DragonBloodedSail/GoldenCat

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Men of the Sea

Some of IsawaBrian's Sail tricks also go well with this cascade.

Rising Tides of Mastery
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Sail: 1
Minimum Essence: 1
Prerequisite Charms: None
The tides of the Dragon-Blooded's mastery on ships and all things related are on the rise, coming with the knowledge of all sailors witnessed by the sea! Add two dice to the character’s Sail dice pool for every mote spent; however, a Dragon-Blood cannot more than double his Sail Ability(plus any relevant specialties) with this Charm. The player must declare that he is using this Charm and spend the Essence before making the roll.

Proud Swan Stride
Cost: 2 motes
Duration: One Scene
Type: Simple
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Rising Tides of Mastery
With this Charm, the Chosen learns to stride the waters like a swan, moving through its surface as proudly and beautifully as it strides upon the surface of lakes! For the remainder of the scene, the chosen may walk over the surface of water as if it was solid ground. Waves and whirlpools may give the character enviromental penalties ranging from -1 to -3, but may not push the Dragon-Blooded under unless she wishes to go under. She may do so to escape an attack - she receives an enviromental bonus for her defense equal to her essence, and instantly cancels this Charm, falling under the water. This Charm may not be reactivated until the character is above the water again.

Ocean Mother Mercy
Cost: 1 mote per reroll
Duration: Instant
Type: Reflexive
Minimum Sail: 2
Minimum Essence: 2
Prerequisite Charms: Rising Tides of Mastery.
The sea has no mercy. It scythes the life of many sailors without care... but the sea is mother for Water Aspects, and for them, she gives her smile, her mercy, and like any mother, many chances to make up for their mistakes.Using this Charm, the player may reroll the character's Sail pool completely. He can reroll a number of times equal to his Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated Charms must be paid again for each subsequent rerolls, but only one(hopefully successful) action is made. (I price all rerollers at 1m per reroll and essence rerolls - normally, this would be 2m, only allowing it to be rerolled once.)

School of Righteous Dragons
Cost: 1 mote per 2 dice, +1 mote per ally
Duration: One Scene
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Rising Tides of Mastery
The wise sailor knows how to impart his mastery on his companions, making them not a school of meek fish, but of righteous dragons, manning a fleet in ways only those enhanced by Essence are able to do! Those thus blessed show little sapphire scales on their skin, receiving a preternatural understanding on the ways of the sea. This Charm may empower one ally per mote spent, to a maximum of allies equal to the Chosen's Permanent Essence. The Chosen must spend extra motes to increase their Sail, by two dice per mote spent. You cannot increase their abilities by more than you have dots in Sail, nor may you add more dice to an ally than their own Sail rating. This increase does count as an ability increase in regard to the Sail cap on abilities used on a ship, such as combat abilities.

Blessing of Sea's Sweet Breeze
Cost: 2 motes
Duration: One Day
Type: Simple
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: School of Righteous Dragons
Sometimes, working on the sea can be really taxing! Under the sun, burning with the salt... but the Children of Danaa'd can call upon the sea itself to stave off such problems! Using this Charm, the character calls upon a million droplets of water from the ocean, purified in his essence to float around his ship. They form a sweet breeze around the ship, making all feel refreshed as if immersed in pure water, not feeling the ravages of the sun and the weight of their work. As long as this Charm is mantained, the crew of the ship has no need for Fatigue Tests, and remains always clean of sweat and other small things that make one dirty during work.

Shield of Shimmering Rain
Cost: 4 motes
Duration: One Scene
Type: Simple
Minimum Sail: 5
Minimum Essence: 3
Prerequisite Charms: Blessing of Sea's Sweet Breeze
Shield of Shimmering Rain enhances the effects of Blessing of Sea's Sweet Breeze, and require that Charm to be up and protecting the vessel for it to take effect. The shield makes the light sparkle around the ship, and all ranged attacks and sight rolls from the outside wishing to reach inside suffer an enviromental difficulty equal to the character's Essence. All such actions from the inside are not impaired in the slightest.


Command the Waves

CrownedSun's Sail Charms, especially his Water Control cascade, complement this well.

