Charms/NailRatSolarPresence

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These are high Essence Solar Presence Charms.

Solar Presence Charms by NailRat

Hostility-Soothing Serenity

Cost:  12 motes, 1 willpower
Duration:  One Scene
Type:  Simple
Minimum Presence:  5
Minimum Essence:  4
Prerequisite Charms:  Hypnotic Tongue Technique

Even in the heat of battle, the Exalt possesses the ability to, through force of personality, smooth over relations. For the remainder of the scene, so long as anyone in the immediate area is not attacked or otherwise harmed by the Exalt or his allies, they will not move to attack him – though they may remain wary. This Charm would likely even allow an Anathema to walk away from a group of Terrestrials unscathed, though it does not work against those with an Essence higher than the Solar.

Bestowment of Celestial Radiance

Cost:  15 motes, 1 willpower
Duration:  Solar’s Essence in days
Type:  Simple
Minimum Presence:  5
Minimum Essence:  4
Prerequisite Charms:  Underling-Promoting Touch

The Solar not only bestows an air of authority unto a mortal whom he wishes to run errands for him, but also an uncanny ability at social situations. For the duration of the Charm, the mortal who benefits from the Charm has all of her social pools – dice pools for Bureaucracy, Socialize, Presence, and Performance rolls – increased to the Exalt’s Charisma + Presence. Characters who are spoken to by the mortal do not necessarily know the source of this sense of authority – but it has the same sway over a city mayor as it has over a peasant – with the same added benefit of allowing the Exalt either remain anonymous or complete another task elsewhere.

Unnerving Solar Persona

Cost:  10 motes, 1 willpower
Duration:  One Scene
Type:  Simple
Minimum Presence:  5
Minimum Essence:  4
Prerequisite Charms:  Terrifying Apparition of Glory, Prey-Freezing Gaze

The Solar’s magnificent presence strikes fear into the hearts of all those around him, causing them difficulty in combat as they shake and their heart races. All enemies within (Essence * 10) yards suffer dice penalties on all rolls equal to the Solar’s Essence – this even applies for Virtue and Willpower rolls. Moreover, the Solar rolls Essence when activating this charm; the number of successes is an additional difficulty that hand-to-hand attacks are at when attacking the Solar.

Keeping the Solar Deliberative

Cost:  20 motes, 1 willpower
Duration:  One week
Type:  Simple
Minimum Presence:  5
Minimum Essence:  5
Prerequisite Charms:  Hostility-Soothing Serenity, Bestowment of Celestial Radiance, Unnerving Solar Persona

The Pillars of the Sun and their Solar brethren once shouldered the responsibility of keeping the millions of denizens of the Realm well-ruled, well-protected and well-controlled. This Charm was one of the methods by which large cities were governed. While this Charm is active, a city under the Solar’s rule will have the following effects: there will be no crime, there will be no hostile takeover attempts, there will be no peasant revolts, there will be no gender, racial or class-based hatred amongst the city’s peoples. Those who wish to violate these mandates must succeed at a Willpower roll at a difficulty of the Exalt’s Essence. It does not work against those with an Essence of higher than the Solar. Keep in mind that the Solar must officially rule the city for this Charm to be useful – it does nothing to help him gain control. The size of the city that can be affected by this Charm is 50,000 people for every dot of permanent Essence the Solar has.

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