So, had a charm idea, but could use some second opinions on where to put it prereques wise and effects wise. And it's for third edition (no, I don't give a damn about edition wars) but is likely broadly applicable across the board.
So, Sail charm to navigate ones way to Malfeas. Pretty straightforward application of Sails navigating to and going to far away places, but definitely not a low level effect. Builds off of Perfect Reckoning Technique as the obvious starting place, so Essence 3+ (as it probably should be anyways), along with a Malfeas version of Chaos-Cutting Galley, since you'll need to be able to sail the acid seas of Kimbery to do anything.
Now, just to be clear, I'm not really interested in a charm to 'find the hidden portal into Malfeas', because that's really more of an Occult thing, and 'I'm good enough at Sailing I can navigate across dimensions' is just very much a Solar thing. Moreover, it's stupid applicable to the Eclipse caste.
So the first question I'm grappling with is the 'should there be an Occult prereq'. Because on one hand, that is very fitting. On the other it locks out Supernal Sail, which is problematic from the stand point of 'letting players go to Malfeas' at anything but high XP games.
The other problem I'm thinking of is the enter/exit point one- which is 'pop into Malfeas, pop out elsewhere in Creation'. Which on one hand, useful effect with decent amounts of story, since you can't get away from the 10 day minimuim there and back, and no one will characterize Malfeas as safe. On the other hand, such an effect is worthy of a charm in and of itself, particularly for how it would wreck most attempts at tracking a ship and the ability to reach places otherwise inaccessible. So I'm mostly wondering how to word the limits on such a charm.
Any suggestions or help would be much appreciated!
Well, I'm just going to write this as a 2e thing because I don't know the internal balance of 3e, but we have the precedent of Hell-Walker Technique for Infernals. The Solar version should be weaker, but not linked specifically to a single realm.
Beyond-The-Horizon Adventure
Cost: 25m, 1wp;
Mins: Sail 5, Essence 3;
Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Perfect Reckoning Technique
In ancient times Sun-blessed mariners journeyed beyond Creation, the winds of alien worlds filling their sails.
The Solar may only make use of this Charm in an area which has thematic associations and history with an alien realm. For example, the site of an ancient naval battle may lead to the Underworld, or a cursed reef where demons are known to dwell might lead to Hell. Upon activating this Charm, the character engages in a dramatic action to navigate a route to another realm of existence, rolling (Intelligence + Sail). The difficulty of this action varies, with a shadowland in the day or the site of a recent demon prince's incursion being Difficulty 2, while vague rumours and ancient hints may result in a Difficulty of 5 or more. In places which geographically parallel Creation (such as the Underworld) she will appear in the nearest equivalent, while other realms will put her in the metaphysically "closest" location.
During the journey, the waters and the sky above the Solar change subtly so they can never be sure of exactly when they crossed the threshold of the worlds, save that it occurred some time in this scene. At the end of the scene, the vessel and its contents are within the destination realm. If the Solar wishes to return, they need only return by the same route - assuming that nothing has changed that would invalidate it. The black rivers of the Underworld are fairly constant, but the vicissitudes of the Wyld or the capricious nature of the Demon Realm are much less predictable. When visiting Hell, the Solar's vessel will find itself five days from the Demon City in water-fine sands of Cecelyne, an out-reaching tributary of Kimbery, or some nameless demon river. This Charm guarantees that it will be possible to complete the trip to the city walls of Malfeas, but provides no assurance of navigation within the Demon City itself.
The Solar can use this Charm to return to Creation, although this is much less predictable unless she follows her previous course. She must find a location in the alien realm which resonates with Creation, and make a roll to plot her course that way. By default she arrives in the metaphysically "closest" location in Creation. However, on purchase of this Charm, she may choose one location as her "home", which must be a place of emotional and personal importance to her. By channelling a Virtue rated at 4 or more on the activation roll she may always make her way back there. At the end of a story, she may change where her home is.
If a character uses this Charm while others are tracking her, they may find themselves following the same path without intending to unless the hunting party has Magnitude greater than the Solar's Sail rating. Each individual pursuer or the leader of a pursuing unit makes a (Perception + [Survival or Occult]) roll at difficulty 5, with success allowing that character to turn back in time to avoid making the journey. He may also call out a warning to other pursuers travelling with him, letting them benefit from his success. If he fails or chooses to proceed anyway, he finds himself arriving in the alien realm in the same location where the Solar appeared.