Difference between revisions of "SolarSocialize/Heru"
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<b>Society as a Person Technique</b> | <b>Society as a Person Technique</b> | ||
− | <b>Cost:</b> --; <b>Mins:</b> Socialize | + | <b>Cost:</b> --; <b>Mins:</b> Socialize 2, Essence 3; <b>Type:</b> Permanent |
<b>Keywords:</b> Social | <b>Keywords:</b> Social | ||
<b>Duration:</b> Permanent | <b>Duration:</b> Permanent | ||
− | <b>Prerequisite Charms:</b> | + | <b>Prerequisite Charms:</b> Mastery of Small Manners |
The mandate over Creation given to the Lawgivers grants them unparalleled skill in leading societies. This Charm permanently enhances the Solar's capabilities in Social Combat and the Mandate of Heaven. Mechanically, the Solar is no longer restricted to using his Socialize rating when it is lower than the other Ability that he is applying. | The mandate over Creation given to the Lawgivers grants them unparalleled skill in leading societies. This Charm permanently enhances the Solar's capabilities in Social Combat and the Mandate of Heaven. Mechanically, the Solar is no longer restricted to using his Socialize rating when it is lower than the other Ability that he is applying. | ||
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===== Commentary ===== | ===== Commentary ===== | ||
− | Interesting concepts; I particularly like the multiple action branch. However, I would like to note that Society as a Person seems sort of... useless. Since you need Socialize 5 to use it, it will only come up at all in situations where a character is Essence 6 or greater, has social abilities at 6 or greater, has Socialize 5 and no higher, and has focused in Socialize enough to have three Charms. In such cases, the character can just spend the 9 XP for Socialize 6, which is far more useful. - FrivYeti | + | Interesting concepts; I particularly like the multiple action branch. However, I would like to note that Society as a Person seems sort of... useless. Since you need Socialize 5 to use it, it will only come up at all in situations where a character is Essence 6 or greater, has social abilities at 6 or greater, has Socialize 5 and no higher, and has focused in Socialize enough to have three Charms. In such cases, the character can just spend the 9 XP for Socialize 6, which is far more useful. - [[FrivYeti]] |
+ | : First, thanks for the kind words on the Charms in this section. Yeah, I know, I noticed that afterward. The concept behind it I firmly believe - I think Solars should have a Charm that allows them to ignore the max cap based on Socialize. But at the same time I cannot think of what a good level it would be at. Any help on this would be appreciated. -[[Heru]] | ||
+ | |||
+ | Okay, I just had a thought about Society as a Person Technique. I changed the minimums and modified the prerequisite. It is now a Socialize 2 Charm, how does that seem to you. -[[Heru]] |
Latest revision as of 01:17, 6 April 2010
Solar Socialize Charms
The Blossoming of Many Actions
Cost: 2m per action; Mins: Socialize 3, Essence 2; <b>Type: Extra Action Keywords: Combo-OK, Social, Obvious Duration: Instant Prerequisite Charms: Any Socialize Excellency
The might of the Lawgivers allow them to act socially without penalty. This Charm is a magical flurry of two or more Social-based actions. Each action costs two motes, including the first, and the Exalt can buy up to (his permanent Essence + 1) attacks. This charm lets the Solar make the attack without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. A Solar may only use this Charm on actions performed completely by himself.
Many Become One
Cost: --; Mins: Socialize 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Blossoming of Many Actions
Two or more Lawgivers working together is always better than one, and the Essence of Creation knows that. This Charm permanently enhances Blossoming of Many Actions by allowing it to work on Mandate of Heaven flurries when multiple administrators attempt to perform actions using the same Dominion. The penalty is only reduced to the Solar using the Charm.
Lawgiver Allies
Cost: --; Mins: Socialize 5, Essence 3; <b>Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Many Become One
The power of the Lawgivers are such that they may enhance the capabilities of those that are working with them. This Charm permanently enhances Blossoming of Many Actions and Many Become One by expanding the multiple action penalty reduction to a number of allies equal to (the Lawgiver’s Essence). The cost of activating the Blossoming of Many Actions is increased to 5 motes.
Glorious Court Strategies
Cost: --; Mins: Socialize 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Understanding the Court
Nothing equals the power of the Lawgivers when they put the might of their minds and their Charms to it. This Charm permanently enhances Understanding the Court in two district ways. The first is that the cost of the Charm is reduced by 10 motes, making it equal to 10 motes, 1 willpower. The second is that it increases the number of profiles that the Solar may have from one to his Socialize score.
Society as a Person Technique
Cost: --; Mins: Socialize 2, Essence 3; Type: Permanent Keywords: Social Duration: Permanent Prerequisite Charms: Mastery of Small Manners
The mandate over Creation given to the Lawgivers grants them unparalleled skill in leading societies. This Charm permanently enhances the Solar's capabilities in Social Combat and the Mandate of Heaven. Mechanically, the Solar is no longer restricted to using his Socialize rating when it is lower than the other Ability that he is applying.
Commentary
Interesting concepts; I particularly like the multiple action branch. However, I would like to note that Society as a Person seems sort of... useless. Since you need Socialize 5 to use it, it will only come up at all in situations where a character is Essence 6 or greater, has social abilities at 6 or greater, has Socialize 5 and no higher, and has focused in Socialize enough to have three Charms. In such cases, the character can just spend the 9 XP for Socialize 6, which is far more useful. - FrivYeti
- First, thanks for the kind words on the Charms in this section. Yeah, I know, I noticed that afterward. The concept behind it I firmly believe - I think Solars should have a Charm that allows them to ignore the max cap based on Socialize. But at the same time I cannot think of what a good level it would be at. Any help on this would be appreciated. -Heru
Okay, I just had a thought about Society as a Person Technique. I changed the minimums and modified the prerequisite. It is now a Socialize 2 Charm, how does that seem to you. -Heru