Gliders & Ride Charm Compatability

Forn Clakes

ECR Refugee
I've got a brand spanking new Solar game on the horizon, set within the Haslanti League, where the characters will start as heroic mortals and Exalt in game. Well, one of the players wishes to have his character be quite apt with the use of gliders, which I had no problems with.


Until I realized that I hadn't quite thought as far as the Exaltation, and all those shiny, shiny Charms.  


Now the fun part; Has anyone got any ideas to how I can adapt the Ride Charms so as to include gliders, or any fundamental ideas I could play with so as make glider compatible Ride Charms?


Many thanks, today and forever,


~FC.
 
I'd personally use Sail instead of Ride for a glider. Plying a craft in the wind seems to fit Sail better.


-S
 
Stillborn said:
I'd personally use Sail instead of Ride for a glider. Plying a craft in the wind seems to fit Sail better.
-S
Yeah, I see your point, just trying to go with canon, but failing miserably.


Would it actually be fitting for Solars to possess Charms that would affect a certain type of 'vessel' (for lack of a better word)?


Cheers again,


~FC.
 
What example do you have?  


Is it appropriate?  As an occasional DM I'd maybe allow it in certain situations?  A sail charm tree that deals with flying sail ships?  Cool!  Wind direction, rapid climb, etc are all great ideas.
 
OK, just a quickiereally, and regarding gliders: On page 78 of Caste Book: Night, it states that "gliders can normally fly as fast as a galloping horse."  Anyone got any ideas how fast this is, in game?


I'm still coming up with a few Charms based on Ride for gliders, so bear with me,


Cheers,


~FC.
 
"gliders can normally fly as fast as a galloping horse."  Anyone got any ideas how fast this is' date=' in game?[/quote']
Slightly slower than a PC's base movement rate.  :wink:


-S
 
Stillborn said:
"gliders can normally fly as fast as a galloping horse."  Anyone got any ideas how fast this is' date=' in game?[/quote']
Slightly slower than a PC's base movement rate.  :wink:


-S
Yeeeees, very good Still  :lol:


~FC.
 
But for a serious reply, a quick googling shows that a typical horse's top speed is about 45 mph.


-S
 
Which, if my math is correct, is about 65 yards per turn (assuming 1 turn = 3 seconds), in Exalted terms.


-S
 
Stillborn said:
That's about 70 kph for you limeys.
Hey, I still travel in mph!

Stillborn said:
Which, if my math is correct, is about 65 yards per turn (assuming 1 turn = 3 seconds), in Exalted terms.
Thanks a lot Still,  how though did you come to 65 yards/turn?  Just wondering so I can know what to adjust when it comes to Charms and such-like.


~FC. (very happy & galloping away)
 
Thanks a lot Still' date='  how though did you come to 65 yards/turn?  Just wondering so I can know what to adjust when it comes to Charms and such-like.[/quote']
I just calculated 45 mph into yards-per-turn.


-S
 
Ok, got some Charms together at last, and i've adapted a couple from the normal Ride Charms from the core rulebook.  The Charms are for Solar Exalted only, and please, i'd love to hear any and all feedback, as well as any ideas for Charms i've missed:


Spreading Wings Technique


Cost: 1 mote


Duration: Instant


Type: Reflexive


Minimum Sail: 2


Minimum Essence: 1


Prerequsite: None


With supernatural grace, and a base knowledge of gliders, a rider can speedily assemble, strap to and launch a glider in a single turn.


Fly-on-Swift-Wings


Cost: 2 motes


Duration: Instant


Type: Reflexive


Minimum Sail: 3


Minimum Essence: 2


Prerequsite: Spreading Wings Technique


While flying through the skies, a glider rider has to be continually aware of their surroundings, and be able to adapt to any change in weather.  With this Charm, the rider can use any sudden change in wind and air pressure as an advantage, gaining their Essence in bonus dice to a single Ride roll.


Light-as-a-Feather Prana


Cost: 4 motes, 1 willpower


Duration: One scene


Type: Reflexive


Minimum Sail: 4


Minimum Essence: 2


Prerequsite: Fly-on-Swift-Wings


As the rider activates this Charm, their Essence imbues the glider with the buoyancy and lightness of a feather, as it is capable of increased bursts of speed and amazing feats of manoeuvrability.  All Dexterity + Ride rolls for extreme turning and acrobatic actions, including launching from the ground, are at difficulty 1, and the glider’s movement rate is increased by (rider’s Essence x 10) yards per turn.  The glider can perform all these actions even if there is only a mild breeze in the air.


Glorious Solar Glider


Cost: 5 motes, 1 willpower


Duration: One scene


Type: Simple


Minimum Sail: 5


Minimum Essence: 3


Prerequsite: Spreading Wings Technique


The Solar’s anima expands around him and forms a glowing glider that can be used for a single trip, materializing the moment the Exalt spends the Essence and launches to the skies, and dematerialises when they next touch solid ground.  The glider gently glows for the entire trip, and anyone trying to spot the glider at night gain a +1 dice pool bonus on their Perception + Awareness checks.


Unflustered Rider Method


Cost: 3 motes


Duration: Instant


Type: Reflexive


Minimum Sail: 2


Minimum Essence: 2


Prerequsite: Spreading Wings Technique


 


After a long and arduous journey amongst the clouds and winds, a rider can become disorientated and light-legged, as gravity once again gains control of their bodies.  As an Exalt lands, they can use this Charm the moment they touch the ground, and all feelings associated with the journey, evaporate from the Solar’s mind and body, as they feel clear-headed and fresh.


Cheers,


~FC.


Edit ~ Cahnged Charm tree from Ride to Sail.
 
Ok' date=' got some Charms together at last, and i've adapted a couple from the normal Ride Charms from the core rulebook.  The Charms are for Solar Exalted only, and please, i'd love to hear any and all feedback, as well as any ideas for Charms i've missed:[/quote']
Great work, FC. Very much in the spirit of the rest of the Solar Charms and, I think, nicely balanced power-wise. But I thought you went with sail instead of ride. It does seem a bit more appropriate for the craft as ride handles living animals and sail only concerns itself with wind-driven vessels.
 
Ormseitr said:
But I thought you went with sail instead of ride. It does seem a bit more appropriate for the craft as ride handles living animals and sail only concerns itself with wind-driven vessels.
I was only keeping with canon, but it can be changed if necessary; i'll talk with my player's and see how they feel, since they'll be using the Charms.


Thanks for your response, most appreciated   :D


~FC.
 
Got another Charm:


Sensing-the-Skies Method


Cost: 3 motes, 1 willpower


Duration: One scene


Type: Reflexive


Minimum Sail: 4


Minimum Essence: 1


Prerequsite: Fly-on-Swift-Wings


Using a glider at night can be a dangerous task, especially if the rider isn’t too knowledgeable of the surroundings in which she travels.  With this Charm active, the Exalt can sense any large obstacles that would prove harmful if she were to fly too close to, or pass in to, for (100 x her Essence rating) yards.  Large obstacles would include trees, mountains, buildings, etc, but not ranged weapons or small wildlife.


Cheers,


~FC.


Edit ~ Changed Charm name from "Sensing-the-Way Method" to current title, and changed Charm tree from Ride to Sail.
 

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