The Comfort of the Hearth
Type Simple
Cost: 2 motes+1 more additional doubling
Minimums: Presence:3
Duration: One Scene
Prereqs: Warlord’s Convocation
Fire burns, fire consumes but it also nurtures and protects. The light and warmth of flame can be a soothing thing on a cold winter night as it chases back the cold and shadows, lending those around a sense of security. This charm borrows Hesiah’s protective aspect for his child. When invoked, the Dragonblooded glows like a warm ember and exudes a sense of peace and security. He can effect a number of Mortals equal to his essence x5 at once with this sense of protection, paying 1 additional mote to double that number. Otherwise he can effect a number of Exalts or spirits equal to essence paying the same cost to double that number. In either case, those effected have their morale boosted and spirits strengthened and gain the Dragonblooded Presence in dice to resist the effects of magically induced fear and panic, including the Dawn/Dusk Anima powers. Nonmagical routes and panic are instantly quelled. Dragonblooded generals, often use this charm when leading mortal troops into particularly terrifying regions such as Shadowlands and the edges of the Wyld to keep their troops focused and primed for battle. .
__________________
"We send Chuck Norris. He will stare at the rules until they make themselves mechanically sound. Solars will be second only in power to Chuck Norris. Because if the rules tried to match his power, they would spontaneously explode, destroying the universe." -Phoenix240
If it didn't have improbable looking women in ridiculous outfits, it wouldn't really be Exalted - ADamiani
Half the fun of Roleplaying is pretending to be Brian Blessed. The other half is obviously violence.
- not a pumpkin
The Comfort of the Hearth
Type Simple
Cost: 2 motes+1 more additional doubling
Minimums: Presence:3
Duration: One Scene
Prereqs: Warlord’s Convocation
Fire burns, fire consumes but it also nurtures and protects. The light and warmth of flame can be a soothing thing on a cold winter night as it chases back the cold and shadows, lending those around a sense of security. This charm borrows Hesiah’s protective aspect for his child. When invoked, the Dragonblooded glows like a warm ember and exudes a sense of peace and security. He can effect a number of Mortals equal to his essence x5 at once with this sense of protection, paying 1 additional mote to double that number. Otherwise he can effect a number of Exalts or spirits equal to essence paying the same cost to double that number. In either case, those effected have their morale boosted and spirits strengthened and gain the Dragonblooded Presence in dice to resist the effects of magically induced fear and panic, including the Dawn/Dusk Anima powers. Nonmagical routes and panic are instantly quelled. Dragonblooded generals, often use this charm when leading mortal troops into particularly terrifying regions such as Shadowlands and the edges of the Wyld to keep their troops focused and primed for battle. .
1) Yadda Yadda Yadda... I really don't want to read flavor text when checking charms over. Sorry Try, I don't know, maybe italizing the irrelevant bits. (Not that it's bad flavor text, I just don't want to bother with it.)
2) To be honest? That's way overpowered for a DB effect. I'm pretty sure it works better than even the Solar "Rout Stemming Gesture."
3) If you're fine with the powerlevel anyway, you might want to change text of the charm to something like
"For each dot of Permanent Essence the character has, he can affect one Essence Wielder or five Mortals. If he pays an extra mote as the Charm is activated, double his Permanent Essence while calculating this effect."
instead of
"He can effect a number of Mortals equal to his essence x5 at once with this sense of protection, paying 1 additional mote to double that number. Otherwise he can effect a number of Exalts or spirits equal to essence paying the same cost to double that number."
substitute "Essence Wielder" with whatever nomenclature you like, but use that general outline, yours is just confusing.
4) Really, it's a very powerful effect. +Presence when rolling Valor or Willpower to avoid fear, and automatically kill all non-magic fear effects? Dude! If you absolutely want that effect, I'd put it at Presence 5 and Essence 4 or 5, and probably have an additional Charm between Warlords Convocation and this one.
From the flavour text I was expecting the Charm to grant a Survival bonus to followers, enabling the Dragon-Blooded's troops to camp out in a blizzard and still get up fresh and ready for a day's march
- Claw
__________________
Britpack Minister of All Things Stealthy That Are Not Ninja. Shhhh!
