Sail Charms

 

Salty Dog Method

Cost: 3 motes

Duration: One day

Type: Reflexive

Minimum Sail: 2

Minimum Essence: 1

Prerequisite Charms: None

While this Charm remains in effect, it gives the character perfect sea legs. While the Charm lasts, the character will not lose his balance or footing, even on the most storm-tossed ship, though collisions and so forth may still require Dexterity + Athletics rolls. Characters using this Charm will not become seasick, even on rough seas.

 

Shipwreck-Surviving Stamina

Cost: 5 motes

Duration: One day

Type: Reflexive

Minimum Sail: 3

Minimum Essence: 1

Prerequisite Charms: Salty Dog Method

A character using this Charm can survive indefinitely in water. She will never tire from treading water and may drink seawater without ill effect. She is protected from sunburn and other exposure effects and can hold her breath for up to five minutes per point of Stamina. This Charm does nothing to ward off hostile sea life, nor does it protect a character from inclement weather.

 

Perfect Reckoning Technique

Cost: 4 motes

Duration: Instant

Type: Simple

Minimum Sail: 3

Minimum Essence: 1

Prerequisite Charms: Salty Dog Method

Through the use of this Charm, the character may learn exactly where her ship lies in relation to landmarks and locations she already knows. This knowledge allows her to pinpoint her location, but only in regard to known landmarks. The Charm does not allow the character to indirectly divine the local geography by sensing her distance from previously uncharted reefs or lost islands.

 

Weather-Anticipating Intuition

Cost: 6 motes

Duration: Instant

Type: Simple

Minimum Sail: 3

Minimum Essence: 1

Prerequisite Charms: Perfect Reckoning Technique

By placing her finger in the water, the character can instantly predict future weather for a number of days equal to the Chosen’s permanent Essence. The only thing that will cause this forecast to err is the influence of powerful magic changing the weather — this Charm will foresee even freak squalls and unexpected fogs.

 

Depth-Plumbing Intuition

Cost: 4 motes

Duration: One scene

Type: Reflexive

Minimum Sail: 4

Minimum Essence: 1

Prerequisite Charms: Perfect Reckoning Technique

By feeling the Essence flows in the world around him, the character can sense the depth of the water for (100 x his Essence rating) yards. This knowledge allows him to discern harbor channels, sense reefs and so on.

Note that awareness of a hazard doesn’t necessarily mean that the character’s ship is agile or well-handled enough to avoid the obstacle.

 

Wind-Defying Course Technique

Cost: 6 motes

Duration: One scene

Type: Simple

Minimum Sail: 3

Minimum Essence: 2

Prerequisite Charms: Salty Dog Method

A character using this Charm while aboard a ship can tack much more closely to the wind than would be normal for his ship and rigging. Ships affected by this Charm cannot sail directly into the wind, but they can sail very near to it and, in general, handle more lightly and responsively than normal. Aside from additions to maneuverability and speed, which vary from ship to ship, the pilot may add the Essence rating of the character invoking the Charm to her Dexterity + Sail for ship handling. A ship that has had multiple Exalted use this Charm on it only benefits from the character with the highest Essence score.

 

Storm-Weathering Essence Infusion

Cost: 6 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Sail: 4

Minimum Essence: 2

Prerequisite Charms: Wind-Defying Course Technique

Storms are great banes of ships, particularly the lightly built galleys that ferry cargo between the ports of the Inner Sea. Storms can snap masts and oars, capsize ships or simply smash them beneath vast swells. While under the protection of this Charm, a ship is safe from these and other weather-related disasters, so long as it has a competent helmsman — no Charm can protect a ship drifting without steerage in a gale. A character with this Charm can protect a ship of up to (20 x the character’s Essence rating) feet in length.

 

Hull-Preserving Technique

Cost: 8 motes, 1 Willpower,

1 health level

Duration: One turn

Type: Simple

Minimum Sail: 5

Minimum Essence: 3

Prerequisite Charms: Storm-Weathering Essence Infusion

Even more dangerous to a boat than a storm is a sharp impact — from the ram of a warship or from a rock or shoal. Even running aground on a sandbank can gut a ship or damage it so severely it founders. By bracing herself against the ship and channeling Essence through it at the moment of impact, the character can cause her magic to absorb the damage, leaving the ship unharmed. This effect can cause severe damage to a ramming vessel, as the preserved ship yields only as much as the impact of the ram pushes it sideways through the water. The character may have to use this Charm multiple turns in a row if the ship suffers multiple impacts. For example, if the ship fails to turn away and scrapes longways across a reef, the character may have to renew the Charm every turn the scraping continues. As with Storm-Weathering Essence Infusion, a character cannot use this Charm to protect a ship of more than (20 x the character’s Essence rating) feet in length.

 

Seeking The Earth’s Bounty Method

Cost: 6 motes

Duration: One turn

Type: Simple

Minimum Sail: 4

Minimum Essence: 2

Prerequisite Charms: Perfect Reckoning Technique

By casting his will forth upon the waters, the Chosen can uncover where the nearest safe harbor or beaching site is located and how to get there. Although the approach to the harbor will be clear of hazards and the beach there usable for small craft (even if the vessel itself cannot beach), the harbor will not necessarily be safe for the crew. There might well be monsters in the bay or surroundings, the nearby natives (if any) may be unfriendly, or other hidden dangers may exist.

