Wise-Eyed Courtier Method: Difference between revisions

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'''Cost:''' {{3m, 1wp}}; '''Mins:''' [[Socialize]] 3, [[Essence]] 2; '''Type:''' {{Simple}} (6 [[long tick]]s)<br>
'''Cost:''' {{3m, 1wp}}; '''Mins:''' [[Socialize]] 3, [[Essence]] 2; '''Type:''' {{Simple}} ([[Speed]] 6 [[long ticks]])<br>
{{Keywords}} {{Combo-OK}}, {{Illusion}}<br>
{{Keywords}} {{Combo-OK}}, {{Illusion}}<br>
'''Duration:''' {{Instant}}<br>
'''Duration:''' {{Instant}}<br>
'''Prerequisite Charms:''' None
'''Prerequisite Charms:''' None


The Solar reshapes the beliefs of a society. This Charm is a Socialize-based social attack to make a social group with [[Magnitude]] 1+ (such as a court, kingdom or secret society) believe something. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group. The Exalt's player rolls (<nowiki>[</nowiki>[[Charisma]] or [[Manipulation]]<nowiki>]</nowiki> + [[Socialize]]). Subtract an external penalty equal to the group leader's [[MDV]] plus half of the group's Magnitude from the rolled successes. If the character succeeds, the social group accepts the belief.
The Solar reshapes the beliefs of a society. This Charm is a Socialize-based social attack to make a social group with [[Magnitude]] 1+ (such as a court, kingdom or secret society) believe something. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group.


This Charm exerts unnatural mental influence. The targeted group—and any social groups of Magnitude 1+ that splinter off from the target—must spend six Loyalty to break free of the influence forever or one Loyalty to break free for a single scene.
This Charm is a social attack against the [[MDV]] of the group's leader. The Exalt's player rolls (<nowiki>[</nowiki>[[Charisma]] or [[Manipulation]]<nowiki>]</nowiki> + [[Socialize]]). The roll suffers an external penalty equal to the group's ([[Magnitude]] ÷ 2). If the character succeeds, the social group accepts the belief.


This Charm has no effect on individuals—only on groups. The character can redefine a church’s dogma or change the prevailing beliefs of a nation, but any given individual reacts of his own accord. The primary function of Wise-Eyed Courtier Method outside of narrative time is to limit the actions that social groups can take.  
This Charm exerts [[unnatural mental influence]]. The targeted group—and any social groups of Magnitude 1+ that splinter off from the target—must spend six Loyalty to break free of the influence forever or one [[Loyalty]] to break free for a single scene.
 
This Charm has no effect on individuals—only on groups. The character can redefine a church's dogma or change the prevailing beliefs of a nation, but any given individual reacts of his own accord. The primary function of Wise-Eyed Courtier Method outside of narrative time is to limit the actions that social groups can take.  


[[Category:Socialize Charms]]
[[Category:Socialize Charms]]
[[Category:Essence 2 Charms]]
[[Category:Essence 2 Charms]]
[[Category:Solar Exalted Charms]]
[[Category:Solar Exalted Charms]]
[[Category:Dawn Caste]]
[[Category:Eclipse Caste]]

Latest revision as of 21:39, 23 January 2020

Cost: 3m, 1wp; Mins: Socialize 3, Essence 2; Type: Simple (Speed 6 long ticks)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: None

The Solar reshapes the beliefs of a society. This Charm is a Socialize-based social attack to make a social group with Magnitude 1+ (such as a court, kingdom or secret society) believe something. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group.

This Charm is a social attack against the MDV of the group's leader. The Exalt's player rolls ([Charisma or Manipulation] + Socialize). The roll suffers an external penalty equal to the group's (Magnitude ÷ 2). If the character succeeds, the social group accepts the belief.

This Charm exerts unnatural mental influence. The targeted group—and any social groups of Magnitude 1+ that splinter off from the target—must spend six Loyalty to break free of the influence forever or one Loyalty to break free for a single scene.

This Charm has no effect on individuals—only on groups. The character can redefine a church's dogma or change the prevailing beliefs of a nation, but any given individual reacts of his own accord. The primary function of Wise-Eyed Courtier Method outside of narrative time is to limit the actions that social groups can take.