Difference between revisions of "SolarPresence/BogMod"

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(*Three new charms!)
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<b>Prerequisite Charms:</b> Majestic Radiant Presence, Enemy-Castigating Solar Judgement
 
<b>Prerequisite Charms:</b> Majestic Radiant Presence, Enemy-Castigating Solar Judgement
  
The Lawgivers burn with the authority of the Unconquered Sun.  Divinely mandated rulers of Creation and the first of the Exalted their wield their divine mandate like a weapon and shield against all who would defy them or strive to harm Creation.  All those who would attack the Solar socially, mentally or physically or even oppose the Solar must succeed in a difficulty 2 Valor roll or difficulty 3 Willpower roll which is chosen by the Player when she buys the charm.  Self-defense does not count as opposing for this charm.  Success on the roll still means they suffer a penalty to their actions equal to the Solar's Presence.  This effect counts as an unnatural mental influence and can be stopped by spending 3 Willpower to resist it for a scene or 1 Willpower to resist it for an action.  Spending 3 Willpower in total stops the effect.  Against Creatures of Darkness they must spend 4 Willpower to resist it and further those who are within melee range with a Solar suffer 1 die of unsoakable damage a tick.  The Solar's anima goes to the 11+ mote effect when this charm is in use.
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The Lawgivers burn with the authority of the Unconquered Sun.  Divinely mandated rulers of Creation and the first of the Exalted their wield their divine mandate like a weapon and shield against all who would defy them or strive to harm Creation.  All those who would attack the Solar socially, mentally, physically or even oppose the Solar must succeed in a difficulty 2 Valor roll or difficulty 3 Willpower roll which is chosen by the Player when she buys the charm.  Self-defense does not count as opposing for this charm.  Success on the roll still means they suffer a penalty to their actions equal to the Solar's Presence.  This effect counts as an unnatural mental influence and can be stopped by spending 3 Willpower to resist it for a scene or 1 Willpower to resist it for an action.  Spending 3 Willpower in total stops the effect.  Against Creatures of Darkness they must spend 4 Willpower to resist it and further those who are within melee range with a Solar suffer 1 die of unsoakable damage a tick.  The Solar's anima goes to the 11+ mote effect when this charm is in use.
  
 
== Comments ==
 
== Comments ==
 
2e conversion -BogMod
 
2e conversion -BogMod

Revision as of 22:58, 9 April 2008

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Blessed Proxy Method

Cost: 10m, 1wp; Mins: Presence 5, Essence 4; Type: Supplemental
Keywords: Compulsion, Touch, Combo-OK
Duration: Special
Prerequisite Charms: Underling Promoting Touch

Some solars excel when working in one on one situations with people and others are skilled at mass oration. There are ways though that those who can truely impress on the individual level can effect many people. With this charm the solar works to convince one person of some goal or idea and then as that person talks with other people all of the power of the Solar's opinion and words on the matter pass on from one person to the next. In a manner much like a virus, by word of mouth it quickly spreads from person to person each reacting as if they were the original person who had spent time listening to the solar's words. This charm is used when making a Social Attack against one person. If the character can beat their MDV they suffer a compulsion to share what they talked about with other people. That person then suffers the full effects of the Lawgiver's social attack as well and can spread it on. This continues until a number of people equal to the Solar's magnitude have been affected. A person can resist spreading this by spending three willpower points at once to break the effect entirely or 1 wp to hold its effects off for a scene.


Motive-Altering Method

Cost: 10m, 1wp; Mins: Presence 5, Essence 4; Type: Simple
Keywords: Social, Touch, Combo-OK
Duration: Instant
Prerequisite Charms: Hypnotic-Tongue Technique

It is hard for others to resist joining a Solar's cause. It is even harder for people to resist once the Lawgiver has reordered their mind. This charm is one of those the Solar of old used to bend and shape people into more pliable and willing servants. After a character has reached a stage where they could have someone break their motivation they can use this charm and roll Manipulation + Presence against the targets MDV. Should this social attack succeed the Solar can dictate a new Motivation. This motivation change replaces the old one and takes all the effort to change one would have to put into changing a motivation normally.


Body Clearing Shout
Cost: 7m, 1wp; Mins: Presence 5, Essence 4; Type: Simple
Keywords: Obvious, Combo-Ok, Knockback, Knockdown
Duration: Instant
Prerequistite: Majestic Radiance Presence

Fueled by his essence the Lawgiver lets out a shout to vent his anger and his emotion into the air. Like an explosion all are forced backwards and sent flying away at the great battle roar. All those within Essence * 2 yards must make a reflexive Stamina + Resistance roll at a difficulty of the Solar's Presence. Failure sends them flying back a number of yards equal to the Solar's Presence * 5. Failure to be able to fly back that far does 1 die of damage for each yard they could not be tossed back. Innanimate objects within the shout radius also suffer from it take the Solar's Essence * 4 in levels of damage applied past soak. This charm can not be blocked or dodged except by perfect charms.


Essence-Venting Anima Technique
Cost: 6m, 1wp; Mins: Presence 5, Essence 4; Type: Reflexive
Keywords: Combo-Ok, Obvious
Duration: One scene
Prerequisite Charms: Terrifying Apparition of Glory

The anima of the Celestial Exalted is like the light of the heaven's to most. It illuminates but is untouchable. It is the base Terrestials that you can feel. Yet the power of the Lawgivers is greater then all and when they feed their power into their animas it is like a shield against all comers. The Solar's anima flares up to the 11+ stage and whenever he is attacked compare the attackers Strength against the Lawgiver's Essence + Presence. For each die they come short inflict a -1 die environmental penalty to their attacks.


Glory of the Sunkings Method
Cost: 7m, 1wp; Mins: Presence 5, Essence 4; Type: Simple
Keywords: Combo-Ok, Obvious, Holy, Social
Duration: One scene
Prerequisite Charms: Majestic Radiant Presence, Enemy-Castigating Solar Judgement

The Lawgivers burn with the authority of the Unconquered Sun. Divinely mandated rulers of Creation and the first of the Exalted their wield their divine mandate like a weapon and shield against all who would defy them or strive to harm Creation. All those who would attack the Solar socially, mentally, physically or even oppose the Solar must succeed in a difficulty 2 Valor roll or difficulty 3 Willpower roll which is chosen by the Player when she buys the charm. Self-defense does not count as opposing for this charm. Success on the roll still means they suffer a penalty to their actions equal to the Solar's Presence. This effect counts as an unnatural mental influence and can be stopped by spending 3 Willpower to resist it for a scene or 1 Willpower to resist it for an action. Spending 3 Willpower in total stops the effect. Against Creatures of Darkness they must spend 4 Willpower to resist it and further those who are within melee range with a Solar suffer 1 die of unsoakable damage a tick. The Solar's anima goes to the 11+ mote effect when this charm is in use.

Comments

2e conversion -BogMod