SolarWar/IanPrice

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Training Charms

The best soldiers are masters of their specialized tasks. These charms represent advanced curriculum materials for the students of high-essence solar generals, each teaching a different kind of elite unit.

Deadly Assassin Devotions</b>

 <b>Cost: -
 Duration: N/A
 Type: Permanent
 Min Thrown: 5
 Min Essence: 5
 Keywords: None
 Prereqs: Legendary Warrior Curriculum

This charm enhances a Solar's Tiger-Warrior Training Technique, allowing her to train units of elite assassins and raiders. None of the bonuses from this form of training may be applied to any unit with magnitude greater than 2 at once. The traits which may be trained are now as follows:

  • Strength, Dexterity 5
  • Athletics, Archery, Awareness, Martial Arts, Melee, Stealth, Thrown 5
  • Willpower 10
  • Conviction, Valor 5
  • Drill: The unit may be taught a special ability, over the course of four weeks of training, which makes the unit automatically succeed at all Drill rolls when it is not part of a larger unit or formation. That is, the class cannot be combined with any others. If members of the unit are killed or replaced, another four-week cycle must be enacted to re-train this perfect effeciency. No members of a unit may maintain perfect drill with more than one unit at a time.
  • Devoted Essence Mastery: The students may be granted any of the following per week. These benefits apply only when the whole unit is acting as a team, and not when the unit is acting as part of a larger unit or formation. In other words, no single member of the unit may benefit from this mastery of Essence. Only when acting as the unit they were trained as may this bonus function, and if a single person is trained as a solo unit, then he may not act in concert with others (even other solo operatives) and retain these benefits. This mastery of Essence may be granted multiple times, however, representing training in supernaturally effective tactics with multiple units. The levels of mastery do not stack, and are seperate from any other Essence powers which may be known by the subjects.
    • 5 motes, which are put into a pool that functions like Personal Essence but may only pay for charms learned during this training. This benefit may not be stacked more times than the Solar's Essence, and it cannot be applied to Exalted or Spirit students. Mortal or God-Blooded students may gain this benefit, though. However, Mortals and God-Blooded may not pay for charms learned through this training from their normal Essence pools.
    • Any Excellency for the abilities which may be trained to 5 through this charm. Students must obey their own dice-adder caps; Mortals and God-Blooded are treated as having a cap of their Ability, with specialties not applying.
    • Non-Solar students may be taught any one other Solar charm known by the teacher, again adhering to the list of abilities for this charm, and only if the charm has no prerequisite or only an Excellency the students know as a prerequisite. The one-charm restriction applies to an entire class, so mixed Solar/Non-Solar units will suffer from it.
    • Solar students may be taught any Solar charm the teacher knows from the above list of abilities.
    • Any students may be taught any Martial Arts styles for which they are eligible.

 

More to come later. - IanPrice

I Like the concept. although I am trouble by tha fact that their pool can get so large, limits notheless. Mortal, after all, alredy hav their awakend essenc emerits. Don't they suffice? I mean I maye be worng, but when coupeled with those merits, I think a mortal could get alrger essence pool then a DB, given a mighty solar -Azurelight

These essence pools can only be used as a unit, and it does say that in the charm. Did even before now, but since you were unclear, I'm making it more obvious. Also increased the separation of the two Essence pools. - IanPrice

Ahhh.......sorry. Then it is fine -Azurelight