DragonBloodedSail/IsawaBrian

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Agile Sailor</b>
 <b>Cost: 1 mote per 2 dice
 Duration: Instant
 Type: Supplemental
 Minimum Sail: 2
 Minimum Essence: 2
 Prerequisite Charms: None

The Essence of the sea flows through the veins of the Exalt, giving him preternatural mastery of sailing. For every one mote of essence spent, the Terrestrial gains two dice to his Attribute + Sail pool, up to a maximum of his Sail + Specialty. Excess dice are lost.


Master and Commander</b>
 <b>Cost: 1 mote per 2 dice plus 1 mote per Ally
 Duration: One Scene
 Type: Simple
 Minimum Sail: 4
 Minimum Essence: 2
 Prerequisite Charms: Agile Sailor

It is a rare captain indeed who can command and sail a vessel completely by herself. It is in the excellence of the topsman, the mastery of the pilot, the discipline of the bosun, and so on that a ship becomes master of the waves. The Dragon-Blooded using this charm expends one mote of essence per ally, up to a maximum of her permanent Essence, to be aided. In addition, the Terrestrial spends one mote per two dice to be added to all allies' Sail pools, up to a maximum of her Sail + Specialty (excess dice are lost). The Dynast may not more than double any ally's Sail + Specialty.


Mercy of the Sea</b>
 <b>Cost: 2 motes
 Duration: Instant
 Type: Reflexive
 Minimum Sail: 3
 Minimum Essence: 2
 Prerequisite Charms: None

Although many sailors would say that the sea has no mercy, Dragon-blooded who partake of or study the essence of water and Daana'd know that the ocean can, rarely, grant second chances. When a rope is slipped or the hull bounces over rocks, swift and decisive action at the last possible moment may save a ship from utter disaster. By spending 2 motes of Essence, the Dynast's player may make a reroll for any Sail roll with his full dice pool. If this Charm is a part of a combo, all relevant Charms must be paid for again when activated. The results of the second roll must be accepted.


Unexpected Ocean's Blessing</b>
 <b>Cost: 3 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Minimum Sail: 4
 Minimum Essence: 3
 Prerequisite Charms: Mercy of the Sea

One of the bitter ironies of life at sea is that it can often be easier to die of thirst than to die of starvation. The sea holds many fish, after all, but the water is utterly undrinkable, and will in fact make matters worse for a parched crew. A Dragon-Blooded who knows Unexpected Ocean's Blessing is invaluable on long ocean voyages. By sheer force of will, she can convert salt water into fresh (generally, it is better to have a barrel prepared for this). The Dynast can convert 1 gallon of salt water into fresh water per dot of permanent Essence.


Sealing Against the Torrent</b>
 <b>Cost: 1 mote
 Duration: Instant
 Type: Simple
 Minimum Sail: 1
 Minimum Essence: 1
 Prerequisite Charms: None

This is another "simple trick" Charm often taught to young Dynasts after their exaltation. Its use is especially valued in Navy academies, as even the weakest of young Terrestrials can protect valuable items and clothing from the hazards of the sea. This charm will waterproof any object of no more than a foot in diameter as though it had been covered in tar; however, as there is no actual tar, it can be used on clothing or near flammable objects. Groups of young terrestrials are sometimes ordered to repeatedly perform this Charm over a ship's hull when on punishment duty, or if the captain expects to face fire-using enemies.


Sealord's Breath</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Sail: 5
 Minimum Essence: 3
 Prerequisite Charms: Sealing Against the Torrent, Unexpected Ocean's Blessing

The power of the Dynasts is not limited to the surface. An Exalt triggering this charm uses the Essence flows of water to respire, rather than breathe. This will protect her from the effects of deep pressure, but in all other ways, the Terrestrial still must deal with the environmental constraints and hazards for being underwater, unlike the Water Aspect's Anima Ability. This Charm interacts and reacts well with the Water Aspect's Anima Ability; when such a Terrestrial uses this Charm, she will gain the effects of her Anima for one hour instead of one scene.


Water Dragon's Bequest</b>
 <b>Cost: 8 motes, 1 Willpower
 Duration: Indefinite
 Type: Simple
 Minimum Sail: 5
 Minimum Essence: 4
 Prerequisite Charms: Sealord's Breath, Water Drop Protection Technique

Although rarely used today, this powerful charm was often used to achieve surprise or assault underwater opponents during the First Age and the Shogunate. It allows a group of Dragon-blooded (or for small boats, even a single Dynast) to bring a ship under the sea! An individual Terrestrial can only affect a ship (boat, really), no greater than his Essence times two feet in length, but this Charm is synergistic.

Once activated, the Terrestrials involved with this Charm must sit still and meditate, but until then, a sphere of air with a diameter equal to just slightly larger than the length of the ship is generated. The sails and other means of motion do not function; instead, the ship moves at its maximum possible momentum under the control of the lead Terrestrial. The sphere only holds out water and most substances dissolved in water (it will hold out poison dissolved into water, for example, but not oil or lava). The membrane of the sphere will "hold" swimmers above it as though ordinarily supported by all the water that should be beneath it, but the slightest pressure through the sphere will push them through. Regardless of whether an animate or inanimate object, in whole or in part, penetrates the sphere, the sphere will hold unless magically cancelled or the Dragon-blooded sustaining it are killed.


Old Salt Style</b>
 <b>Cost: 3 motes per success
 Duration: Instant
 Type: Supplemental
 Minimum Sail: 3
 Minimum Essence: 3
 Prerequisite Charms: 3 Sail Charms

As any old sailor knows, while everyone on a ship must know how to handle themselves on the lines, it is the specialists who make the ship run. The master topsman, the navigator at his arcane craft, the pilot firm and steady-- all of these are crucial to a successful ocean voyage. A Terrestrial using this Charm may spend 3 motes of essence per success to convert his specialty dice into automatic successes on any relevant roll. The rest of his dice pool is rolled as normal.


Lordly Water Dragon Attunement</b>
 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Sail: 5
 Minimum Essence: 5
 Prerequisite Charms: 10 Sail, including 1 each from Essence 1 to 5.

This is the Facet Attunement Charm (see DragonBloodedInvestigation/IsawaBrian under Insightful Water Dragon Attunement for details) for Sail. Taking this Charm Attunes the character to the Lordly Facet of the Water Dragon, and thus negates the one mote surcharge for non-Water Blooded Terrestrials using Sail Charms. The Lordly Facet of the Water Dragon represents the Water Dragon's mastery of her element, utter ruler of the sea. This Charm may not be taken by Water Blooded Terrestrials, Eclipse Caste Solars, or Moonshadow Caste Abyssals. Its use counts against the number of attunements active on a character, which may cause the Dragon-Blooded's anima and aspect markings to alter (See Insightful Water Dragon Attunement for details).

Comments

Thanks to Patkin for help with fixing some pre-reqs -- IsawaBrian