Readiness for Duty

Readiness for Duty

Cost: 5m; Mins: Essence 3; Type: Simple (Dramatic)
Keywords: Native, Planning, Stackable
Duration: Indefinite
Prerequisite Charms: None

Few beings in Creation have greater insight in any given subject than the gods whose spheres encompass it. With that insight, and within that area of influence, however narrow, a spirit’s plans know few challenges. A spirit activates this charm during his down time – any time when he has at least an hour to act independently of his allies and free of immediate exigencies – to set a plan in motion. His player need not specify what that plan is when the charm is activated. The magic of the charm enhances the plan itself, ensuring that it comes off as the spirit desires.

Any time thereafter, the god may release his commitment to this charm and bring his plan to fruition, describing what he did when he activated the charm and the results those actions have on the current situation. Both the result of the plan and the original action must fall within the spirit’s divine purview. The spirit’s player then rolls (Intelligence + 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 he succeeds, the scheme goes off as planned. If he fails, the storyteller should narrate a brief aside describing how the plan went awry.

A spirit can juggle no more than (Essence) schemes at a time using this charm.

Readiness for Duty

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