Difference between revisions of "SolarPerformance/GoldenCat"

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'''Type: ''' Reflexive<br>
 
'''Type: ''' Reflexive<br>
 
'''Minimum Performance: ''' 3<Br>
 
'''Minimum Performance: ''' 3<Br>
'''Minimum Essence: ''' 3<br>
+
'''Minimum Essence: ''' 2<br>
 
'''Prerequisite Charms: ''' None<br>
 
'''Prerequisite Charms: ''' None<br>
 
Overbooked social entities, it is not uncommon for a Prince of the Earth to require access to their wardrobe at all times! With this Charm the character needs only to dress in her full outfit to send it Elsewhere, where it can be recalled - with all accountrements and makeup - at any time, overriding her current one, which is sent to Elsewhere in its place. The Solar can have no more than twice her Essence in outfits stored Elsewhere at any given time.  
 
Overbooked social entities, it is not uncommon for a Prince of the Earth to require access to their wardrobe at all times! With this Charm the character needs only to dress in her full outfit to send it Elsewhere, where it can be recalled - with all accountrements and makeup - at any time, overriding her current one, which is sent to Elsewhere in its place. The Solar can have no more than twice her Essence in outfits stored Elsewhere at any given time.  
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The character can purchase this Charm once per dot of Performance he possesses.
 
The character can purchase this Charm once per dot of Performance he possesses.
 
  
 
== Tales of Greatness ==
 
== Tales of Greatness ==

Latest revision as of 22:54, 11 July 2010

Songs of Aid

Spring Waltz
Cost: 1 motes per die
Type: Reflexive
Duration: Instant
Minimum Performance: 4
Minimum Essence: 3
Prerequisite Charms: Heart-Compelling Method
The summer Sun can be the worst slave-driver, burning those that work under its light, bringing fatigue and pain, but its light at spring is soothing, elevating spirits, a natural song that makes burdens lighter and the harshest decisions easier. After all, what could go wrong during spring? Singing soothing tones or radiating the bright light of the spring Sun, the Solar elevates the spirits of a single person he can perceive to aid them on any task involving hard, tiring labor or stressful and dire circumstances, adding one die to their rolls in such tasks for every mote spent, to a maximum of the Solar's Compassion. Those Charms do not count as Charm dice for their benefitiary.

Enlightement Canon
Cost: 5 motes, 1 willpower
Type: Reflexive
Duration: Instant
Minimum Performance: 5
Minimum Essence: 3
Prerequisite Charms: Spring Waltz
The light of the sun breeds priests and prophets, bringing ultimate illumination! Singing a powerful hymn the Solar opens another's third eye in a nascent sunburst in their forehead (which interacts with animas, shifting both of their forms into a mesh), allowing them leaps of logic and clarity of thought and purpose brought to all Creation by the Sun! Those touched by the Enlightement Canon receive a number of automatic successes in all tasks requiring clear and creative thought or attempts to discern obscured truths equal to the Solar's Essence. This acts as a perfect defense any attempts to obscure or manipulate the mind of the enlightened.

Dance of Perfection
Cost: 10 motes, 1 willpower
Type: Supplemental
Duration: Instant
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Divine Performance Style
With this transcendental dance the Solar abbreviates her own movements to fearsome mystic effiency. She adds her Performance in automatic successes to any roll requiring lengthy labor; Craft rolls, Occult or Lore research, medical operations, and the like can all be affected by this Charm. If she works together with other individuals who are using this Charm, she may add a die to her roll for each other person present, up to her Compassion.

Grand Maestro Stance
Cost: 20 motes, 1 willpower
Type: Simple
Duration: One Scene
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Spring Waltz, Insight-Conveying Performance
The Solar's mandate is one to coordinate massive understakings! Assuming the grand maestro stance he can make an entire group working on a single task work with supernatural speed and surety by singing a composition designed to synchonize and inspire their labor, allowing them to do a day's taks in a single scene, scoring a minimum of one success in all rolls relating to the task. Up to (10 * permanent Essence) individuals can benefit from an invocation of this Charm.

