Nocturne V.2
A World of Darkness Sim
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ENCHANTMENT
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TEMPORARY ENCHANTMENT
Sometimes, all that’s needed from a mortal is a few days in Faerie. Enchanting a family member so she’ll understand that slaying a dragon is more important than her baby shower, giving a potential ally a trial run before undergoing permanent enchantment, or maybe just taking a friend on an adventure for the weekend — not all interactions between mortal and faerie must be for life.
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Temporary Enchantment Requires Touching the subject.
This can be done voluntarily with no roll required or a successful Strength + Brawl attack must be made with the appropriate amount of glamor spent.
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SYSTEM 1:
SPEND 1 point of temporary glamour (on a regular human being)​
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If the changeling spends more glamour on the subject the subject gains that glamour to use as its own. They can spend their precious Glamour to activate Treasures, should a generous changeling loan one out.
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Temporary Enchantment lasts only for the night.
SYSTEM 2:​ (Supernatural)
SPEND 1 Point of temporary glamour per point of Balance the target has. (Hunger, Rage, Paradox, Torment)
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No excess glamour is required, the supernatural creature may spend its blood, gnosis, quintessence, faith to activate treasures loaned to it while enchanted.
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Temporary Enchantment lasts only for the night.
SYSTEM 3 (Vampires/Kuei-Jin only)
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Feed on the changeling. It's that simple. The changeling is not required to spend glamour.
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Temporary Enchantment lasts only for the night.
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Note: Malkavanian vampires do not need to roll on the mists chart. They remember every thing they see, though who would believe them?
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EFFECTS OF TEMPORARY ENCHANTMENT
Subject can perceive Chimerical reality and physical effect and be effected it by it.
Chimerical damage suffered while enchanted is counted as bashing damage (even against those normally immune to bashing damage)
Upon reaching zero health to chimerical damage, an enchanted subject is knocked out and reawakens in mundane reality. Consult the mists chart to see if the subject remembers. Creatures under temporary enchantment gain no Bestowments; the magic they carry is too fragile and short lived.
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LASTING ENCHANTMENT
The Ritual of Parted Mists is not something to be taken lightly. It is an extreme expenditure of Glamour and a physically draining experience to bring a mortal into the Dreaming. The ritual can cause permanent banality to be gained if it fails and permanent banality when the mortal becomes unenchanted.
For these reasons lasting enchantment is a risky endevor as well as a costly one! It is very hard to get fellow changelings to enact this ritual due to the risk and cost to themselves. It is only included in the rule set for completeness, we find it unlikely a mortal will ask so much of changelings for so little in return (the single bestowment and ability to see changelings and the dreaming really does not compare to the gifts of some other supernatural, In fact it may just be easier to temporarily enchant a mortal each night and forget about bestowments, as it is far less risky for all parties )
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ADMIN NOTE: All participants in the ritual, the ritual roll, the glamour each individual spent, must be recorded on the enchanted mortals character sheet.
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PARTED MISTS RITUAL:
NOTES
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Cannot be performed on any with supernatural traits. Only vanilla or regular humans.
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To enchant a mortal, he must be first brought to a balefire.
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Due to the massive expenditure, this cannot be done by one individual changeling!
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However many changelings are involved, one changeling, the benefactor, must invest at least 1 point of Glamour more than all other parties
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There is always a benefactor, this is the changeling that invests the most points of glamour in the ritual.
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Changelings cannot undergo the ritual of parted mists... They are already enchanted, they can't get the bestowments. SEE: First point on this list of notes!
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SYSTEM:​
SPEND: 20 Points of temporary glamour
(Will have to be a co-operative method, must be invested all at once: Benefactor must donate 1 more point of temp glamour than everyone else. )
ROLL: Stamina + Occult
DIFFICULTY: 12+
SUCCESS:As long as she rolls at least one success, the enchantment takes hold. (See Effects of Parted Mists Ritual below)
FAILURE: If the roll fails, the spent Glamour is lost, and everyone involved, the mortal included, gains a dot of Permanent Banality.
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UNENCHANTEMENT
When the mortal finally becomes unenchanted the benefactor must roll to resist gaining permanent banality.
ROLL: Stamina + Occult
DIFFICULTY: Own Banality +12
FAILURE: Benefactor gains 1 point of permanent banality.
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EFFECTS OF PARTED MISTS RITUAL:
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GLAMOUR
The Parted Mists Ritual confers 6 points of temporary glamour but no glamour rank to the enchanted,
Once it is spent through Bestowments, it is permanently spent. Once the enchanted mortal reaches 0 temporary glamour, he is unenchanted — he cannot be re-enchanted by any means, not even temporarily.
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OATH
The mortal must swear an oath to the benefactor (of the benefactors choosing from the selection of oaths ) If the oath is broken, the mortal loses their lasting enchantment immediately.
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UNENCHANTMENT:
When a mortal enchanted by the Parted Mists Ritual loses his last point of Glamour, the transition back to the mundane is violent and painful. The sudden loss of magic leaves a metaphysical scar on the formerly enchanted person’s soul, resulting in gaining 1 point of permanent banality.
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Once a mortal becomes unenchanted, she requires another ritual as detailed above, the difficulty of course increases due to the banality accrued.
