Nocturne V.2
A World of Darkness Sim
THE FIVE PATHS TO EPIPHANY
To maintain their connection to the Dreaming, changelings must have Glamour. Without it they become lost in the Mists, or worse, they lose all that makes them fae and become Undone.
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NOTE: A changeling can only have as much spendable glamour as 2 x their glamour rank, therefore a changeling can only have a maximum of 20 spendable glamour. (Assuming they have Glamour Rank 10)
GLAMOUR: Is -rare- it is a precious resource in short supply, banality is common. These are indisputable facts of world of darkness. A changeling must -learn- to mitigate their glamour spending by building their Realms so that they don't require as much Glamour. They must also spend time learning to cultivate Glamour and sources of Dross.
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REVERIE : THE PATH OF INSPIRATION
Considered the noblest way to gather Glamour, Reverie involves a changeling spending time cultivating a mortal and inspiring that Dreamer to tap into the Dreaming.
NOTE: The background is much simpler than trying to find a MORTAL played by a player character and building a relationship with them. There is nothing to prohibit roleplaying out Reverie with another player character, but the down side of that , is you require building a relationship and only gaining the extra glamour once a week.
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REVERIE BACKGROUND:
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Reverie represents the changeling gathering glamor created by art that they inspired in a local resident.
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At the start of each night the changeling gains 1 point of spendable glamour per reverie background rank. (This may mean the changeling starts with more glamour than their glamour rank, this is fine, the only time this cannot be used, is if the changeling is currently in captivity and thus unable to indulge in reverie)
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RAPTURE: THE PATH OF SELF -INSPIRATION
Changelings possess two natures: faerie and mortal. By letting their mortal nature come to the forefront and be inspired (known as achieving Rapture) they can touch the Dreaming as though they were mortal Dreamers. Though this can be a lengthy and difficult process, the results can be amazing. Rapture allows the changeling to employ her own imagination to gain Glamour. To do so, however, the character must do as much soul-searching and understanding of both sides of her nature as for understanding and inspiring a mortal.
SYSTEM:
The character chooses an art or medium where she excels and achieves a new vision or idea for it.
ONCE PER WEEK: The changeling must spend one full scene indulged in Artistic Creation (Mental Feat) or Performance (Social Feat)
ROLL: The Attribute + Skill required for the feat.
DIFFICULTY: BANALITY + 10
SUCCESS: The character gains 1 point of spendable glamour per success. If the character rolls 5+ successes their spendable glamour pool is refreshed.
BOTCH: A botch is a confidence-shattering failure, causing the character to gain a point of Banality.
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RAVAGING: THE PATH OF THEFT
It is quite simple for a changeling to grasp the Glamour within a mortal and rip it out of him. It can be as satisfying as any epiphany but also taints the individual with psychic anguish, mixing his pain with the Glamour. This psychic violation is called Ravaging. Aside from the pain and shock visited upon them, mortals do not have unlimited Glamour. They need time to replenish their creativity. If their Glamour is stolen it takes longer for them to recover it.
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SYSTEM:
The Kithain must establish a relationship with the target, but this relationship doesn’t need to be close or genuine. The changeling needs to know the target’s name and something about her inspirations — what causes her to want to create.
ROLL: BANALITY + 10 vs Targets Balance +10
SUCCCESS:
The character gains Glamour points equal to the successes. The target loses 1 point of composure OR resolve per success for the remainder of the night.
FAILURE: If the Ravaging roll fails, the character gains no Glamour and gains a point of Banality.
BOTCH: If the roll is a botch, the character gains 2 points of Banality as the Ravaging backfires and rips into his own psyche.
NOTE: If another changeling is ravaged for Glamour they lose glamour directly from their spendable glamour pool rather than lose composure or resolve.
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DARK GLAMOUR:
Dark Glamour is simply Glamour tinged with Banality, it is usually drawn from supernatural sources. Changelings can only gain Dark Glamour through ravaging a supernatural, they cannot use any other means for stealing or gaining glamour from other supernatural characters, they can't inspire them with reverie , they can't use Rhapsody.
Ravaging is a risky option most of the time, when attempted on supernatural, it is an act of desperation.
Considering some supernatural can drain -essence- too, one might want to think carefully, Wan Kuei, Mages and Demons in particular are dangerous foes to get in a game of -stealing essence- against.
SYSTEM: RAVAGING NON CHANGELING SUPERNATURAL
ROLL: BANALITY + 10 vs Targets Balance +10
SUCCCESS:
The character gains Glamour points equal to the successes + 1 Banality per success. The target loses 1 point of spendable essence per success.