Sunlight Songs Stance
Cost: 10 motes, 1 willpower
Type: Simple
Duration: Indefinite
Minimum Performance: 5
Minimum Essence: 5
Prerequisite Charms: Dance of Perfection, Grand Maestro Stance, Heroism-Increasing Presence
With this Charm, the Solar divides her mind; one part dances and sings outside the world, while the other part is free to act. While under the effect of this Charm, a voice that resembles the Solar's hangs sourcelessly in the air, singing wordless solar anthems, and her anima coalesces into a hazy silhouette which dances without her body's leadership. She has two independent actions each turn; one may only be used for Performance actions (including Performance Charms) and the other is unrestricted. She may also benefit from her own Performance Charms even if they normally only benefit others (she can also choose to be unaffected by them). Excluding the Solar's allies, those who behold the Sunlight Songs Stance feel a deep sense of awe upon seeing the bare social prowess of a Solar, and must suceed on a Temperance roll at difficulty 1 every turn or lose their action.

Perfected Words

Brilliant Words Mastery
Cost: None
Duration: Permanent
Type: Special
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Grace in Adversity Style, Immaculate Charisma Prana
The Solar's countenance becomes bright as the sun itself, his words charming beyond belief! The Solar who possesses this Charm enhances all of his social tasks with the glory of the sun, who could make heaven itself follow him to the depths of hell, whom every word is perfection and every smile heartbreaking. Whenever he rolls a 10 in a roll involving his Social Attributes, the Solar receives 3 successes instead of two. This Charm does not need to be activated; it permanently enhances the Solar's capabilities.

Drama

Infinite Wardrobe Method
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Performance: 3
Minimum Essence: 2
Prerequisite Charms: None
Overbooked social entities, it is not uncommon for a Prince of the Earth to require access to their wardrobe at all times! With this Charm the character needs only to dress in her full outfit to send it Elsewhere, where it can be recalled - with all accountrements and makeup - at any time, overriding her current one, which is sent to Elsewhere in its place. The Solar can have no more than twice her Essence in outfits stored Elsewhere at any given time.

Glorious Solar Regalia
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Performance: 4
Minimum Essence: 3
Prerequisite Charms: Infinite Wardrobe Method, Phantom-Conjuring Performance
The character can now never be underdressed. She coalesces essence about her form in a glittering regalia of pure magical energy that will always be fitting of the situation at hand. While it mantains telltales of the character's anima colors and its general construction it will ever change to adapt to its surroundings, different from a funeral to a ball, always in the latest and most tasteful fashion. If worn by an actor it will change to the character being played as soon as the actor changes between characters, if worn by a dancer it will change to follow the content of the music and dance performed, and so on - thus the character will never suffer social penalties due to his outfit or inappropriate accessories. The Glorious Solar Regalia also possesses Bashing and Lethal Soak equal to the character's Essence Score, which does not count as armor, and adds the character's Essence in dice to all rolls to resist cold and heat - the character is always comfortable in this regalia.

Smoke and Mirrors Technique
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Performance: 3
Minimum Essence: 3
Prerequisite Charms: Phantom-Conjuring Performance
With but (10 - Wits) turns of prior preparation in the selected stage the character can prepare an infinite number of impressive special effects to make his performance nothing short of unforgettable! Lights of all kinds, will-o-wisps, explosions, smoke, trap doors and a myriad of illusions bolstered with Solar Essence all serve to enhance the Solar's every gesture or word, bringing his point accross in the most succint manner possible! This adds a number of automatic successes equal to the character's Essence score to any Social roll made during the Scene. The character might also hinder any who might attempt to upstage his performance spending 2 motes as a reflexive action to inflict an Enviromental Penalty equal to the Solar's Essence score to a single action taken by an interloper. Any discrete area the Solar can scout before his Performance may count as a 'Stage' - no more than a single castle, street or the mouth of a valley - and the Solar must be inside its area to receive its benefits.

Field of Sound and Fury
Cost: 2 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Performance: 4
Minimum Essence: 3
Prerequisite Charms: Smoke and Mirrors Technique
Like a masterful sleight of hand the character learns to turn the special effects of his performance into great weapons - none dare challenge the star upon his own stage! Smoke and Mirrors Technique must be active for this Charm to be effective. This Charm can be used as a Reflexive action to create great distractions of sound and fury which make the character's Attack or Defense Perfect (it suceeds with one success even if it would not otherwise). Abilities that ignore the effects of any one of: Cover, Illusions or Enviromental penalties all negate the effects of this Charm.

