Performance Charms

 

Respect Commanding Attitude

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Performance: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows a character to command the respect of an audience. While they may not be swayed by his arguments or impressed by his performance, they will pay him heed and refrain from heckling him or leaving the venue in significant numbers prior to the end of the performance.

 

Unruly Mob Dispersing Rebuke

Cost: 8 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Performance: 3

Minimum Essence: 3

Prerequisite Charms: Respect Commanding Attitude

Violent mobs can endanger even the Exalted. Their numbers can drag down even the mightiest of the Chosen, but those who compose the mob are probably not normally so violent or dangerous. Chances are, the riot has begun over some legitimate grievance — laying about with lethal force is likely to cause serious repercussions.

Through the use of this Charm, a character can deliver a stern rebuke and shatter the inertia holding an angry mob together. Without significant further impetus, the crowd will disperse. This Charm does nothing to an organized or disciplined force.

 

Rout-Stemming Gesture

Cost: 5 motes, 1 Willpower

Duration: 3 turns

Type: Simple

Minimum Performance: 4

Minimum Essence: 3

Prerequisite Charms: Unruly Mob Dispersing Rebuke

If an angry mob is a danger to its victims, then a stampeding crowd or a routing unit is a danger to everyone in the vicinity. The crush of a panicked crowd will clog a door and leave no room for escape, where an orderly exit would have saved most or even all of the persons involved. A routing unit will shatter, leaving its members vulnerable to attacks that could never have been pressed home against the formation. When using this Charm, the character burns with an incandescent blaze of Essence, radiating power and reassurance. All those within a radius of (10 x the Exalted’s Essence rating) yards are immediately steadied. Those who have failed Valor checks can roll again, and characters who must make new Valor checks are assumed to succeed. Rout-Stemming Gesture can even overcome supernatural panic, such as that caused by the Terrifying Apparition of Glory Charm or by the anima power of a Dawn Caste Solar Exalted.

 

Fury Inciting Presence

Cost: 8 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Performance: 3

Minimum Essence: 3

Prerequisite Charms: Unruly Mob Dispersing Rebuke

The persuasive power of an Exalted channeling Essence into Social Charms can raise mobs as well as disperse them. With 10 to 20 minutes of haranguing a crowd on nearly any subject, an Exalted can whip the listeners into an angry mob. A mob raised in this fashion lasts a number of hours equal to the character’s Essence rating but (like a natural mob) will disperse if subjected to organized opposition that cannot be immediately overwhelmed or if the mob is left idle without things to smash or burn for more than 10 or 20 minutes.

 

Heroism-Encouraging Presence

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Performance: 4

Minimum Essence: 3

Prerequisite Charms: Fury Inciting Presence

The Solar Exalted can inspire far more than simple mob violence. An Exalted in battle can radiate the confidence and the surety of the Unconquered Sun, lifting the souls of those around her and inspiring them to feats of great heroism. All friendly troops within a radius equal to the character’s Essence x 100 yards are affected. While subject to this Charm, assume that individual soldiers all operate with a bonus die to all combat-related dice pools from improved morale and do not fail Valor rolls. The effect on the overall outcome of the battle is up to the Storyteller to decide, but it should have considerable influence.

 

Tiger-Warrior Training Technique

Cost: 10 motes, 2 Willpower

Duration: One week

Type: Simple

Minimum Performance: 5

Minimum Essence: 3

Prerequisite Charms: Heroism-Encouraging Presence, Rout-Stemming Gesture

Actual combat is only the end of a long process that begins with the recruitment and training of the soldiers. Exalted who know the Tiger-Warrior Training Technique Charm can take even the worst gutter-sweepings or bandits and train them into a deadly, disciplined fighting force. Characters may supervise the training of up to (their Essence rating x 100) soldiers in a given week. Soldiers trained for one or more months by Exalted using this Charm should be treated as elite troops — they are well-disciplined, have ratings of at least 3 in the relevant combat Abilities, at least one specialty, Valor ratings of at least 3 and at least one Physical Attribute at 3. Already-trained troops or troops trained for more than one month can excel even these ratings.

