FrivYeti/HeroicFollowers

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Followers Charms

If You Lead Them Method</b>

<b>Cost: 1 mote per die
Type:: Supplemental
Duration: Instant
Minimum Followers: 1
Minimum Essence: 1
Prerequisites: None

With the right voice, a character can override debate and align people behind his banner. This Charm may be used with any Bureaucracy, Larceny, Performance or Presence roll to lead people, take control of a social situation, or otherwise assert authority. The character may add up to her Followers + Essence in dice to the roll.

They Will Follow Technique</b>

<b>Cost: 3 motes per die, 1 Willpower
Type:: Supplemental
Duration: Instant
Minimum Followers: 3
Minimum Essence: 1
Prerequisites: If You Lead Them Technique

An organization is only as skilled as its weakest link. By taking direct charge of an operation, the character may use his expertise and his followers' numbers. The character may add up to his Followers in dice to all die pools that rely on the full organization's operations (this includes skills that normally modify the leader's rolls). The modified die pool may not exceed the base die pool of the leader.

Soverign's Decree</b>

<b>Cost: 5 motes
Type:: Simple
Duration: Instant
Minimum Followers: 3
Minimum Essence: 2
Prerequisites: If You Lead Them Method

A single comment can bring about a revolution. With this Charm, the character speaks a single sentance, and everyone who overhears him must immediately make a Willpower roll at a difficulty of the character's Essence. If the roll fails, they must spend their next action fulfilling the command to the best of their ability. The character may not give an order which is obviously suicidal.

You're The Man Now Designs</b>

<b>Cost: 8 motes
Type:: Reflexive
Duration: One Scene
Minimum Followers: 5
Minimum Essence: 2
Prerequisites: Soverign's Decree

With a simple gesture, the character takes charge of confusion, demonstrating his mastery of any group. The character may activate this Charm at any time; everyone present who is not actively hostile to the character must roll their Conviction at +1 difficulty or obey the character for the rest of the scene. If there is already someone present leading the situation, the character and the current leader make opposed Charisma + Essence rolls; the Charm takes hold if the character succeeds, otherwise it fails.

Naming The Bailiff Technique</b>

<b>Cost: Variable
Type:: Simple
Duration: Indefinite
Minimum Followers: 4
Minimum Essence: 3
Prerequisites: Soverign's Decree

A character's chosen lieutenants are as important to a situation as the character herself. With this Charm, the character gives some of her powers to someone and departs. The character may increase any Attribute or Ability of the target, up to those of the character. Each dot of Attribute granted costs 4 motes, while each dot of Ability granted costs 2 motes. In addition, the character must spend 1 Willpower if more than 6 motes are spent. As long as the motes are committed, and the character does not enter the presence of the target, the target's Attributes and Abilities are increased. These increases may not be used as prerequisites for Charms or other supernatural abilities.

Loyalty-Measuring Glance</b>

<b>Cost: 2 motes
Type:: Reflexive
Duration: Instant
Minimum Followers: 2
Minimum Essence: 1
Prerequisites: If You Lead Them Technique

With a single look, some can understand whether someone will follow them into hell, or is merely aping loyalty. Upon activating this Charm, the character chooses a single target. If the target is not actively concealing his emotions, the character learns how loyal the target is to his leaders, what his Conviction score is, any Conviction specialties or vices that affect his ability to stay loyal to the character, what his Temperance score is, and any Temperance specialties or vices that affect his trustworthiness. If the target is actively concealing his intentions, the Storyteller should secretly roll the character's Perception + Followers against the target's Manipulation + Socialize. If the character wins, divulge one piece of information per success, in the following order: loyalty, Conviction, Temperance, Conviction vices/specialties, Temperance vices/specialties. If the target wins, one such piece of information is given falsely, in the same order.

Behaviour Modification Therapy</b>

<b>Cost: 5 motes, 1 Willpower
Type:: Simple
Duration: One Week
Minimum Followers: 4
Minimum Essence: 2
Prerequisites: Loyalty-Measuring Glance, Soverign's Decree

Sometimes, it is not enough to lead. A target must be forced to behave. The character chooses a single target, and creates a Virtue Specialty or Vice for them. Roll Manipulation + Followers against the target's Willpower; for each success, the character may add or subtract one die from all rolls for a specific Virtue in a specific situation made by the character (for example, Conviction (Loyalty) rolls or Valor (The Undead) rolls). The character may split successes between Virtues and Specialties or Vices. No more than the character's Essence in dice may be applied to a give Specialty or Vice, nor may the Specialty or Vice take the Virtue below 0 or above 6.

Dictum-Imposing Pronouncement</b>

<b>Cost: 10 motes, 1 Willpower, maybe 1 experience
Type:: Supplemental
Duration: Essence Weeks, or Permanent
Minimum Followers: 5
Minimum Essence: 3
Prerequisites: Behaviour Modification Therapy, You're The Man Now Designs

With a thunderous voice, the character forces a particular task on a target, or bans them from ever doing something. The character names the task that the character must accomplish, the action they must avoid, or the action they must observe. It must be physically possible, it cannot be suicidal, and if a task that must be observed it cannot be something cripplingly difficult (this is up to the individual Storyteller to decide). For the duration of the Charm, the subject must follow the imposed rules. To break the rules requires the target to spend a point of Willpower and roll Willpower at a difficulty of the character's Essence; success allows them to resist passively for a scene, or actively for a turn. This Charm normally lasts for a number of weeks equal to the character's Essence score; only 1 mote is committed for this duration. The character may choose to spend a point of experience to instead make the Charm's effects permanent. In this case, no Essence is committed, although it is spent normally.

Masterful Training Techniques</b>

<b>Cost: 8 motes, 1 Willpower
Type:: Simple
Duration: One Week
Minimum Followers: 5
Minimum Essence: 3
Prerequisites: They Will Follow Technique, Naming The Bailiff Technique

With skill, the character may train anyone in any methods. The character chooses a number of people up to his Essence x25, and spends a week training them in a specific Ability. At the end of the week, everyone with a score in that Ability lower that that of the character raises their Ability by one. Player characters must spend experience as normal, but forgo training times.

Comments

I'm gonna have to go out here on a limb and say that no one should be able to tell the First and Forsaken Lion "never attack Creation" and have it stick for 10m, 1WP and 1xp. Dictum-Imposing Pronouncement needs some additional limitation. - Hapushet