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| Sail is the Constellation of the Captain. | | Sail is the Constellation of the Captain. |
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− | <b>Tireless Rower's Beat</b><br>
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− | <b>Cost:</b> 6m; <b>Mins:</b> Sail 3, Essence 2; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> None<br>
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− | <b>Duration:</b> One week<br>
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− | <b>Prerequisite Charms:</b> Any Sail Excellency
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− | 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.
| + | Crew can ignore fatigue/sleep needs(1) |
− | ---------
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− | <b>Fishing At World's Edge</b><br>
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− | <b>Cost:</b> 10m, 1wp; <b>Mins:</b> Sail 4, Essence 3; <b>Type:</b> Reflexive<br>
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− | <b>Keywords:</b> Combo-OK<br>
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− | <b>Duration:</b> One day<br>
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− | <b>Prerequisite Charms:</b> Tireless Rower's Beat
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− | 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 functions like the charm Integrity Protecting Prana except it extends to the ship and all on it. Furthermore it keeps the ship itself from being transformed into anything.
| + | Integ prot prana but for ship and crew.(2), connects to 1. No environmental damage/slowing for ship except obstacle based type(3), connects to 1. wind/speed booster, works if currently ship would have no speed and moves it at its average speed.(4) |
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− | <b>Storm Sailing Technique</b><br>
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− | <b>Cost:</b> 8m; <b>Mins:</b> Sail 4, Essence 2; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> None<br>
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− | <b>Duration:</b> One day<br>
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− | <b>Prerequisite Charms:</b> Tireless Rower's Beat
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− | 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.
| + | Path Finder. Variable diff roll to reach any spot his vessel can reach, or a place to disembark near to it.(5), connects to 2 and 3. |
− | ----------- | + | ----------------------- |
− | <b>Dead Sea Winds Method</b><br>
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− | <b>Cost:</b> 5m; <b>Mins:</b> Sail 3, Essence 3; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> None<br>
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− | <b>Duration:</b> One day<br>
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− | <b>Prerequisite Charms:</b> Tireless Rower's Beat
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− | 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.
| + | Sail ex(1b) |
− | ------------
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− | <b>Followed Star Map Technique</b><br>
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− | <b>Cost:</b> 8m, 1wp; <b>Mins:</b> Sail 5, Essence 5, House of Journeys 2; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> College, Combo-OK<br>
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− | <b>Duration:</b> Special<br>
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− | <b>Prerequisite Charms:</b> Storm Sailing Technique, Fishing At World's Edge
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− | 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.
| + | College, get authority on ship, can use on an owned vessel, makes Sid a 'second in command'.(2b), connects to 1b. Ship Soak booster(3b), connects to 1b. |
− | ----------------
| + | |
− | <b>Ursupation of Authority Prana</b><br>
| + | Mass combat sea unit charm. No moral checks, relay/drilll bonus(4b), connects to 2b. Ship maker(5b), connects to 3b. |
− | <b>Cost:</b> 10m, 1wp; <b>Mins:</b> Sail 4, Essence 3; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> Combo-OK, Compulsion, Social<br>
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− | <b>Duration:</b> Instant<br>
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− | <b>Prerequisite Charms:</b> Fateful Sail Excellency
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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 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.
| + | Warship maker, prayer strip(6b), connects to 5b. |
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| + | College upgrade, airship(7b), connects to 6b. |
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| == Comments == | | == Comments == |
Sail is the Constellation of the Captain.
Integ prot prana but for ship and crew.(2), connects to 1. No environmental damage/slowing for ship except obstacle based type(3), connects to 1. wind/speed booster, works if currently ship would have no speed and moves it at its average speed.(4)
Path Finder. Variable diff roll to reach any spot his vessel can reach, or a place to disembark near to it.(5), connects to 2 and 3.
College, get authority on ship, can use on an owned vessel, makes Sid a 'second in command'.(2b), connects to 1b. Ship Soak booster(3b), connects to 1b.
Mass combat sea unit charm. No moral checks, relay/drilll bonus(4b), connects to 2b. Ship maker(5b), connects to 3b.
Warship maker, prayer strip(6b), connects to 5b.
College upgrade, airship(7b), connects to 6b.