SolarPerformance/IsawaBrian

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Revision as of 17:24, 23 November 2006 by IsawaBrian (talk) (*I would say yes, given the keyword text.)
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The Zenith’s primary role is that of a priest. Despite this, the following Charms, which are concerned with priestly duties, are actually fairly uncommon in the Age of Sorrows, and while they were known in the First Age, they were rarely used. During the heyday of the Deliberative, before the Great Curse twisted the Solars into madness, the use of these Charms simply was unnecessary. Heaven and its bureaucracies were in order, as were (to a more limited extent) the Elemental Courts. As a result, there was little need to use Essence to enhance religious activities; Solars fit into such things smoothly, and as Princes of the Earth, their gaffes and minor errors were simply incorporated into the ritual.

During the decadent period these Charms were unused for a different reason. First, even though many of them depend on the majesty inherent in a Solar, they also all contain within them a necessary attitude of respect that the latter day Solars usually felt beneath their dignity. Second, after Sol Invictus turned from the Solars, in many cases, the Charms flat out would not work; his blessing was no longer upon the Solars. Finally, all of these Charms are either designed to aid the deity in question or to gently persuade. In the dark times of the Deliberative, such subtle methods were eschewed for direct and overwhelming assaults on the mind and spirit to compel obedience.

In the modern period, they are little-known both from disuse in past lives and from the lack of an organized body of Solar beliefs. While these will function for Solars who are priests of deities other than the Unconquered Sun, and even in the absence of knowledge of the correct rituals, their specific Essence-patterns incorporated acts of organized worship of Sol Invictus passed down from the Dragon Kings. Without a strong past life attachment, the aid of the Dragon Kings, or direct instruction from the Unconquered Sun himself, they are therefore rather obscure Charms to develop. On the other hand, a character who knows these Charms and is a priest will have an almost instinctive feel for the worship that master of Heaven loves best.

Many of these Charms will either not work or have horrible consequences for non-Solars if used or imitated, save by such means as Power-Awarding Prana. These Charms directly reflect the Solars’ standing as the personal emissaries of the Unconquered Sun, and the wrong Essence behind them may either be unimpressive to the gods so dealt with, or horribly offend them. Even Power-Awarding Prana cannot soothe the outrage that would be felt if an Infernal or Abyssal Exalt tried to use one of these Charms.

Generally, mortals and other Exalts aligned with the Celestial Hierarchy will simply waste Essence on these Charms, with at worst a +1 difficulty penalty if a deity feels affronted. Attempting to use them on deities specifically bound to the Unconquered Sun may cause active offense, as would the use of these Charms by outcasts such as Infernal Exalts or Moonshadow Caste Abyssals. In that case, the character receives a penalty equal to the benefit they would gain or whatever interaction they were attempting botches if there is no direct benefit. The exception to these rules, unfortunately, is A Thousand Voices As One, which was used by corrupt Solars at the height of their power to create their own cults.


Solemn Investiture</B>
 <B>Cost:  5 motes
 Duration:  One Scene
 Type:  Supplemental
 Minimum Performance:  3
 Minimum Essence:  1
 Prerequisite Charms:  Masterful Performance Exercise

The character surrounds himself with the glory of the Unconquered Sun, wearing it like priestly vestments. The aura of respect will awe the less powerful spirits, and the implied approval and backing of Sol Invictus will smooth the way with the more powerful deities. For the remainder of the scene, add a number of dice equal to the Exalt’s permanent Essence to any Socialize, Performance, or Bureaucracy rolls involving interactions with spirits. The character may also add a like number of dice to Presence rolls involving deities with less Essence than he has. While under the effects of this Charm, the character is acting as a direct representative of the Unconquered Sun, and any complaints or suspicious activities will be reported directly to the Bureau of Abstract Affairs, and are sure to reach the Censors promptly, and possibly Sol Invictus himself. It is therefore unwise to use this Charm to bully, bribe, or otherwise abuse Solar status and power. Use of this Charm causes the Exalt's anima banner to flare as though he had expended 8-10 motes of Peripheral Essence.

In Second Edition, this Charm is Combo-OK. It costs 8 motes and 1 willpower, and requires Infinite Performance Mastery and Performance Essence Flow.


