GracefulCharmMethodology/SolarSail

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Sail

Dominion

Blood And Salt Binding

  • Cost: 1m
  • Type: Simple
  • Duration: Indefinite
  • Mins: Sail 2, Essence 1

This marks a willing person as a member of the Solar’s crew, allowing them to use the Solar’s Sail ability instead of their own while aboard a ship with the Solar.

Ship-Claiming Stance

  • Type: Permanent
  • Mins: Sail 3, Essence 1
  • Prereqs: Blood And Salt Binding

The Solar may use Salty Dog Method to claim a Ship they possess, allowing the Solar and their marked crew to reflexively draw (Ship merit rating) motes from it once per day. If anyone else steals the ship, it does not provide them any merit dice.

Hull-Preserving Technique

  • Cost: 8m, 1wp
  • Type: Reflexive
  • Duration: Indefinite
  • Mins: Sail 5, Essence 2
  • Prereqs: Ship-Claiming Stance

The Solar’s claimed Ship cannot be destroyed while the Solar remains on board; any effects that would do so instead remove its merit dice until repairs can be made, and roll (Ship rating) unsoakable bashing health levels against the Solar. Releasing this Charm (or becoming incapacitated) while the ship is being held together in this way will result in its collapse.

Chaos-Cutting Galley

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Hull-Preserving Technique

While Hull-Preserving Technique is active, the Solar’s claimed ship - and all who sail upon her - are immune to the effects of the Wyld. They may still be affected by directed Shaping effects.

Ship-Sustaining Spirit

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Hull-Preserving Technique

While Hull-Preserving Technique is active, the ship’s full merit dice bonus is retained.

Orichalcum Letters Of Marque

  • Type: Permanent
  • Mins: Sail 5, Essence 1
  • Prereqs: Blood And Salt Binding

Creatures of darkness that the Solar has marked as crew are not considered creatures of darkness for the purposes of any influence roll (including warding rolls) that treats such entities differently.

Implacable Sea Wolf Spirit

  • Type: Permanent
  • Mins: Sail 5, Essence 2
  • Prereqs: Blood And Salt Binding

If the Solar resists any form of supernatural influence (including threaten rolls from fearsome creatures) while at sea, their marked crew may also choose to resist the same influence without cost.

Indomitable Voyager’s Perseverance

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Fathoms-Fed Spirit, Ship-Claiming Stance

The Solar’s marked crew gain additional -2 health levels equal to her claimed Ship’s merit rating, as long as they have sailed upon it in the last month.

Sea Devil Training Technique

  • Type: Permanent
  • Mins: Sail 5, Essence 4
  • Prereqs: Indomitable Voyager’s Perseverance

Members of the Solar’s marked crew receive the full benefit of the Solar’s permanent Sail Charms.

Hunting

Hungry Siaka Attitude

  • Cost: 1m, 1wp
  • Type: Simple
  • Duration: Indefinite
  • Mins: Sail 2, Essence 1
  • Prereqs: Superior Positioning Technique

The Solar names a mark, who they must have met before and have a negative Tie (or applicable Principle) against. The Solar always knows the direction to their mark when at sea (automatically succeeding at naval tracking), and is always aware of their approach for the purposes of making Naval strategy rolls.

Ocean-Conquering Avatar

  • Type: Permanent
  • Mins: Sail 3, Essence 2
  • Prereqs: Hungry Siaka Attitude

The Solar may reflexively resist any kind of supernatural influence from their mark by spending a single point of Willpower, even if this would not normally be possible.

Blue Fathoms Blessed

  • Type: Permanent
  • Mins: Sail 4, Essence 3
  • Prereqs: Ocean-Conquering Avatar

While the Solar is actively hunting or fighting their mark, the Solar’s ship is completely unaffected by hostile weather or shipping hazards: both part to allow them through.

Immortal Mariner’s Advantage

  • Type: Permanent
  • Mins: Sail 5, Essence 4
  • Prereqs: Ocean-Conquering Avatar

While the Solar is actively hunting or fighting their mark at sea, they have no need for food, water, sleep, or oxygen.

Naval Combat

Superior Positioning Technique

  • Type: Permanent
  • Mins: Sail 2, Essence 1

Whenever the Solar succeeds at a Naval strategy roll, they can freely dictate the distance and disposition of their ship and opponents’ ships, up to a limit of long range.

Rail-Storming Fervor

  • Cost: 6m
  • Type: Supplemental
  • Mins: Sail 4, Essence 2
  • Prereqs: Superior Positioning Technique

If this Naval strategy roll succeeds, the Solar’s side gains bonus dice to their Join Battle roll equal to the Solar’s threshold successes.

Invincible Admiral Method

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Rail-Storming Fervor

The Solar may add the dice from any number of allied Ships to their Naval strategy rolls, even if this would take them above five merit dice.

