SolarSail/IsawaBrian

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Stern Captain's Hand</b>
 <b>Cost: 1 mote per die
 Duration: Instant
 Type:  Supplemental
 Minimum Sail: 1
 Minimum Essence: 1
 Prerequisite Charms: None

The Exalt invests his Essence into the ship he commands, making it responsive to his will. This Charm may also be used to gain an intuitive understanding of maps. For each mote of Essence spent on this Charm, the player may add one die to a single Sail action, but can no more than double the Solar's normal Attribute + Sail pool.

In Second Edition, this Charm is superseded by the First Sail Excellency.


Naval Militancy Method</b>
 <b>Cost: 5 Motes, 1 Willpower
 Duration: One Scene
 Type:  Simple
 Minimum Sail: 4
 Minimum Essence: 3
 Prerequisite Charms: Stern Captain's Hand, Mast's Unbreakable Will Prana

On the seas, the victor is often one who knows the roll and buck of the deck more than the master of arms. A Solar using this Charm attunes herself to the wild motion of a ship on the high seas, granting her tricks and mastery of combat that she might otherwise fail in. Until the end of the scene, the Solar may use Sail in place of any combat ability while on a ship or boat. This will apply to abilities she has no dots in.

In Second Edition, this Charm is Combo-OK, Obvious, and requires Any Sail Excellency and Infinite Sail Mastery. Remember to recalculate DVs with Sail.


Excellent Pilot Concentration</b>
 <b>Cost: 3 motes per success
 Duration: Instant
 Type:  Supplemental
 Minimum Sail: 1
 Minimum Essence: 1
 Prerequisite Charms: None

By bonding his Essence to that of sailor's tools-- ropes, rigging, tiller, map, sextant, and so forth-- a Solar can channel his spiritual strength into his works and achieve feats of sailing beyond the comprehension of mere mortal sailors. After making an ordinary Attribute + Sail roll, the player may purchase additional successes for 3 motes of Essence each, up to a maximum of the number of successes rolled + the Exalted's Essence.

In Second Edition, this Charm is superseded by the Second Sail Excellency.


Hundredfold Navigator Essence</b>
 <b>Cost: 3 motes
 Duration: One Scene
 Type:  Supplemental
 Minimum Sail: 1
 Minimum Essence: 1
 Prerequisite Charms: None

Ships live. Maps are icons of the world; of Gaia herself. The ghosts of old sailors watch and guard the living. These... truths... are well known to the superstitious who sail the sea, but there is an element of veracity to them. A Solar sailor who has mastered the Hundredfold Navigator Essence can attune herself to the very ambient essence that surrounds the activity of sailing, becoming supernaturally superior upon the sea. For the remainder of the scene, add her Essence score in automatic successes to any Sail rolls.

In Second Edition, this Charm requires Infinite Sail Mastery, Sail Essence Flow, and at least one extra Sail Excellency. It costs 6 motes and 1 willpower. It has as Minimums Sail 5 and Essence 4.


Cleave to the Tiller</b>
 <b>Cost: 4 motes, 1 Willpower
 Duration: One Scene
 Type:  Simple
 Minimum Sail: 4
 Minimum Essence: 2
 Prerequisite Charms: Hundredfold Navigator Essence, Wind-Defying Course Technique

A Solar with this Charm makes his ship incredibly responsive and smooth, cutting and turning through the water as though pushed by a giant hand. This Charm may not be used on a ship larger than the Exalted's Essence x 20 feet in length. For the remainder of the scene, the Exalt's permanent Essence is added to the Maneuverability Rating of the vessel. This may result in a positive number.

In Second Edition, this Charm is Combo-OK. It does not have a maximum length, and only requires Storm-Weathering Essence Infusion, though it does require Sail 5. In addition to its basic abilities, add the character’s Sail to the Dodge DV of the vessel—after adding Essence to Maneuverability.


