Alright, I'm back on my bullshit: More Charm lists. Full disclosure before we begin: I've never actually built a social primary character in Ex3, so my opinions might be retarded.
PERFORMANCE
Performance is our highest rated skill, our single largest charmset, and our Supernal ability, meaning we can ignore minimum Essence when buying Performance charms. However, Performance is a weird charmset compared to the others. It has a few general charms, then it branches out into a wide variety of charms for different artforms, such as oratory, dancing, music, and even sex, which we will not be delving into for multiple very good reasons. Since I doubt we'll develop a burning desire for Ignatius to learn the keytar, I'll just cover general and oratory charms.
Soul-Firing Performance: We can give a speech that is a minimum of six minutes long which causes those who fail to resist to reconsider a past decision, based on the content of our speech.
Memory-Reweaving Discipline: Requires at least 5 Essence 2+ Performance Charms. We can literally rewrite memories with our speeches. Those who fail to resist believe our narrative until presented with direct evidence to the contrary, with our extra successes making it more difficult to shake our power. Has some scummy potential, but nothing says we can't use it to present a truthful narrative.
Demon-Wracking Shout: This one has no set prerequisite. If we're making a particularly difficult Performance check or faced with daemons, the GM can, but is not obligated to, make this charm available. This is an AOE attack that only hurts daemons and other dark spirits, uses Charisma + Performance as its dice pool, adds (Essence) automatic successes, cannot be dodged, strikes intangible valid targets, and adds 10 to our initiative before calculating damage. It's a giant fuck off attack, but it only works on daemons and the like. Also, it can only be used once a fight. If it becomes available, we get it.
Dogmatic Contagion Discipline: Excess successes on a Performance roll made to inspire are given to our audience as dice, which they can use on their own rolls to spread our teachings. They won't be as good as us, but it makes converting whole worlds an easier time.
Infectious Zealotry Approach: Requires the previous charm. If we see someone put off a social influence attempt, this charm can make them drop everything to go do it for the rest of the scene.
And that's really the end of it. A lot of the general Performance charms are mote refunders we don't use, and we've already got the low hanging fruit with oratory charms. It may be character appropriate, but Performance doesn't seem like a great Supernal, unless you're trying to master every art style.