 

Masterful Performance Exercise

Cost: 2 motes per success

Duration: Instant

Type: Supplemental

Minimum Performance: 1

Minimum Essence: 1

Prerequisite Charms: None

The character channels Essence through his voice or his instrument, enhancing his delivery and making the final result flow far more effectively than it would naturally. To use this Charm, the player first makes a regular Charisma + Performance roll for the character. Then, the player may “buy” additional successes, up to (the character’s permanent Essence rating + the number of successes rolled on the Charisma + Performance roll). Each success bought in this fashion costs 2 motes of Essence.

 

Phantom-Conjuring Performance

Cost: 5 motes

Duration: One scene

Type: Supplemental

Minimum Performance: 3

Minimum Essence: 2

Prerequisite Charms: Masterful Performance Exercise, Respect-Commanding Attitude

A character who possesses this Charm can give a performance so compelling that it plays out in the form of phantom images that swirl through the air around her. If it is a narrative performance, then the images illustrate the narrative, while if it is an abstract performance, then the images simply underscore and highlight the performance. Typically, this adds a number of dice equal to the character’s Essence rating to the player’s next Charisma + Performance roll. Note that the images actually appear, fading in and out of existence around the character. This Charm is compatible with Masterful Performance Exercise.

 

Heart-Compelling Method

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Supplemental

Minimum Performance: 4

Minimum Essence: 2

Prerequisite Charms: Masterful Performance Exercise

The character can channel Essence through her performance to evoke a certain emotion in those who witness it. The player chooses the emotion to be evoked, which may be anger, fear, pride, happiness, jealousy or whatever else the player wishes. He then makes a Manipulation + Performance roll for the character. Targets with a Willpower lower than the number of successes the player achieves on this roll are overcome with the emotion in question and act accordingly. Those with Willpower below twice the number of successes rolled may make a Willpower roll to resist the emotion. Those whose Willpower is greater than twice the number of successes are unaffected.

 

Memory Reweaving Discipline

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Performance: 5

Minimum Essence: 3

Prerequisite Charms: Heart-Compelling Method, Phantom-Conjuring Performance

This Charm allows a character to weave a narrative so plausible and so compelling that those who hear it forget the truth of a matter and come to believe the narrative. The player makes a Manipulation + Performance roll. The number of successes determines how much evidence to the contrary the target must be confronted with before he is able to shake off the lingering effects of the Charm. For each success, the target must be presented with one piece of evidence that contradicts the narrative. A Solar Exalted in a situation where there is very little clear evidence can effectively rewrite history with a little careful planning.

Note that this Charm need not be used as part of a performance, per se. Characters who know it can use also it during conversation, making them quite dangerous in the world of courtly intrigue.

 

Commanding The Ideal Celestial Army

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Performance: 4

Minimum Essence: 3

Prerequisite Charms: Heroism-Encouraging Presence

One of the greatest dangers of warfare is troops being out of touch with their commander. This Charm allows the caster to shout a short message to every soldier under her command. All friendly troops within a radius equal to the caster’s Essence x 100 yards will hear the message. The message must be possible to call out during a single turn of combat and cannot contain more than a dozen words. In general, only its intended targets can hear it; opponents will not hear the message unless they are within earshot of the character using this Charm.

 

General Of The All-Seeing Sun

Cost: 4 motes

Duration: Instant

Type: Simple

Minimum Performance: 5

Minimum Essence: 4

Prerequisite Charms: Commanding the Ideal Celestial Army

As with Commanding the Ideal Celestial Army, a character using this Charm can give an order audible to all troops under her command. In addition, the instant before she gives the order, she receives impressions of how the battle is going on every front. The character is aware of any weakness in her lines and of which troops (if any) can safely be moved elsewhere. This knowledge combined with the ability to give a short command (two dozen words or less) to either the entire army or to any section of it ― for example, “the cavalry” or “the troops on the left flank” ― enables the character to exercise amazing control over her soldiers.

