Princess The Hopeful GMC
Princess The Hopeful GMC
Princess The Hopeful GMC
Princess: the Hopeful is a fan made roleplaying game for the Chronicles of Darkness. Players take on the
role of magical girls (or boys) who one day found themselves granted great magical power and the responsi-
bility to fix all that is wrong with the world. If they can survive the trauma of real battle, learn that not every
problem can be solved with a speech about friendship, and endure their enormous workload, then just maybe
they can make a difference.
Princess: the Hopeful is a collaborative effort of posters on the RPGnet forums. Our special thanks to Cru-
ton, Azunth, Michael Brazier, EarthScorpion, Luc “Nickname” French, hazard151, Huitzil, Leliel, Kearin, TheK-
ingsRaven, Naomi Li, MagicSwordsman, Martin Padilla, SaulotTheGentle, Jordy Vanderstukken and everyone
else on RPGnet and elsewhere who helped in the development of Princess: the Hopeful.
Princess: the Hopeful: A Storytelling Game of Fighting Fear
Edited by Michael Brazier
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Contents The Dethroned ............................................
The Queen of Tears .....................................
320
328
Alhambra ................................................... 333
Ghost Princesses ......................................... 344
Introduction ...................................................... 7
The Queen of Storms ................................... 345
A Game Of Fighting Fear .................................. 7
Goalenu ...................................................... 350
How to use this Book ...................................... 9
Stormwracked ............................................ 359
Sources and Inspiration ................................... 9
The Queen of Mirrors .................................. 362
Chapter 1. Noblesse Oblige ................................ 11 The Dreamlands .......................................... 367
The Light and the Dark .................................. 11 Wardens .................................................... 383
Wearing the Coronet ..................................... 13 Amanojaku ................................................. 385
Wardens of the Marches ................................ 17 Shining Hearts: Beacons ............................... 388
Peers of the Realm ........................................ 18 Loyal Knights: the Sworn ............................. 389
Callings ........................................................ 23 Small Advisors: Shikigami ............................ 391
Champion ..................................................... 25 Blessed Places ............................................ 393
Grace ........................................................... 27 The Mystery of the Queens ........................... 396
Mender ........................................................ 29
Appendix A. Embassies ................................... 401
Seeker ......................................................... 31
Embassies in the Dreamlands ....................... 401
Troubadour .................................................. 33
Protectorates .............................................. 402
Queens ........................................................ 35
Embassy to the Arcane ................................ 403
The Queen of Clubs ....................................... 37
Embassy to Death ....................................... 406
The Queen of Diamonds ................................. 41
Embassy to the Dreamlands ......................... 408
The Queen of Hearts ..................................... 46
Embassy to the Economy ............................. 411
The Queen of Spades ..................................... 51
Embassy to Ephemera ................................. 416
The Queen of Swords .................................... 56
Embassy to Fortune .................................... 421
Embassy to Machines .................................. 425
Chapter 2. Coronations ..................................... 61
Embassy to Night ........................................ 428
Creating a Princess Character ......................... 61
Embassy to the Ocean .................................. 430
New and Modified Traits ................................ 64
Embassy to Stories ...................................... 432
Invocations .................................................. 72
Protectorate of Amethyst ............................. 437
Transformation ............................................. 74
Protectorate of Blue Topaz ........................... 440
Echoes ......................................................... 78
Protectorate of Fused Quartz ........................ 447
Merits .......................................................... 79
Protectorate of Heliotrope ............................ 450
Nations ........................................................ 90
Protectorate of Malachite ............................. 453
Chapter 3. The Power of Love .......................... 101 Protectorate of Novaculite ............................ 456
Charms and Invocations ............................... 102 Protectorate of Pyrite .................................. 459
Opposed Charms: Clash of Wills .................... 103
Appendix B. Conditions and Tilts ...................... 463
Charm Types and Modifiers .......................... 103
Conditions .................................................. 463
Appear ....................................................... 106
Phylactery Conditions .................................. 476
Bless .......................................................... 123
Tilts and Environmental Conditions .............. 478
Connect ...................................................... 134
Fight .......................................................... 151 Appendix C. Additional Rules ........................... 485
Govern ....................................................... 164 Athletic Feats .............................................. 485
Inspire ....................................................... 183 Deprivation ................................................ 485
Learn ......................................................... 198 Explosives .................................................. 485
Perfect ....................................................... 218 Fatigue ....................................................... 486
Restore ...................................................... 231 Size Changes ............................................... 486
Shape ......................................................... 242
Images and Bequests ................................... 263 Alphabetical List of Charms ............................. 487
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6
Introduction
Using whatever strength I had left, I pulled off the covers, and reached for the pendant I had
hung on one antenna of the television.
“Please come with me, Dusty,” I asked of him. “I have to go save the world again.”
—Sailor Nothing
No matter how old we may be now, all of us were once young. The world was unexplored and exciting,
full of possibility. What we lacked in experience and wisdom, we made up for in possibility and enthusiasm.
We dreamed of fame, fortune, wealth, glory, respect. We wanted to be astronauts, cowboys, firemen, doctors,
singers, rock stars, or all of the above at once. After all, we didn’t know what was possible … and that meant
ANYTHING was possible. We looked at the world through guileless eyes, felt it as fully and intensely as anyone
ever could. When we came to a new idea, we embraced it zealously and whole-heartedly, convinced we’d found
the secret that would change the world. When we loved, we were convinced it was the most passionate ever felt;
when we hurt, we thought it was a tragedy the likes of which had never been seen. We were convinced that we
had the whole thing figured out, that we could make everything perfect if we just had a chance, if the grown-
ups would just listen. After all, we could do anything if we put our mind to it. We were fearless. We couldn’t wait
to grow up so we could grab life by the horns.
And as we mature, we realize the follies of our youth. We learn that our love and pain are not unique, that
everyone in the world has gone through the same; this was comforting, but it was also disappointing. We found
out that there are no more cowboys, that we didn’t have the money or determination for medical school, that
we couldn’t pass the physical to be an astronaut or that becoming a famous musician is just a matter of luck and
we’d probably have to get a job doing something boring, even worse, something LAME. We learned that growing
up isn’t about suddenly being able to do everything you ever wanted; it’s mostly about learning how stupid you
were when you were young. We learned from our mistakes and shook our heads, wondering how we could ever
be dumb enough to make them in the first place. Our potential was replaced with reality. We found out that no,
life wasn’t going to be an open book for us. We become jaded, we figure out we’re not that special, that the things
we love aren’t really the best things in the universe, that our fresh new ideas had been tried before a thousand
times. Our fearlessness turned out to be recklessness, so we cast it aside. We weren’t going to change the world,
we were just going to live in it.
Yet even after learning this, we still long for the fire and passion of our youths. Yes, we know that we’re not
that special and yes, we know the things we believed were silly… but wouldn’t it be nice if they weren’t? The
promises of our youth could never be fulfilled… but it still felt good to think they could, right?
They can. We didn’t get wiser when we grew up, we just became more cynical. We weren’t stupid back then,
and our greatest mistake, our only mistake, was telling ourselves that we were. We stopped putting all of our
selves into everything we did because we became too afraid of failing, of letting ourselves get hurt by the effort.
So we told ourselves that trying was silly. We abandoned the dreams we had rather than see them fail. We gave
in to our fears.
And now it’s time to overcome them.
7
have to feel frustrated. You can be their white knight against the cruel world. Few people have the power to do
this and the chance to see the world work the way we think it should is too tempting to pass up.
But some problems don’t want to be fixed. Life is a Gordian knot. There’s not always an easy way to do
things, even against apparently supernatural threats. People are complicated and confused. They will often act
against their best interests without thinking. Many insist on the status quo because they know how to live with
the status quo, and something new makes all of their supposed wisdom worthless.
Because doing good can be terrifying. An angel is another kind of monster. Those who do what they
believe is right, relentlessly, unapologetic, frequently frightening those around them. It’s understandable - you
have power and they don’t. No matter how kind you try and be, you’re taking the decision out of their hands. Not
everybody will be thankful. Many will try to destroy you or chain you down. They might be right. They might be
wrong. To act, you need the resolution to decide what is what and many will call that inhuman.
And sometimes the good guys can’t win. You’re powerful, but you aren’t all powerful. You can’t be every-
where at once. You can’t account for simple bad luck. No matter how much you want to believe otherwise, you
can and will fail. People will die. People will suffer. And because you’re in the thick of it, you’re going to feel their
pain worse than if you stayed at home and turned on the TV. Doing the right thing can be a trial without end.
But you can’t walk away. Because sometimes they do. Blissful ignorance is no longer an option. You can’t
hide behind the excuse that there’s nothing you can do. And sensitive to the hearts of others, you can’t shut out
their pain - or their joy. Those rare moments of beauty and happiness are what make the fight worth it. You need
to protect that, because without those occasions of hope, life is not worth living. Once your eyes are open to that
fact, it’s hard to shut them again.
Sometimes you find rewards where you weren’t looking for. Sometimes you find enemies where you
didn’t expect them. The world will never be the same after you. You are going to change things, even if you’re
too small for the cosmos to notice just yet. You’re a force of chaos, shaking people from the sleep they’ve been
in. Once you start performing your little miracles, people will take notice. Living with and for others means
you can’t always be discreet. You’re different. You’re not playing by the rules anymore. You’re laying down new
rules and once people understand them, they’ll try and exploit them, like they did with the old rules. You are
a revolutionary force.
You’ll just have to find out for yourself. In the end, a world of darkness is a world of possibilities. Many
of them are not pleasant - we’ve spent millennia creating societies of light expressly out of fear of them. Under
the blanket of night lies an undiscovered country. It might be empty, waiting for you to build your own palaces.
It might be flush with danger, patiently lying just out of sight. And it might be hiding the very treasures we’ve
thought were impossible. The darkness, the shadows, the occult - it is like Pandora’s Box. In it might lay evils
we can’t imagine. But slam the lid too fast and you lock away Hope forever.
Mood: Exhaustion
Sure you can solve one problem, but can you solve all of them? Can you find the energy to run for mayor,
mentor the people who need it and spend all night fighting monsters? When will you sleep, and when will you
have room for some desperately needed me time to think about your own problems? A Princess’ magic makes
her feel like every problem in the world is her personal responsibility; it’s an impossible burden that will wear
her mental, physical and even emotional stamina to nothing. The only way she can survive is if she can find
friends to support her and allies to share the load.
Mai-Otome
Mai-Otome takes the magical girl genre into places it does not normally venture: politics. At heart Mai-
Otome is about two girls (one a literal princess) forced to grow up by the harsh realities of Realpolitik, and in
the process learning that being a magical girl is so much more than looking amazing. With friendship, growing
up, magical girls and Realpolitik Mai-Otome serves well as an inspiration for Princess: the Hopeful
Film
Brave
A story about a rebellious princess with a difference. It shows the consequences when a princess rebels
against her obligations, that alone makes it a worthwhile inspiration for Princess: the Hopeful. The themes of
growing up, and the importance of family only sweeten the deal.
Peter Pan
Another “girls underground story”, Peter Pan (the live action film released in 2001) is a brilliant portrayal of
what we fear about growing up, and why we overcome those fears. It can serve as an inspiration metaphorically,
or more literally to show why living a utopian life in the Dreamlands isn’t always the perfect choice. Not even
for Beacons who have no royal duties to call them back.
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Today little remains of the Kingdom. The domains of the five Radiant Queens live on in the Dreamlands,
but the warping Gales make it hard to tell how accurate a portrayal it is. If any true records of the Kingdom
exists they would be locked away deep within Alhambra’s vaults, for of the Kingdom’s nations only Alhambra
has survived to this day, protected by its Queen’s formidable magic deep within the heart of the Darkness.
Common Lives
For most hours of the day a Princess exists as her mundane identity, with little in the way of magical power,
and for most Princess their activities during this time are as mundane as their bodies. They have work for school
Love is Magic
The same Sensitivity that can make a Princess falter at suffering also opens her soul to the Light when it
shines in others’ hearts. By connecting with what’s important - her friends and family, or her daily labor for the
benefit of other people - a Princess stores power deep within herself. She remembers why life matters and what
she fights for, and that feeling fills the gap in her soul. Her emotions return, pure, bright and beautiful. She’s
ready to face the new day.
Moreover, the mere presence of a Noble scatters a bit of the Light into those she meets, or those she loves.
This Echo will soften hearts, allowing an appeal to their better nature, when a Princess is only nearby. But that
isn’t the whole of it - by performing a noble act, a Princess can inspire those around her with a spirit of emulation.
(A great weight of Shadows, though, will twist a Noble’s Echo to corrupt, rather than uplift.)
Most of all, when she needs to unlock her true power, a Princess has the ability to Transform. With the
simplest effort she pushes her dreams and aspirations outwards from her soul. They flow through her body,
transforming her into the woman she always wanted to be. The Nobility often tell each other that Princesses
don’t do magic, they are magical and Transformation is the proof. In her mundane identity a Princess is hardly
Iniquitous Mysteries
Assaults from creatures of Darkness tend to be blatant - any Noble will know what to do when a Darkspawn
stalks the streets. More insidious opponents are the cults who bow down to the Darkness and entice people
to enter Tainted areas or participate in depraved rites, with destructive doctrines or offers of occult power.
Mnemosyne are often expert at founding or spreading these anti-human religions, and at supplying innocuous
disguises for them: self-esteem counselors, purveyors of "exotic pleasures", even activists for odd causes, might
all be fronts for a Dark cult. And some people don’t need a Mnemosyne to find ways to call the Darkness and
offer it their service. There are hints of a power of corruption in books on the occult, and in this age many of
those books have been electronically scanned and posted on the Internet where any fool can study them.
Nakama
No one understands a Noble’s mission better than another Noble. The bonds that form between Princess-
es who have faced down the Darkness together last for a lifetime. In Japanese the word nakama means any of
“colleague”, “compatriot”, “friend” or “comrade”, or a group of such. Among the Nobility (if they aren’t Japanese)
nakama has a more restricted sense: the small cliques of Nobles who were thrown together (perhaps all Blos-
soming in the same town, or facing the same great crisis) and have become something very close to a family
because of it. They share more than the Hopeful’s duty - they intertwine their mundane lives, as well as their
Noble calling. As youths they go shopping, see movies, plait each other’s hair; as adults they sit for each other’s
pets and children.
A Nakama can and often does also include the actual families of the Nobles, as well as their nakama in the
full Japanese sense - people with no trace of magic in them, but who are intimate parts of the Nobles’ mundane
lives. This is especially true if, as sometimes happens, the mundane companions are brought into the secret of
the Nobles’ magic and true role.
The primary purpose of a Nakama is to help Nobles destress after the pressures of the job, by providing
friends who understand what it means to be a Princess, and occasionally forcing a Princess to get a good night’s
sleep no ands, ifs or buts while another member covers her responsibilities. For the most part it is rare for a
Sympathizers
The Hopeful aren’t called to oppose the Darkness in only its overt shapes, though it’s those that their powers
are best for defeating. They also have to disperse the shadow of evil that lies on every human heart; and on that
side, Nobles can scarcely act without mundane allies. Unfortunately, while fighting the Darkness in its obvious
outbreaks is something every Noble agrees on, the best way of bringing Light into human affairs is a matter of
sharp disagreement. Even the Radiant Queens themselves are divided on the ideal form of society. In a particular
situation every member in a Nakama might have a different idea of what the trouble really is and how it should
be dealt with. So, it’s fairly uncommon for a Nakama to work together on any mundane issue; far better for one
Princess and three mundanes to cooperate with enthusiasm on a plan they agree on than for four Nobles to
reach a grudging compromise.
A common way for Nobles to bring the Light to bear on mundane issues is to work on those issues as mun-
dane people. It’s a great deal easier, if one wishes to expose official corruption, to become a private investigator
or journalist; if to heal the sick, to become a nurse or physician; if to defend the innocent, to join the police or
learn criminal law. The Nobles who follow such careers find not only that their magic gains by it, but that their
mundane colleagues share many of their views and can sometimes be trusted with knowledge of the Light and
Darkness.
A second way to influence the world for the better is through proxies. In the course of their work against
Dark creatures and cults Nobles often end up saving ordinary people who happened to be in the Darkness’ way
- or being saved by such a person’s timely aid. One of the Charms the Hopeful can learn allows them to open a
mundane’s eyes to the Light, if they are willing to oppose the Darkness; these are the Sworn, who can borrow
magic from the Nobility. And sheer good luck might lead a Princess to find a person who has seen a glimpse of
the Light on their own; these Beacons inspire and uplift their neighbors much as a Noble does, and share their
Sensitivity to suffering.
Still another way lies open to the Nobility who combine heartfelt dedication to a cause and the ability to
persuade others to support them. Such Nobles may call on the Light to bless their cause and form what the
Hopeful call Nations: special sects that, by convincing people to work for a worthy cause, also initiates them into
mystical techniques that spring from the Light, as shaped by the Nobles’ will. In many ways a Nation resembles
the mystery cults that spring up around occult phenomena in the World of Darkness - the main difference, in
fact, is that the typical Nation can announce its true purpose to the public, keeping secret only the powers at
its disposal.
Camaraderies
A single Princess and her mundane allies can resolve problems on the personal level. A full Nakama can
keep the peace for a neighborhood or two. But the really big problems need many hands to tackle - and that’s
where the larger networks of the Hopeful came from. The first of the Camaraderies were ad hoc alliances of
many Nobility to respond to forces threatening whole cities, usually from the Darkness (powerful Cataphractoi,
entrenched Dark cults, a few Dethroned.) Having once discovered each other, the assembled Nobles quickly saw
Nobles’ Jargon
The Hopeful are for the most part a young culture, and even the parts of it that regularly communicate
haven’t got any formal body to standardize language. While there is a linguistic legacy that predates the
Release, two in fact, one is the Royal Tongue (which many Princesses find cumbersome, or just annoying)
and the other is Alhambran (which many Radiant refuse to use on principle). Consequently the Radiant use
a fast changing system of slang, memes and technical terms that vary across geographical regions and even
parts of the internet. The language of the Radiant is young enough that most words can easily be traced
back to their origin. The special terms we use in Princess: the Hopeful are usually used by Princesses in the
anglosphere, having been spread across that portion of the internet. Some of the more specific terms are
unique to American Princesses.
Terms in Japanese originate from Bonnie Getsuei, an American (and complete japanophile) who forged
much of the Radiant community in San Francisco and even provided a common entry point to the online
Radiant community for English speaking princesses (presumably actual Japanese Princesses also use their
native tongue).
Italian words can often trace their origin to the Queen of Hearts’ earliest followers in the United King-
doms (The Court of Hearts had a late start in America, as the first impressions of that court often clash with
America’s national ideals. Today few Princesses even remember what the fuss was about) influenced by
Andartan culture. Those Princesses chose to use a romance language, and since they didn’t want to use
French, Princesses everywhere sprinkle their magic with Italian terms.
Greek and Latin words both share origins in the Court of Diamonds; the early Lights were the first
to attempt to begin classifying and studying Hopeful magic and related phenomena. This project was split
between those who were more influenced by their Queen and wanted to use Greek, and those who were
more influenced by human academia and wanted to use Latin. The argument was never settled and various
words from both languages have become part of the Princess lexicon, mostly for things a Princess can go a
while without encountering as everything else was named through informal, and therefore faster, channels.
Exceptionally nerdy Princesses sometimes use Greek instead of the Latin terms or Latin instead of the Greek,
and Latin or Greek instead of English, Italian and Japanese terms.
The Embassy to the Dreamlands, perhaps the only lasting Radiant organization to exist through the
Long Night, tended to use names taken from people, living, Dreamlander and even fictional (note that the
three are rarely distinct categories). Few of these terms are still in use.
Finally English is, obviously, the de-facto language of English speaking Princesses. Anything that did not
get a catchy enough name quickly enough is likely to be in English. One unusual, and uniquely American,
fact about English is that many Princesses adopt a more “royal” manner of speaking in their Transformed
identity, which is to say a British accent ranging from “BBC English” to “not even the Queen lays it on that
thick”. Princesses who are actually from the United Kingdom usually use their natural accent, though as the
British will parody anything some have been known to play up, or adopt, incomprehensible regional accents
when around Americans.
Finding Darkness
All Princesses need to keep the Darkness in mind. Even if a Princess isn’t focused on fighting monsters or
cleansing Taint, the Darkness is a threat to her. Camaraderies provide an invaluable service to Princesses that
would rather spend their time healing the sick or re-socializing abused dogs by keeping track of the forces of
Darkness.
Members of a local Camaraderie are almost always expected to report every encounter with Dark creatures
or new Tainted areas to the Camaraderie, to ensure that knowledge of the enemy doesn’t die with them. Some-
times compiling this information and notifying its members is as far as the Camaraderie goes, but they might
also dive deeper into analysis and prevention, tracking the movement of Darkspawn, researching Dark cults,
and compiling profiles on prominent Mnemosynes and Cataphractoi.
Mapping of Taint is a major part of tracking Darkness. In addition to simply reporting the places they’ve
happened to encounter, Princesses might also scan the news for events that may have caused Taint, go on scout-
ing missions, or use divination magic. Characters with the Taint Awareness Merit are particularly valuable to
the cause. Prevention may also be a priority, with the Camaraderie locating places that are likely to become
Tainted in the future, and urging members to make appropriate countermeasures.
Finding Light
Early in her career, a Princess’s greatest defense is knowledge. Without that knowledge, a newly-Blos-
somed Princess is especially vulnerable to the monsters lurking in the shadows. Some Princesses are lucky
enough to have Shikigami that seek them out before or shortly after their Blossoming to give them the run-
down. Others must hope that their peers find them before the Darkness does.
Finding and training new Princesses usually falls to the local Camaraderie(s). Any reports of vigilantism,
girls in unusual costume, or displays of magic usually merit immediate investigation. That being said, the Veil can
be a powerful thing, and even other Princesses can fail to pierce it. Magic is helpful in finding and recruiting new
Princesses, and certain clever combinations of Charms have succeeded in bringing them to the Camaraderie,
but nothing is ever certain. Even after contact is made, some new Princesses, especially those that have gotten
by on their own for too long, are slow to trust.
A Camaraderie can be especially useful to Princesses who Blossom while still in school. Even when they
aren’t actually charities nearly all Camaraderies offer volunteer positions, so Noble minors can report their work
for them as volunteer hours. Many a late-night excursion has the understandable excuse of staying late to help
out, and an adult will back up the teenager’s story if necessary. It gives the impression (actually pretty accurate)
that one’s child has become active in the community, and many families take pride in that.
Alongside finding new Nobility, Camaraderies frequently locate and protect Beacons, Sworn, and Blessed
Places. In addition to the moral necessity (they attract the attention of the Darkness nearly as much as Princesses
and are less able to defend themselves), the Light-touched are valuable allies and resources. Once it's existed
for a few years a local Camaraderie will know of almost all the Hopeful in the city, and many other Light-touched
as well - which allows it both to call on all of them in an emergency, and to introduce Nobles with interests in
common to each other.
Mundane Members
Although Camaraderies are primarily concerned with magical issues, their membership isn’t necessarily
comprised only of the Light-touched. Anyone willing to pitch in is accepted as a member, whether or not they
have magic powers. While membership can be more dangerous and less beneficial for mortals, Princesses have
a deep respect for those who would fight the Darkness without magic to defend them.
Regular people who join a Camaraderie usually do so in order to have their time and money directed to
the place it can do the most good. They can expect that their concerns are listened to with the same weight as
a Princess and can make the same kinds of requests. Often, mundane members are made into Sworn, if such a
thing is within the Camaraderie’s capabilities and the mundanes have proven themselves.
Some Camaraderies, especially those with a front organization, have employees. Because they aren’t usually
aware of the Camaraderie’s true nature, they’re not usually considered full members, but Princesses make sure
to pay attention to their troubles and opinions. While some might treat mundanes as second-class citizens, most
are aware of this temptation and do their best to resist it.
A Camaraderie’s open handed nature extends to other supernatural beings as well. While it would be quite
unusual for a blood-sucker to join, it wouldn’t be inconceivable. Every World of Darkness game line has charac-
ters with the potential to do good and make the world a better place. They’re granted the same benefits and
duties as any mundane member, though they might be watched with more suspicion at first.
