Nocturne V.2
A World of Darkness Sim
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FLUX
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This art allows a wraith to manipulate and animate objects created by the living, regardless of whether the objects have any true value. Many Alchemists claim that the act of creation has imbued the items with a life of their own, and that this pseudo-vitality is what permits them to give false life to the objects in the first place.
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DIFFICULTY: Some flux abilities have Difficulty 7+ Shroud Rating, the shroud rating is as follows.
SHROUD THICKNESS RATING
RATING AREA
1 Cearn
2 Node/Graveyard
3 Deep Wilderness
4 Rural Countryside
5 No mans land
6 Most Urban Areas
7 Downtown alley
8 Downtown interior locations
9 Downtown Mainstreet.
10 Technocratic Lab*
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RANGED?
Some FLUX abilities give the option to touch an object or to -not- touch an object, which implies the object can be affected from afar. As a general rule as flux is used against objects and not people, this isn't that big of a deal.
The Range of FLUX is 3 meters per Flux rank or practitioner. Flux practitioner must be able to draw uninterrupted line of sight to object.
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FLUX COMMON
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â—‰ ROT (COMMON)
Flux’s most basic application increases the rate of decay in a material object within the Alchemist’s line of sight. Its effect on metal, ceramics, and other durable materials is too small to matter in most cases, but it can inflict months of dissolution on organic matter within a few minutes. This can hasten an object’s destruction and possible transition to relic state, destroy organic evidence of wrongdoing, or revolt and terrify mortals who witness bubbling corruption claiming their dinner.
SYSTEM:
NORMAL ACTION:
SPEND 1 PATHOS (2 PATHOS If the Alchemist isn't touching the object)
ROLL: DEXTERITY + FLUX RANK
DIFFICULTY 7 + SHROUD RATING
SUCCESS:
The number of successes determine how much the target object ages over the rest of the scene:
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1 success One week
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2 successes One month
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3 successes One year
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4 successes One decade
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5 successes One century
Rot can’t directly affect living creatures or wraiths, though it does foster the growth of microorganisms that might inflict some nasty infections if ingested.
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◉◉ REINFORCE (COMMON)
Reversing the entropic lessons of Rot, Reinforce makes a material object more resistant to decay and damage. This art is taxing, as the Alchemist infuses the matter with part of her own Corpus, lending it some of her deathless nature.
SYSTEM:
NORMAL ACTION
SPEND: 1 PATHOS AND 1 HEALTH
ROLL: DEXTERITY + FLUX RANK
DIFFICULTY: 7+ SHROUD RATING.
SUCCESS:
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A single success adds 1 per flux rank to the material strength of an object
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Material Strength Maximum is 6.
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Reinforce’s full strength lasts one day per success. After that, its effects dissipate at a rate of one point of 1 material strength per day.
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For more information on Material Strength see here - OBJECTS & DAMAGE
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◉◉◉ DECAY (COMMON)
This art causes deterioration in even the strongest relics or material objects. Metal oxidizes and develops stress fractures, ceramics turn brittle and crack, wood dry rots or molders, and so forth. Decay can target an entire object or only a portion of it — a gun’s hammer spring, one leg of a table, or the bolts connecting a helicopter’s rotors and hub. As with Rot, Decay can’t affect living beings or creatures of the Underworld. However, its effects manifest much faster than Rot and encompass a wider array of materials.
SYSTEM:
NORMAL ACTION
SPEND: 2 PATHOS (3 PATHOS if not touching the object)
GAIN: 2 ANGST (If touching the object)
ROLL: DEXTERITY + FLUX RANK
DIFFICULTY: 7+ SHROUD RATING
SUCCESS:
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A single success subtracts 1 per flux rank to the material strength of an object
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Material Strength Minimum is 1.
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Material Strength 6 items are immune from this effect due to their innate magic nature.
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NOTE: Buildings ,Business and Homes owned by players require consent. Admin permission is required for public buildings. Damage -will- be repaired by mundane means, generally at the cost of hiring npc's. Generally a more practical and satisfying use of this art is to target individual doors and the like.
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For more information on Material Strength see here - OBJECTS & DAMAGE
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◉◉◉◉ RELIC DOWSING (COMMON)
The Alchemist’s affinity for the memories of matter gives her an intuitive sense for recently destroyed items that may have crossed the Shroud. Relic Dowsing allows the wraith to search for newly formed relics with a fair expectation of finding something (though not always exactly what she expects)
SYSTEM:
EXTENDED ACTION (One Roll) This art is usable only in the Shadowlands and requires about an hour of focused searching.
