Performance Charms

 

Memorable Performance Technique

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Performance: 2

Minimum Essence: 1

Prerequisite Charms: None

The Exalt can call upon her own Essence to draw truly outstanding performances from within. Whether the performance is music, theater or another performing art, the character enhances her talent with this Charm. The character can add two dice to her Performance dice pool for every mote of Essence spent. She can no more than double her Performance Ability with this Charm, and if she wishes to add just a single die (for example, if she has an odd Performance score) she must spend a full mote to get it.

 

Talented Improvisation

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Performance: 3

Minimum Essence: 2

Prerequisite Charms: Memorable Performance Technique

The character with Talented Improvisation can catch herself in a misstep in any performance and work her way out of it. Whether turning a bad note into an unexpected chord or moving from a forgotten line into an unforgettable soliloquy, the character is never in serious danger when performing onstage. If the player spends the necessary Essence immediately upon making a Performance roll, she can reroll it at once. This must be done before the Storyteller describes the general success or failure of her attempt. She must take the second result, no matter what it is. If this Charm is part of a Combo, the other Charms in the Combo must be paid for a second time when Talented Improvisation is used, but if they require dice rolls, those rolls cannot be remade.

 

Dance Of Flashing Swords

Cost: 2 motes, 1 Willpower, +1 mote per extra enemy

Duration: One scene

Type: Reflexive

Minimum Performance: 4

Minimum Essence: 2

Prerequisite Charms: Talented Improvisation

Occasionally, a Dragon-Blooded warrior has no choice but to engage in combat in a crowded area or finds himself in another situation in which he does not what to be seen fighting: Perhaps an ally’s mind has been subverted by an evil sorcerer, and the Exalt must subdue the ally without letting political enemies know of his circle’s internal strife. Regardless of the reason, this Charm lets a combatant hide his actions and those of a foe within what appears to be stage combat. Simply spend the necessary Essence to activate this Charm, and most observers will not realize that the ongoing battle is not for show alone, no matter how implausible the circumstances seem. If the Exalted faces many enemies simultaneously, he can extend this cover to include them so long as they are extras: He spends one additional mote per extra. He cannot extend such cover over a group of characters that are not extras, nor can he extend his cover to protect any allies of his that show up. This Charm will not fool characters with Essences higher than the character using the Charm.

 

Enchanting Performance

Cost: 8 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Performance: 4

Minimum Essence: 2

Prerequisite Charms: Memorable Performance Technique

At this level of mastery, the Dragon-Blood’s performances become so awe-inspiring, so staggeringly beautiful, that she can insinuate minor suggestions into audience members who behold them. If the suggestions violate individual audience members’ Natures, then those viewers will not obey them; more generally, the suggestions must be the sorts of things that won’t bring the audience to any real harm. They might find themselves more willing to travel to a particular part of town at a particular time or to buy their goods from a particular merchant or to trust a particular leader more than they would otherwise. Only one sort of performance can violate the rule against bringing audience members to obvious harm, and that is a performance designed to incite a riot. Perhaps obviously, this is just as dangerous to the Exalt as it is to the audience members and should not be attempted lightly.

The player must spend the necessary Essence and Willpower to enact this Charm, and she must also roll Charisma + Performance. With a basic success, the character can instill a simple suggestion into a small crowd; the group will remember where they got the idea. For each additional success, the crowd can be somewhat larger: Three successes implies a crowd of hundreds and five a crowd of thousands. Additionally, if the character sacrifices one success, the crowd will not remember where they received the suggestion that spurred their mass activity.

 

Protective Performance

Cost: 8 motes

Duration: Until performance ends

Type: Simple

Minimum Performance: 5

Minimum Essence: 3

Prerequisite Charms: Enchanting Performance

This performance lends a bit of defensive magic to an entire crowd of viewers. This magic can be used to protect the crowd from hostile or mind-affecting sorcery or from impersonal ranged attacks such as volleyed arrow fire. The Charm provides no protection against hand-to-hand attacks. To activate the Charm, the character must spend the necessary Essence. All those watching the performance in question receive the following benefits so long as the performance continues:

• Treat their Essence as being one higher than it is for the purposes of withstanding mind-affecting powers.

• Add two additional soak, both lethal and bashing, against ranged attacks.

 

Tireless Footfalls Cadence

Cost: 2 motes per fang

Duration: Instant

Type: Simple

Minimum Performance: 3

Minimum Essence: 2

Prerequisite Charms: Memorable Performance Technique

The songs of the Dragon-Blooded can inspire even the most slovenly unit to incredible feats of endurance. As her unit sets out upon the road (the song must be started with the march), the Terrestrial raises her voice in song, singing tales of the unit’s glory, the prodigious feats it has accomplished and the justified vengeance it is going to wreak upon the enemy when it arrives. As she sings, her soldiers find their loads lightened, their resolve stiffened and the journey less onerous.

So long as she continues singing, her unit gains a number of automatic successes equal to her Permanent Essence - 2 (minimum 1) on all fatigue checks, and its rate of travel is doubled. This feat can only be performed for infantry units, and a single Dragon-Blooded can only affect a number of fangs equal to her permanent Essence + 2, but the Charm is synergistic. Motes spent on this Charm are committed — a Dragon-Blood can keep the Charm working for a number of hours equal to her permanent Essence + Stamina.

