Kasumi/SolarSail

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This is a quick dumping point for my rewrite of the Solar Sail charm tree - intended only for my games where I'd prefer Sail to have a bit more oomph.

I'll reformat later...

Salty Dog Method
Cost: 3 motes
Duration: One Scene
Type: Simple
Minimum Sail: 1
Minimum Essence: 1
Prerequisite Charms: None

None can match the effortless mastery of the Solar sailor. The Solar adds Essence in autosucesses to all Sail rolls.

Wind Defying Course Technique
Cost: 6 motes
Duration: One Scene
Type: Simple
Minimum Sail 3
Minimum Essence 2
Prerequsite Charms: Salty Dog Method

A ship sailed by a Solar Exalted using this charm uses the best available wind speed, regardless of facing. This doesn't actually shift the wind - the sheer determination of Solar is enough to defy even a headwind.

Storm Weathering Essence Infusion
Cost: 6 motes, 1 willpower
Duration: One Day
Type: Simple
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: Wind Defying Course Technique

The Solar's craft, and a number of other craft equal to his Permananet Essence, utterly ignore negative effects of weather, and smash through minor obstacles such as coral reefs, chains and other watery abatis without resistance.

Hull Preserving Technique
Cost: 8 motes, 1 wp, 1 health level
Duration: Instant
Type: Reflexive
Minimum Sail: 5
Minimum Essence: 3
Prerequisite Charms: Storm Weathering Essence Infusion

This charm serves as a perfect defence against any harm for the Solar's ship. It may also be activated to supplement a ramming attack - in which case it prevents all damage to the ramming ship, and doubles the raw damage of the attack. This charm provides no particular protection to the crew, but since generally the ship will smash through obstacles without resistance, they are in no special danger of losing their footing.

Captain's Canny Knack
Cost: None
Duration: Permanent
Type: Permanent
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Salty Dog Method

The Solar cannot become lost at sea - they may always make a Intelligence + Sail roll at difficulty 1 to determine their position. They also automatically know the depth of any body of water, out to their essence in miles.

Comments

Reformatted these for you. Thanks for doing them; I'll try them in my current Pirate game. -- JesseLowe