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Outsiders Apart Technique

Cost: 3m; Mins: Socialize 3, Essence 2; Type: Reflexive
Keywords: Compulsion, Social
Duration: One scene
Prerequisite Charms: Any Socialize Excellency

It can be hard to integrate oneself into a new social group, or try to introduce a new idea to one. This is never more then when a Dragonblood uses this charm. When activated the group grows more cliquish and less accepting of new people. Someone who is not part of the group finds their efforts to integrate their way into it to make friends or talk over some idea find it much harder. The difficulty of rolls of an outsider convince the group to adopt some new idea or plan or to join them is increased by the Essence of the DB using this charm. The group can not be larger in magnitude then the DB's Essence though the DB need not necessarily be part of it.

Dragon Suitor Presentation Method

Cost: 5m; Mins: Socialize 4, Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Warm-Faced Seduction Style

The world of the Dragonblooded has always been one of honourable marriage and duty. Wether it was being the honourguard to the Solars in the First Age, the commander of a Daimyo's forces for the Shogunate or a presentable young suitor looking for a marriage in the Dynasty it has always been thus. A skilled Blooded learns to make sure that she can present herself in the way most suitable to her goal by using the power of the flame to make those parts of her appropriate for her goal seem to almost shine or to make inflame the proper attributes in others. The use of this charm adds the Terrestial's Essence in successes to any matchmaking social actions the character takes.

Wise Counciled Confidence Exchange
Cost: 3m; Mins: Socialize 3, Essence 2; Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Sweeten-the-Tap Method

It is good to share your woes and concerns or even to talk freely with a close friend. It helps one make order of problems or confidence to face things that may come. During any scene of relaxed conversation with another person a Dragonblooded may use this charm. The other person will walk away from the conversation feeling a little bit more right with things. Mechanically this shows as +1 MDV and a single bonus die to all rolls to regain willpower from rest. This bonus lasts a number of days equal to the Dragonblooded's Essence. Used frequently a Dragonblood can quickly develop a reputation for being someone its good to talk to and will find people coming back again and again to talk and share and lay their woes on them. It is for this reason that oftentimes this charm is not used or not even learned.