Difference between revisions of "SolarPerformance/Jhudsui"

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(*Comments and a note)
 
m (link fix)
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Soak: 0L/2B
 
Soak: 0L/2B
 
Willpower: 7
 
Willpower: 7
Health Levels: -0/2x-1/2x-2/-4/Inc
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Health Levels: -0/2x-1/2x-2/-4[[/Inc]]
 
Essence: 1
 
Essence: 1
 
Notes: More of an innocent bystander than an Extra, combat-wise..
 
Notes: More of an innocent bystander than an Extra, combat-wise..
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=== Comments ===
 
=== 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
+
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]]

Revision as of 09:04, 3 April 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..

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