Social Charms

 

Pattern Facilitation Module

Cost: 8 motes, 1 Willpower

Installation Cost: 1 motes

Duration: Indefinite

Type: Simple

Minimum Charisma: 4

Minimum Essence: 3

Prerequisite Charms: Transitory and Sustained Augmentation of Charisma

The Alchemical has an artificial gland implanted into her brain, which appears as an almost imperceptible bulge on her skull. When activated, the cluster of preprogramed synapses and probability distortion nodes releases a pulse of Essence that rapidly diffuses through the fabric of nearby reality. The Exalt must designate a policy that an existing organization is currently considering for implementation (even if most members are opposed to the agenda). At least one member of that organization must be in the Alchemical’s presence when she activates the Pattern Facilitation Module (or she must be a member).

As a result of using this Charm, all members of the organization with a permanent Willpower less than the Exalt’s Essence immediately come to favor the stated agenda and will vocally support the plan and seek to convince others to do the same. Those with a Willpower equal to or up to twice (the Exalt’s Essence feel predisposed toward the policy but are still not entirely convinced. They could be swayed either way by evidence or arguments but are more likely to favor the policy than oppose it. Those with higher Willpower than this are not swayed in the slightest, but will at least consider the agenda on its merits rather than their own prejudices. Beings with Essence of 2+ are completely immune to this Charm. If a targeted organization has more valid targets among its membership than (the Exalt’s Charisma x 20), the Charm affects up to that number of people, starting with those who have the lowest Willpower rating and working up.

Repeated use of the Charm on the same agenda and organization spreads the effect to reach more targets wherever the prior activation(s) left off. All enchantment wrought by this Charm last until the designated agenda is officially endorsed or rejected by the leadership of the organization or until the Exalt chooses to withdraw Essence committed to the effect. Note that organizations may endorse a plan only to reject it later if the agenda proves ineffective or leads to problems for the group. For the purposes of this Charm, an organization may be as informal as a gathered mob or as tightly hierarchical as a local subbranch of the Tripartite, but the group must have some common identity in order for the effect to spread through them. By its nature, Pattern Facilitation Module works best when targeted to as specific a subset of a group as possible.

 

Synergy-Promoting Upgrade

Cost: 1 mote per target

Installation Cost: 1 mote

Duration: One turn

Type: Reflexive

Minimum Charisma: 2

Minimum Essence: 2

Prerequisite Charms: None

The Exalt has a cluster of orichalcum threads tangled around a jade nodule in his chest, the entire mass of which adjoins his Essence reservoir. When activating the Charm, the Exalt must specify a single task that could be achieved by the end of the turn and pays 1 mote per target. He must be aware of targets in order to affect them and may target himself. The player of every target of the Charm who directly works toward that objective may add one die to one roll that furthers the task during the turn (as selected by the player of the character receiving the bonus). This die is considered a form of artificial specialty that follows the normal rules for specialties, including maximums. The Storyteller remains the final arbiter of whether a task is short and defined enough for this Charm to enchant and whether any roll sufficiently furthers the task to receive the bonus.

Perfection Of Assembly

Cost: 3 motes, 1 Willpower

Installation Cost: None

Duration: Indefinite

Type: Simple

Minimums Charisma: 3

Minimum Essence: 2

Prerequisite Charms: Synergy-Promoting Upgrade

This Charm expands and focuses the Synergy-Promoting Upgrade, allowing the Alchemical to form a hive-mind Assembly with other Exalted. Forming a hive-mind requires that a minimum of two Alchemicals with this Charm activate it in each other’s presence. Once the initial bond is formed, other Exalted can join the Assembly by activating the Charm, but all current members must be present and willing to accept the newcomer into their group. Characters may use this Charm repeatedly to join multiple assemblies, but cannot belong to more total hive clusters than their permanent Essence. No cluster may have more members than the highest Charisma + Essence of anyone in the group.

Members of an attuned Assembly receive a number of benefits. First, they are always aware of the direction and distance of their brethren. Second, an Exalt may gauge the physical well-being of an Assembly-mate at any time as a simple action, revealing the number of health levels she has remaining. Most importantly, members can communicate telepathically as a reflexive power when they are within (Essence x 10) yards of one another. If two members of the Assembly are not in range of one another but are in mutual range of a third member, they can relay thoughts through the middle person (both the relay and the final target hear these messages). Alchemicals may selectively broadcast thoughts to as few or as many Assembly-mates within range as desired. This telepathy is projective only and replaces the need for speech. The power does not in any way allow Exalted to read each other’s minds. Wards that block scrying also block the power of an Assembly to locate, analyze or communicate with one another.

