Difference between revisions of "SolarPresence/GreenLantern"

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(Is there more content on Madwand's WW wiki page than here?)
 
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Back to SolarPresence<br>
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Back to [[SolarPresence]]<br>
Or perhaps to GreenLantern<br>
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Or perhaps to [[GreenLantern]]<br>
 
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So - I like the ''idea'' of ''Irresistable Salesman Spirit'' in 2nd Ed. Problem is that doubling your successes isn't ''that'' useful of a trick. Sure, it'll get your past their MDV's, but after that, it's still only a WP away from ignoring you. And to me, that's resisting. I hate resisting. Hence, I'm working on new charms, for convincing, and otherwise controlling and pushing people.
 
So - I like the ''idea'' of ''Irresistable Salesman Spirit'' in 2nd Ed. Problem is that doubling your successes isn't ''that'' useful of a trick. Sure, it'll get your past their MDV's, but after that, it's still only a WP away from ignoring you. And to me, that's resisting. I hate resisting. Hence, I'm working on new charms, for convincing, and otherwise controlling and pushing people.
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== Comments ==
 
== Comments ==
How about a persistent arguement? The kind that gets under someone's skin so they keep thinking about it, and they have to keep resisting it multiple times for your Essence in scenes? Which could even count as natural mental influence, so charms protecting against mind control don't stop them from listening to your persuasive arguements and eventually deciding you were right. Especially if you get to keep that one roll you doubled your successes on, and if they temporarily augmented their MDV, they would have to keep doing so every scene. - IanPrice
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How about a persistent arguement? The kind that gets under someone's skin so they keep thinking about it, and they have to keep resisting it multiple times for your Essence in scenes? Which could even count as natural mental influence, so charms protecting against mind control don't stop them from listening to your persuasive arguements and eventually deciding you were right. Especially if you get to keep that one roll you doubled your successes on, and if they temporarily augmented their MDV, they would have to keep doing so every scene. - [[IanPrice]]
  
 
Might I suggest Checking Madwand's WW EX-wiki page for inspiration?
 
Might I suggest Checking Madwand's WW EX-wiki page for inspiration?
 
-[[Azurelight]]
 
-[[Azurelight]]
:Well, I already use his Wiki SolarPresence page, because it's awesome - is there more there? -- GL
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:Well, I already use his Wiki [[SolarPresence]] page, because it's awesome - is there more there? -- GL

Latest revision as of 02:32, 9 June 2010

Back to SolarPresence
Or perhaps to GreenLantern


So - I like the idea of Irresistable Salesman Spirit in 2nd Ed. Problem is that doubling your successes isn't that useful of a trick. Sure, it'll get your past their MDV's, but after that, it's still only a WP away from ignoring you. And to me, that's resisting. I hate resisting. Hence, I'm working on new charms, for convincing, and otherwise controlling and pushing people.


Unrefusable Offer</B>
 <B>Cost:  4 motes
 Duration:  Instant
 Type:  Supplemental
 Minimum Presence:  ?
 Minimum Essence:  ?
 Prerequisite Charms:  Irresistable Salesman Spirit

Bearing of Truthful Delivery</B>
 <B>Cost:  ? motes
 Duration:  Instant
 Type:  Supplemental
 Minimum Presence:  ?
 Minimum Essence:  ?
 Prerequisite Charms:  ??

In Their Best Interest</B>
 <B>Cost:  ? motes
 Duration:  Instant
 Type:  Supplemental
 Minimum Presence:  ?
 Minimum Essence:  ?
 Prerequisite Charms:  ??

Actual effects

I've also got actual mechanical ideas, but I have yet to correlate them to names, and work out exactly how things should go, etc. So I'll just list possible 'convincing' charm effects below:

  • Extra successes on the mental attack count for something
    • Extra WP to resist?
    • An automatic second attack? (thus going straight to the 2WP max, really)
    • A second type of resist roll, to even want to spend the WP?
    • A second type of resist roll, for greater effect (such as how SAE lets you do a near-perfect dodge if you have enough sux)
  • Illusion-type effect to convince you that the deal is a good one, and in your favor. Persistent, so you never realize that you were snookered.
  • Illusion-type effect to make people believe what you say is the truth (think Peacock Shadow Eyes).

Other effects, for other charms:

  • Permanent enhancement to all charm-enhanced Presence rolls, to remove the max 2WP required to avoid - similar to Phantom Conjuring, but evil.
  • Area-Effect multi-attack. Comboable!

Comments

How about a persistent arguement? The kind that gets under someone's skin so they keep thinking about it, and they have to keep resisting it multiple times for your Essence in scenes? Which could even count as natural mental influence, so charms protecting against mind control don't stop them from listening to your persuasive arguements and eventually deciding you were right. Especially if you get to keep that one roll you doubled your successes on, and if they temporarily augmented their MDV, they would have to keep doing so every scene. - IanPrice

Might I suggest Checking Madwand's WW EX-wiki page for inspiration? -Azurelight

Well, I already use his Wiki SolarPresence page, because it's awesome - is there more there? -- GL