StarJaunter/NWODSolarPolitics

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Solar Politics Charms

Organizations: Charms in this Ability typically Effect an Organization. This can be a political
party, but can also be businesses, Military units, social clubs, or unruly mobs, as long as they have a
united purpose, like driving you out of town. Any reference to an organization can mean any of these.
The ability to effect military Units is why it is given to Dawns, the Business aspect is why it is given
to Eclipse Caste Solars.

Politics Based Charms

Underling Promoting Touch
Cost: 2m, 1wp
Mins: Politics 5, Essence 2
Type: Simple
Keywords: Obvious, Touch
Duration: One Story
Prerequisites: any Politics Excellency

Those who speak for a Solar share his Majesty. This charm imbues a character with Solar Essence. When
the target believes himself to be acting or speaking in the Solar's name, they may add the Solar's Essence
score as an equipment bonus to all Social rolls made for the character.

Authority-Radiating Stance
Cost: 1m
Mins: Politics 4, Essence 2
Type: Simple
Keywords: Combo-OK, illusion
Duration: One Scene
Prerequisites: any Politics Excellency

The Solar assumes the mantle of Authority. For the rest of the scene anyone the Solar encounters who has a
Composure score less than the Solar's Politics score is under an illusion that the Exalt is someone with
authority over them. Resisting this effect costs a willpower point per minute of resistance. When two
willpower points have been spent they have thrown off the effect.

War-Based Charms

Rout Stemming Gesture
Cost: 1m, 1wp
Mins: Politics 3, Essence 1
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: one Dramatic Action
Prerequisites: any Politics Excellency

The glory of the Solar Exalted steadies those who follow them. the Exalt can target up to her essence in
organizations or 100 times essence scattered individuals. All must be able to see or hear the Solar or a
signal sent by them. Those effected by this charm automatically succeed on any roll, with which failure
might lead to abandoning the Solars cause or failing to perform their task for this one Dramatic Action.
Normally this applies to Resolve + Composure Checks to keep working or fighting in difficult circumstances.


Commanding the Ideal Celestial Bureacracy
Cost: 1m
Mins: Politics 4, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: instant
Prerequisites: Rout Stemming Gesture

The Lawgiver's Forces know his will. The Solar calls out an order or message, or call, but the message is
communicated instantly. Organizations react as if they were an extension of the Solar's will. Specifically
the message is up to 12 words long, at least 12 functional words, the rest is stuntage. The message can travel
up to Essence time 100 yards without technology. With use of email or cell phones the Solar can spread this to
the entire world. Effectively the solar calls or emails the right person and they pick up or read email right
away.

Mob-Dispersing Rebuke
Cost: 2m, 1wp
Mins: Politics 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: instant
Prerequisites: none

The Lawgiver chastises the Unworthy Rabble. This charm forces an opposing organization within essence times
100 yards of him to make a Resolve + Composure check for rout or disruption that stops normal organization
behavior.

Fury Inciting Presence
Cost: 2m, 1wp
Mins: Politics 3, Essence 2
Type: Simple
Keywords: Combo-OK, Administration
Duration: One Scene
Prerequisites: Mob Dispersing Rebuke

The Righteous leadership of the Lawgivers inspires mortals to service. The Exalt rolls Presence + Politics
The character organizes all characters whom the exalt succeeds in convinces and who don't spend a willpower
point to resist into an organization under the Exalt's direction. This unit dissolves if the solar abandons
it for over 15 minutes. This charm can be used to assemble a group for Administration and Delegation charms,
and use of these charms counts as maintaining the group under the Exalt's direction.

Husband Seducing Demon-dance
Cost: 2m, 1wp
Mins: Politics 4, Essence 2
Type: Simple
Keywords: Combo-OK, Obvious, Servitude
Duration: One Scene
Prerequisites: Fury Inciting Presence

In ancient times, people gave up their homes and families and marched to war for the Solar Exalted. The Solar
gives a performance, rolling Presence or Manipulation + Persuasion, remember to add any striking looks bonus.
Any one with a composure score less than the Solar's successes falls in love with the Solar or something he
represents. The target's may spend one willpower per scene to ignore the love, but otherwise must overcome in
as they would any love. When they have constantly spent willpower to resist it until they have spent all their
willpower they no longer love the Solar. Strong willed people cannot abandon their love so easily.

