Difference between revisions of "BogModAlternateSidereals/Sail"
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− | <b>Tireless | + | <b>Tireless Rower's Beat</b><br> |
<b>Cost:</b> 6m; <b>Mins:</b> Sail 3, Essence 3; <b>Type:</b> Simple<br> | <b>Cost:</b> 6m; <b>Mins:</b> Sail 3, Essence 3; <b>Type:</b> Simple<br> | ||
<b>Keywords:</b> None<br> | <b>Keywords:</b> None<br> | ||
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<b>Keywords:</b> Combo-OK<br> | <b>Keywords:</b> Combo-OK<br> | ||
<b>Duration:</b> One day<br> | <b>Duration:</b> One day<br> | ||
− | <b>Prerequisite Charms:</b> Tireless | + | <b>Prerequisite Charms:</b> Tireless Rower's Beat |
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. | 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. | ||
+ | -------- | ||
+ | <b>Storm Sailing Technique</b><br> | ||
+ | <b>Cost:</b> 8m; <b>Mins:</b> Sail 4, Essence 2; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> None<br> | ||
+ | <b>Duration:</b> One day<br> | ||
+ | <b>Prerequisite Charms:</b> 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. | ||
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Revision as of 00:00, 29 September 2009
Sail is the Constellation of the Captain.
Tireless Rower's Beat
Cost: 6m; Mins: Sail 3, Essence 3; Type: Simple
Keywords: None
Duration: One week
Prerequisite Charms: Any Sail Excellency
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.
Fishing At World's Edge
Cost: 10m, 1wp; Mins: Sail 4, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: Tireless Rower's Beat
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.
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.
Crew can ignore fatigue/sleep needs(1)
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.
Sail ex(1b)
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,college(6b), connects to 5b.
College upgrade, airship(7b), connects to 6b.