IsawaBrian/SolarWarDiscipline

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Under One Banner Prana</i>
 Cost: 4m, 1wp; Mins: War 5, Essence 3; Type: Simple (Speed 4 in long ticks, DV-0)
 Keywords: Combo-OK, Obvious, War
 Duration: One Scene
 Prerequisite Charms: Any War Excellency, Commanding the Ideal Celestial Army

By invoking an immense phantom battle standard from his anima, the Solar can keep even the most undisciplined mob in order. While using this Charm, the Solar requires one less relay per dot of Permanent Essence in Mass Combat to keep order. If he has that many relays anyway, then add one to the Drill of his unit. While the Exalt is under the effects of Under One Banner Prana, his anima glows brightly enough to read by, as if the character had spent 8 to 10 motes of Peripheral Essence. Drill may exceed 5 with this Charm.


<i>Energetic Inspiration</i>
 Cost: 10m, 1wp; Mins: War 5, Essence 3; Type: Simple (Speed 4 in long ticks, DV-0)
 Keywords: Combo-OK, Obvious, War
 Duration: One Scene
 Prerequisite Charms: Heroism-Encouraging Presence

An inspiring general can drive soldiers beyond hunger, thirst, and sleep. With this Charm, the Exalt becomes that general, her mighty personal magnetism bringing strength back to tired muscles and fire into the stomachs of her troops. Armies under the influence of this Charm will find themselves driven beyond the limits of mortal endurance and thriving. The Solar may influence a number of units equal to her Essence, which must all be within (her personal Essence x 10) miles. Each unit gains additional Endurance equal to the Solar’s Essence, and the player gains a +1 die bonus to any rolls to avoid having the unit lose Endurance. Outside of Mass Combat, the Exalt’s troops gain a +1 die bonus to all Resistance rolls for the scene, and if currently under the negative effects of failed Resistance roll, should roll again now for the second wind granted by the Charm.


<i>Solar Formation
 Cost: 8m, 1wp; Mins: War 5, Essence 4; Type: Simple (DV –0)
 Keywords: Combo-Basic, War
 Duration: One Scene
 Prerequisite Charms: Masterful Communication Defense, General of the All-Seeing Sun

The Unconquered Sun himself taught tactics and strategy to his Chosen, and every Solar, whether Dawn or Eclipse, bears the mark of Sol Invictus’ mastery in war. Their very souls are imprinted with the perfect formation—a formation that approaches formlessness, fluid as water and as penetrating as light. When Solar Formation is active, the Solar gains a 3 mote discount on Commanding the Ideal Celestial Army, and any unit under his control counts as having the most ideal formation for whatever attack they are performing or facing. For example, if the Solar attacks one of Sesus’ Legions with his own Tiger Warriors hand-to-hand, they count as being in Close Formation for both attack and defense. If the irregulars supporting the Legions hurl javelins at the Tiger-Warriors, they will count as being in skirmish formation-- even while they are still engaged with the Legion! The Solar never suffers a penalty nor her opponents a benefit for this perfect formation, and the Solar’s unit may not become Disordered; it has a minimum Drill of 2. The unit will always have a movement multiplier of x100 when on foot.

---Formation-Wrecking Methodology</b>

 <b>Cost: 10m, 1wp; Mins: War 5, Essence 4; Type: Simple
 Keywords: Combo-Ok, War
 Duration: One Scene
 Prerequisite Charms: General of the All-Seeing Sun

To understand the forms and formations of armies is to know their vulnerability. Even the tightest phalanx may be undone by a master strategist. By invoking the Formation-Wrecking Methodology, a superior Solar strategist can break her enemies’ ranks utterly. Until the end of the scene, no unit gains formation bonuses either for defense or offense against a unit under the Solar’s direct command. The awe-inspiring effectiveness of a Formation-Wrecking Methodology may be cause for an additional morale checks by units facing the Solar.


Turning the Rout Method</i>
 Cost: --; Mins: War 4, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Rout-Stemming Gesture

Fear falls away in the glorious presence of a Solar. The radiance of one of the Unconquered Sun's Chosen can turn even those who have already fled back to their posts back in a moment. This Charm modifies its prerequisite, changing the reroll of a failed Valor roll to be automatically successful. Furthermore, Rout-Stemming Gesture can now be used to recall those who have already fled. So long as the requisite number of former troops are alive and within (the Exalt's Essence) in miles, this Charm may be used once per day per unit to heal 1 Magnitude lost to hesitation. At Essence 5, the Solar may heal unlimited Magnitude lost to hesitation, so long as the necessary troops are within range. Each healing after the first requires double cost, and can only be done every 5 long ticks


<i>Breaking the Impertinent Rabble</i>
 Cost: --; Mins: War 4, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Mob-Dispersing Rebuke

When petty rabble dare to stand against the absolute authority of a Lawgiver, Heaven decrees that they shall breaik and flee. This Charm increases the efficacy of Mob-Dispersing Rebuke. Instead of directly comparing the Solar's Essence to the unit's Magnitude, the difficulty for the rout check is (War + Essence + 1- Magnitude)/2, round up, minimum 1.


<i>Discipline of Passion</i>
 Cost: --; Mins: War 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Fury-Inciting Presence

The raw passion and drive of a Solar can not only unite a mob into a coherent unit, it can grant unity of purpose and discipline to even a legion of beggars. When using Fury-Inciting Presence, the unit formed is given a Drill equal to (the Exalt's Essence)/2, round up, unless the members would for some reason naturally have a higher Drill. The unit also begins in any formation of the Exalt's choosing that they have sufficient Drill for.


<i>Inspiration-Reaping the Harvest of Generosity</i>
 Cost: --; Mins: War 5, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Heroism-Encouraging Presence

The generosity of a Solar general is repaid in turn as the devotion of the soldiers behind her can inspire in turn even one of Heaven's champions to strive beyond their best. When leading a unit under the effects of Heroism-Encouraging Presence, the Solar may use Morale as extra Valor channels. When using Morale Valor channels, however, the Solar may only gain a number of dice equal to her Morale. At Essence 5, the Solar may use her own Valor if it is higher.


<i>Logistical Mastery Meditation</i>
 Cost: --; Mins: War 6, Essence 6; Type: Permanent
 Keywords: None
 Prerequisite Charms: Ideal Battle-Knowledge Prana

The Lawgiver's connection to his troops, instantly granting them instinctive drive to carry out the Solar will, may now be tapped to marshal all of the living essence patterns of those same troops into a unified whole. As the Solar takes righteous command, he invests the power of Solar military mastery over the armies that the Solar commands. Whenever Ideal Battle-Knowledge Prana is active, reduce the cost of any War Charm concerning Drill, Relays, or Might by (Solar's Essence) in motes, minimum 1 mote.


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