Nocturne V.2
A World of Darkness Sim
​WAYFARE
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This is the Art of travel, of clever movement, of the fae talent for moving quick as a dream. Wayfare is an ancient Art and one of the most widespread bits of changeling magic. It is prized by scouts, scoundrels, couriers, and travelers alike. During the Accordance War, commoners used the Art to evade sidhe ambushes and advances, while the nobility have always valued it to keep lines of communication open between freeholds. Useful as it is, Wayfare is often regarded as a hedge Art — magic suited for retainers, scouts, and commoners, not refined magic for high nobles or grand courts. The eshu are its most famous practitioners, but it is also strongly associated with pooka and clurichaun.
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WAYFARE ART ATTRIBUTE : WITS
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WAYFARE BUNKS
Wayfare bunks tend to involve the concepts of motion, travel, flashy action, or ostentatious display. Examples include: Tap your foot thrice, get down into a runner’s stance, paint flames or lightning bolts on an object, jog in place, jump up and down, whistle loudly and point to your destination, hum your favorite road song, pick up and pocket a bit of road dust, rip up a gas station map, throw a frequently-used key somewhere irretrievable, draw a map, run a mile to build up speed, call someone at your far-away destination to confidently state you’ll be right there.
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SPEND: APPROPIRATE GLAMOUR COST (See Casting page)
ROLL: GLAMOUR RANK + RELEVANT REALM + WAYFARE RANK +WITS
DIFFICULTY: AREA BANALITY +5
OR
VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)
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CASTING PAGE (Opens in a new window)
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â—‰ HOPSCOTCH
A laughing pooka clears a high fence in a single bound, leaving behind her pursuers. A wicked redcap forces a forklift to hurl itself at the group of trolls who have come to drag him before their liege. This is the Art of prodigious leaps, potentially allowing the subject to clear tall buildings in a single bound. Hopscotch moves its subject forward or upward as the caster desires, and the Glamour infused into the leap ensures that the landing is always undamaging, no matter how far the target drops before impact. Some pooka insist that Hopscotch was once their very own special magic, stolen by an eshu trickster in the time of legends and spread to the rest of the Fae — but who believes a pooka?
SYSTEM:
The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so.
Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with a Strength + Athletics roll :Difficulty 12+ and score as many successes as the changeling did on the cantrip.
A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results.
The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — although such terrifying acrobatics have been observed in the wake of Wayfare Unleashings.
SUCCESSES:
The number of successes rolled dictates the strength of the jump:
1 success One story straight up; 30-foot broad jump.
2 successes Two stories straight up; 60-foot broad jump.
3 successes Five stories straight up; 150-foot broad jump.
4 successes 10 stories straight up; 300-foot broad jump.
5 successes The changeling can leap as far as the eye can see, even onto the wing of a passing plane or across the mighty Mississippi River.
TYPE: WYRD
NOTE: While Hopscotch lands a subject safely, it does not have to land a subject somewhere that is convenient. For example a subject landed on a plane wing, is landed safely, a subject landed on the edge of a volcano is landed safely. How the characters get out of those serious predicaments is not up to hopscotch!
Should characters be landed in -high- positions, they will take fall damage as described in environmental damage pages on the main site if they decide to jump from their safe spot.
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◉◉ QUICKSILVER
Quick as a grin, the subject of this cantrip moves as a literal blur, trailing traceries of expended Glamour behind as speed lines, crackling lightning, or some other manner of visual discharge. A motley of piskies runs down a speeding car carrying a stolen treasure, burning the road in their wake. A sidhe knight explodes into a blur of flashing steel and sizzling magic.
SYSTEM:
The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re
not moving already.
SUCCESSES:
Each success multiplies the movement speed of a character by a x 2 (So five successes would make a subject move 10 times their normal speed)
Each success can also be used to AOE 1 additional target with a melee or brawl attack. (So two successes would mean 3 chars could be targeted)
(AOE brawl/melee attacks are rolled at a difficulty of 10, opponents dodge/brace/parry/block at the same difficulty)
Hurled objects treat successes on the activation roll as +1 success to the damage (Provided one success was rolled against opponent of hurled attack)
Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something.
The Changeling may divide successes between speed, hurled object damage or additional brawl/melee target.
TYPE: WYRD
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◉◉◉ PORTAL PASSAGE
A pooka childling draws a door in chalk on her bedroom wall, which becomes her gateway to the world. A sluagh childling creates a trap door in the floor, leading to the sealed-off basement below — her personal playground. This is the Art of gaining entry or egress whenever and wherever the changeling desires. Portal Passage creates a door large enough for the changeling to pass through, which pierces any barrier up to 10 feet thick — whether it’s a brick wall, a hedgerow, or the side of a moving van makes no difference to the cantrip. Doors created with Portal Passage are unique to the changeling casting them, and may be recognized and identified by those familiar with her.
SYSTEM
The Realm used determines who can open the door, if used with Actor or Fae.
Or what material or object the door appears in, if used with Prop or Nature.
