SolarSocialize/IsawaBrian
The Cunning Word</b>
<b>Cost:1 mote per die Duration: Instant Type: Supplemental Minimum Socialize: 1 Minimum Essence: 1 Prerequisite Charms: None
By lacing his conversation with essence, or even the fragile, half-real patterns of social groups, the Solar achieves mastery over a brief moment of interaction. The Exalts player expends one mote per die added to a Socialize roll, up to a maximum bonus equal to the character's Attribute + Socialize pool.
In Second Edition, this Charm is superseded by the First Socialize Excellency.
Lords of the Golden Rule</b>
<b>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Socialize: 3 Minimum Essence: 2 Prerequisite Charms: The Cunning Word
By the use of supernatural insight into the sociological make up of those around her, and the charm that comes with Essence enhanced interaction, the Solar transforms herself into the center of the storm that is a social gathering, making the Exalt into a master courtier, unable to be faulted and hardly able to be stopped. For the rest of the scene, the Exalt gains a number of extra dice for any Socialize roll equal to her Permanent Essence
Ordinarily, Solars are pinnacles of solitary might. Though they may ally with other Exalts, especially in Circles, their powers tend to be focused more on their own perfection, and perhaps the enhancement of their underlings, rather than group effects like the Terrestrials. The Lords of the Golden Rule Charm, however, transcends this effect partially, due to the social nature of its effect. As long as the Solar's companions work with her social designs and plots, or at least, not against them, they too will share in her bonus dice. A number of companions equal to the Solar's permanent Essence or a full Perfect Circle, if the Solar has one and they are all present, may be given the die bonus.
In Second Edition, this Charm is superseded by Infinite Socialize Mastery. In the future, I may rewrite it as an adjustment thereof, but it is currently unlikely, as I now think the tromping-on-DB-toes effect there was a poor one.
Sanctified Negotiations</b>
<b>Cost:10 motes, 1 willpower Duration: Special Type: Simple Minimum Socialize: 4 Minimum Essence: 2 Prerequisite Charms: Graceful Deflection Technique
Sometimes, the negotiations for a deal can be just as important as the deal itself. By activating the Essence of a social situation, a Solar Exalted may grant an air of peace and protection to a negotiation. When in a negotiatory setting-- ie, all parties have agreed, at least on the surface, to have a peaceful discussion-- the Solar can call upon Heaven to enforce the peace of diplomacy. For one hour per dot of Socialize, all participants have a sense of peace and calm. Sanctified Negotiations cannot force the participants to remain peaceful, but anyone who does break the peace of the negotiations takes a penalty in dice to all actions equal to the Solar's Permanent Essence, for a number of days equal to the same. Any violation of the peace of the Sanctified Negotiations, whether from within or without, will end the Charm.
In Second Edition, this Charm is Combo-Basic, Social, and Obvious. To clarify its effects, the first person or, rarely, persons, to break off from Social Combat into actual combat will suffer the above internal penalty. The Charm’s ban lingers for 6 ticks after the Join Battle roll is declared (whoever first declares it suffers the penalty for certain); during this time, anyone who takes a hostile action not in self-defense will suffer the penalty. For example, attacking someone who has attacked you during this time (by counterattack, or a good join battle roll) will not count as a violation; using this as an opportunity to attack his more dangerous ally would.
Celestial Propriety Mandate</b>
<b>Cost:15 motes, 1 willpower Duration: One Hour Per Dot of Permanent Essence of Exalt Type: Simple Minimum Socialize: 5 Minimum Essence: 3 Prerequisite Charms: Lords of the Golden Rule, Sanctified Negotiations
Laws of propriety and hospitality are bound into the very fabric of Creation. Even the orgy-murder sprees of Raksi, Queen of Fangs, contain in them some element of the Celestial Order, if only from the darker side of Yu Shan. The Solar can use the power of her Essence to enforce such decorum around her by energizing the Essence patterns formed by social behavior. This Charm takes effect over an area equal to the Solar's Socialize x 10 yards in radius. When activating Celestial Propriety Mandate, the Solar must choose whether to enforce local decorum, her own culture's decorum, or the standard courtesies of the Celestial Bureaucracy.
