Terrestrial Captain's Maneuver
Terrestrial Captain’s Maneuver
Order and teamwork are second nature to the Dragonblooded, and they excel at making elaborate plans with their allies. A Terrestrial activates this charm during her down time – any time when she has at least an hour to communicate or confer with 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. The magic of the charm enhances the plan itself, ensuring that it comes off as the exalt desires.
Any time thereafter, the Dragonblooded may release her commitment to this charm and bring her plan to fruition, describing a plan she concocted with her compatriots when she activated the charm and the results that plan will have on the current situation. The plan must involve the character’s friends and allies, both in its concept and its result. The Terrestrial’s player then rolls (Intelligence + War) 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.