Sail Charms

Notation:

Keywords:

Essence 1

Salty Dog Method

Prerequisites Sail 3, Essence 1
Permanent

Add (your Sail ÷ 2, rounded up) to your Resolve against supernatural fear effects.

Whenever you fail a roll and are rendered prone because of your failure, you immediately get up again, as if with Rise from Prone (but always successful and not requiring an action).

You always know your exact distance to any place you’ve ever been before, and you automatically succeed on any relevant rolls to navigate to such a place (using any Ability).

You never unintentionally fall overboard from a ship.

Whenever you roll Sail, reroll each 6.

Shipwreck-Surviving Stamina

Prerequisites Sail 3, Essence 1, Salty Dog Method
Permanent

You treat your Stamina as 2 higher for the purposes of deprivation (see page 232 of Exalted 3).

Fathoms-Fed Spirit

Prerequisites Sail 5, Essence 1, Salty Dog Method
Cost —; Action Reflexive1; Duration 1 day or until used2
Requirement You wake up on a ship on the water.

When you would spend Willpower to reject social influence, you may end this Charm’s effect to do so without spending Willpower.

Safe Bearing Technique

Prerequisites Sail 3, Essence 1, Salty Dog Method
Cost 4m; Action Dramatic (indefinite); Duration until the hazard has passed

You get +2n to navigate a Sail-based hazard you are unfamiliar with, or +2ns to navigate a Sail-based hazard you have previously navigated without taking hull damage and without using Charms or magic to negate hull damage.

Ship-Claiming Stance

Prerequisites Sail 3, Essence 1
Cost 5m, 1wp; Action Simple; Duration Instant
Keywords Aboard3 Requirement The ship isn’t owned by an Exalt.[^added-requirement]

You can claim the ship, permanently becoming the owner of the ship (even if someone else possesses it). Anyone else who visits the ship without your permission gets -1 to all actions while aboard. You may withdraw permission at any time.

If you have a Major or Defining positive intimacy towards a ship you’ve claimed with this Charm, once per day while aboard, you may gain 5m as a non-action. If you’ve already gained motes from a ship or a familiar this day, any gained motes past 5m are lost at the end of the round.

Ship-Sleeking Technique

Prerequisites Sail 3, Essence 1, Ship-Claiming Stance
Cost 4m; Action Simple; Duration Indefinite
Keywords Aboard3

Increase the ship’s speed by 1.

Skiff-to-Scow Method

Prerequisites Sail 4, Essence 1, Ship-Claiming Stance
Cost 5m; Action Dramatic (one hour)1; Duration Indefinite
Keywords Aboard3, Obvious-Activation3

You spend the dramatic action disguising the ship and its crew. The Charm-enhanced disguise makes the ship look like a completely different style and appearance of ship of your choice. The disguise is perfect against anyone father than three range bands from the ship. If another character comes within three range bands of the ship and has reason to regard the ship suspiciously, they can attempt to see through the disguise by rolling (Perception + Sail) or (Perception + Lore) against your (Manipulation + Sail).

Orichalcum Letters of Marque

Prerequisites Sail 5, Essence 1, Ship-Claiming Stance
Permanent

For any ship you’ve claimed with Ship-Claiming Stance, whenever a creature of darkness is aboard with your permission and has a position as a crewmember, that being doesn’t count as a creature of darkness for the purposes of all social influence, your anima effects, and your magical area effects. If you revoke your permission, such beings lose this benefit immediately.

Immortal Mariner’s Advantage

Prerequisites Sail 5, Essence 1
Cost 1m or 2m; Action Reflexive; Duration Instant
Requirement You make a Sail roll.

If you pay 1m, choose one to apply to the triggering roll: you double each 9, or you reroll each 1. If you pay 2m, do both.

Legendary Captain’s Signature

Prerequisites Sail 5, Essence 1, Immortal Mariner’s Advantage
Cost 3m; Supplements naval maneuver; Duration Instant
Keywords Pilot

For the supplemented maneuver, treat the ship’s Maneuverability as 1 if it is 0 or less, then double the ship’s Maneuverability and add +1 to the ship’s Speed.

Sea Ambush Technique

Prerequisites Sail 5, Essence 1, Legendary Captain’s Signature
Cost 2m; Supplements Concealment stratagem; Duration Instant
Keywords Pilot

Add +(ship’s speed) to the supplemented stratagem’s roll.

