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CHAPTER 2 • EXTENDED CHARM TREESDepth-Plumbing Intuition, Exalted Corebook pg. 210.This Charm is eliminated.Seeking the Earth’s Bounty Method, Savage Seas pg.115. This Charm is eliminated.Weather-Anticipating Intuition, Exalted Corebook pg.210. This Charm provides the character with instantinformation at any time a magical effect would alterthe weather in the vicinity of the character.Wind-Defying Course Technique, Exalted Corebookpg. 210. This Charm’s prerequisite is Ignore theWind’s Course Technique. Its Sail minimum is 5. ItsEssence minimum is 3. Its cost is 15 motes. It allowsthe Solar to not just ignore the direction of the wind,but actively exceed it. While this Charm is active,the Solar’s vessel’s Speed is increased by two dots,and its Maneuverability penalty is reduced by 2.Ignore the Wind’s Course Technique, Savage Seas pg.115. This Charm’s prerequisite is Salty Dog Method.Its Sail Minimum is 4.Storm-Weathering Essence Infusion, Exalted Corebookpg. 211. This Charm’s name is Ship-PreservingEssence Infusion. In addition to its listed effects,it provides the effects of Mast’s Unbreakable WillPrana and Fire’s Kiss Resistance Prana.Mast’s Unbreakable Will Prana, Savage Seas pg. 115.This Charm is eliminated.Fire’s Kiss Resistance Prana, Savage Seas pg. 115. ThisCharm is eliminated.Harden the Hull Practice, Savage Seas pg. 115. ThisCharm’s prerequisite is Ignore the Wind’s CourseTechnique. The limit on soak purchased withthis Charm is the character’s (Sail x PermanentEssence.)Hull-Preserving Technique, Exalted Corebook pg.211. This Charm’s prerequisite is Harden the HullPractice. Its cost is 6 motes, 1 Willpower. ThisCharm is a perfect defense for a ship against anyone impact that would damage it.Glorious Solar Ship, Castebook: Eclipse pg. 77.For those using the Savage Seas ship system,the summoned ship’s statistics are derived asfollows. It can carry a rig of the Solar’s choice. Itsmaneuverability penalty is equal to (5 - PermanentEssence); thus, for a Solar with Essence 3, the penaltywill be -2. Its Speed is equal to Permanent Essence.It can carry as many people as its length in feet; itrequires a minimum crew of one-tenth that number.Its soak is (2 x Permanent Essence), and its HealthLevels are equal to (4 x Permanent Essence)/(8 xPermanent Essence). The ship’s appearance maybe freely determined by the Exalt, as long as it ismade of brilliant Solar light.NEW CHARMSSWIFT JOURNEY SPIRITCost: 10 motes, 1 WillpowerDuration: One dayType: SimpleMinimum Sail: 3Minimum Essence: 2Prerequisite Charms: Salty Dog MethodUsing this Charm, a Solar can guarantee thatany sea journey will prove to be swift. The charactermay use this Charm while onboard a vessel of anytype; for the remainder of the day, that ship’s speedis multiplied one-half the character’s (PermanentEssence + 1), rounded up.FOUR WINDS FLEET APPROACHCost: 20 motes, 1 WillpowerDuration: One dayType: SimpleMinimum Sail: 5Minimum Essence: 4Prerequisite Charms: Swift Journey SpiritFor a great Solar Admiral, it is vital that hisships be able to reach anywhere in Creation swiftlyin order to take action. With this Charm, a Solarcan apply the benefit of Swift Journey Spirit to a163

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