 

Flawless Training Execution

Cost: 5 motes, 1 Willpower, plus 1 mote and 1 committed mote per fang trained

Duration: Two months

Type: Simple

Minimum Performance: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows the Dragon-Blooded to execute a training plan developed by Charms higher in this tree. With the Charm in effect, the Exalt can flawlessly lead drills, impart knowledge and teach classes without error. A single Dragon-Blooded can train a number of fangs equal to his Permanent Essence, but this Charm is synergistic — groups of Terrestrials working in concert can train large units of troops quickly. Each use of this Charm requires a training program or protocol developed with the Peerless Training Method Protocols or other Charms — a Dragon-Blooded can memorize a number of training programs at one time equal to his permanent Essence. While this Charm is in use, 1 mote of Essence per fang trained is committed to its continued operation — these motes are released when the program is complete.

 

Peerless Training Method Protocols

Cost: 7 motes, 1 Willpower

Duration: One month per dot of permanent Essence, or until training program is used

Type: Simple

Minimum Performance: 3

Minimum Essence: 2

Prerequisite Charms: Flawless Training Execution

During the First Age, the Dragon-Blooded relied on the Celestial Exalted and their superior training methods to bring knowledge to the people and acted as facilitators, rather than designers, of training programs. When the Usurpation was being planned, the Terrestrial Exalted developed this family of Charms as a way to secretly train commandos and soldiers for their war, and the Dragon-Bloods have continued to refine the process ever since.

Like the Sense-Destroying Methods, this Charm is actually a family of Charms that work in an identical fashion — five examples of the Charms available are listed in the Protocols sidebar on this page, but others are known, and more can be developed as needed. Using one of these Charms, a skilled Dragon-Blood can develop a training program to improve those undergoing the program in specific areas — she can teach civilians how to be soldiers, teach disaster recovery techniques or impart the fundamentals of nearly any task.

To use these Charms, the Terrestrial develops a training program — this requires one week, minus one day for each dot of permanent Essence over 2 (so a Dragon-Blooded with Essence 4 can develop a training program in five days). At the end of this time, the Charm’s user commits the plan to record on paper, and his player rolls the character’s Intelligence + Performance, against a difficulty of 4. If the Charm is successful, the plan will raise one Ability listed to 3, two Abilities to 2 and the remaining Abilities to 1 each, add one dot to an Attribute listed and raise one of the Virtues listed by one. Extra successes can be used to buy specialties for the Abilities raised — each extra success equals one specialty. No more than two specialties can be gained in this fashion. A failed roll indicates a training plan that simply will not work — the time and Essence spent is lost. A botched roll indicates a training plan that is subtly flawed in some fashion — it cannot work, but this will not become evident until it is implemented in the field by being used by someone with the Flawless Training Execution Charm. This will typically be noticeable within the first week of training, but particularly bad botches may take weeks to become evident.

The Abilities gained by this Charm are not additive — if a character has more dots in that Ability than the training program would provide, she gains no benefit (though she may still gain any attached specialties, if she has less than three). These Charms cannot raise Attributes above 3, Virtues above 2 or Willpower above 8 (these stats can be raised later through experience). A given character can only benefit from a single Charm in this tree once but can be the recipient of multiple different Charms (so a character could receive the Combat Drill Protocol and then the Officer Readiness Training Protocol). This Charm has no effect whatsoever on individuals with an Essence higher than 1.

Each training program is unique and can only be used once — if a developer wants to hand a training program to two subordinates, he must use this Charm twice and develop two different programs. A Dragon-Blooded can develop as many training programs as he likes, but each requires 2 committed motes of Essence to remain viable — these motes are returned when someone with the Flawless Training Execution Charm uses the training program.

 

Hidden Petal Aria Method

Cost: 2 motes per subject

Duration: Special

Type: Reflexive

Minimum Performance: 3

Minimum Essence: 2

Prerequisite Charms: Memorable Performance Technique

In the courts of the Dragon-Blooded, the love of musical and theatrical performances is commonplace. A character skilled in the use of this Charm can manipulate the nuance and subtext of his performance to communicate secretly with audience members of his choice.

During the course of a performance, a Dragon-Blood may use this Charm, expending 2 motes for each audience member he wishes to communicate with secretly. For the duration of the performance, he may pass information to these audience members as if he was delivering a slowly spoken monologue. Some types of specialized or technical information may not be communicated through the use of this Charm, but general topics of conversation can be transmitted. The Charm only facilitates communication from the performer to the audience member or members.

 

Blossom Hides Thorns

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Performance: 4

Minimum Essence: 2

Prerequisite Charms: Dance of Flashing Swords

The Dragon-Blooded are social creatures, enamored with culture and art, but they are also creatures of violence, passion and cunning artifice. It is upon the ground where these two spheres of interest meet that this Charm is most useful. With a graceful dance step or an artful flourish, a Dragon-Blood skilled in this technique may mask an attack as part of a performance, taking her foe unawares. Treat this attack as an ambush attempt unless the ambushed character employs a Charm that makes him aware of attacks against his person. Players of such ambushed characters must make the normal Wits + Awareness roll for their characters to react to the ambush, but they must add the permanent Essence of the character using Blossom Hides Thorns to their difficulty. This Charm may not be used once combat has begun.

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