Strangelooper/SocialConflictCharmEdits
Contents
Charms edited for Social Conflict
Please direct all comments to THIS THREAD - thanks!
Several of the published Charms need to be tweaked or better defined in order to mesh properly with Social Conflict. In particular, Charms which act specifically against DMDV need to be scaled back in power, since DMDV has been reduced in Social Conflict (by removing Integrity from the calculation)
Solar Charms
War
Mob-Dispering Rebuke
- This charm works as-written in mass combat. In social situations, this charm is a Presence Attack (MDV -1, 1 Composure) but with Rate 1. Roll Charisma + (War or Presence) to create a Compulsion (Temperance) "Flee" or "Disperse", as an Unnatural Influence. Parry MDVs are inapplicable against this attack.
Integrity
Righteous Lion Defense
- This charm may only target an Ideal / Belief (Conviction) or a Duty (Valour) intimacy; Passions (Compassion) and Taboos (Temperance) are invalid targets.
Temptation-Resisting Stance
- Instead of adding Temperance (or another Virtue), this charm now works as follows:
For the duration of the charm, the character calculates their DMDV as (Willpower + Essence + Integrity)/2. Also, their DMDV becomes a valid static value for applying Integrity Excellencies.
Elusive Dream Defense
- The new Intimacy has a strength equal to the Virtue it is based on. It remains for the duration of the story, and its strength is never reduced by acting against it. At the end of the story, it dissipates completely unless the character wishes to keep it.
Unhesitating Dedication
- This charm can only create an Ideal / Belief (Conviction) or Duty (Valour) intimacy. For MDV modifiers, treat it as a Motivation (+ or - 3) rather than as an Intimacy. The strength of the Intimacy is equal to the Virtue it is based on. The strength of this Intimacy is never reduced by acting against it. However, acting in accordance with or against the Intimcay affects Virtue Channel gain and loss normally.
Performance
Respect Commanding Attitude
- Affected characters must spend 1 WP to make a Seize Debate attempt, to contest the Solar's Seize Debate attempts, or to leave the area. The maximum of 3 WP per scene is removed - there is now no maximum. However, if the Solar makes any non-Performance attacks, the charm ends. (The Solar is limited to the following actions while keeping the charm up: Seize Debate; Hold the Floor; Relinquish the Floor; Monologue; Performance Attack).
Heart-Compelling Method
- This charm can create Emotion intimacies only. The MDV modifier for the intense Emotion created by this charm is +/- 2 instead of the usual +/- 1.
Phantom-Conjuring Performance
- This character may add (Essence) dice to a Performance attack, or (Essence/2) to a Performance-based Parry MDV, at no mote cost. The increases do count against the limit for increasing dice pools with Charms, but they cost no motes and do not count as charm use. However, the manifested images carry the "Obvious" tag.
Memory-Weaving Discipline
- This creates an Idea / Belief (Conviction) Intimacy as an Unnatural Mental Influence, with a Strength equal to the extra successes on the attack. The strength of the Intimacy is reduced by 1 for each scene in which the character spends WP to resist following it, as with natural Intimacies. However, as usual, NPCs will not spend WP to shake off the charm unless it contradicts their Motivation or a theme against which they are Steeled - or unless they are influenced by others to do so.
Husband-Seducing Demon Dance
- This charm creates a Passion (Compassion) intimacy "Love" or "Devotion" as an Unnatural Mental Influence, with a Strength equal to the extra successes on the attack. The strength of the Intimacy is reduced by 1 for each scene in which the character spends WP to resist following it, as with natural Intimacies. However, as usual, NPCs will not spend WP to shake off the charm unless it contradicts their Motivation or a theme against which they are Steeled - or unless they are influenced by others to do so.
Presence
Hypnotic Tongue Technique
- The target may roll Perception + Investigation against a difficulty equal to the Solar's (Manipulation + Socialize)/2 at the time of the attack, before choosing an MDV with which to resist. Success allows the target to spend 4 WP to recognize the influence being created. If the influence is not recognized, then Parry MDVs are inapplicable.
- The Compulsion created by this charm is an Unnatural Mental Influence.
Terrifying Apparition of Glory
- clarification Note that this charm only applies to Natural Mental Influences.
Worshipful Lackey Acquisition
- This charm creates a Duty (Valour) "Servitude" Intimacy as an Unnatural Mental Influence. At the end of the charm's duration, this becomes a Natural Mental Influence with a Strength equal to the target's Valour.
