Difference between revisions of "Charms/AlecAustinAirCharms"

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These charms are intended as First Age Dragon-Blooded charms, created when the Dragon-Blooded were expected to fight as line soldiers and not lone heroes, reliant on the strength of the group.
 
These charms are intended as First Age Dragon-Blooded charms, created when the Dragon-Blooded were expected to fight as line soldiers and not lone heroes, reliant on the strength of the group.
  
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* back to[[Charms/AlecAustinAirCharms/AlecAustin]]'s Charms
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----<b><i>Battlefield Voice</b></i>
 
----<b><i>Battlefield Voice</b></i>

Latest revision as of 16:10, 8 June 2010

Air-Aspected Line Infantry Charms

By Alec Austin

These charms are intended as First Age Dragon-Blooded charms, created when the Dragon-Blooded were expected to fight as line soldiers and not lone heroes, reliant on the strength of the group.


Battlefield Voice</b>
<b>Cost: 1 mote per sentence\\
Duration: Instant\\
Type: Reflexive\\
Min. Linguistics: 3\\
Min. Essence: 2\\
Prereqs: None

By means of this charm, the Dragon-Blooded raises the volume of their voice so that it carries over the din of battle, allowing them to communicate orders to their troops. Everyone within (Essence x 100) yards of the character who is not completely deaf hears them clearly as they bellow whatever they choose to say at a volume beyond mortal capabilities, and if ambient noise does not prevent it (such as during a pitched battle), the character's voice may carry for miles. This charm, unlike many others from the First Age, is still known and used today, though not as often as the Linguistics charms listed in the Dragon-Blooded book.


General Staff Planning Method</b>
<b>Cost: None\\
Duration: Permanent\\
Type: Special\\
Min. Lore: 3\\
Min. Essence: 2\\
Prereqs: None

For each character with this charm involved in a decision-making session, all Lore rolls made in that session to plan out a project, be it a battle plan, the reconstruction of a spell, or what have you, are made with one additional die, to a maximum of +5 dice, which count against normal dice-adder limits. This charm has no effect if the character possessing it is working out a plan alone.

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