Oceanic Winds Prana
Cost: 3 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Storm-Outrunning Technique.
There is a minimum use of water in making the ship runs faster, but it takes mastery of the waves to make them move the ship by themselves. With Oceanic Winds Prana, the Dragon-Blooded focuses on the waters beneath his ship... and impels them to rush like mad currents, moving the ship with them! This increases the Ship's Speed by the character's Essence(before any multipliers such as those of Storm-Outrunning Technique) and more importantly, allows the ship to move without the need for winds, sails, or even oars - as long as there is water beneath the vessel, it will move foward, impelled by the strength of the Dragon-Blooded's command over the waves!

Cutting the Sky's Hands - Originally by Telgar
Cost: 3+ motes
Duration: One Scene
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Oceanic Winds Prana.
It is natural law that Air controls the Water of the oceans. Storms whip the waves into a frenzy and the heavens rule the surface. But the depths are unchanged by even the roughest storm and the greatest fury of Air touches only the skin of water. By laying a blanket of the true essence of Water across the waves around him a Water-Blooded can sever the sky's influence. No matter what the condition of the air above the ocean is calm and placid. This effect extends in a circle 1 mile in radius for every 3 motes spent.

Chorus of Dissonant Waves
Cost: 4 motes
Duration: Essence in Turns
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Oceanic Winds Prana.
During storms, in troubled seas, roaring waves can bring a ship down. With this Charm, the Dragon-Blooded brings a sequence of chaotic waves upon ships, rising from the water to strike it again and again, and keep them off-balance. This Charm may affect a number of ships equal to the Dragon-Blooded's Essence. The ships reduce their speed by the Dragon-Blooded's Essence, and all those in the affected ships are troubled by the impact of the waves, receiving a one-die enviromental penalty in all their actions. This penalty counts as a reduction of their Sail ability for the purposes of the Sail cap in non-Sail abilities used during combat and such activities in a ship. This Charm may be used by multiple Dragon-Blooded simultaneously, and its effects stack.

Sinking Serpents Strike
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: Chorus of Dissonant Waves.
For mortals, one of the greatest dangers in a nautic battle is to fall overboard, and the Children of Danaa'd can easily bring this fear about. Infusing his Essence in the waves, the Chosen brings out tendrils of water to grab an enemy and push him under the waves! This is an attack that can be targeted to anyone in a range of (the Exalt's Essence x20) yards, and counts as a clinch attack rolled with the Dragon-Blooded's Essence+Brawl or Martial Arts. If successful, it deals no damage, but drags an enemy from the comfort of the ship or pier down to the waves. If the Dragon-Blooded is below the waves, she may instantly grab the enemy as if she had control of the Clinch. This charm is explicitly permitted to be part of a combo with charms of other abilities.

Sinking Whirlpool Stance
Cost: 4 motes, +2 motes per turn
Duration: Essence in Turns
Type: Simple
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: Chorus of Dissonant Waves.
The Chosen spreads her essence in the waves... and blossoms a whirlpool that shifts with her own desire to hinder her foes! This whirlpool rages in an area equal to (the Chosen's Essence x50) yards in radius, catching all ships countained within! For a number of turns equal to the Chosen's Essence, all ships - and all other sort of creatures that move freely on he ocean - moving through the rapids halve their movement speeds, and their crews receive a two-dice enviromental penalty to all their physical actions. This penalty counts as a reduction of their Sail ability for the purposes of the Sail cap in non-Sail abilities used during combat and such activities in a ship.

Drowning Wave Prana
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Sail: 5
Minimum Essence: 5
Prerequisite Charms: Sinking Whirlpool Stance.
Some waves are so powerful they can bring down a whole ship, sending its crew down the waves, instantly ending their threat. With this Charm, the Dragon-Blooded creates a wave so great it falls over one ship, with the intent of turning it around. The Dragon-Blooded rolls her Wits+Sail against the enemy captain's - if the Dragon-Blooded suceeds by a margin greater than the captain's Essence, the ship falls to the waves. The enemy captain receives one extra success if their ship is of medium size, three extra successes if it is large, and five extra successes if it is a great, armored warship. Add two extra successes if it is a First Age ship. On the other hand, a tumultuous sea give the Dragon-Blooded one extra success, and an all-out storm gives the Dragon-Blooded three extra successes on his roll. Even if the enemy captain wins the contest, the crew still receives an enviromental penalty equal to the Dragon-Blooded's Essence to all their physical actions on the ship for the remainder of the Turn.

