War Charms

Rout-Stemming Gesture

Cost: 4m, 1wp
Duration: Until Next Action
Type: Reflexive
Keywords: Combo-OK, Obvious, War

Those targeted by this Charm automatically succeed on all Valor rolls. If used in the instant one or more targets fails a Valor roll, this Charm permits a reroll, but it does not automatically succeed. You may target up to your [Essence] in military units, or [Essence × 100] scattered individuals. You may specify your targets as you wish, otherwise the Charm will affect the closest non-enemy targets. Individuals must be able to see or hear you. Units must be able to see or hear some sort of signal you send.

Second Edition Core 197

Commanding the Ideal Celestial Army

Cost: 3m
Duration: Instant
Type: Reflexive
Keywords: Combo-OK, War

You may convey a message of up to 12 words to one or more loyal units within [Essence × 100] yards, who are guaranteed to understand it. The message is conveyed by your voice, signal, or relays, but is effectively instantaneous. If used immediately before a hesitation or order-change roll for a targeted unit, and you give an appropriate order, that roll automatically succeeds.

Second Edition Core 197

Mob-Dispersing Rebuke

Cost: 7m, 1wp
Duration: Instant
Type: Simple (3 long ticks)
Keywords: Combo-OK, Social, War

You force an enemy unit with most members within [Essence × 100] yards to make an immediate rout check. Difficulty 1 if its Magnitude is greater than your Essence, difficulty 2 otherwise. May also be used socially to disperse crowds or gatherings.

Second Edition Core 197

Fury-Inciting Presence

Cost: 10m, 1wp
Duration: One Scene
Type: Simple (5 long ticks)
Keywords: Combo-OK, Obvious

Roll [Charisma + (Performance or War)] to persuade everyone who can hear you to join you in righteous violence. Those persuaded form an unordered military unit under your direction. The unit dissolves if abandoned for more than 15 long ticks.

Second Edition Core 197

General of the All-Seeing Sun

Cost: 1m
Duration: Instant
Type: Reflexive
Keywords: Combo-OK

You learn the position and status of all units within [Essence × 10] miles containing a commander, hero, sorcerer, or relay loyal to you or your cause. Provides strategic-level information (location and status), not tactical detail.

Second Edition Core 197

Heroism-Encouraging Presence

Cost: 8m, 1wp
Duration: One Scene
Type: Simple (6 long ticks)
Keywords: Combo-OK, Obvious, War

Your commanded unit(s) and all allies within [Essence × 5] yards need not make Valor checks. Prevents rout and reduces fatigue.

Second Edition Core 197

Tiger Warrior Training Technique

Cost: 10m, 2wp
Duration: One Week
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training

Train a military unit (or yourself) for 5+ hours per week. Increase Drill by 1 per week (max 5). Also raise one trait (Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts, or Melee) by 1 per week, max 4. You cannot raise others above your own rating.

Second Edition Core 198

Legendary Warrior Curriculum

Cost:
Duration: One Week
Type: Permanent
Keywords: Obvious

Expands Tiger Warrior Training Technique to many more traits (including Willpower). May grant 2 bonus dice or 1 automatic success to a specific activity for a week. Does not apply to Exalted.

Second Edition Core 198

Ideal Battle Knowledge Prana

Cost: 10m, 1wp
Duration: One Scene
Type: Simple (6 long ticks)
Keywords: Combo-OK, Obvious, War

You and units under your command within [Essence × 10] miles gain perfect tactical instinct. Required relays halved; Drill +1; Might +1 (max 3).

Second Edition Core 199