Principalities
An important variation of Camaraderies appeared somewhat later, when the Hopeful applied the princi-
ple of mutual aid to more normal issues than intrusions from the Darkness. In several cities the leaders of the
first Camaraderie tried to expand its mission to include such issues, and touched off political quarrels and bad
feelings that split the Camaraderie or threatened to. The veterans of those early divisions are wiser now; they
encourage groups of Nobles who share the same passions to form groups of their own, each to its own issue. At
first these groups were also called Camaraderies, and some Nobles still do, but the differences in their objects
and structures has led most to use a different name: Principalities.
Unlike Camaraderies, Principalities tend to help members with their Vocations rather than the general du-
ties of a Princess. A large Principality of healers (Mender and otherwise) might put their skills and resources to-
gether to assist medical efforts, while a smaller one might tie thespians of various stripes from multiple Nakama
to support a community theater. Due to their more mundane aims, Principalities are far more open to mundane
members - it’s even common for them to appear inside a mundane institution when a few Nobles who happen
to belong to it discover each other’s presence and decide to collaborate. For the same reason, Principalities are
Breaks
Eventually, there will be disagreements. It’s an unfortunate truth of humanity. A group of Knaves disagrees
with the rigidity of the Camaraderie’s structure breaks off to form a group with a more personal structure. A
Champion, dissatisfied with the return on her investment, founds a Camaraderie for those who agree that all
members should contribute equally. Because Princesses are generally pretty good at putting their differences
aside and working together, it’s important to think about what differentiates separate Camaraderies, whether
its philosophical or practical.
Founding a Camaraderie
Creating a Camaraderie, especially in an area without one, is a perfect goal for a Nakama of player char-
acters. They’ll need to convince local Hopeful, establish infrastructure, gather resources, and make a name for
themselves. Characters forming a new Camaraderie can represent their gradual efforts with the Allies, Contacts,
or even Staff Merits, representing the characters they’ve recruited. Once they’ve reached a certain point, those
Merit dots should be traded for Status dots.
Callings
A Princess Blossoms when she is faced with a crisis and chooses to act; she accepts responsibility for the
problems surrounding her and declares it is her duty to fix things. Through accepting duty and responsibility
the Princess finds the inner strength she’ll need to fulfil her new role, and unlocks her magic. Although Blos-
soming (usually) has no effect on a Princess’ brain development or hormonal balance many Nobles consider
their Blossoming to signify the moment they became adults: Ready to handle their own responsibilities, make
their own decisions to govern their life, and go out into the world to make their mark.
This combination of a Princess’ new duties and the strength and magic that flow from them is called her
Calling, the foundation stone of any Princess’ power. Through her Calling a Princess can recharge her spent
magical and emotional energy: By fulfilling the responsibilities she has accepted she refreshes her spirit and
her surety about her place in the world. A Calling also brings a Princess affinity for the magic that is most helpful
to fulfilling her duties, making it easier for her to learn those abilities. Finally a Calling also imposes a code of
behavior, for a Princess has magic to help her fulfil her purpose and make the world a better place, not to indulge
herself in the privileges of noble rank.
A Calling does not confine a Princess into a narrow role, and few Princesses would argue that it should.
The world is chaotic and always has more problems than Princesses so the ability to step outside your comfort
zone to deal with a different kind of crisis is always praiseworthy; while accepting a Calling makes it easier for
a Princess to learn certain types of magic, it does nothing to hinder her exploration into other fields. Perhaps
most importantly of all a Calling is an understanding and an acceptance that a Princess’ duties are not a job she
performs or a role she fills. A Princess’ duties are who she is, and who she wants to be.
Callings 23
the first is a compromise with a -2 penalty. The Storyteller is of course free to adjust the modifiers to reflect
the situation in the game.
24 Callings
Champion
Be strong for the weak
Champions epitomize the ancient concept of a hero - those who accomplish. In the Kingdom, they were the
defenders and the conquerors, the dragon slayers and the chain smashers. Their counterparts in the Reborn
world value strength for altruistic reasons. They serve the weak. Moreover, they enjoy physical accomplishment
for its own sake - Champions frequently sprout from athletes, those with a penchant for construction or day
labor, and even brawlers. Anyone who loves to push their body to the limit or appreciates the simple need for
a sturdy pair of hands makes for a grand Champion.
Given their emphasis on physique, some tend to mistake Champions as simple-minded or naturally violent.
Rather, they just look for direct solutions. To them, a problem is something that needs to be done. If they can’t
find a physical solution, something they can flat out do, then Champions will break the situation down until they
can. They cut the Gordian knot, instead of puzzling over it. If there is a weakness that stems from this tendency,
it’s that Champions tend to be blind to someone’s more sublime pain or motivations, but it also makes them
refreshingly straightforward and realistic.
Dreams
Champions dream of victories on a grand level - armies defeated single-handedly, mountains knocked
down, rivers wrestled from their paths, buildings held up for days at end. Their exploits are the stuff of Gil-
gamesh, Hercules, and Samson. But when they dream of the Cataclysm, they see weapons snatched from their
hands, their own bodies turning sickly and weak, and dark throngs they overpower and humiliate them.
Magic
Champions have affinity to the Bless, Fight and Perfect Charm families.
Starting Champions get one transformed Attribute dot in either Strength or Resolve.
Duties
Champions regain magic whenever they perform a task for somebody who physically incapable or over-
whelmed and don’t have the time and/or resources they need. This can mean doing chores for an elderly neigh-
bor, working for a charity or volunteer effort, protecting a classmate from a bully, or otherwise making a sacri-
fice of your time and effort for someone else’s benefit.
Champions also restore their magic by protecting the innocent. Wiping out a nest of Darkspawn, defending
a child from a wild animal, even walking the beat as a police officer can all fulfill a Champion’s duties.
Oaths
First Oath: I must never abandon those who need my protection. Even if someone isn’t staring down a
horrible creature of Darkness right now, the chance remains that they could in the future. If someone needs to
be watched over, they need to be watched over, and I can’t ignore that need.
Second Oath: I shall swear my loyalty to a cause. Might is never the end, only the means. My cause shall
determine when violence is acceptable, and for what reasons a sword may be drawn. I may change my cause
but I must always have one, and once sworn I must uphold the values and laws enshrined by my cause.
Third Oath: I should never back down from a challenge. I am a Champion - I succeed where others may fail,
I triumph against overwhelming odds. Unless some greater cause demands my attention, I should never back
down from hardship or accept defeat; if I can’t win at something, I should train until I can.
Champion 25
Stereotypes
• Graces: You want the truth? Ask a Grace. You might not like what you hear, but you probably need
to hear it.
• Menders: Fine, you tend the wounded. I’ll go get you some patients.
• Seekers: By the time you get done talking about how to kill the bad thing, I will have already killed it.
• Troubadours: Why are you just standing there singing? Hit something!
• Vampires: We have a word for these where I come from - “targets.”
• Werewolves: Nice doggy… we’re on the same side, remember?
• Mages: Don’t make me come over there.
• Prometheans: I feel sorry for you, really, but you have to move on now.
• Changelings: Yes, your life sucks. Now what are you going to do about it?
• Sin-Eaters: If you narrowly escape death, but then make yourself a slave to a dead thing, you haven’t
really escaped death at all, have you?
• Mummies: You can’t remember why you’re fighting, I wouldn’t want to be you. Not for all your power
and immortality.
• Beasts: Spare me the bullshit. Are you going to stop hurting people or are we going to fight?
• Mad Scientists: So, could you show me how to use that thing?
• Leviathans: Keep hitting it, try everything! Something’s got to work!
• Hunters: You guys are crazy! How can I help?
• Mortals: My job would be a lot easier if these guys would step up, but some of them just can’t. That’s
why I’m here.
Inspiration
The Sailor Senshi (Sailor Moon)
Nagisa Misumi (Futari wa Pretty Cure)
Buffy Summers (Buffy the Vampire Slayer)
Shoutan Himei (Sailor Nothing)
The Magic Warrior archetype in general
26 Champion
Grace
Be light for the world
If we lost anything in the Fall, it was each other. People now wrap themselves in an shell of cynicism and
distrust to save themselves from humiliation and risk. They carry popular opinions like armor, not with con-
viction. People can’t save each other if they can’t understand each other and they can’t save themselves if they
don’t even know who they are.
Graces are the maidens of revelation. In ages past, they were teachers, leaders, lawmakers and judges who
helped a species of almost-monkeys become a civilization. Now they continue their duty, although muted, in the
modern world. Graces force those around them to look inside and confront what they find there. They are not
malicious and they are not cruel they know there can be pain, but they only want to show everybody what they
can already see: the golden light that could shine in all of humanity.
Graces are people people. They like to know people, they like to hear about people, they like to be around
people, and they like when people are people. Nothing pains them so much as someone denying their own
humanity. Others would describe them as “intrusive” or “presumptuous” always nosing into other people’s
business and offering advice when none is solicited. A Grace might be written off as naive or idealistic, for all her
proselytizing about honestly. They due tend to be outspoken and emotional. They never restrain themselves
from speaking what’s on their mind or in their heart and might be no strangers to embarrassment because of it.
Dreams
Graces dream of fantastic journeys across the world, witnessing moments of beauty and love unique to
civilizations they’ve never even dreamed of. They walk in the shadows of Divine Idols and sit at the feet of Holy
Teachers whose mysterious but weighty words seem to hold all the solutions to their problems, if they could
just decipher them. But as the wind turns cold and the stars fall from the sky, the people turn into silent shadows
who drift about in a monochrome haze and everywhere she travels is the same unending dusk.
Magic
Graces have affinity for the Bless, Connect and Govern Charm families.
Starting Graces get one transformed Attribute dot in either Presence or Manipulation.
Duties
Graces recover their magic whenever they convince someone to open up and act on their virtuous impulses,
instead of suppressing them out of fear or shame. This covers situations such as convincing an addict to seek
out help, easing the anger between antagonistic relatives, getting a classmate to study for her own sake instead
of cheating, or even just helping someone act on their crush.
Graces also refresh their magic by governing an organization or society. Turning a petition into a law, mak-
ing executive decisions in a company or working as a judge are all sacred duties to the Graces.
Oaths
First Oath: Whenever people ask “Why doesn’t somebody do something?” - they mean me. I must make
sure that things get done and vital needs are met; if no one else takes responsibility and I can do the job, I am
responsible.
Second Oath: I cannot isolate myself from the people I wish to help, how can I improve their lives if I don’t
even talk to them about those lives?
Third Oath: I must be honest, not manipulative. Mine is the magic to build trust and bring people together,
not the power to turn people into tools.
Grace 27
Stereotypes
• Champions: What will you fight for? Me perhaps?
• Menders: You can only do so much by treating the symptoms.
• Seekers: Look as much as you want, I have no skeletons in my closet.
• Troubadours: I’ll lead them, you shall inspire them.
• Vampires: Explain to me again how your civilization is anything of the sort.
• Werewolves: I might never know loyalty like you, but your pack has five. In a week I could make
fifty friends.
• Mages: Their magic isolates them from their fellow man. Nothing good can come of it.
• Prometheans: You want me to teach you how to be human? Well you’ve come to the right person.
• Changelings: If you’re not careful a faerie can turn your words on you.
• Sin-Eaters: This mythology was stolen from Dragonlance, and it sounds like you wrote this code of
honor while you were drunk! Is there nothing of substance to your society?
• Mummies: A leader and a servant, I would like the dichotomy. If only it wasn’t so dysfunctional.
• Beasts: I’ve dedicated my life to helping people unlearn the lessons you teach.
• Mad Scientists: So if I get the institute to apologize for laughing at your research will you destroy the
killbots? No? Do you even know what you want?!
• Leviathans: A society is its citizens not its leader. If you don’t believe me just look at those monsters.
• Hunters: Defending yourself is admirable, but fighting outside society can lead to dark places.
• Mortals: Stop calling it cheesy when it’s true. The power really is inside you if you just believe in
yourselves.
Inspiration
Hinamori Amu (Shugo Chara!)
Madoka Kaname (Puella Magi Madoka Magica)
28 Grace
Mender
Save those who cannot save themselves
All of the Reborn feel the pain of others, but Menders are those who can’t bear to live with it. Their first im-
pulse is always to treat pain, either physical or spiritual. These were the great sages and physicians of the King-
dom, who studied the science of the human conditions on levels undreamt by modern science. A good Mender
is always looking around to see how she can make those around her better. The Fallen World is like a ravenous
beast, they say, and it mangles us all, all the time. Without care, none of us will ever be strong enough to break out
of the mire that swallows us whole. Nobody should be made to lie crippled as their dreams run on ahead of them.
Menders are typically described as either motherly or child-like - always blindly over-protective or naively
concerned with the problems right before without seeing the big picture. They are natural caretakers. They
easily take responsibility for those around them and are quick to worry. Often, they will display great maturity,
although they are also frequently overcome by feelings of failure or helplessness in a crisis. Some are even
pacifists, although an equal number wish they had the power themselves to punish those who would harm
innocents. Their uniting characteristics are a deep respect for life and horror in the face of suffering. The latter
may sometimes be a weakness, but the best turn it into an iron resolve.
Dreams
Menders’ dreams are messianic in tone. They see themselves healing the sick and the lame with a touch or
consoling those who cry and comforting those who mourn. In the Cathedrals and Temples of the Kingdom, they
nurse even the most far gone patients back from the edge. As the skies darken, though, all around them rot in
their living graves and beg for death in a resounding chorus deafens the would-be healers’ very thoughts.
Magic
Menders have affinity for the Perfect, Restore and Shape Charm families.
Starting Menders get one transformed Attribute dot in either Intelligence or Dexterity.
Duties
Menders regain magic whenever they provide consolation, comfort, and aid. They can volunteer their time
as medical facilities or to provide home care, work as part of emergency hotlines, be a shoulder for someone
beset by loss and grief, or do any other number of things to relieve the pain of others.
A Mender can work with machines as well as people, a cut brake line can cause as much suffering as a
broken rib. In the end though, it really does come back to suffering. A Mender builds and repairs machines to
help people rather than the simple joy of creation.
Oaths
First Oath: I will help all who request it. No matter what, I am here to heal. If anyone requests my aid, I will
help them, no matter how I feel about them or what they have done in the past. Now, I don’t have to be stupid
about it - if a dangerous creature seeks my aid, I can take precautions to protect myself and my friends even as
I administer that aid, and I don’t always necessarily need to give aid in the particular manner requested. But I
am here because people are hurting, and to allow that pain to continue is to betray my Calling.
Second Oath: I have a sacred duty to healing, I shall do no harm and respect the autonomy of all my patients.
The healer’s sacred duties have survived the fall of our kingdom and I am proud to uphold their traditions.
Third Oath: I should not suffer any pain to continue. If I see anyone suffering, even if they don’t ask for my
help, even if they don’t want my help, even if I don’t want to help, I should do something to mitigate that suffering.
Mender 29
Stereotypes
• Champions: Bring the wounded back here, I’ll be ready.
• Graces: Stop making speeches about the stars and look at how people live in the gutter.
• Seekers: Seeing the truth isn’t enough, you’ve got to do something about it.
• Troubadours: Just keep their spirits up for me.
• Vampires: Incurable.
• Werewolves: You could do so much good if you’d just let me try and duplicate your cellular regen-
eration.
• Mages: Give me one good reason you’re not curing somebody’s cancer right now, just one good
reason.
• Prometheans: Bringing the dead back to life… growing replacement souls… it’s possible? I need to
know more.
• Changelings: Why do those feathers make me think of scars?
• Sin-Eaters: I know you had one miraculous recovery, but as your doctor I must recommend you cut
back on the drink, and the drugs, and the unprotected sex.
• Mummies: I could help you remember yourself, why are you only interested in the wands I make?
• Beasts: I’ve fixed up enough of their students to know the lessons aren’t worth the cost.
• Mad Scientists: Do you want to talk about it? Of course I’m not calling you mad!
• Leviathans: I can’t decide if they need healing or cutting out.
• Hunters: If you want, I’m willing to listen to why you’re so hurt.
• Mortals: No this isn’t going to sting, I’m better than that.
Inspiration
Shamal (Magical Girl Lyrical Nanoha)
30 Mender
Seeker
Remember for those who forgot
The desire to know is universal human trait, embedded in the heart and soul and genetic code of every
man and woman on the planet. What isn’t common is the will to keep chasing after those answers when things
start getting dangerous. That’s what sets the Seekers apart. In their previous lives, Seekers were the detectives,
scientists, and scholars of the Kingdom. Their dreams of the Kingdom are filled with colleges where the secrets
of the universe are revealed and cities where no lie is uttered and not even the smallest misunderstanding is
present to obscure the truth. When they dream of the Cataclysm, they see grand libraries and academies burned
to the ground, and lies entwined with lies in a web of deception so deep that even the most fundamental truths
are uncertain.
Seekers are a varied bunch. Many Seekers act like detectives or journalists, ferreting out crime and decep-
tion from the communities under their protection. Others resemble the scientist-heroes or adventurer-archae-
ologists of the pulp era, braving danger and using the secrets they discover to fight evil and better the world.
Some Seekers act as stoic guardians of Things Man was Not Meant to Know, keeping forbidden knowledge out
of unworthy hands. A few are tricksters, walking paradoxes who use deception to befuddle their enemies and
unearth hidden things. But no matter how they approach their duty, all Seekers share the common goal of un-
earthing hidden secrets and more importantly, using those secrets to make the world a better place.
Seekers often prioritize mental attributes to aid them in their search for the truth. Resolve is prized by all
Seekers to keep searching after the truth despite hardship or weariness. Wits, Larceny, and Investigation are
prioritized by Seekers who favor classic detective work, along with Manipulation, Empathy, and Persuasion to
tease the truth out of reluctant witnesses or suspects. Those who were scientists or scholars before Blossoming
often possess high Intelligence. Subterfuge comes in handy when a Seeker needs to investigate things without
creating suspicion.
Dreams
Seekers dream of secrets and discovery. They walk within libraries beyond imagination and delve deep into
forgotten temples to uncover the lore of the past. With the knowledge they uncover the people build magnificent
edifices and intricate devices that amaze and bring joy to people’s lives. Then, a Seeker’s dreams turn inwards,
the secrets she uncovers speak only of her own failings and the failings of that she holds dear. She desperately
searches libraries for answers that do not exist while the darkness creeps ever closer.
Magic
Seekers have affinity for the Appear, Govern and Learn Charm families.
Starting Seekers get one transformed Attribute dot in either Intelligence or Wits.
Duties
A Seeker regains Wisps whenever she uncovers new facts or information, and whenever she teaches an-
other something that they do not know. A Seeker could be a scientist or explorer uncovering secrets no man has
ever known. She could be a detective or journalist uncovering that which unscrupulous individuals try hard to
keep hidden. She could be a teacher passing what she knows to the next generation.
Many Seekers do a little of A and a little of B. A reporter uncovers a political scandal, then she publishes it.
A Professor does exciting scientific research, then writes a paper and gives lectures on it.
Oaths
First Oath: My eyes shall always be open to the truth. I will never stop investigating for fear of learning
that which I do not wish to know.
Seeker 31
Second Oath: The knowledge I learn serves a higher purpose than satisfying my own curiosity. I will never
hold back information that could aid society or save a life, unless revealing that information also risks causing
serious harm.
Third Oath: The world is full of mysteries and they should not be left unexplored. I shall work to increase
my understanding of the world every day.
Stereotypes
• Champions: I understand how you feel, but punching people isn’t the solution.
• Graces: If only they asked any questions that actually mattered…
• Menders: I admire your dedication, but you’re treating the symptoms, not the disease.
• Troubadours: Stop prattling on about art and actually do something.
• Vampires: Friggin’ lying bastards hurting people and lying all over the friggin’ place. I hate them.
• Werewolves: Great sources of lore if you convince them not to bite your head off.
• Mages: All that knowledge, all that power, and all they do is squander it.
• Prometheans: Don’t blame them for what they are. Who’s the bigger monster, the creature or Dr.
Frankenstein?
• Changelings: They’re full of valuable insights. It’s gaining their trust that’s the chore.
• Sin-Eaters: They probably have useful information to share. If only we could get them to talk about
anything but doom and gloom.
• Mummies: The truth is still there, burred beneath the sands. I could help you find it.
• Beasts: Something isn’t right here. If they were created to teach lessons why are they so bad at it?
• Mad Scientists: You’d be surprised how much they know, if they ever bothered to remember there’s
a difference between what they know is real, what they think might be real and what they think is cool.
• Leviathans: There are some things even I don’t want to know.
• Hunters: They’re great in a fight, but half the time they keep shooting up what I’m looking for!
• Mortals: People have been lying to you your whole lives. I’m gonna put an end to that, just you wait
and see.
Inspiration
Yuki Nagato (Haruhi Suzumiya)
Sakura Kinomoto (Cardcaptor Sakura)
Ms. Frizzle (The Magic School Bus)
Yuuno Scrya (Magical Girl Lyrical Nanoha)
32 Seeker
Troubadour
Be inspired by the silent
The soul is not a silent, static egg that we must shelter from the outside world until the time comes for it to
hatch. Troubadours know the truth - the soul is a living, breathing maelstrom and unless we open up and let it
out, it can smother to death within us. And the Troubadours have the keys to let it out.
Each Troubadour is a master of some artifice - singing, dancing, painting, sculpting, cracking jokes, or even
just folding paper cranes. In their past lives, they were the queens of bards, storytellers and chanters, masters
of divine instruments who imparted the wisdom of the ages in grand halls and shady groves. Now their mission
now is to set us free from ourselves. Art, the Troubadours teach, gives shape to things that people can’t or won’t
express themselves. Every song or painting or performance lets the silent and unassuming realize and crystallize
the beautiful internal forces they otherwise overlook. The people of the Fallen World suffer through with souls
buried under the rubble of the Kingdom. The Troubadours are archaeologists of Joy.
Most people would describe Troubadours as people with their heads in the clouds. If they aren’t visual-
izing a statue or planning a new routine or reviewing the forms of a plot, then a Troubadour is admiring the
natural art of the world around her - the patterns woven out of everyday life and the people who populate it.
Troubadours are vibrant, expression personalities, not shy about baring their souls. Their chosen art tends to
consume their life and they want to involve as many people as they can in It. Unfortunately, they are artists first
and foremost - they easily get lost in a world of symbols and frequently can’t understand people’s impatience
with their “frivolous” hobbies.
Dreams
Troubadours dream of their own artist ambitions displayed on an epic scale - murals that span cities, songs
that resonate to the heavens, whole countries dancing. In these dreams, they are the puppet-masters that make
the whole world come to life with their energy and enthusiasm. The Cataclysm descends and they find them-
selves singers in the land of the deaf, painters in the land of the blind, clowns under the flag of melancholy,
wandering a cold world as they starve in rags.
Magic
Troubadours have affinity for the Appear, Inspire and Shape Charm families.
Starting Troubadours get one transformed Attribute dot in either Presence or Dexterity.
Duties
Troubadours draw magic from the release of others’ souls. Their duty encompasses providing art that in-
spires or consoles those who otherwise draw into themselves, encouraging and teaching those looking for a way
to express themselves, and energizing those around them with their own vibrant talents.
Oaths
First Oath: I will use my talents to awaken, not tranquilize. My art must always carry the sting of truth and
the spark of life. It must never be used to make people afraid of their own identities or trick them into silence.
Second Oath: My art will ever be for my audience. I must not become so wrapped up in my own ego that I
forget the people around me. Without the mortals who need it, my art is merely a selfish exercise in solipsism.
Third Oath: I will devote myself to art. The Art is my life. As long as I draw breath I shall not cease creating
and sharing my art.
Troubadour 33
Stereotypes
• Champions: When you can use it to aim public opinion at a threat to the community, a song is a
sharper weapon than a sword.
• Graces: We both tell the truth, I just express it more creatively.
• Menders: Tell me how I can help.
• Seekers: Do you remember your teacher’s lecture on the states and their capitals? No? Do you re-
member that song from Animaniacs? Yeah, it’s like that.
• Vampires: You dress yourselves up and act so elegant, but you’re really just wearing funeral makeup.
• Werewolves: Such strong emotions, hold still. I need to get this on canvas.
• Mages: I don’t understand, if you experienced a revelation like that how can you not be shouting
it from the rooftops.
• Prometheans: To literally touch god through your creations…
• Changelings: They’re very secretive, but you can see their pain in their art if you know how to look.
• Sin-Eaters: Such a dynamic and energetic people, pity there’s no substance behind it all.
• Mummies: I admit it, I’m jealous. My works haven’t stood for thousands of years.
• Beasts: I used to tell my little sister monster stories when she was naughty. I still have the books,
they never knifed anyone and stole their wallet.
• Mad Scientists: I know how it feels to be inspired, but there’s really no excuse for what you did.
