SolarSail/DariusSolluman

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These Charms were requested/inspired by one of my players in an upcoming game. The idea behind them is that a ship is covered in dangerous Things, and a very good captain could hurl attackers into these things, or hurl the things into attackers.

However, Nigel, you still can't deal Aggravated damage with a ship. ;)


Oh, knock it off. I was brainstorming and you know it :) -Dim


General note: When using a Ship as a weapon, it's size will add to the damage, while it's manuverability is the base Accuracy and Speed. I'll revise this a bit, when I've got Blood and Sail in hand.

Mainmast Strike
Cost: 1 motes
Type: Simple
Duration: Instant
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: ???

Giving the wheel or rudder a series of swift and sudden jerk, the captain attempts to swing various hard, blunt objects into those on board the ship. The Exalt must be in control of the ship, and makes an attack with Wits+Sail against a single on deck target, dealing bashing damage. This attack may be parried or dodged as normal. Targets may also use Sail in place of Dodge, if they so desire.

Ocean's Embrace
Cost: 4 motes
Type: Simple
Duration: Instant
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Mainmast Strike

Rather than crudely use the ship as a simple blunt trauma tool, the skill captain pitches his enemies off the vessel entirely, hurling them into the sea with a series of falls and twists. The Exalt must be in control of the ship, and makes an attack with Wits+Sail against a single on deck target, which deals no damage. Instead, the target suffers one yard of knockback in any direction per die of pre-soak damage. This attack may be parried or dodged as normal. Targets may also use Sail in place of Dodge, if they so desire.

Strangling Cords
Cost: 6 motes
Type: Simple
Duration: While Maintained
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: Ocean's Embrace

With greater control of both ship and magic comes more dangerous attacks. Imbuing the ship's rigging with Essence, the Exalt brings it to life. Ropes come to life and seize those whom the captain directs, swinging them where he wills even as breathe is choked from them. The Exalt need not be in control of the ship and does not gain the ship's Accuracy bonus, makes a Wits+Sail grapple check against a target- if successful, the ship's rigging has formed an impromptu noose and caught the target about the neck. The target may make a single Strength+Sail or Larceny attempt to escape per turn, at a difficulty of the Exalt's Essence. Otherwise, they are choking (as per the Core Rule Book, pg XX). Additionally, they may be used as a weapon against anyone on the ship, swung around like a living mace by the Exalt's will- this requires a dice action, and doesn't count as a Charm use in the turn. Attacking someone with the victim of Strangling Cords is a Dexterity+Sail roll, with a penelty of the strangling cord's victim, and a base damage of the victim's Stamina. If the attack hits, it deals an equal amount of pre-soak damage to both the target and the victim.

Iron Hail
Cost: 2 motes
Type: Simple
Duration: Instant
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Mainmast Strike

Now with greater practice, the captain of the ship is capable of using it to far more deadly assault. More selective in the attacks, he aims his targets at the various sharp and slashing things around the deck- and men have been impaled on justing nail or akward bolts. The Exalt must be in control of the ship, and makes an attack with Wits+Sail against a single on deck target, dealing lethal damage. This attack may be parried or dodged as normal. Targets may also use Sail in place of Dodge, if they so desire.

Loyal Vessel
Cost: 3 motes, 1 Willpower
Type: Simple
Duration: Instant
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Iron Hail, Ocean's Embrace

Only a great fool dares to attack the ship of a Solar Exalted- boarding parties are repulsed, as the ship itself seems to come to life to hurl them off. Those loyal to the captain and ship are fine, however- it is only those will ill intent that need fear. The Exalt must be in control of the ship, and makes an attack with Wits+Sail against any number of on deck targets, which deals no damage. Instead, the targets suffer one yard of knockback in any direction per die of pre-soak damage. This attack may be parried or dodged as normal. Targets may also use Sail in place of Dodge, if they so desire.