Difference between revisions of "BogModAlternateSidereals/Presence"

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<b>Warmonger's Presence</b><br>
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<b>Cost:</b> 5m; <b>Mins:</b> Presence 3, Essence 2; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> Combo-OK, Emotion, Social<br>
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<b>Duration:</b> One scene<br>
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<b>Prerequisite Charms:</b> Any Presence Excellency
  
Any Presence Excellency(1).  Fateful Excellency(2)
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Essence flows into their words and actions, the Sidereal seeming larger, more threatening to those who stand against him.  The Sidereal rolls their (Charisma or Manipulation + Presence).  Against those with a MDV lower then the successes she can inflict them with a Fear emotion.  This unnatural mental influence causes them to suffer an internal penalty of 2 in actions taken against the Sidereal.  Outside of combat the target is assumed to have an Intimacy of being afraid to the Sidereal and all Social attacks the Sidereal makes are compatible with that fear regardless of stunt.  Either effect costs 2 willpower to ignore.
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<b>Unyielding Berserker Persona</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Presence 4, Essence 3, House of Battles 2; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> College<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Warmonger's Presence
  
Intimidation(3, builds off 1)Makes a target act, but doesn't say how charm(4, builds off 1).
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War can be refined with rules for engagement, how to treat captured foes, avoiding civilian losses or it can be a brutal campaign of dominanceThis charm permanently enhances Warmonger's Presence.  The Sidereal adds their Essence to the roll and the internal penalty grows to 4.
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<b>Denial of Inaction Method</b><br>
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<b>Cost:</b> 4m; <b>Mins:</b> Presence 3, Essence 2; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Combo-OK, Compulsion, Social<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Any Presence Excellency
  
College, boosts when wounded(5, builds off 3)Target must hold to their current actions(6, builds off 4)Target must choose between two attacks, can't defend vrs 1.(7, builds off 4).
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In war the wrong move will result in defeat.  Without proper consideration of all aspects of the situation your chance of choosing the right course reduces to nothing.  The Vizier forces another person to take action.  She can not decide the action but she can force them to make it.  The target rolls Temperance at a difficulty of 2Failure means that they have to do something.  This can be resisted for the cost of a point of willpower and counts as natural mental persuasionThis charm can not be used more then twice on a person in a scene no matter how many people use this charm on them.
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<b>Marching Lemming Trickery</b><br>
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<b>Cost:</b> 5m; <b>Mins:</b> Presence 4, Essence 3; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Combo-OK, Compulsion, Social<br>
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<b>Duration:</b> Indefinite<br>
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<b>Prerequisite Charms:</b> Denial of Inaction Method
  
Challanger charm, college(8, builds off 2 and 6).
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So often in history if you had only taken another path things would have turned out well.  Yet people are often stubborn and refuse to change direction even though it leads to disaster.  Some people of course are wise enough to want to change direction but doing so would keep them from their proper Fate.  For them and the enemies of Creation the Vizier's give them the conviction of General's who do not turn from their path.  The Sidereal rolls Manipulation + Presence.  If they beat the target's MDV the person gains an intimacy to what they were doing and a compulsion to keep doing it.  They can ignore that compulsion for a scene by spending a Willpower point and breaks the effect entirely when they spend as much Willpower as the Sidereal has Permenant Essence.  The intimacy must be lost normally even after the effect breaks.  While the charm is active though this extra intimacy can go over the target's normal intimacies limit.  A Sidereal can fine tune the action they are making the target stick to.  A general marching on an enemy base could be made to keep marching rather then wait for reinforcements, or become more committed to the war even after peace is called.
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<b>Red Ribbon Binding Technique</b><br>
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<b>Cost:</b> 5m, 1wp; <b>Mins:</b> Presence 5, Essence 3, House of Battles 1; <b>Type:</b> Simple<br>
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<b>Keywords:</b> College, Combo-OK, Obvious, Shaping<br>
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<b>Duration:</b> One scene<br>
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<b>Prerequisite Charms:</b> Fateful Presence Excellency, Marching Lemming Trickery
  
World spanning challange(9, Upgrade builds off 8)College, boost against those interfering with challange.(10, builds off 8)
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The Sidereal binds two people together in fated conflict and battleWhispy ribbons of red essence coil around them and drag like weights when they fight against what will come.  The Sidereal names two targets.  Actions taken by those two that do not relate to engaging and fighting the other suffer a penalty of their own Valor to all their dice pools.  If a Sidereal arranges a challange between two people and one has 2 more more dots less Essence then the other the weaker person can choose to not let this effect work and the charm fails.  Situations like that fall under the Maiden of Ending's domain more then Mars.
 
