Difference between revisions of "BogModAlternateSidereals/Presence"

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World spanning challange(9, Upgrade builds off 8).  College, boost against those interfering with challange.(10, builds off 8)
 
World spanning challange(9, Upgrade builds off 8).  College, boost against those interfering with challange.(10, builds off 8)
 
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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
  
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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>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
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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 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.
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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.
 
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 ==

Revision as of 19:05, 21 August 2009

Presence is the Gauntlet.


Any Presence Excellency(1). Fateful Excellency(2)

Intimidation(3, builds off 1). Makes a target act, but doesn't say how charm(4, builds off 1).

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).

Challanger charm, college(8, builds off 2 and 6).

World spanning challange(9, Upgrade builds off 8). College, boost against those interfering with challange.(10, builds off 8)


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.


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.


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