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Plainsong

Page history last edited by Huitzil 13 years, 9 months ago

Carry On, My Wayward Son (*)

You restore your allies's energy and confidence.

Cost: 1 Wisp

Dice Pool: Presence + Expression + Plainsong, modified by <Majesty chart>

Action: Extended, each roll represents 1 minute of performance.

You put on some manner of performance that uplifts those who see it. When the successes you accumulate casting this Charm exceed one of the targets' current Willpower points, that person regains a point of Willpower. No more than one point of Willpower may be regained per casting of this Charm, and it does not affect yourself. Anyone who has gained Willpower from Carry On, My Wayward Son may not benefit from it again until the next day.

If your Inner Light is 3 or higher, you may affect a given individual with this Charm up to twice per day. A separate casting (and payment of the cost) is required to get the second effect.

 

 

Blowin' In The Wind (**)

Your subtle, haunting performance evokes emotion in all who hear it.

Cost: 1 Wisp + 1 Wisp for each additional roll

Dice Pool: Manipulation + Expression + Plainsong, modified by <insert "number of people" chart from Majesty>

Action: Extended. Each roll represents 1 minute of performance.

You put on a performance that evokes an emotion of your choice in everyone that hears it: happiness, melancholy, anger, love, et cetera. When the successes you accumulate casting this Charm exceed an observer's Composure, they become affected by the emotional state you are invoking, and your subsequent efforts to influence them with mundane Social skills in line with the invoked emotion gain +1, while those opposed to it get -1. This effect lasts for one scene for each multiple of the observer's Composure you accumulate as successes -- so, if you made a performance and rolled 8 successes, an observer with 2 Composure would be affected for four scenes, while an observer with 3 Composure would be affected for only two. You can make a number of rolls equal to your dice pool.

If your Inner Light is 4 or higher, you may focus this performance on a single individual, who contests with Composure + Inner Light. On a success, the target is SO affected by the emotion that for the rest of the scene he must spend a Willpower to take an action that opposes it.

 

 

Something (***)

Carry On, My Wayward Son used to be here until it was pointed out it was strictly inferior to Inspiring. What goes in its place?

 

 

Don't Stop Believin' (****)

Cost: 1 Wisp, 1 Willpower

Dice Pool: Manipulation + Persuasion + Plainsong vs. target's Resolve + Inner Light

Action: Instant, contested

Effect: The target's effective Belief or Morality rises by 1 for each success you roll exceeding his, to a maximum of your own Belief. If the target suffers from derangements that would be removed if his Belief/Morality were raised to this level, those derangements cease to apply until Don't Stop Believing ends. In addition, any supernaturally induced derangements the target has also cease to apply until the Charm ends. Don't Stop Believing normally lasts for one day per point of Inner Light you have. The target must check for degeneration against his effective Belief/Morality; lost dots come from those granted by Don't Stop Believing, and the Charm ends if all those dots are lost to degeneration. In addition, if the target gains a derangement due to degeneration while Don't Stop Believing is in effect, the derangement only lasts for a week. The person affected has to roll Resolve+Composure to commit a Sin against his new, higher Morality.The belief and idealism that the Charm inspires feels good, and to willingly abandon that enthusiasm and idealism all over again takes a bit of mental effort.

If your Inner Light is 5 or higher, the target must spend a Willpower to act against his new Morality instead of rolling Resolve + Composure, and you may choose to have any derangements incurred be permanent.

 

 

Jumpin' Jack Flash (*****)

Your words move great crowds, inspiring excellence or channeling their enthusiasm.

Cost: 2 Wisps, 1 Willpower

Dice Pool: Presence + Expression + Plainsong, modified by <Majesty chart>

Action: Instant or extended.

Effect: Everyone you choose to be affected by your performance is granted bonus dice to a single task performed within the current scene equal to your casting successes -- the Charm is, essentially, a Teamwork roll that applies to everyone. Though the casting of the Charm is instant, you can maintain the performance for any number of turns thereafter, and you must still be performing when someone uses the benefit of this Charm to gain any effect. Each individual may only benefit from this Charm once per scene.

If your Inner Light is 6 or higher, you may instead channel inspiration from a crowd into a single individual. If the targets of the Charm are willing participants who have a general sense of your objective and support it, then everyone affected may make a Teamwork roll to assist you or an individual you designate. This roll represents not physical assistance but spiritual support and empowerment as the crowd cheers you on, and there is no negative effect for Dramatic Failures on the teamwork rolls. The targets of this Charm can even assist in the casting of another Charm, though they obviously don't have any dots in the Charm to add to their roll. Though this can result in a disgusting, insane amount of bonus dice (as appropriate to a 5-dot Charm that requires an IL of one less than the highest any mortal has ever achieved and has you charging a Spirit Bomb from the crowd), you cannot channel all the bonus dice at once: you may confer a number of bonus dice per turn to the intended recipient equal to your casting successes, up to a total maximum of the number of successes the crowd achieved.

 

 

Invocations

Sonic: You may cast this Charm with your Expression skill, instead of the skill that normally governs it. Instead of a standard Invocation, you may incorporate its casting into a vocal performance of some kind.

Inspiring: If this Charm is cast using the Commonalty rules, you may reduce the Commonalty penalty by your dots in Plainsong.

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