War Charms
Excellency
Tactics Mean Everything
Cost: 1m/die; Mins: War 1, Essence 1
Type: Supplemental (Any roll); Duration: Instant
Keywords: Balanced, Earth, Excellency
Prerequisite Charms: None
Know yourself and you will win all battles.
Add 1 die per 1m spent. Get disappearing 6s.
Excellence of the Dutiful General
Cost: 5m; Mins: War 2, Essence 1
Type: Supplemental (Strategic Maneuver); Duration: Instant
Keywords: Earth
Prerequisite Charms: None
Opportunities multiply as they are seized.
Convert up to (Essence) situational bonus dice into non-Charm successes.
Tireless Footfalls Cadence
Cost: 3m; Mins: War 3, Essence 1
Type: Supplemental (Strategic Maneuver); Duration: Instant
Keywords: Balanced, Earth
Prerequisite Charms: Excellence of the Dutiful General
Treat your soldiers as you would treat your own beloved daughters, and they will follow you to the deepest valley.
Ignore fatigue or terrain penalties. If you beat the opposing general, all allied battle groups ignore fatigue penalties for the duration of the conflict.
Roaring Dragon Officer
Cost: 3m; Mins: War 2, Essence 1
Type: Reflexive; Duration: One turn
Keywords: Balanced, Earth, Perilous
Prerequisite Charms: None
Make much use of signal-fires and drums.
Flurry a command action with any other action, but not an attack.
EARTH AURA – The penalty for both actions is reduced to -1, and you don’t take a Defense penalty.
Blazing Courageous Swordsman Inspiration
Cost: 2m; Mins: War 3, Essence 1
Type: Supplemental (Appearance or Charisma Command); Duration: Instant
Keywords: Balanced, Fire
Prerequisite Charms: Roaring Dragon Officer
I would inspire my soldiers with a unity of purpose.
Roll an additional die for every 10 you roll.
FIRE AURA – Also add those bonus dice to your battle group’s next roll to prevent being routed.
Essence 2
Army-to-Mob Assault
Cost: 3m, 2i; Mins: War 3, Essence 2
Type: Reflexive; Duration: Instant
Keywords: Perilous, Water, Withering-only
Prerequisite Charms: Blazing Courageous Swordsman Inspiration
Await the appearance of disorder and hubbub amongst the enemy – this is the art of retaining self-composure.
Use this Charm when a battle group you command attacks a battle group under an enemy’s command.
Convert (Manipulation) of your command action bonus dice directly into successes. If your attack fully empties your opponent’s Magnitude track, their roll to resist routing is +1 difficulty.
Choking Weeds Tactic
Cost: 1m, 1wp; Mins: War 4, Essence 2
Type: Supplemental (Strategic Maneuver); Duration: Instant
Keywords: Wood
Prerequisite Charms: Army-to-Mob Assault
We may take it then that an army without its baggage train is lost; without provisions it is lost; without bases of supply it is lost.
The opposing general’s threshold is increased by 1.
If you successfully enact your stratagem, the enemy battle group suffers -3 to Join Battle.
Changing Winds Cunning
Cost: 3m; Mins: War 4, Essence 2
Type: Supplemental (Strategic Maneuver); Duration: Instant
Keywords: Air, Balanced
Prerequisite Charms: Tireless Footfalls Cadence
As water retains no constant shape, and storms no single path, so in warfare there are no constant conditions.
Reroll (Essence) failed dice that didn’t come up as a 1.
Swift Rain, Fierce Storm
Cost: 3m/battlegroup, 1wp; Mins: War 3, Essence 2
Type: Simple; Duration: One scene
Keywords: Air/Water
Prerequisite Charms: Tireless Footfalls Cadence
We shall fight in the shade.
Enhance any number of allied battlegroups for 3m/battle group. They get an automatic success on their movement rolls, an automatic success on ranged attack rolls made from medium distance or further, and they get +1 Evasion against incoming attacks.
If the enhanced battlegroup has elite drill, their elite drill grants +3 non-Charm bonus dice to rally, move, or order ranged attacks from medium range or further.
If you are fighting under a stratagem you have successfully enacted in strategic combat, you can use this Charm reflexively instead of as Simple.
Tiger-and-Dragon Combination
Cost: 7m, 1wp; Mins: War 3, Essence 2
Type: Simple; Duration: Instant
Keywords: Balanced, Decisive-only, Restriction (1/day)
Prerequisite Charms: Any combination of five Archery, Brawl, Martial Arts, Melee, Thrown, or War Charms
You and your partner move in perfect synchronicity. With blinding speed and terrifying prowess, you and your ally strike a blow from the depths of the Earth.
When you purchase this Charm, you must spend the learn time with a training montage of you and a single ally in which the two of you develop a signature combo.
You may use this Charm if your ally is within short range of you. If they are at short range, they can reflexively move to close range from you. This doesn’t count as their movement action for the turn. You cannot use this Charm if your ally is too far away or if they are Crashed.
Then, you and your ally each make a decisive attack against your target, and each of you deals damage based on the higher of your two commitments. Both attacks apply their Onslaught before either of you rolls. This attack counts as your attack action, but not your ally’s.
Timing Clarification Example: Your target has Onslaught -1. You use this Charm. His Onslaught increases to -3, then the first of you attacks, then the second.
SPECIAL – Participating as an ally counts as your 1/day use of this Charm.
REPURCHASE – Gain a new combo with a new ally.