dragon-blooded (
dragon_blooded) wrote2011-11-15 10:31 am
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Entry tags:
Fire Charms -- Socialize
Fire Charms -- Socialize
Sweeten-the-Tap Method
Cost: 2m
Minimums: Socialize ●●●, Essence ●
Type: Simple
Keywords: Shaping (Water)
Duration: One Scene
Prerequisites: None
This Charm enchants a social event to lower the inhibitions of attendees. It can affect up to a Magnitude of the Dragon-Blooded's [Socialize + Essence]. Anyone at the event who consumes alcohol or any other recreational intoxicant finds the experience far more pleasurable than normal and suffers a penalty of -1 to Dodge and Parry MDVs for the scene from lowered inhibitions. If any social attack botches against an intoxicated individual, they are deeply offended and must pay 1W not to start a fight with the attacker with their next action as an unnatural Compulsion. Additionally, such intoxicants provide a secondary elemental effect, described below.
Air intoxicants lead to lateral thinking and outrageous inspiration. A character who consumes any of the intoxicants lowers the difficulty of their next Occult, Lore, or Craft roll by the [Essence] of the Dragon-Blooded who created them.
Earth intoxicants have a calming effect, botched social rolls do not trigger fights.
Fire intoxicants are especially potent, inflicting a -2 penalty to Dodge and Parry MDVs and requiring 2W to resist the Compulsion.
Water allows the character to create alcohol with the effects described above from pure or salt water. The character can create enough alcohol to serve a group with Magnitude equal to the character's [Essence]. This created alcohol lasts for [Essence] days before transmuting back into water.
Wood intoxicants cleanse and purify the body. A character who consumes them lowers the difficulty of rolls to resist poison and disease by 1. This effect does not aid a character in overcoming the actual intoxicants that provided it. It lasts for days equal to the [Essence] of the character who created the intoxicants.
This is actually a cluster of five Charms, with each purchase representing a different element. Each time the character gains a point of permanent Essence he may choose another social activity that he can apply the effects of this Charm to. Examples include, but are not limited to, having sex, watching a sporting event, participating in or being a spectator to violence (such as duels, gladiatorial combat, or fight clubs), or observing a play or musical performance. A character with the Wood version of this Charm may instead choose to learn to make plant-based intoxicants from regular or valueless herbs. Like the Water-based alcohol, these drugs retain their potency for the character's [Essence] days.
Jade Defense
Cost: 2m
Minimums: Socialize ●●●, Essence ●●
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Sweeten-the-Tap Method
This Charm adds half the Dragon-Blooded's Socialize to his MDV and raises his effective Essence by one for the purposes of effects and Charms that fail to affect targets with a higher Essence rating then the user.
Closed Ranks Brotherhood Defense
Cost: --
Minimums: Socialize ●●●, Essence ●●
Type: Permanent
Keywords: Cooperative, Dynasty
Duration: Permanent
Prerequisites: Jade Defense
A character with this Charm is capable of defending his brothers from even the evil influences of the Anathema. If the character has met another Dragon-Blooded and interacted with them for at least a scene, he is capable of spending Willpower on their behalf in order to free them from any mental influence, even if that mental influence would not normally allow a character under its effects to spend Willpower. The character can spend Willpower for mortals if they are blood relatives. The character must be the presence of a target he wishes to spend Willpower for, though he need not be able to communicate with them. If the character is an acknowledged and well known member of a group or social unit made up of blood relatives or other Dragon-Blooded, he may spend Willpower as though it were Loyalty (but no more then one Willpower per week) as if he were the group's leader.
Wary Yellow Dog Attitude
Cost: 1m
Minimums: Socialize ●●●, Essence ●●
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Sweeten-the-Tap Method
This Charm prepares a Dragon-Blooded for when social situations turn hostile. During any situation in which a peaceful encounter suddenly turns violent the character gains a bonus to his Initiative equal to half his [Socialize], a +1 bonus to all defenses for his first three actions on combat, and can draw a weapon and ready it for use (including fully loading a firearm or stringing a powerbow) as a Reflexive action.
