Nocturne V.2
A World of Darkness Sim
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AUTUMN
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The Autumn Art is among the oldest magic still practiced by the Kithain. Regarded by some as the most fearsome of the four seasonal Arts, this is the magic of the fall, of Samhain, of the turning from light into darkness. It possesses none of the creative energy or passion of the Spring or Summer Arts, nor the solemn dignity of Winter. Instead, it is an art of shadows and decay, of withering away, of death not yet accepted and doom still befalling its victims. The Autumn Art is regarded by most Kithain as black magic of the most unwholesome sort. While many would like to believe such Glamour would only be wielded by the most dark hearted of Unseelie, the truth is that the Autumn Art has a long history among sluagh of both Courts, as well as certain satyr grumps and Unseelie boggans.
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AUTUMN ART ATTRIBUTE: MANIPULATION
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AUTUMN BUNKS
Autumn bunks tend to involve the trappings of fall, funerals, harvests, and Halloween. Examples include: Crush a dead leaf, wear a scary mask, dress up as something you’re not, extinguish a lantern or candle, toggle a light switch rapidly, utter an eerie moan, design and construct a special costume, veil your face, stand vigil until the sun sets, pick a ripe fruit, spill mead on the ground, burn your wallet with everything in it, or get lost in a place you’re not familiar with.
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SPEND: APPROPIRATE GLAMOUR COST (See Casting page)
ROLL: GLAMOUR RANK + RELEVANT REALM + AUTUMN RANK + MANIPULATION
DIFFICULTY: AREA BANALITY +5
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VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)
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CASTING PAGE (Opens in a new window)
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â—‰ CREEPING SHADOWS
The changeling commands nearby shadows to bend to her whim. A satyr summons the shadow of a reluctant partner to dance with her. A sluagh curdles the night-time shadows of a bully’s bedroom into a theater of menace. This Art may be used subtly, twisting or slightly manipulating shadows to grant a sinister aspect to the scene, or it may be used to commandeer shadows to become great leering things, utterly disconnected from the actions of those that cast them, or even to swallow the changeling (or another) up and hide the subject from sight.
SYSTEM:
The Realm selected determines who or what casts the shadows this cantrip manipulates.
SUCCESS
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Subtle uses of this power add +1 per success to Intimidation rolls by the caster.
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Overt uses of this power simply tend to announce the changeling’s power as a sorcerer to other Kithain and terrify mortals (at least until the Mists obscure the wildly leaping, monstrous shadows they witnessed). Used to swallow up a subject in its own shadow, an adds + 1 to his stealth rolls per success, while a shadowed object raises the difficulty to find it by one per success rolled (to a maximum of ).
TYPE: CHIMERICAL if Subtle / WYRD if overt
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◉◉ AUTUMN EYES
The duke leans forward, scrutinizing the wanderer before him, eyes burning with the orange light of Samhain. Glimpsing the great curse dogging his visitor’s footsteps, he withholds hospitality and sends the eshu on his way, igniting a flurry of whispers. Infusing the Glamour of Autumn into her eyes, the changeling attunes her senses to decay and doom. She can see the illness and infirmity in those around her, recognize the weaknesses and stress points of objects, or even recognize those marked by some great or impending doom.
The changeling’s eyes always take on some unearthly characteristic when using this cantrip — her irises may become the orange of fresh-fallen leaves, or might glow white with ghostly limbal rings. Although every other element of this cantrip is chimerical, the change to her eyes can be spotted even by astute mortals (Perception + Wits difficulty 12+)
SYSTEM:
The Realm used determines who or what the character can scrutinize.
SUCCESSES:
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If used on a person, the character learns the general state of the individual’s health (this can act as a diagnosis roll if the character has Medical Knowledge), gaining more detailed information the more successes she rolls.
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Alternately, the changeling might identify a weak point in a target adding + 1 per success to their next attack roll against the target.
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If the target of Autumn Eyes is the subject of some curse, debilitating magic, or great impending doom then this fact is revealed with three or more successes, along with the nature of the doom or supernatural malignance.
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NOTE: CURSES OF CAIN
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Autumn Eyes deals in -generalised terms- In the case of vampires there are multiple curses levied by God and the Elohim (Angels)
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God The Creator put upon Caine a mark that would mean that all who saw him would kill him. (The vampires beast)
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Michael cursed Caine and his childer to fear his living flame.
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Raphael cursed Caine and his childer to fear the dawn, as the sun's rays would burn like fire.
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Uriel then cursed Caine and his childer to cling to Darkness, drink only blood, eat only ashes, and be frozen at the point of death, cursed so all they touch would crumble into nothing.
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There are far too many individual curses on a vampire for autumn eyes to decipher in detail. The take away there are multiple, undoable, ancient curses older than anything recorded in Fae Legends, anything else is far too specific, the nature of the curses is -multiple, ancient, undoable-
TYPE: CHIMERICAL
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◉◉◉ THE POISONED APPLE
A young redcap brings a pan of her mother’s cookies to her third-grade class, enough for each student to have one. She’s very careful to hand the boy who throws rocks at her after school one very special cookie — one infused with all of her fear and anger. This terrible cantrip has given generations of mortals ample reason to fear both the gifts and wrath of the fair folk. Condensing her ire into a deadly infusion of Glamour directed at something within arm’s reach, the changeling poisons her subject.
