Socialize Charms
Wise-Eyed Courtier Method
Cost: 3m, 1wp
Duration: Instant
Type: Simple (6 long ticks)
Keywords: Combo-OK, Illusion
An unnatural social attack affecting a social group (Magnitude 1+). The Solar must have spent several hours encouraging a desired belief and must stand in the presence of a group member when activating the Charm. Roll ([Charisma or Manipulation] + Socialize) opposed by (leader’s MDV + [Magnitude / 2]). On success, the group accepts the belief. A group or any Magnitude 1+ splinter may spend 6 Loyalty to end the belief forever or 1 Loyalty to break it for a scene.
Second Edition Core 238
Wild Revelry Approach
Cost: 3m, 1wp
Duration: Instant
Type: Simple (6 long ticks)
Keywords: Combo-OK, Emotion
An unnatural social attack affecting a social group (Magnitude 1+). The Solar must have spent several hours encouraging a desired emotion and must be in the presence of a group member. Roll ([Charisma or Manipulation] + Socialize) vs. (leader’s MDV + [Magnitude / 2]). On success, the desired Emotion is imposed on the entire group. A group or Magnitude 1+ splinter may spend 6 Loyalty to end it forever or 1 Loyalty for a scene.
Second Edition Core 238
Taboo-Inflicting Diatribe
Cost: 3m, 1wp
Duration: Instant
Type: Simple (6 long ticks)
Keywords: Combo-OK, Compulsion
An unnatural social attack against a social group (Magnitude 1+). The Solar must have spent hours encouraging a desired taboo or fad and must be with a group member when invoking the Charm. Roll ([Charisma or Manipulation] + Socialize) vs. (leader’s MDV + [Magnitude / 2]). Success adds the taboo or fad to the group’s Policy. A group or Magnitude 1+ splinter may spend 10 Loyalty—at most once per week—to end it forever.
Second Edition Core 238
Venomous Whispers Technique
Cost: 10m, 1wp
Duration: Instant
Type: Simple (6 long ticks)
Keywords: Combo-OK, Compulsion, Touch
An unnatural social attack convincing others to reject an individual or group. The Solar must either touch an individual target or interact with a group. Roll ([Charisma or Manipulation] + Socialize) vs. (target or leader’s MDV + [Magnitude / 2]). On success, for the rest of the day in every scene the target must spend 1wp or suffer an internal penalty equal to the Solar’s Essence on all social pools.
Second Edition Core 239
Understanding the Court
Cost: 20m, 1wp
Duration: Instant
Type: Simple (Dramatic Action)
Keywords: Combo-OK
Roll ([Perception or Intelligence] + Socialize + Essence). Difficulty is 1 unless the group is deliberately misleading, in which case the difficulty is ([Manipulation + Socialize + Magnitude] / 2). Net successes (maximum equal to the Solar’s Essence) reduce external penalties on dramatic or social actions taken to influence the surveyed groups. The Solar cannot build a new court profile until the next story or until new evidence emerges.
Second Edition Core 239
Mastery of Small Manners
Cost: 1m
Duration: Until next action
Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Social
The Solar treats enemy groups as having Magnitude reduced by 1 (minimum 0). The Solar is treated as though her Appearance were one higher. Additionally, she is treated as though she had rolled three successes on an Investigation roll to determine the motives of everyone present.
Second Edition Core 239
Gathering the Congregation
Cost: 10m, 1wp
Duration: One week
Type: Simple (5 long ticks)
Keywords: Combo-OK, Social, Obvious
The Solar rolls (Charisma + [Performance or Socialize]) against all who can hear them. Persuaded individuals organize into a social group under the Solar’s direction. The group dissolves if the Solar abandons them for more than a day.
Second Edition Core 239
Heartfelt Honorific Opportunity
Cost: 3m, 1wp
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Social
Enhances a Manipulation-based social attack, making it unexpected. This Charm may supplement social actions using other Abilities.
MoEP: Abyssals 181