Presence, The Banner

 

Once, there was a maiden…

…whose battles called her far from home.

She slew the thing she feared most, and conquered the land that feared her.

As she fought, far away, she knew her children needed guidance.

She knew they faced tyrants.

She knew they faced fear.

In her homeland, things were broken.

So, she held up her hand before the sun, and cast a shadow on the world, and drowned the troubles of her home in darkness.

“Survival’s a long reach,” she said.

 

Heroic Essence Replenishment

Cost: None

Duration: Permanent

Type: Special

Minimum Presence: 1

Minimum Essence: 2

Prerequisite Charms: None

In her moments of greatest accomplishment, the force of an exultant Sidereal’s will allows her to siphon Essence from the world. This Charm draws on her ability to single-handedly remake the world in the shape she favors and dominate those hostile to herself and her cause. Immediately after a successful roll using Valor her immediately after a Presence roll that bent an enemy to her will, the Exalt regains twice her Valor in motes of Essence, up to her normal maximum. There is no cost to use this Charm’s effects ― learning this Charm simply enhances the Exalt’s capabilities.

 

Presence In Absence Technique

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Presence: 2

Minimum Essence: 1

Prerequisite Charms: None

The character impresses the fervent force of his personality on another person’s future. When next the target finds himself in a specified circumstance, the Sidereal can use Performance, Presence or Socialize as if the Exalt were there. His player makes a single Ability roll, which Charms cannot augment. This uses the target’s actions as a medium but does not change those actions ― rather, it gives them an unexpected emotional resonance and unusual connotations. For example, the target could enter the court of a king of thieves and discover that her actions inadvertently comprise a Presence roll to convince the court that she must die. Using this Charm voids any previous Presence in Absence Technique effects on the target. The Sidereals cannot annotate a single person’s destiny with dozens of future rolls.

 

Impose Nature

Cost: 3 motes

Duration: Indefinite

Type: Simple

Minimum Presence: 4

Minimum Essence: 2

Prerequisite Charms: None

The character blesses a single creature with her personal sign, making a ghostly imprint of the character’s Caste Mark on the target’s left palm. The target gains the Sidereal’s Nature in addition to his own. Both Natures are equally strong, and both help the target regain Willpower. The target proceeds normally, given that he has discovered an entirely new kind of joy/self-satisfaction, and while generally inclined to follow both Natures, does not need to give either precedence.

 

Force Decision

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Presence: 3

Minimum Essence: 2

Prerequisite Charms: Impose Nature

This Charm allows the Sidereal to channel Essence into another being briefly, forcing him to make the decision the Sidereal desires. The Sidereal’s player makes a Manipulation + Presence roll with a difficulty equal to the target’s Essence. Success indicates that the target will make the decision the Sidereal desires.

 

Predestined Triumph Practice

Cost: 8 motes, 1 Willpower

Duration: One battle

Type: Simple

Minimum Presence: 4

Minimum Essence: 3

Prerequisite Charms: None

This Charm gives the character supernatural acumen and insight when planning a battle. It functions automatically when the Sidereal commands the troops herself. Otherwise, it requires a Charisma + Presence roll to properly convey the Sidereal’s ideas to the leader of the side she favors. This roll has difficulty 1 for a cooperative leader, difficulty 3 for a leader who does not trust the Sidereal and difficulty 5 if the leader is actively unwilling the accept the Sidereal’s advice.

Fighting those blessed by a Sidereal’s insight is difficult. If the Exalt succeeds, opponents suffer a one-die penalty to their dice pools for both attacking and defending against the troops. Sidereal Exalted can always use their Compassion with this Charm.

 

Essence-Draining Battle Pattern

Cost: 8 motes

Duration: Until the relevant battle ends

Type: Simple

Minimum Presence: 5

Minimum Essence: 3

Prerequisite Charms: Predestined Triumph Practice

Having applied the Predestined Triumph Practice, the character may encourage his troops to fight in the Essence-Draining Battle Pattern. Their elegant maneuvering dams, blocks and diverts the flows of Essence that oppose them.