Investigation
ALL INVESTIGATION CHARMS: whenever a penalty or difficulty of (Manipulation + Socialize)/2 is mentioned, replace it with (Manipulation + Socialize + Essence)/2
- Note that the Larceny Charms: Flawlessly Impenetrable Disguise and Perfect Mirror impose a +4 Difficulty modifier to supernatural Investigation rolls.
Evidence-Discerning Method
- If used when the target is not present, the roll is Intelligence + Investigation. If used in the presence of the target, the Solar must listen to at least one complete Monologue or one Social Attack by the target. He may then roll Perception + Investigation, adding a number of automatic successes equal to his permanent Essence, against a difficulty of the target's (Manipulation + Socialize + Essence)/2.
- In either case, the successes gained may be spent to profile the target as follows: 5 successes to learn the target's Motivation; 2 successes to identify a strong (rated 3+) Virtue; 1 success to learn an Intimacy. In addition to this, each success reduces external penalties as detailed in the charm description.
Irresistable Questioning Technique
- Completely replace the charm text with the following: This charm makes a single Investigation Social Attack into an Unnatural Mental Influence.
=== Occult ===
Spirit Repelling Diagram
- This charm creates a Compulsion (Temperance) "when dematerialized, leave the circle and remain outside the circle", as an Unnatural Mental Influence.
=== Bureaucracy ===
- These charms need to be re-evaluated once the bargaining system has been finished
=== Linguistics ===
Flawless Brush Discipline
- Completely replace the charm text with the following: Roll Charisma + Linguistics when writing the message, adding a number of automatic successes equal to the author's permanent Essence. When the message is read, the reader may choose one of his MDVs with which to defend. If the author's successes exceed the MDV of the reader, a Passion (Compassion) intimacy "Love the author" or "Admire the author" is created as an Unnatural Mental Influence, at a strength equal to the extra successes on the attack. This has a base cost of 1 WP (and 1 Limit) per scene to resist, but the strength of the Intimacy is reduced by 1 for every scene in which WP is spent to resist it, as if it were a Natural Influence.
- The option of spending 3 WP to prevent a successful attack from taking effect has been removed
Letter-Within-a-Letter Technique
- clarification Note the new rules for Social Surprise in Social Conflict.
Sagacious Reading of Intent
- This charm is a perfect defense against any social attack, except those against which the solar would receive an overall (net) penalty to MDV from his Virtues, IntimaciesStrangelooper/Influences, and Motivation.
'Twisted Words Technique
- This creates an Unnatural Mental Influence at a strength equal to the extra successes on the attack. This has a base cost of 1 WP (and 1 Limit) per scene to resist, but the strength of the Intimacy is reduced by 1 for every scene in which WP is spent to resist it, as if it were a Natural Influence.
- The option of spending 3 WP to prevent a successful attack from taking effect has been removed
Unbreakable Fascination Method
- This charm creates 2 Unnatural Mental Influences in all who can hear the Solar. The first is a Compulsion (Temperance) "Respect (the speaker)", and can only be resisted as described in the charm text. Characters affected by the first Compulsion must spend 1 WP to make a Seize Debate attempt, to contest the Solar's Seize Debate attempts, or to leave the area. This functions as the Performance charm Respect-Commanding Attitude, but the speaker is not limited to Performance based attacks.
- The second Unnatural Mental Influence is a Compulsion (Compassion) "Abasement" and requires a roll as described in the charm text. Characters affected by the second Compulsion must spend 1 WP for every action in which they wish to rise from prostration before the Solar.
Socialize
Wise-Eyed Courtier Method
- This charm creates a Belief / Idea (Conviction) influence in a social unit's Policy, as an Unnatural Mental Influence.
Wild Revelry Approach
- This charm creates an Emotion (Compassion) influence in a social unit's Policy, as an Unnatural Mental Influence.
Taboo-Inflicting Diatribe
- This charm creates a Taboo (Temperance) influence in a social unit's Policy, as an Unnatural Mental Influence.
Mastery of Small Manners
- The Appearance gain from this charm may be increase Composure, if used at the time that Composure is first calculated in the scene. Otherwise, the Appearance gain is most useful in increasing the raw Damage of Natural Mental Influences. Replace the last sentence of the charm text with the following: "The character instantly understands the most dominant emotion of each character present, and can place those emotions in context of the scene. This is treated as though the Solar had achieved a simple success on a Read Motivation dramatic action against each other character present.
