StarJaunter/NWODSolarIntimidation

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Solar Intimidation

Stubborn Boar Defense
Cost: -
Mins: Intimidation 2, Essence 1
Type: permenant
Keywords: none
Duration: permanent
Prerequisites: none

The Solars are Exalted of the Unconquered Sun and cannot let themselves be conquered by mere
intimidation. This charm permanently enhances the Solar so that they add essence to their
willpower for determining the number of successes needed by their opponents in an intimidation
contest, no matter what side of the contest the Solar is on.


Menacing Posture Meditation
Cost: 1m
Mins: Intimidation 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: instant
Prerequisites: any Intimidation Excellency

With nothing but Body Language and Expression, a Solar can so focus someone on them that they
ignore any positive aspect of their situation and act as if the solar had an Edge. The solar
loses all penalties in an intimidation contest and gains an equipment bonus equal to their
Essence score that does not count against their total.


Outpouring Coercion Technique
Cost: 1m
Mins: Intimidation 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, supernatural
Duration: one interrogation
Prerequisites: Menacing Posture Meditation

The Lawgivers leave nothing unilluminated by the Unconquered Sun. When this power is activated
and the mote committed through the whole interrogation than the victim can hold back nothing
from their Solar Interrogator. Any fact they try to hide costs one point of willpower, anything
they don't or can't spend a willpower to protect is up for grabs. Since any individual fact has
facts surrounding it, like how they learned it or who it effects, than even protected information
stands partially revealed, although such things are covered by stunts.

Lightning Browbeating Stance
Cost: 1m
Mins: Intimidation 3, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: one interrogation
Prerequisites: Menacing Posture Meditation

The Chosen of the Sun cannot wait for confessions when they have enemies to smite and so they
learned to wring them out all the faster. This charm, when activated at the beginning of an
interrogation and committed until the end, speeds things up. The rolls occur once every combat
turn, instead of once an hour. This lets the solar reach the end result, whatever it might be
very quickly.

Enemy Castigating Solar Judgement
Cost: 1m
Mins: Intimidation 1, Essence 2
Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: instant
Prerequisites: none

The Solar Ignites her spirit with the Essence of the Unconquered Sun. This charm can enhance
a physical attack which makes it do Aggravated, Holy damage to creatures of Darkness. This charm
can enhance a Social Roll, which makes it Holy and prevents creatures of darkness and reduces any
resistance, passive or rolled, by half rounded up against creatures of darkness. This charm can
explicitly enhance other abilities.

Aura Charms

Majestic Radiant Presence
Cost: 2m
Mins: Intimidation 4, Essence 2
Type: Reflexive
Keywords: Obvious
Duration: one scene
Prerequisites: any Intimidation Excellency

The Solar burns with the Incandescent radiance of the Unconquered Sun. This Charm intimidates
others into being unable to make a Physical or social attack on the Solar unless they succeed
on a reflexive resistance roll. When this charm is purchased the solar chooses the method of
resistance. They can roll composure, resolve, or Resolve + Composure - Exalt's Essence score.

Terrifying Apparition of Glory
Cost: 1m
Mins: Intimidation 5, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: instant
Prerequisites: Majestic Radiant Presence

The Solar burns with impossible Glory. This charm renders any social roll it supplements to be
impossible to ignore. The target can't stop their ears or tune you out, they must listen to what
the Solar says and way it fairly. This charm can explicitly be used to enhance any social ability.

Resolve Breaking Intent
Cost: 1m
Mins: Intimidation 4, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: instant
Prerequisites: Majestic Radiant Presence

The enemies of the Solar Exalted say they can feel their intent to kill them as a palpable presence.
Any one who has a Resolve + Essence(or similar trait) score less than the Solar's Intimidation score
feels the power and intent to kill from the Solar so strongly that they can't bring themselves to
attack the Solar without spending a willpower point for every attack. Supernatural beings, like
exalted can attack with a stunt or charm empowered attack as well, but they won't be able to use
such for defense than. If they tie or beat the Intimidation score, they feel the killing intent but
it does not keep them from attacking. An intimidation excellency can be used to double the score for
one turn, but would have to be reactivated every turn to keep it up.

Stare Down Charms

Dauntless Solar Gaze
Cost: 1m
Mins: Intimidation 3, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: instant
Prerequisites: none

The piercing eyes of the Lawgiver can turn lesser men and make them weak. This charm enhances a
stare down attempt so that the whole roll boils down to a Presence + Intimidation + Essence roll
from the Solar versus presence + Intimidation or Composure + Essence on the victim (former if they
want to win the roll or later if they are avoiding it, by closing eyes or averting gaze.)

This charm can be enhanced by purchasing extra effects that can occur if the Stare Down is successful.
Only one such effect can be activated at a time and each one costs 4 xp to purchase.

Will Piercing Eyes: This effect costs one mote when stare down succeeds, it is used in combat to
prevent an enemy from attacking for a number of turns equal to Solar's essence. They can still
defend, but can't move or attack anything.

Resolve Shattering Glance: This effect costs one mote when the stare down succeeds, it must be used
before combat starts, or at least before any attacks have occurred. For the rest of the scene the victim
suffers an extra one die penalty on attacks against the Solar.

Inquisitorial Stare: When a Solar succeeds at a stare down and spends one mote to activate this
effect they may ask one simple question of the target and the target must answer or spend a willpower point
to resist.

Dominating Glower: This effect costs one mote when a stare down succeeds with this effect they may
make one demand of the target, this must be something simple and not dangerous, usually it is used to
command someone get out of the Lawgivers way. If timing is important the command holds a number of turns
equal to the Solar's Intimidation Score.


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