger or to
sleep in the saddle during those long, boring trips between villages.
KNIGHT'S JOURNEY HOME
Cost: 2 Permanent Essence and 5 Permanent Willpower.
Duration: 10 years.
Type: Special
Minimum Ride: 5
Minimum Essence: 5
Prerequisite Charms: Trust in Four Feet, Dashing Deer's Dance.
Many a mortally wounded warrior has been taken from the battlefield on
the back of his horse, desperately wishing for one last chance to return
home. When a powerful Exalted is felled from the back of his steed, this
wish is impressed on the Tapestry itself.
Knight's Journey Home can not be used like normal charms. Instead, it
activates when the Exalted recieves an otherwise mortal blow. As his
life fades from him, the Exalted utters a soul-backed plee to see again
the one place or being he loved the most, and his most loyal companion
sacrifices his life to see that wish fulfilled.
Upon using this charm, the Exalted enters a state of suspended animation
that will last until magic disturbs it or the charm ends. His steed,
possessd of the Exalted's dying wish, becomes the equivalent of a Rank 5
familiar with the powers the Storyteller deams most appropriate for
fulfilling the Exalted's Wish.
The loyal steed will take whatever actions are neccessary to claim the
Exalted's body and being a long travel to the object of the Exalted's
love. Regardless of any movement abilities the steed may have, it will
walk slowly across creation, even detouring to pass through places that
were important to the Exalted in life or where he was well known. The
body of the Exalted cannot be affected in any way during this time, nor
removed from the steeds back without first killing the steed. The grave
procession will continue for up to ten years, travelling at
approximately 30 miles a day, until the steed reaches his goal or ten
years have passed.
Once arrived, the stasis holding the Exalted will fall, his eyes will
open, and he will speak a single, rambling sentence of farewell. Should
the love be returned in full, the Exalted may linger a minute more, and
powerful magic may bring him back from the brink of death. Otherwise,
his eyes will close, and both he and his steed will pass together on
into their next life.
ONSLAUGHT OF THE UNCONQUERED (mark 2)
Cost: 20 motes, 3 willpower.
Duration: Variable, max one scene.
Type: Simple
Minimum Ride: 5
Minimum Essence: 5
Prerequisite Charms: Whirling Dervish Defence, Flashing Thunderbolt Steed.
With a massive pouring of essence into the tie between himself and his
mount, their natures become as one and fuse into something greater. In
the minds of all around him, the Exalted and his steed tower above all
others. Building up speed, steed and rider burst into golden flame as
the earth thunders under his feet and the scream of man and rider drowns
out all other sounds except the beating of your heart.
Upon using this charm, Exalted and mount appear to enemy and friend
alike as no longer mortal but an unstoppable force of nature. The
Exalted must roll his Ride+ Charisma pool, including specialties but not
taking into account any other charms.
Any being in the Exalted's path with a Willpower less than the successes
the Exalted achieved on his roll scatter before him, taking no thought
except to get out of his path. They may dodge but not parry any attacks
until the Exalted has passed. Any whose Willpower is less than half
(round down) simply throw themselves to the ground and beg for mercy in
quiet, broken whimpers.
This charm does not affect beings that can not feel fear.
This charm ends immediately if the Exalted is seperated from his steed
or the steed fall or stops moving for any reason. Enemies who were
broken do not immediately regain their courage, but with time and
encoragement can be rallied and brought back to the fray.
I appear to have commited a singularity with my rewritten Ride tree. Or
nobody is interested. In any case, I was hoping for some responce at
least to the new charm. Perhaps putting it at the bottom wasn't the best
idea. I've also thought of two more since then so...
TRUST IN FOUR FEET
Cost: 2 motes.
Duration: 1 sceen/march
Type: Simple
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Horse Summoning Whistle
When using this charm, the Exalted and whispers a simple set of
directions into the ears of his steed and then settles back to relax or
even sleep in the sure knowledge that the steed will go where he wishes.
