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Solar War

Heroism-Encouraging Presence (Revised)

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

The Chosen radiate the confidence and surety of the Unconquered Sun. This Charm affects a Mass Combat unit that the Solar commands or in which he is a Hero, giving that unit a +1 Leadership bonus to Might (Max 3), a -1 difficulty modifier to Hesitation and Exhaustion checks and a bonus to the unit's unit's Damage Ratings for Close and Ranged Combat equal to the Solar's Essence rating. If this Charm is used in Personal Combat, the Solar and all allies within (Essence x 100) yards add the Solar's Essence in dice to Morale and Fatigue rolls and may channel their Valor without spending a Willpower point, adding the bonus dice to both attack and damage rolls. These bonuses also apply to any Special Characters in a Mass Combat Unit.

War Charms and Personal Scale Combat

  • Commanding the Ideal Celestial Army allows the Exalt to communicate basic battlefield concepts to anyone who can see and hear him. This is equivalent to being able to pull the target aside and outline a rough plan, except that it only takes a seconds-long glance across a battlefield. The subject must be within (Essence x 100) yards in order to retrieve this information. The Solar can use this charm to Coordinate an attack reflexively.
  • Mob-Dispersing Rebuke can be used in normal combat as a Simple(Speed 3) action. Any extras within (Essence x 100) yards must make an immediate Valor roll, at a difficulty of 2 unless they vastly outnumber the Solar (and not even then, if the Solar is a Dawn Caste with his Anima activated). A failure on this roll results in the subjects exiting the battle and ceasing to be active combatants.
  • Fury Inciting Presence can be used in normal combat as a Simple(Speed 5) action. The Solar rolls (Charisma + [Performance or War]), with an external penalty equal to the MDV of the average bystander. Each success gains the Solar one temporary Follower for this battle, usually an extra. This is an example of Natural Influence and can be resisted as normal for such influence.
  • General of the All-Seeing Sun allows the Solar to get a general idea for the position and status of all his allies in an instant, and a very impressive awareness of the conditions of the battlefield, as if he'd spent several minutes casing it out prior to the Battle.

Solar Charm Cascade Errata (War)

  • Tiger Warrior Training Technique (page 198) doesn't have firm limits on how many people you can train at once, but the more students the Solar has at any one time the more time he'll have to devote to training everyone. The listed time of "five or more hours in a week" assumes a relatively small group. Performance and Bureaucracy charms are likely required for a single Solar to train more than a 500 troops or so at a time.
  • In addition to the above note, add War to the list of abilities that you can train with Tiger Warrior Training Technique (page 198), replacing it in the list of Abilities from Legendary Warrior Curriculumn (page 198) with Bureaucracy.
  • Heroism-Encouraging Presence has been rebuilt; see above.