Sail

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Trait Description: Water covers more than a third of Creation. Sail allows characters to pilot ships across seas and along rivers as well as pilot flying vehicles such as Haslanti air boats or large First Age vehicles such as skyships. Sail covers everything from navigation and tying knots to the mechanics of steering and piloting ships through jagged reefs and half-hidden sandbars.

Specialties: Open Ocean, Pursuit, Flying Vehicles, Merchant Ships, Haslanti Iceships, On Rivers

Trait Effects: Someone with Sail 1 can usually sail past a breakwater during a mild storm or catch a merchant ship with a pirate corsair. Someone with Sail 3 can pilot a Haslanti air boat safely through a blizzard or evade a pursuing pirate ship. Someone with Sail 5 can navigate an uncharted reef in heavy fog or outrun a hurricane in an unfamiliar and barely functional skyship.

List of Sail Charms

Dramatic Rules for Sail

Predict Weather (Sail, Survival)

Only the Celestial Incarnae know the plan of weather to come, and even these designs may be altered by the rituals of thaumaturges, the spells of the Exalted, and the Charms of rogue spirits. Still, in the absence of such phenomena, enough patterns exist that knowledgeable characters can attempt crude weather predictions. Roll (Perception + Ability), with a difficulty of 2 in stable climates (i.e., Southern deserts are universally dry and hot) and 3–5 as appropriate to more tempestuous and unstable climes. The threshold on this roll indicates the number of days forward that the character can predict overall trends: clear skies, precipitation (light, heavy or torrential), overall temperature (freezing, cold, chilly, temperate, warm, balmy, sweltering) and similarly sweeping trends. Add one to the difficulty if the character uses Sail to make predictions on land or Survival to make predictions at sea. The base difficulty assumes the character uses the Ability best suited to the environment.