Difference between revisions of "BogModAlternateSidereals/War"

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When a General's star ascends into the constellation of the Shield they can only know success for the men they train.  This charm is a permenant enhancement to Recruit Tempering Technique.  Athletics, Awareness, relevent Craft, Integrity, Ride, Sail and Stealth are all now able to be improved.  Furthermore if a Sidereal aids in training a group of soldiers along with a non-Sidereal using training charms their training charms can improve 2 different traits simultaneously or the same trait improved by 2 dots or some combination .  A Sidereal aiding in this way can not use Recruit Tempering Technique on the same group of soldiers at the same.
 
When a General's star ascends into the constellation of the Shield they can only know success for the men they train.  This charm is a permenant enhancement to Recruit Tempering Technique.  Athletics, Awareness, relevent Craft, Integrity, Ride, Sail and Stealth are all now able to be improved.  Furthermore if a Sidereal aids in training a group of soldiers along with a non-Sidereal using training charms their training charms can improve 2 different traits simultaneously or the same trait improved by 2 dots or some combination .  A Sidereal aiding in this way can not use Recruit Tempering Technique on the same group of soldiers at the same.
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<b>Causal Weaving Method</b><br>
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<b>Cost:</b> 2m; <b>Mins:</b> Survival 1, Essence 1; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Special<br>
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<b>Prerequisite Charms:</b> None
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Thousandfold are the ways that fate can play out.  The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future.  Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along.  Using this charm the Sidereal becomes aware of a small detail relating to Mercury's perview that the Sidereal must help along.  Making sure a new fact comes to light or ensuring that a smal piece of knowledge remains undiscovered for example.  This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent.  Making sure that the village doesn't find out about the mineral wealth in the nearby hill or revealing a secret which ruins a virtuous man.  See page 52 of the MoeP: Sidereals for an example mission.
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If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll.  In combat this must be declared in Step 1 for attacking and Step 2 for defending.  In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms.  The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task.  The reroll remains stored indefinitely.
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This charm also exists as a War, Socialize, Survival and Bureaucracy charm.  A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums.  For each additional version of this charm they know a Vizier can store an extra reroll.  Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again.
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A Storyteller should not let a Sidereal churn through events constantly using this power.  Sometimes there are simply no events in the local area needing a fate push.  Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed.  This charm can not be activated in the Wyld though its reroll function can be. 
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<b>Causal Nexus Manipulation</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Survival 4, Essence 3; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Causal Weaving Method
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With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping.  This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe.
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[[BogModAlternateSidereals]]
  
 
== Comments ==
 
== Comments ==

Revision as of 05:21, 28 June 2010

War is the Shield.


Excellent Fascilitation Methods
Cost: -; Mins: War 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Many Sidereals that are blessed with the gifts of Mars have often made the claim the main wisdom of the Unconquered Sun during the Primoridal War was that he listened to the battle tactics Mars proposed. This charm is a series of smaller techniques. When a Sidereal acts in a military unit as a Hero, Relay or Sorcerer to perform a host of Miscellaneous Actions for the commander thus letting the commander devote their full attention(and dice pools) on attacks and such. Each Miscellaneous Action for mass combat on pages 164-165 can be bought for this charm. Buying this charm lets you choose one. Additional actions can be bought for 2 xp or 1 BP. In a case where the Sidereal herself is the Commander of the Army reduce the speed of any bought action by 1 to a minimum of 2.


Tiger Formation Technique
Cost: 6m, 1wp; Mins: War 4, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Any War Excellency, Excellent Fascilitation Methods

The battle formations of Mars are without weakness or gap. When in close formation ranged attacks against her unit do not gain double magnitude advantage and while in skirmish formation attacking units do not double or tripple their mangitude for close attacks. So long as the Sidereal is a special unit or the Commander of the unit she can use this charm.


Wolf Dispersion Attack
Cost: 3m; Mins: War 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerquisite Charms: Excellent Fascilitation Methods

Though loss of life is inevitable on the battlefield not everyone dies and some quickly rally around a new banner and help restore its strength. Those guided by the Vizier's minds can disperse an enemy and break the soldiers will so they will not rally around their allies. This charm can the attacks of others in her unit. If the damage of the attack would cause a loss of magnitude other units can not use a Rally action to increase their numbers from those who scattered. The Sidereal can use this charm so long as they are a special character in the unit and can supplement attacks they themselves are not making.


