Sidereal Charm edits for Social Conflict

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Strangelooper 06:59, 16 October 2007 (PDT)

Note: Many charms which target DMDV have been slightly reduced in power. Generally (for lasting effects), if PMDV is inapplicable, the Sidereal suffers an external penalty on their Social Attack equal to the target's Permanent Essence. This is intentional, in order to balance the charms against the reduced DMDV used in Social Conflict.

Survival (The Ship's Wheel) Charms

While many of these charms call for social-type rolls, most target animals.

Animals only have a DMDV; they cannot parry. Their social soak = 1. All animals have Passion Intimacies for their packmates/herdmates (rating 1) and any immature offspring (rating 3). The Motivation of an herbivore is "my own survival". The Motivation of a carnivore is "hunt" when hungry. The Motivation of a carnivore is "my own survival" when a) not hungry, or b) if wounded to the -2 level or more (even when hungry). The motivation of any female animal with young offspring is "protect my offspring". Animals will only spend willpower in order to satisfy their Motivation.

Sky Spirit Demand

This charm causes a Natural Mental Influence; however, the spirit's DMDV is not modified by existing Intimacies, Virtues, Appearance of the Sidereal or any situational modifiers.

Linguistics (The Pillar) Charms

Favourable Inflection Procedure

A successful roll creates a Passion Intimacy "Like (the Sidereal)" as an Unnatural Mental Influence, which dissipates automatically at the end of the scene. PMDVs are inapplicable against this charm.

Performance (The Musician) Charms

Song of Spirit Persuasion

This charm creates an Unnatural Mental Influence. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.

Socialize (The Lovers) Charms

Cash and Murder Games

This charm creates an Unnatural Mental Influence. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.

Wanting and Fearing Prayer

This charm creates an Unnatural Mental Influence. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.

Presence (The Gauntlet) Charms

Force Decision

On a successful roll, this charm creates a Strength 0 Compulsion (Conviction): Choose (the Sidereal's selected choice), as a Natural Mental Influence. The duration of the influence lasts at most until the choice is acted upon (ie once a bottle of wine is selected, the Influence disappears). However, like all Strength 0 Influences, it automatically disappears at the end of the scene regardless of whether it has been acted upon. Until the Influence disappears, it *does* provide the usual MDV modifier should anyone attempt to reinforce or oppose the decision with Social Conflict. Note that although this is a Natural Mental Influence, neither MDVs nor social soak of the target affect the success or failure of this charm; only the target's Essence is considered.

Presence in Absence Technique

This charm now applies to Investigation attacks as well as the other abilities listed. Succeeding on the roll vs the target's Essence will allow the Sidereal to declare the type and form of the subsequent Social Attack by that target (ie create a Compulsion (Valour) to declare war on a neighbouring nation). Also, the target uses the Sidereal's Manipulation + (Bureaucracy / Performance / Presence / Investigation / Socialize) dice pool for that attack, instead of their own (NB: this is implied in the charm text, but never made explicit - it is being made explicit here intentionally).
Note that other Charms may not be combo'd into the target's subsequent social attack: the "Combo-OK" keyword applies only to this charm's initial action on the target.

Impose Motivation

This is an Unnatural Mental Influence, so spending WP to resist will also incur Limit. PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.


Larceny (The Guardians) Charms

Avoiding the Truth Technique

This is an Unnatural Mental Influence. However, either PMDV or DMDV may be used to defend against the attack.

Thought-Swiping Distraction

If either the Sidereal or his target is the speaker in a Social Conflict, then the speaker immediately takes a Relinquish Floor action. Neither the target of this Charm nor the Sidereal may roll Join Debate if others are present, as both are distracted by the effects of this charm. If only the sidereal and the speaker are present, then they both roll to Join Debate after a pause.

Dream Confiscation Approach

The victim of this charm may not regain Virtue channels for acting in accordance with his Influences, while the charm lasts.

Stealth (The Mask) Charms

Subordinate Inspiration Technique

If the listener succeeds in his roll to realize that the words are not his own thoughts, then the Social Attack is no longer unexpected. NB: This is an intentional change to this otherwise overpowered charm.

Blinding the Boar

Any being with an Essence higher than the Sidereal's successes on his Manipulation + Stealth roll is unaffected by this charm. NB: This is an intentional change to this otherwise overpowered charm.

Bureaucracy (The Haywain) Charms

Paralyzed Mandarin Infliction

PMDVs are inapplicable against this charm, but the roll suffers from an external penalty equal to the target's Essence.

End Debate

This is an Unnatural Mental Influence. An affected speaker in a Social Conflict must immediately Relinquish the Floor. All affected characters must spend WP (and accrue Limit) in order to take any Social actions other than a single Monologue followed by Relinquish the Floor. Valid Monologues must involve significant compromise.