Nocturne V.2
A World of Darkness Sim
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​LEGERDEMAIN
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Mortals may mistake some of the magic of the fae as sleight of hand, but changelings versed in Legerdemain mold and sculpt Glamour to manipulate the world around them. Popular among commoners and entertainers, Legerdemain stands as one of the oldest and most well-known Arts of the Kithain. Those with title and wealth may look down on such magic, but anyone who must fight to survive knows the value of a free meal or a clean escape.
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LEGERDEMAIN ART ATTRIBUTE : DEXTERITY
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UNLEASHING LEGERDEMAIN
Spring Unleashed creates overwhelming foliage, cleanses curses and dark magics, and restores what is broken. Channeling Glamour through the Art of Spring, a changeling could cover a building in flora, temporarily lift a curse plaguing her motley, or heal the mortal wounds of everyone around her after an explosion . Legerdemain grants mastery over sleight of hand, using Glamour to move and manipulate physical objects. Unleashing Legerdemain may result in the character’s surroundings becoming a storm of items hurled by invisible hands, grand or terrifying scenes played out in illusions indistinguishable from reality, or replicas of a prized possession suddenly appearing in everyone’s pockets.
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LEGERDEMAIN BUNKS
Legerdemain bunks often involve performances, sleight of hand, stealing or replacing items, and repeating actions. Example bunks: Make a rabbit appear out of a child’s ear, mirror the movements and actions of another, and catching a knife thrown at the changeling.
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SPEND: APPROPIRATE GLAMOUR COST (See Casting page)
ROLL: GLAMOUR RANK + RELEVANT REALM + LEGERDEMAIN RANK + DEXTERITY
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—‰ ENSNARE
Useful for running from a mark or catching up to someone who owes the character money, ensnare causes the target to become slowed down or immobile. Furniture seems to jump into the target’s way, pot holes flatten tires and crack axles, or the ground raises to divert rushing water. Even with no nearby plausible reason for a hindrance, the tendrils of Glamour created by this cantrip still trip, slow, and weigh down the target.
SYSTEM:
The Realm determines the target to be slowed or stopped.
Ensnare causes the target to move half her normal speed and inflicts a +3 difficulty to all physical feats for the duration of the cantrip.
SUCCESSES:
The number of successes determines the number of turns the target remains hindered.
TYPE: CHIMERICAL or WYRD (depending on target)
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◉◉ MOOCH
Mooch provides changelings a quick and easy method of paying for a meal, or collecting an impressive set of keys, mobile phones, or any other objects that catch their eye. If successful, Mooch instantly transfers one inanimate object from the session of the target to the changeling. The item can appear in the character’s hand, pocket, or sock — anywhere on her person she desires.
SYSTEM:
The Realm must indicate the current owner, holder, or container of the object in question, but so long as the character knows the target has the item, she does not need to see it when she casts the cantrip.
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FAE: For the shoelaces from a nocker’s new boots.
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ACTOR: For the business card handed to the security guard,
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PROP: To filch the count’s favourite coffee mug from the cupboard,
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NATURE: To get the childlings kite stuck up in a tree.
If an item is simply left unattended with no owner, container, or guardian, Mooch becomes useless. The changeling needs to steal the desired trinket the old fashioned way.
Targets may roll to notice missing items with a PERCEPTION + WITS roll DIFFICULTY 12+ and score as many successes as the cantrip.
TYPE: CHIMERICAL or WYRD (Depending on if the item mooched is purely chimerical or not)
NOTE: Fae ◉◉◉◉◉ needs to be owned before a changeling can even think of mooching a magical item owned by other species. This is In addition to the realm requirements listed above.
__________________________________________________________________________________________________________________________________◉◉◉ EFFIGY
Manipulation of Glamour complex enough to copy something takes time and patience to perfect, but once mastered, can create replicas good enough to fool an observer, at least for a while. A pooka thief can make a good facsimile of the painting she agreed to steal and sell, but now wants to keep for her collection. The redcap door-to-door salesman might sculpt a replica of the pug he just ate to keep the family from noticing that their dog is missing until he leaves. Effigies of anything sentient, like people or animals, can only perform a single, repetitive action. Objects appear exactly as the original, meaning that a book open to a particular page would be open to that same page as an effigy, but the remaining pages would be blank. The copy otherwise has the same properties as the original and exists in the physical world with the same capabilities. The character could (briefly) drive in the effigy of a car, shoot the replica gun she created with this Art, or climb the effigy of a tree. Effigy food has little taste and no nutritional value, but can smell delicious.