Once Celestial Propriety Mandate is activated, all beings with Willpower less than the Solar's Permanent Essence will be forced to comply with the decorum format selected by the Solar. All beings with a Willpower equal to or greater than the Solar's Permanent Essence but no greater than twice its amount can attempt to violate Decorum with a Conviction or Temperance roll, but will be at a penalty in dice equal to the Solar's Socialize to any actions that do so. Finally, beings with a Willpower greater than twice the Solar's Permanent Essence may simply disregard the effects of the Celestial Propriety Mandate.
If the Solar violates the chosen precepts of decorum, the effects of the Charm end. Characters with Willpower less than the Solar's Permanent Essence who are attacked or endangered, physically or spiritually (such as being forced to participate in a cannibalistic ritual), during the effect of the Charm may be considered to have equal Willpower.
In Second Edition, this Charm is Social, Combo-Basic, Compulsion, and Obvious. Instead of a Willpower-to-Essence comparison, the Solar should roll Manipulation or Charisma + Socialize at the beginning of the Charm’s effect, with a number of bonus successes equal to the Solar’s Essence. This score should be compared to the dodge MDV of any who wish to violate the rules of decorum; it is an unblockable effect. If a violator’s dodge MDV is not higher than the score rolled by the Solar, he may still throw off the unnatural compulsion by spending 3 willpower, but will be at an internal penalty equal to the Solar’s essence to do such violation. If the Solar violates the chosen precepts of decorum, the effects of the Charm end. Combat does not necessarily violate all precepts! A character may become immune to one incident of the Charm if it would force him into an unacceptable order by spending 3 willpower.
Ultimately Agreeable Friend</b>
<b>Cost:10 motes, 2 willpower Duration: One Hour Type: Simple Minimum Socialize: 5 Minimum Essence: 4 Prerequisite Charms: Venomous Rumors Technique
One of the more potent Charms in the arsenal of a Solar, Ultimately Agreeable Friend allows the Exalt's mastery of Social Essence to make it virtually impossible for a single target to disagree with him. Powerful Solar radiance binds the will of the target to that of the Exalted, making the target perceive the Solar as an incredibly reasonable, friendly being. So long as the target does not have an Essence greater than that of the Solar's, anything that the Exalt suggests will be agreed to.
Even incredibly dangerous actions can be forced upon a target, though a direct attack from the Solar or attempting to force the target not to respond to being attacked will break the Charm. Especially dangerous situations that are not directly threatening, such as attempting to convince a mortal to dance for a Fae Court, or ordering a Dragon-Blooded to sit still as monstrous beasts enter the campsite or join a Lunar for dinner will give the target a chance to break free of the compulsion, although the character will then be at a penalty to all actions equal to the Solar's Essence until events cause the breaking of the Charm as above.
In Second Edition, this Charm is very different.
Cost: 10m, 2 wp; Mins: Socialize 5, Essence 4; Type: Simple (6 long ticks) Keywords: Combo-OK, Compulsion, Touch Prerequisite Charms: Venomous Whispers Technique
As easy as it is to destroy an individual or group’s chances to make a good impression or act effectively, it requires much more skill and power to give the blessings of social grace. A potent Solar can cause such redirection by main force, surrounding his target with such an air of likeability that it is impossible to think of them as anything less than a boon companion; a group of people may seem like the most persuasive and magnetic of organizations.
