Deathless and Nameless (Mummy: the Curse Quest)

[X] Strike-At-Temptation
-[X] Rebuke the Vizier
-[X] Uatch-Rekhet
--[X] Godsight
-[X] a black-handled hammer.

So, it was a pretty deliberate choice on account of the name, and the hammer really serves as emphasis for physical consequences. Being one of the Affinities that use Ren, Godsight is pretty stellar and given the ratings we have available it means not a lot can get past or even attempt hiding from Enlightened Senses.

Naturally this leads to the 'counterspell' Utterance that is Rebuke the Vizier. The first step of countering something, and knowing when to do it for maximum effect comes with the enhanced senses and a good Occult Rating.

[X] … searching directly for the Keystone; checking newspapers for signs, calling your Contacts, wrestling with the 'computers' Gracie shows to you, and exploring around Ipswich and Colchester in eastern Suffolk.
 
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[X] Helel's smile among the thickets of the first garden
-[X] Bound as Fingers in a Fist -[X] Heraf-Het.
- -[X] Familiar Face
- [X] an album of photographs

[X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done.

Lets just take over the UK, that should help us find the Keystone.
 
it is very hard to get back at people who are already dead

not, however, impossible...

[X] Strike-At-Temptation
-[X] Rebuke the Vizier
-[X] Uatch-Rekhet
--[X] Godsight
-[X] a black-handled hammer.

[X] … searching directly for the Keystone; checking newspapers for signs, calling your Contacts, wrestling with the 'computers' Gracie shows to you, and exploring around Ipswich and Colchester in eastern Suffolk.
 
Are detailed votes accepted? For example, is it possible for the voters to concretize the option of exploring the tomb, something like this?
[] ...exploring your Grave and trying to regain control of it. Talk to your Friends, analyze your memories, scout out the location of your grave in West Suffolk. All this will need to be done
- [] Use interlocked fingers like fingers in a fist to help with research
- [] Get in close contact with Mer, convincing him to use his influence to help capture the tomb
- - [] use the ability of a familiar face
- - - [] hint at Helel's huge capabilities, and then use sweet promises to attract him to your side (use a Pusher)
 
The effect of a familiar face will allow increasing the level of our will increase the level of impression to the ideal, which makes it possible to roll dice every turn. That is, we will be able to persuade a person to do almost anything by spending one or two hours.
I do want to point out that a perfect Impression doesn't necessarily mean everything is on the table in terms of persuasion. It certainly helps, and it means most seemingly-trivial things are easy to get, but it's not mind-control.

Basically, being able to up your Impression to perfect for a scene means that you can kind of behave like an old friend going "Hey, mate, can you help me out moving on X day?" as opposed to having to lay out how this won't get in the way of their stuff, that you'll compensate them etc. It wouldn't let you persuade them to do something they wouldn't otherwise, if that makes sense - it just makes the process much quicker and easier.
 
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Are detailed votes accepted? For example, is it possible for the voters to concretize the option of exploring the tomb, something like this?
[] ...exploring your Grave and trying to regain control of it. Talk to your Friends, analyze your memories, scout out the location of your grave in West Suffolk. All this will need to be done
- [] Use interlocked fingers like fingers in a fist to help with research
- [] Get in close contact with Mer, convincing him to use his influence to help capture the tomb
- - [] use the ability of a familiar face
- - - [] hint at Helel's huge capabilities, and then use sweet promises to attract him to your side (use a Pusher)
That's fine, yeah! It doesn't necessarily mean we'll do everything on a plan like this, but it gives us a great indication of what you guys are thinking of, and will give us some guidance. Plus, given the detail of the character, it's somewhat necessary.

EDIT: That said, it's probably best if things don't get too detailed, just because you don't really have so much info yet. And just describing your ideas would probably be better than putting it into a direct plan.
 
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I do want to point out that a perfect Impression doesn't necessarily mean everything is on the table in terms of persuasion. It certainly helps, and it means most seemingly-trivial things are easy to get, but it's not mind-control.

