Alright, so just binged this - great writing from
@Slamu, really sells the era and culture while being entertaining and packed with character.
I do have to ask, however, what the
fuck you players are doing to Salvadore.
You are a seaborne trader and adventurer with... no Sail Charms. You bought a goddamn
Occult Excellency - and not even a good one! - instead of
literally any Sail or Bureaucracy Charm available to you right now. I appreciate that our swarthy and acrobatic pirate prince somehow lacks any dots in Athletics with which to climb rigging, keep his balance, or swim, so Graceful Crane Stance is off the table, but in the name of Myrmidia, just look at what you've kept from him, even just in 2e!
Salty Dog Method said:
This Charm assists in naval and shipboard operations, from maintaining sea legs during a storm to guiding an invasion fleet through the reefs on a foggy night. This Charm removes up to the character's Essence in external penalties from appropriate battle, social, dramatic and military actions. This includes both penalties directly related to the naval environment, such as fog and the rolling ship.
Ignore rough seas, thick mists, darkness, hail, smoke, confusion, sorcery, and more.
Ship-Claiming Stance said:
The Essence of a ship knows its master. This Charm claims a ship. The target ship must not be owned (see p. 238) by another Essence channeler. This Charm causes the Exalt to own the ship instantly. Other characters subtract one success as an external penalty from all actions while on board until the Exalt formally welcomes them to the ship and unless he later renounces them. This is enforced by the little god of the ship, so the Exalt must welcome and renounce others in the language of the Old Realm and in earshot of the ship itself.
Hamper boarders and saboteurs and foes, open up the path to a literally invincible ship.
Perfect Reckoning Technique said:
The Lawgivers find their way through the most terrible seas. This Charm is a dramatic action to guide the ship toward its destination. The Solar must be on board and authorized to navigate. The ship travels on course at its maximum speed until something—sleep, combat or the need to focus on other matters—distracts the character and causes her to take another action. The Solar's player automatically succeeds at any valid Sail roll made for the character to find her way around known hazards to a given destination—though she must have enough information to make this a valid roll.
Sail to Lustria, Ind, or Cathay, with no problem whatsoever.
Storm-Weathering Essence Infusion said:
Solar heroes can sail into the teeth of a storm. This Charm makes sure that a ship and crew survives a storm, maze of reefs, whirlpool or other hazard. The Solar must be on board and authorized to direct the crew. The Solar and the ship's crew receive two bonus successes on every action that directly serves the survival of the ship—whether repelling a unit of aquatic Fair Folk, patching the ship's side before it sinks or taking a simplified dramatic action to bypass a less interesting hazard.
Flip the bird to Scylla and Charybdis. Note that two successes is roughly equivalent to four dice, which means this Charm takes a crew of average conditioning and professional training and makes them
world class when fighting off threats.
Sea Ambush Technique said:
The navies of the Lawgivers appear from nowhere even on the clearest day. This Charm allows the character to double successes on a Stealth action taken by a naval unit he commands, before external penalties are applied. Naval units influenced by this Charm can conceal themselves at +4 difficulty even if there are no obstacles to hide behind.
Invisible ship.
My god, you pre-bought an Essence 3 Presence Charm instead of the Charm literally made for being a Dread and/or Dashing Pirate:
Mariner's Parable Defense said:
The Solar's vessel shouts his legend into the world. This Charm may only be used aboard a ship the Solar owns. The identity of the vessel's owner becomes Obvious to all characters who perceive it. Should they be unaware of the Solar by reputation or personal association, Mariner's Parable Defense makes it clear—the Exalt is a legendary man of the sea: a hero who sinks pirates, rescues damsels in distress, puts storm gods in their place, braves hurricanes and defies the Yozis; or a peerless pirate who ransacks port towns, evades capture with a laugh, and steals comely lads or lasses with as much ease and abandon as casks of jade. Should the Solar's ship put into port while this Charm is in effect, this aura follows the character wherever he should go, up to (Essence) miles from the ship.
Common folk marvel at the Solar's heroism or cringe before his rapacity—he raises his Appearance and MDVs by three with regard to all characters struck by this aura. Additionally, fear of the Solar's prowess imposes a -1 external penalty to all attacks directed at his person or his ship. This unnatural mental influence costs two Willpower to resist for a scene.
Additionally, the Solar gains one temporary dot of Influence while this Charm is active.
Not to mention everything Bureaucracy can offer - Insightful Buyer Technique
alone would let us corner markets, and Frugal Merchant Method is Bureaucracy 1 Essence 1 and lets us beat
any trading scam. Why in the world would you buy the Second Bureaucracy Excellency (which will at most give us +2 successes for 4m) when you could grab Frugal Merchant Method and get a perfect awareness of any item's condition and quality
and +3 successes for 1m when haggling? Whyyyyyyy