• Leviathans: That’s just horrible, and maybe just a little bit beautiful. Wait! What am I saying?!
• Hunters: You fight monsters? Without any special powers to help you out? And you win? [bites lip]
Do you want my number?
• Mortals: I’ve got something to show you, I think you’ll quite like it.
Inspiration
Creamy Mami (Creamy Mami, the Magic Angel)
Princess Tutu (Princess Tutu)
Fancy Lala (Fancy Lala)
Lucia Nanami (Mermaid Melody Pichi Pichi Pitch)
Haruhara Haruko (FLCL)
The EBA (Elite Beat Agents)
34 Troubadour
Queens
It is not known exactly how many Queens and Kings once ruled the Kingdom; of this unknown number only
eight still have the power to affect the world. Five are dead, two are living and one is… Transformed. Collectively
the five dead Queens are known as the Radiant, for they remain loyal to the Light in spirit as well as word; for
centuries the Radiant Queens were trapped deep within the Dreamlands, but now their trap has fallen. From
their palaces within the Dreamlands they call out to Princesses, seeking Hopeful agents who will restore the
Light upon Earth. The three Queens who were not trapped, but stayed active in the world throughout the Long
Night, have all been compromised by the Darkness, or by what they’ve done to fight it (depending on who you
ask) and, taken together, are known as the Twilight Queens.
Choosing a Queen
It is rare for a Princess to ever agree with her Queen on every single point, and it is almost universal for
a Princess to have some affinity for the teachings of several Queens. This can make it hard for Princesses (and
players) to know which Court is right for them. Should a naturalist join the court of Diamonds with her fellow
women of science, or the court of Clubs with her fellow nature lovers? In all likelihood such a Princess will show
her shared ideals by acquiring both the Acqua and Legno Invocations, but the player still has to decide which
Queen goes on the top of the character sheet. The answer is which Queen shares her approach to making a
brighter tomorrow:
If you believe that …
• … self discovery and mutual understanding brings people together in harmony you will always be wel-
come in the court of Clubs.
• … clear and careful thought will lead us to a better tomorrow you’ll find minds that think alike in the
court of Diamonds.
• … a Princess’ role is to build and lead communities into the light then you have a place in the court of
Hearts.
• … spreading good cheer and laughter is the way to heal the world’s ills then you’ll fit right in at the court
of Spades.
• … the world needs individual heroes led by all consuming passion then you can proudly join the court
of Swords.
The Twilight Queens also have an approach.
If you believe that being a Princess makes you the most important and special person in the world, and a
utopia is just going to happen because you’re around then consider the Queen of Mirrors.
If you believe that the Darkness must be destroyed no matter what it takes you are ready to enlist in the
armies of Storms.
Finally the Queen of Tears would say that if you believe in protecting your people no matter the cost, bring
them to Alhambra where they will be safe.
Yet remember that of all the Queens only the Lady of Alhambra rules a kingdom that survives to this day.
She asks, and offers, more than any other Queen. A Princess who believes in protecting her people no matter
what should still think if she wishes to be a part of Alhambra, and if not she should choose another Queen.
Practical Magic
Each Queen confers a benefit, unique to her, on the Hopeful who follow her. While this benefit is a super-
natural ability, a Noble may use it in either her mundane or transformed states. Nobles with a strong Belief
generally find their Practical Magic grows in power.
Queens 35
Courtless Princesses
Princesses who follow no Queen are rare, but they do exist. They lack affinity to any Invocation. They have
their own form of Practical Magic; while in mundane form, a courtless Princess may spend a Wisp to activate
their transformed dots that apply to an action’s dice pool.
Changing Courts
Some of the Nobility discover, in the course of their labors, that the ideas of the Queen they first swore
to follow don’t fit with their experiences any longer; the philosophy of another Queen is truer to their present
character, or possibly none of the Queens seem appropriate and she prefers to live outside the Courts. Should
this happen a Princess always has the option to return her oath, and to beg audience with a Queen more har-
monious with her new-won principles.
For a Princess, entering a Court is a simple matter of speaking to its Queen and offering fealty. With a
Radiant Queen doing so involves a trip through the Dreamlands to her seat. The Queen of Storms speaks in the
hearts of all who wish vengeance; any of her followers can tell a Princess how to listen for her and speak to
her, and if such are not around a Princess can find the method with independent study. The Queen of Mirrors,
disconcertingly, always turns up just when a Princess most wants to find her. Only the Queen of Tears poses
a real difficulty; as she never leaves Alhambra, a Princess must travel there to swear to her, which normally
involves begging a ride from an outpost. Nonetheless, it’s just a matter of time.
Leaving a Court is another matter. Recognition that the ideals and principles you fought and worked for
in the mission to resist Darkness are mistaken, wrong-headed, unsuited to the problems you must solve, is
mentally and morally disturbing; and the more you’ve dedicated your life and magic to those principles, the
more serious the moment of crisis is. When a Princess abandons her current Queen she reaches a breaking
point, and makes a compromise roll, taking a penalty to her dice pool equal to her dots in the Invocation favored
by the Queen she’s leaving. The effects of the compromise are the same as any other compromise - the Princess
leaves the Court whatever the result of the roll turns out to be.
36 Queens
The Queen of Clubs
AKA: The Matron of the Forests, The Queen Mother
Kingdom: Forests of Wen-Mung
Followers’ Epithets: Wilds, Turtles
In any battle your greatest foe is yourself. You must ask yourself why you fight, what can you
hope to gain and is it worth the risk of what you might lose? The enemy who says you cannot back
down is none other than yourself, overcome it and look at the other options. You could surrender,
often it costs you nothing but an apology and some pride. You could examine yourself, what did
you do that lead up to this moment. Why couldn’t you live here in peace? If you can learn to live in
harmony with your surroundings, isn’t that a better result than whatever you could win in a fight?
You can’t fix the world by yourself, but the best place to start is within.
The Queen of Clubs leads those Princesses who seek balance and harmony, they believe that a better world
can be achieved if we just learned to live peacefully with each other, with the world around us, and most impor-
tantly: with ourselves.
Tales of Wen-Mung
The Queen of Clubs has no palace and wears no crown. Her court travels at a slow walking pace through the
forests of Wen-Mung. Wherever they rest their tired feet the trees grow to shelter her from the elements. With
nothing but bare soil for a throne the Matron of the Forests welcomes her subjects. Of all the Queens she is the
most intimately connected with the eternal cycle of life, death and rebirth. She allows herself to age naturally
beyond her early twenties and in her current iteration of the cycle has grown into a slightly plump middle aged
woman who radiates warmth and kindness. She wears only clothes gifted to her by the working women of her
kingdom and rejects all finery. When she speaks her words are plain but carry the wisdom and empathy of
lifetimes.
A good way to describe a conversation with the Queen of Clubs is patient; protracted works too. The Matron
of the Forests sees no need to hurry. She lets the Princess speak at her own pace and get to the end of her story
before she replies. When presented with a tough problem she likes to work up to it, focusing first on a minor but
easily solved parts of the issue. This usually includes coaching the Princess about the right attitude to a problem
before fixing the problem itself; though it must be said that the Matron of the Forests sees the first as a vital
part of the second.
Philosophy
The Queen of Clubs asks a question: "The world speaks to us. Have you ever stopped to listen?"
Through Harmony, Light: The world is a place of conflict. Not just the obvious conflicts where nation
fights nation but also the conflicts that arise from the simple act of existing. The Queen of Clubs teaches her
daughters that they and everything in existence has a nature. It is from the struggle to be true to this nature
within the confines life imposes that suffering arises. Through introspection and self discovery a Princess can
find a way for her nature to exist in harmony with the world and free herself from suffering.
Things Change, My Dear: Harmony is not a destination, it is a way of moving with the world. Everything
has a nature and change is part of that nature: Water flows, plants grow and planets dance around the stars.
With great effort a Princess can maintain a harmony by opposing negative change but this is a false path. The
true harmony is effortless. A state of grace where every action moves with the world and every change creates
a new harmony free from discord. When the world changes the court of Clubs must move with it, and they shall
becomes greater from the experience.
Be The World You Wish For: To the Queen of Clubs the world is the lives and actions of every living being.
From this simple truth she forms her final philosophy. Harmony cannot be won through conflict for the very act
that claims to create a world free from conflict becomes part of the world. To create a better world a Princess
Duties
A Turtle’s Duties are to bring things together. People certainly but that’s only a small part of it: Man and
nature, reason and emotion, city and countryside. The Wilds dream of a world where what were once opposing
opposites are now part of a balanced whole.
Champions of Clubs help people directly. They are park rangers and wilderness guides who help people
brave the dangers of the natural world so that they may see it’s beauty first hand. More than any other Calling
it is the Champions of Clubs who earn the epithet of Turtles. In battle they favor defensive tactics and seek to
gradually wear their opponents down with a minimum of harm.
Many Graces are environmentalists who seek to preserve natural world and preach the importance of liv-
ing in balance with our surroundings. Other Graces are mediators without peer who work to bring conflicting
parties togeather in a harmonious balance. The lessons of harmony are not limited to those with an external
enemy. The Queen of Clubs teaches that harmony begins with inner balance and many of her Graces are teachers
who help their students learn to live in harmony with themselves and the world around them.
In the Court of Clubs Menders are rarely simple healers. Under the Queen’s philosophy the disease itself is
often a symptom and her Menders teach their patients to live a lifestyle that avoids further sickness. The court’s
focus on the natural world attracts membership from vets and environmentalists who work to clean pollution.
Partnerships between Menders and Graces are common, the Mender deals with the physical symptoms and the
Grace teaches a way of life that removes root cause.
Seekers delve deep into the jungle seeking new herbs, undiscovered animals or just beautiful vistas while
others travel beyond the borders of earth. Delving into the lore of the Spirit wilds, the hidden half of the natural
world, and try and use the lore they find to shape and heal the spirit community around them. A few Seekers
blur the lines between Clubs and Diamonds as they work on renewable energy and cleaner technology.
Troubadours are inspired by nature and paint magnificent scenes of the natural world, others work with
nature directly as landscapers, flower arrangers or bonsai artists. A surprising number are architects and urban
planners who attempt to reintegrate nature with cities in the most literal manner.
Background
Appropriately for a Court so focused on Harmony, the Wilds are often classified into two groups with little
conflict or divisions between them. On the one hand you have the naturalists: Everyone from professional park
rangers and conservationists to people who really love their pets. They are drawn by Clubs’ belief in harmony
with the natural world, and often leap for joy when they learn how Legno lets them talk to animals.
On the second hand you have the spiritualists: From gurus and philosophers to pacifistic hippies and sub-
urbanites yearning for something with more meaning than materalism. That is not to say that every spiritual
Princess is drawn to the Wilds. The Court of Clubs has its own philosophies which draw students interested in
learning about harmony, balance and the quest for inner peace.
When the Court of Clubs gathers it is not rare for a laboratory biologist to talk long into the night with a self
taught student of Taoism, each delighting seeing the world though eyes that on the first glance are so different
from their own. The Queen herself knows that the two sides are both the inevitable result of each other, and
smiles every time one of her sons or daughters experiences the joy of learning so for themselves.
Character Creation
Composure is highly desired among the Turtles to examine their own feelings while it takes considerable
Resolve to always keep striving for self improvement. Wilds always put at least some effort into keeping them-
selves fit, meaning that Physical Attributes are at least average. Most wilds make a point of familiarizing them-
selves with nature, so skills such as Survival and Animal Ken are common. Athletics come in handy during hiking,
swimming, climbing, and otherwise navigating around in the wilderness (or at least the state park). Wilds who
Practical Magic
The Queen Mother teaches her students to bend before force and redirect it, rather than stand against it
and break. When a Wild meets violent opposition, either physical or verbal, and tries to calm that violence or
direct it to her own purposes, she gains an exceptional success on three successes.
When a Wild is in combat, she may spend 1 wisp reflexively to dodge attacks [CofD 88-89] for the rest of
the turn without using her action for that turn. She cannot do this if she sacrifices Defense. With high Belief
the Wild evades violence gracefully. At Belief 8 she adds 1 to her Dodge dice pool; at Belief 9 she adds 2, and
at Belief 10 she adds 3.
Invocation: Legno
The Queen of Clubs teaches the principles of harmony and inner strength in the form of Legno and the
Turtles find it easier to master than any other. Legno encourages a Princess to work with, not against. To find
balance not overpower. To defend not attack. It also guides a Princess to seek inspiration in the natural world.
Legno applies at no cost when the target of a Princess’ Charm is a living plant or wood, and when her
Charm’s target is a natural, non-sapient animal. It also applies without cost when a Princess intends to restore
things to their natural state, to restrain the reckless and calm the fearful, to defend another from harm, to con-
serve and cultivate over time, and to influence without drawing attention to herself.
Those who would make use of Legno must live for harmony in all things. A Princess who attempts violence
against someone not involved in combat, or who helps another to do so, may not apply the Invocation until the
next sunrise. Self-defense, protecting a non-combatant, and using Charms to stop a fight without violence are
unexceptionable, but if a Princess gives tactical support to an ally and the ally attacks one who has not begun to
fight, she loses access to Legno just as if she had struck the blow herself. Creatures of Darkness, however, are
so far from the natural state that Legno ignores violence against them. Attacking the Darkened, who can still be
saved, breaks the ban, but all other Dark creatures may be attacked with impunity.
Stereotypes
• Diamonds: They seek knowledge only for the sake of knowledge. They build a future with no idea
where it leads. Yet we must ask ourselves: Would we have time to contemplate without their agriculture?
Would we understand the life of the butterfly without their tables of numbers? Ask them to free us from
necessity, our work comes after.
• Hearts: They are living in traditions built for the world of yesteryear. Either they can hold the world
back or the world can trample them underfoot. It cannot end well.
• Spades: Flexible, adaptable they can fit anywhere yet they lack the permanence to ask the same
respect of the world. Somehow I don’t think that matters to them.
• Swords: If you are strong enough, you can move the world, but unless you teach the world to move
itself it will always return when you remove your hands.
Inspiration
Nausicaä (Nausicaä of the Valley of the Wind)
You can’t control the world, but you don’t need to.
Tales of Danann
From her seat in the Academy the Queen of Diamonds rules the Danann Archipelago. Upon a throne of
whale ivory and pearl sits The Philosopher Queen: Regal as a glacier: Six foot tall and adorned with in the latest
sleek future-chic fashions of her court. Here she judges the petitions and arguments of her subjects. Her replies
are lengthy and explain the facts, theories and reasoning behind every decision. Every word spoken by The Lady
of Clear Water is precise and rehearsed, as calm as a moonlit pond.
Those who know the Queen in private see a very different person. Barely reaching five foot stands a young
woman just entering her twenties wearing casual clothes, unkempt mousy hair and a tee shirt adorned with an
obscure and highly technical joke. She even wears glasses having never bothered to fix her eyesight. Far from
the regal Philosopher Queen she stumbles over her words, gushing like a bubbling brook in her excitement over
the latest technical and scientific discoveries. When gifted with some unseen device or research from Earth she
squees, yes squees, in delight. Among her many friends and frequent one night consorts she values nothing more
than someone with whom she can share her boundless passion for learning.
The Lady of Clear Water tends to assume that the sort of Princess who pledges to the Court of Diamonds is
the kind of person she can introduce to her private self; she is usually right. When talking to the Queen in her
public persona it is best to speak as she does, clear, precise, with a focus on the facts and an explanation of your
reasoning. In private talking to the Queen of Diamonds is like sailing down a river; her excitement leads the
conversation and the Princess must choose whether to follow or fight the currents to steer the conversation in
more practical directions. Some Princesses become tributaries, their own excitement joining with the Queen’s
to become greater than either alone; it is these Princesses most likely to win the Queen’s friendship and the
royal favor.
Wherever the Queen travels Plato, her ever-loyal owl, is sure to follow. To her court, and even her close
friends Plato is nothing more than her pet and her idea sounding board. In truth Plato is the Queen’s spymaster.
Among the Academy’s denizens the wise owl is second only in intellectual might to the Queen herself and among
the strongest magical practitioners.
Philosophy
The Queen of Diamonds has taken as her motto, You shall know the truth, and the truth shall make you free.
Duties
The Lights’ Duty is to use her brain. The Courtiers of Diamonds seek positions where problems can be
solved with thought and intelligence alone. Sometimes it falls upon them to personally implement the solutions
they conceive. Sometimes society expects them to start at the bottom and “learn the ropes”. Whatever situation
she finds herself in, the ideal is to earn a Mandate to use her mind.
What Champions of Diamonds lack in combat power they make up for in strategic ability. As much a general
than a fighter the Champions of Diamonds has the mind to plan a grand military campaign and organize the
logistics of keeping her army fed and battle ready. When battle is joined her quick wits let her adapt to changing
circumstances and match her foes gambit for gambit. If so many Champions of Diamonds are seen with shield
and spear in hand against the Darkness, that’s because so few of them have an army to lead. While her Nakama
will benefit from a well thought out plan to raid a Darkened cult, a group of five can scarcely afford to leave their
Champion away from the front line.
The Graces in the Diamond Court might not be the best at managing people but they are the best at man-
aging their kingdoms. The Grace’s pen closes loopholes in the tax code, defines laws in clear and understand-
able terms or just balances the national budget. So long as she can keep her head above the confusing tangle of
special interests and the reins of policy away from those who pander to badly thought out populism she should
have no trouble running a kingdom.
Seekers of Diamonds are perhaps the purest expression of Diamond’s Philosophy. They truly believe that
knowledge is inherently good and only application can be evil. Deep within their ivory towers the Seekers of
Diamonds study everything, from atomic physics to the Twilight Invocations. The future is built on what they
discover.
Background
No matter what cultural or geographical background they come from, the Court of Diamonds were always
people who appreciated the importance of thinking things through. Access to education is not nearly as impor-
tant as some might think, but whether she was educated in a first world university or taught in a third world
slum, a would be Light tends to make the most of whatever opportunities she had. The Hope-Engineers recruit
heavily from the ranks of teacher’s pets, library bookworms and self professed nerds. Professors and PhD stu-
dents are rarer, most Princesses Blossom before graduation.
Despite their Queen’s love of science and technology, it is not necessary for a Hope-Engineer to be (or aspire
to be) a scientist or work in a technical field. The Court welcomes anyone who believes in the value of thinking
things through. Only around half the Court can be said to work directly in an academic or technical profession,
which includes a large crop of librarians, teachers and other educators. Regardless of background, most of the
Court sincerely believes in the potential for technology to create a better world.
Character Creation
Intelligence and Wits are both highly prized among Crystals. Intelligence is vital for making sense of data,
while Wits is valued for spotting patterns and noticing important details. Many also focus on Composure or
Resolve, either to keep their heads clear and emotions under control, or to keep one’s mind on the facts no
matter how strong their emotions run. If a Light doesn’t have Investigation, he tends to pick it up fairly quickly in
his efforts to get the facts of whatever problem he’s facing. Many Crystals have at least a few dots spread across
Computer, Crafts, Academics, and Science. Those who seek to understand the strange things of the World of
Darkness often take dots in Occult. Persuasion and Expression also are fairly common, Persuasion for convincing
other to follow the plan a Light has made, and Expression for explaining and teaching. Larceny and Stealth see
use in getting information that can’t be obtained any other way. Of all Nobles, the Crystals are the most likely
to learn Firearms.
Socially the Court of Diamonds favors Contacts, for the access to information it provides. Many find them-
selves joining scientific or engineering projects and a tight community with shared goals can easily lead to both
Mandate and Alies. More than any other Court the Hope-Engineers enjoy access to mental Merits. Many have
strange abilities such as an eidetic memory or common sense granted to them by their Blossoming; others have
studied all their life and have abilities like Encyclopedic Knowledge to prove it.
Heraldry: Lights often have a scientific, technological, or futuristic feel to their Regalia. For some, their
regalia calls to mind science fiction; computer readouts built into sleeves or gloves, gadgets such as scanners,
energy weapons, or palmtop computers, clothes made from metal, plastic, or some strange material that defies
categorization. The “superhero” look is fairly common among the Hope-Engineers, with colors tending towards
white or the brighter shades of blue. Many Regalia shed light in some manner. Others have a Regalia that call to
mind professions of learning; many Lights wear glasses as part of their Regalia, whether or not they normally
need them. Some have long coats reminiscent of a lab coat, while others have vests, boots, and practical looking
clothing suitable for explorers, archeologists, or others who look to learn things far from a lab. No matter the
style, the Regalia of many Crystals features a distinct lack of anything that would be inconvenient or unwieldy
a normal costume, despite the fact Regalia doesn’t have to obey such rules.
Invocation: Acqua
The Philosopher Queen focuses the lights of knowledge and reason into the Invocation of Acqua, and the
Crystals gain mastery of that Invocation more swiftly than any other. It is linked with the virtues the Crystal-eyed
holds dear, such as clarity of mind, honesty in word and deed, and deep understanding, and to the emotions
of curiosity and wonder. It is also tied to the classical element of water, and to liquids in general. The invoked
Charms and upgrades based on Acqua relate to these things and to phenomena connected to these.
Acqua applies at no cost when the target of a Princess’ Charm is water or ice, or when she has spent at
least one turn studying her target during the scene, and nothing significant has happened to it since. It also
applies without cost when a Princess intends to teach someone, to master a body of knowledge, to prove or
refute a theory, to discover things previously unknown to anyone, and to carry out a strategy she has previously
formulated.
The Invocation aids only those who are open and candid in all their dealings. A Princess who deceives
another person in any fashion, be it simple falsehood, sophistry, or material omission, cannot apply Acqua for
the rest of the scene, unless the deception is necessary to shield an innocent from harm, or to keep a secret given
her in confidence. A Princess may reserve what she knows, if it isn’t relevant and no one asks her to inform
them, and apply Acqua; she may not, however, cause another to believe what is untrue.
Stereotypes
• Clubs: You’ve got some good points, but I have absolutely no idea what you’re trying to accomplish.
• Hearts: We can learn a lot from the Kingdom, but you can’t just imitate its ways blindly and expect
them to work today.
• Spades: They’re excellent when it comes to making you think … but are they never serious?
• Swords: When you need a grand, dramatic gesture, call for them. When you need subtlety, call for
someone - anyone - else.
• Tears: Look, it’s obvious - if you didn’t live in that dank hole, you wouldn’t need to steal the world’s
hope. Why don’t you move out?
• Storms: The ones who let their hate and anger control them, I can deal with. They ones who are still
rational, I understand - and that scares me like nothing else.
• Mirrors: Someone needs to deflate their egos before they get someone killed.
• Vampires: You’re a problem. I solve problems.
• Werewolves: I’ll stay out of your way, try and stay out of mine.
• Mages: They’re dangerous - not because they have fireballs, but because their understanding of
reality is fundamentally wrong.
Inspiration
Ami Mizuno (Sailor Moon)
Washu Hakubi (Tenchi Muyo!)
Tony Stark (Iron Man)
Watanabe Eriko (Saga of Soul)
Your heart can show you where you need to go, but only your head can get you there.
The Queen of Hearts bids her subjects to restore the Kingdom’s spirit to the modern world. The followers
of Hearts believe a better world has already been built on the back of principles of civilization and by serving
the people as judges, leaders and lawmakers the Jewels believe they can make it better yet.
Tales of Andarta
The Queen of Hearts rules the city states of the Andarta plains from her palatial estate. Within the Queen
presides over her court from a throne of red granite and gold. She is everything a Queen could be. Regal, digni-
fied, just, kind, possessed of a gentle sense of humor and easy upon the eye. Her skin is delicately adorned with
ointments and perfume. She is clad in elegant and extravagant styles drawn by the royal tailors from all across
the world and history to show the reach of their lieges influence. However she presents herself she is as com-
posed as a flawless diamond, every word and action is deliberate. When she hears the request of her petitioners
her court fills with the rustle of paper as an army of clerks search through scrolls and tomes for precedent of
similar problems long since solved.
It is easy for a Princess of Hearts to talk with her Queen. She can learn the protocols in advance and be use
their predictability for reassurance. She will call the Queen by her title, and the Queen will call the Princess with
her title. It helps that the Queen of Hearts can spot nervousness or awe a mile away and deftly puts the Princess
at her ease. When the Princess speaks the Queen is an active listener, guiding the Princess with short questions
but never taking the conversation until it is her time. In turn she expects the same courtesy from the Princess.
While the formality and protocol can make it hard for a Princess to connect with the women beneath the crown;
as two crowns talking for the good of their peoples it could not be more ideal.