Brother-Against-Brother Insinuation
Cost: 4m, 1W
Minimums: Socialize ●●●, Essence ●●
Type: Simple
Keywords: Compulsion, Emotion, Illusion
Duration: Instant
Prerequisites: None
This Charm allows a Dragon-Blooded to use Essence-fueled words to poison a relationship. The character must be close enough to speak with his target and he makes an unblockable social attack using [Manipulation + Presence], adding bonus successes equal to his [Socialize]. If successful, the target instantly gains a negative Intimacy toward the badmouthed person with an emotional context appropriate to the Terrestrial’s allegations. If the target has an existing positive Intimacy toward the subject of the Dragon-Blooded’s ire, success converts that connection to a negative emotional context. Resisting the creation of a new Intimacy costs 2W. Preventing a positive Intimacy from becoming tainted is easier, requiring only 1W.
The effects of this Charm last for only a scene, after which cooler heads prevail. The original target of this Charm may roll [Intelligence + Socialize] with a difficulty of the Dragon-Blooded's [Manipulation] to remember his involvement. Those who fail the roll to remember the Exalt’s involvement later on may pay 3W to recall the truth, shattering the Charm’s unnatural Illusion.
Beings with higher Essence cannot be affected by this Charm, and it cannot turn members of a sworn brotherhood against each other.
[Element] Fueled Persuasion
Cost: 1m
Minimums: Socialize ●●●, Essence ●●
Type: Permanent
Keywords: Elemental
Duration: Permanent
Prerequisites: None
This Charm aids a character in convincing others or groups to aid the character, serve his interests, or work together towards a common goal. This is actually a cluster of five Charms, with each purchase representing a different element. It increases the character's [Socialize] rating by five or double its normal rating, whichever is less, for the purpose of all rolls described below.
Air aids the character in recruiting apprentices or assistants for research, sorcerous study or exploration, as well as attempts to secure funding for such projects. Earth aids the character in recruiting for large-scale Craft projects or military units, as well as attempts to secure funding for such projects. Fire aids in seduction attempts and recruitment for social units, as well as attempts to find sponsors for parties or sporting events. Water aids in recruiting for bureaucratic work and criminal activity, as well as attempts to find sponsors for either type of activity. Wood aids in convincing others to do charitable work, finding donors or sponsors for charities, or recruiting guides, doctors, or nurses.
Friend-to-All-Nations Attitude
Cost: 2m
Minimums: Socialize ●●●, Essence ●●
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: [Element] Fueled Persuasion
Dragon-Blooded use this Charm to insinuate themselves into other societies. So long as the Dragon-Blooded speaks the language, this Charm eliminates all penalties for being a foreigner. If the Dragon-Blooded does not speak the language, it cancels up to [Essence] penalties instead.
Society Shaping [Element] Command
Cost: 8m, 1W
Minimums: Socialize ●●●●●, Essence ●●●
Type: Simple
Keywords: Cooperative, Elemental, Compulsion
Duration: Instant
Prerequisites: Friend-to-All-Nations Attitude
This Charm allows a Dragon-Blooded to create long-term changes within a society. In order to use it, the character must have been living within the society or group and interacting with it directly for at least a season. The character's interaction within the society must be related to the behavior or change he wishes to make, though such interactions need not necessarily be positive. This is actually a cluster of five Charms, with each purchase representing a different element. What changes the character can make are based on his element. This change immediately becomes part of the group's Policy until the group's leader spends Loyalty equal to the [Essence] of the character who invoked it. The group's leader may spend Loyalty once per week. Multiple Dragon-Blooded may invoke this Charm simultaneously (in which case they must have all been living within the society and interacting with it as described above), choosing one of their number as a focus. This increases the total Loyalty cost needed to remove the Policy to the focus' [Essence + 1 per additional participant].