While under the influence of this Charm, the mount understands a basic
set of directions and will follow them to the best of his ability
without needing prompting from his rider. If in an area the mount is
familiar with, it can follow orders as simple as "Walk home". In strange
lands, the orders will need to be more specific ("Follow this road until
you come to a village", "Run north!"). The mount's intelligence is not
increased by this charm, and if it comes to a situation or obstacle that
prevents it from following instructions, it will stop and either rouse
or return to its rider.
Exalted commonly use this charm to send their steed as a messenger or to
sleep in the saddle during those long, boring trips between villages.
KNIGHT'S JOURNEY HOME
Cost: 2 Permanent Essence and 5 Permanent Willpower.
Duration: 10 years.
Type: Special
Minimum Ride: 5
Minimum Essence: 5
Prerequisite Charms: Trust in Four Feet, Dashing Deer's Dance.
Many a mortally wounded warrior has been taken from the battlefield on
the back of his horse, desperately wishing for one last chance to return
home. When a powerful Exalted is felled from the back of his steed, this
wish is impressed on the Tapestry itself.
Knight's Journey Home can not be used like normal charms. Instead, it
activates when the Exalted recieves an otherwise mortal blow. As his
life fades from him, the Exalted utters a soul-backed plee to see again
the one place or being he loved the most, and his most loyal companion
sacrifices his life to see that wish fulfilled.
Upon using this charm, the Exalted enters a state of suspended animation
that will last until magic disturbs it or the charm ends. His steed,
possessd of the Exalted's dying wish, becomes the equivalent of a Rank 5
familiar with the powers the Storyteller deams most appropriate for
fulfilling the Exalted's Wish.
The loyal steed will take whatever actions are neccessary to claim the
Exalted's body and being a long travel to the object of the Exalted's
love. Regardless of any movement abilities the steed may have, it will
walk slowly across creation, even detouring to pass through places that
were important to the Exalted in life or where he was well known. The
body of the Exalted cannot be affected in any way during this time, nor
removed from the steeds back without first killing the steed. The grave
procession will continue for up to ten years, travelling at
approximately 30 miles a day, until the steed reaches his goal or ten
years have passed.
Once arrived, the stasis holding the Exalted will fall, his eyes will
open, and he will speak a single, rambling sentence of farewell. Should
the love be returned in full, the Exalted may linger a minute more, and
powerful magic may bring him back from the brink of death. Otherwise,
his eyes will close, and both he and his steed will pass together on
into their next life.
ONSLAUGHT OF THE UNCONQUERED (mark 2)
Cost: 20 motes, 3 willpower.
Duration: Variable, max one scene.
Type: Simple
Minimum Ride: 5
Minimum Essence: 5
Prerequisite Charms: Whirling Dervish Defence, Flashing Thunderbolt Steed.
With a massive pouring of essence into the tie between himself and his
mount, their natures become as one and fuse into something greater. In
the minds of all around him, the Exalted and his steed tower above all
others. Building up speed, steed and rider burst into golden flame as
the earth thunders under his feet and the scream of man and rider drowns
out all other sounds except the beating of your heart.
Upon using this charm, Exalted and mount appear to enemy and friend
alike as no longer mortal but an unstoppable force of nature. The
Exalted must roll his Ride+ Charisma pool, including specialties but not
taking into account any other charms.
Any being in the Exalted's path with a Willpower less than the successes
the Exalted achieved on his roll scatter before him, taking no thought
except to get out of his path. They may dodge but not parry any attacks
until the Exalted has passed. Any whose Willpower is less than half
(round down) simply throw themselves to the ground and beg for mercy in
quiet, broken whimpers.
This charm does not affect beings that can not feel fear.
This charm ends immediately if the Exalted is seperated from his steed
or the steed fall or stops moving for any reason. Enemies who were
broken do not immediately regain their courage, but with time and
encoragement can be rallied and brought back to the fray.