The Queen of Hearts is a Queen wearing a mask. She is not a woman wearing the mask of a Queen, the few
people who have seen her in private all agree she is a queen through and through. No, the Gentle Patroness is a
Queen with a crown for every occasion. In times of peace she is a public speaker without peer and a patron of
charities and the arts. In times of uncertainty she is a diplomat, a peacemaker and a rock of stability. In times of
war she is a warrior-queen, the first to charge and the last to retreat.
Among her titles is The Rose Bride. How the Queen of Hearts gave her own heart to another is a tale sung
by bards throughout her kingdom. In her very first life, many many incarnations before she became a Queen,
she married a young Prince. Their devotion to each other was so strong that in every life that followed the two
fell in love and wed anew. Not once in any of their lives has either been unfaithful to their marriage. Though a
diplomat by nature he is known as the Queen’s Champion. He does not defend his wife’s life, for any foe that can
threaten a Queen has nothing to fear from a Noble. He defends the Queen’s honor, for in the court of Hearts it is
Philosophy
At the core of the Queen of Hearts’ creed is the virtue of trust, and of faithfulness to a trust. The principles of
her creed express the need to inspire trust, and to keep intact what has been entrusted. Everything she teaches
follows from a single principle: “A crown is a responsibility.”
Flourish in Community: No one can stand alone against all the Dark, and survive; but people who trust
each other prevail against anything evil can do. The Jewels take it upon themselves to weave webs of trust,
standing with friends and allies, obeying rulers, and guiding followers; in these webs they hope to catch the fitful
gleams of Light that fall into the world and collect them into eternal beacons. They build and tend communities,
write codes of law and establish customs for people who have none of their own, or have abandoned the societies
they were born in. The ordered community, in which everyone has a role and no one is an exile, is the strongest
possible bastion the Light can have.
Honor Tradition: Tradition is a trust - a store of wisdom laid in by past generations, to guide us in the
present, and be handed on to the future. More than that, traditions are also our shared social identity. The
Jewels do their best to breathe life into the rules and customs of the societies they find themselves in, especially
the one they’re born to. They are reluctant to flout a convention, especially when they don’t know the reasons
for it. However, the Radiant are here to improve the world, not preserve it as it is, and when the Flowers see
a Tradition they cannot condone they seek to replace it rather than remove it. The Gallants often use those
Traditions they remember from past lives in the Kingdom when they need a substitute, but they can just as easily
borrow something from the neighboring culture (especially if they wish to bring them together) or formalize
that awesome party their friends repeat every year.
Authority Must Be Earned: A Princess of Hearts, by her nature and training, becomes the keeper of many
people’s trust; therefore she must be worthy of it, both in her own conduct and in the behavior she tolerates.
More than any other Hopeful, Jewels are expected to hold authority and wield it responsibly. When a threat to a
whole society appears, Flowers are the ones who rouse its members to action, coordinate their responses, and
ensure everyone does what’s needed. In ordinary times, Gallants are courteous, friendly and compassionate to
all, lest they give anyone pain; but they have their burden, heavier than most, and don’t allow themselves to
forget it. Moreover, they must not take their position for granted. If her society rejects a Jewel’s rule, or deposes
her from it, the fault is hers not theirs; and if they proceed to disaster that she would have avoided, her failure
to gain their trust is all the more grievous.
Duties
A Jewel’s duties can be to build societies, to guard the traditions of the past, or even to stand vigilant at the
border, but they always share one common theme. A Jewel’s duties revolve around people.
Champions of Hearts lead from the front, they specialize in inspiring and leading their troops. On the bat-
tlefield tactical acumen and a strong commanding voice are as important as a good sword arm. Off the battlefield
a Gallants must know how to keep moral high and foster a spirit of brotherhood among her troops. If she is
skilled at her tasks a Gallants’ fighting prowess shows itself through every one of her companions.
Graces of Hearts are sometimes called Hearts of Hearts for the Queen and Calling fit together hand in glove.
A Heart of Hearts builds societies, they lay down and exemplify the virtues people aspire too. They are both
diplomats and leaders. It’s a huge amount of work, but you are expected to have help from your friends.
Menders of Hearts focus on human problems. They are more likely to be counselors and therapists than
doctors or nurses. The tools of a Mender are a good common sense understanding of people, words of encour-
agement and a winning smile.
Seekers of Hearts seek to understand their societies from tip to toe. They can be historians unearthing
long forgotten traditions, reporters and bloggers who speak about the lives of their fellows. Yet to the Gallants’
understanding is not for its own sake, it is for a purpose. They understand not only the unwritten rules of society,
but the purpose of those rules and they use that understanding to purge corruption and fight abuses of the
system in all their forms.
Background
Even before they Blossomed the followers of Hearts often had a lot of respect for the institutions of society.
They (or at least their parents) have backgrounds in politics or law. Others cut their teeth with the codes and
institutions of the playground or come from tight knit communities whose values fit neatly into the Court of
Hearts. A lot of Princesses are attracted to the court because they wish to be one of the glamorous leaders they
see among the Gallants, but the Court’s belief that leadership is hard work and duty means few stay. However
the Court of Hearts does have a number of converts from the other Courts who felt working with mortals and
building societies provided a way to work on the big picture their own Courts had lacked.
Regardless of their background Flowers are always OK with the idea of others depending on them. Nearly
all have some prior experience in being the responsible one, even if only to a younger brother or sister. While
the Court doesn’t exactly reject introverts or the socally unskilled it does expect them to work hard to overcome
these limitations. Even the Gallants who have prior experience in taking responsibility for another have rarely
held another’s life in their hands, and they better start preparing for that first time.
Character Creation
Flowers and Gallants try to involve themselves in the lives of people around them, so many have above
average Social Attributes. Those who actively strive to lead people emphasize Presence, while those who prefer
more low-key or personal means focus on Manipulation. Empathy is a vital skill in order to notice the feelings,
undercurrents, and motives of the people a Gallant wishes to help. Socialize and Persuasion are common, allow-
ing a Flower to integrate herself into a group and sway others into doing the right thing and upholding the ideals
of the Kingdom (whether they know of the Kingdom or not). Politics is also a common skill, used to improve the
local political situation or simply use existing bureaucracies to their own ends. Subterfuge sees occasional use,
mainly to keep important information from people who would use it selfishly or to protect the identities of a
Princess’s allies from those who would persecute them.
Gallants who see merit in the society and political structure of the Kingdom frequently lean Academics to
better understand both the society of the Kingdom and the modern world. Many old traditions generally involve
art or music of one kind or another, so Expression is fairly common even for non- Troubadours. A Flower often
places Mental attributes over Physical ones in order to better understand society and guide the people around
her; Champions are the exception here, who emphasize their Physical attributes in order to fulfill their roles
as protectors.
Of all the Courts Flowers are the most likely to have social Merits. Allies, Contacts and even Status are
common, as are Circle and Mandate, for the Flowers do their best work among existing social structures.
Heraldry: Regalia for the Nobles of Hearts strongly favors clothing in traditional styles, particularly formal
dress. Elegant ball gowns and elaborate jewelry for phylacteries are very common among the Flowers, as are
flowers or flower designs (roses especially) as accents, and pastels, rose-pink or -red, and shades of white. (It’s
not unknown for this sort of regalia to be mistaken for a wedding dress.) Many Gallants follow the complemen-
tary mode of mens’ formal wear, appearing in tuxedos, or in white tie, top hat and tails. The more practically
minded (usually Champions) go back farther, and model their regalia on styles more archaic but less confining;
the swashbuckling Cavalier, the wuxia hero, the knight in shining armor. These turn up on both sexes. In all
cases, a Jewel is dressed well, showing off the best appearance of a high and civilized age.
Practical Magic
The Queen Regnant teaches that excellence comes of playing one’s part within society. When a Jewel is
carrying out her duties to an organization, or actively performing a role which her social context recognizes as
hers, she gains an exceptional success on three successes.
Invocation: Terra
The principles of the Queen of Hearts find their magical expression in the Invocation of Terra, and her
Flowers and Gallants learn it more easily than any other. It is bound up with the things the Queen values: mutual
trust and peace, the responsible use of authority, sensitive compassion, and punctilious courtesies. It is also tied
to earth and stone, especially when it has been refined and property constructed for human service, as proud
cathedrals, elegant jewellery or solid stone walls.
Terra applies at no cost when the target of a Princess’ Charm is earth or stone, including all forms of gem-
stones; and when her target is a non-supernatural human being who gives informed consent to the Charm. It
also applies without cost when a Princess intends to resolve a conflict without violence, to make someone or
something beautiful, to give requested aid without expecting any return, to coordinate the efforts of several
people in a project, or to help a lawful authority in their mandated duties.
Terra requires both decorum and consideration for others. A Princess who is rude or insensitive to another
person without cause, or who knowingly breaks a rule of formal etiquette, cannot apply the Invocation for the
rest of the scene.
Stereotypes
• Clubs: Rough and unmannerly, but their hearts are in the right place.
• Diamonds: Those towers of abstract reasoning leave me cold. You can’t keep faith with real people
by a theorem.
• Spades: Yes, I suppose the mayor does deserve to have something happen to him … why are you
giggling?
• Swords: Fools rush in where angels fear to tread.
• Tears: I don’t care about their provenance - the Kingdom was not about bleeding the world to save
yourself.
• Storms: At least the Swords only risk themselves …
• Mirrors: For the Light’s sake, grow up and be responsible for once.
• Vampires: Not all traditions are worth preserving.
• Werewolves: Herd? Damn right I’m part of the herd. A herd billions strong who’ve claimed this whole
earth. Now tell me, what is your little pack going to do about that?
• Mages: You talk about Atlantis a lot but you only ever talk about its magic. What were the people
like? Were the citizens content, the rulers just and the judges fair?
• Prometheans: They share a culture, even when they haven’t met another of their kind. There’s some-
thing we’re not seeing, something important.
• Changelings: They had nothing to work with but scars and they built it into a society. Respect them
for that if nothing else.
• Sin-Eaters: You don’t snub death by laughing in its face. You snub death by building something that
will last long after you’re gone.
• Mummies: Our kingdoms have both fallen, but I’m trying to rebuild mine.
• Beasts: Teaching is a position of trust and authority. That is why we have so many rules about it,
and you broke all of them.
Inspiration
Queen Serenity (Sailor Moon)
Minky Momo Magical Princess Minky Momo)
Princess Celestia (My Little Pony: Friendship is Magic)
We’re not calling ourselves Princesses because our childhood fantasies came true. Nobility
means something.
A lot of the world’s problems aren’t nearly as hard as we “know” they are. If we could just step outside
the box and give ourselves space to look at other ideas, space to breathe, we could accomplish so much. The
Queen of Knaves leads a Confederation of Princesses who challenge common knowledge and teach people to
laugh at the absurdities of the rules which define them. They do the Light’s work with a quick wit, nimble hand
and lateral thinking.
Philosophy
The Queen of Spades shows that you can solve any problem with an open mind and a smile.
Find the Center of the Problem: The Queen of Spades delights in unorthodox solutions. She has reached
infamy for immediately suggesting one sentence solutions to complicated problems and insisting her followers
Duties
Champions of Spades often rely on speed and agility in favor of raw power, if they have a weakness it’s a
tendency to rely on their ability to avoid a blow and consequently Knaves can’t take a hit as well as some other
Courts. When fighting alongside other Princesses many specialize in harassing their foes support while their
allies fight the main battle. Outside of combat Champions of Spades are peerless scouts and messengers, before
the spread of modern communication systems they served as a vital backbone in communication, trade and
governance. Their powers of speed and flight made the knaves vital despite their carefree attitude.
Graces of Spades are not the teachers, mentors or diplomats you’d find in the other Courts. They don’t want
to change the way you think, a Grace of Spades just wants to turn that frown upside down! The life of every party
and the first onto the dance floor; everyone has a great time if there’s a Grace of Spades around. Graces of Spades
are often called upon by their counterparts in the other Courts, especially when they’re working with large
groups of mortals. It is easier to keep people’s attention when they’re enjoying being here but it’s a double edged
sword for the Knaves bring a party atmosphere that can be counterproductive when the Princess is working
on serious matters.
Menders of Spades have an unusual focus, but a vital one. They heal the ills people inflict upon themselves.
Closer to a teacher than a psychiatrist the Menders seek out those who’ve internalized harmful views of them-
selves; whether it’s a cruel parent’s insults or a demeaning cultural stereotype. They subtly and deftly they force
their patents to confront their opinion again and again until they realize at last that it was no more solid than
a dark cloud before the sun and vanishes in a puff of wind.
Seekers of Spades are taught to be open minded and to keep there eyes open. Often the answers to the
toughest problems is just lying out in the open, just waiting to be seen by someone open minded enough to
accept it. In a Nakama a Seeker of Spades is the one to come up with the plan, directing the group to unorthodox
but effective solutions, they do their best work with small focused goals.
Whatever medium she uses, a Troubadour of Spades is the mistress of two arts: How to make people laugh
and how to make people think. Some are out there day after day in the worst, most deprived areas showing
people how to laugh despite it all. Others are renowned for art that looks at old ideas in new ways and finds fresh
answers to questions that were long thought solved. The very best combine thought with laughter as peerless
satirists who can have you laughing riotously at your ideological foes until you realize the jokes been on you.
Background
The free spirit of the Knaves is usually evident even before they Blossom. The Court of Spades draws its
members from various countercultural groups (or as close as it can get given the young age of the average
Blossoming), quite a few members were even outright criminals who Blossomed through a heroic effort to turn
their life around. Even when they aren’t actually members of countercultural groups would-be Spades often have
Character Creation
As befitting a Court built in individualism and independence Knaves can be incredibly varied. Most have
high scores in at least two Finesse attributes: Wits to live life outside the normal systems, Manipulation to get
away with it. Dexterity isn’t always favored but if it is needed it tend to be high. Skills often emphasize the free
spirited lifestyle: Survival to live on your own wits, Streetwise to make a fast buck without getting tied down to
a nine to five job. Many Knaves mix Persuasion and Subterfuge to talk their way out of trouble. For Merits many
a Rogue’s dashing charm and witty nature leads to a high Circle, which compensates for how her philosophy is
at odds with the responsibilities of a Mandate. Knaves often have very broad Contacts, especially Graces for she
who throws great parties shall never want for friends. Physically Fleet of Foot and Fast Reflexes come naturally
to a practitioner of Aria.
Heraldry: The Heraldry of Spades is the light blues of wind, the greys of the clouds and the oranges and
browns of falling autumn leaves. The Knaves tend to be very individualistic in their choice of Regalia but light
breezy outfits mixed with countercultural symbols are common. So are subtle visual puns for the observant
viewer.
Practical Magic
The Queen of Knaves is a friend to the outcast, the downtrodden and the rebellious, and teaches her fol-
lowers how best to aid them. When a Knave wishes to help someone escape the wrath of an authority, she gains
an exceptional success on three successes. She may use this to help herself, or another person. The authority in
question may be a single person, an institution or the general opinion of the public; it must, though, have real
power over the person the Knave wants to help.
A Knave may shroud her acts in magic to evade scrutiny. She may spend 1 Wisp reflexively while taking
another action to conceal that action from any person not directly involved. If her action would normally draw
attention, onlookers must make a successful Perception roll to notice it; otherwise they ignore it completely.
The action’s targets, if any, perceive it normally. The shroud hides only the action, not its results past the imme-
diate moment (e.g. the Knave can take things without being seen, but their absence will be noticed.) High Belief
thickens the shroud; at Belief 8 onlookers take a -1 penalty to notice a concealed action, at Belief 9 they take a
-2 penalty, and at Belief 10 they take a -3 penalty.
Invocation: Aria
The Invocation of Spades is Aria, the enviable lightness of being. It is the principle of detachment, the para-
doxical unity of speed with forethought, and the laughter in the wind. Aria is taught by the Queen of Spades and
her followers learn it easiest of all.
Aria applies at no cost when a Princess is blown by strong winds, moves at running speed or faster, or is at
risk of falling from a height; and when the target of her Charm is the air, or other gases. It also applies without
cost when a Princess intends to catch someone by surprise, to make someone laugh, to cast doubts, to expose
pretensions and humiliate arrogance, and to subvert formal rules of an organization or society.
Aria will not support any assertion of authority over another person. A Princess is free to advise, to per-
suade, to appeal to friendship, and even to deceive (within the limits of Belief) while using Aria, but if she issues
a command she cannot apply the Invocation for the rest of the scene.
Inspiration
Arsène Lupin (the Arsène Lupin stories)
Psiren (Fullmetal Alchemist)
Meimi Haneoka (Saint Tail)
Felicia Hardy (Black Cat)
Ikuto Tsukiyomi (Shugo Chara!)
Pinkie Pie (My Little Pony: Friendship is Magic)
Just as their magic lets them master the fire without, those who follow the Queen of Swords are consumed
by the fire within. They are blazing heroic figures, driven by their passions. They will follow their hearts wher-
ever it leads, even to their own deaths.
Tales of Aztallan
In the jungles of Aztallan the Queen of Swords dwells in her capital built upon an artificial plateau atop a
mighty pyramid. Here the Faithful Marshal rules from an obsidian throne and burns through the royal itinerary
in bored and clipped, but supremely competent tones. She is a powerful looking woman, beneath her skin lie
defined wiry muscles, her eyes positively smolder with power. Outside the excitement of a crisis the Queen
Errant makes little attempt to pretend she wouldn’t rather be digging up new insects in the jungle; usually she
appears before her court in rugged outdoor wear. The Queen of Swords is skilled at managing her image, she
just usually doesn’t care; but when it is required (and she always knows when it’s required) she’ll appear before
her court dressed in anything from formal robes to full military uniform. Her household servants quickly follow
suit, decorating the palace and statues of past heroes to match. Visiting Princesses are expected to dress and act
with appropriate formalities until things return to normal.
The Faithful Marshal treats her Princesses with the same unpolished honesty she treats her court. Though
she is never actually rude she won’t hide her emotions if she feels the Princess’ petition to be uninteresting
or something that the Princess should have been able to solve on her own. If the Queen comes to befriend a
Princess it colors her public interactions just as much as her private interactions. The Queen of Swords has the
unique ability to simultaneously be running her kingdom and relaxing with her friends (or even canoodling on
the throne).
Whenever the opportunity presents itself the Queen Errant leaves her throne and wanders her kingdom,
righting wrongs, doing odd jobs and exploring the jungles which she claims dominion over. She sleeps rough, or
in whichever subject’s house is close at hand. While her people are never quite comfortable with their Queen
asking for a job (how does one give orders to his own Queen) they have at least had plenty of time to get used
to her habits. When she can’t get out the palace she enjoys study, gymnastics or spending time with one of her
many consorts. It is said that long time residents of Aztallan can tell when the Queen falls in love anew from
cities away by watching the wheels of government slowing down. Famously she will not kiss a man or woman
unless she is deeply in love.
Philosophy
The Queen of Swords only ever gave one order. “Whatever you do, do it out of love”.
In the End, Only People Matter: The Queen of Swords is not one for abstract morality and long Socratic
debates about what is good and what is evil. Nor is she fond of formal systems of morality, duty or obligation,
referring to them as either training wheels or a crutch. To the Queen of Swords morality can be reduced to a
simple idea that everyone with Light in their hearts knows intuitively: If it hurts people then it is wrong. So don’t
do that. Furthermore the Queen believes that if one does not hold this truth in their heart then no amount of
Duties
The followers of Swords are defined not so much by common duties but by a common approach to duties.
They seek positions where they are free to follow their own methods and their own moral compasses rather
than toe the line. Many see their duties as much about growing themselves as a person as it is about helping
others and so seek to always find a new approach or a tougher challenge to stretch their limits.
Champions tend to find jobs outside of the normal social structures. They’re more likely to be a private
detective than a policewoman. More likely to specialize in deep sea rescue than be a fire fighter. They boast the
most full time Darkspawn hunters of any Court. Champions of Swords are often trained to work independently,
having the intelligence to plan, the strength to fight and the charisma to turn whoever is around them into an ally.
Graces often mentor on an individual level, seeking the maladjusted or the outcasts and helping them find
where they can belong even if it’s just a space within themselves. While often less versed in diplomacy than the
other Courts Graces of Swords have some of the best connections to a verity of different cultures on a personal
level thanks to the courts wanderlust and tendency to go adventuring. In more than a few cases they have turned
someone’s life around simply by encouraging them to move to a culture to which they are better suited. Graces
who focus on larger scale projects are often exceptional at inspiring the public, but often they lack the skills to
direct the passion and energy they provoke.
Menders are more likely to volunteer in a small African village than a major, regulated, hospital, those who
work with machines often do the same working in oil rigs or digging wells, or they specialize in obscure but still
important technology where their unique skills let them demand to work their way. In both cases they are likely
to become experts at doing more without much resources.
Seekers often specialize in fields that blend academic learning with either demanding physical or social
requirements. Archaeology in war torn parts of the world, private detectives knowledgeable in both forensic
science and the seedy underworld, botanical trips through the Amazon rain forest or they are successors to
the great and dangerous explorations of the past delving deep into the Underworld or the Shadow. More social
exploits can include living with remote tribes for years or finding other cultures closer to home, no few Seekers
of Swords have spent time living with dangerous criminals or supernatural predators simply to learn of their
lives.
Troubadours of Swords are like a change on the wind. They breeze into town smelling of foreign and exotic
ideas if you travel enough you can be foreign and exotic everywhere. Their art challenges norms but rarely
opposes them (though some do take a delight in finding and shaking up repressed societies). She isn’t saying
the status quo is bad, only that it isn’t the only way. Most take the effort to leave behind at least a few people
who’ll continue in the styles she teaches.
Character Creation
Swords favor Intelligence, Strength and Presence equally and most are skilled at combining them in unusual
ways to solve unusual problems. Heroes often have one or two dots in a wide variety of Skills to be self sufficient
and because of their unusual, transient lifestyles. Survival is common among members who take the title of
adventurer literally, as is Streetwise to find one’s way around cities from London to Hong Kong. Many Heroes
know how to fight, and Persuasion is often favored for finding allies or peaceful solutions.
The Martyrs often favor physical Merits, social and even mental Merits are harder to cultivate with an in-
dependent lifestyle. The Retainer Merit is surprisingly common, often representing a Sworn travelling compan-
ion. The philosophy of Swords makes it easy to form attachments. However it also teaches that one cannot live
forever in another’s shadow so Princesses of Swords see this time as almost an apprenticeship where they teach
and broaden their companion’s horizons with a grand adventure before parting ways.
Heraldry: The Court of Swords tend to favor blazing Regalia. Reds, golds and whites are common. While
it would not be accurate to call them flamboyant the Heroes wear their hearts on their sleeves. Their Regalia
often contains iconography that boasts of virtues they uphold and heroic deeds in their past.
Practical Magic
The Queen Errant teaches that passion overcomes all obstacles. When a Martyr’s action directly serves one
of her Aspirations or Vocations, she gains an exceptional success on three successes.
A Martyr can work and fight without resting. When she would otherwise roll to resist fatigue, a Martyr can
spend 1 Wisp to stay awake without a roll. Moreover, her fatigue penalty does not increase when she does so.
High Belief increases the time she can stay awake; at Belief 8 the Martyr can go without sleep for 12 more hours,
at Belief 9 she can go 24 more hours, and at Belief 10 she can go 36 more hours.
Invocation: Fuoco
The Queen of Swords raises passionate devotion into magic in the Invocation of Fuoco, and the Adventurers
learn it more easily than any other. Love, heroism and sacrifice are its fuel, the noblest things the Queen Errant
knows. It is equally bound to literal fire, heat and light.
Fuoco applies at no cost when the target of a Princess’ Charm is a flame, on fire, or hot enough to burn;
and when the target is someone or something the Princess loves. It also applies without cost when a Princess
intends to aid a person she loves, to strike at enemies with her full force, to take great risks for great gains, to
inspire others to heroic endeavors, and at the culmination of a major campaign.
The Invocation abandons Princesses who abandon their beloved. A Princess who betrays or otherwise
injures a person she loves or has loved cannot apply Fuoco until the one she has hurt forgives her for the injury,
or until a full lunar month has passed.
Stereotypes
• Clubs: I think after spending so much time trying to be part of everyone else, they’ve forgotten who
they are.
• Diamonds: Good at writing a theory, but unable to take it out of the ivory tower and into the real
world.
• Hearts: Sometimes traditions and etiquette are just a crutch. If you really know who you are and
what mattered to you then you wouldn’t need them. Not like they do.
