DragonBloodedSail/BlackAndWhite
Dragon-Blooded Sail Charms
These are actually kind of sail/brawl charms, as they stem from the charms in my brawl tree. Check them out: DragonBloodedBrawl/BlackAndWhite
Note: These have not yet been approved. Are they too powerful? I tried to set them off with draw-backs.
Calling the Storm of the Genial Ally
Cost: 8 motes, plus one die per penalty Duration: One Scene Type: Simple Minimum Sail: 5 Minimum Essence: 5 Prerequisites: Enemy-Fouling Method, Lighten The Load
Placing foot (or fin, or tentacle) onto the ship of the Exalt knowing this charm is like walking into a typhoon made specifically for the occasion of your arrival. Having mastered the fine details of enemy equipment and of sea critter friendship, The Water Aspect fuses the two concepts together. He has a mind as clever and fluid as a river who finds its way around a subborn hill, yet it carries the ferocity of a hurricane throwing a friggot around by its sails. The latter is precisely what he is looking for. Activating his anima effect and calling upon the tiniest of sea life - plankton, krill, sardines - he whips up a storm around his ship, hisself being the center of the squall. The following torrents are actually of these little beings - with some help from the aspect's water essence. This storm then has a mind of its own. It knows where to go and what to take with it. Those who are allies of the captain or crew of the ship are unaffected by any penalties. Invaders that have reached any part of the ship are immediately effected by the storm, especially those with heavy equipment, sending most spiraling seaward, if not incapable of movement.
Those effected by the storm first must make a dexterity + atheletics roll, difficulty equal to the users sail, any who fail this are immediately swept off of the vessel. Those who succeed in the roll suffer their mobility penalty in dice reduction to every physical action. Also, they must roll for fatigue immediately and again every number of turns equal to their stamina. This counts as an elemental evironmental penalty, and may be dealt with wtih appropriate charms. Targets also wielding large weapons are at risk, as they catch wind and water when brought away from the body. For every mote spent after the initial cost, the user may increase the penalty to use a weapon by one. Targets that botch a roll because of this penalty are immediately subject to another athletics check. No more motes can be added to this charm than the user has dots of permanent Essence.
Being the eye of the storm has its downside, however. Although he is capable of action, he is not able to move far, as movement from where he stands would send the storm flying out of control. He can parry and attack with close-combat weapons, at a three die penalty for being terribly still. He cannot: use a long-range weapon; grapple an opponent, as this often requires bending over or moving about an opponent; dodge without the use of Threshold Warding Stance or some other similar charm; do anything else that involves moving. If he were to move, the events following would be catastrophic. Any and all penalties and effects are now applicable to everyone, including the one who called the storm. The now out-of-control mini-hurricane will last for a number of turns equal to the users essence.
Sea-Creature Likeness Protective Meditation
Cost: 10 motes, 1 Willpower Duration: A number of hours equal to Essence Type: Simple Minimum Sail: 5 Minimum Essence: 6 Prerequisites: Enemy-Fouling Method, False Color Flying Demonstration
This charm allows the Exalt captain to surround his ship with essence and change its shape to a degree. The user of the charm spends a willpower, commits the necessary essence and falls into a deep trance. While in this meditative state, he is aware of everything on his ship and most things around his ship, especially the sea life currently in the water. His sentience is the ship. A bubble-like barrier of watery essence surrounds the vessel, and the local sea creatures begin to swarm around it, as if schooling. The bubble is capable of slightly changing the shape of the vessel, assimilating the characteristics of those creatures it is surrounded by. If there are fish, fins may appear. If there are cephalopods, tentacles might stretch out - with no mechanical advantage, though. If there are crustaceans, claws might appear.
The bubble does grant other advantages besides its appearance. The vessel is now able to submerge under the surface completely for a number of minutes equal to the user's stamina, with no penalty to the crew or others who are welcomed passengers - they are protected by the barrier. This effect is similar to the Water Aspect ability to act in water as if it were air, this does not bring air under water.
Attempts to board or attack the ship even when it is above the surface is made more difficult as well, as things like grappling hooks must penetrate the bubble. Any appropriate attempt to cross the barrier are at a +2 difficulty, and strength + athletics rolls are required for passing through the "membrane" oneself. Crossing the barrier does not "pop" the bubble, however, being an unwelcomed guest does not afford the same submersive protection as those who belong there.
Convocation of the Like-minded may affect the appearance of the bubble cosmetically, but will not bolster any effect. This charm may explicitly be used with With One Mind.
Don't recognize the other charms I mentioned? Look for them in the Dragon-Blooded Outcaste book!
Colossal Arms Offensive Meditation
Cost: 15 motes, 1 Willpower, 1 Health level Duration: 1 scene Type: Simple Minimum Sail: 6 Minimum Brawl: 6 Minimum Essence: 6 Prerequisites: Sea-Creature Likeness Protective Meditation, Calling the Storm of the Genial Ally, Immaculate Aqueous Arms
Only the most tempered and dedicated pirate Water Aspects would ever even consider using this charm. The Exalt first activates Immaculate Aqueous Arms. He then finds an area of the ship he finds most appropriate, plants himself there, and plunges his four arms into the material of the ship. His arms enter the floor or wall of the ship quite literally. Like Sea-Creature Likeness Protective Meditation, his sentience becomes as the ship. However, instead of the shape of the vessel changing, four gigantic arms or seawater stretch out from the sides of the ship, as if his arms were now four titanic tentacles ready to pounce.
These arms are capable of grappling entire ships. They use the user's dexterity and brawl capabilities to do so. The strength of each of these arms is the user's strength plus essence plus the rating of the ship. There are few options with these arms without further charms. They may grapple another ship, but all four arms must cooperate to do so. They can attack a ship or multiple ships - normal split-die-pool penalties apply. They can create giant waves. They can quickly and limitedly crawl across land - walking around on land, fighting on land or standing on land are not permitted.
These arms are 100 yards in length and do not suffer from any underwater penalties. They also are not constrained by bones or joints, so odd reaching positions are not a problem. The arms themselves do not take damage, but damage to the ship will incur wound penalties to their actions. If the ship is mostly destroyed, they dissipate and the exalt is rejected from the bond with the ship. If he takes 1 lethal health level of damage this also happens. Either way, if the charm is forcibly removed, the user is rendered unconscious with bashing health levels of damage. This makes this charm extremely dangerous if the advantage is taken against him.
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