Blessing of Grace</B>
 <B>Cost:  3 motes, possible additional cost
 Duration:  One Year
 Type:  Simple
 Minimum Performance:  3
 Minimum Essence:  2
 Prerequisite Charms: Solemn Investiture

Solars do not have any direct relationship to the Bureau of Fate or the Maidens, and cannot influence the Loom of Destiny. They simply cannot create the specific and detailed effects of the Chosen of the Maidens. However, as the Solars are meant to be masters of Creation, their words and choices can have great impact in the decision-making of the Celestial Hierarchy. This simple blessing marks a chosen individual (the Solar cannot bless herself) as having the Solar’s personal approval and recommendation to Heaven.

This grants three distinct effects for all targets, and a fourth for mortals or Solar Half-Caste granted this blessing. First, the target is favorably considered by Heaven, and gets +1 die to all social interactions with deities and elementals, including Performance rolls for prayers. Second, her higher and lower souls are in states of relative peace; such a character will not rise again as a ghost or zombie unless their body is used by a nemessary or similar possessing entity, and even those must wait until the year is up or the Solar releases the committed Essence. Finally, the blessed is considered to have the protection of the Commission on Abstract Matters and Celestial Concerns while within Yu-Shan. This will usually guarantee the treatment of a mortal or Dragon-blooded as though they had the rights of a lesser deity while within Yu-Shan. Accommodations fitting to the station of the blessed will also be found while the character is in the Celestial City, although it is usually considered wise for Terrestrials and mortals who do not wish to sleep in a kennel to provide additional bribes. Celestial Exalts will be treated as honored guests by the Commission and will generally be treated very well indeed. In addition, a mortal or Half-Caste with a Blessing of Grace may permanently gain certain perks each time this blessing is bestowed (no more than once per year). If the Solar granting this blessing chooses, his target will gain a Merit with no greater cost in bonus points than the Solar's permanent Essence. This extra blessing costs the Solar a number of XP equal to its ordinary BP cost. The Solar may choose to permanently lift a mortal from Extra to Heroic Mortal status for 2 XP. If the Solar has Essence 6+, he may expend 15 xp to make the targeted mortal a Solar Half-Caste with Inheritance 1! Subsequent applications of this Charm will not raise the character's Inheritance, but may grant God-Blood/Half Caste Merits. Solar Half-Caste may always gain God-Blood/Half Caste Merits. This Charm may not be used to inflict Flaws.

There is a downside to this blessing, however. Like a character using Solemn Investiture, one who has a Blessing of Grace upon her is considered to be a direct representative of the Unconquered Sun. Any investigations and penalties accrued will land on both the head of the blessed and the Solar who used the Charm. Generally, if the Censors feel that the Solar used the Charm with a reasonable expectation of good behavior on the part of the blessed, they will invoke no more than a Severity 1 offense upon her, but will usually require that she carry out sentence upon the blessed. Frivolous or foolish use of this Charm will result in equal punishment being meted out upon the head of the Solar as well as the formerly blessed. The attempted use of this Charm by anyone other than a Solar will be immediately attract the attention of not only the Censors of the Bureau of Heaven, but of Sol Invictus himself. The resulting reaction will be extremely harsh at a minimum. If the Character transforms his subject permanently, he will not be considered responsible for the subject's actions past the initial year, unless he makes the subject into a Half-Caste, in which case he is considered to be that character's parent.

I’m still not sure about this one. I’m trying to create a blessing in keeping with the technical status Solars are supposed to have, but not stepping on Sidereal toes. Is this too much or too little, do you think?

In Second Edition, this Charm is Touch, Obvious, and Training. Although it is not directly a part of social combat, it has a Speed of 7 in long ticks.


Generous Soothing Spirit</B>
 <B>Cost:  Special
 Duration:  Instant
 Type:  Simple
 Minimum Performance:  4
 Minimum Essence:  2
 Prerequisite Charms:  Solemn Investiture

One of the primary duties of the Solar Exalted is to serve as intermediaries between spirits (god and elemental) and mortals. However, if a Solar Exalted is not around to hear complaints-- as is so common in the Age of Sorrows-- or if a spirit does not wish Solar intervention, they may take matters into their own hands with a curse, such as Scourge. A Solar later discovering such a curse may attempt to smooth things out and lift the curse, or, if hit with a curse themselves, they may attempt to remove it.

