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The following actions can be used with any appropriate skill.
Perform (Standard or longer; SMD)
You use any appropriate skill to hold the attention of an audience. Generally, Acrobatics, Disguise, several different Profession skills, and Sleight of Hand are suited to performing. Make a single skill check and compare it to the SMD for each creature that perceives your performance. Whether the effect is visual or auditory and its range depends on the performance, but the range is usually at least 60 feet and often much farther with a musical instrument. Each creature you succeed against is distracted and averts their eyes from other creatures, essentially giving them concealment, until you stop performing every turn or they notice a potential threat. You can hold their attention for up to a scene as long as you keep performing.
You can also choose one of the following emotions to inspire in creatures who pay attention for at least 1 minute; the emotion lasts for 1 hour per 10 minutes you play (maximum 8 hours).
- Calm: The creature gets a +2 morale bonus on saving throws and to SMD against emotion effects. If your result exceeds the result to apply an emotion to them with a skill, that emotion ends.
- Excite: If not opposed to you, the creature gets a +1 morale bonus on attack rolls, saving throws, and skill checks.
- Sadden: Each creature takes a -1 penalty to attack rolls, saving throws, and skill checks.
- Unsettle: Each creature gets a +1 morale bonus on ititiative checks and takes a -1 penalty on attack rolls, saving throws, and skill checks.
Critical Success: The target is fascinated rather than distracted and they experience the emotion immediately, rather than after 1 minute.
Failure: The creatures are disinterested by your performance, but might politely watch more often than not if there’s nothing else to do or watch.
Critical Failure: You badly bore your audience or otherwise give them a memorably unpleasant experience. The DC for you to Perform for them in the future is increased by 2.
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