• Spades: Great for a laugh, just wish they cared more deeply.
• Tears: There’s no love in what they do, it’s nothing but fear.
• Storms: Find something to love, then fight for it. If you do it the other way around you’ll end like
these girls.
• Mirrors: You’re not supposed to love only yourself.
• Vampires: I think the reason fire hurts them so much is that it reminds them what they’ve lost. They
really are dead. On the Inside.
• Werewolves: If I was sure they wouldn’t rage and splatter my intestines everywhere, I’d be their
closest friend.
• Mages: I don’t care how long your theory is, it’s still wrong. If anything is real it’s what’s in your heart,
not magic.
• Prometheans: See! I told you, it all comes down to the same thing. Fire and Humanity.
• Changelings: You loved something so much it let you defeat gods and escape hell. You can’t give up
now!
• Sin-Eaters: Keeping the flame alive in the face of death; I’d respect that, if I thought it meant anything
to them.
• Mummies: I’m only sort of immortal, but at least I’m alive.
• Beasts: “If it hurts people then it is wrong.” That’s all they do and all they are.
• Mad Scientists: I think they are missing something. I think that they became what they are to try
and find it and they’re still looking.
• Leviathans: Everyone changes other people just by being near them. If we’re all like beautiful stars
orbiting each other then these are black holes drawing in and giving nothing back. Pure perfect evil.
• Hunters: HEY! Why the hell are you shooting at me!? I’m on your side, here!
• Mortals: I’m going to take you on an adventure and break you out of that shell. Just you watch me.
Inspiration
Haruka Tenoh (Sailor Moon)
Nanoha Takamachi (Magical Girl Lyrical Nanoha)
Billy Batson (Captain Marvel)
Henry Walton "Indiana" Jones (Indiana Jones)
Sayaka Miki (Puella Magi Madoka Magica)
I have no regrets. I’m doing this because I love you.
Calling
The first step in creating a Princess is to choose her Calling. A Calling is the fundamental way the individual
Princess brings hope to the world; her Calling gives the Princess a free dot in one of two Transformed Attributes,
and affinity for three families of Charms. There are five Callings available to choose from.
Queen
Once the five Radiant Queens governed their Kingdoms in the name of the Light; now they are dead but
their minds and souls live on in the Dreamlands. From beyond the veil of sleep the Queens mentor the Radiant.
61
A Princess can accept a position in a Queen’s court, a bond of both personal loyalty but also mystical affinity
that enhances a Princess’ magic.
There are five Radiant Queens that a player can follow.
• Clubs: The Queen Mother leads the coven of Princesses who seek to live in harmony with the world.
• Diamonds: The Philosopher Queen leads the conclave of progressive-minded Princesses who believe in
constantly adapting and refining the Kingdom’s techniques.
• Hearts: The Queen Regnant leads the court of Princesses who focus on communities, and their place
within society, first and foremost.
• Spades: The Queen of Knaves leads a confederacy of winking scoundrels and good-hearted rogues who
believe the best application of the rules is to break them.
• Swords: The Queen Errant leads the company of Princesses who believe that inner strength and passion
should always light the way.
In addition there are three Twilight Queens who are not usually available to player characters.
• Tears: The Last Empress rules the city of Alhambra, hidden in the heart of the Darkness, and taxes the
world of its hope to preserve it.
• Storms: The Seraphic General sends her sworn guard to war against the Darkness, and calls on the world
to sacrifice everything to defeat it.
• Mirrors: The Heirophant knows the true heir to the Kingdom will defeat the Darkness, and the Nobility
can accomplish anything if they just believe in themselves.
Invocations
All Princesses draw magic from their Beliefs and hopes, but when a Princess becomes a Queen her beliefs
and philosophies echo across the souls of humanity. Any Princess can feel that echo within her own soul and
draw on it to enhance her own magic. Each Princess starts with three dots in Invocations, one of which must
be placed into her Queen’s own Invocation. Courtless Princesses have a free choice of Invocations, but they may
not place all three of their dots in the same Invocation.
There are eight established Invocations, each favored by a Queen.
• The Queen of Diamonds focuses the lights of knowledge and reason into the Invocation of Acqua.
• The Queen of Spades teaches the Invocation of Aria, the enviable lightness of being.
• The Queen of Swords raises passionate devotion into magic in the Invocation of Fuoco.
• The Queen of Tears has embodied the laws and requirements of her city within the Invocation of Lacrima.
• The Queen of Clubs teaches the principles of harmony and inner strength in the Invocation of Legno.
• The Queen of Mirrors uses the Invocation of Specchio to cultivate those who may be the Kingdom’s heir.
• The Queen of Storms distills rage against Darkness into the Invocation of Tempesta.
• The principles of the Queen of Hearts find their magical expression in the Invocation of Terra.
Charms
Every Princess knows Charms, A Princess starts with nine dots in Charms; at least three dots must be for
Charms in the families the character’s Calling has affinity for, the others may come from any family. A Princess
may take upgrades for any Charm she knows; each upgrade costs 1 of her starting Charm dots. She may not take
Charms higher than 3 dots, or upgrade a Charm above 3 dots. If she takes an invoked Charm or upgrade, she
must have the prerequisite dots in the Invocation. The ten families of Charms are:
• Appear Charms change a Princess’ appearance, and produce other illusions.
62 Character Creation
• Bless Charms enhance people, pushing their abilities to a peak and bringing their actions to perfection.
• Connect Charms trace and use the connections between people, or make and break such connections.
• Fight Charms enhance a Princess’ ability to fight.
• Govern Charms control supernatural powers and those who possess them.
• Inspire Charms lift people’s hearts, spark their passions, and exhort them to action.
• Learn Charms confer knowledge, and reveal what has been hidden.
• Perfect Charms grant new personal abilities.
• Restore Charms repair damaged objects, heal the injured and tend the sick.
• Shape Charms shape materials as you will, or make things out of nothing.
Should the player wish she may use Charm dots to buy transformed traits, after taking her three affinity
Charms. A transformed Skill dot costs 1 Charm dot; a transformed Attribute dot costs 3 Charm dots.
Inner Light
A Princess’ magic shines out of her soul to illuminate the world. The raw power of her hopes and feelings
is represented by her Inner Light. A starting Princess has one dot in Inner Light, but she may spend 5 Merit dots
to increase her Inner Light to two, or her full allotment of 10 Merit dots to increase it to three.
Among other things, Inner Light allows a Princess to use a few Charms in her mundane state. One of her
one-dot Charms is Practical; she may use this Charm without transforming. With Inner Light 2 a second one-
dot Charm becomes Practical, and with Inner Light 3 a third one-dot Charm becomes Practical. Only the basic
Charms are Practical, not any of their upgrades.
Wisps
Wisps are the fuel for a Princess, a measure of both raw magic and emotional energy. A Princess begins
with half her starting Wisp pool, as measured by Inner Light, plus the higher of her Circle and Mandate Merits.
Belief
Belief replaces the Integrity trait for Princesses. It measures her confidence that her ideals and principles
can survive in the World of Darkness. A Princess begins with one dot of Belief for every dot of Integrity she
possessed when she Blossomed. When creating a new character this means she will start with seven dots of
Belief.
Character Creation 63
Vocation
In addition to the three Aspirations of a mundane character [CofD 28] a Princess may take a fourth Aspira-
tion as her Vocation. A Vocation must be related to the Princess’ Calling, and it should be a task for which the
chief benefit, if completed, goes to someone else. A starting Princess may leave her Vocation blank, to be chosen
during play when an appropriate goal emerges, if her player doesn’t have something in mind yet.
Character Advancement
Trait Experiences Trait Experiences
Mundane Attribute 4/dot Affinity Charm 1/dot
Mundane Skill 2/dot Other Charm 1/dot, + 1
Transformed Attribute 3/dot Charm upgrade 1
Transformed Skill 1/dot Favored Invocation 2/dot
Transformed to mundane 1/dot Other Invocation 3/dot
Merit 1/dot Inner Light 5/dot
Willpower (repurchased) 1/dot Belief 2/dot
Spending Wisps
Quickened Transformation: A Princess may spend a Wisp to transform automatically as a reflexive action,
bypassing the usual roll.
Practical Magic: A Princess may spend one or more Wisps to activate her Practical Magic.
Charm Activation: While transformed, a Princess may spend Wisps to activate Charms; the cost varies
with each Charm.
Holy Shield: While transformed, a Princess may reflexively spend Wisps to resist an injury as she receives
it.
Call of Duty
A Princess normally regains Wisps by going out and making the world a better place in a way that fits with
her Calling. A Mender could work as a nurse or in a soup kitchen, a Troubadour might perform in public or
display her art, a Grace could mentor a youth, et cetera. Once a scene, if a Princess attempts an action related to
her Calling duties, before rolling her player may declare that she will regain Wisps from the task. For a simple
action, this adds the following results to the roll, beyond its mundane consequences.
Dramatic Failure: The Princess fails so badly that she loses 2 Wisps, instead of gaining any.
Failure: The Princess neither gains nor loses Wisps.
Success: The Princess regains 1 Wisp for each success rolled on the action. Extra successes [CofD 72]
don’t add to her Wisps.
Exceptional Success: The Light’s blessing confirms the Princess in her beliefs; along with Wisps, she
gains a Luminous Beat.
When an extended action fulfills a Calling duty, the Princess regains Wisps equal to the action’s required
successes if she completes it properly, and loses 2 Wisps if she gets a dramatic failure. She can gain only one
Luminous Beat from an extended action.
In addition during downtime a player can say that her character spends her time fulfilling her Calling duties,
in-between school, family or other commitments. By sacrificing a non-trivial amount of time and energy on an
appropriate task, the Princess may make an appropriate roll for that task: Intelligence + Medicine for a nurse,
Circle of Light
Princesses with mundane families and friends often find that spending time with them, sharing their trou-
bles or happiness, refreshes them for the supernatural fight. The Circle Merit represents these relationships;
see that Merit for a full explanation.
Inner Strength
When the chips are down and the situation is dire, a Princess can call upon her own inner reserves of
determination and draw out power she didn’t know she had. As an instant action, she spends a Willpower point
and rolls Belief. This ability can only be used when the Princess is in immediate danger, such as in combat, and
is not meant to be an everyday means of regaining power - a good rule of thumb is, if it doesn’t matter that this
action is Instant and thus takes up a character’s action for the turn, it’s probably not dangerous enough to work.
Dramatic Failure: The Princess’ will collapses. She immediately takes the Beaten Down Tilt [CofD 87].
Failure: The Princess gains nothing from her Willpower, but may continue fighting.
Success: The Princess refreshes her magic; she regains Inner Light Wisps plus one Wisp per success.
Exceptional Success: On top of the Wisps, the Princess surges back into action. On her next turn, she
adds a +3 bonus to her dice pool.
Breaking Points
Though Princesses share many moral concepts and experiences with mundane society, they are necessarily
aware of a larger context and a higher purpose. Mundane people find it disturbing to encounter the supernatural,
but for one of the Hopeful, whose life the Light has transformed, nothing shakes composure merely because it
lies beyond mortal ken. However, firm faith and serene hope that the world can be redeemed and the Darkness
driven back are the heart of a Princess’ mental balance, and anything which sows doubt or inspires despair may
easily break her, where the typical person would be unmoved. Breaking points for Princesses fall into these
broad categories:
• The Princess performs an action which violates her conscience, or her understanding of what the Light
requires;
• The Princess witnesses a victory of creatures of the Darkness over the virtuous or innocent;
• The Princess discovers good reason to doubt her calling or her prior actions while following it.
During character creation the player of a Princess character should answer the following five questions,
and define one of her breaking points from each answer. Players are free to add more breaking points for their
characters beyond these, if they should discover any appropriate for their characters; and the Storyteller may
declare that an experience falling into one of the categories above is a breaking point even if it doesn’t match
one of those listed on a Princess’ character sheet.
• What does the Princess believe a world redeemed from Darkness would be like? Every member of
the Nobility has some notion of what the world ought to be, and how the Darkness is corrupting it. Even when
they can’t explain it in words, this vision form the guiding principle when they transform or call upon the
Light. Abandoning this vision will shake her soul, and working against it is likely the worst deed imaginable.
Describe the Princess’ ideal world, and why in her opinion the real world isn’t like that. Failing to live by that
ideal defines the first of her breaking points.
• Who has given shape to the Princess’ character and convictions? A Princess doesn’t acquire her
principles in a vacuum, any more than an ordinary mortal does. Someone has taught them to her, whether by
precept or example - her parents, a brother or sister, a teacher in her school, an enemy (demonstrating what
not to do), occasionally a long-dead author whose books she found in a library. (Not infrequently a Princess
has had several of these; you’re obliged to name one, but feel free to give her as many as you like.) Whoever it
was, they had certain expectations which the Princess feels she ought to live up to, and she reaches a breaking
point if she doesn’t.
• What did the Princess experience that prepared her for her Blossoming? While Blossoming itself
is a joyous moment, it’s invariably preceded and inspired by a time of adversity, danger, troubles or strife.
Describe the stressful circumstances which led to the character becoming an active Princess. Some Princesses
overcome the trouble which brought about their Blossoming; their breaking point should be something that
calls their solution into question. Others find their trouble persisting, even with the Light’s help, and they
have a breaking point derived from that unresolved tension.
• What did the Princess experience that made her doubt her cause, or her fitness to be a
Princess? This experience can be drawn from any point in the Princess’ life, from before or after her Blos-
soming - or, if you like, from her memories of a past incarnation in the Kingdom. It must, however, be in
some respect a failure on her part. Either she had an important goal which through her own fault she did not
achieve; or, in a deeper failure, she completed some great project in the Light’s service, only to see it wrecked
or corrupted. The breaking point reflects the manner of her failure.
Compromise
Belief Modifier When a Princess experiences a breaking point, her player checks for a compromise,
by rolling her Resolve + Composure with a modifier derived from her current Belief
8-10 +2 rating. Practical Magic cannot be used on this roll.
6-7 +1 The Storyteller also imposes modifiers based on the severity of the breaking point.
4-5 0 The chart below applies for the typical Hopeful, but the Storyteller and player should
2-3 -1 develop their understanding of a Princess’ ideals and principles to the point that they
can customize a chart for her. The total of modifiers for severity should not exceed +/-5
1 -2 dice.
Dramatic Failure: The Princess succumbs to despair. She loses a dot of Belief
and gains one of the Conditions Broken [CofD 288], Fugue [CofD 289] or Cynical; or invent a persistent Con-
dition with the Storyteller’s approval. Also, the Princess takes a Beat.
Failure: The Princess’ faith is compromised. She loses a dot of Belief and gains one of the Conditions
Guilty [CofD 289], Shaken [CofD 290] or Doubting; or invent a Condition with the Storyteller’s approval.
Success: The Princess’ faith is mildly disturbed. She gains one of the Conditions Guilty, Shaken or Doubt-
ing; or invent a Condition with the Storyteller’s approval.
Exceptional Success: The Princess passes through the breaking point with her faith and hopes renewed.
She gains the Inspired Condition [CofD 289] related to the breaking point.
Effects of Belief
As Belief rises, the Hopeful’s inherent magic glows more brightly and grows more potent; as Belief falls, it
dims and weakens. Belief modifies a Princess’s dice pool when she competes in a Clash of Wills. High Belief also
enhances a Princess’s Practical Magic.
As Belief falls, the lash of Sensitivity leaves deeper marks, as if to replace the Hopeful’s fading conscience.
A Noble with Belief less than 5 achieves an exceptional success on a Sensitivity check on successes equal or
greater than her Belief.
The Echo of a Noble carries traces of her psyche into everyone she meets, without any conscious effort on
her part - indeed, she can no more stop that influence than she can stop breathing. The level of a Noble’s Belief
and her dots in Shadows control whether her influence works towards the Light, or against it.
Falling to Belief 0
I used to think that you were a guardian angel, come to answer our prayers… But Lucifer
was an angel too, wasn’t he?
—Professor Emil Hamilton, Justice League Unlimited
When a Princess loses her last scrap of Belief, the keystone of her self is shattered. Her soul, scarred and
blemished by horror, retreats and becomes obscured even as her Inner Light starts to gutter and fade. Her Phy-
lactery shatters, suddenly age-rotted, and she forcefully de-Transforms, back to her normal identity. Without a
Phylactery, she cannot Transform. She is barred from the Dreamlands; the Queens can offer no comfort. Even
the Twilight Queens are disgusted by a Noble who falls this far, for Tears sees her as a threat to Alhambra, Storms
as just another Dark creature waiting to happen, and Mirrors as a failed True Queen to be discarded.
Many would say that this is enough of a curse; that, stripped of rank and privilege, she is left to wander the
Earth. It may be. But that is not the end. Before long she is not merely a fallen Princess but a fallen human, little
more than a shuffling husk that drifts through life; something barely recognizable as one who once championed
the cause of the Light. Stripped of all drive she may just lie still until she starves, unable to see the point of eating.
If she is pushed she will go about her life, she is too empty inside to say no, to say I hurt too much to do this. She
is a hollow shell of a woman, lacking the strength to fight for what she believes in, always folding at the least
pressure, unable to even cry for help.
In effect, the moment a Princess’ Belief falls to 0, she acquires the Soulless [CofD 290] and Enervated Con-
ditions, and will become unplayable when her permanent Willpower falls to 0. As long as these Conditions per-
sist the Princess cannot transform or use Practical Magic; all her powers are closed to her. Since her soul is just
obscured, not actually gone, trying to give the Princess a new soul with magic does nothing for her. Once she
loses all Willpower dots, indeed, nothing can be done for her. Before that point, other Princesses may be able to
guide her back to the Light, if they know her well and can speak to her. The rescuers use the Social Maneuvering
rules [CofD 81-84]; the number of Doors they must open equals the lower of the Princess’ Resolve and Compo-
sure, plus her Shadows dots. If all the Doors are opened, and the Princess spends 2 Experiences, she sacrifices a
Willpower dot to remake her Phylactery, her Belief returns to 1, and the Soulless and Enervated Conditions end.
A soul-dead Princess who does not get help from others faces a final choice when her last dot of Willpower
fades: to die as a mundane human, or to yield to the Darkness and rise as a horror. To determine which, the
Storyteller rolls the Noble’s Shadows as a dice pool. If the roll fails, the Princess drops into a coma from which
she never wakes - her heartbeat ceases within a day at most. If it gains even one success, the former Princess
Invocations
Invocations are archetypal forces from which the Hopeful learn to draw power. A Princess may buy up to
5 dots in each Invocation. Each Queen favors one Invocation, and the Hopeful sworn to her find that Invocation
easier to learn than any other. Due to this intimate tie to the Queens, the Invocations are described under the
Queen who favors them. Invocations are deeply intertwined with Charms - they add to a Charm’s power, and
many Charms and upgrades can’t be learned without studying them.
Learning an Invocation gives a Noble insights that go beyond a Queen’s philosophy, unlocking new varia-
tions of Charms, or pushing ordinary training to superhuman levels. Each time a Noble buys an Invocation dot,
she also gains an upgrade to two of her Charms. She may add both upgrades to the same Charm, or trade one
or both upgrades for transformed Skill dots. The upgrades may be general, or require the Invocation the Noble
just learned, at a level equal to or less than her new dots. An upgrade that requires any other Invocation may
not be learned this way, even when the Noble knows the other Invocation.
72 Invocations
Invocation to enhance her magic. The Queen’s philosophies can provide a yard stick. A Princess who only follows
one of the Queen’s philosophies is unlikely to advance beyond one or two dots in an Invocation. Agreeing with
two philosophies can reach three or perhaps even four dots. A Princess who broadly agrees with and lives up to
all three philosophies can with time master an invocation. (For Lacrima, a Princess is considered to uphold the
philosophies if she applies similar ideals to her own friends, family or Nation instead of Alhambra.)
And what of the Twilight Invocations? Not every philosophical ideal of the Twilight Queens is pure evil to
be rejected by any right minded Princess. Protecting your nation or opposing the Outer Dark in all its forms
are ideas commonly found among the Radiant. So what stops a Princess waking up one morning and realizing
she now has a dot of Lacrima? The answer is choice. A Princess who believes in protecting her nation can feel
a connection to Lacrima deep within herself and knows she can draw power from it, but she can choose not
to. The connection to an Invocation does not shape her beliefs, it is shaped by her beliefs. An Invocation she
chooses not to use, or vows to stop using, cannot turn her to the dark side.
Dancing in Twilight
One of the dirtier secrets of the Radiant is the sheer number of Nobles who, at one point in their life
or another, dabble in the Invocations of the Twilight Queens. Dabbling in this case can be anything up to
buying two or three dots in the Invocations; more requires a strength of commitment to the ideals of the
Queen which is largely incompatible with remaining a member of the Radiant (for one, one’s own Queen
will tend to object). The truth is that, the flaws in the Twilight Queens are ones which are within the hearts
of man as a whole, and so most of the Enlightened have felt the same urges at some point in their life. Note
that, however, such dabblers still consider themselves part of the Radiant, and, in the case of those who feel
affinity for the Queen of Mirrors, see no contradiction at all in what they do. They still oppose the Darkness,
and will fight against the loyalists of the Twilight Queens. One of the greatest topic of debate in the multiple,
disparate groups of the Enlightened is how to respond to people who use Twilight Invocations, and whether
or not they’re doing anything wrong.
The Invocation of Lacrima, tool of the Last Empress, the Queen of Tears, is an object of fear and mistrust
to the vast majority of the Radiant. It is apparently evil, in a way that neither Specchio nor Tempesta are,
because many of its Charms cause Hauntings when invoked, and to many, it is irrevocably tainted by the
fact that it has the Charms used to drain Light from the world or transform oneself into a creature of the
Dark. But, nevertheless, there are those Princesses who learn it, and who do not follow the Queen of Tears.
One of the fundamental things about Lacrima is that it can always be used to protect your own Nation,
and to a Princess who wants to do exactly that, the expediency of methods means that Lacrima can look
tempting. When a friend died because you pushed your views on someone and so Legno was sealed off, the
universal applicability of Lacrima for your Nation starts to look very tempting. The dabblers are typically more
experienced, and more able to justify the risks to themselves, in part because the Lacrima Charms which
dabblers can learn and use tend to create mild Hauntings, and so there’s less of an objection. Moreover,
there exists a notable sub-faction of the followers of the Queen of Diamonds who specifically learn Lacrima
for its use in studying the dead and the Underworld, and, aggravatingly to some others, the Queen has even
given her support to the practice. Such dabblers often have a strict moral code restricting their use of the
Invocations to only using it to study the dead - never to harm, and they point to the gains in knowledge
that they have provided to the Radiant; their detractors point out that once the power is there, it can be
hard to resist.
The Invocation of Tempesta, tool of the Seraphic General, the Queen of Storms is for most of those
who dabble in it, purely a weapon. It is something that is learned as a tool against the Darkness, and it is
used for that role. It does not (generally speaking) heal or right wrongs, but it does eliminate the followers of
the Darkness and of Alhambra. In Atlanta, in the mid-90s, almost an entire generation of Radiant Princesses
knew at least the basics of Tempesta. So hard-pressed were they by the Darkness and a major, well-organized
Alhambran outpost that it became unofficial policy for elder Enlightened to guide each newcomer towards it,
because the universal applicability and raw power of the Invocation in such circumstances was too much of a
boon. That large numbers of Nobles in the city were driven towards extremism was viewed as an acceptable
price, even if by the end, and the arson of the Alhambran Outpost, there were Enlightened just as callous
as the worst of Storms, still officially among the Radiant. For those Princesses in the know, too, Tempesta
can also be seen as the most moral of the Twilight Invocations, because the innate costs to it, the damage
it does to the user, is known, and only affects the self. The common consensus is that it is dangerous, and a
Invocations 73
sign that a Noble is starting to spiral into extremism, but whether the use of it should be enough to ostracize
one of the Radiant is a lot more contentious, especially since in areas where it is done, there are frequently
not the Enlightened to spare.
The Invocation of Specchio, tool of the Crown’s Custodian, the Queen of Mirrors, however, is the most
subtle and insidious of the Twilight Queens’ influences. In part, it is because of the lack of an overall enemy
that the Invocation is linked to; while both the Ravens and the Furies provide a highly visible ”there but
for the grace of the Light I go” example which other dabblers can keep away from, the egotism and self-
righteousness implicitly promoted by the Queen of Mirrors, and the lack of a solid adversary is hard to fight
against, especially since many Princesses have tendencies in that direction naturally. Dabblers can slip into
following the Queen of Mirrors much more easily, especially since the Queen does not demand fidelity,
which means that some elder Radiant are much more harsh in opposing its use. There are those who argue
that, unlike Tempesta and Lacrima, use of this Invocation makes you a de facto follower of Mirrors’ agenda.