The Solar must spend half (round down) the amount of Essence and temporary willpower used to create the curse, and then make a Charisma + Performance roll at a difficulty equal to the permanent Essence of the offended entity. This difficulty is modified by the severity of offense. A truly horrible act may be at +3, whereas a curse laid on spitefully and out of proportion to the crime may have the difficulty reduced by 3. No alteration can bring the difficulty of this roll below 1. If successful, the curse is lifted. The full costs of the curse are instantly refunded, in the form of Ambrosia in the sanctums of a god, or in special formations of the appropriate element nearby an Elemental. All permanent costs to the deity and effects on the cursed are reversed if they have not already been recovered, and any continuing effects are gone as well. This functions on Elementals, Gods, Ghosts, and Demons alike.

This Charm does not function on Exalted Charms, Sorcery, Necromancy, or Sidereal Astrology, unless the effects merely generate the conditions for a curse. For example, this will not reverse the effects of Shun the Smiling Maiden, but it will remove a spiritual disease such as Iphimedeia. The Essence that matters is that of the least god of the disease- which is generally relatively large, especially for Third Circle diseases, and the cost is 5 motes and 1 willpower per circle level of the disease. It has no effect on ordinary diseases or the Great Contagion. Attempting to use it on victims of the Great Contagion will produce strange visions and feelings of overwhelming death and oblivion. It will also bring the character to the attention of at least one Deathlord.

In Second Edition, this Charm is Touch and Obvious. It has a Speed of 4 and a DV penalty of -0. This Charm can be used on the Solar himself.


A Thousand Voices As One</B>
 <B>Cost:  8 motes, 1 Willpower
 Duration:  One hour
 Type:  Simple
 Minimum Performance:  4
 Minimum Essence:  3
 Prerequisite Charms: Blessing of Grace, Generous Soothing Spirit

Solar Exalted are tremendous focal points of power, capable of channeling mighty flows of Essence and concentrating them into broad-reaching effects. By means of this Charm, a Solar may focus external Essence as well as her own internal to increase the power of prayer. By leading a special hour-long ceremony with the most senior members of a cult, the Exalt can double the amount of Essence, Willpower, Quintessence, or Ambrosia produced by a Cult for a day. This requires a Charisma + Performance roll at a difficulty of 1 + the level of the Cult Background and cannot be used by the Exalt more than once every 30 - Permanent Essence days.

This particular Charm, like the Essence Prayer, is technically legal, but like most of the priestly Performance Charms, when used to benefit deities, it does attract the attention of Celestial Censors. During the First Age, under their Heavenly Mandate, the Solars could use this Charm with nothing more than a note or missive sent to the Deliberative to ensure that the Deliberative policed their own. Usually, it was used in order to boost the power of a god that the Deliberative needed help from or wanted to reward. In the current Age, without a central body of authority for Solars and with their legal status somewhat in dispute, matters are more complicated, and the result will often depend on the Censor to whom the influx of Essence is reported. Often, however, a mere cut of that which is sent is all that is required as a bribe.

This Charm can be used for any cult, including those benefiting other Exalts and themselves. Indeed, during the dying of the First Age, this was the primary use of this Charm; corrupt Solars used it to create tremendous influxes of power when they needed it. While this is completely outside of the Celestial Censors' purview, anyone with memories of the First Age will be at the very least suspicious of someone who makes a habit of using this Charm for such purposes.

In Second Edition, this Charm is Social. In order to use it, the character must have control of the social combat units corresponding to the senior priests of the cult, or have the agreement of whoever does control them.


Transcendent Performance Prowess</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Performance: 5  
 Minimum Essence:  3
 Prerequisite Charms: Husband-Seducing Demon Dance, Heart-Compelling Method

Over time, a Solar can master the grace and perfection of sunlight, transcending the normal limitations of performing capability. His oration can stir the hearts of the dead; his songs could almost invoke empathy in one of the Fair Folk. Subtract two from the difficulty of all rolls involving the Performance Ability (minimum difficulty one). This charm is based off the suggestion Neph made on the wiki. I just fleshed it out.

