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These are high Essence Solar Performance Charms. | These are high Essence Solar Performance Charms. |
Revision as of 00:35, 6 April 2010
Back toCharms/NailRatSolarPerformance/NailRat
These are high Essence Solar Performance Charms.
Solar Performance Charms by NailRat
Servant of the Sun
Cost: 15 motes, 1 willpower Duration: Instant Type: Simple Minimum Performance: 5 Minimum Essence: 4 Prerequisite Charms: Memory Reweaving Discipline Performance, Divine Performance Style
The character targets a mortal character who is not immediately hostile and, through sheer force of personality, persuades her to join his cause. The Solar makes a Manipulation + Performance roll against a difficulty of the target’s Willpower. If the Solar succeeds, the target has been persuaded to join the Solar’s cause, and will forever serve him as a loyal henchman. This is not technically mind control – the Solar has persuaded the target to join his cause by her own volition, and if she is not treated well, she will leave. The Solar may have no more henchmen at one time gained through use of this Charm than his permanent Essence score – these individuals are with the Solar because of admiration and affinity, and if the Solar doesn’t have enough force of personality to go around, he cannot keep his henchmen’s loyalty.
Resplendent Solar Army Perseverance
Cost: 12 motes, 1 willpower Duration: One Scene Type: Simple Minimum Performance: 5 Minimum Essence: 4 Prerequisite Charms: Tiger-Warrior Training Technique
The Solar instills his troops with the power of the Unconquered Sun as they battle, inspiring them to persevere – and live to see another day. All friendly troops within (Essence * 100) yards gain a bonus of 3 to their soaks.
Tide-Turning Coup-de-Grace Method
Cost: 15 motes, 2 willpower Duration: Two Scenes Type: Simple Minimum Performance: 5 Minimum Essence: 5 Prerequisite Charms: Resplendent Solar Army Perseverance, General of the All-Seeing Sun
The force of the Solar general’s will allows him to turn enemy troops in the heat of battle to his cause. The Solar rolls Manipulation + Performance, while the commander of the opposing army rolls Charisma + Presence – (Magnitude-Drill) (please note this Charm takes into account Mail and Steel rules; it is not effective against extremely small groups that are more easily-managed, only against actual military units in M&S combat. Here, Magnitude-Drill refers to the target unit’s Traits). For every success greater than the opposing commander, a unit of that rating of Magnitude comes from the opponent’s army into the Solar’s army; it is assumed to be the highest number of troops of that Magnitude range, or however many are in the army, whichever is smaller. That number of troops is added to the Solar’s force and his new Magnitude recalculated, as is the opposing unit’s. After the battle is over, the troops will obviously be confused about what they’ve done – the Solar has one scene in which to either persuade them to his cause, make a hasty retreat, or scare them off – afterwards, they will take up arms against the Solar once more. This has no effect on units with commanders who have an Essence that is higher than the Solar’s.
Comments
Servant of the Sun, as a Charm based around force of personality, definitely belongs under Presence.\\ I like a lot of the Charms you've been posting. I am surprised, however, at the hard limit of Essence 5, especially for some of the more potent Charms such as Keeping the Solar Deliberative, which feel more like they should be Essence 6+. Do you feel that all of your Charms have appropriate Essence prerequisites, or is this just to ensure that all Charms you create are available to PCs (who are rarely able to exceed Essence 5 over the course of a chronicle)? - Quendalon