Fair Welcome

Fair Welcome (•)

 * Action: Instant
 * Dice pool: Manipulation + Socialize
 * Cost: 1 Wisp
 * Duration: 1 day or 1 week

The Noble can strike up a conversation with nearly anyone she meets, and learn many things from an hour of polite talk.
 * Dramatic Failure: The Noble becomes convinced that everyone she meets disapproves of her. She gains the Nervous Condition, lasting until she fails in or abandons a social maneuver.
 * Failure: The Noble gains no new acquaintances from the Charm.
 * Success: The Noble adds 1 dot to her Contacts, naming a group with members she can currently see for the new dot. She can gather information from that group for 1 day, following the normal rules for information from Contacts.
 * Exceptional Success: The Noble can gather information from the group for 1 week.

Friendly

 * Modified by Commonalty
 * Cost: +1 Wisp
 * Duration: until resolved

The Noble may befriend a specific organization, applying the Commonalty modifier, when she knowingly meets one of its members. Succeeding with the Charm gives her the Connected Condition [CofD 288] with the targeted organization, instead of a Contacts dot.