 

Thousandfold Courtesan Calculations

Cost: 5 mote

Installation Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Appearance: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Appearance

The Alchemical has a vast database of sexual techniques directly stored in the web of her subconscious, as well as intuitive knowledge of all chakra points and nerve clusters that produce sensual pleasure. By tapping into the suggestion of this lore and allowing the subconscious impression of focused sexual intent to infuse her body language and inflection, the Exalt becomes an object of intense desire. All her player’s seduction rolls for the scene add a number of automatic successes equal to (the Alchemical’s Essence - the Essence of the target). Targets of equal or greater Essence are not unduly awed by the sensuousness of her presence.

In addition to facilitating seduction, this Charm aids in the actual act of consummation. Roll the Exalt’s Appearance + Performance at standard difficulty, adding automatic successes as for seduction. If the number of successes exceeds the partner’s Willpower, he is so awed by the experience that he becomes highly suggestible, adding the Exalt’s Essence to the difficulty of all Social, Wits, Willpower or Virtue rolls made to oppose or resist the will of the Alchemical. For every full hour that passes, this difficulty increase cumulatively diminishes by one until it fades completely.

More importantly, the experience is highly addictive for mortals. Roll the partner’s Temperance (difficulty 2). On a failure, he will do anything that does not bring himself or a loved one to harm in order to obtain another intimate encounter. On a botch, he will do anything for the chance regardless of the cost to self or others. On a success, he retains composure and feels no addiction, although his wits remain addled for the next few hours.

If the number of successes on the Performance roll is greater than the target’s Temperance, the difficulty increase begins at half the Exalt’s Essence (rounded up) and decreases normally thereafter, and there is no chance of addiction. Successes less than or equaling the partner’s Temperance rating achieve nothing but providing an intensely pleasurable experience.

 

Emotive Aesthetics Of The Body Electric

Cost: None

Installation Cost: 2 motes

Duration: N/A

Type: Permanent

Minimum Appearance: 4

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Appearance

The Exalt’s body and movements have received exacting calibration, enabling her to communicate intentions and have a profound impact on others without saying a word. She may apply Social rolls to others without speaking or obviously doing anything, provided the target of her roll can perceive her with one of his senses. She cannot communicate complex thoughts or conduct speech without words, so she cannot make an eloquent point on a specific matter.

However, she may attempt to seduce or intimidate others, to attract attention to herself, to make new friends or to “poison the waters” against an adversary who is also present (by conveying overwhelming disdain or distaste for him). Her player makes the normal rolls for these feats but cannot roll more dice for the Social Attribute used than her character’s Appearance rating. Social feats facilitated by this Charm are extremely subtle, requiring a reflexive Perception + Socialize roll (difficulty of the Exalt’s Essence) to notice and recognize. If an observer is the target of an emoted feat, his player should immediately make this roll.

On a failure, the character does not realize that his feelings have been externally modified, let alone the source. Anyone else who is present when an Exalt uses her Emotive Aesthetics of the Body Electric must be directly and deliberately observing her at the time of the Social roll, or else his player does not get a Perception roll for the character to notice the effect.

 

Empathy Simulation Engine

Cost: 1 mote

Installation Cost: 1 mote

Duration: One Scene

Type: Simple

Minimum Manipulation: 3

Minimum Essence: 2

Prerequisite Charms: None

Though it has its uses, an abundance of Clarity admittedly makes normal social interactions with mortals difficult. This Charm mitigates that somewhat, taking the form of a riveted implant in the neck, from which a web of barbed tendrils emerges and stretches taught along the skin to reenter the skull at key anchor points. These tendrils are held in place by means of barbed hooks in the brain itself. Activating this Charm is extremely painful, though bearably so. For the rest of the scene, the character reduces his effective Clarity by his Manipulation rating for the purpose of determining Social penalties. However, he receives no opportunity for a Compassion roll to reduce Clarity for interacting with mortals during the scene. Once the duration passes, the false mien of empathy recedes, and the character’s full Clarity penalties return. In addition, the Exalt gains a point of Clarity for simulating emotions instead of actually embracing the human condition.

 

Transcendent Brutality Programming

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Manipulation: 4

Minimum Essence: 2

Prerequisite Charms: Empathy Simulation Engine

This Charm reverses the function of the Empathy Simulation Engine, drawing upon the cold detachment of Clarity to make the Exalt a figure of dread. The Alchemical adds a number of bonus dice equal to his (Clarity ÷ 2, rounded up) to all intimidation or interrogation-based Social rolls. This bonus is considered a form of specialty, cumulative with all other pertinent specialties. Characters temporarily forfeit the bonus awarded by this Charm whenever they mask Clarity with their Empathy Simulation Engine. While this Charm is installed, Exalted gain a point of permanent Clarity.

