WoA-SolarWar

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Existing Charm Changes

The following section details the changes that should be made to the existing Solar War Charm set. Among these changes is a reorganization of the Charm Tree structure itself.

Mob-Dispersing Rebuke

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Cost: 7m, 1wp; Mins: War 3, Essence 2; Type: Simple (Spd 5, or Spd 3 in long ticks)
Keywords: Combo-OK, Social, War
Duration: Instant
Prerequisite Charms: None

Under the judgment of the Lawgivers, the unjust can only quail. This functions as a Scatter Opponents action that adds a number of automatic successes equal to the Solar’s Essence against a single unit within (Essence x100) yards, or within two Movement Units using War of Ages.

Additionally, any unit targeted by this Charm automatically has its maximum Morale reduced by one for the rest of the scene. If the Solar’s Essence is greater than the Magnitude of the targeted unit, this becomes a two point reduction.

No given unit may be targeted with this Charm more than once a scene. At Essence 4+, the Solar may target one additional unit for every 3 additional motes he spends on the activation of this Charm, to a maximum number of units equal to his Essence.

Rout-Stemming Gesture

Cost: 4m, 1wp; Mins: War 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Mob-Dispersing Rebuke

With a gesture and benediction, the Lawgivers calms fearful minds and rallies the brave. This allows the Solar to perform a Rally Troops action as a reflexive action on a number of units equal to his Essence.

If used on individuals that are not grouped into units, the Solar may affect up to (Essence x100) scattered individuals within his rough line of sight, which the Solar can choose if he wishes. Otherwise, it affects the nearest non-enemy targets. This Charm causes targets to automatically succeed at their next Valor roll within the scene.

This Charm may also be used on those who have already failed a Valor roll, granting them an immediate re-roll of Valor. This use does not guarantee success, however.

Fury-Inciting Presence

Cost: 10m, 1wp; Mins: War 3, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mob-Dispersing Rebuke

It is the duties of the Chosen of the Sun to lead Creation against inequity and injustice, and with a call, the Lawgiver may forge even the most rag-tag mob into a fighting unit ready to do just that. The Solar rolls (Charisma + [Performance or War]). Individuals whose Dodge MDV is lower than the successes rolled and who do not resist this natural mental influence are forged into a military unit of Unordered Formation immediately.

This military unit is limited to the Solar’s Essence in Magnitude; any additional affected individuals feel the desire to assist, but are not affected by the magic of the Charm sufficiently to form a unit. The Solar also gains a number of points equal to his War + Essence to divide among the Drill, Accuracy, Damage and Defense of the military unit. None of these may be rated higher than the Solar’s (Essence –1).

At Essence 5+, the Solar may actually create multiple military units, spending 5 motes per additional unit. These units are still limited in Magnitude to the Solar’s Essence, though the Solar may elect to organize those who answer his call into multiple units of smaller Magnitude, rather than a single massive unit.

Heroism-Encouraging Presence

Cost: 8m, 1wp; Mins: War 4, Essence 3; Type: Simple (Spd 6)
Keywords: Combo-OK, Obvious, War Duration: Scene Prerequisite Charms: Rout-Stemming Gesture, Fury-Inciting Presence

The Lawgivers reassure those who follow them with the mere glory of their presence. When this Charm is invoked, it immediately heals all Morale damage inflicted on the unit, and increases the unit’s maximum Morale by the Solar’s Essence for the remainder of the scene.

At Essence 5+, any unit being directly commanded by the Lawgiver also regenerates Morale at an impossible rate. When the Solar’s DV refreshes, his player rolls the character’s Essence. Every success on that roll heals one point of Morale damage to that unit.

Commanding the Ideal Celestial Army

Cost: 3m; Mins: War 4, Essence 3; Type: Supplemental Keywords: Combo-OK, War Duration: Instant Prerequisite Charms: Infinite War Mastery

The armies of the just can hear the voices of the Lawgiver when he issues his orders. The Solar’s commands to his troops become instantaneous. A message of up to 12 words in length can be conveyed to allies and commanded units automatically within (Essence x100) yards or up to a number of Movement Units equal to the Solar’s Essence. When paired with any Charisma- or Manipulation-based War roll to affect his own units, this Charm adds a number of successes to the roll equal to the Solar’s Essence.

General of the All-Seeing Sun

Cost: 1m; Mins: War 5, Essence 4; Type: Reflexive Keywords: Combo-OK, War Duration: Instant Prerequisite Charms: Infinite War Mastery The Lawgiver knows where his allies stand beneath the light of the Sun. Activating this Charm grants the Solar the position and status of all units within (Essence x10) miles loyal to the Solar or to the cause for which the Solar is fighting. This includes solo units.

The Chosen of the Sun is given understanding of not just unit whereabouts, but of the lay of the land, as well as current status on those units, including damage inflicted, current Morale, formation and Magnitude. This information is instinctual, but the Solar may convert this information to a representational medium of some sort, such as a map.

When activated, this Charm can be used to extend the Planning Successes of a Tactical Plan by one success per dot of the Solar’s Wits. This can only be used while actually engaged and in the middle of using that Tactical Plan, representing the Charm's ability to allow a Lawgiver to modify such plans to take events of the battlefield into account.

Ideal Battle Knowledge Prana

Cost: 10m, 1wp; Mins: War 5, Essence 5; Type: Simple (Spd 6) Keywords: Combo-OK, Obvious, War Duration: One scene Prerequisite Charms: Commanding the Ideal Celestial Army, General of the All-Seeing Sun

In following the Lawgivers, others find unity and precision of purpose. All allied units within the purview of the Solar’s power instinctively know what is necessary, turning them into an eerily silent army of dangerously skilled fanatics. This Charm has the following affects on all allied units within the Solar’s Essence x10 miles:

  • The need for Signal Unit actions is eliminated entirely.
  • The Drill of all allied units is increased by +1.
  • The Might of all allied units is increased by +1 (max. 3).
  • The Solar may act as the Unit Commander for any allied unit within the area of effect for the remainder of the scene. In other words, he is no longer required to act as the commander for merely a single unit — he may make attacks with any unit that recognizes his authority within the range of this Charm’s effect, including using War Charms to augment their actions. Most such units have lieutenants to tend to their leadership while the Solar is occupied elsewhere, however.