Solar Sails</b>
 <b>Cost: 4 motes, 1 Willpower
 Duration: One Day per dot of Permanent Essence
 Type:  Simple
 Minimum Sail: 3
 Minimum Essence: 2
 Prerequisite Charms: Salty Dog Method

The light of the Sun itself can be transformed into motive power by the will of a Solar. This relatively simple charm energizes a ship's sails with whirling icons of Solar Essence. These icons catch incoming sunlight and propel the ship with the energy thus released, just like a wind. For a ship in transit, it can mean a burst of incredible speed. For a becalmed ship on the open ocean, it can mean salvation. For every dot in Permanent Essence the Solar has, the ship will act (for the purposes of speed only) as though it had one higher rank of windspeed behind it. This is only applicable in full light. In cloudy or foggy conditions, reduce the amount of speed given as appropriate, to a minimum of 0. This Charm has no effect at night or in utter darkness.

In Second Edition, this Charm is Combo-OK and Obvious. It only costs 3 motes, 1 willpower.


Admiral's Benison</b>
 <b>Cost: None
 Duration: Permanent
 Type:  Special
 Minimum Sail: 5
 Minimum Essence: 3
 Prerequisite Charms: Phantom Crew Charm

This is not really a Charm, but rather a development of Essence-attuning exercises that greatly expands the capacity of a Solar to utilize his Sail Charms over larger vessels. Add the character's Sail score to his Essence for the purposes of determining the maximum length of vessel he can use a Charm on (typically (Essence + Sail) x 20 feet).

In Second Edition, this Charm instead allows the character to use bonds of loyalty to “spread” ownership. The character may act as though they ‘own’ any ship owned by someone who is loyal to them, whether through friendship, fealty, or some other means, so long as they do not directly cross the will of an owner.


Mental Naval Defense</b>
 <b>Cost: 10 motes, 1 Willpower + variable
 Duration: One scene
 Type:  Extra Action
 Minimum Sail: 5
 Minimum Essence: 4
 Prerequisite Charms: Phantom Crew Charm

The Solar spreads her mind and Essence over her ship, specifically wrapping her consciousness around the weapons her ship carries. Her powerful will seizes control of those weapons, operating them in unison with her desire. For the remainder of the scene, the Solar may operate up to her Essence in weapons on her ship (which may be no longer than her Essence x 20 feet in length) independently, with no need for crew or to split her die pool. This in effect functions as an Extra Action Charm, except that the character may still split her one "physical" action. She may not, however, utilize another Extra Action Charm.

Mental Naval Defense can also be used to power weapons that could not ordinarily be powered by the character; in which case, they require twice as many motes to fuel if available. If not, calculate the cost based on the level of Artifact.

In Second Edition, this Charm is Combo-Basic and Obvious. It has no maximum length.


Missive to the Winds</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: Special
 Type:  Simple
 Minimum Sail: 4
 Minimum Essence: 2
 Prerequisite Charms: Weather-Anticipating Intuition

In the First Age, Solars were given mastery over all of Creation. Although the Air-blooded and the Chosen of Journeys might have disagreed, this very specifically included mastery over the weather. Although any real command of the weather (and the mighty Aerial Legions!) would require in-depth working with the Bureau of Seasons, certain simple prayer-charms can be redeveloped by Solars with ease, and can be operated without disturbing the Celestial Bureaucracy too much.

The Solar's player makes either a Charisma or Manipulation + Sail roll. For every success gained, the wind will shift either one heading in direction or one level of strength. Technically, this is a natural wind-- the local weather patterns have been slightly altered according to the Solar's whim. In theory, it should last as long as any other blow of its strength would. In practice, because of the rigidly-controlled schedules of the weather bureaucracy, such winds will rarely last more than the Solar's Essence in hours; but the GM may lengthen this amount, especially if the character adds a suitable prayer during this time. It does not constitute an offense against Heaven to accept or give such a prayer, as again, the weather is technically in the purview of the Solars.

In Second Edition, this Charm is Combo-OK It requires Any Sail Excellency.


