Difference between revisions of "Charm of the Wanderer"
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Latest revision as of 19:05, 3 January 2014
This focus is created from the feathers of a magpie or parrot. It is normally placed on a necklace or hair adornment for ease of carrying. The charm of the wanderer allows the wearer to speak with any individual known to the wearer (including spirits and fairies,) no matter how distant the target.
When the wearer desires communication, she spends one point of Willpower while brushing the feather lightly across her eyes, ears and forehead (the location of her "third eye.") The wearer must then roll a Manipulation + Blood Purity (difficulty depends on the distance to the target) to see whether she has made contact with the desired target.
Difficulty 5: Target within 100 miles.
Difficulty 6: Target within 1000 miles.
Difficulty 7: Target on same continent.
Difficulty 8: Target on different continent.
Difficulty 9: Target traveling the spirit world (or a spirit itself).
The conversation cannot be heard by anyone save the target, and neither party needs to speak out loud to communicate. The length of the conversation is based on the number of successes achieved by the Contact roll. The conversation can continue for up to five minutes per success.
The charm of the wanderer can only be used once, because the feather will fall apart as the conversation ends. However, some drabarne have been known to create more complex charms from several feathers, with each feather good for one such conversation. The creation of these multi-feathered charms adds +1 per additional feather to the difficulty level during the creation process.