FAILURE: If the Ravaging roll fails, the character gains no Glamour and 2 points of banality.
BOTCH: If the roll is a botch, the character gains 5 points of Banality as the Ravaging backfires and rips into his own psyche.
SIDE EFFECTS:
Wraith: Gain 1 angst per success.
Wan Kuei: Gain 1 P'o per success.
Vampires: Gain 1 hunger per success.
Garou: Gain 1 Rage per success.
Mage : As with humans.
Demons and Thalls : Gain 1 Torment per success.
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REVELRY: THE PATH OF THE KITH
Each kith has a way of gaining Glamour that draws from the nature of the kith. Redcaps have very different forms of Revelry than boggans, and so on. The types of Revelry common to each kith are listed below .A character can indulge in Revelry once per day. She must spend at least one scene in Revelry. When the Revelry ends, the character completely refills her Glamour pool of all spendable glamour. Do NOTE: You can't just -say- you have performed a Revelry, you have to do it in front of witnesses. Below are the Revelry's for each Kith in Nocturne.
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AUTUMN SIDHE:
Autumn sidhe find inspiration among those thoughtful leaders and creators who search for new solutions and think outside the box. They breathe in the energy and power of creative problem solving and drink in the Glamour of someone reveling in their true potential unleashed.
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ARCADIAN SIDHE:
Arcadian sidhe see themselves as the purest embodiment of the Dreaming. As such, they gather Glamour through inspiring adoration and admiration in others. Attending a party and simply being visible, performing in public (whether or not the performance is actually good), and acting in some leadership capacity are all possibilities.
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BOGGANS:
Helping people with tedious and odious tasks is the boggans trademark, especially if they can do it without the person knowing. The chore can be just about anything: cleaning the house, repairing a broken faucet, mending clothing, or weeding a garden, but it should be something that requires at least a little bit of time and elbow grease (of course it takes the boggan a lot less time than it would take anyone else). The boggan cannot accept payment or thanks for work and preferably the person helped shouldn’t even be aware that the boggan was there.
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CLURICHAUN:
Clurichaun usually gather their Glamour from their fellow collectors. They revel in the accomplishment a curator feels in assembling a collection of beautiful glass statues, the satisfaction a bibliophile experiences when finally finding a long-desired rare volume, or the joy of a child unwrapping the one card he was missing for his collectible game deck. They can also gain Glamour from a good brawl, of course.
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DRAGONKIN:
A dragonkin finds Glamour in her prized possessions. They serve as a reminder and conduit to all that dragons once lost. By spending a day in meditation or a night sleeping surrounded by her treasures, she regains Glamour.
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ESHU:
Eshu gather their Glamour from the storytellers and performers they encounter, finding intense joy in each new tale or song. Public performances like flash mobs or staged protests —particularly when the eshu has been pivotal in the planning process — provide a veritable feast.
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IMP:
Sacrifice contains Glamour. Compromises, deals, and oaths — what are they but a sacrifice to obtain something a person desires? Imps tap into these “tithes to hell” and draw out their inspiration. By participating in a sacrifice or being the recipient of an offering, they regain Glamour. The sacrifice might be an elaborate blood ritual under the light of a full moon or as simple as skipping dessert to lose weight.
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MORGANED:
Morganed find Glamour in awe-inspiring activities that unite humans and the ocean. It may be anything from snorkeling through a magnificent, multi-hued coral reef to passionately making love on a beach as the waves crash around them.
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NOCKERS:
Tinkering and mending things is what gives a nocker joy. To achieve Revelry, a nocker might spend some time in her shop repairing or creating a non-chimerical device that does not belong to her, or might work with other engineers or inventors to brainstorm a new device.
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POOKA:
Pooka absolutely adore pranks, and pulling jokes on others — especially if it takes someone self-important down a peg — is a classic way they experience revelry. Pooka might also regain Glamour by spending time in an open and wild place, relaxing and being free from care.
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PISKIES:
Piskies find their inspiration in complete immersion within a group. In the euphoria of new sights and sounds, of total acceptance into a group, piskies find their delight. As the group experiences joy, so does the piskey, and as they experience loss and sorrow, the piskey drinks in this new sensation as well. Piskies witnessing births, deaths, and other rites of passage within their current group experience the purest Revelry.