Tortoise Defense Arrangement
Cost: 5m; Mins: War 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Excellent Fascilitation Methods

As any Shieldbearer and they will tell you the truth of things between the Dawn Caste and the Chosen of Battles. Dawn Castes have the presence of command to hold their soldiers to them no matter the odds but ultimately their tactics need support. Yet without the commander the army fails so the Sidereal ensures their commander is always kept alive. This charm is activated in response to an attack that targets the Commander of the unit. So long as it is not a perfect effect the attack becomes a normal one targetted against the unit. The Sidereal can use this charm so long as they are not the Commander of the unit themselves.


Recruit Tempering Technique
Cost: 10m, 1wp; Mins: War 3, Essence 2; Type: Simple
Keywords: Touch, Training
Duration: One week
Prerequisite Charms: Any War Excellency

At first no one knows how to fight as a unit or even how to fight at all. Farmers and villagefolk wanting to defend their homes or patriotic volunteers from a city hoping for glory or the wild hordes found in some places all must first be trained before they fight. This charm trains a military unit and requires 5 or more hours of effort in a given week. This charm increases the Drill of the unit by one for each week of training to a maximum of 3. The character also picks one Trait to improve: Strength, Stamina, Martial Arts, Melee, or Resistance. This charm increases that Trait for each member of the unit by one, to a maximum of 3 or the Sidereal's rating in that trait, whichever is lower. The Vizier can train herself(increasing her own Traits) and the unit at the same time.


Sidereal Wisdom Expression
Cost: 1wp; Mins: War 4, Essence 2, House of Battles 2; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: Recruit Tempering Technique

Sidereal's possess a boundless wisdom beyond what even they themselves can always benifit from. By spending an additional point of Willpower when using Recruit Tempering Technique the Sidereal is no longer limited by his own rating in a trait he wishes to improve in his soldiers.


Veteren-of-Wars Training
Cost: -; Mins: War 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Recruit Tempering Technique

Even the most newly Exalted Sidereal has a soul that is a veteren of lifetimes of battles and they can share a little of that spark of experience with those they train. This charm enhances Recruit Tempering Technique so that the maximum a Trait can be raised to is 4 instead of 3. This includes Drill. At Essence 4 she may now raise the Traits to 5 instead of 4.


Legion Preperation Methods
Cost: -; Mins: War 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Recruit Tempering Technique

The well trained legion is a legion with a wide range of aptitudes. This charm is a permenant enhancement to Recruit Tempering Technique. Conviction, Dexterity, Archery, Dodge, Survival and War can now also be trained up as normal.


Bright Shield Ascendency Training Technique
Cost: -; Mins: War 5, Essence 4, House of Battles 3; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: Legion Preperation Methods, Veteren-of-Wars Training

When a General's star ascends into the constellation of the Shield they can only know success for the men they train. This charm is a permenant enhancement to Recruit Tempering Technique. Athletics, Awareness, relevent Craft, Integrity, Ride, Sail and Stealth are all now able to be improved. Furthermore if a Sidereal aids in training a group of soldiers along with a non-Sidereal using training charms their training charms can improve 2 different traits simultaneously or the same trait improved by 2 dots or some combination . A Sidereal aiding in this way can not use Recruit Tempering Technique on the same group of soldiers at the same.


Causal Weaving Method
Cost: 2m; Mins: Survival 1, Essence 1; Type: Reflexive
Keywords: None
Duration: Special
Prerequisite Charms: None

Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Mercury's perview that the Sidereal must help along. Making sure a new fact comes to light or ensuring that a smal piece of knowledge remains undiscovered for example. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Making sure that the village doesn't find out about the mineral wealth in the nearby hill or revealing a secret which ruins a virtuous man. See page 52 of the MoeP: Sidereals for an example mission.

If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely.

This charm also exists as a War, Socialize, Survival and Bureaucracy charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again.

A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. This charm can not be activated in the Wyld though its reroll function can be.


Causal Nexus Manipulation
Cost: -; Mins: Survival 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Causal Weaving Method

With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe.

BogModAlternateSidereals

Comments