 

Fire’s Kiss Resistance Prana

Cost: 6 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Sail: 4

Minimum Essence: 2

Prerequisite Charms: Wind-Defying Course Technique

Fire is rightly feared on all sea-going vessels. Even a ship with a First Age hull is filled with furnishings and supplies that will burn ― and the crew has nowhere to go. Even small fires are tolerated only because of necessity, and the galley on a ship is the most carefully designed part of most vessels. This Charm renders a vessel completely immune to the ravages of fire altogether; while it is in effect, no natural fire can start aboard the ship. Although existing fires will not be affected, neither will the spread further, confining themselves to destroying what they are actually burning at that moment; any fuel added to the fire will simply refuse to burn. Magical or elemental fires can be set normally, but they will burn for half as long and take half the effort to douse than usual. While burning, they will inflict whatever damage they normally would, however.

 

Ignore The Wind’s Course Technique

Cost: 10 motes

Duration: One scene

Type: Simple

Minimum Sail: 5

Minimum Essence: 2

Prerequisite Charms: Wind-Defying Course Technique

By dint of this Charm, an Exalted helmsman can not only tack deeper into the wind than any mortal helmsman, she may ignore its direction completely. So long as the Charm is in effect, her vessel moves as if the wind were full in its sails, no matter what direction the winds actually blow or what  course the helmsman sets. Anyone watching the Exalted’s vessel while it sails in defiance of the winds will obviously know that some sort of powerful magic is in use.

 

Mast’s Unbreakable Will Prana

Cost: 4 motes

Duration: One scene

Type: Simple

Minimum Sail: 3

Minimum Essence: 2

Prerequisite Charms: Wind-Defying Course Method

A ship’s mast is its life; without the mast, a sailing vessel is utterly subject to tide and current, and few vessels survive an attack or sudden squall that wrecks the mast. By way of this Charm, the Exalt can render the mast of a ship he is one immune to event he greatest winds or the strongest attacks. Only actions taken by Deathlords, extremely powerful elementals or spirits and the most powerful Exalted (those with a permanent Essence of 6 or greater) can hope to destroy a ship’s mast while this Charm is in effect.

 

Harden The Hull Practice

Cost: 3 motes + 2 per (Essence)L of soak

Duration: One scene

Type: Reflexive

Minimum Sail: 4

Minimum Essence: 2

Prerequisite Charms: Storm-Weathering Essence Infusion

Unseen hazards and dangers are a threat to every sailing vessel. Using this Charm, an Exalt can reinforce the hull of her vessel to resist these unforeseen problems. For every 2 motes of Essence she spends, the hull gains lethal soak equal to the Exalted’s permanent Essence. This Charm can be applied multiple times to the same vessel in a scene, but under no circumstances can the soak gained through the use of this Charm exceed the highest Stamina + Sail total of any Exalt who used this Charm on the ship during the scene.

 

Ship’s Hull Maintenance Technique

Cost: 10 motes, 2 Willpower

Duration: One day

Type: Simple

Minimum Sail: 4

Minimum Essence: 3

Prerequisite Charms: Harden the Hull Practice

Breaches, cracks and holes in the hull will send even the largest ship to a watery grave. By means of this Charm, the Exalt can stave off this doom, if not prevent it altogether. The Solar summons his Essence and lets it flow into the hull, temporarily sealing any breaks or missing portions of the hull and making it seaworthy again, for a time. While this Charm is in effect, the vessel will act in all ways as if it were whole; water will be kept out of holds, and the ship will maneuver and travel just as if undamaged (if subjected to further damage, however, the ship will continue to deteriorate, until it is incapable of floating at all). The Charm requires something resembling an intact vessel to work; it cannot replace whole missing sections of a ship, nor can it turn the skeletal remnants of a ruined hulk back into a functioning vessel on its own.

 

Golden Essence Sails

Cost: 6 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Sail: 3

Minimum Essence: 2

Prerequisite Charms: Salty Dog Method

The character using this Charm weaves sails out of pure Essence for a ship that has no sails (or badly damaged ones). The new sails are of shimmering golden cloth, as light as silk but stronger than canvas. They appear on the ship’s masts and furl or unfurl at their creator’s command. They may bear an emblem of the Chosen’s anima, if she wishes it. Golden Essence Sails have a soak value of (the Exalt’s permanent Essence score + 2) for resisting attacks against the ship’s rigging or sails, and they do not accumulate damage (they ignore any attack insufficient to damage them, just like the ship itself does).

 

Phantom Crew Charm

Cost: 8 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Sail: 5

Minimum Essence: 3

Prerequisite Charms: Golden Essence Sails

With this Charm, the Chosen calls into being phantom sailors able to crew any ship the character is aboard. The phantom crew speaks only when necessary and obeys all of its summoner’s orders. The phantom sailors will sail the ship anywhere and perform any shipboard duties, although they will not fight and should be treated as extras with relevant Abilities equal to the Exalted’s Essence. The character can summon a crew sufficient for a ship of up to (Essence x 40) feet in length.

 

Glorious Solar Ship

Cost: 15 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Sail: 5

Minimum Essence: 4

Prerequisite Charms: Phantom Crew Charm

The Exalted conjures an entire vessel from pure Essence, capable of bearing him and a maximum length of (the character’s Essence rating x 20) feet and appears ready to sail, with all of the necessary equipment on board. The Glorious Solar Ship has no crew; it is up to the Chosen to provide one, either mortal or otherwise. Other Sail Charms can be applied normally to the Glorious Solar Ship.

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