 

Conceptual Entropy Module

Cost: 6 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Manipulation: 3

Minimum Essence: 3

Prerequisite Charms: Transitory or Sustained Augmentation of Manipulation

The Alchemical has a spiked gland of soulsteel and starmetal wires buried in his brain. When activated, this Charm generates effects similar to those produced by a Pattern Facilitation Module. Use the rules for that Charm, with the following key differences.

First, the character can only attack a plan under consideration by the organization and make it appear foolish, unwise, dangerous or otherwise undesirable. He cannot endorse an alternative or in any way promote a plan.

Second, those who fall completely under the sway of this Charm (Willpower less than the Exalt’s Essence) hate the targeted agenda with extreme prejudice and will use force or even outright violence to oppose that plan. Those with a Willpower equal to the Exalt’s Essence or as high as (his Essence + 2) don’t like the plan but may grudgingly be talked into it if given sufficient evidence to do so. Characters with higher Willpower find the plan distasteful and will favor viable alternatives but will not hesitate to pursue the agenda if it is clearly in their best interest to do so. If this Charm is used to oppose an agenda that is supported with an activation of Pattern Facilitation Module, the Exalt with the highest Essence wins, and the lesser effect is negated. In the case of a tie, the Charms cancel, and no adjustment of opinion occurs.

 

Motivational Vocoder

Cost: 10 motes, 1 Willpower

Installation Cost: 1mote

Duration: One day

Type: Simple

Minimum Manipulation: 3

Minimum Essence: 3

Prerequisite Charms: Transitory or Sustained Augmentation of Manipulation

This Charm takes the form of a delicate half torc anchored by a rivet in the throat. With this device, the Exalt can give orders to a group and impel them to fulfill that task with greater efficiency. All targets must be present for the Alchemical to address when the Charm is activated, and targets cannot have a permanent Essence of 2+. Furthermore, the Exalt cannot affect more targets with a single activation of this Charm than (her Manipulation x 10). For the rest of the day, every target adds one bonus die to any action that directly furthers the assigned task.

This bonus is considered a form of artificial specialty and is treated like other specialties. At the end of the day, each character who made use of the bonus loses 1 point of Willpower and adds 1 to the difficulty of his next Conviction roll to regain Willpower. Successive days spent under the influence of this Charm cumulatively increase the penalty to a maximum of the target’s Conviction, at which point he cannot regain Willpower with rest. For every full day that the character goes without being enchanted by this Charm, the penalty decreases by one die. Targets reduced to zero temporary Willpower as a result of this Charm are listless and lose one die from all non-reflexive actions unless those actions are in immediate accordance with a Motivational Vocoder directive.

 

Personality Override Spike

Costs: 8 motes, 1 Willpower

Installation Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Manipulation: 5

Minimum Essence: 3

Prerequisite Charms: Motivational Vocoder

The Alchemical has a foot-long spike mounted in an arm or other appendage, which he can retract or extend as a reflexive action without activating the Charm. This probe is extremely sharp and slender and may be wielded as a stiletto (damage is piercing, but the spike otherwise uses the same statistics as a short sword). However, the primary purpose of the spike is not as a mere weapon, but as an instrument of mind control. If the Exalt pierces a sentient being of equal or lower permanent Essence and inflicts any levels damage, he may opt to spend 8 motes and 1 Willpower point to activate this Charm. Outside of combat, the needle may be inserted more carefully and need not inflict any damage if the victim does not resist.

Once inserted, the spike releases hundreds of burrowing microfilaments that rapidly thread their way through nerve bundles to the spine and up into the brain. As these threads spread out and begin conducting electrical impulses, both the Alchemical and the victim lose conscious awareness of the world around them and remain paralyzed for the rest of the turn (and potentially longer as explained below). Neither character can take any conscious actions or take any automatic reflexive actions not permitted while locked in a clinch.

At the beginning of the next turn after successful injection, make an opposed roll of Essence + Willpower for the Exalt and the victim. If the victim wins, both she and the Exalt awaken as the thwarted wires retract back into the spike. The victim instinctively pushes herself free, causing the spike to slide out of her wound. If the Exalt wins the contest, record the net successes. Repeat the contested roll at the beginning of each new turn until the victim wins or the Exalt cumulatively obtains three net successes. (If a victim offers no resistance, no contested roll is required.) If the Exalt conquers a victim’s mind, each full turn spent maintaining the link allows him to inflict one of the following effects as a simple action. The Exalt can terminate the link and retract the probe at any time.

• The victim gains or loses a dot from a Virtue (maximum •••••, minimum •).

• The victim’s Nature changes to whatever archetype the Exalt desires (usually Follower).

• The victim gains or loses a dot of permanent Willpower (maximum 8, minimum 0 for mortals, minimum 1 for magical beings). If permanent Willpower is reduced below a victim’s current pool, any excess of the new rating is lost.

• The victim forgets a specific contiguous period of memory beginning and ending at points in time selected by the Exalt. The Alchemical does not know what is erased without other magic and cannot delete a period of memory greater than five years per turn.

