Survival Charms

Friendship with Animals Approach

Cost: 3m
Duration: One Scene
Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK

The Solar can communicate with natural animals through sounds and gestures as though sharing a language. Animals still possess limited comprehension. This Charm may be activated even when the Solar is normally inactive.

Second Edition Core 209

Spirit-Tied Pet

Cost: 10m, 1wp, 1xp
Duration: Instant
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Touch

Used on an animal loyal to the Solar, and only if the Solar has no existing Familiar. After several hours of interaction, increase the Solar’s Familiar Background by one dot (maximum 5). If this gives the animal the required Familiar rating, it becomes the Solar’s familiar.

Second Edition Core 209

Bestial Traits Technique

Cost: 10m, 2wp
Duration: Instant
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training

Requires at least five hours of training within a week on a loyal animal or familiar. Only one improvement may be trained at a time:

• Strength, Dexterity, Stamina, or Perception +1 (max: species average +2)
• Valor +1 (max 4)
• Athletics, Awareness, Martial Arts, Resistance, or Survival +1 (max: Solar’s rating)
• Health: gain one –1 health level; may optionally grow +10% in size (max: Animal Stamina)
• Intelligence up to a six-year-old child's level

Familiars have all maximums increased by one and may be trained to adult human intelligence.

Second Edition Core 210

Hardship-Surviving Mendicant Spirit

Cost: 10m
Duration: Indefinite
Type: Reflexive
Keywords: Combo-OK

Negates all environmental external penalties on the Solar’s Survival rolls. The Solar easily finds food and water, ignores weather even when lightly dressed, and avoids blisters, bites, and natural irritants. Does not protect against environmental damage.

Second Edition Core 210

Element-Resisting Prana

Cost: 0m
Duration: Permanent
Type: Permanent
Keywords:

Enhances Hardship-Surviving Mendicant Spirit. While using that Charm, the Solar becomes immune to environmental hazards, able to survive bonfires, deep water, boiling acid, etc. Damage, Poison, Crippling, or Sickness can only affect her when directly inflicted by another character.

Second Edition Core 210

Eternal Elemental Harmony

Cost: 0m
Duration: Permanent
Type: Permanent
Keywords:

Further enhances Hardship-Surviving Mendicant Spirit. Reduces that Charm’s cost to 5m and allows activation while the Solar is normally inactive. At Essence 6+, the Charm becomes free to use.

Second Edition Core 210

Food-Gathering Exercise

Cost: 3m
Duration: Instant
Type: Simple (5 long ticks)
Keywords: Combo-OK

Affects the Solar or a group up to Magnitude equal to her Essence. Allows foraging for enough food for a small meal for each group member. Five uses per day sustain a group fully. Food can be brought back to dependents. Three motes feed a 10-person group plus two dependents for a day.

Second Edition Core 210

Trackless Region Navigation

Cost: 7m
Duration: Indefinite
Type: Reflexive
Keywords: Combo-OK

Affects the Solar or a group up to Magnitude equal to her Essence. Travel rate becomes 10 miles/day in harsh terrain and 20 miles/day in normal wilderness. The Solar automatically succeeds on valid Survival rolls to find her way, provided she has enough information to attempt them.

Second Edition Core 211

Unshakeable Bloodhound Technique

Cost: 8m, 1wp
Duration: Instant
Type: Supplemental
Keywords: Combo-OK

Supplements a tracking roll. Guarantees at least (target’s successes + 1) on the tracking contest after penalties. If another Charm contests it, the Solar adds automatic successes equal to Essence.

Second Edition Core 211

Traceless Passage

Cost: 5m, 1wp
Duration: Instant
Type: Supplemental
Keywords: Combo-OK

Affects the Solar or a group up to Magnitude equal to her Essence. Ensures that trackers achieve at most zero successes when attempting to follow the trail. If contested, add automatic successes equal to the Solar’s Essence.

Second Edition Core 211

Eye-Deceiving Camouflage

Cost: 6m
Duration: Indefinite
Type: Simple (Dramatic Action)
Keywords: Combo-OK

Takes one hour and requires a roll of (Intelligence + Survival). Renders the camouflaged person or object undetectable by normal Awareness rolls. Characters with supernatural senses may oppose with (Perception + Awareness). Thorough searchers may oppose the camouflage roll with an appropriate dice pool.

Second Edition Core 211

City-Moving Secrets

Cost: 0m
Duration: Permanent
Type: Permanent
Keywords:

Enhances Survival Charms that extend benefits to groups of Magnitude 1 or more by increasing the allowed Magnitude by one. May be purchased a number of times equal to the Solar’s Essence.

Second Edition Core 211