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=== Socialize === * '''Wise-Eyed Courtier Method:''' 3m 1wp, Simple (6 long ticks), Instant. ''Make social group of Magnitude 1+ believe something. Must have spent several hours in last year encouraging desired belief within group, roll (Charisma or Manipulation) + Socialize, subtract external penalty of leader's MDV plus 1/2 group Magnitude from rolled successes. Social group accepts new belief until Leader spends 6 Loyalty to remove permanently, or can spend 1 Loyalty to remove for a scene.'' *'''Wild Revelry Approach''' (Soc 3, Ess 2) 3m, 1wp: Simple (6 Long Ticks) Combo-OK, Emotion, Instant. ''This Charm is a socialize-based social attack to make a group feel a strong emotion—to lose itself in hatred, grief, lust or the joy of festival. It functions exactly as Wise-Eyed Courtier Method, save that its unnatural mental influence imposes an Emotion effect rather than a belief.'' *'''Mastery of Small Matters''' (Soc 2, Ess 1) 1m: Reflexive (Step 1 for attacker, Step 2 for defender), Combo-OK, Social, Until Next Action. ''This Charm makes her responses to social situations so natural and appropriate that in social combat she treats all enemy groups as one point of Magnitude smaller than they are (to a minimum of 0.) It also increases her effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that the character understands the basic motivations of everyone present in the scene, as if her player had rolled three successes on a mundane Investigation roll to estimate each person’s motives.''
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