Wrath of the Lamprey
Cost: 4 motes, 1 willpower
Duration: Essence in turns
Type: Simple
Minimum Sail: 4
Minimum Essence: 4
Prerequisite Charms: Sinking Serpents Strike, Sinking Whirlpool Stance
Sometimes, the Sailor needs not to slow many vessels, but to stop one completely! Activating this Charm, the character calls upon a host of Lamprey made of the ocean itself to attach to the hull of a boat - or other large seafaring thing - and hold it where it is! The character rolls his Willpower+Sail and totals the successes. Every turn, including the one this Charm is used in, the captain of the enemy ship may take an action to roll his Wits+Sail and coordinate efforts to break the hold of the Lamprey! When the enemy ship has more successes than the character had in his initial roll, or when a number of turns equal to the character's Essence has passed, the ship is freed.

Thrashing Dance of the Kraken - originally by Telgar
Cost: 8 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Sail: 5
Minimum Essence: 4
Prerequisite Charms: Wrath of the Lamprey
Focusing his physical strength and raw essence through the water around him a Terrestrial with sufficient quantities of water may summon a thrashing multitude of watery arms from the deep. Each tentacle has three times his Strength and twice his Dexterity but is limited to his natural Brawl pool. The tentacles have no other abilities. A Dragon-Blood using this Charm summons two tentacles per dot of Essence. Each tentacle has the same number of health levels and the same soak as the Dragon-Blood who summoned them but they are treated as inanimate objects for purpose of damage. The tentacles are 20 feet long per dot of the summoner's Essence. Summoning the tentacles requires the Dragon-Blood be on the open sea, a large lake or river.

Become the Kraken
Cost: 6 motes, 1 willpower
Duration: One Scene
Type: Extra Action
Minimum Sail: 5
Minimum Essence: 5
Prerequisite Charms: Thrashing Dance of the Kraken
Infusing his powerful essence in the water around him, the Ebon Dragon crafts powerful tentacles made of water that are as extensions of his being, heralding the ocean's rage and his own! The Dragon-Blooded creates a number of tentacles equal to half his essence(rounded up). Each of those has a reach equal to five times the Chosen's Essence, Speed, Accuracy and Defense equal to his Essence and a strength of twice his Essence, plus his Temperance. Every turn, the Chosen may use all of them in addition to his normal attack, but may not use any Extra Action Charms without halting this Charm. He may use any Charm through the tentacles, and they can grasp and clinch(and for Charms like Water-Ripping Rush, the only movement needed is the tentacles'). The tentacles are easily able to crush ships - they have twice their strength when wrapped around inanimate objects. Finally, the tentacles may be attacked independently, each having Bashing and Lethal soak equal to the Dragon-Blooded's Essence+Stamina, and a number of health levels equal to his Essence, taking damage like inanimate objects. Summoning the tentacles requires the Dragon-Blood be on the open sea, a large lake or river, and it must be re-activated to recover lost Tentacles.


Lords of the Deeps

The Aspects of Water are unbeatable beneath the Waves. With their anima alone, they are able to fight and move underwater as if they were on land, even to the extent of firing ranged weapons with no penalties. This is a great power... but as time went on, it became something all can do. Solars(and by assossiation, Abyssals), Lunars, Fair Folk and Alchemicals all can fight equally well on the water by picking a certain charm or assumption. And doing so, they are not just equals to the Dragon-Blooded - their superior charms make them stronger.

Which is why this cascade was made - so that for, for a similar commitment, only in their element, the Children of Danaa'd can fight even those powers in relative equality. It is of great use in the West and in the Realm, as the Inner Sea is protected by Peleps Dragon-Blooded who fight off any underwater creatures. Through the White Sea and the Rivers of the River Province... and even in smaller regions, closer to lakes, a Dragon-Blooded can win a fight against a superior enemy by throwing him in the lake, and attaining a home field advantage.

Water Dragon's Whiskers
Cost: 2 motes per turn
Duration: Until abandoned
Type: Reflexive
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Oceanic Winds Prana.
Underwater, the Ebon Dragons are at home. They can let their essence pour into the water, and feel all the currents about them, how they relate to the tides, to the movements of the fish, to the eroding coasts, to the world. Upon learning this Charm, the Dragon-Blooded places his consciousness on the water all around him - for the remainder of the Charm, he is aware of any material movement in a radius of five times his ssence in yards of water, and may not be surprised or taken by surprise by anything material.