Air, the character can encourage literacy, education, scientific study or exploration. Earth, the character can encourage industry, infrastructure, and the formation of a military or militia. Fire, the character can encourage celebrations, physical activity, or cause a society to develop a new holiday. Water, the character can encourage the formation of bureaucratic groups or affect any of their actions, investigations or criminal activities. Wood, allows the character to encourage a group to live a healthy lifestyle, it can alter diets, attitudes towards drug use, and affect food taboos. The character can also choose to dispel superstitions and promote a positive attitude towards medicine.
The Dragon-Blooded must actually be present in order to maintain the effects of this Charm. Each full week that the character who invoked this Charm is absent from the society or group he shaped counts as a point of Loyalty spent to remove the effect. However, if year passes without the group leader spending Loyalty to remove the effect, the changes created by his Charm become permanent. This Charm no effect on individuals characters, save that they may make themselves outcasts by going against its effects. In the Realm or its client nations, uses of this Charm without prior Deliberative approval can result in a death penalty.
Smoothing-Over-the-Past Technique
Cost: 3m, 1W
Minimums: Socialize ●●●●●, Essence ●●●
Type: Reflexive
Keywords: Dynasty, Illusion
Duration: One Scene
Prerequisites: [Element] Fueled Persuasion
Dragon-Blooded use this Charm to make a target temporarily forget a single past event involving him (such as the time he cheated the target out of money or slept with the target's wife). The unnatural mental influence generated by this Charm is unblockable, and the Exalt rolls [Manipulation + Socialize] to hit, adding automatic successes equal to his [Essence]. If the roll succeeds, the target can immediately pay 1wp to resist (but does not realize anyone attempted to alter their memories). Paying a total of 3W this way immunizes a character from further uses of the Charm by the Exalt for a day. Once memory has been suppressed, however, the cost to break free and remember the truth is 5W per alteration. This Charm has no Willpower cost if it targets a descendant.
Sweeten-the-Tap Method
Cost: 2m
Minimums: Socialize ●●●, Essence ●
Type: Simple
Keywords: Shaping (Water)
Duration: One Scene
Prerequisites: None
This Charm enchants a social event to lower the inhibitions of attendees. It can affect up to a Magnitude of the Dragon-Blooded's [Socialize + Essence]. Anyone at the event who consumes alcohol or any other recreational intoxicant finds the experience far more pleasurable than normal and suffers a penalty of -1 to Dodge and Parry MDVs for the scene from lowered inhibitions. If any social attack botches against an intoxicated individual, they are deeply offended and must pay 1W not to start a fight with the attacker with their next action as an unnatural Compulsion. Additionally, such intoxicants provide a secondary elemental effect, described below.
Air intoxicants lead to lateral thinking and outrageous inspiration. A character who consumes any of the intoxicants lowers the difficulty of their next Occult, Lore, or Craft roll by the [Essence] of the Dragon-Blooded who created them.
Earth intoxicants have a calming effect, botched social rolls do not trigger fights.
Fire intoxicants are especially potent, inflicting a -2 penalty to Dodge and Parry MDVs and requiring 2W to resist the Compulsion.
Water allows the character to create alcohol with the effects described above from pure or salt water. The character can create enough alcohol to serve a group with Magnitude equal to the character's [Essence]. This created alcohol lasts for [Essence] days before transmuting back into water.
Wood intoxicants cleanse and purify the body. A character who consumes them lowers the difficulty of rolls to resist poison and disease by 1. This effect does not aid a character in overcoming the actual intoxicants that provided it. It lasts for days equal to the [Essence] of the character who created the intoxicants.