SYSTEM:
The character must use a Realm based on what she wishes to copy, and can create the effigy anywhere within her line of sight. The number of successes determines the duration the effigy remains intact. If the effigy is destroyed prior to the duration ending it simply melts or fades away as the Glamour no longer can hold the form.
NOTE:
Effigies can only exist of things that -exist- within the scene itself. You can't copy something you don't own, or someone in the scene doesn't have on them. This is important and prevents changelings conjuring tanks from out of nowhere, this cantrip creates "Copies" of items, it is not a -creation- cantrip.
Now if a Sherman tank happens to exist within the scene, then of course the changeling may create an effigy of it!
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If someone in the scene happens to have an AK:47, of course you can duplicate it and use it for the duration of the scene. If they don't well, no you can't.
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Magical items from other species are simply too complex to duplicate beyond a cosmetic level.
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Magical properties of other species or their magics cannot be duplicated.
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Properties of chimerical treasures (Changeling specific items) may be duplicated for the duration if the item -exists- in the scene already.
Duplication, not creation!
1 success One turn
2 successes 20 turns or scene (which ever occurs first)
3 successes 200 turns or scene (which ever occurs first)
4 successes 1200 turns or scene (which ever occurs first)
5 successes One scene
TYPE: CHIMERICAL or WYRD (Depending on the target copied)
__________________________________________________________________________________________________________________________________◉◉◉◉ GIMMIX
Mortal magicians spend countless hours staging elaborate tricks to convince others they can move and control objects with the power of their mind. By casting Gimmix, a changeling need only expend Glamour to move and manipulate anything she can see with considerable precision and force. A sidhe knight stops an arrow inches from his liege’s chest. The sluagh parking attendant sends a car driven by a vampire hurtling off the side of the parking deck. A redcap surgeon keeps his “patient” still long enough to apply the restraints. The nocker picks the lock of his cell door with no tools.
SYSTEM
As with Effigy, the Realm determines the target.
The changeling can either focus her Glamour into a sudden, powerful movement or maintain a more prolonged, but precise control.
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SYSTEM I: BURST OF STRENGTH:
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Resolve the cantrip roll as a direct attack against the character or object. The target defends normally.
SUCCESSES:
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Each success is one point of lethal damage to the target.
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SYSTEM II: CONTROL:
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The cantrip roll is used as a grapple attempt against the target. Normal objects are picked up and manipulated
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Characters defend as normal but each turn the they are "held" they can roll to escape (See Escape control roll)
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When used on objects, The changeling adds their Legerdemain + prop rank to any rolls used to manipulate the object in addition to their normal stats for using the object.
SUCCESSES:
Each success rolled is one turn that the object or character is held.
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ESCAPE CONTROL ROLL: Strength + Athletics versus the changelings Ledgerdemain rank + Actor rank (or Fae) +Strength
TYPE: WYRD
__________________________________________________________________________________________________________________________________◉◉◉◉◉ SMOKE AND MIRRORS
Masters of Legerdemain move beyond paltry copies or temporary manipulations and can conjure long lasting, convincing illusions with their Glamour. A dilapidated, broken bridge could appear sturdy enough for a car to travel over it, or the troll enforcer may back down after seeing the satyr with a whole crowd of angry (and illusory) friends behind him. The character could even create an entire party with food, guests, and music.
SYSTEM:
The changeling requires knowledge of all relevant Realms when creating the illusion. Sufficient levels of Actor, Prop, and Scene would all be necessary for the party mentioned above. The illusions look, sound, and smell quite real, but do not have mass in the mundane world. A vampire brave or stupid enough to chase the character outside after she conjures illusory sunlight would not burn, but may run afoul of a seemingly empty street actually teeming with high-speed traffic.
SUCCESSES:
The number of successes determines the duration, but the player may opt to make the cantrip an extended action to accumulate up to five successes.
Each additional roll costs only one extra Glamour regardless of the base cost of the cantrip.
1 success One minute
2 successes One hour
3 successes One scene
4 successes One day
5 successes One week
TYPE: CHIMERICAL or WYRD (chimerical illusions are only visible to those who can see chimera)
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