Sidereal Charms
Survival: The Ship's Wheel
While many of these charms call for social-type rolls, most target animals. Animals can only use their DMDV; they cannot parry. Their social soak = 1. All animals have Passion Intimacies for their packmates/herdmates (rating 1) and any immature offspring (rating 3). The Motivation of an herbivore is "my own survival". The Motivation of a carnivore is "hunt" when hungry and "survive" when not hungry, or if wounded to the -2 level or more even when hungry. The motivation of a female with young offspring is "protect my offspring". Animals will only spend willpower in order to satisfy their Motivation.
All of these charms are subject to the Social Conflict rules (ie damage and soak for Natural Mental Influence). Most can be used as written with that understanding.
Sky Spirit Demand
- This charm causes a Natural Mental Influence; however, the spirit's DMDV is not modified by existing Intimacies, Virtues, Appearance of the Sidereal or any situational modifiers.
Linguistics: The Pillar
Favourable Inflection Procedure
- A successful roll creates a Passion Intimacy "Like (the Sidereal)" as an Unnatural Mental Influence, which dissipates automatically at the end of the scene. PMDVs are inapplicable against this charm.
Performance: The Musician
Song of Spirit Persuasion
- This charm creates an Unnatural Mental Influence. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.
Socialize: The Lovers
Cash and Murder Games
- This charm creates an Unnatural Mental Influence. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.
Wanting and Fearing Prayer
- This charm creates an Unnatural Mental Influence. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.
Presence: The Gauntlet
Force Decision
- On a successful roll, this charm creates a Strength 0 Compulsion (Conviction): Choose (the Sidereal's selected choice), as a Natural Mental Influence. The duration of the influence lasts at most until the choice is acted upon (ie once a bottle of wine is selected, the Influence disappears). However, like all Strength 0 Influences, it automatically disappears at the end of the scene regardless of whether it has been acted upon. Until the Influence disappears, it *does* provide the usual MDV modifier should anyone attempt to reinforce or oppose the decision with Social Conflict. Note that although this is a Natural Mental Influence, neither MDVs nor social soak of the target affect the success or failure of this charm; only the target's Essence is considered.
Presence in Absence Technique
- This charm now applies to Investigation attacks as well as the other abilities listed. Succeeding on the roll vs the target's Essence will allow the Sidereal to declare the type and form of the subsequent Social Attack by that target (ie create a Compulsion (Valour) to declare war on a neighbouring nation). Also, the target uses the Sidereal's Manipulation + (Bureaucracy / Performance / Presence / Investigation / Socialize) dice pool for that attack, instead of their own. Note that other Charms may not be combo'd into the target's subsequent attack: the "Combo-OK" keyword applies only to this charm's initial action on the target.
Impose Motivation
- This is an Unnatural Mental Influence, so spending WP to resist will also incur Limit. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.
Larceny: The Guardians
Avoiding the Truth Technique
- This is an Unnatural Mental Influence. However, either PMDV or DMDV may be used to defend against the attack.
Thought-Swiping Distraction
- If either the Sidereal or his target is the speaker in a Social Conflict, then the speaker immediately takes a Relinquish Floor action. Neither the target of this Charm nor the Sidereal may roll Join Debate if others are present, as both are distracted by the effects of this charm. If only the sidereal and the speaker are present, then they both roll to Join Debate after a pause.
Dream Confiscation Approach
- The victim of this charm may not regain Virtue channels for acting in accordance with his Influences, while the charm lasts.
Stealth: The Mask
Subordinate Inspiration Technique
- If the listener succeeds in his roll to realize that the words are not his own thoughts, then the Social Attack is no longer unexpected.
Blinding the Boar
- Any being with an Essence higher than the Sidereal's successes on his Manipulation + Stealth roll is unaffected by this charm.
Bureaucracy: The Haywain
Paralyzed Mandarin Infliction
- PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.
End Debate
- This is an Unnatural Mental Influence. An affected speaker in a Social Conflict must immediately Relinquish the Floor. All affected characters must spend WP (and accrue Limit) in order to take any Social actions other than a single Monologue followed by Relinquish the Floor. Affected characters must spend WP in order to say any Monologue that does not involved compromising significantly.
Lunar Charms
Use Bazzalisk's Lunar Charm conversions at http:/index.php?title=Exalted_Revised_Social_Conflict
Dragon-blooded Charms
Use Bazzalisk's Dragon-Blooded Charm conversions at http:/index.php?title=Exalted_Revised_Social_Conflict