This is actually a cluster of five Charms, with each purchase representing a different element. Each time the character gains a point of permanent Essence he may choose another social activity that he can apply the effects of this Charm to. Examples include, but are not limited to, having sex, watching a sporting event, participating in or being a spectator to violence (such as duels, gladiatorial combat, or fight clubs), or observing a play or musical performance. A character with the Wood version of this Charm may instead choose to learn to make plant-based intoxicants from regular or valueless herbs. Like the Water-based alcohol, these drugs retain their potency for the character's [Essence] days.
Jade Defense
Cost: 2m
Minimums: Socialize ●●●, Essence ●●
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Sweeten-the-Tap Method
This Charm adds half the Dragon-Blooded's Socialize to his MDV and raises his effective Essence by one for the purposes of effects and Charms that fail to affect targets with a higher Essence rating then the user.
Closed Ranks Brotherhood Defense
Cost: --
Minimums: Socialize ●●●, Essence ●●
Type: Permanent
Keywords: Cooperative, Dynasty
Duration: Permanent
Prerequisites: Jade Defense
A character with this Charm is capable of defending his brothers from even the evil influences of the Anathema. If the character has met another Dragon-Blooded and interacted with them for at least a scene, he is capable of spending Willpower on their behalf in order to free them from any mental influence, even if that mental influence would not normally allow a character under its effects to spend Willpower. The character can spend Willpower for mortals if they are blood relatives. The character must be the presence of a target he wishes to spend Willpower for, though he need not be able to communicate with them. If the character is an acknowledged and well known member of a group or social unit made up of blood relatives or other Dragon-Blooded, he may spend Willpower as though it were Loyalty (but no more then one Willpower per week) as if he were the group's leader.
Wary Yellow Dog Attitude
Cost: 1m
Minimums: Socialize ●●●, Essence ●●
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Sweeten-the-Tap Method
This Charm prepares a Dragon-Blooded for when social situations turn hostile. During any situation in which a peaceful encounter suddenly turns violent the character gains a bonus to his Initiative equal to half his [Socialize], a +1 bonus to all defenses for his first three actions on combat, and can draw a weapon and ready it for use (including fully loading a firearm or stringing a powerbow) as a Reflexive action.
Brother-Against-Brother Insinuation
Cost: 4m, 1W
Minimums: Socialize ●●●, Essence ●●
Type: Simple
Keywords: Compulsion, Emotion, Illusion
Duration: Instant
Prerequisites: None
This Charm allows a Dragon-Blooded to use Essence-fueled words to poison a relationship. The character must be close enough to speak with his target and he makes an unblockable social attack using [Manipulation + Presence], adding bonus successes equal to his [Socialize]. If successful, the target instantly gains a negative Intimacy toward the badmouthed person with an emotional context appropriate to the Terrestrial’s allegations. If the target has an existing positive Intimacy toward the subject of the Dragon-Blooded’s ire, success converts that connection to a negative emotional context. Resisting the creation of a new Intimacy costs 2W. Preventing a positive Intimacy from becoming tainted is easier, requiring only 1W.
The effects of this Charm last for only a scene, after which cooler heads prevail. The original target of this Charm may roll [Intelligence + Socialize] with a difficulty of the Dragon-Blooded's [Manipulation] to remember his involvement. Those who fail the roll to remember the Exalt’s involvement later on may pay 3W to recall the truth, shattering the Charm’s unnatural Illusion.
Beings with higher Essence cannot be affected by this Charm, and it cannot turn members of a sworn brotherhood against each other.
[Element] Fueled Persuasion
Cost: 1m
Minimums: Socialize ●●●, Essence ●●
Type: Permanent
Keywords: Elemental
Duration: Permanent
Prerequisites: None
This Charm aids a character in convincing others or groups to aid the character, serve his interests, or work together towards a common goal. This is actually a cluster of five Charms, with each purchase representing a different element. It increases the character's [Socialize] rating by five or double its normal rating, whichever is less, for the purpose of all rolls described below.
