SolarPresence/BogMod

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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.


Sun Bright Inspiration
Cost: -; Mins: Presence 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Worshipful Lackey Acquisition Technique

Those who believe in their ordained rulers are inspired by it. Those with a positive intimacy towards the Solar count all stunts directly aiding that Solar or the intimacy to that Solar count as 1 higher. Extras who can not normally stunt gain a 1 die bonus to actions that directly support the Solar or the intimacy but this bonus die does not let the Extra do things that a stunt might allow. This charm does count as dice granted by charms for dice caps. Other Solars can not benifit from this charm.


Oath of the Exalted Hierarchy
Cost: 20m, 2wp; Mins: Presence 5, Essence 5; Type: Simple
Keywords: Obvious, Training
Duration: Instant
Prerequisite Charms: Worshipful Lackey Acquisition Technique

Before the Primordial War began the Solar gathered the many tens of thousands of Dragonblooded before them. They were divided into 300 groups, 300 Gens with each serving a single Solar. The Lawgivers bound to themselves the legions of Exalted soldiers that the Dragonblooded had been created to be. Such was the oath they had made that each of their children carried this oath as well. The children of those children did as well and so on. With this oath and their Lawgivers to lead them the Exalted went to war and forced the makers of the world to surrender.

Mechanically when used this charm lets the Solar bind to himself Dragonblooded who willingly make an oath to him. They must do so without being influenced by charms that affect the mind. Upon doing so each Dragonblooded can immidiently buy up to 3 points of Solar Oath and get one point of it for free. This Solar Oath is treated like a background in terms of how much it costs to get with experience. It can range from 0 to 5 points. Each session while acting in service to the Solar or with the right stunt a Dragonblooded can use these dice to improve any roll or Static Value. These dice do not count as dice added by charms. Any Dragonblooded who has any points in this Solar Oath trait suffers a -1 MDV penalty against any social attacks from the Solar they are oathed to and +1 against any that would pit them against the Solar.

This charm suffers several limitations. First of all it requires the perfect succession of Dragonblooded children to retain its strength. If one Dragonblooded births a mortal who in turn gives birth to a Dragonblooded that child will not be bound by this power. Second of all when the Solar dies and reincarnates the Dragonblooded are not bound to the new incarnation. Third any Dragonblooded who allready serves one Solar by this power can not make an oath to another. Finally a Solar can release any Dragonblood from their service. Doing so does not release any of their children allready born but will not extend the oath to any new children.

In the early First Age there were known to be some certain high Essence Dynasty charms that the elder heads of the Gens developed to rebind themselves to reborn Solars. Yet as the unity of the Exalted host grew less strong and Solars turned to their own interests more and more this charm swiftly fell out of knowledge. Further later generations less and less worked to hold themselves fast to their oaths from generations ago.

Comments

2e conversion -BogMod