BogModAlternateSidereals/Socialize

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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 aware of this change in attitude for a number of months equal to the Sidereal's Essence. At Essence 4 mere mortals will never detect the subtle hand of the masters of Fate.


Son-as-Brother Technique
Cost: 8m, 1wp; Mins: Socialize 5, Essence 3, House of Serenity 2; Type: Simple
Keywords: College, Combo-OK, Illusion, Social
Duration: Instant
Prerequisite Charms: Deft Society Weaving

People in Creation are defined by their connections to others. You are someone's friend, someone's sibling, someone's child, someone's servant. These bindings are simple things to be shifted and twisted by the Chosen of the Maidens. After a scene of interacting with a social group the Sidereal can roll Charisma or Manipulation + Socialize + House of Secrets. If her successes beat the MDVs of the targets she can redefine their relationships. Who are friends, who is the child of who, who is married to who, all these things can be reorganized. Throwing off this belief costs 3 willpower. Those who don't throw it off after a month the change becomes permanent. This chance in relationship works its way into everyone's mind so they see the people in their new relationship. Throwing off the effect on doesn't fix everyone's perception of that person so just because one person knows they are not really the local police chief everyone else will see them that way. This charm can not change magical aspects of a person's connections.


Roll of Connections
Cost: -; Mins: Socialize 5, Essence 5, House of Serenity 5; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Son-as-Brother Technique

No longer are the bonds of essence and true connection beyond the Sidereals manipulation. She can change relationships that were normally beyond her. This is not a mental change in opinions but a transformative change. For some it can be temporary but in others it can be permanent. For example a Sidereal using this can change someone to free them from the bonds of lineage so that Dynasty charms no longer apply to them or even cripple their own Dynasty charms. A godblood can have its kind changed. The son of a god becomes the son of a Solar and has a power change appropriately.

Demons can be temporarily cut off from their Yozi preventing the Yozi from forcing themself into it. Any demon killed while cut off from its yozi suffers real death if its killed just as if it had been killed with Ghost Eating Technique. First circle demons are cut off forever unless they return to their yozi. Second circles are cut off for a week. Third circles merely a scene.

Exaltation is proof against this though. A Solar is always the chosen of the Unconquered Sun. They can however form bonds just like the Lunar Bond or change who is bonded. This effect is reversible and a Sidereal had best be careful doing so lest two very angry Exalted come after them.


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.


Turned From Injustice Interuption
Cost: 5m, 1wp; Mins: Socialize 5, Essence 4; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Confidence in Action, Headstrong Follower Technique

Standing at the side of those who make descisions they keep them on a virtuous plan even when outside forces would turn them to inauspicious ways. An effect which would impose a Compulsion or force a change in a unit's policy or is cancelled out. If the Leader of the affected social unit is hostile or will not meet with the Sidereal then the Sidereal makes a contested roll against the user of the effect on the unit to cancel it otherwise the charm automatically works.


Reveler's Delight
Cost: 4m; Mins: Socialize 3, Essence 3; Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None

Sometimes its hard to throw oneself into the party. There is a level of relaxation required that some just can not normally maintain...to say nothing of outright lies and deceptions that need to be used at times to asuage an ego. Luckily there are little mental tricks to make that sort of thing easier. While this charm is active the Sidereal count as having a 1 Temperance. If a Sidereal has Temperance as their primary virtue they gain a point of Limit for using this charm.


Blue Shoes Friend
Cost: 3m; Mins: Socialize 4, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Socialize Excellency

The Joybringers are well known in Heaven for being friendly to say nothing of the reputation of the Cerulean Lute. For all that though people still make time for them and with good reason. This charm enhances the character's sexual skills beyond that of any human. Such is her prowess that anyone who willingly has sex with her she can make a social attack against using her Charisma or Manipulation + Performance or Socialize. This social attack is undodgeable and produces an intimacy of desire towards the sidereal in addition to the effects of a regular social attack. Anyone who has such an intimacy and has had this charm used on them before adds 1wp to the WP cost to resist any mental or social attacks the Sidereal makes against them.


Causal Weaving Method
Cost: 2m; Mins: Socialize 1, Essence 1; Type: Reflexive
Keywords: None
Duration: Special
Prerequisite Charms: None

Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Venus' perview that the Sidereal must help along. That two lovers meet, that a marriage does not come to pass are just two basic examples of events they may need to ensure. These will generally not put the Sidereal in any danger though it may require things the Sidereal does not with to do such as ensure a couple that are bad for each other stay together. See page 52 of the MoeP: Sidereals for an example mission.

If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely.

This charm also exists as a War, Survival, Lore and Bureaucracy charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again.

A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. This charm can not be activated in the Wyld though its reroll function can be.


Causal Nexus Manipulation
Cost: -; Mins: Socialize 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Causal Weaving Method

With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe. BogModAlternateSidereals

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