Basically, being able to up your Impression to perfect for a scene means that you can kind of behave like an old friend going "Hey, mate, can you help me out moving on X day?" as opposed to having to lay out how this won't get in the way of their stuff, that you'll compensate them etc. It wouldn't let you persuade them to do something they wouldn't otherwise, if that makes sense - it just makes the process much quicker and easier.
Although this is not mind control, but in the case of Helel, it is as close as possible to this. She will use manipulation 4 and can amplify it by 4 more for one scene. Thus, she will roll 8 dice + a different skill each turn. This will give us simply amazing opportunities to strengthen the cult in the shortest possible time.
 
Being one of the Affinities that use Ren, Godsight is pretty stellar and given the ratings we have available it means not a lot can get past or even attempt hiding from Enlightened Senses.
I like this plan. But unfortunately, as in the last vote, the voters noticed that Godsight relies on a wit check, which is one of the weakest characteristics of Helel. Therefore, this ability will not be as effective as we would like.
 
Although this is not mind control, but in the case of Helel, it is as close as possible to this. She will use manipulation 4 and can amplify it by 4 more for one scene. Thus, she will roll 8 dice + a different skill each turn. This will give us simply amazing opportunities to strengthen the cult in the shortest possible time.
Oh, I'm not saying she wouldn't be a terrifying social manipulator, just that perfect Impression doesn't automatically mean people will give you what you wan to.
 
I like this plan. But unfortunately, as in the last vote, the voters noticed that Godsight relies on a wit check, which is one of the weakest characteristics of Helel. Therefore, this ability will not be as effective as we would like.
To a mummy their Pillar ratings are far more indicative of what they're capable of rather than their more mundane attributes. A combined dicepool would certainly be larger if more Wits dots existed, but at Ren 5 that's still statistically significant enough to be counted on.

It's a bit less min-max oriented, but it's thematically consistent which is pretty important to the narrative.
 
To a mummy their Pillar ratings are far more indicative of what they're capable of rather than their more mundane attributes. A combined dicepool would certainly be larger if more Wits dots existed, but at Ren 5 that's still statistically significant enough to be counted on.

It's a bit less min-max oriented, but it's thematically consistent which is pretty important to the narrative.
I'm not sure if this ability works the way you describe it. According to the description in the text, the perception roll can be performed in two states inactive and active. In inactive, a perception roll is made, although it is not directly indicated here whether the ren rating will be added to this roll. In the active state, judging by the description, the ren rating is added for all throws to detect supernatural. But this is immediately refuted by the fact that reflexive verification requires a Wits + Occult roll. While Ren is added only if you need to determine the effect of the spell. From all this, I concluded that in all cases when it is required to detect supernatural, provided that we do not expect it, a successful Wits + Occult roll is required, and ren is added only when the skill is active and only when we know about supernatural or are trying to determine the effect of magic. If what I've understood is true, it severely limits Godsight.
 
[X] Helel's smile among the thickets of the first garden
-[X] Bound as Fingers in a Fist
-[X] Heraf-Het.
--[X] Familiar Face
-[X] an album of photographs

[X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done
-[X] Use Bound as Fingers in a Fist to help with reconnoitering
-[X] Get in close contact with Mer by convincing him to use his influence to help take away the tomb
--[X] use the ability of Familiar Face
---[X] hint at the vast possibilities of Helel, and then use sweet promises to win him over to your side (use a Pusher)
 
[X] No Matter What Obstacles Stand In Our Way
-[X] Bound as Fingers in a Fist
-[X] An-Hotep
--[X] Opener of the Way
-[X] a black-handled hammer

I think this judge goes well with a labor conspiracy cult, and the power is a flexible thing that adds a bit of tomb raider to our spy-roguishness. I like breaking into anything, including other worlds. I also liked Khem-Inu and Grip of Death, but it was more exclusively combat-focused and would push towards Brawl dots that I don't want if we can fight with this incredibly beautiful and perfect hammer instead. Together with the craft library and the boost to crafts we get from enlightened senses, we can have a pretty solid crafts pool, which means that we can be a tomb raider - spy - *combat engineer.*

Basically a lot of the other plans are more interested in social power for the judge and affinity, but I think we're gonna be fine there - we already have Serpent's Tongue and Affable Aid to boost impression and successes - and I want to define more of our physical secondary dots towards 1) rogue and infiltrator stuff to support our spy-ness and 2) killing heretics with our perfect hammer.

The telepathy web for the cult is straightforwardly great and well suited to our pillars. Besides the hammer and the crafts library, I also valued this merits pick because I think it's easier (and/or more interesting) to acquire the resources and social contacts/allies in the near term than to acquire an equally cool relic after starting with a bunch of human stuff.

