SolarPresence/CrownedSun

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CrownedSun's Presence Charms

  • Extensive Presence Branches
    • SolarPresence/PerfectGoldenGeneral :: Charms for the enterprising General, who wants a more 'personal' relationship with his troops than that afforded by the Performance charms. These are for the more personal form of leadership, rather than the 'commander' type deal afforded by Performance.

Listener-Swaying Arguement (Revised)

 Cost: 2 motes per die, 1 willpower
 Duration:  Instant
 Type:  Supplemental
 Minimum Presence:  3
 Minimum Essence:  2
 Prerequisite Charms:  Harmonious Presence Meditation

The character enhances his personal magnetism with essence, his words seeming oddly compelling and his arguements unusually effective. The character can add one die to a Socialize, Presence, or Bureaucracy roll involving one-on-one interaction for every mote spent with this charm. In addition, if the appeal is successful, the subject finds it unusually difficult to discard. The subject is automatically affected by an appeal made successfully with this charm, and must spend a number of Willpower points equal to his Essence in order to ignore it. The SocialResolutionSystem contains the rules for Appeals referenced above.

Heart-Claiming Devil's Voice

 Cost:  3 motes per point
 Duration:  One scene
 Type:  Simple
 Minimum Presence:  4
 Minimum Essence:  3
 Prerequisite Charms:  Harmonious Presence Meditation

The Exalt's voice twists the loyalities and prejudices of the target, rendering him more neutral or even well-disposed toward the character and less likely to reject the things he says out of hand. Every three motes spent on this charm reduces the Opposition rating of the target by one. A character's opposition rating represents how prejudiced he is against everything the character has to say, and is a general level of mistrust and suspicion. An opposition rating of 1 represents simple suspicion, a rating of 3 represents active enmity and a severe lack of trust, while a rating of 5 (or higher) represents the character hating everything about the character and considering him no more than a blight upon Creation. The effects of this charm can lower the value to 0, rendering the character somewhat neutral toward the character and generally willing to consider the things he has to say about various subjects. The SocialResolutionSystem has more complete rules for Opposition ratings, and how they can be used.

Loyal Heart Companion

 Cost: 8 motes, 1 willpower, 3 experience points
 Duration: One scene
 Type: Simple
 Min. Presence: 5
 Min Essence: 4
 Prerequisite Charms: Listener-Swaying Arguement, and Heart-Claiming Devil's Voice

The Solar Exalt using this charm strengthens the bonds between him and another individual, tying the two yet closer together with essence-enhanced bonds of loyality and friendship. The magic of this charm is generally not accomplished instantly, but instead works slowly overtime to reinforce bonds that already exist or to more slowly forge such bonds whole. In order to use this charm, the character must interact with the character over the course of the scene while the motes are commmited. The Exalt then makes a Charisma + Presence roll, which can be resisted by the subjects Wits + Essence if he spends a willpower point. The difficulty of the character's roll varies: If he's recently done something to aid or support the subject, the difficulty of the roll is 1. If he's recently treated the subject with kindness and respect the difficulty is 3, while if he's had little real relationship with the character the difficulty is 5. Finally, if the character has actively opposed the subject the difficulty is 7. Recently in this context extends outside of the scene in question, refering to the overall situation between the two characters prior to this charm being used. The difficulty of the Wits + Essence roll is always 1.

If the character nets at least one success, the character gains one dot of the Allies background as it relates to the character. If this is sufficient to make the target an ally, then the Solar and the subject are now close friends. If it is not, then the character must use this charm again until he accumulates enough dots of the Allies background to cover having the subject as a friend. Any successful use of this charm lowers the subjects Opposition rating to 0. These allies are identical to other allies, and must be treated as actual friends, or else the effects of this charm fade normally.

Awesome Battle Presence

 Cost: 5 motes, 1 willpower
 Duration: One turn
 Type: Reflexive
 Min. Presence: 5
 Min Essence: 4
 Prerequisite Charms: Terrifying Apparition of Glory

The Solar Exalted, wreathed in awesome fires of golden light, becomes an impossibly brilliant figure of terror and glory, impossible to behold. This magic is so great that many simply stand mutely before the awesome power of the Solar, struck dumb by his power, and casually sliced down by his might. All to often attack is impossible, and there is nothing to do but flee. For the duration of the turn, anyone who wishes to attack him must make a Valor roll with a difficulty equal to the Exalt's essence. In general, the only way to succeed in this roll is to channel another virtue during the Valor roll or get very lucky. More importantly, those attacked by the character must make a Willpower roll at difficulty 2 to defend against the Exalt's attacks. If this roll fails they simply stand mute and allow the Solar to hew them down. Anyone affected by this charm can defend themselves normally if they allow themselves to succumb to terror and flee the scene of the battle. Anyone with an Essence rating higher than the character's is immune to this charm.

This charm is incompatible with the Dawn Caste's anima ability.