WAR
This Purview covers all ideologically inspired battles from the smallest house-to-house raids to the most impressive land, sea and air campaigns to the largest cosmic clash between God and Titan. The ideology in question must be religious, political, geographical or cosmic for the conflict to qualify.
Innate Ability: When the Champion is down by half his health level’s he can surge for 1 action per point of essence. His surge grants him his valor in dice to his damage rolls and to hit. While in this state he ignores penalties due to pain for the duration of the power. At the end of the surge he suffers a penalty to all actions equal to the bonus he gained until he has a chance to rest.
He can only use this power when in battle and when an Intimacy or his Motivation are involved in the situation.
BLESSING OF BRAVERY
Cost: 2m
Mins: Essence 1
Type: Simple
Keywords: Emotion, Combo-Ok
Duration: Scene
Prerequisite Charms : BLESSING OF BRAVERY
Intoning a benediction over a person or group prepared to engage in battle, the Champion bolsters their courage and determination. Every character on the Champion’s side of the conflict who hears the benediction gains a point of Willpower as well as two temporary bonus dots of Valor that last until the battle ends. The Champion may amplify his voice electronically, but he must be present at the battle and give the blessing live.
BATTLE CRY
Cost: 4m
Mins: Essence 2
Type: Simple
Keywords: Emotional
Duration: Special
Prerequisite Charms : BLESSING OF BRAVERY
During a battle, be it a pitched field engagement or an alley fight between a Band of Champions and a gang of frost giants, the Champion can loose a horrible battle cry that unnerves his foes. Every fighter on the Champion’s enemies’ side who hears the unearthly shriek loses one die from all attack rolls for a number of attacks equal to the Champion’s Essence rating.
The Champion may use charms, artifacts or sorcerous means to amplify this battle cry so every enemy present can hear it, but he must be present on the battlefield himself for it to work.
He can let out this battle cry only once per combat scene, and it doesn’t affect enemies whose Essence rating is higher than his.
WARRIOR IDEAL
Cost: 6m
Mins: Essence 3
Type: Simple
Keywords:
Duration: Scene
Prerequisite Charms : BATTLE CRY
The Champion adopts some idealized warrior aspect, from howling berserker to unquestioning enlisted man to fearless officer to pitiless samurai. This attitude unnerves and intimidates any opponent who faces him in combat, inflicting a penalty equal to the Champion’s Essence on any attack roll the opponent makes. This penalty applies to any character with a lesser MDV + Essence rating who attempts to attack the Champion unless they spend three willpower to overcome the effects. Those with an equal MDV + Essence rating can spend two will power point to resist the influence and those above need only spend one willpower point. This idealized aspect lasts for a number of consecutive actions during the battle equal to the successes the Champion’s player rolled to activate it, and he can invoke it only once during any given battle.
BATTLE MAP
Cost: 8m, 1wp
Mins: Essence 4
Type: Simple
Keywords: Obvious
Duration: Scene
Prerequisite Charms : WARRIOR IDEAL
This Blessing creates for the Champion a virtual, three dimensional contour map of a battlefield, complete with terrain features and troop movements. This map can take up an area no larger than four square yards, and it can show only an area that the Champion has scouted personally or has had scouted within 24 hours. The map shows an real time overhead view of the area with a resolution equal to the Champion’s own visual acuity. It symbolically indicates the Champion’s troops and equipment, the enemy’s troops and equipment, and any uninvolved civilians (based on the Champion’s own distinction) in different colors. As those forces move through the area the map represents, the symbols move accordingly. The projection lasts for one scene.
The map grants the Champion a bonus of one automatic success per point of Essence that the Champion has beyond the normal dice cap.
MORALE FAILURE
Cost: 10m, 1wp
Mins: Essence 5
Type: Simple
Keywords:
Duration: Scene
Prerequisite Charms: BATTLE MAP
The Champion can shake an enemy’s leadership and seed an outbreak of cowardice among the men. When he makes himself visible to an opposing force’s leader, his player rolls (Manipulation + Presence) against the enemy leader’s player’s roll of (Willpower + Integrity + Essence). If the Champion’s player wins, he can effect five of the enemy’s troops for every point of essence he has with any of the previous war Blessing . Troops affected thus through their leader will not, under any circumstances, attack any force led by the Champion who used this Blessing . This reluctance lasts for one week per dot of Essence the Champion has. An opposing Champion can use Blessing of Bravery (War •) to cancel this effect, but only if he has more dots of Essence and gets more successes on the activation roll. A Champion can use Morale Failure to override an extant Blessing of Bravery effect (regardless of relative Essence ratings) if his player’s activation roll gets more successes than the lower-rated Blessing roll did.