The Solar must touch the target, which may be himself, or interact with the targeted group. This Charm creates an unnatural field of effect radiating out from that person, smoothing her way and making her almost impossible to disagree with. Add the Solar’s Essence in dice to all social die pools for the next day. However, this effect does rely on an unnatural radiation, and someone undergoing a social attack by the target may spend a Willpower during Step 1 of the social attack to be immune to the supernatural affability, an exception to the usual order of action, effectively canceling the bonus dice. Should the target be capable of adding dice to themselves, these dice do count against the usual maximums, but not if they have been cancelled. If the effects ARE cancelled and the target would usually be able to add dice during Step 1, she may act to do so at the point in which they are cancelled, following normal rules.
Transcendent Social Prowess</b>
<b>Cost:None Duration: Permanent Type: Special Minimum Socialize: 5 Minimum Essence: 3 Prerequisite Charms: Venomous Rumors Technique, Sanctified Negotiation
The Solar has surpassed the ordinary limits of a courtier. No matter how foreign the court, no matter how strange the customs, she fits in with little to no effort, charming the oddest of personalities. Subtract two from the difficulty of any Socialize roll (minimum difficulty one).
This charm was inspired by Neph.
In second edition, this Charm requires any two Socialize Excellencies, Infinite Socialize Mastery, and Socialize Essence Flow. It negates up to 2 points of internal or external penalties (to a minimum of 0) to Socialize rolls, and if less than 2 points of penalties are applied, may reduce any non-DV/MDV difficulty by the amount remaining, up to 2, to a minimum difficulty of 1.
Courtier King</b>
<b>Cost:None Duration: Permanent Type: Special Minimum Socialize: 5 Minimum Essence: 5 Prerequisite Charms: Transcendent Socialize Prowess
This Charm may only be taken by Eclipse-caste Solars. It is a natural development of their anima powers and relies on the basic universality of their souls and caste. Even characters capable somehow of mimicking the Eclipse caste ability to learn Charms from other entities than Solars may not learn this Charm. This Charm represents the natural social talents of the Eclipse Caste developing beyond the norm. As a result, the cost to activate non-Solar Socialize Charms is reduced to normal. The doubled experienced cost to learn such Charms remains. The Eclipse's social nature becomes transcendent, allowing him to harmonize with the odd nature of other Social Charms. This Charm is only possible because of the Caste-harmony of an Eclipse; similar Charms can be developed for other Eclipse Abilities, but not for Abilities or Attributes that do not correspond to their Caste.
In Second Edition, this removes the 2 mote surcharge for non-Solar Socialize Charms.
Second Edition
Creation-Dominating Attitude</i>
Cost: 20m, 1wp; Mins: Socialize 5, Essence 4; Type: Reflexive Keywords: Combo-Basic Obvious, Social Duration: One Scene Prerequisite Charms:
The title of ‘Lawgiver’ is not a mere accolade for Solars. Their word is law; they speak with the full weight of authority whether a Zenith inciting a crowd to rampage, or a Night whispering in the ear of a crime lord. Should a Solar choose to exert herself, she may manifest this inherent authority, and woe to those who would deny the masters of Creation. For the rest of the scene, add the character’s Essence to the magnitude of any unit she wields in social combat, even if she is by herself. This magnitude is wholly the creation of her personal charisma and does not provide any form of advantage save in magnitude-to-magnitude comparison.
<i>Will of the Nation</i>
Cost: 20m, 2wp; Mins: Socialize 5, Essence 4; Type: Simple (Speed 5 in long ticks) Keywords: Combo-Basic, Obvious, Social Duration: One Scene Prerequisite Charms: Gathering the Congregation, Creation-Dominating Attitude
There are many benefits for a Solar who assumes mastery over a gathering of people. The will to command is imprinted into the very Essence that surrounds them—a mandate written upon the crown of the Solar shard itself. This mantle of authority is not shed from a Solar’s shoulders, even should he be far away from those who support it. For the rest of the scene, the Solar may use in social combat the statistics for any unit for which he is the leader—regardless of whether they are present, the largest unit in the scene, or any other restrictions, save that the Solar cannot simultaneously benefit from two units at once. The Lawgiver may, however, switch commands as a miscellaneous action—treat as the equivalent of readying a weapon.
