Socialize Charms

 

Loquacious Courtier Technique

Cost: 1 mote per two dice

Duration: One scene

Type: Simple

Minimum Socialize: 2

Minimum Essence: 1

Prerequisite Charms: None

The character’s stories and idle chitchat become more entertaining to those around him. Her every turn of phrase becomes wittier, her every comment more topical. Mechanically, this Charm allows the character to add two dice to her Socialize Ability for the scene for every mote she spends; she can add no more dice than he has dots in Socialize.

 

Sweeten-The-Tap Method

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Socialize: 3

Minimum Essence: 1

Prerequisite Charms: Loquacious Courtier Technique

Nearly any gathering of Terrestrial Exalted involves the consumption of alcohol, often in great quantity. A Dragon-Blood can use the Sweeten-the-Tap Method while near a quantity of alcohol ― he expends a minimum of Essence, and the drink noticeably improves in quality, strength and taste. This will usually improve the general mood of the room, reducing by 1 the difficulty of all Socialize rolls for anyone present and imbibing for the rest of the evening. However, should anyone botch a Socialize roll during the rest of the scene, an overreaction is more likely to take place ― possibly tempers will fray, or characters may make ill-advised seduction attempts. This side effect has no particular game mechanic; the Storyteller’s judgment should be the guide.

 

Wary Yellow Dog Attitude

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Sweeten-the-Tap Method

When the Dragon-Blooded who knows this Charm is caught in a social situation that unexpectedly turns violent, she can quickly focus. During an unexpected combat ― that is to say, not a military battle or one that comes at the end of a search-and-destroy mission for some hinterlands monster ― the character can add activate this Charm to add 3 to her Initiative roll. This Charm can only be used during the first three turns of an unexpected combat.

 

Seizing-The-Tongue Technique

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Loquacious Courtier Technique

In a social situation, a quick-witted Dragon-Blooded can often nimbly step out of a verbal pit and reestablish the grounds of a conversation without giving offense to another party. By expending the necessary Essence, the Dragon-Blood’s player can immediately reroll any Socialize roll. She must accept the second roll even if it is worse than the first, and she cannot spend additional Essence to make subsequent rerolls after the first. Additionally, if Seizing the Tongue Technique is part of any Combo, then Essence must be spent to reactivate all the other Charms in that Combo when the reroll takes place; if those Charms have separate dice rolls associated with them, they are not rerolled.

 

Brother-Against-Brother Insinuation

Cost: 4 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Seizing-the-Tongue Technique

The personal connections between arrogant and aggressive beings such as the Dragon-Blooded are often tenuous; it barely takes a spark to destroy the connection between two such individuals for a short while.

To activate this Charm, both the target individual and the character she is to be set against must be present. The Exalt spends the necessary motes of Essence and makes a simple comment to one individual about the other ― “I hear he’s got plans that don’t include you” or the like works well enough. That is sufficient to weaken the bonds of friendship or love between the two characters for the remainder of the scene. The characters’ reaction to this conflict is up to the Storyteller, of course; it may be both parties stomping off to cool their heads or engaging in a vicious argument or even coming to blows.

Neither party immediately remembers the character who started the disagreement between them, though other parties present may notice the character’s activity. When the scene is over, cooler heads prevail, and botch character remember the strength of their friendship. Unless something horrifically bad happened between the two (again, a matter for the Storyteller’s discretion), they will return to their previous relationship.

When the Charm ends, the character who was the original target of the Charm may remember the Exalted’s will-timed turn of phrase  (requires a successful Intelligence + Socialize roll with a difficulty equal to the Manipulation of the Exalt who used this Charm). This Charm is well-known in the Realm, and those who use it in social situations can be brought up on charges or disgraced.

This Charm does not work if either target character has an Essence higher than that of the Exalt using the Charm.

 

Warm-Faced Seduction Style

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Loquacious Courtier Technique

The Exalted coaxes the seductive aura of a flickering candle in the dark to coalesce around her face, and she briefly becomes far more attractive to a character she is attempting to seduce. The Dragon-Blood who uses this Charm momentarily increases her Socialize dice pool by up to five dice, solely for the purpose of seducing the Charm’s target. Warm-Faced Seduction Style cannot increase the character’s Socialize Trait to more than double its base value.