[X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done.

This goes well with being able to break into anything and tell traps to fuck off, but I have less specific goals here than people with detailed votes. I trust Helel's ability to improvise using her vast Sekhem 9 power.
 
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[X] No Matter What Obstacles Stand In Our Way
-[X] Bound as Fingers in a Fist
-[X] An-Hotep
--[X] Opener of the Way
-[X] a black-handled hammer

I think this judge goes well with a labor conspiracy cult, and the power is a flexible thing that adds a bit of tomb raider to our spy-roguishness. I like breaking into anything, including other worlds. I also liked Khem-Inu and Grip of Death, but it was more exclusively combat-focused and would push towards Brawl dots that I don't want if we can fight with this incredibly beautiful and perfect hammer instead. Together with the craft library and the boost to crafts we get from enlightened senses, we can have a pretty solid crafts pool, which means that we can be a tomb raider - spy - *combat engineer.*

Basically a lot of the other plans are more interested in social power for the judge and affinity, but I think we're gonna be fine there - we already have Serpent's Tongue and Affable Aid to boost impression and successes - and I want to define more of our physical secondary dots towards 1) rogue and infiltrator stuff to support our spy-ness and 2) killing heretics with our perfect hammer.

The telepathy web for the cult is straightforwardly great and well suited to our pillars. Besides the hammer and the crafts library, I also valued this merits pick because I think it's easier (and/or more interesting) to acquire the resources and social contacts/allies in the near term than to acquire an equally cool relic after starting with a bunch of human stuff.

[X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done.

This goes well with being able to break into anything and tell traps to fuck off, but I have less specific goals here than people with detailed votes. I trust Helel's ability to improvise using her vast Sekhem 9 power.
It looks like an interesting concept, but Helel doesn't have the right foundation to become a spy sneaking into other people's tombs.
The main attributes tied to such work Composition, Dexterity, Stamina, Intelligence, Wits, Resolve are at the 2 point mark. Helel will have to open locks either with the skill 3 (Sheut) + 2 (Dexterity) - surrounding fans, or using willpower, which we have four points. But this is only the opening of one lock (which may not be one), then it will be more difficult.
Even if we close our eyes to all this, Bound as Fingers in a Fist simply does not fit with a thief, it works more like support for command operations and inconspicuous reconnoitering. Reflections Upon a Broken Image looks much more organic for a thief, this is literally what every burglar wants to have.
As for the craft, we are already good at crafts enlightened feelings give us five dice to craft throws.The further development of this skill looks superfluous, we have the wrong guild to really get something meaningful from the craft.
As for smoothing out the irregularities of the 9th sekhem, it is not eternal, I would even be very fleeting. Most likely, we will spend most of the game at the sekhem level of 5 - 1 points.
As I said, this concept is interesting, but it just doesn't suit Helele. Even if this assembly wins, then with its current characteristics Helele, it will not give us anything that we could not get with the help of current skills.
 
Sorry to string this out, but you laid out more of a series of arguments more than something I could reply to in one general format.

It looks like an interesting concept, but Helel doesn't have the right foundation to become a spy sneaking into other people's tombs.
The main attributes tied to such work Composition, Dexterity, Stamina, Intelligence, Wits, Resolve are at the 2 point mark. Helel will have to open locks either with the skill 3 (Sheut) + 2 (Dexterity) - surrounding fans, or using willpower, which we have four points. But this is only the opening of one lock (which may not be one), then it will be more difficult.

Skills matter besides attributes, and the passive "fuck your alarms and traps" part of this power makes up for a lot. And sneaking around an enemy tomb is an outlier case - we don't always need to be that quiet, and we don't always face that much supernatural opposition.

The point of the power is not to use it on a series of doors, and I think we can get through some mundanely just fine - any attribute + larceny 1 + sheut 3 is a minimum 6 dice on larceny before adding equipment (crowbar, lockpicks) or another larceny dot. That's very solid. You don't need more than six dice to be good at anything in NWOD that isn't, like, melee combat, and it's a good foundation even for opposed checks like stealth.

