Sail Charms

 

Master Sailor’s Memory

Cost: 1 mote per dot

Duration: One scene

Type: Reflexive

Minimum Sail: 2

Minimum Essence: 2

Prerequisite Charms: None

The character momentarily closes his eyes and dredges memories from the drowned dead of the Underworld. When he opens his eyes, he intuitively understands the craft of sailing as though from decades of experience at sea. The Exalt adds one dot to his Sail rating for every mote spent, although this Charm cannot raise a character's Sail above 5. In addition, Exalted using this Charm never botch a roll to keep their balance in tumultuous seas, although they can still fall normally.

 

Ghost On The Deck

Cost: 3 motes

Duration: One day

Type: Reflexive

Minimum Sail: 3

Minimum Essence: 2

Prerequisite Charms: Master Sailor's Memory

The character digs deeper into the memories of sailors long dead, allowing the stolen expertise to guide his every movement. While this Charm is in effect, the Exalt has perfect balance and may effortlessly stride about the deck or scurry up rigging without requiring a roll, even in the middle of a howling typhoon or on impact with a submerged reef. The rest of the crew may fly overboard from the impact or lashing winds, but the Exalt stands eerily unruffled. Characters using this Charm are also completely immune to seasickness.

 

Crew Sustaining Technique

Cost: Varies

Duration: One day

Type: Simple

Minimum Sail: 5

Minimum Essence: 3

Prerequisite Charms: Ghost on the Deck

Channeling the Essence of the Underworld and his own life force, the character may reduce a crew's need for food and rest. The character must spend one point of Willpower, plus 1 mote for every four crewmembers or fraction thereof that he wishes to enchant. If there are rats or other vermin aboard, their life energy is absorbed into powering the Charm, reducing the cost to 1 mote per six crewmen. This side effect steadily kills off all pests, including the inevitable weevils in the ship's biscuits, which most sailors regard as a bad omen. Unless a ship is very large or very infested, it takes only two or three applications of this Charm to completely eradicate all vermin aboard.

A sailor ensorcelled with Crew Sustaining Technique needs only a quarter of the food, water and rest that she normally does. She does not suffer from scurvy or other dietary deficiencies from substandard rations and feels unusually enervated. Long-term exposure is dangerous, however. If this Charm is used on a character for more days than her Stamina, each successive day reduces her Stamina by one dot. Characters reduced to zero Stamina die. Lost Stamina returns at the rate of one point per day. Only after a character has fully recovered her Stamina can she be safely enchanted again. This Charm has no effect on Exalted or other magical beings and cannot be used except to sustain the crew and passengers of a ship.

 

Phantom Sail Technique

Cost: 6 motes

Duration: One day

Type: Reflexive

Minimum Sail: 3

Minimum Essence: 2

Prerequisite Charms: Master Sailor's Memory

With this Charm, a character channels Essence to patch the rips and tears of a damaged sail and rigging. The character concentrates and raises his hand, summoning a morass of shadows to spread over the targeted sail. For the next 24 hours, the sail behaves as if undamaged and provides appropriate propulsion. If a ship has multiple sails, the Exalt may have to use this Charm more than once. While Phantom Sail Technique can restore clinging tatters to full function, it cannot create a sail from nothing. At least some identifiable vestiges must remain.

 

Ghost Wind Prana

Cost: 10 motes

Duration: One scene

Type: Simple

Minimum Sail: 5

Minimum Essence: 2

Prerequisite Charms: Phantom Sail Technique

The Abyssal stands on deck, arms upraised and crackling with Essence as she summons a cold wind from the Underworld. This wind only exists to propel her vessel and displaces all natural breezes for that purpose, but otherwise, it does not disturb the water or the wind for other ships (though they may hear its eerie howling). Ships so enchanted move as though the wind were full in their sails, regardless of the prevailing wind's direction or the course set by the helmsman. The spectral wind has the same intensity as the winds around it, however, so ships sailing in a hurricane must still contend with the dangers of such a gale.

