Re: God-King's Faultless Comportment
The Charm does 3 things, which could be communicated more clearly:
1. Dress/prepare in 5 minutes; could be done Faster but I basically wanted to arbitrarily say 'if it wasn't Armor or Weapons, you can put it on This Fast no matter how complicated.'
2. Improves the quality of tools/objects by [Socialize -2] Resource Dots; implicitly granting a Tool Bonus in excess of any of it's functional caps. The wording is deliberate here, because standard 2e rules suggest that a tool can have up to a +3 Specialty, and the Kerisgame hacks that are more common limit it firmly to '+2d per tool, 1d per specialty'. This Charm explicitly is intended to let you add a third or stacking specialty. (which could be made clearer).
3. The repurchase is basically 'Creates a scene-long effect, with a roll to determine efficacy.'. Which I dropped the ball on elaborating. Good catch!
Fundamentally, this is meant to lean into the idea of 'Solars are about Skill' and 'Solars are about Tools'. So I wanted to make sure the user couldn't just do up their face in absence of anything
.
Re: Prominence Memory Stance
It is in fact
not intended to make the Charm work indefinitely- it instead instills an enduring mental influence effect that other Charms in this tree and elsewhere can hinge off of. It adds a New Function to God-King's Faultless Comportment. "When you roll [App + Socialize], any affected target falls under the original Emotion Effect, and the New Illusion Effect.
Sky-Tracing Ensemble Method and by extension the 'Procedures' keyword are a purely homebrew thing that I developed over the past year or so for Solars/2nd edition in general. I concluded that basically it's their answer to the Sorcerous Keyword. Solars under my model are the 'Science/Technology' splat. Not in terms of Beep Boop Lazers and Robots, but technology like 'language and 'culture'. So they create lasting impacts at a Charm level by Teaching People Magical Knowledge. (This is distinct from Sidereals who teach people new/better magic techniques).
New Charm Keyword: Procedure |
A Procedure is a form of instruction or meaningful information, which can be invoked repeatedly, like a formula, map or blueprint. The charm-user automatically learns the Procedure or Specialty at no cost, but are taught to other characters normally. If a procedure becomes outdated due to later events, the character is refunded the experience cost.
So long as they are recorded and their information is both accurate and relevant, procedures can be taught outside of the Charm or Spell that creates them. Procedures in and of themselves cannot convey any form of Mental Influence- though other Charms may imbue the written or spoken word with that power anyway. |
Subsequently, the expander lets you have a 'closet' of Elsewhere ensembles (with attached Procedures) that you can swap into with Misc Actions. Are there Artifacts that do similar? Sure, but I was having fun with this design space.