Difference between revisions of "DragonBloodedSail/CrownedSun"
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Back to [[DragonBloodedSail]]<br> | Back to [[DragonBloodedSail]]<br> | ||
− | Back to [[DragonBloodedCharms/CrownedSun | + | Back to [[DragonBloodedCharms/CrownedSun]]]] |
= Dragon-Blooded Sail Charms by [[CrownedSun]] = | = Dragon-Blooded Sail Charms by [[CrownedSun]] = | ||
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<b>Prerequisite Charms:</b> Wave Riding Technique | <b>Prerequisite Charms:</b> Wave Riding Technique | ||
− | The Terrestrial summons a mighty wave that whips over the ships deck, grabbing and pulling at his enemies and depositing them out into the ocean deeps. The magic of this charm is quite potent, easily enough to clear most mortals from the Dragon-Bloodeds ship yet still precise enough to spare any of his own men. The wave can clear an area of a ship about (Essence x 10) yards long, taking anyone in that cross-section into the oceans. Heroic Mortals and Exalts can make a Dexterity + Athletics | + | The Terrestrial summons a mighty wave that whips over the ships deck, grabbing and pulling at his enemies and depositing them out into the ocean deeps. The magic of this charm is quite potent, easily enough to clear most mortals from the Dragon-Bloodeds ship yet still precise enough to spare any of his own men. The wave can clear an area of a ship about (Essence x 10) yards long, taking anyone in that cross-section into the oceans. Heroic Mortals and Exalts can make a Dexterity + Athletics/Sail roll with a difficulty of the Terrestrials Essence rating in order to remain on the boat. One success renders them prone on the deck, while three successes allows them to avoid the effects of the wave entirely. Members of the Exalts crew who are in combat with the enemy only need one success to avoid this fate, while those who are entirely separate from the enemy need not roll at all. The hungry water also takes anything on the deck not securely tied down or otherwise secured. |
Latest revision as of 18:01, 8 June 2010
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Back to DragonBloodedCharms/CrownedSun]]
Dragon-Blooded Sail Charms by CrownedSun
Sail I (Basic Sail Charms)
Enduring Earth-Buoyed Fleet
Cost: 7 motes, 1 willpower Duration: One day Type: Simple Minimum Sail: 5 Minimum Resistance: 4 Minimum Essence: 4 Prerequisite Charms: Sturdy Bulkhead Concentration, and Chaos-Warding Prana
This Charm allows the Dragon-Blooded to pull use of the borders of Creation, and sail off into the Wyld with assurance. While only rarely used, a number of high-ranking members of the Realm's Navy know this charm for use in patrolling dangerous waters where the wyld has grown powerful in the long years since the Great Contagion. A single Dragon-Blooded can protect a single ship from the Wyld, shielding it and all those aboard from the effects of Wyld Mutation for a day. This also affects supplies and cargo aboard the ship, and the frightening solidity of the ship usually keeps away a fair amount of the lesser dangers of the Wyld sea, though some things might be attracted to the ship by this charm. This charm is somewhat weak against Pure Chaos, and cannot entirely protect a ship in such an enviroment -- instead treat the ship as if it was in the bordermarches.
Multiple Dragon-Blooded working together can use this charm synergistically, bringing entire fleets into the Wyld. Each Dragon-Blooded using this charm automatically protects the ship he's on, and the group as a whole protects a number of additional ships equal to the number of extra Dragon-Blooded participating in the charm. No more Dragon-Blooded can participate in this charm than the Essence + Performance rating of the highest ranking Dynast present, and each must have the charm in question.
This charm is considered in-caste for both Earth and Water aspects.
Example: Three dragon-blooded use this charm on a small flotilla. The leader has a Essence of 4, and a Performance 3, and so can support up to seven Dragon-Blooded in total. This is not a problem, as there are only three of them. Separately, they'd protect three ships. However, working togethery they can protect an extra two ships -- five total.
Sail II (Water Control)
Sailor-Buoying Gesture
Cost: 1 motes Duration: Fifteen minutes Type: Reflexive Minimum Sail: 2 Minimum Essence: 1 Prerequisite Charms: None
The Dragon-Blooded with this charm is a reassuring member of any crew, able to save the lives of drowning sailors with a casual uplifting gesture. The sailor so targetted finds himself buoyed by the very waters himself, held up and with his head above the water. This charm works regardless of the roughness of the seas, and even buoys up heavily armored warriors provided the Dragon-Blooded uses it quickly enough. The Dragon-Blooded can only buoy a number of sailors equal to his (Essence + Sail) rating at a time, and only for approximately fiffteen minutes before the magic needs to be strengthened once again. Once the sailors are rescued, the essence that was commited is freed and can be regained normally. This charm also doubles the amount of time that a Sailor can remain in the chill waters of the North before hypothermia poses a threat.
Wave Riding Technique
Cost: 3 motes, plus 2 motes per subject Duration: Essence in turns Type: Simple Minimum Sail: 3 Minimum Essence: 2 Prerequisite Charms: Sailor-Buoying Gesture
The character perfects his control over the waves, able to summon forth waves that carry him and his companions forward like a chariot upon the seas. When first used this charm manifests as a light vortex of water around the Dragon-Blooded and his companions, which matures into a strong wave that picks the characters up and carries them in the direction that the Dragon-Blooded using this charm specifies. Alternatively, the Dragon-Blooded can summon the wave before entering the water, and avoid getting submerged at all, instead riding forward on his wave like a conquering god. Every additional two motes spent on this charm allows the Dragon-Blooded to carry an additional passenger on his wave, with the only limit being how much Essence the Terrestrial wishes to spend.
The Wave itself travels at (Sail x 50) yards per turn, and remains able to carry the Dragon-Blooded and his passengers for a number of turns equal to the Terrestrials Essence rating. The Wave can safely deposit the Dragon-Blooded and his passengers with a splash on a ship, dock, or area of dry land at any point during its duration. If the wave has not deposited them on dry-land or some kind of floating structure by the time the charm runs out, the Dragon-Blooded can spend an additional 3 motes to continue forward for another Essence turns.
Boarder-Repelling Wave
Cost: 6 motes, 1 willpower Duration: Instant Type: Simple Minimum Sail: 4 Minimum Essence: 3 Prerequisite Charms: Wave Riding Technique
The Terrestrial summons a mighty wave that whips over the ships deck, grabbing and pulling at his enemies and depositing them out into the ocean deeps. The magic of this charm is quite potent, easily enough to clear most mortals from the Dragon-Bloodeds ship yet still precise enough to spare any of his own men. The wave can clear an area of a ship about (Essence x 10) yards long, taking anyone in that cross-section into the oceans. Heroic Mortals and Exalts can make a Dexterity + Athletics/Sail roll with a difficulty of the Terrestrials Essence rating in order to remain on the boat. One success renders them prone on the deck, while three successes allows them to avoid the effects of the wave entirely. Members of the Exalts crew who are in combat with the enemy only need one success to avoid this fate, while those who are entirely separate from the enemy need not roll at all. The hungry water also takes anything on the deck not securely tied down or otherwise secured.