Deck-Sweeping Fusillade

Prerequisites Sail 5, Essence 1, Legendary Captain’s Signature
Cost 2m, 3m, or 4m; Supplements Broadside stratagem; Duration Instant
Keywords Pilot

Add +(Essence) and +(Essence)s to the supplemented stratagem’s roll.

At Essence 1–4, the Cost is 2m. At Essence 5–7, the Cost is 3m. At Essence 8+, the Cost is 4m.

Ship-Breaker Method

Prerequisites Sail 5, Essence 1, Legendary Captain’s Signature
Cost 3m; Supplements Ram stratagem; Duration Instant
Keywords Non-Transparent3, Pilot

Add +1 to the supplemented stratagem’s damage. If the stratagem is opposed by a Broadside stratagem, you automatically win the Naval Maneuver roll.

Superior Positioning Technique

Prerequisites Sail 5, Essence 1, Legendary Captain’s Signature
Cost 2m; Supplements Positioning stratagem; Duration Instant
Keywords Non-Transparent3, Pilot

For the supplemented stratagem, add a 10 to your Naval Maneuver result for each 1 in the opponent’s Naval Maneuver result. If the stratagem is opposed by a Ram stratagem, you automatically win the Naval Maneuver roll.

Essence 2

Ship-Imperiled Vigor

Prerequisites Sail 4, Essence 2, Salty Dog Method
Permanent

Whenever you are aboard a ship that has taken hull damage, add +(hull penalty) to all of your actions to protect or aid the ship or its crew, except for Naval Maneuver rolls or pursuit rolls.

Weather-Anticipating Intuition

Prerequisites Sail 4, Essence 2, Safe Bearing Technique
Cost 5m; Action Simple; Duration Instant
Keywords Non-Committed3, Touch4
Requirement You touch a body of water.

You predict the weather on your course of travel along the touched body of water for the next (Essence × 10) hours. This prediction can be wrong if the weather is changed by powerful magic, but is perfect otherwise.

Tide-Cutting Essence Infusion

Prerequisites Sail 4, Essence 2, Ship-Sleeking Technique
Cost 5m, 1wp; Action Reflexive; Duration one day
Keywords Aboard3

Add +1 to the ship’s Speed. You can’t affect a ship with this Charm and with Wave-Riding Discipline at the same time.

Wave-Riding Discipline

Prerequisites Sail 4, Essence 2, Ship-Sleeking Technique
Cost 5m, 1wp; Action Reflexive; Duration one day
Keywords Aboard3

Double the ship’s sail-derived Speed bonus, then add +1 to this bonus if in favorable currents. Reduce the ship’s Speed bonus for oarsmen (if any) to a maximum of +1. Remove any Speed bonus from being pulled by an undersea creature or mechanism.

Hull-Preserving Technique

Prerequisites Sail 5, Essence 2, Ship-Claiming Stance
Cost 5m, 1wp; Action Reflexive; Duration one turn
Keyword Aboard3

Negate all hull damage to the ship and any damage to the ship’s masts, but only for areas of the ship within (Essence × 20) feet of you. If you use this Charm on multiple subsequent turns, ignore the wp part of the Cost on each turn after the first.

Hull-Taming Transfusion

Prerequisites Sail 5, Essence 2, Hull-Preserving Technique
Cost 2m, Xhls; Action Reflexive; Duration Instant
Keywords Aboard3
Requirement The ship would be damaged.

You negate (X ÷ 3, round down) points of hull damage to the ship. X must be a multiple of 3.

Ship-Leavening Meditation

Prerequisites Sail 5, Essence 2, Hull-Preserving Technique
Cost 5m; Action Simple; Duration one scene
Keywords Aboard3

You negate the ship’s hull penalty at the time of activation. If the ship’s hull penalty increases, the ship is subject to the difference, and you must end and re-activate the Charm to negate the full new penalty.

Indomitable Voyager’s Perseverance

Prerequisites Sail 5, Essence 2, Immortal Mariner’s Advantage or Salty Dog Method
Cost 1wp; Mins; Actions Reflexive; Duration Instant
Requirement You make a Sail roll.