And on the other hand, there are those who count the Queen of Mirrors as among the Radiant Queens,
despite the objections of the other five. Moreover, there us also a faction in the Court of Diamonds who
study Specchio for the unique sources of information it provides, or even to study the strange achronal or
spacewarping Charms unique to Specchio; once again the Queen has given her consent. These dabblers
protect themselves from the risk of madness by carefully rationing their use and taking the time to relax
after every use. Of all the Twilight Invocations Specchio might be the easiest to learn, too; all one needs for
it is self-belief in ones own cause, and a spark of the brilliance needed to reshape the world. And neither
are rare among the Enlightened.
Transformation
The most essential expression of a Princess’s power is the ability to transform. She calls on the magic she’s
gathered to herself and assumes the form of her “perfected self”, an idealized version of herself unfettered by
this world of sorrows. Although she can only maintain this immense power for a limited time, a transformed
Princess is a force to be reckoned with.
The first time a Princess transforms is called her Blossoming. This is an unconscious act, usually in response
to some great need or danger. After her Blossoming, a Princess’ Phylactery will manifest; she must have her
Phylactery with her later to transform. This is the physical representation of the power sealed away inside of
her, and may take the form of any small simple object. Despite its size, a Phylactery is extremely hard to damage;
it has a Durability of Inner Light and a Structure of Inner Light + Belief, and takes no damage unless specifically
targeted. Also, any supernatural power that targets the Phylactery triggers a Clash of Wills in which the Princess
rolls her Inner Light + Resolve, with the bonus for an effect lasting more than a year. A Princess always knows the
location of her own Phylactery and cannot be fooled by imitations, even ones made with supernatural powers;
on the other hand, the Phylactery has an unbreakable Intimate sympathetic connection to her transformed
identity, so anyone who has it can apply magic through that link, until she returns to her mundane self.
The destruction of a Phylactery does not permanently rob a Princess of her powers. If she takes a full turn
concentrating, doing nothing else (and losing her defense against attacks) and spends a Wisp and a point of
Willpower, the destroyed Phylactery is created anew. However, a Princess can’t create a second Phylactery un-
less the first one has been destroyed - a lost or captured Phylactery is a far worse problem than a destroyed
one. Should a Princess lose her Phylactery beyond recovery - for instance, it’s been dropped in the ocean - she
may destroy it from afar by sacrificing a Willpower dot, then re-create it.
74 Transformation
Exceptional Success: The Princess transforms as a reflexive action.
A Princess can return to her ordinary self at any time as a reflexive action. She must de-transform if she has
no Wisps at the end of a scene, or when she falls asleep (though falling unconscious because her Health track has
filled with bashing damage does not force de-transformation.) Also, transformation grows harder to sustain as
time passes. When a Princess reaches the end of a scene transformed, or after half an hour spent transformed,
she rolls Belief + Inner Light - Shadows:
Dramatic Failure: The Princess returns to her mundane self and her Phylactery dissolves.
Failure: The Princess must spend a Wisp to remain transformed in the next scene, or the next half-hour,
and future rolls to remain transformed take a -2 cumulative penalty until she ends a scene in her mundane self.
Success: The Princess remains transformed at no cost.
Exceptional Success: The Princess remains transformed, and need not make this check at the end of
the next scene, or for a full hour.
Transforming both changes the Princess’s body, and clothes her in an iconic outfit, usually symbolizing her
calling or character. The outfit replaces what her mundane body was wearing - what happens to that clothing
is unknown, but it comes back intact when the Princess resumes her mundane self. (Other items on her per-
son don’t vanish.) The Princess can remove her costume if she likes; however, each piece of her clothing has
an unbreakable Intimate sympathetic connection to her transformed identity. She can recall removed clothing
to herself with a successful transformation action, and when she returns to her mundane self all parts of the
outfit vanish, wherever they are. The outfit is no more durable than ordinary cloth, but any damage to it will
be repaired when the Princess next transforms from her mundane identity. (Regalia that manifest as clothing
replace this costume, wholly or partly. The above holds just for clothes that aren’t Regalia Charms.)
Practical Charms
In her mundane state, a Princess’ abilities are almost entirely suppressed, but not quite. A few of her Charms
- the total dots and maximum ratings are both set by her Inner Light - remain open to her as Practical Charms,
along with the Practical Magic taught by her Queen. A Princess can change which of her Charms are Practical
each time she gains a dot of Inner Light; she doesn’t have to keep all the Charms she picked before. She’s not
required to mark an upgrade as Practical when she marks the basic Charm. However, if a Charm or upgrade has
prerequisites, she can’t mark it as Practical unless she also marks the prerequisites.
Transformed Abilities
While transformed, a Princess has full access to all of her Charms, Practical and not, as well as her Practi-
cal Magic. She also gains her transformed Attributes and Skills. Next to each Attribute and Skill on a Princess’s
character sheet, in addition to the five blank dots normally present, there are another set of dots in parentheses.
These dots represent the additional Skill or Attribute dots the Princess has while transformed. Each Princess
gains a dot to one of her Attributes while transformed based on her Calling, and may purchase additional Trans-
formed Attributes and Skills by spending Experiences.
While transformed, a Princess’ Transformed Attributes and Skills are actually added to her normal Attrib-
utes and Skills; this can change Advantages such as Speed, Willpower, Initiative and Health, so record these
values for both the mundane and transformed identities. If a Princess takes damage in Health boxes derived
from transformed Stamina, she may spend Wisps to heal that damage when she returns to mundane form - if
she doesn’t do so, the damage wraps around, as per usual for temporary Health. Willpower points derived from
transformed Resolve and Composure can be spent only while a Princess is transformed; however, if she has
spent them, she can regain them at any time. If a Princess has spent both mundane and transformed Willpower,
she regains the mundane Willpower first. If she sacrifices a Willpower dot, she loses a transformed Willpower
dot first.
A Princess’ total Transformed ability may not exceed the maximum rating for Transformed abilities as
determined by her Inner Light. Also, she cannot have more Experiences in Transformed abilities than 3 x (Belief
+ Inner Light). Her starting Transformed dots count towards this limit. If losing a Belief dot takes a PC over the
limit, the player converts the excess dots back to Experiences at the end of the current session.
Transformation 75
Optional Rule: Transformed Dots
As the Hopeful are prone to Blossom as teenagers, who lack the training and knowledge of an adult, the
Storyteller may want starting PCs to have fewer mundane Skill dots to represent their youth. If so, at char-
acter creation PCs should have the option (or be required) to trade mundane Skill dots for transformed Skill
dots, gaining 2 transformed dots for each mundane dot. Transformed dots may not be moved to a different
Skill category - Physical dots trade for Physical, Mental for Mental, and Social for Social. We recommend
that PCs limit trading to 3 mundane dots in their primary category, 2 in the secondary category, and 1 in
the tertiary category.
Holy Shield
In her transformed state, a Princess can withstand blows that would destroy most mortals, invoking the
Light to preserve her. An attack could be turned aside from a vital spot at the last second, grazing her instead
of striking home, or could be visibly stopped by a shower of sparks and light. The Princess reflexively spends
Wisps at the moment she takes damage; each Wisp spent downgrades the damage from one external source -
aggravated damage is reduced to lethal, lethal damage is reduced to bashing, and all but the first box of bashing
damage is negated altogether. Holy Shield applies after any Armor the Princess has on.
Holy Shield does not, however, prevent further damage from wounds a Princess has already taken, illness,
or dangerous substances. If the Princess is suffering from a personal Tilt or Condition, Holy Shield can’t prevent
any of its effects, including periodic damage. Holy Shield can resist damage from prolonged exposure to extreme
environments, electricity, fires, falls [CofD 96-98] and environmental Tilts or Conditions, but all effects other
than damage, like penalties to dice pools, remain in force.
Dual Identity
One aspect of the Hopeful’s transformation is subtle but amazingly convenient: the mundane and trans-
formed selves appear to be different people, and those who have seen one of the Princess’ forms generally fail to
recognize her in the other form. A simple perception roll never reveals a Noble’s identity; to discover it requires
active investigation, and a reason for suspicion based on her behavior.
Even supernatural senses and tracking abilities are baffled by transformation - a vampire who’s tasted one
identity’s blood doesn’t notice any resemblance to blood shed by the other, a werewolf scenting one identity
won’t recognize the smell of the other. Supernatural sympathy to one of the Princess’s forms does not connect
to her in the other form, even for those who know her secret; even the Hopeful’s own Charms, when modified by
Sympathy, respect another Princess’s privacy. If a power is currently targeting a Princess through a sympathetic
connection, transforming ends the power’s effect on her.
Dual Identity partly protects a Princess from being recognized as a Princess in her mundane form. When
she isn’t transformed, a power that discovers the type of a supernatural creature describes her as only a Beacon,
and reveals only those powers she can use while mundane. During her transformation, such powers reveal her
true nature.
The protection of Dual Identity even extends to direct magical compulsion. If a supernatural effect is used
to force a Princess to reveal her mundane identity while transformed, or vice versa, or to probe her mind and
extract facts which would connect her identities without her conscious consent, it provokes a Clash of Wills. The
Princess uses her Resolve as the effective Charm rating, and gets the bonus for a permanent effect.
Dual Identity does not protect a Princess from being caught while transforming - if someone sees her chang-
ing, he’ll know who she is thereafter - or from mundane investigation. If the PCs should find it necessary to
identify one of the Hopeful, we recommend that the Storyteller use the Investigation system [CofD 77-81] to
resolve the identification attempt; the number of Clues needed should not be less than the higher of the Noble’s
Manipulation or Subterfuge. Some appropriate complications would be offending the Princess in question, or
revealing her identity to an authority (or worse, the Darkness.) The Veiling and Palace Merits apply against the
dice pools rolled to find Clues in such investigations.
76 Transformation
The Need for Discretion
The life of a Noble is difficult and dangerous. She must oppose the plots of powerful Dark creatures, along
with simple human wickedness that adds to the Darkness’s power; she must also form and preserve her ties
to ordinary people to keep her sanity and fuel her magic, and protect those people from the things that lurk
in shadows. Few Princesses can keep their heads and carry the fight to their enemy when their loved ones are
threatened - and the tools of the Darkness are well aware of that. Thus whenever a Noble Blossoms and takes up
her Calling, creatures of Darkness will appear, trying to identify, isolate and destroy her. Moreover, supernatural
forces and powerful conspiracies fight their own battles beyond the public eye, and a Noble who demonstrates
her powers too openly can be pulled into those battles with very little warning.
The general level of supernatural activity in a campaign, and the public awareness of it, is represented by
a Tension trait, running from 1 to 10. Usually Tension starts at 1, but the Storyteller can raise it higher for a
campaign where the Darkness has already grown strong, or the occult is under special scrutiny. When a PC
does something obviously supernatural in the presence of mundane witnesses, or that draws the attention of
creatures of the Darkness without defeating them (though not more often than once a scene) the Storyteller
rolls Tension as a dice pool, adding bonus dice for acts before many witnesses and shows of great strength.
Dramatic Failure: Impossible - this dice pool cannot be reduced to a chance die.
Failure: The incident passes without notice; Tension is unchanged.
Success: The incident raises concern from Dark creatures, or others with reason to watch for the occult.
Tension rises by 1.
Exceptional Success: The incident raises alarm. Tension rises by 2.
Lowering Tension is considerably harder than raising it - those who are watching for supernatural activity
must be convinced to let the Nobles alone. The Darkness, of course, is an implacable enemy; only a victory in
battle will do. Permanently cleansing a potent Tainted area or rooting out a cell of a Dark cult is often enough to
remove a point of Tension. Destroying a powerful Mnenosyne or Cataphract who has risen to command most
of the Dark creatures in a city should be awarded by removing multiple points at once.
Tension from sources other than the Darkness could be removed in a similar way; sometimes, though, the
investigators are benign, or at least not opposed to the Hopeful’s mission, and the PCs should choose to reduce
Tension by offering cooperation and a modicum of trust. Finally, the simple passing of time may let memories
fade, so the Storyteller may, at the end of a story, choose to lower Tension by 1; he may also choose to raise it
by 1, to show that supernatural NPCs have been stirring things up.
Tension becomes personally relevant to Nobles who slip up and leave behind evidence linking their mun-
dane and transformed identities, or suggesting their participation in the long war against the Darkness. The
Indiscreet Condition represents the accumulation of such evidence. When a PC’s actions during a scene may
rouse suspicion, the player and Storyteller make a contested roll of the PC’s Wits + Subterfuge vs. Tension +
the PC’s levels in Indiscreet. Strongly suggestive clues of a relationship between the identities can add +1 or
+2 to the Storyteller’s pool; higher bonuses are used for serious breaches, like claiming friendship with one’s
transformed ID while mundane, or leaving a driver’s license where one’s mundane ID has never been. On the
other hand, the Palace and Veiling Merits both penalize the Storyteller’s pool.
Dramatic Failure: Player - resolve the PC’s Indiscreet Condition; Storyteller - remove one level of the
PC’s Indiscreet Condition.
Failure: When both rolls fail, the PC’s actions pass unnoticed.
Success: If the player gets more successes, the PC lulls any suspicions; otherwise, add one level to the
PC’s Indiscreet Condition. (Ties go to the Storyteller, if his roll succeeds.)
Exceptional Success: Player - if she wins the contest, remove one level of the PC’s Indiscreet Condition;
Storyteller - if he wins the contest, resolve the PC’s Indiscreet Condition. Again, ties go to the Storyteller.
The player can choose to resolve Indiscreet instead of attempting the contested roll. When an Indiscreet
Condition resolves, an investigator has learned the Noble’s secret - at a minimum, that she is not mundane. The
Noble must accept one of the Blackmailed, Broken Circle or Nemesis Conditions, or (with Storyteller approval)
a similar persistent Condition when Indiscreet resolves.
Transformation 77
The Storyteller should take note when a PC has acquired a high level of Indiscreet, as this means a discovery
is likely imminent, and drop hints of approaching trouble based on the clues the PC dropped. Depending on
which Condition he expects to impose, perhaps strangers pop up looking for someone in the neighborhood, the
Noble’s friends start asking her awkward questions, or disturbing figures follow her about. Similarly, growing
levels of Tension manifest in people’s general behavior, as an attitude of suspicion, mistrust, or actual fear of the
strange, and reluctance to go out after dark, or unarmed; and in a rising number of weird, unsettling incidents,
disappearances and mysterious deaths.
Echoes
The people whom the Light has touched become lesser lights in their turn; echoes of the Light are cast
into the hearts of their friends and acquaintances. Any Noble, if her heart is untroubled by the Darkness, can
raise an Echo of the Light in the people around her through a symbolic gesture. This will lift the hearts of all
who witness it, inspire them with a wish to act on her principles, and (for a short time) help them excel in their
attempts to do so. However, a Princess infected by Shadows finds her Echo going wrong, spreading the fear and
despair that lies on her heart to those near her, and inspiring them to imitate her darker impulses, instead of
her ideals. In addition, Nobles and Beacons (but not Sworn) with a high degree of Belief constantly influence
their intimates for the better, while those with scant Belief share their despond with all who know them; this
too is part of their Echo.
Raising an Echo
Raising an Echo takes an instant action; the Noble demonstrates, through an expressive action, the ideal
closest to her heart - the act must reflect her Virtue - mentally calls on the Light to imbue her act with power,
spends a Willpower point and rolls Resolve + Inner Light. (For instance: a Courageous soldier says “Follow me!”
and charges into battle; a Patient craftswoman demonstrates the careful use of her tools; a Generous traveler
drops a large bill in a busker's hat.) If she succeeds, any witnesses to her act gain the Inspired Condition [CofD
289] for actions related to her Virtue. On an exceptional success, the Noble gains Inspired herself.
If your Noble PC has a Virtue of Just, and you want her to raise an Echo by declaiming “In the name of
the Light, I will punish you!” - you have our blessing.
As with the other aspects of Noble magics, the tracks left by Hauntings impede and twist the Echo. A Princess
whose Belief is less than or equal to twice her Shadows can no longer inspire others towards her Virtue. Instead
she may imbue an action that expresses her besetting temptation - an act in accordance with her Vice - with
the power to inspire witnesses, using the same system. (For instance: a Violent man starts a fight; a Pessimistic
woman declares a situation hopeless; an Arrogant socialite contemptuously dismisses an inferior.)
A Noble may, if she chooses, resist the raised Echo of another Noble, rolling her Resolve + Inner Light re-
flexively. This roll acts as a contested action against the raised Echo - if the Noble matches or beats the successes
rolled for the raised Echo, it doesn’t affect her. Also, many supernatural beings possess auras, innate abilities
that, like Echoes, influence the people they meet, and a Noble may resist them as she does an Echo from another
Noble.
78 Echoes
table below for the degree of Sympathy required.
The strength of the Princess’s Belief contends against the Shadows on her heart to determine whether her
Echo inspires those who hear it towards the Light, or whispers messages of temptation and despair. As long
as the Noble’s Belief is more than twice her Shadows dots, the characters who hear her Echo can draw on her
Virtue to aid them; if they are acting in accord with the Noble’s Virtue, they may apply the 9-again quality to the
dice pool for one action. However, if the Noble’s Belief is not more than twice her Shadows dots, hearing her
Echo instead inspires people to emulate her worst qualities; they may add 9-again to a dice pool, but the action
must be in accord with the Noble’s Vice. A character cannot benefit from a Noble’s Echo in this way more than
once per scene, even if he can hear multiple Echoes; and a Noble is never affected by her own quiet Echo.
Beacons, through whom the Light shines naturally, and Sworn, as vicars of the Nobles and Queen they’re
vowed to, create a constant Echo like that of a Princess with Inner Light 1 in mundane form. Their Integrity
substitutes for Belief to determine which way their Echo works.
One other effect of the Echo must be mentioned: anyone who hears a Noble’s Echo is Light-touched enough
that Dark beings are attracted to them, though not enough to rouse their specific hostility. No rules are provided
for this, but it’s the chief reason why creatures of the Darkness show up where the Hopeful are, without neces-
sarily planning to confront a Princess. At low levels of Inner Light a Noble only draws out Darkspawn who were
already in the neighborhood through her Echo. On the other hand, a Noble at the peak of her power touches so
many people with her Echo that Dark beings will be drawn to her town from miles away, like a plague of locusts.
Merits
The Nobility are still human, and therefore able to use all of humanity’s varied and dangerous talents; they
are also magical, and therefore capable of focusing their hopes into a number of unique and potent advantages.
Nearly all the Merits available to mundane characters are open to the Hopeful, and several new Merits are de-
tailed here to define a Princess’ relation to her personal magic.
Since every Princess has a double life, one mundane, the other magical, a new Hopeful character is given 10
Merit dots instead of 7 at character creation. Almost all the Merits given in the Chronicles of Darkness are avail-
able. The main exceptions are the Supernatural Merits - if a Noble had talents of that kind before Blossoming,
they were in truth hints of her bond with the Light, and the full realization of that bond subsumed them into the
Inner Light and Charms. Also, a Princess may not take Vice-Ridden [CofD 46] at character creation; anyone so
deeply stained by the Darkness that she has two Vices cannot Blossom. (The opposed Merit, Virtuous, is open
to Princesses. Indeed, people saintly enough to have two Virtues are excellent prospects for Blossoming!)
Modified Merits
A few Merits work differently for the Nobility than for mundane characters, or have unusual applications
in their case.
Alternate Identity
The inherent ability of the Nobility to transform themselves makes it difficult for them not to develop a
double life. Therefore the Alternate Identity Merit [CofD 50] is cheaper for them than it is for mundane charac-
ters. A Princess may purchase Alternate Identity •• once for just 1 Experience, or Alternate Identity ••• for 2
Experiences, to get her perfected self a set of convincing identification and paperwork. Extra Alternate Identi-
ties, beyond the first, cost full price. (Nobles do not get Alternate Identity • for free - their double identities have
a stronger protection from discovery, especially from magical methods.)
Mentor
The Mentor Merit [CofD 51] focuses on relations within mundane or supernatural society. While both of
those can be of great help to a Princess, a further option is available to a lucky few: personal mentorship from
their Queen. Even though a Queen cannot leave the Dreamlands, she still has such a wealth of power and expe-
rience that she would be far beyond a five dot Mentor. However the Queens have many obligations that demand
Merits 79
their time besides tutoring a Princess. Therefore when applied to a Queen, the Mentor Merit represents not her
skill, but how much of her attention she will bestow upon the character. As a general rule you may assume a
Princess gets at least one session with her Queen per week for each dot she has in Mentor (the Queen). A session
can be just a few moments before the throne, but at high dots it can be significantly longer.
Even without any dots in Mentor, a Princess is always welcome to attend court, but unless she has important
business the Queen will focus her attentions on those who do. When the PCs have an emergency they can usually
get a chance to explain and some advice; the amount of time received depends on how serious the emergency
is, and whether the Princess should be able to handle it or needs significant help. (Remember that both of these
are opinions and two Queens might see the same situation differently. The Queen of Swords considers losing a
boyfriend as roughly equivalent to a small crisis. Even her own followers often think that’s taking things too far.)
When portraying the Queens the Storyteller should always remember that they have had no contact with
Earth for millennia and are consequently out of touch. Therefore no matter how many dots a Princess has in
Mentor and no matter how important it is, the Queen of Hearts cannot teach her followers how to navigate the
Chinese political system. She simply does not have that knowledge. She can teach the Princess Skills or direct
her to appropriate Charms, but it would be up to the Princess to translate that into an appropriate plan of action
for the modern day. For similar reasons, a Radiant Queen cannot buy equipment or services on Earth for one of
her followers - Resources is not available from a Radiant Queen as a Mentor.
A Princess must follow a Queen before she can place dots in Mentor in a Queen. Neither Storms nor Mirrors
will serve as Mentors. A follower of the Last Empress cannot place more than three dots of Mentor into her
Queen - the Queen of Tears’ kingdom is under siege and conforms to the normal rules of time, she just does not
have enough time to spare. On the other hand, the Queen of Tears can give her favored agents modern money
or valuable goods.
With one dot a Princess can usually get the occasional snatch of time whenever there is a lull in court
proceedings, enough time to talk about recent events or ask questions and get a brief bit of advice.
At three dots the Queen often has your character’s name in the royal itinerary for time with her alone, or
perhaps group sessions with her Nakama. She has the opportunity to talk at length about her progress in the
war of hope and receive private tutoring. She also knows what her queen is like when she has an opportunity to
take off her crown, so to speak. Generally speaking a Princess with three dots of Mentor has something special
about her that caught her Queen’s eye, something the Queen is especially keen to nurture. She may be the only
Onceborn in the Court or run the largest Nation among the Queen’s followers. Perhaps she was someone the
Queen respected in a past life or maybe the Princess works full time as one of the Queen’s agents upon Earth
and must report in often (This can be especially helpful for beginner players as it both justifies clear goals for
the character and advice from the Storyteller).
At five dots your character is spending at least an hour or so with the Queen most nights, and if they don’t
show up the Queen may even get worried and send one of her other followers to check on the Princess. This
level of attention is exceptionally rare and characters who have five dots are either vital to the Queen’s agenda
or have an exceptionally strong personal connection. Perhaps the Queen believes the Princess might become a
Queen herself and has dedicated herself to making sure it happens. The Princess may be the first Ambassador
to a concept the Queen cares for greatly. Alternatively the Queen and Princess might have an immense personal
bond of friendship, or maybe the character is the Queen’s consort (though this is usually only an option for
followers of Swords).
Retainer
An experienced Princess can have Retainers [CofD 53] who belong to another Light-touched template. Bea-
con Retainers need no special rules, since they’re very close to mundane. Sworn Retainers, however, gain magic
from their connection with the Light, and are therefore more capable than a mundane Retainer. When a Sworn
becomes a Retainer, add one Invocation dot, and one Bequest dot for each dot of the Merit after the first.
Shikigami as Merits
As previously mentioned, it’s common for a new Nakama to be brought together by a Shikigami, and
therefore a Shikigami is often a prominent NPC in a game of Princess: the Hopeful. To encourage this, the
80 Merits
Storyteller may allow his players to define their characters’ Shikigami as a set of shared Social Merits, chosen
from Allies, Mentor, Retainer, Staff and True Friend. A Shikigami bought in this way should be designed by
the players collaboratively, with the Storyteller’s help.