At any time while planning an impending battle, the character can elect to use this Charm. When the battle begins, the player rolls the Sidereal’s Intelligence + Presence to measure the character’s efficiency in designing the pattern and the troops’ ability to follow it. The maximum number of successes achievable equals the Exalt’s permanent Essence. Any further successes are lost. The pattern has a Perfection rating equal to this final number of successes.

One Exalt or 20 unExalted warriors can spend an action to enact part of the Sidereal’s battle plan. The altered Essence flows of the battlefield pour 1 mote of temporary Essence into each character enacting the plan. In addition, they each add the pattern’s Perfection to the Essence cost of Charms and sorcery used by their opponents. Any number of characters can take this action in a given turn, each further increasing the difficulty of hostile magic. However, this cannot more than double the cost for a Charm or spell. The Essence-Draining Battle Pattern affects any hostile Charm or sorcery that either originates upon the battlefield or has direct effects there.

For example, if the character has Essence 5, and his player rolls five or more successes, and six Dragon-Blooded under his command fight in the Essence-Draining Battle Pattern, Charms and sorcery used against the character’s forces cost up to 30 motes extra. Sledgehammer Fist Punch costs 8 motes instead of 3. Rain of Doom costs 90 motes instead of 60. Once upon a time, legions of well-advised Dragon-Blooded used this power to constrain even the horrible power of the Primordials.

Any army may only enact one Battle Pattern-type Charm. Sidereal Exalted can always use their Compassion with this Charm.

 

Demon-Blocking Battle Pattern

Cost: 8 motes

Duration: Until the relevant battle ends

Type: Simple

Minimum Presence: 5

Minimum Essence: 3

Prerequisite Charms: Predestined Triumph Practice

Having applied the Predestined Triumph Practice, the character may encourage her troops to fight in the Demon-Blocking Battle Pattern. Their formations are attuned to the disruptions in fate that the creatures of Malfeas and the Underworld embody, and by mirroring and twisting that disruption, the warriors can keep the threads of fate running straight and true.

The character invokes this Charm exactly as with the Essence-Draining Battle Pattern. One Exalt or 20 unExalted warriors can spend an action to enact part of the pattern, imposing a general dice-pool penalty on an inhabitant of Malfeas or the Underworld equal to the pattern’s Perfection. This cannot reduce the victim’s pool below 0 before the use of Charms.

An army may only enact one Battle Pattern-type Charm. Sidereal Exalted can always use their Compassion with this Charm.

 

Spirit-Binding Battle Pattern

Cost: 10 motes, 1 Willpower, 1 health level

Duration: Until the relevant battle ends

Type: Simple

Minimum Presence: 5

Minimum Essence: 3

Prerequisite Charms: Presence in Absence Technique, Force Decision, Essence-Draining Battle Pattern, Demon-Blocking Battle Pattern

This Charm uses a prayer strip marked with the scripture of the Maiden at War. The character first applies the Predestined Triumph Practice and then burns the prayer strip. Only the symbols on it remain, drifting on the wind as letters of blood and smoke.

The Charm takes effect once the battle begins. The Sidereal names a spirit or elemental she hopes to call and bind. The Sidereal’s location and invocation immediately becomes obvious to the spirit, wherever it may be. If the Sidereal uses this Charm unassisted, the spirit’s maximum Essence is 5. However, up to one Sidereal of each other caste can support her, participating in the planning. They need not have the Charm themselves. Each adds 1 to the maximum summonable Essence.

The dice pool for summoning and binding the spirit starts at 0. The death of one Exalted or 20 unExalted warriors on the Sidereal’s side adds one die to this pool. Whenever the Exalt finds this dice pool satisfactory, the player rolls against the spirit’s Essence. Success binds the spirit to grant whatsoever favor the character demands and exact no retribution ― or to serve her for a year and a day, later taking whatever revenge it chooses. (Elder spirits often consider killing the Sidereal Exalted too crude a revenge, instead seeking to impose an equally demeaning slavery upon them.) Suicide and favors tantamount to it are outside the limits of this agreement.

An army may only enact one Battle Pattern-type Charm. Sidereal Exalted can always use their Conviction with this Charm.

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