TheHoverpope/GeneralAndHisArmyStyle

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The General and his Army Style

In the first age, Zoran Kapec was a great general among the solars of the deliberative. He was a great man and mighty, the Daiklave of Conquest strapped to his back; however, he strove not to fight. He would say of his strategy, "If my own blade strikes down an enemy, I have not gained a victory; I have merely salvaged a loss." Many a wise general has understood that they must stand at the rear of a battle, and it is around that idea and for Kapec's use that this style was designed.

Complimentary abilities: This charm cascade requires war 2 to learn.

When battle is joined, the character who uses this charm tree is declared the General. They choose one target who is considered an ally, servant or friend; they are the Army. That target need not be a person; it could be an artifact such as a brass legionaire or a non-human such as a familiar.

For both the General and the Army, form weapons are whatever you would like, as long as it is sheathed; this typically reduces accuracy by one, and causes the weapon to do bashing damage. This form is fully compatible with armor, explicitly including shields.

Lines of Troops Cheer

Cost: 3m
Duration: Instant
Type: Supplemental
Prerequisite Charms: None
Keywords: Combo-OK
Minimum essence: 1
Minimum Martial Arts: 2
Few things inspire fear in the manner of a line of troops stretched across the horizon, a thousand thousand men cheering in unison. This charm supplements an attempt to coordinate an attack. In addition to coordinating the attack as normal, it also produces a social attack, an intimidation attempt using the General's [Charisma or Strength + Presence or Performance]

The Fervor War Brought

Cost: 3m
Duration: One Turn
Type: Reflexive
Prerequisite Charms: None
Keywords: Combo-OK
Minimum Essence: 1
Minimum martial arts: 3
The blood runs hot in battle, and the warrior disregards the things that would hinder him. For one action, the General and the Army disregard wound penalties, fatigue penalties, and mobility penalties.

Rise of the Reserves

Cost: 3m
Duration: Instant
Type: Reflexive (Step 2)
Prerequisite Charms: Lines of Troops Cheer, the Fervor War Brought
Keywords: Combo-OK
Minimum essence: 2
Minimum Martial Arts: 3
The General marshalls his army as if the cresting of the reserves over a hill, the creation of hope in a desperate situation.
The Army appears to be in many places at once, disrupting attackers. This charm may be invoked to defend against any attack made within one tick's movement range of the Army; apply an external penalty to that attack of 2. If that attack is targeting the General, instead apply a penalty of the Army's Martial Arts.

General and His Army Form =

Cost: 6m
Duration: One Scene
Type: Simple (Speed 6, DV -1)
Prerequisite Charms: Rise of the Reserves
Keywords: Obvious, Form-Type
Minimum essence: 2
Minimum Martial Arts: 4
The General and his Army are a force of pure, ordered power, their movements synchronised as the marching steps of ten thousand men, their blows striking in unison like a volley of arrows. For the duration of the charm, the General and his Army cannot fail Valor rolls, and the valor rolls of their enemies are at an increased difficulty of +1.
While the charm is active, the General gains one automatic success on war and presence rolls.

The Army Hides the General

Cost: 3m
Duration: Instant
Type: Reflexive (Step 2)
Prerequisite Charms: General and his Army Form
Keywords: Combo-OK, Counterattack, Obvious Minimum Essence: 2
Minimum Martial Arts: 4
The Army is the fist and the sword of the General, and they will raise their arms to defend him no matter the personal cost. The Army may make a counterattack against a character attacking the general in step two of combat. The results of that attack apply; wound penalties inflicted will reduce the die pool of the initial attack, and if the attacker is killed, the attack never occurs.
This counterattack may be made as long as the Army is within melee range of the General's attacker.
This charm is fully compatible with any counterattacks the General may choose to apply.

Retreating to Peril

Cost: 3m
Duration: Instant
Type: Reflexive
Prerequisite Charms: The Army Hides the General
Keywords: Combo-OK, Obvious
Minimum essence: 3
Minimum martial arts: 4
A wise general knows that retreat can be the most vital part of a strategy, whether to escape from an unwinnable battle or to lay a cunning trap. The General may activate this charm to use a move action to go directly to the side of the Army, or to allow the Army to go use a move action to go to the side of the General. This is a move action that incurs a -1 DV penalty and has a maximum range of Dexterity + Athletics x 10 yards.

The Endless Thicket of Charging Spears

Cost: 4m
Duration: Instant
Type: Supplemental
Prerequisite Charms: Retreating to Peril
Keywords: Combo-OK, Obvious
Minimum Essence: 3
Minimum Martial Arts: 5
The General plans his strategy to the point of perfection, such that it transcends the possible nature of such things. This charm supplements a coordinated attack; the difficulty of coordinating the attack is reduced by the General's essence, and the cap of successes that can be applied is increased by the Army's Valor.

Rallying the Army

Cost: 6m
Duration: Instant
Type: Simple (Speed 4, DV -1)
Prerequisite Charms: Retreating to Peril
Keywords: Obvious, Combo-OK
Minimum Essence: 3
Minimum Martial Arts: 5
The General gives of his time to his Army, and they are made mighty for it. The General takes an action exhorting his Army to greatness; on the Army's next action, they may take the General's essence in extra attacks. These attacks inflict no DV penalty and disregard rate. This does not use up the Army's action, and is fully compatible with any extra actions charms they may have; they are still able to split their action on their turn.
This is not stackable.

The Convenience of Last Resort

Cost: 10m, 2wp
Duration: One Scene
Type: Reflexive
Prerequisite Charms: The Endless Thicket of Charging Spears, Rallying the Army
Keywords: Combo-OK,Obvious, Shaping
Minimum Essence: 4
Minimum Martial Arts: 5
This charm allows two warriors to become one, although at great cost - the general is forced to involve himself personally in the conflict of his army.
The General and Army compare their Dexterity, Strength, Stamina, Martial Arts, and DVs. Both possess the highest of those values for the duration of the charm. This counts as natural, not as a bonus from charms. If the General and his Army are more than General's Essence x 10 yards apart, they lose the charm benefits, although the charm does not end.
While this charm is active, the General may apply any instant reflexive martial arts charms he possesses - including but not limited to excellencies - to the Army, as long as they meet the normal rules for that charm. This charm cannot be activated unless either the Army or the General have taken at least a health level of damage from an enemy this scene.