Patient Viper's Charms

Patient Viper’s Charms

Cost: 4m; Mins: Manipulation 3, Essence 3; Type: Simple (Dramatic)
Keywords: Planning, Stackable
Duration: Indefinite
Prerequisite Charms: First Manipulation Excellency

For the Lunar exalted, the line between careful planning and skillful manipulation is often a blurry one. It is more in their nature to adapt to changing conditions than to force those conditions into a structure of their choosing, but they understand all too well how one event leads to another. A Lunar activates this charm during her down time – any time when she has at least an hour to act independently of her allies and free of immediate exigencies – to set a plan in motion. Her player need not specify what that plan is when the charm is activated, but must name a specific individual who stands at the center of it. The magic of the charm enhances the plan itself, ensuring that it comes off as the exalt desires.

Any time thereafter, the Lunar may release her commitment to this charm and bring her plan to fruition, describing what she did when she activated the charm and the results those actions have on the current situation. The plan must either begin or end with the individual named when the charm was activated. The Lunar’s player then rolls (Manipulation + Essence) against a difficulty of one for a superficial outcome, three for a useful outcome that could have been produced by a stunt, or six for an outcome that produces a more significant plot twist of some kind. If she succeeds, the scheme goes off as planned. If she fails, the storyteller should narrate a brief aside describing how the plan went awry.

A Lunar can manage no more than (Manipulation) pawns at a time using this charm.

Patient Viper's Charms

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