Difference between revisions of "BogModAlternateSidereals/Socialize"
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Viziers are not the Lawgivers. Entire societies do not change overnight because they wish it to. Yet to think them incapable of influence underestimates their subtle power. The Sidereal must spend several hours trying to encourage a particular Intimacy they want the social group to have. Then they roll (Charisma or Manipulation + Socialize) at a difficulty of the social unit's leaders's MDV plus half the Magnitude of the unit. On a successful roll the group picks up the Intimacy. It costs 5 points of Loyalty to remove. The changes a Sidereal makes are very subtle though and without a successful Perception + Socialize roll at a difficulty of the Sidereal's Essence the group is not self aware of this change in attitude for a number of months equal to the Sidereal's Essence. | Viziers are not the Lawgivers. Entire societies do not change overnight because they wish it to. Yet to think them incapable of influence underestimates their subtle power. The Sidereal must spend several hours trying to encourage a particular Intimacy they want the social group to have. Then they roll (Charisma or Manipulation + Socialize) at a difficulty of the social unit's leaders's MDV plus half the Magnitude of the unit. On a successful roll the group picks up the Intimacy. It costs 5 points of Loyalty to remove. The changes a Sidereal makes are very subtle though and without a successful Perception + Socialize roll at a difficulty of the Sidereal's Essence the group is not self aware of this change in attitude for a number of months equal to the Sidereal's Essence. | ||
+ | -------- | ||
+ | <b>Confidence in Action</b><br> | ||
+ | <b>Cost:</b> 8m; <b>Mins:</b> Socialize 4, Essence 3; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> Combo-OK<br> | ||
+ | <b>Duration:</b> Instant<br> | ||
+ | <b>Prerequisite Charms:</b> Left-Hand-of-Power Understanding | ||
+ | |||
+ | The Vizier encourages and supports a leader and in doing so restores not only the leader's confidence but gives him insight in how to lead without making his people scatter. The Sidereal rolls (Charisma or Manipulation + Socialize) and for each success roll restores a point of Loyalty. If the social unit had just lost magnitude due to losses from Loyalty this will restore the magnitude as people return. If it hasn't it gives the unit extra Loyalty no greater then the Sidereal's essence. | ||
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Any Ex(1). Sid can take the Policy of a social group he is part of as a secondary motivation for purposes of MDVs and stunts and such.(2) | Any Ex(1). Sid can take the Policy of a social group he is part of as a secondary motivation for purposes of MDVs and stunts and such.(2) |
Revision as of 01:28, 17 September 2009
Socialize is The Lovers
Headstrong Follower Technique
Cost: 5m; Mins: Socialize 2, Essence 2; Type: Simple
Keywords: None
Duration: One story
Prerequisite Charms: None
Fewer in number then Solars or Lunars yet more unified then either the Viziers can throw themselves in with a dedication towards the groups they are part of. The Sidereal takes on the Policy of a social unit she is part of as an additional motivation for purposes of MDVs, stunts, and the like. She can discontinue the committment of essence at anytime.
Left-Hand-of-Power Understanding
Cost: 4m; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Any Socialize Excellency
Sidereals move harmoniously through many groups. They can spend the morning having tea with the Gods of Peace and then slum it out with some Nexus rabble in a bar. One of the keys to such ability is knowing who is where on the totempole. After spending a scene interacting with a social unit the Sidereal finds out who is a part of it and where they stand in things. This charm doesn't provide information about where those people are or who they really are if their commonly known alias is false. It also tends to find the smaller specific groups before the larger ones. Using it on Venus for example would yield information about who the Incarna are rather then the entirety of the Department of Serenity.
Deft Society Weaving
Cost: 5m, 1wp; Mins: Socialize 4, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Left-Hand-of-Power Understanding
Viziers are not the Lawgivers. Entire societies do not change overnight because they wish it to. Yet to think them incapable of influence underestimates their subtle power. The Sidereal must spend several hours trying to encourage a particular Intimacy they want the social group to have. Then they roll (Charisma or Manipulation + Socialize) at a difficulty of the social unit's leaders's MDV plus half the Magnitude of the unit. On a successful roll the group picks up the Intimacy. It costs 5 points of Loyalty to remove. The changes a Sidereal makes are very subtle though and without a successful Perception + Socialize roll at a difficulty of the Sidereal's Essence the group is not self aware of this change in attitude for a number of months equal to the Sidereal's Essence.
Confidence in Action
Cost: 8m; Mins: Socialize 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Left-Hand-of-Power Understanding
The Vizier encourages and supports a leader and in doing so restores not only the leader's confidence but gives him insight in how to lead without making his people scatter. The Sidereal rolls (Charisma or Manipulation + Socialize) and for each success roll restores a point of Loyalty. If the social unit had just lost magnitude due to losses from Loyalty this will restore the magnitude as people return. If it hasn't it gives the unit extra Loyalty no greater then the Sidereal's essence.
Any Ex(1). Sid can take the Policy of a social group he is part of as a secondary motivation for purposes of MDVs and stunts and such.(2)
Hierarchy Learner(3), builds off 1.
Give Social Groups Intimacies(4), builds off 3. Authority Booster that restores loyalty ratings for social groups(5), builds off 3.
college, social attacks to change the groups Policy are perfectly ignored.(6), builds off 2 and 5.
Reduce own temperance charm(1c)
College charm, makes target want to keep sid around and alive. So long as sid serves target sidereal enjoys a bonus to social attacks against target.(2c), builds off 1c.