Astrology Notes

From The Whereabouts
  • Prayer Roll: Charisma + Performance
    • Difficulty starts at 6
    • Every four successes or fraction thereof adds a die to the Effect Roll
    • Charms: Methodology of Secrets, World-Shaping Artistic Vision
    • Extended Prayer: 3 hours prayer adds +1 die (maximum +3 dice)
    • Petition
      • Create Petition: Wits + Linguistics or Wits + Craft (Air) at difficulty 2 (difficulty 4 if condensed from a 15 minute action to a speed 5 action)
      • If 5 or more successes, the difficulty of the prayer roll is reduced by 1
      • If 10 or more successes, the difficulty of the prayer roll is reduced by 3
      • Cosignatories: For every signature of support, +1 die on prayer roll. Each cosignatory must succeed on Wits + Linguistics or Wits + Craft (Air) to produce a signature.
        • Cosignatory limits: one Sidereal of each of the other four castes, a number of fellow initiates of the destiny's college equal to the petitioner's essence, one Lunar, and one Solar
      • Countersignatory: No more than one god may endorse. Most commonly, the head of one of the 5 astrological houses. Persuading a god requires its own prayer roll (see core book p. 132). Sacrifices function normally. The sidereal benefits from the effects of priesthood on this roll if she is of the caste associated with the divinity's house. +3 dice the prayer roll.
        • Prayer roll to a god is Charisma + Performance with difficulty equal to 7 minus the resources of the sacrifice
  • Effect Roll: Essence + College
    • Charms: Methodology of Secrets, World-Shaping Artistic Vision
    • Compose Plans: Planning takes one day, each session takes twice as many days as the previous. For reach planning session, roll Intelligence + Craft (Fate) with a difficulty equal to the Essence score of the highest single being the destiny will affect. Every four successes or fraction thereof on this roll add one die to the effect roll.
    • Compute Horoscopes: Must have access to astrological instruments (resources 3), normally available only in major cities. Roll Intelligence + Occult. Every four successes or fraction thereof on this roll contributes one bonus die to the effect roll.
    • Ritual Behavior: By donning a resplendent destiny of the college she wishes to invoke and wearing it for three days before making the prayer, gain 3 dice to the effect roll. Must not flare anima more than 1-3 mote level during this time and must openly display 3 of the college's five trappings for the duration.
    • Multiple Sidereals: See rules on p. 208