 

Friend-To-All-Nations Attitude

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Warm-Faced Seduction Style

The Dragon-Blooded with Friend-to-All Nations Attitude finds herself to be equally at home on the Blessed Isle, in the Scavenger Lands or even in the barbaric reaches of the Wyld. While this Charm is active, the Exalt suffers no penalties to her Socialize Ability for being in a strange land, so long as she speaks the local tongue. If she does not, she may suffer a penalty at the Storyteller’s discretion, but even so, that penalty will be relatively minor, as she instinctively knows all of the mores and basic manners of the culture into which she immerses herself.

Strangely, this Charm is somewhat less effective in melting-pot cultures such as Nexus, as the character picks up on cultural standards from several groups simultaneously. Thankfully, people in such melting pots are, on average, more tolerant of cultural differences, so the net effect of the Charm is the same.

 

Smoothing-Over-The-Past Technique

Cost: 3 motes, 1 Willpower

Duration: One scene

Type: Reflexive

Minimum Socialize: 5

Minimum Essence: 3

Prerequisite Charms: Warm-Faced Seduction Style

This Charm enables the Dragon-Blood who uses it to cause a target’s mind to temporarily skip over a past event involving the Exalted that would reflect poorly on the current discussion. That is to say, she makes the target forget about a single event in the past ― an event that must have included the Exalt herself ― just for the current scene. She can cause the target to forget about multiple events if she wishes, but that requires multiple uses of this Charm, just as with any other reflexive Charm.

When the scene is over, the target will be aware of what has happened to her, and she is likely to be quite unhappy about any bargains reached while she was not quite herself. That means that future uses of this Charm on the same individual will require the Exalt to first use the Charm to smooth over the target’s memories of having been previously fooled through the use of Smooth-Over-the-Past Technique. Covering up for careless use of this Charm can quickly become impossibly expensive in Essence.

This Charm does not work on characters whose Essence Traits are higher than that of the character using the Charm.

 

Jade Defense

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Socialize: 3

Minimum Essence: 2

Prerequisite Charms: Sweeten-the-Tap Method

Jade Defense is used to protect the Exalt from con games, seduction and intimidation attempts and similar forms of social or emotional manipulation. Years of interminable intriguing attune the Dragon-Blooded to a wide variety of political and social engineering techniques. Wise social operators quickly learn that any manipulation technique they can use on others can just as easily be used on them. Any Exalt feeling that he might be the subject of such techniques can spend Essence to amplify his own sense of ennui and sheer jadedness and, thereby, render himself resistant to any and all social control or manipulation techniques being used on him. Activating this Charm increases the difficulty of all Charisma, Manipulation and Socialize rolls used against the Exalt by half his Socialize (round up), rendering him utterly bored with nearly everything, including those using Socialize Charms on him. For the duration of this Charm, the character’s Essence is considered one higher than it really is when he’s targeted by mind-affecting or social Charms that do not work on individuals of high Essence.

 

Loyalty-Reading Meditation

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Socialize: 4

Minimum Essence: 2

Prerequisite Charms: Brother-Against-Brother Insinuation

Clever courtiers learn early on to watch and analyze every gesture made by others in a social setting to see how — and in which direction — the wheels of loyalty and obligation turn. Knowing whom to trust with dirt on another — and whom not to — can be critical to a Dragon-Blood wanting to go far in Dynastic society.

This Charm heightens the Dragon-Blood’s sensitivity to the minute details of social interaction: whose eyebrow goes up at what comment, who’s especially ingratiating to whom, who laughs just a bit too loudly at another’s tired witticisms, etc. This Charm can let the Dragon-Blood know (among other things): if a particular individual is loyal to her, whom in the room an individual is loyal to and who is feigning loyalty to whom. This Charm does not explain these loyalties in any way. It simply reveals them.

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