The equipment bonus is going to be as much or more common than heavy negatives, I suspect, but this power also lets us open a heavy security door while not carrying any equipment besides a cocktail dress. Which is undoubtedly a way Helel would have used it in the past: she is a charming spy. I want to help her with the part of the story where she slips off into the other part of the mansion for a minute.

Even if we close our eyes to all this, Bound as Fingers in a Fist simply does not fit with a thief, it works more like support for command operations and inconspicuous reconnoitering. Reflections Upon a Broken Image looks much more organic for a thief, this is literally what every burglar wants to have.

It's true that if I thought Helel should primarily be a thief, that would be a more relevant affinity, and I wouldn't hate picking it up in the future. She's still first and foremost a social primary Maa-Kep overseer, so I think BaFiaF is more fitting (and more optimal with our current pillars), and it helps to put our cult to any number of subtle uses. Imagine the usefulness of group telepathy for using the cult as an elite heist crew! Or even just as lookouts.

As for the craft, we are already good at crafts enlightened feelings give us five dice to craft throws.The further development of this skill looks superfluous, we have the wrong guild to really get something meaningful from the craft.

I simply don't agree with the assessment of the guilds to begin with - the hammer's whole deal is a great example of maa-kep magic intersecting with crafts - but also the magic of the guilds is hardly the only thing crafts is good for. It is an extremely flexible and useful skill even when storytellers rein in its scope, and Gledbreca gives us the opportunity to use it in the field quickly. Anyone's headquarters looks a lot less secure after we've taken a magic hammer to it.

As for smoothing out the irregularities of the 9th sekhem, it is not eternal, I would even be very fleeting. Most likely, we will spend most of the game at the sekhem level of 5 - 1 points.

Yes, I understand how descent works. It was not a statement about build or strategy, just that I'm not concerned about fine-tuning approach for her next action right now because of where she's at in the descent.

As I said, this concept is interesting, but it just doesn't suit Helele. Even if this assembly wins, then with its current characteristics Helele, it will not give us anything that we could not get with the help of current skills.

It lets us open any door, travel into other realms of existence, and even at the end of our descent treat any mortal security measures keeping us out as a funny joke. These are not mundane capabilities or covered by our other powers, unlike Familiar Face, which only accelerates by magic stuff we can already do. I'd be happy to end up with either.
 
Also @QafianSage I know the description says the haft is forearm-length, but how do you picture Gladbreca's striking head? How big and what kinda shape? Is it more like a normal smith's hammer with a smaller head that's just secretly super-heavy to not-us or is it a big thing closer to a war hammer or Mjolnir?
 
Also @QafianSage I know the description says the haft is forearm-length, but how do you picture Gladbreca's striking head? How big and what kinda shape? Is it more like a normal smith's hammer with a smaller head that's just secretly super-heavy to not-us or is it a big thing closer to a war hammer or Mjolnir?
In terms of the hammer's look, I was thinking something roughly along these lines, though with swirly, Celtic-looking designs along the head and haft and generally a little fancier-looking. The weight is something obviously unnatural; it shouldn't be that heavy.
 
[X] No Matter What Obstacles Stand In Our Way
-[X] Bound as Fingers in a Fist
-[X] An-Hotep
--[X] Opener of the Way
-[X] a black-handled hammer
 
Skills matter besides attributes, and the passive "fuck your alarms and traps" part of this power makes up for a lot. And sneaking around an enemy tomb is an outlier case - we don't always need to be that quiet, and we don't always face that much supernatural opposition.

The point of the power is not to use it on a series of doors, and I think we can get through some mundanely just fine - any attribute + larceny 1 + sheut 3 is a minimum 6 dice on larceny before adding equipment (crowbar, lockpicks) or another larceny dot. That's very solid. You don't need more than six dice to be good at anything in NWOD that isn't, like, melee combat, and it's a good foundation even for opposed checks like stealth.

The equipment bonus is going to be as much or more common than heavy negatives, I suspect, but this power also lets us open a heavy security door while not carrying any equipment besides a cocktail dress. Which is undoubtedly a way Helel would have used it in the past: she is a charming spy. I want to help her with the part of the story where she slips off into the other part of the mansion for a minute.


I think I'll agree that our stealing skills will be enough to get into most places. The immunity to worldly traps is compensated by the fact that anyone in the building will notice us because "Open Paths" in no way increase our secrecy. And it is usually calculated on the basis of Ingenuity or Dexterity.