Merits purchased with shared dots are available to any character who contributed at least one dot.
However, Merits with limited uses don’t allow double-dipping - if a Shikigami is a shared Mentor, for exam-
ple, only one character can call on him to act as such in each session. If a character dies, or is otherwise
removed from play, the dots she contributed are no longer available to the other characters, and shared
Merits must be reduced by that amount.
Status
In the towns and cities that have Camaraderies (many don’t, even now) Camaraderie Status normally re-
flects reputation among the local Hopeful, not an official position; Camaraderie Status 5 implies a Noble spends
a lot of time helping and guiding other Hopeful and can expect their gratitude when she’s in trouble herself. As
a rule, then, that form of Status generally provides services (time donated by local Nobles) and not material or
magical resources - Camaraderies haven’t been around long enough to build up private funds or collect magical
objects. On the other hand, there’s nothing whatsoever keeping a Beacon or Sworn from having Camaraderie
Status at any level. All that’s required is being well-known and generally respected by the local Hopeful.
With one exception, the Hopeful don't have organizations with a regional or global scope, so there’s no
such thing as a Status for the Radiant or individual Queens - but that exception is a doozy. Alhambra, the seat of
the Last Empress, has a status system of Byzantine complexity, small outposts scattered all over the world, and
collections that have been maintained and expanded for millenia. A Noble of Tears, unless she’s broken with the
City entirely, will have Alhambra Status almost forced on her, and access to the resources of a small city-state
that’s existed for all recorded history.
A character with Alhambra Status can requisition services, or the temporary use of some Merits. This uses
a system like the Resources Merit; the Storyteller sets an Availability rating for things the character can requi-
sition, and she treats her Status as if it were Resources when she asks for them. Availability ratings assume the
service or Merit will be assigned on a temporary basis, for a single story. The city assumes she’ll return it when
done with it, or make amends if it’s destroyed or lost. The typical Merits available from Alhambra are Anonymi-
ty, Library, Mentor, Retainer, Safe Place and Staff from the CofD core; and Bequest and Mandate from this book.
Alhambra even has Bequests in its stockpile which were made before the Kingdom fell, and can’t be repli-
cated now because they used Invocations that no longer exist. These Bequests are far harder to obtain than their
power levels would suggest, precisely because they are irreplaceable; the Storyteller should set their Availabil-
ity ratings at least 2 dots higher than Bequests of extant Charms.
Unseen Sense
Mundane characters can have an Unseen Sense [CofD 60] for the Light or the Darkness. An Unseen Sense
(Light) registers the presence of transformed Nobles, Shikigami, Blessed areas, Images and Bequests. It does
not, however, recognize a Beacon, Sworn or untransformed Noble as supernatural. An Unseen Sense (Darkness)
registers the presence of Tainted areas, and all varieties of Dark creatures except those under the Darkened
Condition.
Form-limited Merits
Fairly often a Princess has Merits which apply only to her perfected self, or only to her mundane self. She
might be significantly more attractive when transformed (a fairly common thing, that) or be able to ignore pain
and fatigue, or gain a photographic memory. And beyond the people a Noble trusts with her life, almost all her
social relationships will be restricted to a single identity.
When a Princess buys a Merit that represents a form of natural talent or specialized training, she may
choose to limit the Merit to one of her two identities. If she does this she’s refunded a Beat for each dot she
purchases. Merits that have two or more levels can be purchased partly for both forms and partly for one; e.g.
a Princess can have Striking Looks at one dot for both identities, and two dots when transformed. Transformed
Merits 81
Attribute and Skill dots can be used to meet a Merit’s prerequisites, if the Princess limits that Merit to her per-
fected self; but not, naturally, for Merits she can use in her mundane identity. Finally, Merits purchased for one
identity can be expanded to cover both, if the Princess puts in some effort; e.g. a Princess whose perfected body
is Fleet of Foot could train herself for running in her mundane body. This costs nothing more than repaying the
Beats given for taking a limited Merit: one Beat for each dot.
Merits that represent a character’s social position and connections with other people - nearly all the Social
Merits qualify - cannot be purchased at a discount in this way; these Merits instead are limited to one identity,
unless the Noble’s player wants the people in question to know of both her identities.
Form-Limited Conditions
A player may want a Noble character who suffers from a disability while mundane, but whose transformed
identity is whole and healthy. The game represents disabilities as persistent Conditions, and it’s legitimate for a
Noble to have Conditions like Blind, Crippled or Mute only when mundane. As with form-limited Merits, persis-
tent Conditions that represent a physical impairment can be taken for just the mundane identity; their effects
lapse during the Noble’s transformation, and she can’t gain Beats from them while transformed. It isn’t possible,
however, to limit such Conditions to the transformed identity - transformation never reduces a Noble’s capa-
bilities.
Conditions like Notoriety, based on social relationships, naturally apply to only one identity, but may be
taken for either. Purely mental Conditions like Obsession, and Conditions related to the Noble’s supernatural
status, can’t be limited to a single form, as the mind and the Light persist through transformations. In ambiguous
cases (Addicted, for example, may be a physical or psychological Condition, depending on the drug) the Story-
teller decides whether the Condition can be limited to one form.
Noble Merits
These Merits are reserved to the Hopeful.
Circle (•-•••••)
The human mind was not designed for large numbers. When the suffering of millions feels incomprehen-
sible, your character can turn to the small every day problems and triumphs of friends and family to remind
herself what she is fighting for. The Circle Merit represents healthy relationships between a Princess and her
family, close friends, or mentors, who are ordinary mortals (not supernatural in any way.) The more dots a
Princess has, the more or the stronger these relationships are; describe the people your character is intimate
with when you buy dots in Circle.
Your character may spend at least an hour in the company of some of her intimates, having a pleasant
conversation, helping them with daily chores, or venting her frustrations with the troubles of a Princess’ life.
After the encounter is over, she regains Wisps equal to her dots in the Merit. Your character can regain Wisps
from her Circle at most once a session, or once a day, whichever is longer.
Dots in Shadows weaken the pleasures of good company; a shadowed Noble needs more time with her
friends to refresh her Wisps properly. Each dot in Shadows adds one hour to the time your character must spend
with her Circle before gaining Wisps - two hours with one dot, three hours with two dots, and so on.
Destiny (•-•••••)
Your character’s thread stands out in the skein of Fate. Like the hero of an epic she is destined for great
triumphs, but she also has a Doom that hangs over her head and threatens to turn her tale into a tragedy.
Each chapter, you have a pool of Destiny equal to your dots in this Merit. You may use a point of Destiny
either to gain the rote quality on a single mundane roll chosen before you roll, or to reroll a single mundane
action after you see the result of the roll (although you must take the second result.)
Drawback: Your character has a Doom. This is the means by which destiny brings her life as she knows
it to a tragic end; it either kills her, or leaves her alive and suffering. (See the Fate optional rule [CofD 177] for
82 Merits
examples of Dooms.) Whenever you spend Willpower to avoid the Doom, you add two dice instead of three (or
+1 to a static value). However, whenever you spend Willpower on an action that will further the Doom but the
roll fails, you immediately regain the spent Willpower. The Storyteller is the arbiter of which actions delay or
hasten your character’s Doom.
Mandate (•-•••)
Every Calling has its special duties, the means by which a Princess feels is her duty to help the world. Your
character has taken one particular aspect of her Calling duties and made it her own; the Light supports her when
she intends to fulfill it, and empowers her when she has done so. Describe a regular activity in your character’s
mundane life related to the duties of her Calling. (For example, a Champion could have a job on the police force,
a Mender might be a nurse, a Seeker could post regularly to a blog.) When she regains Wisps by carrying out
that activity (as described under Call of Duty) she adds her Mandate dots to her dice pool.
Onceborn (••)
Incompatible with Postregnum
Your character is one of the rare people who Blossomed, and became one of the Hopeful, without any mem-
ory of a past life as a Princess; her soul was never trapped in the Dreamlands, and the bitter memory of the Fall
is not hers. This unshadowed innocence grants an unusual level of moral clarity. Your character’s Belief begins
at 8, not 7. Available at character creation only.
Drawback: Your character cannot draw on experiences from a past life.
Palace (•-••••)
There is a difference between a house and a home. A Palace is not a place to live, though a Princess may
live in one. A Palace is a place with such an intimate emotional connection to a Princess that her magic works
better there than anywhere else. At one dot, a Palace automatically has the Consecrated Condition, which lasts
indefinitely just so long as the Princess’ emotional connection to it remains strong.
Something odd happens to some Palaces, when its mistress deliberately associates her domicile with her
mundane self and avoids associating it with her Transformed self. The effects of her Dual Identity seeps into her
Merits 83
home, preventing others from connecting it to her transformed identity. At two or more dots, any attempt to
find the location of the Palace when searching for the home of its mistress’ transformed identity takes a penalty:
-1 at two dots, -2 at three dots, -3 at four dots. Searching for her mundane identity’s home takes no penalty.
Anyone inside the home suffers the same penalty on Perception rolls to notice evidence of the Princess’ double
life. This is not infallible; a -3 penalty is not enough for her to greet guests in full Regalia, and though she might
get away with leaving her magic wand on her desk, don’t risk it.
In addition, any Princess within the Palace is shielded from curious eyes, with respect to her actions inside
it. Every Princess in the Palace gains the benefits of a Veiling Merit of one dot less than the Palace’s dots until
she leaves. Princesses with their own Veiling use the better of the two ratings in the Palace.
A Palace may also be a Safe Place [CofD 54], storage for a Library [CofD 46] or Esoteric Armory [CofD 139],
comfortable housing or a workshop for a trade, or any combination of those and similar things, but those Merits
and equipment are bought separately.
Postregnum (•)
Incompatible with Onceborn
Your character is the reincarnation of a Noble who Blossomed during the Long Night. She lost the moral
clarity given to the Onceborn in her first life; but she also has no personal memory of the Fall, and without that
trauma details from that former life are slightly clearer. Take two extra Skill Specialties. Like transformed dots,
your Noble may use these Specialties only when transformed. Available at character creation only.
Area of Expertise [CofD 44] and Interdisciplinary Specialty [CofD 45]may be applied to the Specialties from
this Merit, but must be bought as form-limited Merits. You may spend 1 Experience and cash in this Merit to
learn both Specialties normally.
84 Merits
Veiling (•-•••)
Some Hopefuls’ perfected selves differ so much from their mundane selves that they are excessively difficult
to identify, even beyond the norm. Your character is one such; whenever an observer tries to connect her two
identities, or she commits an indiscretion, the opposing dice pool takes a penalty equal to her dots in the Merit.
Supernatural attempts to discover her nature as a Princess while she is not transformed face a Clash of Wills,
in which her dots in the Merit substitute for the Charm rating.
Supernatural Merits
These Merits are not reserved to the Hopeful. Like the supernatural Merits listed in the Chronicles of Dark-
ness, a mundane character who becomes a supernatural being loses any Merit in this section, allocating the lost
dots to other Merits (per the Sanctity of Merits rule.) Becoming a Princess is an exception to this - Merits which
are open to the Hopeful are not lost when a mundane character who has them Blossoms.
Bequest (•+)
Open to the Hopeful
Your character possesses an object, within which has been bound a Charm. This might have come from
within her own soul, to be granted to another or used to boost her own powers, or might have been obtained
on a quest to the Dreamlands. Some senior members of the Nobility (such that there are) make a habit of gifting
trusted friends with them for, despite the cost, they can give a Princess access to powers that she might not
otherwise be able to reach.
A Bequest’s base Merit dot cost is equal to the level of the Charm (so, for example, Charge, a Govern 2 Charm,
is a two-dot Merit as a Bequest), plus one dot per upgrade, plus one dot if the Bequest is Duty-Bound. For more
details on Bequests, see Images and Bequests and the Living Image Charm.
Merits 85
appropriate for heart to heart talks. If the destiny is natural it can also be assumed that the character and her
destined true love are compatible people.
Drawback: Denying a destined role is akin to denying yourself. Deliberately forgoing an opportunity to
fulfill her role is a breaking point for your character, with a penalty depending on how far her actions depart from
what the Entwined Destiny expects of her. For example, if her destined rival challenges her, she must accept; if
she discovers her destined enemy’s plot, she must oppose it; if her destined ward is in peril, she must rescue him.
86 Merits
Taint Awareness (••)
Requires Beacon, Hopeful, Sworn or Shikigami
Your character’s sensitivity to corruption from the Darkness is so finely tuned that she can perceive it from
miles away. Whenever a creature of the Darkness leaves the Dark World within Inner Light miles of your char-
acter (1 mile for a Beacon or Sworn), or the Size or Severity of a Tainted area within that distance increases,
your character suffers a sharp pain, a bout of nausea, or something equally unpleasant, which she recognizes
as a sign of the Darkness at work. She may roll Wits + Sensitivity to acquire a sense of the direction and rough
distance to the Tainted area or the place where the creature crossed over.
Dramatic Failure: Your character misinterprets her sense for Taint, and directs her attention to an un-
related location chosen by the Storyteller.
Failure: Your character loses track of the taint before she can fix its location.
Success: Your character senses where the taint happened within an error of 10% of its true distance
from her, or wide enough that she’ll need to search for a scene to find the exact location.
Exceptional Success: Your character senses exactly where the taint happened; she can walk straight to
the place without a pause.
Drawback: Each time your character actually enters a Tainted area, her senses are overborne by the place’s
corruption, and she takes the Stunned Tilt [CofD 286].
Unison (•-•••••)
Requires Beacon, Hopeful, or Sworn
Your character has formed a bond with a Shikigami which allows them to fuse into one being. When the
character and Shikigami are fused, the character gains free tranformed dots with a value in Experiences equal
to twice his dots in this Merit, within his trait caps. Also, if the character lacks a pool of Wisps, fusion supplies
one that holds Wisps equal to his Resolve + Presence. However, the Shikigami cannot take actions while fused
- he shares the character’s senses and may mentally speak to him, but the integrated body is controlled by the
character.
Fusing with a Shikigami is quite similar to a Noble’s transformation, and uses almost the same rules. It
takes an instant action to fuse and the Shikigami must be touching the character; the player does not roll. The
Shikigami maintains the fusion, so the player rolls twice his dots in the Merit to sustain a fusion past a scene’s
end. Dramatic failure on this roll leaves the Shikigami exhausted, and blocks use of the Merit until he has spent a
full scene or an hour resting. During a fusion, the character’s clothes, body or both gain aspects of the Shikigami’s
appearance that disguise him, giving the character the protection of Dual Identity.
While the benefits above are automatic, the Shikigami can cultivate the bond to let his partner draw on
the Light deliberately. The character may learn Charms with an effective rating up to his dots in Unison, paying
Experiences equal to that rating. He may also buy 1 Invocation dot for each dot in Unison, if he otherwise lacks
that ability. However, he may use these Charms and Invocations only while fused with the Shikigami - they are
really the Shikigami’s powers, that require a human partner to activate. If the character permanently loses his
partner, the Experiences spent on Charms and Invocations are refunded under the Sanctity of Merits.
Merits 87
Failure: No Rabbits appear that night.
Success: Your character is called to the Dreamlands by a Prophecy Rabbit and witnesses a prophecy
concerning a question or topic chosen by the player. The Princess will receive at least one clue per dot of
White Rabbits, though the clue may be hidden behind signs or portents.
Exceptional Success: In addition to the regular benefits your character also gains an instance of the
Informed Condition [CofD 289] related to the clues in her prophecy.
Taking this Merit implies a degree of practice in the art of finding a White Rabbit - your character can look
for them deliberately. She can also try to find a Memory Rabbit to recover a memory relevant to her current
situation instead of a prophecy; the benefits are the same.
The Storyteller is free to introduce White Rabbits for characters without this Merit. Even a Princess without
any dots in White Rabbits can experience the occasional prophecy or past-life flashback if it’s important enough.
See the Dreamlands section in Chapter 3 for more details on the White Rabbits.
Social Merits
These Social Merits are entirely mundane, open to any character type.
88 Merits
Merit dots - your character’s successes) Social rolls the target must spend one point of Willpower not to concede
in the face of such hostility. This does not count against the target’s one willpower per turn.
Example: Gwenaëlle is a columnist having a public debate about obesity with Desmond, the
director of public relations in a greedy fast food chain. Gwenaëlle rolls Presence + Persuasion +
her Status in the newspaper to fill her next column with metaphors that sound a call to arms.
She gains four successes. Desmond has a Composure of 3 and chooses to play his Status 4 in the
corporation, getting subordinates to ghost write and give him some emotional distance. Every
third roll Desmond loses a Willpower point as his corporate blog is hammered with aggressive
comments by Gwenaëlle’s supporters.
Merits 89
is permitted to fetch books. Internet access is worth +1 die, unless your character has a Library of bookmarks
to hand.
Just the Facts (•••): A quick tongue doesn’t matter, for the facts speak for themselves. Your character may
fall back to established facts, allowing him to reroll one failed Social action per scene, provided it is on a scientific
or academic topic.
Burden of Proof (••••): Your character stands his ground and insists debate will be decided on the facts.
When entering an argument, he may make a contested Manipulation + Persuasion roll (or a Presence + Expres-
sion roll when debating in front of an audience). If he wins, everyone involved in the argument, including him-
self, must use an appropriate Mental Skill (such as Science or Medicine for a debate on evolution) instead of a
Social Skill in dice pools connected to that argument.
Scepticism (•••••): There is a reason reproducibility is one of the principles of the scientific method. After
a social maneuver has opened one of your character’s Doors, he can take the time to double check the other
guy’s claims. Is that salesman’s product really the best in its field? He takes an extended research action with a
threshold equal to the dice pool used to open the door. If the action succeeds, and the claim in question wasn’t
true, that door closes again. Scepticism may be applied only once to any opened Door, and has no effect when
the facts support the investigated claim.
Nations
As the representatives of an ancient Kingdom, and agents of the Light, the Hopeful may forge themselves
and people who look to them as an example into an organized body, dedicated to a common purpose. These are
commonly called the Nations. As they rise in a Nation, the members’ wish to achieve its purpose opens their
hearts to the Light, and they learn ways to draw on it, even if they have no other link to the Light’s magic.
90 Nations
A National Chronicle
From tiny acorns grow great oaks. A Nation begins when a group of people, led by one touched by the Light,
swear a vow by powers of good to perform a lifelong work. To the Hopeful and their Shikigami, the technique to
give such vows effect is fairly obvious; once she forms the intention to gather a team for some important goal, a
Princess will eventually realize how to bind them together as a Nation. Beacons and Sworn have a considerably
harder time figuring it out. A Beacon on his own might lead his friends into swearing a proper oath without
knowing it and create a Nation by accident; but in general Beacons or Sworn can found Nations only with help
from someone with stronger ties to the Light than theirs. (For this reason Nations were vanishingly rare before
the Release.)
The players in a game may choose to have their characters begin as the leaders of a Nation. This implies
a fair amount of shared backstory among them, so the players should go through a second stage of character
creation - they make not only the Nation the PCs govern, but a number of supporting characters who belong to
it, and a web of relationships among them and the nakama.
After each player has finished creating his Noble character, the players get together and introduce their
characters to each other, giving a short description of their mundane lives and transformations. Once everyone
has a clear idea of who the main cast are, each player in turn proposes a way in which his character is connected
with someone else’s. The other player can refuse the connection, in which case the first player makes a different
proposal, or suggest modifications; this continues until both players are satisfied with the link.
Now that the players have woven a web of connections between their characters, they should have the
start of an idea for the cause that brought them together, and the Nation they founded to serve it. This, then,
is when the players can begin choosing the traits for their Nation. The Storyteller can make suggestions, and
help resolve any disputes between players, but the players together have the final say. When they’ve come to an
agreement, each player in turn gets to add a supporting character, a person of some importance to the Nation
or the nakama. These characters may be played by either their creator or the Storyteller, and are given stats less
potent than the main characters - Beacons, Sworn and Shikigami can all be introduced in this phase.
After the players have finished their supporting characters, they once again go in turn, proposing a connec-
tion between their new character and a character created by someone else. They may choose a Noble or another
supporting character, but not their own Noble.
A third round of creation takes place after all the supporting cast have received their connections. The char-
acters made in this phase are purely Storyteller characters, given highly simplified traits, and play a peripheral
role in the Nation. They are given just one Aspiration each, and three activities with fixed dice pools. When at-
tempting the first action, a minor character rolls 5 dice; for the second he rolls 4 dice; and for the third he rolls
3 dice. On anything not covered by those three actions the minor character rolls only 2 dice. The players can
continue making more minor characters if they like, or stop with a single round.
Nation Building
Nations are represented by a set of traits, somewhat like those of characters, but describing the group as
a whole.
Nations 91
Attributes
Nations use the three simplified Attributes of Power, Finesse and Resistance, similar to those of ephemeral
beings. Power represents the Nation’s capability for direct action; it’s rolled for tasks where a character would
use Strength, Intelligence or Presence. Finesse represents the Nation’s capacity for subtlety, and its indirect
influence; it’s rolled for tasks where a character would use Dexterity, Wits or Manipulation. Resistance repre-
sents the Nation’s mutual loyalty and its commitment to the common goal; it’s rolled for tasks where a character
would use Stamina, Resolve or Composure.
A player-controlled Nation begins with 1 dot in each Attribute, plus 6 more dots distributed among the
three. During play, a dot in an Attribute costs the Nation 6 Experiences.
Advantages
Nations have two Advantages, Standing and Morale. Standing represents the Nation’s relative importance
and the scale of its operations; it limits the Nation’s ability to act as a body. A player-controlled Nation begins
with 1 dot of Standing; during play, a dot of Standing costs the Nation 5 Experiences. Morale represents the
Nation’s current cohesion and overall well-being; it’s the analogue of Health for characters. A Nation’s Morale
equals 5 + its Resistance.
Standing 1 2 3 4 5 6 7 8 9 10
a
Attribute Max 5 5 7 7 9 9 12 12 15 15
b
Projects 1 1 2 2 3 3 4 4 5 5
c
Tasks 3 3 5 5 7 7 9 9 9 10
d
Invocation 0 1 1 2 2 3 3 4 4 5
e
Charms 0/0 1/1 2/1 3/1 5/2 7/2 9/2 12 / 3 15 / 3 18 / 3
a
The highest an Attribute may be raised with Experiences.
b
How many projects a Nation can undertake during a story.
c
How many tasks a project can include.
d
The number of Invocation dots the Nation has. Members may learn the Invocation up to this rating.
e
The maximum number of Charm dots is before the slash; the highest available level of Charm is after the slash.
Merits
A Nation’s Merits represent its possessions, connections and talents - which aren’t necessarily those of its
members. Resources for a Nation, for instance, may refer to a member of means who makes purchases on its
behalf, but may also mean the membership as a whole pools contributions when something just has to be bought.
Status (police) can indicate most of the members are police officers, or that a high-ranking officer belongs to the
Nation. Player-controlled Nations begin with 7 dots of Merits, and may buy more in play for 1 Experience per dot.
Each Nation is a mystery cult, and thus has a Mystery Cult Initiation Merit; every member has at least one
dot in this Merit. When the players control a Nation, they design the details of its Initiation Merit. Each PC gains
the first dot in that Merit for free.
92 Nations
so openly, the Nation takes the Disturbed Condition. (If a leader secretly opposes an Aspiration he gains the
Embarrassing Secret [CofD 289] Condition; the organization takes Disturbed when the secret comes out.) An
Aspiration can be freely replaced if the Nation completes it; as long as something remains to be done, though, a
Nation must sacrifice a dot of its Standing or resolve the New Dreams Condition to abandon an Aspiration.
A Nation’s Vocation is like an Aspiration, only more so - it’s the lodestar the Nation follows. As with Aspira-
tions, a Nation gains a Beat at the end of each story in which it advanced or did significant work on its Vocation.
In addition, any member of the Nation may take its Vocation for his own at the beginning of a story, in addition
to his Aspirations (and other Vocations, in a Noble’s case.) Deviating from the Vocation, however, is unthink-
able. A Nation cannot take any action opposed to its Vocation, and if a leader does so the Nation both takes the
Disturbed Condition and takes 2 lethal damage. Also, the Nation can’t change its Vocation at all; it pursues that
goal unless and until it disbands.
When player characters belong to a Nation, they can turn their experiences from their own labors for the
Light into lessons for their compatriots. A PC may donate Luminous Experiences to the Nation she belongs to,
to improve its traits; each donated Experience counts as one on the Nation’s tally, equal to those it earned from
its Aspirations and Vocation.