Darting Sailfish Speed
Cost: 2 motes per turn
Duration: Until Abandoned
Type: Reflexive
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Water Dragon's Whiskers
Underwater, Children of Danaa'd are the like the fastest sea creatures, able to move through the water in a blink, leaving only bubbles and disturbed water in his wake. The Dragon-Blooded doubles his remaining Movement Speed underwater, until this Charm is abandoned.

Rushing Sailfish Strike
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: Darting Sailfish Speed
Moving with the speed of a sailfish in the pond, aided by the speed of the currents about him, the Dragon-Blooded acts before any opponent can even blink! The Dragon-Blooded wins his initiative against all those underwater. If two or more characters use Charms that win initiative, roll their initiatives normally. This Charm only works underwater.

Fins of Danaa'd Defense
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Sail: 5
Minimum Essence: 3
Prerequisite Charms: Rushing Sailfish Strike
The Dragon-Blooded, when attacked, moves with the speed of the waves, letting the impact carry him away from the attack at the speed of a sailfish blessed by the water dragon. Upon being struck in underwater combat, the Dragon-Blooded may use this Charm to move away up to (Wits+Sail)x2 yards in single impulse. This may break multiple attack techniques if the opponent has no movement left to catch up.

Wave-Ripping Rush
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Darting Sailfish Speed
The Dragon-Blooded rushes like the currents, and upon striking his foe, does so with the weight of the sea behind him! To use this Charm, the Chosen must move at least half his Movement for the turn, and attack; all successes in this attack count double for the purpose of damage, and the Ebon Dragon's attacks become lethal even if they weren't so. This Charm only works underwater.

Water Dragon's Grasp
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Sail: 3
Minimum Essence: 3
Prerequisite Charms: Water Dragon's Whiskers
The Dragon-Blooded feels the water about him, and lets his essence pour into it, making any enemy strikes just flow away from him. The Chosen receives a parry action at his full Dexterity+Sail pool (as if using a defensive weapon with a defense value equal to the Chosen's Essence) against a single incoming attack he is aware of. This Charm only works underwater.

Scales of Danaa'd Method
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Sail: 3
Minimum Essence: 3
Prerequisite Charms: Water Dragon's Grasp
The water around the Dragon-Blooded is infused with such powerful essence that it could stop a leviathan's charge, taking the appearance of scales, the Dragon-Blooded's form not much different from a Dragon's. The Dragon-Blooded may perfectly stop any missile attack upon himself, who are simply enveloped in the hard water, and stopped. Attacks from whole bodies are harder, and require the Dragon-Blooded to roll Wits+Sail with a difficulty equal to the being's strength to stop their strike. This Charm only works underwater.

Rushing Currents Technique
Cost: 6 motes, 1 willpower
Duration: One Turn
Type: Reflexive
Minimum Sail: 5
Minimum Essence: 3
Prerequisite Charms: Scales of Danaa'd Method
The Child of Danaa'd expands his essence throughout the ocean about him, cogealing the water, ordering it to hold all those who dare to defy a Water Dragon's will in his element. For the remainder of the turn all the enemies of the Dragon-Blooded in a radius of five times his essence in yards halve their movement speeds, and receive an enviromental penalty to their actions equal to the Chosen's Essence. This Charm only works underwater.

Ebon Maelstrom Prana
Cost: 5 motes
Duration: Indefinite
Type: Simple
Minimum Sail: 5
Minimum Essence: 5
Prerequisite Charms: Rushing Currents Technique
The Dragon-Blooded's turns the water about him into a great, furious maelstrom with him as the eye, the raging currents pushing his opponents around, keeping them from making any movements that displease the Child of Danaa'd. The Dragon-Blooded attempts a clinch action in all opponents inside a radius equal to five times his essence in yards of water with his full Dexterity or Strength + Brawl pool, receiving half his essence(rounded down) in automatic successes. He only rolls once, but each opponent defends separately. He may maintain them as long as he maintains this charm, but may take no non-reflexive actions, and may not move as he does so. When the Charm is terminated, the bodies of the Dynast's foes (living or deceased) are deposited at random within the radius of the Charm's effects. This Charm only works underwater.