In addition, I can really imagine how during the penetration it will be necessary to keep cool, show incredible dexterity or do something figurative, but because of the low attributes she will not be able to do this or she will have to constantly spend the points of the pillars.

It's true that if I thought Helel should primarily be a thief, that would be a more relevant affinity, and I wouldn't hate picking it up in the future. She's still first and foremost a social primary Maa-Kep overseer, so I think BaFiaF is more fitting (and more optimal with our current pillars), and it helps to put our cult to any number of subtle uses. Imagine the usefulness of group telepathy for using the cult as an elite heist crew! Or even just as lookouts.


Yes, Helel is primarily a social character and in order to make her at least some good thief, you need to let her rely on her strengths. The ability to change her appearance will allow her not to worry about stealth and will give her more freedom to use her stealing skills. In addition, such tactics will make it possible to implement hidden murders or sabotage.
As for the BaFiaF, with a joint robbery, we will lose the advantage of a silent alarm.

I simply don't agree with the assessment of the guilds to begin with - the hammer's whole deal is a great example of maa-kep magic intersecting with crafts - but also the magic of the guilds is hardly the only thing crafts is good for. It is an extremely flexible and useful skill even when storytellers rein in its scope, and Gledbreca gives us the opportunity to use it in the field quickly. Anyone's headquarters looks a lot less secure after we've taken a magic hammer to it.


I did not mean that crafts are not a necessary skill, but that we are already good at it and that a small increase in them is not worth taking away points from our main specialization
It lets us open any door, travel into other realms of existence, and even at the end of our descent treat any mortal security measures keeping us out as a funny joke. These are not mundane capabilities or covered by our other powers, unlike Familiar Face, which only accelerates by magic stuff we can already do. I'd be happy to end up with either.
Well, first we need to find these doors to other worlds first. Which may not be difficult for our star divination. But why do we need this? I will honestly say that I don't know much about shadows, and the afterlife, as far as I know, is quite unfriendly for them because of those who want to taste their sekhem. And even if we cope with all the difficulties, what will we find there?
If we talk about a Familiar face, then with our Ren level, it is incredibly useful.
Here is the time of the throw, depending on the impression Ideal - One round, Excellent - An Hour, Good - A Day, Average - A Week, Hostile - The throw is impossible.
The impression starts from the average level of the father-in-law cast is done once a week. The only ability that makes it possible to quickly raise the impression is the Pusher and it will still allow us to make throws only once an hour.
Thus, a "Familiar face" will allow us to quickly solve social issues without unnecessary machinations and weeks of waiting for a roll of the dice. Thus, we will not just become a little better at manipulation, we will become ten times faster without loss of quality.
If you take the example of the mayor. Then, in a situation where there is no perfect impression, we would have to persuade for two or three days at best. With a perfect impression, it will take 4-5 moves.
 
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I'm not sure if this ability works the way you describe it. According to the description in the text, the perception roll can be performed in two states inactive and active. In inactive, a perception roll is made, although it is not directly indicated here whether the ren rating will be added to this roll. In the active state, judging by the description, the ren rating is added for all throws to detect supernatural. But this is immediately refuted by the fact that reflexive verification requires a Wits + Occult roll. While Ren is added only if you need to determine the effect of the spell. From all this, I concluded that in all cases when it is required to detect supernatural, provided that we do not expect it, a successful Wits + Occult roll is required, and ren is added only when the skill is active and only when we know about supernatural or are trying to determine the effect of magic. If what I've understood is true, it severely limits Godsight.
Apologies for the misunderstanding, for the purposes of Godsight let me clear this up:

In its inactive state as described in the first bullet point clause, it is making a Perception check, and that would have help from both Affable Aid and Enlightened Senses for a total bonus of +7 (2 from Affable Aid and 5 from Enlightened Senses due to your Ren rating).

In its active state, Ren is added to all throws to detect the supernatural, even when you don't expect the supernatural as in that reflexive Wits + Occult roll clause. The first type of check about Clash of Wills is a perception check and thus has a +7. And the hallucinatory reflexive perception Wits + Occult checks to notice supernatural beings and phenomena are also noted as perception checks and thus would have a pool of Wits + Occult + Affable Aid + Enlightened Senses for Helel.