Reroll each non-success on the roll once. You may activate other Charms for this reroll as if it was a new roll with the total number of successes.

Ocean-Conquering Avatar

Prerequisites Sail 5, Essence 2, Indomitable Voyager’s Perseverance
Cost 1m; Action Reflexive, 1/scene; Duration one turn
Keywords Obvious[^needs-obvious]

You add +1s and apply the effect of a full Excellency to your next Sail roll within the duration.

Wind-Defying Course Technique

Prerequisites Sail 5, Essence 2, Immortal Mariner’s Advantage or Salty Dog Method
Cost 3m; Action Reflexive; Duration one hour
Keywords Aboard3

Reduce wind-based penalties to the Speed and Maneuverability of the ship by 3.

Current-Cutting Technique

Prerequisites Sail 5, Essence 2, Wind-Defying Course Technique
Cost 4m; Action Reflexive; Duration one hour
Keyword Aboard3

You may reduce penalties to the Speed of the ship by 2, and you inflict a -2 penalty on actions that would pull the ship via violent suction.

Implacable Sea Wolf Spirit

Prerequisites Sail 5, Essence 2, Legendary Captain’s Signature
Cost 4m; Action Reflexive; Duration one scene
Keywords Pilot

Reduce the Cost of your naval stratagems by 2 Momentum.

Deadly Ichneumon Assault

Prerequisites Sail 5, Essence 2, Ship Breaker Method
Cost 2m, 1wp; Action Reflexive; Duration Instant
Keywords Pilot
Requirement You succeed at a Ram stratagem.

You also apply the effects of a successful Shock and Board stratagem

Rail-Storming Fervor

Prerequisites Sail 5, Essence 2, Deadly Ichneumon Assault
Cost 5m; Supplements Join Battle roll; Duration Instant
Keywords Pilot

Add +3nd to your Join Battle roll, and to any Join Battle rolls of the crew of the ship you are piloting if those rolls are made at the same time.

Sea Serpent Flash

Prerequisites Sail 5, Essence 2, Superior Positioning Technique
Cost 5m; Supplements Positioning stratagem; Duration Instant
Keywords Pilot

You gain double any Momentum from the supplemented stratagem.

Essence 3

Perfect Reckoning Technique

Prerequisites Sail 5, Essence 3 Cost 4m; Action Reflexive; Duration Instant Keywords Aboard3
Requirement The ship must be touching a body of water.

You know the direction of the Pole of Earth and the North Star, and you learn your exact latitude, longitude, and bearing. After using this Charm, you automatically succeed on any attempts to plot an accurate course from your current position.

Ash and Storm Aegis

Prerequisites Sail 5, Survival 5, Essence 3, Hull-Preserving Technique, Element-Resisting Prana
Cost 8m, 1wp; Action Reflexive; Duration one hour
Keywords Aboard3
Requirement You must have Hardship-Surviving Mendicant Spirit active.

The ship and its crew gain the effects of Hardship-Surviving Mendicant Spirit (see page 409 of Exalted 3) and the effects of Element-Resisting Prana (see page 412 of Exalted 3), except that damage is reduced by 3 rather than (Resistance). Environmental damage can only harm the ship or a single member of the crew each round, and none of those can be affected two rounds in a row.

Tide-Carried Omens

Prerequisites Sail 5, Essence 3, Weather-Anticipating Intuition
Cost 7m; Action Simple; Duration Indefinite

You become aware of the presence of danger to yourself, ships you own, and crews of ships you own (Essence) minutes before it happens, but not the detail of that danger. You get +(Essence) to Awareness rolls to detect danger to yourself, ships you own, and crews of ships you own.

Chaos-Cutting Galley

Prerequisites Sail 5, Essence 3, Hull-Preserving Technique
Cost 10m, 1wp; Action Reflexive; Duration one day
Keywords Aboard3, Constant3, Obvious-Activation3, Unconscious3

The ship is protected from the Wyld’s shaping effects, as are the ship’s crew as long as they stay onboard.

Constant: When a ship are aboard would cross into Wyld, you always know one round in advance.

Blood and Salt Bondage

Prerequisites Sail 5, Essence 3, Hull-Taming Transfusion
Cost 10m, 1wp; Action Dramatic (one month)1; Duration Instant2

You spend the dramatic action training a ship’s crew. You and the ship’s crew each permanently gain (ship’s hull rating) additional health levels. Each affected character loses a corresponding number of extra health levels if the ship suffers hull damage, but regains those health levels when the ship is repaired. Any affected character who spends a month or more off the ship loses this benefit.