Squick Points: 1 Barf Points: 5 billion (courtesy of Scoundrel)
From the flavour text I was expecting the Charm to grant a Survival bonus to followers, enabling the Dragon-Blooded's troops to camp out in a blizzard and still get up fresh and ready for a day's march
- Claw
That's funny, I was expecting it to turn the DB into a one man nursery: "This charm borrows Hesiah’s protective aspect for his child."
__________________
Peter Schaefer, RPG Corporate Stooge
Playing: D&D 4E ("Iomandra Campaign," "Look! A Temple of Elemental Evil!")
Running: D&D 4E ("Upheaval")
1 "I attack the future!" laugh point.
All right, the flavor text was bad. I wrote it in 5 minutes right into the post, OK? Cut me some slack. When I posted a few charms with no flavor text, I got raked over the coals for them being "dry and flavorless" and almost no one would comment on them.
__________________
"We send Chuck Norris. He will stare at the rules until they make themselves mechanically sound. Solars will be second only in power to Chuck Norris. Because if the rules tried to match his power, they would spontaneously explode, destroying the universe." -Phoenix240
If it didn't have improbable looking women in ridiculous outfits, it wouldn't really be Exalted - ADamiani
Half the fun of Roleplaying is pretending to be Brian Blessed. The other half is obviously violence.
- not a pumpkin
re: Rout Stemming Gesture. It does have some advantages so, how about this charm just allows all the effected targets to reroll any failed Valor checks? I still like the idea of nonmagical plain old fear and nerves being soothed automatically, but anything terrible enough to require a valor check needs a roll. Hows that sound?
__________________
"We send Chuck Norris. He will stare at the rules until they make themselves mechanically sound. Solars will be second only in power to Chuck Norris. Because if the rules tried to match his power, they would spontaneously explode, destroying the universe." -Phoenix240
If it didn't have improbable looking women in ridiculous outfits, it wouldn't really be Exalted - ADamiani
Half the fun of Roleplaying is pretending to be Brian Blessed. The other half is obviously violence.
- not a pumpkin
re: Rout Stemming Gesture. It does have some advantages so, how about this charm just allows all the effected targets to reroll any failed Valor checks? I still like the idea of nonmagical plain old fear and nerves being soothed automatically, but anything terrible enough to require a valor check needs a roll. Hows that sound?
I think "reroll Valor" is an excellent idea. It's useful without being too powerful, and it's right in DB-Schtick territory (rerolling). However, limiting it to Valor is probably not a good idea, as some effects (Solar Presence, I'm looking at YOU!) require Willpower instead of Valor. Maybe just have it reroll whatever you just rolled that caused you to panic.
I think "reroll Valor" is an excellent idea. It's useful without being too powerful, and it's right in DB-Schtick territory (rerolling). However, limiting it to Valor is probably not a good idea, as some effects (Solar Presence, I'm looking at YOU!) require Willpower instead of Valor. Maybe just have it reroll whatever you just rolled that caused you to panic.
Good idea, I was worried about making it more useful than Route Stemming Gesture again since its just allows you to reroll Valor rolls. Of course, I could just lighten up on Route Stemming Gesture... hmm...
__________________
"We send Chuck Norris. He will stare at the rules until they make themselves mechanically sound. Solars will be second only in power to Chuck Norris. Because if the rules tried to match his power, they would spontaneously explode, destroying the universe." -Phoenix240
If it didn't have improbable looking women in ridiculous outfits, it wouldn't really be Exalted - ADamiani
Half the fun of Roleplaying is pretending to be Brian Blessed. The other half is obviously violence.
- not a pumpkin
Good idea, I was worried about making it more useful than Route Stemming Gesture again since its just allows you to reroll Valor rolls. Of course, I could just lighten up on Route Stemming Gesture... hmm...
To be honest, I don't remember the exact specifics of Rout Stemming Gesture. I just remembered that it was nominated as "Worst Charm Ever" in the thread we had on that subject, and yours was hardcore, so...
I guess what I'm trying to say is this: If you're running a mixed game, don't trump Rout Stemming Gesture, because Solars should be better. If Solars with Performance aren't a part of your game, your Charm should be harder than Rout Stemming Gesture because that Charm is just bad. A Solar No-Fear effect should pretty much do what your first Charm suggested, or possibly just make your Soldiers immune to fear, period, if they're your own Tiger Warriors.