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BESTOWMENTS:
The Parted Mists Ritual endows the enchanted mortal with faerie magic . These tricks are called Bestowments, and they reflect the personality of the fae benefactor, as well as that of the enchanted.
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Bestowments can be used in one of two ways:
PASSIVE: The passive effect of the bestowment is always in play. (At least till unenchantment)
ACTIVE: The active effect requires the enchanted to spend 1 point of their temporary glamour.
(Remember they only have six temp glamour to spend and can never regain a point when it is spent.)
The following is a list of Bestowments that may manifest in Enchanted Mortals.
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An Enchanted mortal may only gain ONE bestowment.
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The bestowment chosen is dependant on the Benefactors Kith.
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Cry For Aid is the only bestowment ALL kith have access to.
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CRY FOR AID
BENEFACTOR KITH: All Kith
PASSIVE: This Bestowment allows an enchanted mortal to call out to his Benefactor for aid, wherever she may be at the time. By saying his Benefactor’s faerie name out loud, she immediately becomes aware of where and by whom she is needed.
ACTIVE: If the enchanted spends a point of dross the Benefactor can step through the Dreaming and appear at his side.
JUST IN TIME
BENEFACTOR KITH :Sidhe, Boggan, Clurichaun ,Eshu, Imp
PASSIVE: The enchanted mortal never oversleeps and misses work, never schedules an appointment wrong, and shows up at stores just when a shipment of whatever he intended to buy arrives.
ACTIVE: By spending a point of glamour, this perfect timing becomes not just fortunate, but impossible by mortal standards. A seat on a booked flight opens up at a reduced rate at the last minute. When trapped in a huge traffic jam, he still somehow makes it on time.
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TINKER
BENEFACTOR KITH : Boggan, Nocker, Witchel, Renegade Cog
PASSIVE: This Bestowment grants the enchanted preternatural acumen with machines and crafting. The mortal lowers the difficulty of all Crafts rolls by two.
ACTIVE: With a point of glamour, the next time the mortal succeeds at a Crafts-based action, treat the result as if she had rolled five additional successes.
HEART OF FEAR
BENEFACTOR KITH :Sidhe, Redcap, Sluagh, Witchel, Dragonkin
PASSIVE: With this Bestowment, an enchanted mortal can emit pure terror. The character receives a -2 difficulty on all Intimidation rolls, but this Bestowment goes beyond mere glowering.
ACTIVE: By activating this Bestowment (Spending 1 glamour) on a specified individual, the poor victim is dumbstruck with fear, as if he saw his worst nightmare come to life. The victim must succeed pass a Composure + Resolve test :Difficulty 14+ : or remain frozen in fear for one turn.
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ANIMAL SPEECH
BENEFACTOR KITH : Eshu, Morganed, Pooka, Satyr, Selkie, Sluagh, Dragonkin
PASSIVE: This Bestowment allows an enchanted mortal to converse with animals. Regardless of an animal’s intelligence, it relays information within its ability (dogs aren’t going to describe people by subtle facial differences, but are superlative at noticing smells).
ACTIVE: By spending a point of glamour, the enchanted mortal can command animals with a Manipulation + Animal Kinship roll Difficulty 12+. The animal attempts to fulfil the order to the best of its ability, but will not undertake actions that will cause it harm. The effect only lasts a scene, whereupon the animals normal nature reasserts itself.
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INCREDIBLE MIGHT
BENEFACTOR KITH : Redcap, Troll, Witchel, Dragonkin
PASSIVE: Calling upon his Benefactor’s magic, the enchanted mortal becomes exceptionally strong. The mortal’s Strength is increased by 1 (even if this would push it past 5).
ACTIVE: Charging this Bestowment with glamour allows the mortal to perform a feat of Herculean or Amazonian might. The next time she succeeds at a Strength-based action, treat the result quality as if she had rolled five additional successes (this includes damage in a fistfight).
COURTLY GRACE
BENEFACTOR KITH :Sidhe, Morganed, Satyr, Selkie, Swan Maiden
PASSIVE: The traditional fae enchantment, this Bestowment grants an enchanted mortal beauty, appeal, and a charming aura that few can resist. Choose one Social Attribute upon acquiring this Bestowment: That Attribute is increased by 2 (even if this would push it past 5).
ACTIVE: By spending a point of glamour, the mortal can assume a beauty and grace thought to be impossible for any but the sidhe. The next time he succeeds at a Social feat, treat the result as if the player had rolled five additional successes.
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SOOTHING AURA
BENEFACTOR KITH :Boggan, Morganed, Piskie, Pooka, Selkie, Swan Maiden, Imp
PASSIVE: A mortal with this Bestowment can appeal to reason to deflate a heated conversation, argument, or even fight. For a brief moment, everyone involved pauses, calmed, and considers the situation. After that moment, those affected may return to the fight, but with a better understanding of what is happening.
Individuals may resist this effect with with a composure + resolve test :Difficulty 14+
ACTIVE: By spending glamour, the enchanted mortal may heal wounds (mundane or chimerical).
SPEND: 1 glamour
ROLL: STAMINA + OCCULT
DIFFICULTY: 12+
SUCCESS:
1 Bashing /Chimerical per success
1 Lethal per two successes
1 Aggravated per three successes.
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