Socialize Charms

 

Exquisite Etiquette Style

Cost: 3 motes

Duration: One scene

Type: Reflexive

Minimum Socialize: 2

Minimum Essence: 1

Prerequisite Charms: None

The Abyssal attunes his mind to the communal memories of the dead to act with due propriety and decorum.

Characters under the effects of this Charm become faultlessly — but not officiously — polite. They instinctively know the appropriate greeting customs or table manners for their situation and never run the risk of making an unintentional faux pas. This Charm is of paramount importance when dealing with ancient ghosts whose cultures and customs have long since fallen to the passing of Ages.

 

Imprecation Of Ill Manners

Cost: 1 mote per 1 die

Duration: One turn

Type: Reflexive

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Exquisite Etiquette Style

The Abyssal concentrates on a victim in his line of sight, silently projecting a surge of visceral anger into her subconscious. For the rest of the turn, the target loses one die from all Socialize dice pools for every mote spent. This reduction manifests as poor manners, Freudian slips and other, similar gaffes. It is impossible to determine that the Charm's target is acting under the influence of a curse without magical means, although astute observers (Perception + Awareness 4+) may suspect that something is amiss (Perception + Presence, difficulty equal to the Abyssal's Essence). Abyssal Exalted normally employ Imprecation of Ill Manners to sabotage negotiations at a critical juncture or to discredit rivals.

 

Loyalty Withering Technique

Cost: 3 motes

Duration: Varies

Type: Simple

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Exquisite Etiquette Style

Caressing a victim's mind with the corrupting taint of the Void, an Abyssal with this Charm can plant seeds of doubt in the faithful and erode trust in favor of treachery. The character need only spend a few minutes talking with her target; her player then rolls Manipulation + Socialize against a difficulty chosen by the Storyteller. This difficulty reflects the overall devotion of the target to the selected individual or cause. If she rolls enough successes, the target becomes suspicious and hostile toward whomever or whatever the Abyssal desires. This treacherous dislike lasts a number of hours equal to the deathknight's permanent Essence. If the Exalt receives more successes than necessary, this duration is measured in days rather than hours. This Charm has no effect on beings with a higher Essence rating than the Abyssal.

 

Heart-Hardening Method

Cost: 6 motes

Duration: Instant

Type: Simple

Minimum Socialize: 4

Minimum Essence: 2

Prerequisite Charms: Loyalty Withering Technique

By infecting a target's very soul with festering Essence, the Abyssal can scour a heart of honor and righteousness. The Exalt must spend several minutes talking to the target, casting doubt on the importance of a particular Virtue. Her player then rolls Manipulation + Socialize, with a difficulty equal to the targeted Virtue. The victim temporarily loses one dot of the appropriate Virtue for every success in excess of its rating. If the number of successes exceeds the target's Willpower score, the target also loses a permanent dot of the Virtue. Whether temporary or permanent, this Charm cannot reduce a Virtue below a rating of one.

Virtues that are temporarily diminished return at the rate of one dot per hour. The Abyssal can even use this Charm on herself, with appropriate successes detracting from the targeted Virtue as normal. While this rationalization process has its uses — particularly in situations when scruples are a liability — the Abyssal risks permanent Virtue loss if she rationalizes too well.

Although a victim ensorcelled by this Charm retains his Nature, his behavior reflects his new Virtue rating. A Thrillseeker deprived of his once-considerable Valor will be torn by desires and a curiosity he can no longer bring himself to express. Likewise, a Survivor dropped to Compassion 1 will do practically anything to anyone in order to preserve his existence.

 

Sin-Sensing Meditation

Cost: 10 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Socialize: 5

Minimum Essence: 2

Prerequisite Charms: Heart-Hardening Method

As cynical as they are pragmatic, characters with this Charm recognize that everyone can be bought. Their price might not be in jade or jewels — perhaps in a guiltier pleasure, a secret vice instead — but regardless, there is always something a person cannot resist or refuse. To have the object of her desire, an individual will betray her closest friends or worse. Upon activating this Charm, an Abyssal knows precisely what that object is for his target. He may not have the means of satisfying the desire in question, particularly if it is nigh impossible to acquire, but at least, he knows. The Storyteller should decide the nature of a target's weakness, keeping in mind her Nature and Temperance score. Low Temperance characters are less disciplined and, thus, have easier wants to satisfy. High Temperance characters are invariably more difficult and complicated to satiate. It is always possible that some beatific saint exists on whom this Charm would have no effect, but no deathknight has ever met such a person in the decadent Age of Sorrows.

 

Passion-Unveiling Glance

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: None

With this Charm, an Abyssal perceives the flickering aura of emotion and passion overlaying her target. The Abyssal's player rolls Perception + Socialize. This roll is made at standard difficulty if the target is not trying to conceal or misrepresent his feelings. Otherwise, the target's player reflexively rolls Manipulation + Performance to resist. The amount of information the Abyssal gleans depends on the number of successes rolled beyond any the target may have garnered. Simple success reveals the target's most dominant surface emotion. With three successes, the Abyssal can sense all of a target's surface feelings and gauge their rough proportion to one another (i.e., strong admiration with a touch of jealousy). Five or more successes allow the Abyssal to sense all emotions her target currently feels, as well is giving her a rough sense of the target's permanent Willpower and Virtue allocation (weak, unremarkable, strong, overpowering, etc.). Regardless of the successes rolled, this Charm does not provide context. Even if a deathknight notices coiling tendrils of hatred in a target's aura, she doesn't automatically know who he hates or why he hates them.

 

Intimations Of Mortality

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Passion-Unveiling Glance

Some Abyssal Exalted are particularly adept at seeding the minds of mortals with such doubts about the true nature of life and death that they come to be obsessed with their own mortality. A deathknight must speak with a target at least briefly (the exchange need be only a few sentences), and the Abyssal's player then makes a Manipulation + Socialize roll with a difficulty of the target's permanent Essence. If successful, the target becomes depressed and withdrawn, suffering a +2 difficulty to all Social rolls for the next 24 hours. If this Charm is used continuously on an unExalted target for more days than her Conviction rating, her depression blossoms into an actual derangement. Targets thus afflicted continue to suffer Social penalties even after the Charm wears off.

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