SPEND 3 PATHOS
ROLL: PERCEPTION + FLUX RANK
DIFFICULTY:
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A warzone of scene of destruction and decay = 10+
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An Average city =14+
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Unpopulated wilderness= 20+
SUCCESSES
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1 success A trivial relic with sentimental value to someone
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2 successes A minor relic with some practical use
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3 successes A useful or collectible/profitable relic
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4 successes A major, valuable relic, or one that’s relevant to the Alchemist’s interests or hobbies
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5 successes A powerful relic, immediately useful to the Alchemist’s current needs
NOTE: Any relics that bestow mechanical benefit to the wraith must be purchased with XP. (You can use the soulforging page to craft this -found- relic and work out the costs of mechanical benefits. Alternatively if you possess FLUX INITIATE ◉◉◉ RENDER RELIC, you may melt the item down for pathos. (Details of Rendering relics is under Render Relic)
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The Alchemist also can use this art to determine the location of a specific relic with which she is familiar (e.g., her favourite wrench). In this case, her difficulty is 9 minus the relic’s value. More successes give her a clearer sense of the relic’s position —though getting to it may be another issue entirely.
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◉◉◉◉◉ A MEMORY OF FIRE (COMMON)
As the Alchemist’s familiarity with relics and their workings grows, she comes to understand the mythologies and analogies by which they function in the Underworld. In doing so, she learns new manners of feeding them to ensure their continued function — and can release the stored Pathos of activated relics with but a glance.
SYSTEM I: Power Relic
FREE ACTION:
SPEND: 1 PATHOS or 1 HEALTH
GAIN: 1 ANGST
The Alchemist can fuel any relic by infusing it with 1 Pathos or 1 Corpus. This replaces the relic’s normal Pathos cost for activation.
While this may not be a huge deal for some small relics, Alchemists can power Tanks at this small cost, where normally it would take an entire community of wraith to get the relic activated.
SYSTEM II: Depower Relic
The Alchemist can also deactivate an empowered relic as an action.
FULL ACTION:
SPEND: 1 PATHOS
ROLL: PERCEPTION + FLUX RANK vs RELIC OWNERS COMPOSURE + RESOLVE.
SUCCESS:
If the Alchemist succeeds, the target relic becomes inert, as if no Pathos was spent to power it for the scene. Said relic cannot be repowered for the duration of the scene.
NOTE: None of these two abilities work on Artifacts, They only work on RELICS.
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FLUX INITIATE
RESTRICTED TO
â—‰ ALCHEMISTS â—‰ ARTIFICERS â—‰ PROCTORS â—‰
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â—‰ SENSE FLUXION (INITIATE)
Flux can be a subtle Arcanos, and casual observers rarely can tell the difference between its entropic processes and those of nature or the Shadowlands. An Alchemist always knows her guildmates’ work, though.
SYSTEM:
The wraith examines a subject for Flux effects.
ROLL: PERCEPTION + FLUX RANK
DIFFICULTY 12+
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1-2 successes reveals whether or not Flux has affected the target.
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3-4 successes, the Alchemist knows which Flux art was used.
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5 successes ,The Alchemist can recognize the unique signatures each wraith’s personal Flux applications leave, effectively seeing an Arcanos “fingerprint” that she can match against other instances to identify another Flux user.
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◉◉ NON-EUCLIDEAN MECHANICS (INITIATE)
As the Underworld echoes of destroyed things, relics are unitary objects to most wraiths. Disassembling a relic Mustang with relic tools results in its destruction, not an oil and Pathos change. The Alchemist skilled in Non-Euclidean Mechanics knows how to tease apart a technological relic, modify it, and reassemble it in a repaired or upgraded condition. This art relies as much on intent and metaphor as it does mechanical prowess. To outside observers, the Alchemist’s work seems to violate anything they knew of Skinlands physics and geometry.
SYSTEM I: Repair Relic
NORMAL ACTION: (The wraith must work on the relic for an hour before rolling)
SPEND 1 HEALTH PER RELIC RANK
ROLL: DEXTERITY + FLUX RANK
DIFFICULTY: 12+ (16+ If appropriate tools are lacking)
SUCCESS:
With one success the relic object is repaired to full functionality /object health.
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SYSTEM II: Improve Relic.
Improve relic is a temporary measure that improves the object for a limited amount of time, this is just like the metaphorical oil change. There is a brief period of improvement before the car settles back to its -common- state. Permanent improvements can only be made with soulforging and paying the appropriate xp cost.
NORMAL ACTION: (The wraith must work on the relic for an hour before rolling)
SPEND: 2 PATHOS and 2 HEALTH
ROLL: DEXTERITY + FLUX RANK
DIFFICULTY : 14 + (18+ if lacking appropriate tools)
SUCCESS:
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Each success may increase by a factor of 1; one numerical value of the relic. (Example +1 attack for a weapon or + 1 armor defence to armor)
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Successes may NOT exceed the Alchemists FLUX RANK.