Leader of the All-Seeing Sun
Cost: 1m
Mins: Politics 5, Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: instant
Prerequisites: Fury Inciting Presence

The Solar Exalted do not abandon their people. This Charm informs the Lawgiver of the position and status of
all organizations within (Essence X 10) Miles that are either Loyal to the Solar or is run by someone loyal to
the Solar. This can include individuals working towards the Solar's purpose on their own somewhere. Position
information is based on relative distance from other organizations and important landmarks, like mountains,
rivers, enough to say a group was on a specific area or large building without knowing what room. Status
information gives numbers, what they are focusing on, and current condition, like if several people are sick
or goofing off it would tell the Solar. The Solar learns all this information as an instinct when they activate
this charm, they must activate it again to update their instincts.

Ideal Battle Knowledge Prana
Cost: 2m, 1wp
Mins: Politics 5, Essence 4
Type: Simple
Keywords: Combo-OK, Obvious
Duration: one Scene
Prerequisites: Commanding the Ideal Celestial Bureacracy, Leader of the All-Seeing Sun

Those who follow the Lawgivers work as one. This charm provides any organization that follows, directly or
indirectly, an instinct for understanding the Solar's desires and responding to any external factors that
might effect their progress. This reduces external penalties to dice rolls on behalf of the Solar by his
Essence Score and lets them react to his needs without any communication. The organizations just know how
to get it done.

Bureaucracy Based Charms

Insightful Acquisition Technique
Cost: 1m
Mins: Politics 3, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: instant
Prerequisites: none

Smoothly managing the Economy is vital to the management of the State. This charm provides the Solar with
understanding one the value of goods and services in a certain market, be it an actual market or a political
arena. The insights provided by the charm is limited by the Exalt's awareness of the item or service and the
market he is judging. This alone is valuable but many Solars apply the knowledge to get the best price for
what they have and get what they want for cheaper. This charm might tell the Solar the best deal on hiring
cheap assassins can be found at "The Dump Castle" at around 3 pm, but if he has never heard of the place than
it doesn't help. Lower the Solar's penalties for attempting difficult transactions by their Essence score.
unless the Solar is attempting something they obviously don't know enough about and than give them clue they
can uncover if they really want to.

Speed the Wheels
Cost: 1m or 2m
Mins: Politics 3, Essence 1
Type: Simple
Keywords: Combo-OK, administration
Duration: Indefinite
Prerequisites: Any Politics Excellency

The Lawgivers bring order and destroy corruption. The Solar speeds the process of bureaucracy. The Solar
communicates his desire for a speedy resolution to the organization and rolls Intelligence or Presence +
Politics + Essence. If the leader of the organization opposes the solar he can roll Resolve + Essence to
resist the Solar. If the Solar succeeds, their project is sped up by (the Solar's Essence + 1) with a max
time of one season. This charm can also be used to slow an organization by (the Solar's Essence + 1) with a
minimum time equal to (the Solar's Essence) hours. A Solar may use this as an Administration charm by spending
an extra mote. In this case and Organization administered to at least 8 hours a day by the Solar, may maintain
the speed increase on all projects as long as the Solar commits the essence.

Bureau-Rectifying Method
Cost: 2m, 1wp
Mins: Politics 5, Essence 2
Type: Supplemental
Keywords: Combo-OK, Stackable, Administration
Duration: instant
Prerequisites: Speed the Wheels

The Lawgivers govern wisely. This charm supplements a dramatic action taken by an organization led by the
Solar, or at least the Solar has authority over the project. The charm reduces circumstantial penalties
caused by conditions and inefficiency in the organization. This charm can also ruin an organization.
The Solar has a Contested Intelligence + Politics roll with the leader of the Organization, but the solar
can add their essence. If the solar wins they make the organization corrupt and inefficient adding a two
die penalty to all actions. This charm can stack but the most penalties a Solar can add or remove from a
single dramatic action is Intelligence + Politics.

Favor Currying Stance
Cost: 1m per Resource dot
Mins: Politics 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, Stackable
Duration: instant
Prerequisites: any Politics Excellency

The Solar knows the ways and means by which the world spins and can adjust it to their benefit with minimal
efforts. The Solar may use this charm when making use of merits, like resources and status to lower the
level they need to accomplish something, like a purchase. You may spend one mote per level of merit required
and lower the actual merit needed. This way they can make purchases equal to their resources or requests of
organizations and allies equal to status and allies without it being a strain or try impossible things with
only the same strain as an equal purchase or request. each use only lowers merit needed by one but it stacks
so with enough essence you can lower it further. This can allow Solars without resources or status to make
low level purchases or requests, albeit at the straining level(Zero = Zero) not that the Solar cares about
straining their empty wallet or the non-relationship with a group. Straining refers to the -2 die penalty
for skirting the limits of your Authority.

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