Difference between revisions of "GracefulCharmMethodology/SolarWar"

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(And that's the last one. *party whistle*)
 
m (Rout-Stemming Gesture: clarified to work with new rally rules)
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* Prereqs: Immortal Warlord’s Presence
 
* Prereqs: Immortal Warlord’s Presence
  
Used when their troops’ Morale has been broken, the Solar rolls Charisma+War: if they accrue as many successes as their Command merit rating, their troops return to the fray and their merit is restored next turn.
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The Solar may make a '''rally''' attempt as a reflexive action: if successful, their troops return to the fray at the beginning of the next round.
  
 
===League Of Iron Preparation===
 
===League Of Iron Preparation===

Revision as of 10:08, 22 April 2016

War

This tree uses the Crunchy Merit Methodology and Threefold Strategic Methodology rules.

General

Immortal Commander’s Presence

  • Type: Permanent
  • Mins: War 2, Essence 1

The Solar may use their own Resolve in place of their troops’ for the purposes of Morale.

Rout-Stemming Gesture

  • Cost: 3m
  • Type: Reflexive
  • Mins: War 4, Essence 1
  • Prereqs: Immortal Warlord’s Presence

The Solar may make a rally attempt as a reflexive action: if successful, their troops return to the fray at the beginning of the next round.

League Of Iron Preparation

  • Cost: 5m
  • Type: Simple
  • Duration: Indefinite
  • Keywords: Command
  • Mins: War 4, Essence 2
  • Prereqs: Immortal Warlord’s Presence

While the Solar’s troops are with them, all progress on hostile projects made against their Command merit is halted.

Tiger Warrior Training Technique

  • Type: Permanent
  • Mins: War 5, Essence 3
  • Prereqs: League Of Iron Preparation

When the Solar’s anima is at bonfire or greater, convert all of their Command merit dice to automatic successes when used against creatures of darkness. This does not affect strategy rolls made before battle begins.

Magnanimity Of The Unstoppable Icon

  • Type: Permanent
  • Keywords: Command
  • Mins: War 5, Essence 3
  • Prereqs: League Of Iron Preparation

If their opponent has a higher Command merit than the Solar when they flee battle, the Solar adds one to the rating of their own Command merit.

General Of The All-Seeing Sun

  • Cost: 10m, 1wp
  • Type: Simple
  • Keywords: Command, Once/story
  • Mins: War 5, Essence 4
  • Prereqs: Magnanimity Of The Unstoppable Icon

The Solar may use this restore a Command merit that has been depleted earlier in the story by battle or hostile projects. Civilians, animals, and elementals flock to the Solar, restoring the merit to its full value by the next dawn.

Strategist

War God Descendent

  • Cost: 2m/die
  • Type: Supplemental
  • Mins: War 1, Essence 1

The Solar may convert up to (Essence) Command merit dice into automatic successes.

Battle-Visionary’s Foresight

  • Cost: 2m
  • Type: Supplemental
  • Mins: War 4, Essence 1
  • Prereqs: War God Descendent

The Solar ignores all penalties on this strategy roll for lack of familiarity with the opposing forces or commander.

Redoubt-Raising Gesture

  • Cost: 8m, 1wp
  • Type: Reflexive
  • Keywords: Command
  • Mins: War 4, Essence 2
  • Prereqs: Battle-Visionary’s Foresight

The Solar may make a strategy roll reflexively, in response to an unexpected assault.

Ideal Battle Knowledge Prana

  • Type: Permanent
  • Mins: War 5, Essence 2
  • Prereqs: Battle-Visionary’s Foresight

When the Solar uses Battle-Visionary’s Foresight, they also know which stratagem(s) the opposing commander(s) intend to implement.

Holistic Battle Understanding

  • Type: Permanent
  • Mins: War 5, Essence 3
  • Prereqs: Ideal Battle Knowledge Prana

When the Solar uses Battle-Visionary’s Foresight, apply their successes on the strategy roll as a read intentions action against the opposing commander(s). The Solar will be able to uniquely identify anyone they have fought before by their choice of strategy, even if that person is in any form of disguise.

