Difference between revisions of "AbyssalSocialize/BogMod"
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<b>Patterns of the Monarchs Method</b><br> | <b>Patterns of the Monarchs Method</b><br> | ||
− | <b>Cost:</b> | + | <b>Cost:</b> 3m, 1wp; <b>Mins:</b> Socialize 3, Essence 2; <b>Type:</b> Simple<br> |
− | <b>Keywords:</b> Combo-OK, Compulsion, Mirror(Taboo Inflicting Diatribe, p.238) | + | <b>Keywords:</b> Combo-OK, Compulsion, Mirror(Taboo Inflicting Diatribe, p.238)<br> |
<b>Duration:</b> Instant<br> | <b>Duration:</b> Instant<br> | ||
<b>Prerequisite Charms:</b> None | <b>Prerequisite Charms:</b> None | ||
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Each and every ghost feels a little tug of Oblivion and the hateful murmering of the Neverborn. This common connection can be navigated by the Deathknights and lead them to endless sources of information. When this charm is active she counts as having Contacts 5 and a major contact in the area she is in. Her caste mark remains on her brow while she does this though, a blood red mark that all can see. | Each and every ghost feels a little tug of Oblivion and the hateful murmering of the Neverborn. This common connection can be navigated by the Deathknights and lead them to endless sources of information. When this charm is active she counts as having Contacts 5 and a major contact in the area she is in. Her caste mark remains on her brow while she does this though, a blood red mark that all can see. | ||
+ | -------------- | ||
+ | <b>Rule by Pettiness</b><br> | ||
+ | <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Socialize 4, Essence 3; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> Combo-OK, Social<br> | ||
+ | <b>Duration:</b> Instant<br> | ||
+ | <b>Prerequisite Charms:</b> Imprecation of Ill Manners | ||
+ | The petty differences between people are the greatest source of their own hatreds. Unable to see the truth of Oblivion they snap at each other and betray the nature of their base and low souls. This charm is a dramatic action taking a week to change a social unit during which time the Abyssal must spend time subtly fostering the new attitude in people within that unit. The Abyssal rolls Manipuation or Intelligence + Socialize against a difficulty of the highest MDV in the group + 1/2 Magnitude. Success means that the worst natures of those in it come to the for. Anyone who is part of the group counts as having an MDV 2 higher whenever someone tries to build a positive intimacy in them and an MDV 2 lower whenever someone tries to build a negative intimacy in them. This shift is very subtle. A Perception + Investigation or Socialize roll at the difficulty of the Abyssal's Socialize is required to pick up on the change and once noticed requires 5 Loyalty to break. | ||
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== Comments == | == Comments == |
Latest revision as of 18:20, 8 May 2011
Patterns of the Monarchs Method
Cost: 3m, 1wp; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Mirror(Taboo Inflicting Diatribe, p.238)
Duration: Instant
Prerequisite Charms: None
The society of the Underworld is made up of rules. Chosen as they are by the Neverborn who's very dreams creat that world the Deathknights can easily impose rules on societies. Unlike their Solar counterparts though they do not need to enthusiastically encourage the new behavior but they must still spend time with at least one member of the affected social group. Those who break the rules made by this charm are more likely to be hurt or even killed as punishment but otherwise it acts just like its mirror.
Momentum of Stagnation Mastery
Cost: -; Mins: Socialize 4, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Socialize Excellency, Patterns of the Monarchs Method
Brave is the man who tries to change the world. Foolish is the man who undermines societies will. This charm permanently enhances Patterns of the Monarchs Method. Now whenever the social groups leader spends Loyalty to try to cancel the effects of the charm he must contend with an attempt to replace him. At the start it will be capable people but by the end it will be those desperate to not see things change. How a person tries to remove him is up to their capabilities and temperment but this charm allways encourages those most capable of doing so.
Honored Regalia Walk
Cost: 6m; Mins: Socialize 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Exquisite Etiquette Style
The Abyssals carry themselves with the grace of the fallen and respected dead. From the high class Dynasty to the most barbaric of tribes there is a respect for those who have passed on. Regardless of her attire or appearance she suffers no penalty to rolls when interacting with others due to differences in culture. Furthermore the amount having a lower appearance can penalize her social attacks and MDV is reduced by one. Finally if the she has Exquisite Etiquette Style active at the same time increase the Appearance bonus from that charm by one.
Ties That Bind Understanding
Cost: 5m; Mins: Socialize 4, Essence 2; Type: Simple
Keywords: Mirror(Friend of a Friend Technique), Obvious, Spectral
Duration: One scene
Prerequisite Charms: Exquisite Etiquette Style
Each and every ghost feels a little tug of Oblivion and the hateful murmering of the Neverborn. This common connection can be navigated by the Deathknights and lead them to endless sources of information. When this charm is active she counts as having Contacts 5 and a major contact in the area she is in. Her caste mark remains on her brow while she does this though, a blood red mark that all can see.
Rule by Pettiness
Cost: 5m, 1wp; Mins: Socialize 4, Essence 3; Type: Simple
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Imprecation of Ill Manners
The petty differences between people are the greatest source of their own hatreds. Unable to see the truth of Oblivion they snap at each other and betray the nature of their base and low souls. This charm is a dramatic action taking a week to change a social unit during which time the Abyssal must spend time subtly fostering the new attitude in people within that unit. The Abyssal rolls Manipuation or Intelligence + Socialize against a difficulty of the highest MDV in the group + 1/2 Magnitude. Success means that the worst natures of those in it come to the for. Anyone who is part of the group counts as having an MDV 2 higher whenever someone tries to build a positive intimacy in them and an MDV 2 lower whenever someone tries to build a negative intimacy in them. This shift is very subtle. A Perception + Investigation or Socialize roll at the difficulty of the Abyssal's Socialize is required to pick up on the change and once noticed requires 5 Loyalty to break.