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REDCAP:
Nothing gets a redcap going faster than a new taste experienced for the first time, or the sweet horror on someone’s face when they’re scared, disgusted, or unnerved by surprise. They feast on the discomfort of the just-over-the-line horror film, the bar room brawl gone too far, or a brutal hunt celebrated in bloody, delicious flesh
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RENEGADE COG:
Renegade cogs tap into the same Glamour that birthed themselves whenever they rebuild or repurpose objects in ways that weren’t intended. An old, broken pallet could become a wine rack. Discarded tires may be given new life as planters. A video game console from the ‘80s could be modified to output component video for use with modern TVs.
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SATYRS:
Satyrs find their Glamour in shared passion. This could be a sexual encounter, an exquisite bottle of wine paired with a rich meal, an impassioned poetry reading, or wild dancing in a night club, as long as their partners experience pleasure and intense emotion.
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SELKIE:
The ocean is the center of a selkie’s existence, and everything to do with the sea gives them joy. Selkies often experience Revelry by swimming in the ocean, though they can also do so by spending time with lovers and indulging in deep, sad, and tempestuous passions.
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SLAUGH:
Sluagh find Revelry in slinking through forbidden tunnels, learning new secrets, and otherwise playing to their reputation as scholars and recluses. A little-known fact about sluagh, though, is that they also regain Glamour for scaring wicked or selfish people “straight” — the dreams that spawned them were cautionary tales of the things in the dark.
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SWAN MAIDENS:
Swan maidens are drawn to romance and love a good happy ending, though tragic heartbreak and bittersweet loves can fuel their Glamour too. They delight in hearing about the love lives of others and are superb active listeners, quick to ask excellent questions to provoke deeper reflection or understanding.
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TROLLS:
Trolls gain Glamour from A troll in some very boggan-like ways: painting a house, tending a garden, or teaching her children. Trolls also find Revelry in feats of athleticism and battle. A troll in need of Glamour might challenge her motley to a game of football — her against the lot of them.
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WITCHEL:
Wichtel find Glamour in solid, tangible work. They perform Revelry when they complete a physical task that covers their hands in dirt or mud — such as building a well, achieving a quota in a mine, or landscaping a yard.
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RHAPSODY: THE PATH OF DESTRUCTION
An extreme means of Epiphany, this is strictly forbidden by the Kithain. Even the Unseelie forbid it since it destroys a Dreamer. In effect, a changeling imbues the artist with so much raw Glamour that the creator produces one final masterpiece and burns out forever. Not only does it destroy the mortal’s creativity, but many victims become Autumn People or sworn enemies of the Kithain due to the trauma. Those who have been victims of Rhapsody usually succumb to stress-related illnesses, feelings of exhaustion and chronic fatigue, depression, and even suicide. The art that results contains copious amounts of Glamour. When the work is destroyed, it releases the Glamour. The worst part in this is that this glorious work is destroyed, not kept and treasured, so the last great work by the artist is no longer in existence.
SYSTEM:
NOTE: Touch is required to invest glamour in an artist. This will involve a deal of trickery to get an artist to agree to the whole set up, and contested touch (Defender rolls :Dex +Ath v Str + brawl) is allowed.
SPEND: One to five points of Glamour are invested into the artist; an entire motley can donate some and reap shares of the Rhapsody.
VICTIM ROLLS: MANIPULATION + CRAFTS (Depending on creative endevor) + Glamour Invested
DIFFICULTY :10 +
SUCCESS:
Each success is 2 points of glamour contained within the art work. (Fine Art /Sculpture/Textiles/Creative Writing/Musical composition/Digital Arts/Photography)
Note: Performances can be used in lieu of craft, though they must be recorded in some format, and only the original recording will contain the glamour. If any copies of the masterwork exist, then the original is rendered inert. This is very important, because this masterpiece needs to be -destroyed- in order for the glamour to be harvested.
The Artist themselves can lose a dot from their craft rank per success (And be refunded the xp) or they can gain 1 point of permanent banality per success.
FAILURE: The artist is unable to finish the creation, pumping further glamour into her simply confuses her, she is unable to create or finish anything for a number of months equal to the glamour pumped into her. Nobody gains any glamour.
BOTCH: The creator gains a dot of permanent banality and nobody gains any glamour.
NOTE: The changelings who invested glamour need to be present when creation is destroyed in order to gain the glamour from it. When it comes out to sharing the glamour gained, equal shares go to all changelings. If there is any -odd- glamour left over then it goes to the changeling who invested the most glamour.
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