Difference between revisions of "SolarPerformance/Jhudsui"
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+ | === Comments === | ||
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+ | An interesting take on some traditional charms. I think this shows quite nicely the flexibility of Solars in tuning Essence and Charms to their will, and certainly includes their traditional roles. You've got an asterisk by compassion rolls in Heroism-Encouraging Presence, but no link to it-- what's it for?. I've also played around with the priestly side of Zeniths here: [[SolarPerformance/IsawaBrian]] but I've never been entirely happy with them. I'd love it if you could take a look and tell me what you think. -- [[IsawaBrian]] |
Latest revision as of 02:31, 9 June 2010
The Zenith are supposed to be the priestly caste, yet most of the leadership charms in their Performance tree are specifically geared toward military leadership. I decided what they needed was an alternate version of Tiger-Warrior Training and tree leading up to it that would support charismatic messiahs/revivalist preacher character concepts. ZEAL-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 religious ecstasy as easily as violent anger. With 10 to 20 minutes of preaching before a crowd on nearly any subject, an Exalted can whip the listeners into overwhelmed zealots. A flock raised in this fashion bands together for a number of hours equal to the character's Essence rating but will disperse if subjected to violent action or if left bereft of the character's passionate exhortations for more than 10 or 20 minutes. BENEVOLENCE-ENCOURAGING PRESENCE Cost: 10 motes, 1 Willpower Duration: One scene Type: Simple Minimum Performance: 4 Minimum Essence: 3 Prerequisite Charms: Zeal Inciting Presence The Solar Exalted can inspire far more than simple mob violence. An Exalted in command of a situation can radiate the serene majesty and glorious beauty of the Unconquered Sun, lifting the souls of those around her and inspiring them to feats of great heroism. All friendly followers within a radius equal to the character's Essence x 100 yards are affected. While subject to this Charm, assume that individual followers all operate operate with a bonus die to all non-combat rolls intend to help others or benefit their community as a whole and do not fail Compassion rolls*. The effect on the overall outcome of a project is up to the Storyteller to decide, but it should have considerable influence. MESSIANIC PROPHET TRAINING TECHNIQUE Cost: 10 motes, 2 Willpower Duration: One week Type: Simple Minimum Performance: 5 Minimum Essence: 3 Prerequisite Charms: Benevolence-Encouraging Presence Rout-Stemming Gesture Any halfway charismatic prophet or preacher can sway the crowds around him, but to build a truly far-reaching religious presence one person's preaching is not enough - you need your fold to become active prosetylizers. Thus the influence of your creed will spread in all directions around you as a wave. Exalted gifted with the Messianic Prophet Training Technique can take even the most unlettered peasants and worldly knaves and train them into intense, driven preachers and spiritual teachers. Characters may supervise the training of up to (their Essence rating x 10) priests in a given week. Priests trained for one or more months by Exalted using this technique should be treated as elite priests - they are well-disciplined, have ratings of at least 3 in the relevant knowledge and social Abilities, at least one specialty, Conviction ratings of at least 3 and at least one Social Attribute at 3. Already-trained priests or prophets trained for more than one month can excel even these ratings. ELITE PRIESTS Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 4, Manipulation 2, Appearance 2, Perception 4, Intelligence 3, Wits 3 Virtues: Compassion 4, Conviction 2, Temperance 3, Valor 2 Abilities: Awareness 3, Bureaucracy 2, Craft 2, Linguistics 2, Lore 3, Martial Arts 1, Medicine 3, Occult 2 (Gods +1), Performance 3 (Prayer +1), Presence 3, Resistance 2, Ride or Sail 2, Socialize 2 Base Initiative: 5 Attack: Fist: Speed 5 Accuracy 4 Damage 2B Defense 5 Rate 5 Dodge Pool: 2 Soak: 0L/2B Willpower: 7 Health Levels: -0/2x-1/2x-2/-4/Inc Essence: 1 Notes: More of an innocent bystander than an Extra, combat-wise.. SolarPerformance/PRE>Comments
An interesting take on some traditional charms. I think this shows quite nicely the flexibility of Solars in tuning Essence and Charms to their will, and certainly includes their traditional roles. You've got an asterisk by compassion rolls in Heroism-Encouraging Presence, but no link to it-- what's it for?. I've also played around with the priestly side of Zeniths here: SolarPerformance/IsawaBrian but I've never been entirely happy with them. I'd love it if you could take a look and tell me what you think. -- IsawaBrian