To clear up why the hallucinatory reflexive section is written as Wits + Occult right now, is because that is the general form of Godsight which does not account for Enlightened Senses or Affable Aid.

E: The Affable Aid bonus is people specific, too be clear, so it is sometimes applicable and sometimes not. Examining a wild random magical effect on a rock wouldn't benefit from Affable Aid, but doing perception checks on sussing out a ghost or other character would have Affable Aid, for example.
 
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As soon as we learn how to raise the dead, we will have to resurrect Walter and Ferrin. For the first it will be a reward for faithful service, and for the second it will be an opportunity to realize their mistakes and after that they will be released into the care of our judge (judges do not tolerate betrayal in their ranks). It will be a great lesson for our cult.

An important detail flashed through the text. Helel knew a way to prolong a mortal's life. I have several options on the example of what kind of method it was.
The first is the ritual of the bloody bather, it is simple enough to study and does not require rare materials with rare exceptions, but the disadvantage is the need to kill regularly.
The second option is the ritual of stealing the body the pros are that the body can be used for a long time the cons of the user are required to have minimal metal or magical abilities. The third option, Helel had access to vampires and could force one of them to turn her cultis into a similar one.
The fourth option for Helel was an artefact that prolonged a person's life.
I suspect that the first and third options will be the most correct ones, since these are the most non-demanding variations, but at the same time they carry enough negative consequences so that Helel does not implement them.
And what do you think is the most likely variant, or are there any other possibilities that I have not considered?
 
I think I'll agree that our stealing skills will be enough to get into most places. The immunity to worldly traps is compensated by the fact that anyone in the building will notice us because "Open Paths" in no way increase our secrecy. And it is usually calculated on the basis of Ingenuity or Dexterity.

In addition, I can really imagine how during the penetration it will be necessary to keep cool, show incredible dexterity or do something figurative, but because of the low attributes she will not be able to do this or she will have to constantly spend the points of the pillars.

Yes, Helel is primarily a social character and in order to make her at least some good thief, you need to let her rely on her strengths. The ability to change her appearance will allow her not to worry about stealth and will give her more freedom to use her stealing skills. In addition, such tactics will make it possible to implement hidden murders or sabotage.

As for the BaFiaF, with a joint robbery, we will lose the advantage of a silent alarm.

You are describing a difference of 1 or 2 dice as if it will bring about total failure. Attributes at 2 instead of 3 are not incapable, it's a marginal difference of one die. And it's not "anyone in the building will notice us" just because we lack invisibility. Normal stealth matters.

Also if assassin games have taught me anything, it's that you haven't really broken stealth if you can kill people you come across before they can raise the alarm. :grin2: Which our already existing affinities will help with.

I don't agree that the alarm suppression is lost by including other people; there's probably a range limitation, but not everyone in a heist needs to do the same things.

Here is the time of the throw, depending on the impression Ideal - One round, Excellent - An Hour, Good - A Day, Average - A Week, Hostile - The throw is impossible.

The impression starts from the average level of the father-in-law cast is done once a week. The only ability that makes it possible to quickly raise the impression is the Pusher and it will still allow us to make throws only once an hour.

Thus, a "Familiar face" will allow us to quickly solve social issues without unnecessary machinations and weeks of waiting for a roll of the dice. Thus, we will not just become a little better at manipulation, we will become ten times faster without loss of quality.

If you take the example of the mayor. Then, in a situation where there is no perfect impression, we would have to persuade for two or three days at best. With a perfect impression, it will take 4-5 moves.

This is a common misconception about social maneuvering: it's not actually that difficult to raise impression mundanely.

Through play, your character may influence the interaction for a "good impression." This may mean meeting in a pleasant environment, wearing appealing clothing, playing appropriate music, or otherwise making the situation more comfortable. This should not require a roll during a first impression, but requires one if attempted later. An excellent impression requires a roll to influence the situation. For example, you may use a Wits + Socialize to find the right people to invite to a party. Perfect impressions require further factors. It may involve leverage, or playing to a character's Vice (see below).

You can get to excellent impression by having a decent approach and passing a social roll - something we will be very capable of. Pusher means that we are very good at increasing impression in any of these builds. We will regularly be able to get social maneuvering down to hours, and will be able to sometimes get it to Perfect without magic; Familiar Face speeds things up because it lets us skip prep and do less homework, but we can be very persuasive without it.
 
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