@Shyft and
@EarthScorpion I take your point. But... well, there are somethings about 3e that need noting, and about my statements in general.
The first is I really didn't mean blanket immunity to the hazards of Malfeas, I meant bare bone protection against Kimbery so ship doesn't fall apart around you, ei the absolute minimum you need to Sail in Malfeas- nothing more, nothing less. Basically the Sail equivalent of 'can breath the toxic air of Malfeas'. Yes I know the toxic air is dumb, but it illustrates the point well- I'd much rather any shipwrecks happen from specific hazards such as a particularly acidic or poisonous section of Kimbery or LSD rain or 'fuck Adorjan is coming, run' then 'your in Malfeas and your ship fall apart because you didn't read the right source books'. Because meta level, if players know they need environmental charms, they will damn well buy environmental charms, and I'd rather those be to stop the actually serious threats of Malfeas.
Which sorta links into problem two- the environmental protection suite in 3rd is
problematic. More specifically, the charm that would provide the minimum coverage to your ship and crew from Kimbery requires Element-Resisting Prana and Survival 5. And is 8m, 1wp per hour. So you can't reach it with Supernal, which is a large chunk of the idea for the charm in the first place, and it will burn a Solar out long before you can get any adventuring done. It does work great for helping survive the more serious environmental hazards of Malfeas, and ties in well to the Charm suite you guys were talking about, but it can't provide the baseline competency.
The other general counter-environment charm is specifically for the Wyld (Chaos-Cutting Galley), which probably makes it a decent guideline for 'can survive in Malfeas' charm.
And as far as the 'singular thematic legendary deed' that was actually sorta what I started out going for- being able to access
any of the other realms of existence is the kind of thing myths and legends are made of, and opens up a lot of play opportunities. It also forces players to pick a focus, so it's a little easier on the ST, and lets the player nail things down more. And the bit I was really focused on was it lets you fine tune the charm to the location, for fluff and mechanics.
Ultimately, I think ES has the right of it when he said I got to focused on Malfeas- it's an aggravatingly hostile environment, to the point of inhibiting games, and the current nature of the 3rd charmset meant I had to address that in some manner if I wanted a Solar to be able to sail there at all. But designing similar charms around the Underworld and Yu-Shan would be difficult, because their less directly antagonistic locals. Even Autochthon is less directly inhospitable then Kimberly.
So at this point I'm kinda torn. I still like the design intent behind separate charms to reach each location, but I have to acknowledge that Malfeas aside, it's not really needed for the other locations. It would be simpler to do a Chaos-Cutting Galley equivalent for Malfeas that branches off the main charm for navigating between worlds, but I'm not a huge fan of Malfeas, and only Malfeas, being XP locked away while everything else is mostly accessible, investments in things like keeping storms at bay and surviving divine shore patrols aside.
So I don't know. Thoughts?