Stirring Hearts in Primal Dawn | World Anvil
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Stirring Hearts

In your art, your show, your preaching, or your speech, you can carefully weave messages that prime the emotions of your audience towards specific feelings, behaviors, themes or values of your choosing.
A Performer can act a theater play about loathsome betrayal, and people will become more prone to suspicion. Through an inspired sermon, a Priest can sway a chieftain that will pass sentence to a prisoner after the religious service, saying that forgiveness is a sign of greatness, a virtue that saves us from a neverending spiral of violence and vengeance.
The message you want to convey can be somewhat hidden in the content, or can be obvious. You can prepare your audience for battle through a savage drumming piece which is strictly instrumental, lyrics about the bravery and glory of war heroes, or through an inspirational speech after your performance.
You could prime your audience towards battle, suspicion, revenge, resentment, serenity, love, forgiveness, hope, freedom, repentance, some specific political ideas, and almost anything that you could possibly imagine, and that the GM allows as reasonable.
Explain what you want to do, how you want to do it and to whom.
If your message is woven into your act, or sermon, you need to make the appropriate skill roll, and be successful. For closing speeches, see the proper section at the bottom.

Modifiers to Difficulty:
  • Against the tide: +2 - The message you want to convey is opposed to the current general feelings of your audience.
  • Subtle: +2 - The message you want to convey cannot be conveyed openly, it cannot be evident.
Results:
  • Success: +1 / -1 modfiers to the results of relevant skill rolls for all your audience, for the next 12 hours.
  • Raises: Each raise gives an additive +1 or -1 modifers to the relevant rolls.
  • Faulure: Nothing happens.
  • Critical Failure: Your performance sucks and people hate you, or your subtle message calling to averthrow a tyrant wasn't so subtle, and gets you into deep shit.
This edge is quite open, since different messages or themes can be conveyed, so you and the GM need to agree to the specifics. Some examples are provided below:
  • Peace: -1 to the results of all combat skill rolls, +1 to all Charisma & Persuasion rolls, and -1 to all Will & Control rolls.
  • Battle: +1 to the results of all combat skill rolls, -1 to all Charisma & Persuasion rolls, and -1 to all Will & Control rolls.
  • Suspicion: +1 to the results of all Smarts & Sense Motive rolls.
  • Love or Passion: +1 to the results of all Charisma & Seduction rolls, -1 to all combat skill rolls.
  • Forgiveness: +1 to all Will & Control rolls, -1 to all combat skill rolls.
  • Fear: -1 to all combat skill rolls, +1 to all Agility & Athletics rolls.
  • Specific Values: +1 to the results of all skill rolls made to uphold that value against those who are perceived to oppose that value, and all skill rolls to stay true to that value. Examples: Harmony with nature, Equality, Honor, Courage, Loyalty, Strength, Integrity, Technological Progress, Industriousness, Freedom, Chastity, Truthfulness, Family, Private Property, Respect for the Elderly, Racial Purity, or whatever misguided belief post-apocalyptic cultures might have.

Closing Speeches:
Priests can embed their message in their sermons, preaching and lectures, but some Performers might need to give a speech after their act or show, since the nature of his act is not very suitable for the message he wants to convey.
In these cases, the Performer must make the appropriate skill roll for their acts (with their modifiers, see Talented), and after that, they need to make another roll to give a speech (Charisma & Persuasion, or Manipulation & Deceit), modifying the roll result by how good their previous performance was: +0 for a Partial Success,+1 for a success, and a further additive +1 for each raise. They cannot give the speech if their previous performance rolled a Failure.

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