 

Wind-Killing Stance

Cost: 20 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Sail: 5

Minimum Essence: 3

Prerequisite Charms: Ghost on the Deck, Ghost Wind Prana

With this Charm, an Abyssal can extend a zone of stillness from him, displacing even the fiercest gales within its periphery. The Exalt stands on deck and concentrates, tracing a horizontal arc with his arms. At the conclusion of the gesture, a spherical wave of Essence flashes out from the arc to a radius of (the character's permanent Essence x 15) yards. This wave vanishes almost immediately, but its magic kills all breezes inside its boundary. This artificial stillness moves with the Exalt and lasts for one scene or until its creator dies or moves more than a yard from his original location on deck. The character can still speak and gesture normally while maintaining this Charm, however. Wind-Killing Stance cannot stop magical breezes or breezes called by magical beings unless their creator is substantially less powerful than the Abyssal (Storyteller's discretion). This Charm is primarily used to weather storms and to prevent enemy sailing vessels from escaping.

 

Hull-Hardening Technique

Cost: 1 mote per 1L of soak, plus 1 Willpower

Duration: One scene

Type: Reflexive

Minimum Sail: 5

Minimum Essence: 2

Prerequisite Charms: Ghost Wind Prana

By laying hands against a ship and willing Essence to flow through its timbers, an Abyssal with this Charm can mystically reinforce her vessel. The ship gains 1L soak per mote spent, although the deathknight cannot purchase more points of soak than his Stamina + Sail. This limit applies to all applications of the Charm in a scene. Hull-Hardening Technique does not require Willpower if used to strengthen a ship while another application the Charm remains active. Hulls regularly treated with this Charm look bleached and weathered before their time, although they retain the durability of their true age.

 

Hull-Restoring Meditation

Cost: Varies, plus 1 Willpower

Duration: Special

Type: Simple

Minimum Sail: 5

Minimum Essence: 3

Prerequisite Charms: Hull-Hardening Technique

The Abyssal extends his anima in a myriad of tendrils through the hull, caulking and patching breaches and split seams with raw Essence. Within moments, this energy calcifies into a durable material with the consistency and appearance of bleached bone. Repairing combat damage requires the Abyssal to spend motes equal to the ship's damaged or destroyed rating, as appropriate to the severity of damage. For non-combat repairs and general caulking, the Storyteller should assign an Essence cost based on the severity of damage and the ship's size.

Sealing a leaky warship requires considerably more Essence than a river yacht.

While this Charm can stave off certain destruction by sealing massive breaches, it does not remove handling penalties for water trapped in the hull. Such penalties remain until the water is pumped or bailed out normally. This Charm requires something resembling an intact hull to work. It cannot regenerate entire missing segments, let alone restore a ruined hulk. Ships repeatedly treated with this Charm look far more like floating skeletons of behemoths than vessels fashioned by human hands. This Charm cannot repair ships of First Age design. This Charm lasts for a number of hours equal to the Abyssal's Essence in Creation, but if the ship is in or enters a shadowland or the Underworld while the hull is so patched, the patches will endure so long as it does not leave that shadowland or the Underworld.

 

Unsinkable Derelict Preservation

Cost: 10 motes, 2 Willpower

Duration: One day

Type: Simple

Minimum Sail: 5

Minimum Essence: 4

Prerequisite Charms: Hull-Restoring Meditation

Although it is possible to strengthen and repair vessels with lesser Charms, an Abyssal with Unsinkable Derelict Preservation can enchant a ship to ignore damage entirely. The Exalt channels Essence through the ship's hull, temporarily sealing all breaks and gashes with translucent wisps of relic from the Underworld. Ships ensorcelled with this Charm act entirely as if whole, keeping out water and moving with their normal maneuverability and speed. Further damage is also similarly ignored for the Charm's duration. Once the Charm's protection ends, severely damaged vessels take on water and sink normally. This Charm can even restore a rotting hulk to full operation, so long as enough of the hull remains to identify the ship. Vessels that have broken asunder cannot be enchanted, as they lack the material foundation to accept relic grafts.

Ultimately, the Storyteller is the final arbiter of whether or not a ship retains enough substance to preserve. This Charm can affect First Age ships.

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