IsawaBrian/SolarPresenceWar
Sublime and Obscene Gesture
Cost: 7 motes, 1 WP Duration: Special Type: Simple Minimum Presence: 4 Minimum Essence: 3 Prerequisite Charms: Majestic Radiant Presence
By the use of this Charm, the Exalt may single out an opponent she can see to fight her and her alone. To invoke the Charm, the Exalt makes a gesture in the direction of her opponent. Fueled by the power of Essence, the gesture becomes at once so offensive that the opponent, who must be able to see the gesture, is drawn irrevocably to attack the Exalt, and so sublime that all others would not dare interfere in the duel.
The opponent must make a willpower roll against the higher of his own Valor or the Presence of the Exalt. Beings with Virtue Flaws tied to Valor are automatically at +1 difficulty, regardless of which characteristic is used. If the opponent succeeds, he can force himself to back away from the character, but will be at +1 difficulty to all rolls to attack the character due to distraction for the rest of the scene. If he fails, he must fight with the Exalt until either (or both) combatants are soundly defeated.
Any individual wishing to interfere must make a willpower roll at a difficulty equal to the higher of the Exalt’s Conviction or Presence. If she succeeds, she is still at +1 difficulty due to distraction to attack either combatant. In Mail and Steel, a commander who wishes his troops to assist him must make a Charisma + Presence roll with a difficulty as above, +1, and subtract 1 from all benefits given by his troops regardless. These penalties apply to both the Exalt’s allies and the opponent’s alike.
In second edition, this Charm is Social, Compulsion, Obvious, and Combo-OK, with a Speed of 5 in long ticks. Instead of the usual mechanism, the Solar makes a single Presence-based Social Attack, with +1 success if the target has a Valor Virtue Flaw. This Social Attack is unblockable. If it is successful, the target suffers an unnatural compulsion that can be negated by spending 3 willpower. If it is not negated, the target must fight with the Exalt until either or both combatants are clearly defeated. Even if the attack fails, the target will be at +1 difficulty to all attacks against the target due to distraction.
Keep track of the Solar’s successes, and apply them as a reflexive social attack to any character who wishes to interfere with the duel; this is resisted by a unit’s commander in the case of mass combat. As above, all troop benefits to the target are reduced by 1 even if the target manages a stunted or charm-augmented defense in order to bring her troops with her to the fight. Otherwise, if the “attack” succeeds, no interference can be made. If it fails, the character wishing to interfere may do so until the Charm lapses or is re-applied, but suffers a +1 external penalty to attack either combatant due to distraction. This Charm does not distinguish between friend or foe.
Radiant Multitude Discipline
Cost: 8 motes, 1 WP Duration: One scene Type: Simple Minimum Presence: 4 Minimum Essence: 2 Prerequisite Charms: Harmonious Presence Meditation
The Exalt draws upon the links between himself and those he serves under, and loans them something of his own radiance. In an instant, his Essence permeates his troops-- all those within the Exalt’s permanent Essence times one hundred yards-- and flares gloriously into existence, held in a bright, shining display by the force of the Exalt’s will. This brilliance, which applies to the Exalt as well, is even brighter than that of an anima banner that has reached the 8 to 10 motes stage although it does not have the same sun-bleaching effects. As a result of this brilliance, it is extremely hard for enemies to target the Exalt and his troops. Any hand-to-hand attacks are at -1 success, and any ranged attacks are at -2 successes to attack the Exalt or his troops. In Mail and Steel, in addition to these benefits as applied to the commander, this will add +1 to the Defense rating of the troops. Even at night, the light is too brilliant to be used to easily target the Exalt or his troops, although it makes stealth maneuvers, night or day, functionally impossible.
In Second Edition, this Charm is Combo-OK, Obvious and War. It requires Any Presence Excellency.
Under One Banner Prana
Cost: 6 motes, 1 WP Duration: One Scene Type: Simple Minimum Presence: 5 Minimum Essence: 3 Prerequisite Charms: The Voice of Kings, Majestic Radiant Presence
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 Mail and Steel 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.
In Second Edition, this is a War Charm.
Energetic Inspiration
Cost: 10 motes, 1 WP Duration: One Scene Type: Simple Minimum Presence: 5 Minimum Essence: 3 Prerequisite Charms: Radiant Multitude Discipline
The proper inspiration can drive soldiers beyond hunger, thirst, and sleep. With this Charm, the Exalt provides that inspiration, her radiant presence 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 unit or units under the influence of this charm, which can have Magnitudes no greater than the Exalt’s Presence, gain additional Fatigue equal to her Essence, and the player gains a +1 die bonus to any rolls to avoid having the unit gain fatigue. Outside of Mail and Steel, the Exalt’s troops gain a +1 die bonus to all Endurance rolls for the scene, and if currently under the negative effects of failed Endurance roll, should roll again now for the second wind granted by the Charm.
In Second Edition, this is a War Charm.
Few Fight As Many
Cost: 15 motes, 1 WP Duration: One Scene Type: Simple Minimum Presence: 5 Minimum Essence: 4 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.
In Second Edition, this a War Charm.
By My Will Be Done
Cost: 10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Presence: 5 Minimum Essence: 3 Prerequisite Charms: Under One Banner Prana
A mighty general need not be a mighty swordsman, if his will is great. His legions will stream out ahead of him, and overwhelm all opposition. An Exalt who activates this Charm becomes such a master strategist, tactician, and leader that his own battle skills are irrelevant to the course of victory; instead, his strength lies in his command. As a commander in Mail & Steel, or when leading at least 5 troops outside of mail and steel, he may substitute his Charisma + Presence for any combat roll. This includes automatic parries such as those created by Fivefold Bulwark Stance or Dipping Swallow Defense, but not buy-a-defense Charms like Reed in the Wind. As well, this new dice pool can only benefit in dice terms from charms that affect his Charisma + Presence dice pool or automatic successes.
In Second Edition, this is a War Charm.