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Back to [[FrivYeti/HeroicAdvocate | The Advocate]] <br>
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=== Influence Charms ===
 
=== Influence Charms ===
  

Latest revision as of 19:33, 8 June 2010

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Influence Charms

http://img.photobucket.com/albums/v365/Friv/InfluenceCharmTree.gif

Perfect Poise Method</b>

<b>Cost: 3 motes
Type:: Simple
Duration: One Scene
Minimum Influence: 1
Minimum Essence: 1
Prerequisites: None

Sometimes, a smooth voice and a silver tongue that slide over any problems that develop. With this Charm active, the character becomes naturally smooth and unruffled. She adds two dice to all rolls to resist demonstrating emotion, and cannot botch any Social rolls for the duration - any botch counts simply as a failure.

Subtle Master Technique</b>

<b>Cost: 1 mote per die
Type:: Supplemental
Duration: Instant
Minimum Influence: 1
Minimum Essence: 1
Prerequisites: None

A skilled advocate can make most suggestions sound reasonable. This Charm may be activated whenever the character makes an Influence or Socialize check in order to persuade people or change plans. For each mote spent, the character may add one die to the pool. The character may not add more dice than her Influence + Essence.

Life Of The Party Presence</b>

<b>Cost: 4 motes
Type:: Simple
Duration: One Scene
Minimum Influence: 3
Minimum Essence: 1
Prerequisites: Perfect Poise Method

With a look and a few easy words, the character fits in and seems to belong. So long as she does not attempt to exert authority or do more than fit in, she is assumed to belong to any social group that she interacts with. The character may use her Manipulation normally in these situations, but may not take centre stage without ending the Charm.

Subtle Catalyst Technique</b>

<b>Cost: 6 motes
Type:: Simple
Duration: One Day
Minimum Influence: 4
Minimum Essence: 2
Prerequisites: Life Of The Party Presence, Subtle Master Method

An advocate works in secrecy. With a few well-placed words and thoughts, she may plant an idea in the head of a single target. The character chooses the target and rolls Manipulation + Influence against the target's Wits + Conviction. If the idea being planted is something that the target wants to do, add one automatic success. If the idea being planted is something that the target is opposed to, increase the difficulty by 1, and if the target is strongly opposed, increase the difficulty by 2.
If the character succeeds on the roll, the target finds the thought on their mind, and does not realize that the advocate was the one who planted it. For each success that the character gains, the target suffers a 1-die penalty on all rolls that work against the thought, and the target must succeed at a Willpower roll with that die-penalty to avoid taking an oppurtunity to fulfill the thought.

Silver-Tongued Devil</b>

<b>Cost: 5 motes
Type:: Reflexive
Duration: One Scene
Minimum Influence: 3
Minimum Essence: 2
Prerequisites: Perfect Poise Method

Skilled Advocates can argue light as darkness, and claim that the sky is green. As long as this Charm is active, the character adds her Essence in automatic successes for the purposes of lying or misdirection. In addition, Charms that automatically detect lying do not function; instead, they add the Essence of the lie-detecting character in automatic successes to detect lies.

Black Is White Persuasion</b>

<b>Cost: 4 motes, 1 Willpower
Type:: Simple
Duration: Instant
Minimum Influence: 4
Minimum Essence: 3
Prerequisites: Silver-Tongued Devil

With the right words, even the most ridiculous statement can seem believable. The character chooses a single target and speaks a sentance-long statement, and then rolls Influence + Essence against the target's Willpower. If the character wins, the target believes the sentance to be true, regardless of what it is. If presented with proof that the statement is false, the effect ends; when presented with evidence that the statement is false, the target may roll Willpower at a difficulty of the character's Essence, and success ends the effect. Note that statements such as "You have no legs" or "You cannot use Essence" will be proven false effectively instantly.

Iron Soul Interruption</b>

<b>Cost: 5 motes, 1 Willpower
Type:: Reflexive
Duration: One Scene
Minimum Influence: 3
Minimum Essence: 2
Prerequisites: Silver-Tongued Devil

The advocate's mind must be clear and easy, unaffected by the powers of others. For the duration of the scene, the character adds her Essence in automatic successes on all rolls designed to resist social influence or Charms. Charms that simply require a roll and do not allow counter-rolls have a difficulty penalty equal to the character's Essence. Perfect social Charms function normally.

Empty Mind Method</b>

<b>Cost: 6 motes, 1 Willpower
Type:: Reflexive
Duration: Instant
Minimum Influence: 4
Minimum Essence: 3
Prerequisites: Iron Soul Interruption

Even the most powerful mind can be breached, but with this effect, the character wraps Essence around her mind, sliding it aside from a social attack. The character may activate this Charm in response to any social or mind-altering action, Charm or spell used against them. The action fails. This is a perfect defense.

Master Puppeteer Technique</b>

<b>Cost: 10 motes, 1 Willpower
Type:: Simple
Duration: One Day
Minimum Influence: 5
Minimum Essence: 3
Prerequisites: Subtle Catalyst Technique, Black Is White Persuasion

With this Charm, the character takes complete control of another, seeing and acting through them. The character must make eye contact with their target to activate this Charm. Roll the character's Influence + Essence against the target's Willpower + Essence. If the target is willing, the character need not roll. If the character succeeds, her own body passes into a trance, and she takes complete control of the target. Use the target's Physical Attributes and Appearance, and the character's other traits, and reduces all wound penalties by 1 - she also increases the difficulty of all purely touch-based rolls by +1. The character may use Charms through the target, at a cost of +1 mote per activation. The character may switch awareness between the two bodies at will. She may also attempt to operate her own body and that of the person she is possessing simultaneously; this imposes a -1 die penalty to all actions, and all actions taken by either body count towards multiple action penalties. The controlled character is aware of all actions that take place. If the character attempts an action that violates the target's Virtues, the target may channel a Virtue to prevent the action. This also allows the target to roll Willpower; each success reduces the number of successes the character rolled originally by 1. If the successes are reduced to 0, the effect ends.