BogModAlternateSidereals/Performance
Performance is in The Musician.
Songs of the Cerulean Lute
Cost: 6m; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Social
Duration: One scene
Prerequisite Charms: Any Performance Excellency
Music is a source of such support and community for people. Spinning threads of essence into their music those around them can not help but find themselves a little bit more distracted and unable to focus on the conversations around them. This distraction increases the MDVs of those who hear her performance by half her Essence for the rest of the scene.
Fallen Barriers Songs
Cost: 5m; Mins: Performance 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Any Performance Excellency
In Heaven and Hell there are no better parties then those hosted by the Viziers. People are friendly and more willing to mingle and build new friendships and even more. This charm supplements a performance roll. Anyone with an MDV lower then the rolled successes has their Temperance reduced to 1. Furthermore any social botches made by those affected by this are treated as if they were 0 successes instead. Exalted whose Great Curse is tied to Temperance can not have their temperance reduced past 3.
Purity Performance Prana
Cost: 5m, 1wp; Mins: Performance 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Songs of the Cerulean Lute
Health is one of the aspects most important to people. There are even sayings to that effect. Not surprising then that the Vizier's try to foster phyiscal health when they can and stymie the disruptive effects of disease. Those who hear this song, even for a moment, find themselves strengthened against disease for the next month. For those people reduce by one point the ratings of any disease they encounters Virulence, Morbidity, Difficulty to Treat and Treated Morbidity. A person exposed to the plague still faces a great challange but at least their chances are improved.
Ecstatic Gathering Technique
Cost: 6m; Mins: Performance 4, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Emotion
Duration: One scene
Prerequisite Charms: Fallen Barriers Songs
To help ensure happiness the Vizier's must sometimes induce others into activities their mood would prevent. The Sidereal makes a (Charisma or Manipulation + Performance) roll. Anyone with a MDV lower then the rolled successes suffers a compulsion to gather up with those around and have an impromptue party or celebration. They also fall under an Emotion effect which makes them happy and enjoy the party. This charm can not affect a magnitude of people larger then the Sidereal's Essence. Resisting this charm costs 1 willpower. When the scene is over the Eompulsion and Emotion effect fade but no matter what their situation is now at least they have one more good memory to help get them through it.
Festival Gathering Method
Cost: -(+1wp); Mins: Performance 5, Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Ecstatic Gathering Technique
The best parties are large parties. Or at least those who know this charm would have you believe. This charm enhances its prerequisite so that if there could be more people affected by the performance they are gathered to attend. This is within reason of course. If the town only has 20 people in it you can't gather in another hundred from the countryside.
Saga of the Wise Sage Technique
Cost: 10m, 1wp; Mins: Performance 5, Essence 4; Type: Simple
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: Ecstatic Gathering Technique
It is a bit shameful to admit but not all trust the Viziers. Why they would not trust those who can see the plans for Creation and want to see the world continue is beyond even the wisest of them and so sometimes that trust must be helped along. This charm takes the form of a performance of any kind from an impromptu speach to dancing in the market square. At the completion of it she rolls (Charisma or Manipulation + Performance) and compares that to the MDV of those listening. Those with a lower MDV instantly develop a full strength intimacy of Trust to the Sidereal(or at least her resplendant destiny) unless they spend 3 willpower to resist the effect.
Efficaous Worshipping Method
Cost: 5m; Mins: Performance 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Songs of the Cerulean Lute
While as Exalted the Sidereals are Princes of the Earth its also quite true that with the Loom of Fate having been transfered to Yu-Shan they spend far more time there then they do outside of Heaven. Unsurprisingly they are masters of the fine art of appeasement to the Gods. When making a prayer roll to a God if the Sidereal's prayer matches well to that gods Motivation or domain double the number of successes rolled.
Ambrosia Coffers Prayerbook
Cost: 8m, 1wp; Mins: Performance 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One week
Prerequisite Charms: Songs of the Cerulean Lute
Humanity is designed to produce Essence through the act of worship. Rather than lots from few humanity uses its numbers to produce vast power. Yet there are more effective ways and with teaching a Sidereal can make even the smallest Cult give a god vast vast wealth and power. The Joybringer spends a week teaching new prayers to the worshipers of a God or Exalt and then rolls Charisma + Performance. It takes 2*Cult she wishes to provide in successes(up to a maximum of Cult 5) requires 2 successes, -1 for every dot of Cult allready possessed. So a god with Cult 3 being raised to Cult 5 requires 7 successes(5*2-3). This charm can not be used on a Cult aimed at the charm user and does not count for Messianic charms. Furthermore the charm lasts as long as the Sidereal wishes, her choice and chosen when she uses the charm, up to a year. A Vizier can use this charm no more in a year than her Essence + House of Serenity.
In the First Age this charm was not a crime and would be used during wartime to aid Exalted or to encourage help from certain Gods. A wise god would tithe to the Unconquered Sun the proper 10%, put some aside for the Censors as bribes, and maybe try to use the newfound wealth and power to maybe get a better job when the effects of the charm ended. In the Second Age it rarely used as many gods will take any chance to snipe at the Sidereals and in audits this charm is seen as a bribe.