• The victim suffers neural overload and remains unconscious for the rest of the scene (even after the spike withdraws) unless violently shaken awake.

• The victim dies as her brain shuts down (Essence 1 mortals and non-magical beings only).

In mortals, any Trait or memory loss or Nature change wrought by this Charm is permanent, at least to the degree that further experience point expenditure and major life circumstances do not subsequently change them. Any Traits that receive an increase lose one bonus dot per week. Victims reduced to 0 permanent Willpower are used as slaves in Autochthonia; these wretches are only capable of performing the most mindless tasks and cannot communicate or vocalize anything beyond a droning hum.

Exalted and other magical beings are far more resistant to mental change. They heal one dot of every single diminished Trait per day, followed by a restoration of their Nature after another day passes. Bonus dots likewise fade at the rate of one per day. Memories return more slowly and never completely without some form of magical restoration; remembering any deleted experience requires some form of prompting and a Willpower roll (difficulty 1-5 as selected by the Storyteller based on the subjective importance and emotional significance of the memory; powerful memories are easier to recall). Once the victim remembers a particular experience, she needs no prompting or roll to do so thereafter.

Forcibly separating an Alchemical from a victim while the two are linked through the spike abruptly terminates the connection (requiring a Strength + Athletics roll, difficulty 2). However, this is not always the best course of action, since the spike’s filaments cause internal lacerations as they rip free and retract. The victim suffers three levels of lethal damage that can only be resisted with her natural soak.

 

Mind-Ripping Probe

Cost: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Manipulation: 5

Minimum Essence: 4

Prerequisite Charms: Personality Override Spike

With this Charm installed, an Alchemical can use his Personality Override Spike as a conduit to read a victim’s memories. He must first break the victim’s will as described for that Charm. Once this is accomplished, he may perform either of the following feats as a simple action, just like any other mental modification:

• Ask any one question of the victim regarding his past experiences. The victim involuntarily answers by showing vignettes of the most pertinent memories. Specific queries will yield more specific results. The victim’s player selects what scenes to play, but if she is too cryptic and vague in her response and the question is straightforward, the Storyteller may demand that she include more information in her response.

• Search for false or deleted memories. Roll the Alchemical’s Wits + Awareness at standard difficulty. Ignore all successes above his own Essence rating. He finds all falsehoods and deletions created by beings whose permanent Essence was equal or less than the number of successes rolled at the time of the alteration. He does not know what the underlying truth actually is unless he reverses the procedure with Memory Implantation Surge and then studies the formerly damaged areas with the first use provided by this Charm.

 

Memory Implantation Surge

Costs: None

Installation Cost: 1 mote

Duration: N/A

Type: Permanent

Minimum Manipulation: 5

Minimum Essence: 4

Prerequisite Charms: Mind-Ripping Probe

This Charm augments the function of a Personality

Override Spike, enabling the probe to insert false memories after breaking a victim’s will. Adjusting memory is performed like any other mental modification as a simple action.

Roll the Alchemical’s Manipulation + (Performance, Presence or Lore, whichever is highest) against a difficulty of the target’s Essence. The number of successes determines the degree of memory modification that is possible. With one success, the Exalt may make superficial changes. For instance, “You went directly to the cafeteria after your shift on that day” (when in truth the subject first stopped by the bunks to look for her friends). With two successes, he can dictate gross changes that lack any finesse and may not mesh with associative memory continuity. For example “You had an uneventful week” (when that was actually the week that the victim lost her best friend in an industrial accident). If confronted with contradictory evidence, the victim knows the memories must be false and can reconstruct what actually happened but still remembers the falsehoods as if she experienced them. With three successes, the Alchemical may perform one sweeping change that permeates throughout the victim’s entire memory. Evidence can prove this memory to be false, but it always feels real. “You remember nothing of your mother.” Four successes allow for a total rewrite of a segment of memory up to five years long, filled with as much detail as the Alchemical desires. Five successes can rewrite a victim’s entire life down to the smallest detail with as much or as little change as desired. Ordinary mortals do not naturally recover their original memories on their own but may have odd and confusing dreams of their true pasts if they are particularly strong-willed (Willpower 7+). Magical beings can challenge a memory they know to be false with a Willpower roll (difficulty of the Alchemical’s Essence). On a botch, they once again believe that the false memory is true and require new convincing. If successful, the false memory shatters, and the truth resurfaces.

Memory Implantation Surge can also remove a programmed falsehood or erased segment of memory, provided the Alchemical knows that the area of recall is damaged. Such absolute certainty may be obtained through Mind-Ripping Probe or detective work and contradictory evidence. Once a damaged portion is fixed, the truth resurfaces and completely overrides the programmed replacement.

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