In Second Edition, this Charm requires all 3 Performance Excellencies, Infinite Performance Mastery, and Performance Essence Flow. It reduces all External penalties to Performance rolls by 2. This does not effect MDVs.


Humble Performer Method</b>
 <b>Cost:  8 motes, 1 Wilpower
 Duration:  One Day
 Type:  Simple
 Minimum Performance:  4
 Minimum Essence: 3
 Prerequisite Charms:  King of Masks Technique, Graceful Reed Dancing, Masterful Performance Exercize

Those who entertain are often the most invisible. Their music masks their presence; their dancing masks their faces. By using this Charm, the Solar can take on the mien of such humble entities, the better to walk amidst the world unnoticed. Subtly woven into her song, dance, or other means of performance (grand speeches and military training, obviously, do not usually work) are essence patterns that call upon the onlookers to ignore the person entertaining, and simply focus on the entertainment. As long as the Solar takes no action "out of character" for a simple performer, add the Solar's Performance in dots as a difficulty penalty to all attempts to discover her true identity, including attempts to perceive invested motes on the character. If the Solar ever takes any non-performance action that would attract attention, such as combat, letting her anima banner shine free or having her caste mark noticed, this charm instantly fails and cannot be used again until its duration would ordinarily be up.

In Second Edition, this Charm has a cost of 5 motes, 1 Willpower. It requires any two Performance Excellencies. Instead of adding a penalty to a roll to discover the Solar's identity, any such attempts, or attempts to notice the Solar at all as anything other than background (the performance effect is still noticeable) automatically fail unless an observer has a minimum two-die bonus from circumstances as per Easily Overlooked Presence Method. This Charm will instantly end if the character is joined in battle.


Celestial Display</b>
 <b>Cost:  1 motes per die
 Duration:  Instant
 Type:  Supplemental
 Minimum Performance:  1
 Minimum Essence: 1
 Prerequisite Charms:  None

The Exalt channels his power so as to lend beauty, grace, and skill to any performance, whether as a dancer, a musician, or a master of disguise. For every mote spent activating this Charm, add one die to the character's Attribute + Performance dice pool. The Exalt may no more than double his base Attribute + Performance dice pool.

In Second Edition, this Charm is superceded by the First Performance Excellency.


Irresistible Heavenly Invitation</b>
 <b>Cost:  15 motes, 1 Willpower.
 Duration:  One Scene
 Type:  Simple
 Minimum Performance:  5
 Minimum Essence: 4
 Prerequisite Charms:  Divine Performance Style, Heart-Compelling Method

The compelling power of an Exalt who uses this charm is almost completely irresistible to all who hear her siren song, listen to her enchanting music, or watch her hypnotic dance. The Solar may lead the dance by song, music, or dancing herself, but must participate. Once activated, this Charm resonates with the mental Essences of all observers within a range of the Exalt's permanent Essence times 10 yards. Even those without the relevant sensory capabilities will be ensnared by the mesmerizing patterns of Essence. The Solar's player makes a Manipulation + Performance roll. The number of successes she achieves is the difficulty of the willpower roll to avoid dancing.

While dancing, it will be virtually impossible to perform other actions. Beings with Willpower less than less than the Solar's Essence will be utterly unable to perform any other actions beyond dancing unless actively attacked (which breaks the Charm's effects, but leaves them with only reflexive actions for that turn, beyond an abort to full dodge). Beings with Willpower less than twice the Solar's Essence may spend a Willpower point to make another action, but must perform it with the dance, and are therefore limited in the applicable Ability; they may not use more dots in the applicable Ability than they have dots in Performance. Beings with a Willpower greater than or equal to twice the Solar's Essence may take any action they please, but are similarly limited to the bonds of the performance. Dancers must follow the Solar to the best of their ability, and may not leave the circle until the end of the Charm. Attacking anyone affected by the Charm instantly ends its effects for that person; beings with less Willpower than the Solar has Essence are affected as above.