 

Ideal Battle Knowledge Prana

Cost:  10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Performance: 5

Minimum Essence: 6

Prerequisite Charms: General of the All-Seeing Sun

The fog of war is banished for those who are truly blessed by the Unconquered Sun. For the rest of the scene, a character using this Charm knows how all areas of the battle are going and is instantly aware of any weakness in his lines or of any troops who have crushed their opponents. The character can, or by any specific portion of it to which he wishes to give orders. This ability to continuously direct the battle gives all soldiers under the character’s command one additional die for all combat-related rolls and reduces by 1 the difficulty of all Valor rolls made by those same troops.

 

Gender-Concealing Meditation

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Performance: 3

Minimum Essence: 1

Prerequisite Charms: Phantom-Conjuring Performance

Sometimes, there are places that a woman can go that a man cannot, and vice-versa. This Charm helps an Exalted overcome such problems through disguise. By applying Essence to the task, the Chosen can enhance his illusion of femininity (or her illusion of masculinity). The application of Essence reshapes the Exalt’s body into the proper curves and leaves those who might see his or her sex organs with the impression that they were those of the opposite gender. The Charm will not fool close physical examination and does not allow intercourse, but anyone doing a less thorough inspection will be deceived.

 

Graceful Reed Dancing

Cost: 2 motes per success

Duration: Instant

Type: Supplemental

Minimum Performance: 2

Minimum Essence: 1

Prerequisite Charms: None

The character channels Essence through his body, enhancing his sense of rhythm and making his dance a riveting display. To use this Charm, the character must be performing a dance. The player first makes a regular Charisma + Performance roll for the character. Then, the player may “buy” additional successes, up to (the character’s permanent Essence rating + the number of successes rolled on his Charisma + Performance roll). Each success bought in this fashion costs 2 motes of Essence. Graceful Reed Dancing is not compatible with Masterful Performance Exercise, as it is basically the same Charm for a different mode of Performance.

 

Husband-Seducing Demon’s Dance

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Performance: 4

Minimum Essence: 2

Prerequisite Charms: Gender-Concealing Meditation, Graceful Reed Dancing

This Charm raises the art of seduction through dance to a supernatural level. So long as an Exalt using this Charm continues to dance, all who watch the performance see him or her as the most desirable being possible, regardless of their sexual preference. They are unwilling to harm the Chosen and are likely to behave irrationally in an attempt to impress the Solar. This Charm is ineffective on beings with an Essence higher than the Exalted invoking the power. The Charm does not work on characters who are in combat or who otherwise have reason to believe the Exalt means them harm. Overtly hostile acts on the part of the dancing character dispel the Charm’s effect.

 

Divine Performance Style

Cost: 10 motes

Duration: Special

Type: Simple

Minimum Performance: 5

Minimum Essence: 3

Prerequisite Charms: Husband-Seducing Demon’s Dance

By combining song and dance with the art of seduction, the Exalted invoking this Charm weaves a spell of influence over a chosen target. Like Husband-Seducing Demon’s Dance, this Charm starts with a masterful performance by the Exalted. This performance includes both song and dance and is directed at a specific individual. Regardless of the specific genders of the Exalted and the target, the target will be entranced by the extreme desirability of the performer.

Other observers of the Divine Performance will be affected much as if observing the Husband-Seducing Demon’s Dance, but the Charm will have no overt effect on them. Against the chosen target, however, there is an extended effect. The Exalt’s player rolls Charisma + Performance and compares the resulting number of successes against the target’s permanent Willpower. Other Charms may be used to enhance this Performance roll, including the Masterful Performance Exercise.

If the Chosen achieves more successes than the target’s permanent Willpower, the target will be particularly vulnerable to the influence of the performer for a number of days. The duration of this influence is equal to the difference between the Exalt’s permanent Essence and the target’s. While under the influence of the Divine Performance, a victim is at a -1 Essence with regard to the use of mind-controlling or –affecting Charms by the Exalt. For example, if the Exalted achieves 10 successes against a target with a Willpower of 7, the target will be a -1 Essence penalty for 3 days.