There are two dangers to the use of Will of the Nation. First, when the Solar is wielding a social unit, it is considered available and present at the same range as the Solar himself. Its Loyalty is at risk and it can be the target of unnatural mental compulsions (and natural ones, of course). For all intents and purposes, treat the unit as though it is present at the scene, even though the unit itself is not aware of what is happening. For example, if a Queen chooses to exert her authority deep in the depths of Mountain Folk’s dwellings, the Artisans may choose to sap their Loyalty through concerted Social Attacks. Should she lose sufficiently, her nation may shed members who may never even know why—simply that they felt their patriotism ebb and drain, despair overwhelming their dedication.
Secondly, when Will of the Nation is used, it marks the user definitively in their authority. This may not be specific—the Queen of Sydonia is very obviously The Queen, not The Queen of Sydonia. A Night exerting the social authority of his gang might be The Crime Boss or The Thief Lord, but this will not—in and of itself—identify the city or nation for which that Night is the master of matters underhanded. How a character is identified is a matter for the GM’s decision, but it should be relatively simple and abstract.
<i>Graceful Deflection Technique</i>
Cost: 4m; Mins: Socialize 3, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Duration: Instant Prerequisite Charms: Wise-Eyed Courtier Method, Mastery of Small Manners.
This Charm is converted from First Edition, adapted slightly for my purposes, so I will not include White Wolf copyrighted text here. The character must engage their attacker in witty banter or other distracting verbiage and read their target’s body language, which means that deaf or mindless attackers are immune, and the Solar must speak a language the attacker understands. The Solar gains her Essence as a bonus to her Dodge pool prior to being halved for DV. This is in addition to the usual Essence bonus, and instead counts as a dice bonus. The following modifications cost one bonus point or one experience point:
<i>Favored Banter Adaptation: Although the witty words of a Solar are best suited to evasion rather than direct confrontation, it would hardly be proper for the best strengths of a Solar. The Solar may adapt Graceful Deflection Technique to also cover a Parry defense of her choice, whether Melee or Martial Arts (or, depending on other available charms, this may include other methods more unusual). Favored Banter Adaptation may be purchased as many times as the Solar desires to expand the applicability of Graceful Deflection Technique.
Interpretive Disdain Posture</i>
Cost: --; Mins: Socialize 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Graceful Deflection Technique
A true Solar polymath knows that words are not the only distraction available to twist the more rude arguments of battle against an opponent. By purchasing Interpretive Disdain Posture Charm, the Exalt modifies his Graceful Deflection Technique so that it may affect any sapient being capable of perceiving the Solar in some way by succeeding at a reflexive Perception + Socialize roll against a difficulty depending on how alien the beings’ perceptive technique is, how hard it is to realize what that technique is, and how difficult it is for the Solar to actually cause a distraction for that perception.
Attempting to transform body posture and facial expression to distract a foe is difficulty one, but the Solar might be able to distract an entity only capable of perception by scent on a difficulty of 4. Vibrational perception, on the other hand, may be easy to affect, but the Solar will have a harder time noticing that it is being used, so its difficulty might be a 2 or 3. The Solar may also opt to deliberately use this alteration with Graceful Deflection Technique to surmount a language barrier; generally, this is done visually through certain universal signs and gestures.
At Essence 5, the Solar may spend an extra mote of Essence when using Graceful Deflection Technique in an Interpretative Disdain Posture to become distracting on a transcendent level. Even mindless beings can be distracted as the Solar taunts and banters with their purpose, their essence. The reflexive Perception + Socialize roll is made against the target’s Essence in difficulty instead of being based upon perceptive technique. Indeed, by spending a mote, the Lawgiver may opt to do this to a sapient target—if, for example, their essence is much lower than the difficulty needed to affect their alternative perception.
Comments
WooT! Brian is back! I will look through this in the morning, but at any rate, it is nice to see an update:)