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<b>Army Rousing Shout</b><br>
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<b>Cost:</b> 3m; <b>Mins:</b> Presence 1, Essence 1, House of Battles 1; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> College, Combo-OK<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> None
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No army would be caught unaware while it has a Vizier to guard its interests.  This charm lets the Sidereal make a mighty shout, loud enough to be heard within all of a building or from one end of an army camp to another.  Those asleep are woken by the shout without trouble and for an hour afterwards everyone counts as if they were alterly watching for situational bonuses for awareness rolls.
  
6 Shout charms, each has an essence, presence and college rating(caping at 5 for college), starting at essence 1 and going to essence 6.
 
  
 
== Comments ==
 
== Comments ==

Latest revision as of 05:13, 12 March 2010

Presence is the Gauntlet.


Warmonger's Presence
Cost: 5m; Mins: Presence 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Emotion, Social
Duration: One scene
Prerequisite Charms: Any Presence Excellency

Essence flows into their words and actions, the Sidereal seeming larger, more threatening to those who stand against him. The Sidereal rolls their (Charisma or Manipulation + Presence). Against those with a MDV lower then the successes she can inflict them with a Fear emotion. This unnatural mental influence causes them to suffer an internal penalty of 2 in actions taken against the Sidereal. Outside of combat the target is assumed to have an Intimacy of being afraid to the Sidereal and all Social attacks the Sidereal makes are compatible with that fear regardless of stunt. Either effect costs 2 willpower to ignore.


Unyielding Berserker Persona
Cost: -; Mins: Presence 4, Essence 3, House of Battles 2; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: Warmonger's Presence

War can be refined with rules for engagement, how to treat captured foes, avoiding civilian losses or it can be a brutal campaign of dominance. This charm permanently enhances Warmonger's Presence. The Sidereal adds their Essence to the roll and the internal penalty grows to 4.


Denial of Inaction Method
Cost: 4m; Mins: Presence 3, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency

In war the wrong move will result in defeat. Without proper consideration of all aspects of the situation your chance of choosing the right course reduces to nothing. The Vizier forces another person to take action. She can not decide the action but she can force them to make it. The target rolls Temperance at a difficulty of 2. Failure means that they have to do something. This can be resisted for the cost of a point of willpower and counts as natural mental persuasion. This charm can not be used more then twice on a person in a scene no matter how many people use this charm on them.


Marching Lemming Trickery
Cost: 5m; Mins: Presence 4, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: Indefinite
Prerequisite Charms: Denial of Inaction Method

So often in history if you had only taken another path things would have turned out well. Yet people are often stubborn and refuse to change direction even though it leads to disaster. Some people of course are wise enough to want to change direction but doing so would keep them from their proper Fate. For them and the enemies of Creation the Vizier's give them the conviction of General's who do not turn from their path. The Sidereal rolls Manipulation + Presence. If they beat the target's MDV the person gains an intimacy to what they were doing and a compulsion to keep doing it. They can ignore that compulsion for a scene by spending a Willpower point and breaks the effect entirely when they spend as much Willpower as the Sidereal has Permenant Essence. The intimacy must be lost normally even after the effect breaks. While the charm is active though this extra intimacy can go over the target's normal intimacies limit. A Sidereal can fine tune the action they are making the target stick to. A general marching on an enemy base could be made to keep marching rather then wait for reinforcements, or become more committed to the war even after peace is called.


Red Ribbon Binding Technique
Cost: 5m, 1wp; Mins: Presence 5, Essence 3, House of Battles 1; Type: Simple
Keywords: College, Combo-OK, Obvious, Shaping
Duration: One scene
Prerequisite Charms: Fateful Presence Excellency, Marching Lemming Trickery

The Sidereal binds two people together in fated conflict and battle. Whispy ribbons of red essence coil around them and drag like weights when they fight against what will come. The Sidereal names two targets. Actions taken by those two that do not relate to engaging and fighting the other suffer a penalty of their own Valor to all their dice pools. If a Sidereal arranges a challange between two people and one has 2 more more dots less Essence then the other the weaker person can choose to not let this effect work and the charm fails. Situations like that fall under the Maiden of Ending's domain more then Mars.


Army Rousing Shout
Cost: 3m; Mins: Presence 1, Essence 1, House of Battles 1; Type: Reflexive
Keywords: College, Combo-OK
Duration: Instant
Prerequisite Charms: None

No army would be caught unaware while it has a Vizier to guard its interests. This charm lets the Sidereal make a mighty shout, loud enough to be heard within all of a building or from one end of an army camp to another. Those asleep are woken by the shout without trouble and for an hour afterwards everyone counts as if they were alterly watching for situational bonuses for awareness rolls.


Comments