Performance Charms
Respect Commanding Attitude
Cost: 5m
Duration: One Scene
Type: Simple (4 long ticks)
Keywords: Combo-OK, Compulsion, Social
The Solar rolls an appropriate Social Attribute + Performance while performing or giving an oration. This Charm exerts unnatural mental influence on all who can see or hear the Solar. If extra successes exceed a target’s MDV, the target is compelled to remain in the Solar’s presence and respectfully observe. Resisting lasts five minutes and costs 1wp, up to 3wp per scene.
Second Edition Core 202
Phantom-Conjuring Performance
Cost: —
Duration: Variable
Type: Permanent
Keywords: Obvious
This Charm allows the Solar to produce ghostly images, Essence flares, ethereal music, and other strange sensory effects. It must be activated alongside a Performance or Presence Excellency. These manifestations must remain within (Essence × 10) yards and cannot deceive or confuse without a stunt.
Second Edition Core 202
Heart-Compelling Method
Cost: 6m
Duration: One Scene
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
This Charm supplements Performance rolls and exerts unnatural mental influence on all valid targets. If extra successes exceed the target’s MDV, the Solar instills the desired emotion for a scene. Resisting costs 2wp.
Second Edition Core 202
Memory-Reweaving Discipline
Cost: 10m, 1wp
Duration: Instant
Type: Simple (5 long ticks)
Keywords: Combo-OK, Illusion, Social
A social attack encouraging a specific belief, requiring an appropriate Performance roll. This Charm exerts unnatural mental influence on every valid target. If extra successes exceed MDV, the target forms an instant Intimacy. Resisting the illusion costs 1wp per scene.
Second Edition Core 202
Husband-Seducing Demon Dance
Cost: 10m, 1wp
Duration: Instant
Type: Simple (6 long ticks)
Keywords: Combo-OK, Emotion, Obvious, Social
The Solar rolls (Charisma or Manipulation) + Performance + Appearance, affecting all who witness the dance. If extra successes exceed a target’s MDV, the target instantly falls in love with the Solar and forms an Intimacy toward them. Resisting costs 2wp. Breaking the Intimacy requires spending 1wp every scene the victim attempts to break it.
Second Edition Core 203
Face the Light
Cost: 5m, 1wp
Duration: One Scene
Type: Reflexive
Keywords: Combo-OK, Compulsion, Obvious
The Solar rolls Charisma + Performance and adds (Essence) automatic successes. Any opponent with Dodge MDV lower than the total successes suffers an unnatural compulsion to remain in combat (normal, mass, or social). Resisting for the remainder of the scene costs 3wp. Fair Folk cannot resist. Opponents who wish to retreat must spend Willpower or collapse.
MoEP: Abyssals 141
Demon-Wracking Glory
Cost: variable + 1wp
Duration: Instant (see description)
Type: Simple (Speed 6, DV –2)
Keywords: Combo-Basic, Holy, Illusion, Obvious
This Charm enhances Phantom-Conjuring Performance and increases its range to (Essence × 100) yards, or (Essence – 5) miles at Essence 6+. Effects may injure creatures of darkness within (Essence × 10) yards. Activating the attack requires a (Charisma + Performance) roll and 1wp. Continuing effects cost Essence. The Charm has three attack forms; one is learned with the Charm, and additional forms may be purchased for 1xp (or 1bp for two). Only one attack form may be active at a time.
MoEP: Abyssals 142