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Temujin The Big
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==Ride== First/Second/Third Excellency <br> Infinite Ability Mastery <br> Master Horseman's Techniques (all tricks)<br> Hero Rides Away (IM) <br> Immortal Rider's Advantages (IM) <br> Horse Skids Trick (IM) <br> One Man Cavalry (IM) <br> [Any Ride Excellency]<br> Worthy Mount Technique<br> [Any Ride Excellency]<br> Flashing Thunderbolt Steed<br> Heroic Course Familiarity (100F) <br> Impossible Maneuver Execution (100F) <br> Pilot's Steady Hand (100F) <br> *'''Master Horseman's Techniques''' (Permanent) let him do the following as nonCharm actions: reflexively spend 1m to stay on his mount / call a loyal mount to his side / learn all a mount's strengths and weaknesses when evaluating them / touch a mount to sustain it for 2 hours (effort does not tire the mount, and it won't suffer minor, incidental injuries), and spend 3m reflexively to prevent a mount from panicking for the rest of the scene. *'''Worthy Mount Technique''' (Permanent) lets him use his Reflexive Charms to aid his mount with a 1m surcharge. *'''Phantom Steed''' (Simple 6, 10m, 1w) lets him create a white horse from Essence for 1 day. *'''Flashing Thunderbolt Steed''' (Simple 6, 5m, 1w) lets him improve his mount's speed to (Stamina x10) miles per hour or half that as yards per tick, for one day. It also receives 1 extra success on attempts made to jump obstacles or keep its footing. *'''Heroic Course Familiarity''' (Permanent) lets Temujin ignore any penalties due to a lack of required Abilities when trying to pilot a Ride-based vehicle and converts dice from stunts made to control Ride-based vehicles and the like to automatic successes. *'''Impossible Maneuver Execution''' (Reflexive, 3m) allows a Solar to add (Essence) successes to any attempt to control a mount or a Ride-based vehicle. *'''Pilot's Steady Hand''' (Reflexive, 4m) reduces penalties to piloting maneuvers be (Ess/2) for one scene when piloting owned vehicles or loyal mounts. *When he makes a dramatic exit on his mount after helping a community, '''Hero Rides Away''' (Permanent) gives Temujin the following benefits: he regains a channel of a selected Virtue and WP equal to (successes on a Conviction roll) +1. Ending a story with such an exit build a positive Intimacy toward him in the people he helped; resisting this UMI costs (Solar's Essence) WP, and this Intimacy becomes a part of a group's Policy unless the group leader spends (Solar's Essence) Loyalty. *'''Immortal Rider's Advantage''' (Permanent) grants an auxiliary Peripheral mote pool equal to (Essence + Ride + 5) that can only be used to power Ride Charms. In addition, Ride Charms no longer count as Charm activations and the Charms may be invoked to enhance Temujin's mount if he is within 1 mile of it. The mount must be a living creature and must belong to Temujin or be his Familiar. Exalts, gods and other NPCs do not qualify, although Phantom Steed does. *'''One Man Cavalry''' (Reflexive, 5m) permits a Solar to make a Charisma+Ride roll against his opponents' MDVs. ANyone whose MDV he beats takes a -3 penalty to attack Temujin or his mount, and a -1 to attack his allies. It is UMI costing (6-Valor) WP to resist. In mass combat, it counts a cavalry charge as a rout condition. If Temujin leads a mounted unit, the rout check is taken at +1 difficulty.
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