Deck-Sweeping Fusillade

  • Cost: 6m
  • Type: Supplemental
  • Mins: Sail 4, Essence 2
  • Prereqs: Superior Positioning Technique

If this Naval strategy roll to implement a Fusillade stratagem is successful, all opponents are hit by an undodgeable, unblockable decisive attack with raw lethal damage equal to (extra successes on strategy roll + Solar’s Ship merit rating) and an Overwhelming value of (extra successes on strategy roll).

Ship-Rolling Juggernaut Method

  • Cost: 4m, 1wp
  • Type: Supplemental
  • Mins: Sail 4, Essence 1
  • Prereqs: Superior Positioning Technique

If this Naval strategy roll succeeds at implementing a Ram stratagem, all opponents begin the battle knocked prone. If their ship has been destroyed by the stratagem, they begin the battle in the ocean.

Ship-Breaker Method

  • Cost: 8m, 1wp
  • Type: Supplelemental
  • Mins: Sail 5, Essence 2
  • Prereqs: Ship-Rolling Juggernaut Method

If this Naval strategy roll succeeds at implementing a Ram stratagem, and the Solar’s Ship has a higher merit rating than its target, the target ship is completely destroyed.

Sea Ambush Technique

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Deck-Sweeping Fusillade, Ship-Rolling Juggernaut Method

When the Solar succeeds at using Ship-Rolling Juggernaut Method, they may spend a point of Willpower to reflexively activate Deck-Sweeping Fusillade.

Deadly Ichneumon Assault

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Ship-Breaker Method

The Solar may use Ship-Breaker Method to make a Ram stratagem against monstrous sea creatures, rolling (extra successes on strategy roll + Solar’s Ship merit rating) as unsoakable lethal damage against the target.

Ship-Razing Renewal

  • Type: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Ship-Breaker Method

Whenever the Solar destroys at least one ship with the outcome of a Naval strategy roll, they immediately regain a point of Willpower.

Burning Anima Sails

  • Type: Permanent
  • Mins: Sail 5, Essence 4
  • Prereqs: Deadly Ichneumon Assault

The Solar can ignite their sails with their anima when activating Ship-Breaker Method. This makes it impossible for opposing commanders who are creatures of darkness to use Charms to enhance their strategy roll, and the damage done when ramming a sea creature of darkness is Aggravated.

Seamanship

Hull-Taming Transfusion

  • Cost: 2m/die
  • Type: Supplemental
  • Mins: Sail 1, Essence 1

The Solar may convert up to (Essence) of the merit dice from their Ship merit into automatic successes.

Salty Dog Method

  • Type: Permanent
  • Mins: Sail 3, Essence 1
  • Prereqs: Hull-Taming Transfusion

The Solar can never be knocked off a ship, or lose their footing upon it, unless they want to.

Shipwreck-Surviving Stamina

  • Type: Permanent
  • Mins: Sail 5, Essence 1
  • Prereqs: Salty Dog Method

Increase the amount of time a Solar can go without food, water, and oxygen by one time increment. The Solar may use Blood And Salt Binding to claim a Ship they possess, allowing the Solar and their marked crew to reflexively draw (Ship merit rating) motes from it once per day. If anyone else steals the ship, it does not provide them any merit dice.

Perfect Reckoning Technique

  • Cost: 4m
  • Type: Supplemental
  • Mins: Sail 3, Essence 1
  • Prereqs: Hull-Taming Transfusion

The difficulty of this roll to navigate dangerous waters, or avoid a shipping hazard, is reduced by the Solar’s Essence.

Weather-Anticipating Intuition

  • Type: Permanent
  • Mins: Sail 4, Essence 2
  • Prereqs: Perfect Reckoning Technique

The Solar has an instinctive sense of weather in their area, and is never caught in freak weather unless it is caused supernaturally. When they succeed at implementing a Naval stratagem, they may choose the weather conditions for the battle.

Tide-Carried Omens

  • Cost: Permanent
  • Mins: Sail 5, Essence 3
  • Prereqs: Weather-Anticipating Intuition

While at sea, the Solar knows instinctively at the beginning of each scene if violence, or other threat, is likely to be introduced later in it (i.e. the ST has plans to). If they are ambushed at sea, attacks against the Solar are considered surprise attacks, rather than ambush attacks.

Storm-Weathering Essence Infusion

  • Cost: 10m, 1w
  • Type: Simple
  • Duration: Indefinite
  • Mins: Sail 5, Essence 3
  • Prereqs: Weather-Anticipating Intuition

The Solar, and all their marked crew, ignore all penalties caused by weather while they are at sea.

Sea Serpent Flash

  • Cost: 12m, 1wp
  • Type: Simple
  • Mins: Sail 5, Essence 3
  • Prereqs: Weather-Anticipating Intuition

The Solar call forth a giant wave, and makes a Wits+Sail roll. If they accrue more successes than the opposing commander’s strategy roll did, their ship (and all upon it) immediately leaves the scene.