Sail, The
Captain
Once, there was a maiden…
…who set sail with a Captain she did not
know. The sea came over the side as a creature with teeth. So, she set it on
fire, until only the teeth were left. It wasn’t expecting that to happen.
She noticed the ship was crushing the
waves and told the Captain to steer the ship higher, so that it could be above
them. “But not too high,” she said. “I’d hate to crush the clouds.”
A face in the depths glared at the
Captain. The maiden got angry. She broke the face, and broke the depths, and broke
the sea, leaving only the white caps of the waves. “Why did you do that?” asked
the face.
“Rarely is travel peaceful,” the maiden
said.
Salt Into Ash Sleight
Cost: 2 motes + 2 motes per
target number reduction
Duration: One scene
Type: Simple
Minimum Sail: 2
Minimum Essence: 1
Prerequisite Charms: None
Clapping her hands, the
character surrounds an elemental or spirit of water or the sea in a fiery
yellow aura. Mercury calls that creature to journey. Its reasons to visit
another place, where important unfinished business awaits it, press
increasingly upon its mind. Simply by using the Charm, the Exalt proves and
guarantees that such business already exists in some distant place. If
necessary, the creature becomes aware of it. The creature must make a Willpower
roll not to set forth immediately. For the duration of the scene, Mercury’s
call reduces the target number for any character’s attempts to drive the
creature away, physically or socially. This benefit applies to both attack and
damage rolls.
Stone Skipping Spirit
Cost: 5 motes
Duration: One scene
Type: Simple
Minimum Sail: 2
Minimum Essence: 1
Prerequisite Charms: None
The character exhales a puff of
wind that travels beyond the world and disentangles the destiny of ship, sky
and sea. No matter how fierce the weather or the waves, the ship sails
smoothly, isolated from the world. For the duration of the scene, Sail checks
made for the character ignore environmental penalties. He sails on a placid
sea, with a good wind behind him and the favor of the local spirits, even if a
typhoon rages around his location. He still suffers penalties for any damage
the ship has taken, but it takes on no further water, and its condition does
not degenerate naturally for the remainder of the scene.
Mirror-Shattering Method
Cost: 5 motes
Duration: Five days
Type: Simple
Minimum Sail: 3
Minimum Essence: 2
Prerequisite Charms: Stone
Skipping Spirit
The character casts salt into a
puddle or body of water beneath her. Its surface breaks and dissolves into
foaming whitecaps, and the character vanishes. From her perspective, the
whitecaps rush out in all directions, and then, she stands atop a field of
white that is ― at any given moment ― water, wind-blown flower
petals or butterflies. The world around her fades away as she separates herself
from the normal processes of fate.
While this Charm remains active,
the character can travel at twice her normal pace, ignoring any obstacles. She
remains in Creation, but her presence and location are obscured. Only the
slightest shimmer in the wind marks her passing, which increases the difficulty
of Awareness checks to notice her or Survival checks to track her by 2. She
cannot sense the world around her at all. Nevertheless, when the Charm ends,
she invariably finds herself in an auspicious location. If at all possible
given the distance and general direction of her journey, she does not find
herself in immediate danger, under observation or in a precarious location when
she arrives.
The character can use this Charm
when on board a ship (or any construct suspended entirely above a body of
water) by casting salt into the water below. The entire ship and crew then
travels with her. It sails at twice its normal speed across the field of white.
An auspicious location for a ship’s arrival includes the existence of water
sufficient to keep it afloat.
As an alternative to mortal
travel, a character using this Charm can travel to Yu-Shan. This requires five
days on foot or a day on shipboard. Travel to other unusual locations, such as
Malfeas, may be possible at the Storyteller’s discretion. This always requires
five days.
Five Ordeals Odyssey
Cost: 10 motes, 1 Willpower, 1
health level
Duration: One hazard
Type: Simple
Minimum Sail: 4
Minimum Essence: 4
Prerequisite Charms: Salt into
Ash Sleight, Mirror Shattering Method
This Charm uses a prayer strip
marked with the scripture of the Maiden at Sea. The character casts it at an
adversarial force, and it hangs in the air, wreathed in dandelion-hued
lightning, until the resolution of the Charm destroys it.
The character may use this Charm
when faced with any meaningful hazard at sea: storms, thirst while becalmed,
pirates, monsters, reefs, mutiny and so forth. The character must then take
action to remove the hazard as a practical threat to her life, health and
progress. If she ensures that it cannot reasonably prevent a safe conclusion to
her journey, the Charm marks her victory by wreaking massive damage upon the
force that opposed her. It tears storms from the sky, breaks the calm in a
fierce wind, splits the pirate ship in two, consumes the monster’s corpse with
fire and so forth. It kills extras and shatters inanimate things. Defeated
characters suffer sufficient bashing damage to reduce them instantly to
Incapacitated, although fate restores their consciousness (healing them to -4)
if they face an immediate threat to life and limb before waking. In general,
the prayer strip accomplishes this devastation in the moment of its own
destruction, casting forth fire, thunder and lightning.
Each travail speeds the
character toward her destiny granting an ever-greater attunement to the Essence
flows of fate and the world. Each time the character invokes this Charm and
permits it to run its full duration, increase her effective permanent Essence
by 1, to a maximum of 8. Also, increase the effective permanent Essence of
characters working closely with her by 1, to a maximum of 6. These bonuses last
until the end of the story, but cannot be used as a basis for training or for
gaining Charms.
This Charm requires that the voyage
have a purpose ― the character cannot simply sail around in circles and
must have some reason to travel across the sea. However, the character can
freely favor sailing over other means of travel when it forms a reasonable
alternative. Characters cannot learn otherwise unavailable Charms while under
the effect of the Five Ordeals Odyssey.