In Second Edition, this Charm is Social, Combo-OK, and Compulsion. Instead of a Willpower roll, the Solar's Manipulation + Performance roll is treated as an unblockable Social attack (and thus generally against dodge MDV). A target resists if their MDV is higher than the number of successes rolled by the Solar. There is no differential effect with Willpower vs. Essence; all targets are affected as above for beings with Willpower less than the Solar's Essence. However, any target may spend 1 Willpower to make a non-dancing, non-defensive action within the context of the dance, or 3 Willpower to break the dance's hold entirely. Willpower spent to make an action within the context of the dance does not accumulate or otherwise count towards the latter expenditure.


Second Edition Charms
Master Orator Trance</i>
 Cost: 3m per exclusion; Mins:  Performance 3, Essence 2; Type: Supplemental
 Keywords: Combo-OK, Obvious, Social
 Duration: Instant
 Prerequisite Charms: Any Performance Excellency

One of the problems for a Solar who is a master of oratory or a performing art is that it is impossible to control who is affected by the power in their voice and artistry. While it can be quite nice to have an entire audience hanging on his every word, a Solar who is attempting to distract a crowd away from a more stealthy colleague may not wish to distract that colleague as well! Similarly, when inciting a crowd to riotous vengeance, it may be vexing for a Zenith demagogue who wishes his well-trained bodyguards to retain their calm to see them oin in the fury of the mob. Although the name of the charm mentions oration, where it sees the most use, it may be used for any application of the Performance skill.

By utilizing essence harmonics and control, the Solar who knows how to enter a Master Orator Trance can pick certain individuals or social units that will not be affected by a Performance social attack. The Solar may choose a number of individuals or units equal to his Charisma +1. Each individual or unit so excluded costs 3 motes. The Solar must be able to identify targets to be excluded. When excluding social units the Solar must choose to exclude an entire social unit or not; he cannot choose to only affect half of a certain social unit (though if the unit is small enough, the Solar may be able to exclude half by using individuals rather than units.) Each "exclusion" is independent of another, so a Solar with Charisma 3 may exclude 4 individuals, 4 units, 3 units and 1 individual, 2 units and 2 individuals, or any other configuration.


<i>Selective Appreciation Method</i>
 Cost: 12m, 1 wp; Mins:  Performance 5, Essence 2; Type: Supplemental
 Keywords: Combo-Basic, Obvious, Social
 Duration: Instant
 Prerequisite Charms: Master Orator Trance

By now, the Lawgiver can pitch the harmonics of her voice, or create subtle masteries of movement to have total control over who is affected by her performance or not. When using Selective Appreciation Method, the Solar's player must select one of two options. She may either directly exclude up to (her Essence) x 3 individuals, or she may select up to her Essence in units to "manage". For each unit so managed, the Solar may choose not to exclude up to (the character's Essence) x 10 percent of the people in those units. Unless the character knows each individually, she will probably have to select a type, like, "Those in the crowd who already like me," "All members of the Hundred God Heresy," and so on. If these are too many, the Charm will perform in the best interests of the character for those excluded, as determined by the game master. In such situations, the player should explain to the GM the purpose of the performance, the exclusions, and the lack thereof.


<i>Lightning Tongue</i>
 Cost: 4m; Mins:  Performance 3, Essence 2; Type: Supplemental
 Keywords: Combo-Basic, Social
 Duration: Instant
 Prerequisite Charms: Master Orator Trance

Although the cut and thrust of debate are not as dependent upon seizing the initiative as physical combat, it can still be important to get the first word in. The same is true in the subtler manners of convincing-- music, dance, and so on. An orchestra does not require a "surprise" note, but a carefully timed opening can take listeners unaware-- and vulnerable to manipulation.

Thus, the Lightning Tongue charm allows the character to get a metaphorical "jump" in social combat. Whether it is seizing the initiative of a debate, timing an orchestra to open <i>emotionally when the listeners are relaxed and unwary, or some other manifestation of Performance, the character has a boost in Social Combat. This Charm supplements a Join Debate Action, adding a number of bonus dice to the roll equal to the Solar's permanent Essence. The character's first action must be a Performance Social Attack.