Air aids the character in recruiting apprentices or assistants for research, sorcerous study or exploration, as well as attempts to secure funding for such projects. Earth aids the character in recruiting for large-scale Craft projects or military units, as well as attempts to secure funding for such projects. Fire aids in seduction attempts and recruitment for social units, as well as attempts to find sponsors for parties or sporting events. Water aids in recruiting for bureaucratic work and criminal activity, as well as attempts to find sponsors for either type of activity. Wood aids in convincing others to do charitable work, finding donors or sponsors for charities, or recruiting guides, doctors, or nurses.
Friend-to-All-Nations Attitude
Cost: 2m
Minimums: Socialize ●●●, Essence ●●
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: [Element] Fueled Persuasion
Dragon-Blooded use this Charm to insinuate themselves into other societies. So long as the Dragon-Blooded speaks the language, this Charm eliminates all penalties for being a foreigner. If the Dragon-Blooded does not speak the language, it cancels up to [Essence] penalties instead.
Society Shaping [Element] Command
Cost: 8m, 1W
Minimums: Socialize ●●●●●, Essence ●●●
Type: Simple
Keywords: Cooperative, Elemental, Compulsion
Duration: Instant
Prerequisites: Friend-to-All-Nations Attitude
This Charm allows a Dragon-Blooded to create long-term changes within a society. In order to use it, the character must have been living within the society or group and interacting with it directly for at least a season. The character's interaction within the society must be related to the behavior or change he wishes to make, though such interactions need not necessarily be positive. This is actually a cluster of five Charms, with each purchase representing a different element. What changes the character can make are based on his element. This change immediately becomes part of the group's Policy until the group's leader spends Loyalty equal to the [Essence] of the character who invoked it. The group's leader may spend Loyalty once per week. Multiple Dragon-Blooded may invoke this Charm simultaneously (in which case they must have all been living within the society and interacting with it as described above), choosing one of their number as a focus. This increases the total Loyalty cost needed to remove the Policy to the focus' [Essence + 1 per additional participant].
Air, the character can encourage literacy, education, scientific study or exploration. Earth, the character can encourage industry, infrastructure, and the formation of a military or militia. Fire, the character can encourage celebrations, physical activity, or cause a society to develop a new holiday. Water, the character can encourage the formation of bureaucratic groups or affect any of their actions, investigations or criminal activities. Wood, allows the character to encourage a group to live a healthy lifestyle, it can alter diets, attitudes towards drug use, and affect food taboos. The character can also choose to dispel superstitions and promote a positive attitude towards medicine.
The Dragon-Blooded must actually be present in order to maintain the effects of this Charm. Each full week that the character who invoked this Charm is absent from the society or group he shaped counts as a point of Loyalty spent to remove the effect. However, if year passes without the group leader spending Loyalty to remove the effect, the changes created by his Charm become permanent. This Charm no effect on individuals characters, save that they may make themselves outcasts by going against its effects. In the Realm or its client nations, uses of this Charm without prior Deliberative approval can result in a death penalty.
Smoothing-Over-the-Past Technique
Cost: 3m, 1W
Minimums: Socialize ●●●●●, Essence ●●●
Type: Reflexive
Keywords: Dynasty, Illusion
Duration: One Scene
Prerequisites: [Element] Fueled Persuasion
Dragon-Blooded use this Charm to make a target temporarily forget a single past event involving him (such as the time he cheated the target out of money or slept with the target's wife). The unnatural mental influence generated by this Charm is unblockable, and the Exalt rolls [Manipulation + Socialize] to hit, adding automatic successes equal to his [Essence]. If the roll succeeds, the target can immediately pay 1wp to resist (but does not realize anyone attempted to alter their memories). Paying a total of 3W this way immunizes a character from further uses of the Charm by the Exalt for a day. Once memory has been suppressed, however, the cost to break free and remember the truth is 5W per alteration. This Charm has no Willpower cost if it targets a descendant.