Ship-Sustaining Spirit

Prerequisites Sail 5, Essence 3, Ship-Leavening Meditation
Cost 4m; Action Reflexive; Duration Indefinite
Keywords Aboard3, Stackable
Requirement The ship would be destroyed.

You prevent the ship from being destroyed, but unless it is repaired, any additional damage or ending the Charm destroys it.

Burning Anima Sails

Prerequisites Sail 5, Essence 3, Blood and Salt Bondage, Ship-Sustaining Spirit
Cost 6m, 1wp, 3a; Action Reflexive; Duration one scene
Keywords Aboard3, Obvious3

Your iconic anima illuminates the ship’s mast and sails, and is visible for (Essence × 5) miles. If the ship’s sails are damaged or missing, this completely repairs or replaces them.

All naval stratagems attempted by creatures of darkness against the ship suffer a -(your Essence ÷ 2, rounded up) penalty on the Naval Maneuver roll. Also, any creature of darkness aboard your ship gets a -1 penalty on all actions. These are supernatural fear effects.

You may use the activation of this Charm to perfectly defend against an effect that would damage the mast of the ship.

Storm-Weathering Essence Infusion

Prerequisites Sail 5, Essence 3, Current-Cutting Technique
Cost 6m, 1wp; Action Simple; Duration one hour
Keywords Aboard3
Requirement You are aboard a ship no larger than a trireme.

Add +(Essence)s to each Sail roll for the ship to avoid damage from storm hazards (even if someone else is making the roll). (See page 387 of Exalted 3 for naval hazards.)

Invincible Admiral Method

Prerequisites Sail 5, Essence 3, Legendary Captain’s Signature
Cost 10m, 1wp; Action Simple; Duration one scene

Each round in naval combat, roll ([Charisma or Intelligence] + Sail). Your ship (if you are piloting one), and allied ships that can see the orders relayed by you or your crew, get +(roll’s successes ÷ 2, rounded up) to Naval Maneuver rolls this round.

Sea Devil Training Technique

Prerequisites Sail 5, Essence 3, Invincible Admiral Method
Cost 10m, 1wp; Action Dramatic (one month)1; Duration Instant2

You spend the dramatic action training the crew of a ship. At the end of that time, you choose one of the following benefits for the crew to gain:

Ship-Rolling Juggernaut Method

Prerequisites Sail 5, Essence 3, Implacable Sea Wolf Spirit
Cost 3m; Action Reflexive; Duration Instant
Keywords Pilot Requirement You use a naval stratagem to incapacitate an enemy ship.

You regain the Momentum spent on the triggering stratagem, and gain +(enemy captain’s Essence) Momentum.

Ship-Razing Renewal

Prerequisites Sail 5, Essence 3, Ship-Rolling Juggernaut Method
Permanent
Keywords Pilot

Whenever you incapacitate an enemy ship with a naval stratagem, roll Sail and apply a full Excellency but with a cost of 0m. For each success, you gain 1m, to a maximum of (all motes you’ve spent Sail Charms this scene). You may reduce the gained motes by 4m once to also gain 1wp.

Black Fathoms Blessed

Prequisites Sail 5, Essence 3, any ten Sail Charms
Cost 10m, 1wp; Action Simple; Duration one scene

You can speak a special language that is automatically understood by oceanic spirits, aquatic raksha, the Lintha family and members of the Niobraran League.

You can drink salt water as though it were fresh. You can’t die from being submerged in water (regardless of depth), but you can still be incapacitated by drowning.

While you are aboard a ship, add +(ship’s Speed)s to any rolls for your Movement actions, and add +(ship’s Maneuverability) to your Defense. If other effects increase the ship’s traits, you only benefit from a maximum of an extra +1 to these traits.

  1. This Charm has a different action in the source text, but has been changed here to better reflect how it’s used in play.  2 3 4

  2. This Charm has a different duration in the source text, but has been changed here to better reflect how it’s used in play.  2 3

  3. This is a new keyword added for this version of the text.  2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

  4. This Charm was missing the Touch keyword in the original text.