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Numerical value improved may NOT exceed 6 in its improved state. (+7 is forbidden)
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No further improvements can be bestowed upon the improved relic until the current improvements wear off.
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The improvements last for the duration of the next scene the relic is used in.
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◉◉◉ RENDER RELIC (INITIATE)
This art allows the Alchemist to sense the emotions that went into a relic’s creation — and then to distil the relic down to the bare essence of those component sensations. This process destroys the relic but yields Pathos flavoured with the moment the relic crossed the Shroud.
SYSTEM:
NORMAL ACTION: (Takes up to five minutes of intense focus)
SPEND: 1 PATHOS
GAIN: 1 Angst
ROLL: PERCEPTION + FLUX RANK
DIFFICULTY 14 + (Cannot affect objects in Skinlands)
SUCCESS:
Each success grants the Alchemist 1 point of pathos (Capped to Relic Rank)
Render Relic works only on naturally occurring relics, I.E those that pass through the shroud of their OWN accord, or those that come with a newly created wraith. Not those created deliberately via the effects of any Arcanos or other supernatural power. Nor can it dissolve Artifacts. Finally, it can’t affect anything the Alchemist can’t pick up and carry.
NOTE: This art it is rarely useful to wraith who do not possess the FLUX COMMON ◉◉◉◉ Relic Dowsing Arcanoi. Stumbling upon naturally occurring relics without this ability is very rare indeed.
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◉◉◉◉ SCULPT MATTER'S MEMORY (INITIATE)
As an Alchemist’s understanding of relics grows, she comes to see the memories and emotional investments that bind and solidify their forms. With this art, she can exploit the flaws and blank spots in these echoes to temporarily alter a relic’s appearance. While so altered, the item retains its original function, even if this is incompatible with its new form. Tales of Alchemists slaying enemies with silk bouquets or working the forges with quill pens are evidence of this art. So, too, are stories of impossible smuggling operations and disappearing criminal evidence…
SYSTEM:
NORMAL ACTION: (Five minutes of scrutiny of object required before rolling, Object must be touched)
SPEND 1 PATHOS per RELIC RANK
ROLL: PERCEPTION + FLUX RANK
DIFFICULTY:
12+ If the relics new form is compatible with its function. (A Flintlock Pistol to Revolver, Gun is a gun)
16+ If the relics new form is incompatible with its function (Sword Gun)
18+ If it's utterly nonsensical (A Book toothpick, A Bicycle Crowbar, A Sword Button)
SUCCESS:
The Transformation lasts One Scene Per Success
NOTES:
The Alchemist can reconfigure only relics that she can pickup and carry, both in original form and sculpted appearance. She can freely change a relic’s overall dimensions so long as it stays portable. There are many reasons one might want to change the appearance of a relic, especially if you intend to smuggle a relic into or out of a place.
If a relic assumes a form that’s incompatible with its function (e.g., a sword button, a bicycle crowbar, a book toothpick), any feat roll involving its use suffers a +2 difficulty (+3 for a truly outlandish transformation) If the object is a weapon it suffers -2 (-3) Attack and Def penalty.
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◉◉◉◉◉ REINTERGRATE RELIC (INITIATE)
Although none among the Restless have found a reliable way to return themselves to life (leaving aside several Arcanoi that create mockeries of it), elder Alchemists can return relics to the world of the living. This art restores a relic to its original material state and transports it across the Shroud. The Alchemist can apply Reintegrate Relic to aid mortal allies, to place dangerous relics beyond her enemies’ reach, or even to convert her own treasured relics into Fetters.
SYSTEM:
NORMAL ACTION: (Alchemist must touch relic and concentrate 1 turn per relic rank before rolling)
SPEND: 1 PATHOS PER RELIC RANK + 1 HEALTH PER RELIC RANK
GAIN: 1 ANGST PER RELIC RANK
ROLL: DEXTERITY + FLUX RANK
DIFFICULTY: 7 + SHROUD RATING
With success, the relic reverts to its material state and crosses the Shroud into the Skinlands.
OPTIONAL FETTER:
If the relic was a Relic from the Alchemists Background option , the player may spend 5xp Per Relic Rank to make the Relic a new fetter of equal value. WARNING this is irreversible. You gain a fetter but lose the relic.
The Alchemist may also offer this Fetter service to fetterless wraith.
As with all fetters, this may NOT take the combined fetter dots above 10. 10 is the maximum permitted fetter dots.
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