Swiftstroke</i>
 Cost: 2m; Mins:  Performance 3, Essence 2; Type: Simple (Speed 3, DV -0)
 Keywords: Combo-OK, Social
 Duration: Instant
 Prerequisite Charms: Lightning Tongue

Amidst the mass clash of sound or debate, the Solar makes a sudden change of chords, or an abrupt call to action. The Solar’s words or emotional urgings are swift and unexpected; she makes a single Social attack with a Speed of 3 and DV of -0.



<i>Rapid Meter</i>
 Cost: 2m per action; Mins:  Performance 3, Essence 2; Type: Reflexive
 Keywords: Combo-OK, Social
 Duration: Instant
 Prerequisite Charms: Swiftstroke

Even the most stodgy traditionalist or tone-deaf boor can be convinced or emotionally manipulated with sufficient swift application of empowered speech and performance. A Solar who has a certain understanding of his art can perform with melodic speech, overwhelming lesser minds in the storm of sound. The Solar reduces by 1 the Speed of a number of Performance-based Social Attacks equal to half the number of motes spent (round down) on this charm. A maximum of (Performance) actions may be so altered.


<i>Harmonious Pulse-Taking Methodology</i>
 Cost: --; Mins:  Performance 5, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: Swiftstroke

A Solar with sufficient experience in the arts of debate and performance can develop a sense for the living heartbeat of social interchange- a sense for the esoteric Essence of socialization that allows her to seize the initiative in Social Combat. Always double her Join Debate dice if the first action to be taken is an Performance action. The character may also double the mote cost for Lightning Tongue in order to add a number of successes to the roll equal to his permanent Essence, rather than dice.



<i>Susurration of the Lawgiver</i>
 Cost: 10m, 1 wp; Mins:  Performance 5, Essence 4; Type: Simple (Speed 5 in Long Ticks)
 Keywords: Combo-Basic, Social
 Duration: One Scene
 Prerequisite Charms: Harmonious Pulse-Taking Methodology, Rapid Meter

One of the more powerful mind-control techniques available to a Solar, Sussuration of the Lawgiver can swiftly overwhelm the resolve of those who would stand in his way—or drive them to madness. Once activated, the Solar’s words (or other performance) seem to run together.

Within every pronouncement or declaration is the seed of the next; even as he is calling the populace to arms, the Lawgiver is beginning an exhortation to raise those arms against the local potentate. A seemingly endless stream of social attacks can be made with incredible speed. The Solar's voice hums with pure command and vibrant emotion, his tones and words so rich and vibrant that he is nigh-irresistible.

Until the end of the scene, subtract 1 from the Speed of any Performance action or Charm. This is not cumulative with other Charms that reduce Speed, and this bonus is not compatible with the Speed of a Swiftstroke. At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater. In either case, there is a minimum Speed of 1 for any action.


<i>Stand Beyond the Crowd
 Cost: 3m; Mins: Performance 3, Essence 1; Type: Reflexive (Step 2)
 Keywords: Combo-OK, Social, Order
 Duration: Instant
 Prerequisite Charms: Any Performance Excellency

Although Solars may choose to cloak and conceal themselves, they are never truly a part of the crowd. When others may be swayed by pressure and the mass mind of a mob, a Solar disdains such things as beneath her lofty state. The attempts of others to sway her may simply be ignored as useless. Upon activating this Charm, all penalties to the character’s Performance MDV except inapplicability are eliminated. When subject to a social attack that depends on social pressure—most Performance attacks, many Presence attacks, and all Socialize attacks, but also social attacks that rely on tradition, shame, peer pressure, and so on—the Lawgiver is especially resistant, gaining a bonus equal to her Essence to her Performance MDV for the attack.


Destiny-Stabilizing Improvisation Shield</b>
 <b>Cost: --; Mins: Performance 3, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: Stand Beyond the Crowd

One of the primary benefit of being a Lawgiver is, in one way or another, to have true free will. The Loom of Fate can be forced to weave around the Solar’s chosen path; the seductive power of Shaping can be broken and laid asunder. Once the Solar learns to truly improvise in Performance, he can defend against such attempts to rule his life with ease and skill.

