IsawaBrian/SolarWarCommand

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Few Fight As Many</B>
 <b>Cost: 15m, 1wp; Mins: War 5, Essence 4; Type: Simple
 Keywords: Combo-Basic, Obvious, War
 Duration: One Scene
 Prerequisite Charms:  Energetic Inspiration, Under One Banner Prana

It is hard- almost impossible- to overwhelm an army lead by the wielder of this Charm, no matter how much he is outnumbered. The might of those who follow him becomes multiplicative, not additive, and they will become an unyielding force on the battlefield, leaving none to stand in their wake. Even standing by himself, the Exalt seemingly fights as many soldiers, always where he needs to be to blunt an incoming assault, or overwhelm the lines of his opponent. For the rest of the scene, generally a battle, the Exalt adds his Essence to the Magnitude of his unit for the purposes of dice pool bonuses but not for the purposes of additional health levels.


By My Will Be Done</b>
 <b>Cost: 7m, 1wp; Mins: War 5, Essence 3; Type: Simple
 Keywords: Combo-Basic, War
 Duration: One Scene
 Prerequisite Charms: Under One Banner Prana

A mighty general need not be a mighty swordsman, if her will is great. Her legions will stream out ahead of her, and overwhelm all opposition. An Exalt who activates this Charm becomes such a master strategist, tactician, and leader that her own battle skills are irrelevant to the course of victory; instead, her strength lies in her command. As a commander in Mass Combat, or when leading at least 5 troops in normal combat, she may substitute her Charisma + War for any combat roll, including for static values like DV. The character may use relevant charms such as Dipping Swallow Defense or Seven Shadow Evasion, but all dice or success adders must be from War, such as the War Excellencies.


Gateway of Creation Mastery</b>
 <b>Cost: 15m, 2wp; Mins: War 6, Essence 6; Type: Extra Action
 Keywords: Obvious, War
 Duration: One Scene
 Prerequisite Charms: Singular Solar Field Marshal, Ideal Battle Knowledge Prana

This Charm is named not for any entrance to Creation, but instead for the much-beloved strategy game. A Solar who invokes its use sets his mind aloft, reaching out to command and control the entire battlefield from afar. He perceives each of the units and the general area around them as though he was staring down at them from afar, with fog filling in the spaces outside of an individual unit’s sight—laying out the battlefield like a giant game of Gateway. For the rest of the scene, the Solar may activate General of the All-Seeing Sun and Commanding the Celestial Army for free, and gains the ability to completely and utterly control up to (the Solar’s Essence) +1 units at the same time, at a maximum of (Essence x10) miles from the Solar. These units operate independently, and the Solar may invest his power equally through each. Effectively, each unit under the Lawgiver’s command is given a Fully Independent Action, as per Charcoal March of Spiders Form, Scroll of the Monk p.121-122.


My Soldiers at My Side</b>
 <b>Cost: 10m, 1wp; Mins: War 5, Essence 4; Type: Reflexive
 Keywords: Combo-Ok, War
 Duration: One Scene
 Prerequisite Charms: Any War Excellency, Heroism-Inspiring Presence

The sagacious Solar general need not ever be without the aid of his soldiers. This Charm may be invoked in response to an assassination attempt, duel, or any other situation (including mass effect Charms, spells, etc.) where the Solar would not gain the benefit of his unit. The Solar retains the full benefit of his unit, including combat ratings, magnitude, and so on. This does put the units at risk; the sympathetic energies the Solar draws upon will shed damage back upon the Lawgiver’s troops, just like any other Magnitude loss. If the Solar and his troops are being attacked simultaneously and the Solar activates My Soldiers at My Side, apply the damage first to the Solar (and thus, to the unit) via this Charm, then again to the unit.


Conquering Solar Mandate</b>
 <b>Cost: 15m, 1wp; Mins: War 5, Essence 5; Type: Simple (DV -2)
 Keywords: Combo-Ok, War, Obvious, Social, Compulsion
 Duration: One Scene
 Prerequisite Charms: Ideal Battle Knowledge Prana, Under One Banner Prana

With but a single word, a powerful Solar can rip command of an army away from its general, or turn a howling mob back upon a demagogue in murderous fury. The Solar concentrates upon her foe, and speaks forth-- which may be a single word or an entire speech. The Solar’s command is heard and understood by the entire target audience, and is treated as a social attack upon the leader of that unit. Instead of invoking normal Social mass combat rules, the Solar instead rolls the highest of (her War, Presence, or Performance) against the enemy commander’s MDV + 1/2 the enemy unit’s magnitude. Neither the Solar nor her target gets a bonus from their unit, whether as a social unit or military one. If the Solar succeeds, the enemy commander has one opportunity to retain control of his unit, by spending Willpower equal to the Solar’s permanent Essence.

If the enemy commander does not, or does not have sufficient Willpower to do so, the target unit is wrested from its commander’s grip and is immediately considered to have a Morale of 5 under the Solar’s command. Note that in the case of armies being lead by beloved leaders, being ordered to turn on their commander violently may constitute an unacceptable order. Calculate a Loyalty score for the Unit; the unit may attempt to disobey the Solar’s commands by spending 1 Loyalty per action. The Charm ends at the end of the scene, or when the unit has spent Loyalty equal to the Solar’s War. When the Charm ends, the unit reverts to the commander if he is still in communication, reverts to a hero in the ranks, or dissolves. (redo; costs changed)


Glorious Solar Strategem</i>
 Cost: 5m, 1wp; Mins: War 5, Essence 3; Type: Simple (Speed 5 in long ticks)
 Keywords: Combo-OK, Obvious, War
 Duration: Instant
 Prerequisite Charms: Infinite War Mastery

The Exalted greatly boosts her analytic skills, making her a master of strategy and tactics. In general, this works like an advanced version of Tactical Instinct and is compatible with it. Upon being presented with a strategic condition- playing a game of Gateway, fighting in mass combat, and so on, the Solar’s player rolls the character’s Intelligence + War. Every success so bought becomes a Strategy Die. The GM and the player should work out the nature of the strategic insight and plan.

Strategy dice can be used for two things: power and information. If they are used for power, they can be added as dice to rolls made in pursuit of the basic strategy outlined by the initial Intelligence + War roll. These dice can be donated to someone else, as long as the Solar who used the Charm can coach or plan for that individual. Strategy dice do count as dice from charms, but are limited to a maximum benefit to any individual on any one roll equal to the greater of his War or Essence, and any one person can only benefit from one application of Glorious Solar Stratagem at a time.

Strategy dice may also be used for information. In this case, each Strategy die will give information about one relative die pool of the opponent- Defense, Offense, and so on. It will not generally give information about social capabilities other than Presence unless used in a social situation.

<i>Example: Fehim uses Glorious Solar Stratagem in a fight against the Wyld Hunt. He decides to spend one strategy die to discover the lead Huntsman’s defensive die pool. Fehim learns that the target has a Dexterity of 4, a Melee of 5, a Speciality: Sword +3, and is getting +3 successes from his troops. It’s going to be a long fight.


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