The Solar can also enhance the actions of any ally when they happen - but said ally must be acting under the Solar's coordination.

The Name of the Game
Cost: None
Duration: Permanent
Type: Special
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Grace in Adversity Style
One of the most important things a good performer must find about herself is her own theme. What shall she be known for? What shall she specialize in? What shall bring fear to the hearts of her enemies and adoration to the heart of her admirers? When she discovers that her life changes - she knows what game she is playing, and in it she will not lose! The Name of the Game creates a theme for the character's life - all actions she takes within this Theme will receive a single additional success. Themes are as broad as specialties. When working within her theme character perfects her form to fit her role - one who devotes her life at all things in the night seems to fade in and out of shadows and moonlight, one who exists to lead appears larger-than-life and under celestial lights when others receive her orders, and one whose life is dedicated to First Age Wonders has her eyes crackling with creativity in their presence! This Charm may be bought up to three times - encompassing the same or different themes.

Dramatic Pantheon Technique
Cost: None
Duration: Permanent
Type: Special
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Theft-of-Faces Technique
Method acting is more than faking. It is becoming. The character sinks into his assumed persona, changing his demeanor and his mien to that of his role - and he changes. The character can purchase a new Role each time this Charm is purchased. Each role allows the character to reassign all Specialty dots around his character - changing his normal Specialties into brand-new ones befitting his role (including the global specialty purchased as Theme in The Name of the Game) and change the shape and powers of any Charm that requires specification into the specifics of his Role (such as the Role having its own Glorious Solar Saber, Ship, Mount or Armor). The Solar is also able to recover his Willpower by fulfilling the Role's Nature together with his own and receives the benefits of the Merit Signature Style (a different one for each Role). This Charm cannot be purchased more times than the character has dots in Performance. The character shifts in and out of his Role in the same manner as he shifts between King of Masks identity - it is in effect another form of Permanent Identity. The character uses King of Masks to first activate the Role, receiving its usual benefits - and if the identity is pierced the character cannot assume it again until the end of the Story.

Dramatic Exaltation Prana
Cost: 20 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Dramatic Pantheon Technique, Field of Sound and Fury, The Name of the Game, Glorious Solar Regalia
The ultimate special effect. The ultimate feat of method acting. To bring a legend to life and make Heaven and Gaia - Fate itself! - believe in the words spoken by the role played by the actor! When this Charm is purchased the character designates a single Role acquired with Dramatic Pantheon Technique - activating this Charm the character fades into the Role... and more. The character comes fully clad in the Role's clothes as per Glorious Solar Regalia - and receives twice his Essence to be distributed between Artifact dots of any type (or Familiar) although all are considered Essence Constructs in the same manner as Glorious Solar Regalia, Plate or Saber, and are set when this Charm is purchased. While enacting the Dramatic Exaltation Prana the Solar receives all the bonus of all Specialties of his assumed Role as automatic successes.

The Solar cannot break character while enacting Dramatic Exaltation Prana, however - a single word outside of the role's character cancels the Charm.

The character can purchase this Charm once per dot of Performance he possesses.

Tales of Greatness

Living Legend Attittude
Cost: 10 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Grace in Adversity Style
There is great power in legends, power which the Sun's champions may learn to harness! To activate Living Legend Attittude the Solar must have either completed or celebrated a great deed, one that has to then be made to be known far and wide! As the fame spreads into Legend the Solar activates this Charm, creating a mark himself in a manner befitting of his deed, a mark that will shine as bright as his Caste Mark and appear in both body and Anima Banner. As long as the legend is known and the motes for this Charm remain committed, the Solar may choose one Spell befitting his Legend (usually one of Celestial or Solar Circle), which he may then use as an Anima Power in an instant, without the need to shape its construct. The Solar may have more than one such Legend, but each requires this Charm to be activated and committed one more time. Each Legend decreases the mote expenditure required to achieve the Iconic anima banner and increases the number of turns it remains in Iconic Bloom by 1. This Anima Spell is a crystallized pattern in the Weave of the world, mantained there by the belief of humanity - if the character's Legend is somehow to be forgotten the Charms ceases to take effect, instantly decommitting the Solar's Essence and requiring the Solar to once again remember all of his Legend, and celebrate his deed, to regain its power.