Rousing Backlash Assault

  • Cost: 10m, 1wp
  • Type: Simple
  • Keywords: Command
  • Mins: War 5, Essence 1
  • Prereqs: War God Descendent

The Solar makes an Charisma+War roll; if it accrues more successes than the opposing commander’s strategy roll, the opposing commander’s stratagem is removed. This may only be used if the opposing commander has a stratagem in place.

March Of The Returner

  • Type: Permanent
  • Mins: War 5, Essence 2
  • Prereqs: Rousing Backlash Assault

The Solar may choose a stratagem when using Rousing Backlash Assault: if their roll accrues enough threshold successes, they may immediately implement it. This stratagem must make sense in the context of the battlefield.

Supremacy Of The Divine Army

  • Cost: 4m
  • Type: Supplemental
  • Mins: War 4, Essence 2
  • Prereqs: War God Descendent

If this strategy roll successfully implements the Solar’s desired stratagem(s), they may immediately implement an additional stratagem with a threshold no higher than the original.

Transcendent Warlord’s Genius

  • Type: Permanent
  • Mins: War 5, Essence 3
  • Prereqs: Supremacy Of The Divine Army

When the Solar uses Supremacy Of The Divine Army, it is impossible for opponents to determine their planned stratagem with magic.

Four Glories Meditation

  • Cost: 10m, 1wp
  • Type: Supplemental
  • Mins: War 5, Essence 4
  • Prereqs: Transcendent Warlord’s Genius

The Solar does not need to choose a stratagem when making this strategy roll; instead, they may allocate their threshold successes freely between up to (Essence) different stratagems, and implement as many as they qualify for. The stratagems must make sense when used together.

Tactician

Immortal Warlord’s Tactic

  • Cost: 1m, 1wp
  • Type: Supplemental
  • Keywords: Command
  • Mins: War 2, Essence 1

With an appropriate stunt, the Solar may apply their Command merit dice to this combat action.

Impacable Dawn Assault

  • Cost: 3m
  • Type: Simple
  • Keywords: Command
  • Mins: War 4, Essence 1
  • Prereqs: Immortal Warlord’s Tactic

The Solar chooses a direction, makes a Charisma+War roll. Any opponent with an Evasion lower than the number of successes is forced a range band in that direction.

Storm-Wracked Steel Ocean

  • Cost: 3m, 1wp
  • Type: Reflexive
  • Keywords: Command
  • Mins: War 4, Essence 2
  • Prereqs: Implacable Dawn Assault

The Solar may contest a move action by their opponent, making an opposed Charisma+War vs Dexterity+Athletics roll. If the Solar succeeds, the move action has no effect.

Brave Protector’s Call

  • Cost: 6m, 1wp
  • Type: Reflexive
  • Keywords: Command
  • Mins: War 5, Essence 2
  • Prereqs: Immortal Warlord’s Tactic

The Solar rolls their Command merit dice and adds the successes to their Parry or Evasion, or that of a friendly character, against one attack.

Thousand Sunlit Blades

  • Cost: 6m, 1wp
  • Type: Simple
  • Keywords: Command
  • Mins: War 5, Essence 3
  • Prereqs: Brave Protector’s Call

The Solar makes a Charisma+War roll and distributes the successes as stackable -1 onslaught penalties amongst their opponents. No single opponent can receive more penalties this way than the Solar’s Essence.

Falling Heavens Fusillade

  • Cost: 8m, 1wp
  • Type: Simple
  • Keywords: Command, Once/scene
  • Mins: War 5, Essence 3
  • Prereqs: Brave Protector’s Call

The Solar makes a Charisma+War roll as a withering attack against all opponents. This attack has a raw damage and Overwhelming value equal to (extra successes + Solar’s Command merit dice).

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