SYSTEM:
The Realm used determines who or what is poisoned.
If used on a person, the target is simply struck down with poison.
If used on an object, the object becomes poisonous to the next individual who uses it in a manner decided by the nature of the object. (A poisonous apple would need to be eaten, while an envenomed book would likely deliver its deadly enchantment to the one who reads it.)
SUCCESS:
This cantrip inflicts lethal damage equal to the successes rolled.
If targeting a person, the opponents relevant defense type applies (See Casting page)
If targeting an object, then when the object is triggered:
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Mortals roll Stamina + Athletics + Balance against Difficulty 12+
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Supernatural characters roll the same but against Difficulty 10+.
Each success scored to resist reduces cantrips damage by one, totally negating it if equal or more success are rolled to resist.
TYPE: WYRD
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◉◉◉◉ THE WITHERING
A legbreaker backs a satyr up against his door and draws a wrench from his pocket. But the satyr clenches his fist and leers across it and, in so doing, snatches away fifty years. The legbreaker is suddenly an old man, weak, tottering, liver spotted — and light enough for the satyr to push him over the apartment building’s railing with one hand. The curse abates as the tough falls, but it’s all in gravity’s hands by then. With a vicious gesture, the changeling steals away a target’s vitality, leaving only the seeming of age and decay.
SYSTEM:
The Realm determines who or what is withered.
Used on a mundane object, this Art’s effects are permanent.
Otherwise, successes must be split between duration and severity of the withering inflicted by this Art.
SUCCESSES:
Each success ages the subject by one decade, or may be dedicated to the duration chart below.
For every two successes dedicated to withering a living subject, it suffers a –1 penalty to all physical dice rolls.
DURATION: Dependant on successes allocated to duration.
0 successes The withering lasts for the caster’s Glamour rank in turns.
1 success The withering lasts for one scene.
2 successes The withering lasts for one day.
3 successes The withering lasts for the caster’s Glamour in days.
4 successes The withering lasts for twice the caster’s Glamour in days.
5 successes The withering lasts for thrice the caster’s Glamour in days.
Multiple castings have no effect unless they garner more successes than the curse already afflicting the target. No matter how badly this cantrip withers its target, it cannot kill it outright with advanced age.
TYPE: WYRD
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◉◉◉◉◉ SHIVERS
A quietly angry sluagh slips into the nursing home’s employee lounge. There — that’s the jacket belonging to the orderly who is too rough with his nana. He slips a fistful of crushed leaves into its pocket, and across this place of old age and despair, the shades of the dead stir to attention. The jacket’s owner will find little peace any time soon. The changeling draws out her own dreams of death and darkness, and bequeaths them to a target. The person or thing so cursed becomes a beacon for ghosts, and suffers the attentions of the restless dead for a time thereafter.
The Changeling may opt to cast Shivers in two ways. Short Duration OR extended duration.
SYSTEMS
The Realm used determines who or what is haunted.
The Changeling may opt to cast Shivers in two ways. Short Duration OR extended duration.
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SYSTEM I : SHORT DURATION
The immediate use of shivers may be employed as a combat summons for the immediacy of the scene in question.
(See Wraith/Wraith Horde Summons Here )
SUCCESS:
1-3 successes summons a single wraith
4-5 successes summons a wrath horde
The wraith horde/individual will either -protect - the haunted object/place from others OR attack the haunted character.
NOTE: The changeling may not summon additional wraith while the initial summons is still active. The wraith are still active till they are destroyed or the scene elapses.
SHORT DURATION : 1 Scene
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SYSTEM II: EXTENDED DURATION:
The exact effects of being haunted by ghosts can vary tremendously, based on the location, object, or person being haunted, the likelihood that any ghosts already have an interest in them, and so forth.
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At the extreme end, non-mechanical calamities may occur such as the walls dripping blood during an important business meeting.
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As general advice, the attention of the unquiet dead may produce results such as –1 penalties to actions requiring intense concentration, or to actions using a haunted object.
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Mortal Characters who are haunted suffer minus 1 health after 1 day exposure to shivers (not cumulative)
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Supernatural characters suffer minus 1 essence after 1 day day exposure to shivers (not cumulative) as they are unable to fully meditate/feed/harvest essence due to distraction.
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Alternatively, wraith characters may be attracted to the target. Player character wraith follow the guidelines below.
WRAITH CHARACTERS: Shivers makes its target stand out in the shadowlands like a burning beacon to Lifesight. Whenever a wraith gathers Pathos from the marked person or object, they gain one more point than they otherwise would have.
The Shroud is considered 2 points lower than it should be in the presence of the haunted subject, and finally, rolls to directly target the subject with all Arcanoi is made with a +2 bonus for wraith characters. (Wraith themselves cannot be haunted by shivers)
EXTENDED DURATION: 1 success x Glamour Rank of caster days.
TYPE: CHIMERICAL
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