Beings with Essence 1 who have their Essence reduced become the infatuated thralls of the Exalt for the duration of the effect. They will not kill themselves (though they may easily be manipulated into doing so), but they will perform almost any other act, even the most foolish or foolhardy.

The Essence penalty does not stack with other uses of Divine Performance Style, but the Exalt can use Divine Performance again before a previous application has expired to extend its duration. In this case, the new result replaces the older one, even if it is lower. With proper planning, an Exalted performer can keep one or more target entranced indefinitely.

 

King Of Masks Technique

Cost: Special

Duration: Special

Type: Simple

Minimum Performance: 3

Minimum Essence: 1

Prerequisite Charms: None

Through the use of this Charm, the Exalted weaves a complicated false identity around herself. The identity is complete with a detailed history and natural personality traits. Mere conversation cannot detect any flaws in the identity. In fact, the infallibility of the identity is perfect until the Exalted chooses to drop the façade or she is faced with an investigative intellect that is likewise Charm-enhanced. King of Masks Technique provides no resistance to interrogation techniques.

When invoking the Charm, the Exalted crafts a back-story for herself and her player makes a Intelligence + Performance roll, adding one automatic success for each mote of Essence she chooses to invest. The total number of successes is the number of successes an investigator must achieve to see through the false identity, but this can never exceed twice the character’s Intelligence + Performance pool. Only Charm-enhanced Investigation rolls will reduce this pool of successes, but all such investigations are cumulative. The Fair Folk and beings with Essence higher than the character are immune to the effects of this Charm.

At the time of an identity’s creation, the Exalted may spend one experience point to make the identity permanent. The character may resume a permanent identity at any time by spending half as many motes of Essence as she originally spent creating the identity. Persistent investigators can wear away at and eventually destroy permanent identities. If an identity is pierced, then the experience point is lost. Permanent identities can be investigated even when the character is not using them. Motes of Essence spent creating a permanent identity are not committed after the identity is first “put aside,” but whenever the character resumes the identity, the Essence she pays to resume it is committed while she uses the identity.

This Charm cannot be used to mimic specific individuals. It can only create fictional identities. An Exalted may have as many permanent identities as she has points of permanent Essence.

 

Impenetrable Identity

Cost: 10+ motes, 1 experience point

Duration: Special

Type: Simple

Minimum Performance: 5

Minimum Presence: 3

Minimum Essence: 2

Prerequisite Charms: King of Masks Technique

Impenetrable Identity is initially identical to King of Masks Technique, but with some significant enhancements. First of all, while using Impenetrable Identity, the Exalted becomes the role he has chosen. While the Charm is in effect, he consciously and even subconsciously believes he is the role he has adopted. Interrogation techniques that do not have a magical basis are useless for discovering the Chosen’s true identity because the character has no idea that he is not his cover identity.

When invoking the Charm, the Exalted crafts a back-story for himself and makes a Intelligence + Performance roll, adding two automatic successes for each moth of Essence, beyond the base cost of 10, she chooses to invest. As with King of Masks Technique, the number of successes can never exceed twice the character’s Intelligence + Performance pool. Normal investigation and interrogation is useless against Impenetrable Identity, and when Charm-enhanced interrogation or investigation is used to attack an Impenetrable Identity, only half the investigator’s successes, rounded down, count for reducing the success pool.

At the time the Charm is invoked, the Chosen may set any number of conditions that will automatically restore her original identity. This can include a time period, arrival at a specific location, spoken key words or any other triggering event that the character chooses to specify prior to assuming the Impenetrable Identity. There can be as many triggering conditions as the character wishes, and if they are at all complex, they should be written down to prevent disputes. The identity also ends automatically if anyone can pierce it and prove it to be false. When the identity ends, it is gone forever, and the experience point is lost.

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