Doors created by Prop and Nature can be used by anyone capable of perceiving things of the Dreaming, while only the individuals targeted at
activation can use Actor or Fae doors. The door created persists for one turn per success.
TYPE: WYRD
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◉◉◉◉ WIND RUNNER
An eshu arrives at a freehold aboard a flying carpet — clichéd, but stylish nonetheless. A pooka childling stamps her feet and rises into the sky, escaping the pressures of the schoolyard. Wind Runner is the glorious Art of flight. Most believe this particular magic was bartered for or stolen from the inanimae or some similar spirit of the winds, though the Nunnehi mutter that it was originally theirs, learned at great cost from the terrible beast known as the wendigo.
SYSTEM
The Realm used determines who or what gains the power of flight. If used on an object such as a rug or classic car, it allows anyone on or in the enchanted object to come along for the ride. Weight is of no concern to the power of Glamour. The number of successes determines how long the subject can fly.
1 success Changeling’s Glamour in turns.
2 successes Changeling’s Glamour in minutes.
3 successes Five minutes per dot of Glamour.
4 successes 30 minutes per dot of Glamour.
5 successes One hour per dot of Glamour.
Unlike Hopscotch, Wind Runner does not guarantee a safe landing if the magic runs out while the enchanted person or object is still airborne.
TYPE: WYRD
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◉◉◉◉◉ FLICKER FLASH
This fearsome cantrip allows its master to go anywhere she pleases, and none can bar her passage. It is the wondrous trick of vanishing sorcerers and gloating thieves, allowing the subject to disappear and reappear anywhere she desires. A few caveats apply.
First, the traveler must know, see, or possess a part of the place she intends to go.
Second, Flicker Flash can only deposit the changeling somewhere within the same realm she currently occupies — she cannot use it to travel from the Autumn World to the Dreaming, or vice versa, nor from one depth of the Dreaming into another.
SYSTEM
The Realm used determines who gains the ability to teleport.
If used on another living being, the subject determines where she wants to go; this cantrip can’t be used to banish others to secret prisons or underwater grottoes.
If used on an object, the caster determines where the object goes.
SUCCESSES:
The number of successes rolled determines how quickly the magic takes effect to transport the subject.
Flicker Flash takes effect after (5 – successes) turns — thus, 5+ successes produce an instant result. 4 successes would take 1 turn, 3 would be 2 turns, 2 would be 3 turns and 1 would be 4 turns.
TYPE: WYRD
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TRODS
Casting ◉◉◉ PORTAL PASSAGE with FAE ◉◉◉◉◉
it’s possible to create temporary portals onto a random trod in the Near Dreaming. This effectively will drop the changeling directly into the near dreaming.
Arcadian Sidhe gain + 1 on the cantrip roll for opening trod gateways.
To Target specific Trods to other areas of the umbra (Areas of umbra outside the dreaming) The difficulty is increased as follows.
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SILVER PATHS (Standard Area Banality + 5)
Silver Path trods have a shining thread running throughout, from entrance to end. This is the visible effect of an ancient ban that the Tuatha de Danaan cast during the War of Trees in order to protect their troops and allies from the Elder Dark’s minions.
Generally the silver path is safe from dark kin, Formorians and nightmare chimera.
NOTE: Fallen corrupt trods if they wind up on them. They generally turn them into Black Paths Of Balor.
PATHS OF BALOR
The Paths of Balor are older than the Silver Path and are one-way roads the dark fae used during the Tessarakonta. They are divided into three categories, based on where they exit.
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BLACK:
Black paths run across all planes and it’s even possible to gain access to one directly from the Autumn world.
They’re mostly used to travel to the Shadowlands, home of the dead. Rumor has it that the keremet use them for guiding the souls of humans whose bodies were taken by sidhe.
DIFFICULTY (AREA BANALITY +8)
This will take a changeling into the shadowlands, the other side of the "Shroud" changelings may travel to the underworld from this path, but be aware the underworld is an extremely hostile environment to Changelings. (See Wraith Rules: Bataria Bay) The shadowlands themselves add + 1 to all area banality difficulties, and is barely tolerable, however should a changeling travel deeper and into the underworld they start to accrue banality per turn as described in the underworld rules.
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GREEN:
During the War of Trees, the Fomorians used these paths as their supply roads. They lead almost exclusively between the Autumn Realm and the Near and Far Dreaming, but a few exceptions within the Dreaming take travelers to the Otherworld (or “Umbra”) which houses prodigals such as werewolves and other spirits.
DIFFICULTY (AREA BANALITY +6) It is possible to enter the middle umbra this way. The realm of werewolves and nature spirits.
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GOLD:
Gold are the rarest of the Balor Paths and only exist in the darkest areas of the Deep Dreaming. Some Dark-kin believe that they’ll take travelers to either the Fomorians, the Tuatha de Danaan, or another form of deity from before the Sundering. No one has ever returned from these paths. These paths are inaccessible from the Autumn world or the near dreaming, hence cannot be used, except on exceptional staff led stories.
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