MailAndSteelCharms

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Aside from Charms used in the actual attack-and-defense phases of Mail and Steel, here is a list of Charms that have less obvious interactions with the Mail and Steel mass combat rules.

Solar Charms

  • Commanding the Ideal Celestial Army can negate the loss of a unit's relays once per combat sequence.
  • Command Voice increases the effective Drill of a unit by 1, as the hesitation of poorly-trained soldiers is counteracted by the power of the Charm. This cannot more than double the usual Drill of a unit.
    • Alternative: can cause an enemy unit in range to hesitate until the enemy commander succeeds the opposed willpower roll and then successfully rally his unit. Attacking the hesitating unit will end the charm.
  • Fury Inciting Presence can create a small mob with Drill 0 after a scene.
  • General of the All-Seeing Sun can negate loss of a unit's relays, as well as giving the character a free Perception + Lore check to determine the state of every part of the battlefield her troops can perceive.
  • Ideal Battle Knowledge Prana has the benefits described in the Charm text, as well as negating the need for relays.
    • Additional: allows user to rally a distant unit once per turn, reflecting their own grasp of the battle and giving appropriate orders.
  • Heroism-Encouraging Presence prevents failed Valor checks and increases all combat dice pools by 1. Apply this increase to the actual dice rolled, rather than the HTH and Ranged ratings for the unit.
  • Rout-Stemming Gesture can negate the failure of a Valor check and prevent a unit from hesitating.
  • Tiger-Warrior Training Technique can increase HTH, Ranged, Drill and Valor ratings.