Difference between revisions of "BogModAlternateSidereals/Sail"

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<b>Fishing At World's Edge</b><br>
 
<b>Fishing At World's Edge</b><br>
<b>Cost:</b> 10m, 1wp; <b>Mins:</b> Sail 4, Essence 4; <b>Type:</b> Reflexive<br>
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<b>Cost:</b> 10m; <b>Mins:</b> Sail 4, Essence 4; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Keywords:</b> Combo-OK<br>
<b>Duration:</b> One day<br>
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<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> Steel Hull Trireme
 
<b>Prerequisite Charms:</b> Steel Hull Trireme
  
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<b>Prerequisite Charms:</b> Fateful Sail Excellency
 
<b>Prerequisite Charms:</b> Fateful Sail Excellency
  
The Unconquered Sun granted to his chosen natural abilities of rulership and dominion.  Such is not the way of the Sidereals.  They advise and support and help fascilitate when the Lawgivers are not around.  When onboard a vessel the Sidereal can activate this charm to establish themselves in the ships hierarchy.  This Charisma or Manipulation + Sail roll has a difficulty equal to the MDV of the captain plus half the Magnitude of the crew.  If successful the crew accepts the Sidereal as the captain's second in command.  The crew treats her as such and will follow any orders that do not strictly go against one of the Captains.  This can create all sorts of sabotage if the Sidereal hiding on board or let them take over if the captain isn't around when she gets onto the ship.  Once the captain is aware of the Sidereal's interference she can spend 3 loyalty to break the crews committment to the Vizier assuming she can get to her ship to re-establish command.
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The Unconquered Sun granted to his chosen natural abilities of rulership and dominion.  Such is not the way of the Sidereals.  They advise and support and help fascilitate when the Lawgivers are not around.  When onboard a vessel the Sidereal can activate this charm to establish themselves in the ships hierarchy.  This Charisma or Manipulation + Sail roll, adding her Essence in successes, has a difficulty equal to the MDV of the captain plus half the Magnitude of the crew.  If successful the crew accepts the Sidereal as the captain's second in command.  The crew treats her as such and will follow any orders that do not strictly go against one of the Captains.  This can create all sorts of sabotage if the Sidereal hiding on board or let them take over if the captain isn't around when she gets onto the ship.  Once the captain is aware of the Sidereal's interference she can spend 3 willpower to break the crews committment to the Vizier assuming she can get to her ship to re-establish command.
 
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<b>Thousand Paths Movements</b><br>
 
<b>Thousand Paths Movements</b><br>

Latest revision as of 23:44, 10 June 2011

Sail is the Constellation of the Captain.


Tireless Rower's Beat
Cost: 6m; Mins: Sail 3, Essence 2; Type: Simple
Keywords: None
Duration: One week
Prerequisite Charms: None

With the breath of Mercury in their sails and lungs a loyal crew can row without end. The crew of a ship can move as if they had Tireless Rowing while this charm is active. They do not need to stop for rest or sleep but must still be fed.


Steel Hull Trireme
Cost: 4m; Mins: Sail 4, Essence 2; Type:Reflexive
Keywords: Combo-OK
Duration: One tick
Prerequisite Charms: Tireless Rower's Beat

In the First Age the great warships of the Deliberative could withstand the beasts of the sea and ignore the reefs that sank countless vessels. Before then the Vizier's ensured that journey's would not end so soon. When this charm is activated the vessel the Sidereal is on gains hardness of all kinds equal to twice its lethal soak. Charms which ignore hardness fail against this charm.


Fishing At World's Edge
Cost: 10m; Mins: Sail 4, Essence 4; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Steel Hull Trireme

There would always be a need to travel to distant places. Places not safe for mortal or even exalted life. Viziers could help fascilitate such journeys and help ferry diplomats or armies to those places. This charm gaurds the ship and all its passangers from any shaping attacks and furthermore the vessel can safely sail in whatever medium it is on or in. This lets ships gaurded by this charm sail on the acidic seas of Kimberry or lets a raft ride on rivers of fire in the south.


Storm Sailing Technique
Cost: 8m; Mins: Sail 4, Essence 2; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Tireless Rower's Beat

Admirals and navigators with few as their peers the Vizier's can sail a ship through a storm without worrying of being delayed. Currents, debrie and headwinds do not slow down a vessel when a Sidereal uses this charm on it. Ships still have to go around large obstacles, they still need some wind at least to move and large storms can still ruin a ship but wind in the wrong direction isn't an issue nor the usual things which delay a vessel at sea.


Dead Sea Winds Method
Cost: 5m; Mins: Sail 3, Essence 3; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Tireless Rower's Beat

Destiny does not strand the Sidereals in the open sea or deny them a good wind. If there would normally be no wind at all the Sidereal can use this charm to provide a gentle breeze, enough to move the ship at its normal movement speed.


Followed Star Map Technique
Cost: 8m, 1wp; Mins: Sail 5, Essence 5; Type: Simple
Keywords: Combo-OK
Duration: Special
Prerequisite Charms: Storm Sailing Technique, Fishing At World's Edge

The Vizier's can read the stars to find all the secret paths in the world, fate and essence being a better map then anything made by mortal or immortal hands. The Sidereal makes a Perception + Sail roll at a variable difficulty. Places she is very personally familiar with are difficulty one. A place she has only been to once or twice is difficulty 3. A place well known around the world but one she has never gone to herself is difficulty 5. Hidden and secret places, or those just unknown to the world at large are difficulty 10 or the difficulty set by whatever magic hides the place. If she makes the difficulty she can sail the ship there or at least to the nearest point of land to it.


Ursupation of Authority Prana
Cost: 10m, 1wp; Mins: Sail 4, Essence 3, House of Journeys 2; Type: Simple
Keywords: College, Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Fateful Sail Excellency

The Unconquered Sun granted to his chosen natural abilities of rulership and dominion. Such is not the way of the Sidereals. They advise and support and help fascilitate when the Lawgivers are not around. When onboard a vessel the Sidereal can activate this charm to establish themselves in the ships hierarchy. This Charisma or Manipulation + Sail roll, adding her Essence in successes, has a difficulty equal to the MDV of the captain plus half the Magnitude of the crew. If successful the crew accepts the Sidereal as the captain's second in command. The crew treats her as such and will follow any orders that do not strictly go against one of the Captains. This can create all sorts of sabotage if the Sidereal hiding on board or let them take over if the captain isn't around when she gets onto the ship. Once the captain is aware of the Sidereal's interference she can spend 3 willpower to break the crews committment to the Vizier assuming she can get to her ship to re-establish command.


Thousand Paths Movements
Cost: -; Mins: Sail 2, Essence 2; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None

One thing that the Viziers know is that there is a thousand different ways to reach wherever they wish to go. Solars may refuse to change their path and push on but Sidereals will take another path always with their final goal in mind. The difficulty of any Blockade Movement action against the Sidereal is increased by 2. This works regardless of the form of transport the Sidereal is on. Walking, riding a steed or on a ship it doesn't matter. This charm exists in Survival and Ride.


Comments

Charms for putting into any port safely, and being hidden while travelling.

BogModAlternateSidereals