Friendly Storm</b>
 <b>Cost: 10 motes, 2 Willpower
 Duration: One Hour per dot of Permanent Essence
 Type:  Simple
 Minimum Sail: 5
 Minimum Essence: 3
 Prerequisite Charms: Missive to the Winds

A development of the Missive to the Winds Prayer-Charm, this Charm allows the Solar to actually befriend the spirits that command a Storm-- its Celestial monitoring Bureaucrat and its Elemental inhabitants. Unless the storm is awakened, this simply means that the Storm will somehow manage to avoid damaging the Solar's vessel while still propelling her onwards. The character may also direct up to her Essence in miles worth of the storm to break off and move elsewhere. Before the end of the Charm, the storm will politely position itself so that the Solar is not under its direct effects, but still has as favorable of a wind as is possible.

If the Storm is awakened-- an actual, embodied spirit is present-- it will listen to reasonable commands on the part of the Solar for roughly an hour. Requests that would put the Storm-entity in danger or would seem to be risky in light of the rules of Heaven require a social roll to convince; the Solar gains her Essence in automatic successes for such a roll. However, during the time the Solar is commanding the Storm, she is responsible to Heaven for its actions. Most Friendly Storms these days will recommend that the Solar get in contact with local representatives of the Celestial Monitors of the Seasons and Weather, and will certainly offer to carry a letter of introduction to Ghataru, the Shogun-Regent of the Bureau of Seasons, so long as they have been treated well. Ill-treated Friendly Storms will complain to Ghataru, and the rude Solar may well find herself facing Ghataru with the Aerial Legions behind him, demanding recompense for the Exalt's misconduct.

In Second Edition, this Charm is Combo-OK and Obvious. In addition to Missive to the Winds, it requires Infinite Sail Mastery. The social roll to convince is usually a social attack, gaining the Solar’s Essence in bonus successes as usual.


Transcendent Sail Prowess</b>
 <b>Cost: None 
 Duration: Permanent
 Type:  Special
 Minimum Sail: 5
 Minimum Essence: 3
 Prerequisite Charms: Storm-Weathering Essence Infusion, Phantom Crew Charm, Excellent Pilot Concentration

The Solar internalizes and masters the essential nature of sailing, navigation, and the ways of the waves. He is equally at home steering in a storm or navigating through dangerous, shifting island-teeth. Subtract 2 from the difficulty of all Sail rolls (minimum 1). This Charm is not mine; it was suggested by Neph and I fleshed it out.

In Second Edition, this Charm requires any 2 Sail Excellencies, Infinite Sail Mastery, and Sail Essence Flow. It reduces by 2 any penalties to any Sail rolls made by the Solar, to a minimum of 0. Should the Solar face less than 2 points worth of penalties, this will reduce the base difficulty of the roll by up to 2, to a minimum difficulty of 1.


Master and Commander</b>
 <b>Cost: None 
 Duration: Permanent
 Type:  Special
 Minimum Sail: 5
 Minimum Essence: 5
 Prerequisite Charms: Transcendent Sail Prowess

This Charm may only be taken by Eclipse-caste Solars. It is a natural development of their anima powers and relies on the basic universality of their souls and caste. Even characters capable somehow of mimicking the Eclipse caste ability to learn Charms from other entities than Solars may not learn this Charm. This Charm represents the natural sailing talents of the Eclipse Caste developing beyond the norm. As a result, the cost to activate non-Solar Sail Charms is reduced to normal. The doubled experienced cost to learn such Charms remains. The Eclipse's natural spirit of adventure and the open waves is developed into an internal open-handed connection to the universal nature of sailors upon the waves. This Charm is only possible because of the Caste-harmony of an Eclipse; similar Charms can be developed for other Eclipse Abilities, but not for Abilities or Attributes that do not correspond to their Caste.

This Charm was inspired by Brent D.

In Second Edition, this Charm reduces the 2-mote surcharge for non-Solar Sail Charms for Eclipses to 0.


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