By spending an extra mote when activating Stand Beyond the Crowd, the Solar automatically gains a defense against a Shaping attack—without entering Shaping Combat or meeting any of the usual requirements. This defense is the character’s Performance MDV, with all penalties removed and a bonus equal to the character’s Essence added. If the defense is successful, the Shaping attack fails utterly and the Solar need not suffer environmental penalties to ignore its terms.

By spending an extra two motes reflexively (the Lawgiver need not be aware of the attempt) when activating Stand Beyond the Crowd, the Solar may add his Performance to the difficulty of any Sidereal Astrology attempts that would affect him directly. Curses fail, and blessings designed to lead him down a certain path are averted. Using Stand Beyond the Crowd in this way is noticeable to the Pattern Spiders assigned to the character’s Fate, and they will report that it has been used to the Sidereal attempting the Astrological effect. This will almost certainly clue said Sidereal into the true nature of the Solar.


Unflinching Rhetoric Defense</b>
 <b>Cost: 6m; Mins: Performance 5, Essence 3; Type: Reflexive (Step 2)
 Keywords: Combo-OK, Social, Order
 Duration: Instant
 Prerequisite Charms: Destiny-Stabilizing Improvisation Shield, Respect-Commanding Attitude

The Solar’s certitude in her cause and sense of righteousness become unyielding, forging a total defiance of any attempt to change her mind—or fate. Against any social attack, the Lawgiver defends perfectly, even if that attack would ordinarily be unblockable. This also perfectly defends against/ends ongoing Compulsion, Servitude, Total Control, or similar mind control effect. The character may also instantly negate any Shaping attack made against her person, and instantly stop or end any Astrological effects (or similar destiny-weaving) directly affecting her. This Charm has one of the Four Flaws of Invulnerability common to all Solar perfect defenses, suitably adjusted for Social Combat.


Comments

I say Blessing of Grace does too little. Also, I'd personally increase the mote cost to 5 or 10 and add a willpower and 1 or 2 XP but make it a burned cost rather than a committed cost. Thus, the duration would be instant, but the blessed would feel the effects of it for a year. Just an idea, and maybe your system is better. As for what else it could do, I like what you have so far. Some other ideas include... Never being treated as an extra, one or more merits as might befit a hero of the unconquered sun, like essence awareness/mastery, ability to heal as an Exalt, ability to soak Lethal damage with stamina, Taint's warning, a favored ability, and/or a bonus to XP gained... Granted, I'm acting like this is mostly for mortals, but really, other exalts have the blessings of their gods already. Amo lingua latina tua. Check out my page. I have a DK path I think you'd like, and it could use some criticism as well. -Tardach

Interesting idea. Perhaps in addition to the basic effects, for a mortal, it will give up to the blessing Exalt's Essence in bonus points in a new Merit, typically from either the Heroic Mortal section or the Godblooded section (The target is, in effect, now a minor Godblooded with no Inheritance, of the Unconquered Sun!). Only one blessing may be applied to a character, although a new, more powerful blessing may be applied later. The Storyteller decides what effect is given. - And, sure (that's two tonight!) I'll take a look, once I've had some dinner. Thanks for the C&C. - IsawaBrian

New Charm added, and rules for BoG changed. Now I'm worried it's gone the other way, in terms of power. - IsawaBrian

Just a question, but couldn't these be considered Holy charms. I mean they do reference the power of the Unconquered Sun. -Heru

Technically, no; Holy charms are specifically those that cause more damage/effects to creatures of darkness. These don't, so they're only lower-case h holy. However, two of the defensive Charms, now that I think about it, should probably be Order (my own keyword for Charms that have more effect on Fae/Wyldstuff, and while these don't directly, they DO have a better effect against shaping, so...) -- IsawaBrian

did you intend for the Perfect to negate compulsions too? There has been some dubiousness on whether Compulsions are social attacks. - Azurelight

My personal opinion is that the defenses do work against Compulsions; the keyword text in the main book says that the "special damage" of Compulsion charms is what creates the Compulsion effect. I suppose I might as well re-word them to mention that. -- IsawaBrian