Nations 93
Purge: In a show of power, the leaders throw the dissenters out. This violent method leaves resentments
among the members and blackens the Nation’s reputation; the Nation loses a dot of Resistance and gains the
Notoriety [CofD 290] Condition.
Favors: The leaders use the Nation’s social connections to shore up their position, calling in favors and
making promises in its name. This method ties down the Nation’s strength, leaving it in debt to others; the
Nation loses a dot of Power and gains the Leveraged [CofD 289] Condition.
Compromise: The leaders reach an accomodation with the dissenters in the name of the Nation’s Vocation.
This method reduces the leaders’ discretion and the ways they can exert influence; the Nation loses a dot of
Finesse and gains the Insubordinate Condition.
Projects
A project is a set of actions taken by the Nation’s members in cooperation toward a desired outcome. Each
project is represented as a sequence of tasks, which are activities carried out over at least a scene; the number
of projects a Nation can undertake in a story, and the number of tasks that can be part of one project, are both
limited by Standing. However, if a Nation truly needs to take on a project past its limit, it may; but it takes 1
lethal damage for each task it completes.
Any project is a long-term effort (so using a Merit, for instance, is never a project) but how long they take
varies. Small projects that would occupy the time of a single character for a few days need just a few tasks to
complete. Massive projects that involve coordinating hundreds of people over weeks or months are represented
by a long sequence of tasks - in fact, one too long for all but the largest of Nations to complete in a single story.
Players who want their Nation to attempt such projects will have to break them into parts. Indeed, most of the
activities of large organizations aren’t single projects in the mechanical sense, but series in which each project
is a milestone, leading up to an ultimate goal.
The Nation completes tasks to generate points of Effort. Effort can be spent during a project to create tem-
porary Social Merits to help the project, at a cost of 1 Effort/dot; such Merits last for the current session. How-
ever, Effort is also needed when the project ends, to keep problems from arising. A task is normally resolved
by rolling the Nation’s Attribute + Standing.
Dramatic Failure: The Nation gains an adverse Condition, and if other Tasks depend on this one the
project’s task limit becomes 1 lower.
Failure: The Nation gets no Effort, and a complication arises. Any task depending on this one takes a
-2 penalty.
Success: The Nation earns 1 Effort.
94 Nations
Exceptional Success: The Nation earns 2 Effort and gains a beneficial Condition related to the task.
The PCs may choose to perform a task on their Nation’s behalf, rather than let the Nation work. If it’s just
one PC doing so, the Storyteller picks a dice pool for the player to roll, replacing the Nation’s. If the whole nakama
takes over a task, the Storyteller should resolve the task as a full scene, and award Effort and other consequences
based on how things play out.
When all the tasks of a project are completed, the project resolves, bringing about the desired goal. The
accumulated Effort determines the price the Nation pays for its prize: if Effort equals or exceeds the number of
tasks, the project succeeds with no problems. If it doesn’t reach that mark, the Storyteller imposes penalties on
the Nation: for each point that Effort falls short of the number of tasks, one complication appears. Complications
arising from failed tasks count towards this number. A Nation can choose to abandon a project at any point
before completing its last task. While it loses the goal, it also evades the problems that would arise if it fell short
of the necessary Effort - only the complications from those tasks the Nation has completed remain.
Sample Complications
• The task severely taxes the members’ morale; the Nation takes 2 lethal damage.
• The Nation’s members question its leaders’ judgement; the Nation gains the Insubordinate Condi-
tion.
• The project cost more than anticipated, and the Nation goes into debt; it gains the Leveraged Con-
dition.
• The Nation comes to public notice, in a poor light; it gains the Notoriety Condition.
• The Nation makes an enemy by pursuing the project.
• The project revealed a greater, previously unsuspected, problem.
National Merits
A Nation may take many of the Merits open to characters. From the Chronicles of Darkness, Nations may
have Allies, Anonymity, Closed Book, Contacts, Encyclopedic Knowledge, Eye for the Strange, Fame, Fixer, Good
Time Management, Hobbyist Clique, Language, Library, Multilingual, Resources, Safe Place, Staff, Status, and
Untouchable. From Princess: the Hopeful, Nations may have Palace and Troupe Magic. Some of these Merits have
different rules for Nations:
Allies: A Nation rolls Finesse + Standing + Allies when calling on its Allies.
Contacts: A Nation rolls Finesse + Standing + Contacts to consult its informants.
Encyclopedic Knowledge: A Nation rolls Power + Standing to recall a relevant fact.
Eye for the Strange: A Nation rolls Power + Standing to recognize the otherworldly.
Good Time Management: A Nation with this Merit reduces the Effort needed at a project’s end by 1, to
a minimum of 1.
Hobbyist Clique: A Nation gains 9-again on project tasks that fall under the chosen Skill.
Staff: A Nation may use its Staff to carry out minor actions outside of its projects, but not on any task within
a project.
Library, Palace, Safe Place, Troupe Magic: Any member of the Nation gains the benefits of these Merits.
There are also a few Merits that only Nations can have.
Enthusiastic (•••)
The Nation’s members throw their hearts into its business. Add one box to its Morale.
Nations 95
Supernatural Membership (•-•••••)
The Nation’s membership includes people with extraordinary abilities. Any NPC members of the Nation
created with simplified rules (that is, with general dice pools instead of Skills) may be given Supernatural Merits,
with dots up to twice the Nations rating in Supernatural Membership.
National Magic
As Nations grow, they learn to draw on the Light to bless their efforts, letting their members accomplish the
near-impossible. A Nation with Standing of 2 or more acquires its own Invocation, similar to (but significantly
weaker than) the Invocations of the Queens. Any member of the Nation can purchase dots in its Invocation at
the affinity cost of 2 Experiences/dot, and use it in the same ways as any other Invocation. The Invocation is
free to use on actions directly serving the Nation’s Missions and Vocation, and is locked out to anyone who acts
against its Vocation for the rest of the current story.
However, both the Nation’s overall Standing and members’ position within it limit how high they can reach.
The Nation gains Invocation dots as its Standing rises, and members can’t have more dots in its Invocation than
the Nation has. Moreover, a character must have at least as many dots in the Nation’s Mystery Cult Initiation
Merit as in its Invocation. If a Nation’s Standing falls or a character loses dots in its Initiation Merit, he loses the
excess Invocation dots (the Experiences are refunded, as with Sanctity of Merits.) Finally, learning a Nation’s
Invocation doesn’t grant a Noble any Charm upgrades.
A Nation, as a corporate body, can call on its Invocation for aid in its projects. For one task in each project it
undertakes, the Nation’s leaders may come together for a ritual confirmation of its identity, history and purpose,
relate those to the task immediately at hand, and ask the Light for blessing and guidance; on doing so, the Nation
adds its Invocation dots to the dice pool for that task.
Nations may also gain a small number of Practical Charms as their Standing rises. A Nation buys all Charms
at the out-of-affinity rate, and members can use the Nation’s Charms if they have dots in its Invocation equal to
or greater than the Charm’s rating. They do not need any supernatural quality other than that - even a mundane
member can cast the Nation’s Practical Charms (if he has the Wisps, or a Charm doesn’t require them) and Noble
members don’t have to transform. Nations may change their Practical Charms when their Standing changes. If
a Nation’s Standing drops below the level that can support the Charms it has, it loses the excess dots, and their
cost in Experiences is refunded.
It’s even possible for Noble members of a Nation to invent Charms that draw on its Invocation, or upgrades
to other Charms that do so; and the Nation itself can acquire those Charms as Practical, if its Standing permits.
Such Charms naturally need to be tied to the Nation’s Vocation or Aspirations in some way. Variations of Charms
that require other Invocations, if thematically appropriate, can be adapted to the Nation as well. When players
control a Nation, they may develop custom Charms for it that require dots in its Invocation, up to the Nation’s
own dots. Such Charms will still work if the Nation disbands and its Invocation is lost, but can’t then be taught
- they have to be recreated independently.
National Conditions
Disturbed (persistent)
The Nation’s members entertain real doubts of its current direction. When the Nation’s members fulfill its
Virtue, they regain only one Willpower. At the start of each session, the Storyteller rolls (10 - Resistance) dice
and keeps any successes; when he accumulates 10 successes, or this Condition is inflicted again, replace it with
either Coup or New Dreams.
Causes: The Nation violates an Aspiration, or learns that one of its leaders has done so; the Nation’s Morale
fills with bashing damage.
Resolution: The Nation gains a dot of Standing; the Condition is replaced.
Beat: Internal quarrels disrupt a project - the Nation accepts failure on a task that should have succeeded.
96 Nations
Coup (persistent)
The Nation’s leaders have lost the members’ confidence, and new leaders have stepped up to challenge
their positions. All the Nation’s actions in projects are reduced to a chance die. Once a session, the Storyteller
may introduce a complication related to the coup: a block on one of the leaders’ Social Merits, an attack on the
leaders, etc.
Causes: The Disturbed Condition worsens.
Resolution: The Nation goes through crisis or disbands; the present leaders step down and are replaced.
Beat: The Storyteller introduces a complication from the coup.
Strife
The Nation is tearing itself apart. All projects are abandoned, and none may be initiated. The Nation up-
grades 1 box to aggravated damage each day the Strife continues.
Causes: The Nation’s Morale fills with lethal damage.
Resolution: The Nation goes through crisis or disbands.
Insubordinate
The Nation’s members continually question their leaders’ choice of plans. At the beginning of each project,
some leader must spend 1 Willpower to suppress the internal debate and get the project moving.
Causes: A complication from a project; the Nation goes through crisis.
Resolution: The Nation fulfills its Virtue; the Nation completes a project without complications; the Nation
gains a dot of Standing.
Mundane Organizations
Ultimately, the World of Darkness will not truly change until people have changed - ordinary people, with
no hint of the paranormal about them; people just like the ones you see in the street every day; the people who
close their eyes to any hint of the strangeness and wonder of the world, because too much of it is perilous to
notice. Every Princess learns in time that she must understand and persuade ordinary people if she wants to
push back the Darkness.
But no man is an island, and no one stands completely alone. Everyone acts not just by and for themselves,
but in cooperation with others; the most magnificent things ever done are the work of thousands of hands. To
accomplish her mission, a Noble cannot limit herself to one person at a time; she must deal with the organiza-
tions in which, through which, they live and act.
The systems described above can represent mundane organizations of small to medium size - groups with
sway ranging from a small neighborhood to a city - with minor changes. A mundane group doesn’t have a Vo-
Nations 97
cation, an Invocation or Practical Charms (those are gifts from the Light) and defines a Mystery Cult Initiation
Merit only if it is a cult; but it does have all the other traits of Nations, and can take actions in the same way.
Opposing Projects
Just as PCs can act on their Nation’s behalf, PCs can try to block an organization’s actions. Such an attempt
is best resolved as a sequence of scenes, with each scene representing one task of the project the PCs want to
frustrate. In such scenes, if the PCs succeed in their goal the organization fails the task, gaining no Effort and
facing a complication; if they fail, on the other hand, the organization earns its point of Effort and the project
continues unimpeded. Spectacular success or failure on the PCs’ part maps to dramatic failure or exceptional
success on the organization’s roll. It’s up to the Storyteller whether the PCs’ interference with an organization’s
work causes it to abandon a project.
A player-controlled Nation will also sometimes come up against other organizations, with their projects
interfering with its own, or discover that another organization’s work has to be stopped. Whenever one orga-
nization opposes another’s project, the rolls for that project’s tasks become contested; only the winner of the
contest gains any Effort from that task, even if both succeed. An organization must start one project to oppose
another’s project - merely wishing the other group will fail has no effect. But if two organization’s projects are
naturally opposed resolve the conflicting tasks with contested actions, and the group with the least shortfall of
Effort at the end achieves its goal, while the other gains only what remains consistent with that achievement.
When organizations of different Standing contend, the one of lesser Standing can’t contest any more tasks than
its limit per project, leaving the rest unopposed, but it may pick which tasks are contested.
Violence
The ultimate form of conflict between organizations comes when one determines that the other must be
destroyed. An assault on an organization often takes the form of violence against its members, but human death
isn’t the point - the goal is to break the opponents’ morale and sense of corporate identity. A war of organizations
is a project much like other projects, though neither organization has a set goal. Instead each battle in the war
is resolved as a contested task, and the organization that wins the contest inflicts 1 lethal damage to the losing
group’s Morale. Both organizations must respect the limits on tasks per project and projects per story of their
Standing, but either organization may continue fighting when a project runs out of tasks by starting another
project.
Organizations can also harass each other by means short of violence - propaganda campaigns, legal ma-
neuvers designed to block the opponents’ normal activities, attempts to lure away critical staff, and so forth.
These are resolved like wars, except that the winner of each contest deals out bashing damage, not lethal, to the
loser. One party to a conflict can inflict bashing damage, while the other does lethal; an organization may choose
to respond to harassment by declaring war, or meet a violent attack with gentler correction. An organization
decides which form of damage its attack will inflict before resolving the contest.
Social Maneuvers
Organizations can’t perform social maneuvers; when they want to persuade a character into a course of
action they start a project. However, characters can use social maneuvering against organizations. When trying
to convince an organization to act with a social maneuver, the number of Doors required starts equal to the
organization’s Resistance. Aspirations affect that number as they do for characters. Virtue and Vice have the
same effect as for characters. A goal that would require the organization to take damage to its Morale affects its
Doors as a breaking point does a character’s Doors.
98 Nations
organization that is run by Light-touched people, with Aspirations like “train newly Blossomed Hopeful”,
“cleanse Tainted areas” or “protect Beacons”, and a Standing of 2 or 3.
Principalities, being organized around shared or similar Vocations, are more likely to have a Nation at
their core, and some Princesses use the terms Principality and Nation interchangeably. Nonetheless, the
ideas are distinct. A network of Nobles might well all be convinced of the importance and urgency of a cer-
tain goal, yet not wish to create a cult to serve it - especially when that goal is, in itself, entirely mundane.
Quasi-religious devotion can put outsiders off, and some projects need public goodwill. And even when the
Nobles of a Principality do found a Nation, the mystical sect often doesn’t include everyone in the organi-
zation that birthed it.
Nations 99
100
Chapter 3: The Power of Love
I never renounce my feelings. True Love can not be taken away by anyone.
—Sailor Moon
The Charms are the greater magics of the Hopeful. They are divided into 10 families; each Calling has an
affinity to 3 of them, learning the Charms within them more easily.
Each Charm has an Action attribute, giving the type of action using it is.
Instant Activating the Charm is an instant action, taking a turn. The dice pool to roll for the action is noted.
Reactive Similar to Instant, except that (like a dodge in combat) you can declare the activation before your
turn in the initiative order, in response to another person’s action.
Full turn Activating the Charm is an instant action, but it also requires forgoing Defense in the turn you
activate it.
Reflexive Activating the Charm is a reflexive action; it doesn’t interfere with your normal action. A dice
pool to roll is noted.
Extended Activating the Charm is an extended action. A dice pool to roll, the time required for each roll,
and the threshold number of successes to finish activation are noted.
… and resisted The Charm has a target, and you must subtract one of his traits from the dice pool.
… and contested The Charm has a target, who reflexively rolls an opposed dice pool; you must roll more successes
than he does for the Charm to take effect. If you and the target roll the same number of successes,
both reroll the same pools until one gets more.
Permanent The Charm enhances another ability. No action is required to activate it - if the proper conditions
obtain, it just works.
The rules for extended actions are slightly different for Charms. A Noble does not take a Condition to con-
tinue if she fails a roll; instead she takes a cumulative -2 penalty to her dice pool each time she forges on. She
does take a Condition on a dramatic failure; her magic’s failure generally causes a loss of confidence, so any of
the Conditions that come from a compromise are appropriate. On an exceptional success the Noble may reduce
the time interval or the threshold as with mundane extended actions, or she may take the Inspired Condition
[CofD 289] related to Charms of the same family (or some other Condition with the Storyteller’s approval.)
Other than the permanent Charms, each Charm has a cost, usually in Wisps. Powerful Charms call for
Willpower points; many Charms favored by the Queen of Storms inflict damage on their user, which resists mag-
ical healing; and using some Charms favored by the Queen of Tears triggers Sensitivity. A Princess who cannot
spend enough Wisps to activate a Charm in a single turn may still use it; it just takes her several turns to do
so. She must use her action over consecutive turns to charge up the magic, spending what she can; the Charm
activates in the turn when she spends the last Wisp needed.
Most activated Charms have a duration, and end when the stated time runs out. An activated Charm without
a stated duration changes its target permanently in a flash of magic; as a Charm it ends immediately. Charms
with an “indefinite” duration leave a continuing trace of magic on their target (often a Condition or Tilt) which
other supernatural powers can detect or influence. A Charm with a duration of “concentration” needs its user’s
active attention, and ends if the user spends her turn’s action on anything but maintaining the Charm.
If a Charm is used on a person, a Princess can use it on herself unless the text of the Charm specifically
states she cannot.
Each Charm has a rating in dots, which sets the price and difficulty of learning its basic effect. Most Charms
also define upgrades, which modify and enhance their effects; each upgrade to a Charm adds 1 dot to its effective
rating. A few Charms have another Charm as a prerequisite; to learn these Charms, a Princess must have learned
the prerequisite Charm. Upgrades can also have prerequisites, generally of other upgrades to the same Charm.
101
Finally, a Princess’ Inner Light limits the dots she can put in a Charm; a Princess cannot learn a Charm with a
basic rating higher than Inner Light + 2, or upgrade a Charm with an effective rating equal to that.
Many upgrades change the cost or duration of their Charm, or add a modifier to the activation roll. There-
fore, you are not required to apply any upgrade when using a Charm - the basic effect is always available, at
the original cost.
A number of permanent Charms have upgrades that allow a Noble to spend Wisps for an additional effect.
Unless such an upgrade’s description says otherwise, such effects are activated reflexively without a roll, sepa-
rately from the basic Charm’s effect. A Noble doesn’t have to pay for those effects until she actually uses them.
Sympathy
Some Charms can be used on distant targets, or on multiple targets, by taking penalties to their activation
roll. If a Charm’s dice pool is modified by Sympathy, the strength of the connection between the Princess and
her target affects the power of the Charm. Consult this table for the penalty to the activation roll.
Longevity
Span of time Penalty Some Learn Charms scry across time, revealing events in the past
or (for Specchio) the future. These Charms penalize their activation rolls
Within a day 0 based on the span of time between the Noble and the event she wants to
Within a week -1 see. Consult this table for the appropriate penalty.
Within a month -2
Within a year -3 Sanctuary
Within five years -4
Several Charms create long-lasting effects over an area, enchanting it
Within ten years -5
into a Sanctuary. All of these Charms require extended actions to activate,
Add an additional -1 for every addi- and the threshold of successes required for the actions depends on the
tional ten years. size of the Sanctuary. Add the successes listed below to the threshold for
these Charms.
Rating Size of Sanctuary Affected Successes
X Just enough room for one person to stand or lie down (Sanctuary Charms can’t affect an n/a
area this small)
• A small apartment or a cabin in the woods; 1-2 rooms 2
•• A large apartment or small remote house; 3-4 rooms 4
••• A converted church, warehouse or large house; 5-8 rooms 6
•••• A mansion or apartment building; 9-15 rooms 8
••••• A vast palatial estate, a city block, a skyscraper or a small village 10
Also, the Charms that affect a Sanctuary become easier to activate when the area in question is one the
Princess values, and conversely are difficult to use in areas she dislikes or fears. Activation rolls for these Charms
should take modifiers similar to the following.
Consecration
Some Charms may be cast on an area with the Consecrated Condition. The Light’s influence over such an
area sustains these Charms beyond their normal time; once cast, a Charm lasts with its full effect until the Con-
dition fades, or the Noble intentionally dismisses it (this takes an instant action.) When a Consecration Charm
affects a Sanctuary it must be used on exactly the area covered by a Consecrated Condition to be sustained by it.
Avatar (Queen)
Certain powerful invoked Charms require a Noble to summon the essence of a Queen into herself, and let
that Queen guide her magic to the exclusion of all others. If a Princess activates a Charm tagged as Avatar, she
cannot use any Invocation except the Charm’s prerequisite until the Charm’s duration expires.
The Queens accept as their avatars only those who uphold their principles and ideals. The Minor Invoker
Merit may not be used to learn an Avatar Charm. A Bequest based on an Avatar Charm will not work unless its
user has at least 3 dots in the Charm’s prerequisite Invocation.
Favor (Skill)
The permanent Charms tagged as Favor (Skill) begin with a simple effect: they allow a Noble to apply In-
vocations to mundane actions based on the named Skill while transformed. While these Charms can have a wide
variety of upgrades, all of them provide one standard upgrade.
Specialized: When the Noble concentrates her training in a narrow field, the Light ensures she can’t fail.
Whenever any Specialty she has in the favored Skill applies to the Noble’s action, she may reroll her dice pool
after seeing the result. She must accept the result of the second roll.
Regalia
Permanent Charms tagged as Regalia give a Noble the ability to conjure up an item while transformed, or
alter her clothing while transformed to meet a need. Such items and altered clothing are called her Regalia, the
emblems, symbols and paraphernalia of her office, her duty, her Calling and her Nobility. A Regalia Charm puts
basic tools at the Noble’s disposal for a specific task, ensuring that when she has to carry out that task, she never
suffers penalties for lacking equipment. It also (unless the Charm says otherwise) allows the Noble to apply an
Invocation to her dice pools when she uses the Regalia piece. The combination of these two effects is called the
Regalia bonus.
Like Favor Charms, Regalia Charms can have many upgrades, but all of them provide one standard upgrade:
Quality: (Stackable 3 times) The Regalia is very well-made and suited to its purpose. It offers an equipment
bonus to dice pools related to its proper use. Each time the Noble takes this upgrade the bonus increases by +1.
The total bonus from all Quality upgrades is the Quality bonus.
Any piece of a Noble’s Regalia can appear on her person, ready for use, whenever she transforms, if she
wishes it to. She can switch any number of Regalia pieces into or out of solid existence with a transformation
action; the dice pool for this action is the same as the one for full transformation. However, if she returns to
Appear
The Appear family of Charms change a Princess’ appearance, and produce other illusions. Seekers and
Troubadours have affinity for them.
106 Appear
The Noble may take a mundane instant Subterfuge action to shape her clothes into a specific disguise, to
help her emulate a one-dot Social Merit (as a mundane disguise can do.) If she does so, the Regalia and Quality
bonuses both apply to any rolls she makes to keep up the impersonation.
Upgrade: Beautiful
The Noble can choose to stand out from the crowd rather than blending in. She may reshape her clothes
into high fashion [CofD 277] suitable for her current venue, or one she’s about to attend; the Regalia and Quality
bonuses also apply to any roll helped by fashionable clothes.
If she stays within the general theme of her iconic outfit (colors, decoration, motifs etc.) and is recognizable
as herself, the Noble may use Charms and other Regalia without resetting her clothes, but doesn’t get the benefit
of being in disguise.
Upgrade: Durable
The Noble’s clothing does not reset if she uses Charms or summons other Regalia. Instead, it flickers, re-
vealing her true appearance for a moment; observers will notice this if they succeed on a reflexive Wits + Com-
posure roll, penalized by her Quality bonus (if any.) The Charm won’t help the Noble explain how the person
she appears to be has magical powers, or where she got the object in her hands.
Upgrade: Masked
The Noble can change her features dramatically. By spending 1 Wisp, she may alter all aspects of her ap-
pearance - ethnicity, height, build, even sex - within the limits of her Size trait. (A Princess with the Giant Merit
will always be a very tall man or woman, no matter how this Charm is used; a child Princess cannot look like
a full-grown adult, and an adult cannot pass herself off as a child.) She may also, if she wishes, cloak her status
as a Noble from magical discovery.
All mundane attempts to identify the Noble fail automatically, and supernatural powers that pierce disguis-
es or reveal supernatural beings’ natures (if the Noble concealed hers) start a Clash of Wills. Applying Masked
does not give her extra protection from being mundanely detected as an outsider or impersonator, but the Re-
galia and Quality bonuses still apply.
Upgrade: Scaling
Requires Masked
When she creates a magical disguise, the Noble can shift her apparent Size to any value between 4 and
6, allowing a child to appear as an adult, or an adult as a child. Her actual Size doesn't change, so the illusion
doesn’t conform to her body. People unconsciously avoid touching parts of the Noble where appearance and
reality don't match, but objects don’t; objects passing through the illusion or hitting concealed body parts cause
the disguise to reset (or flicker, if the Durable upgrade was used.)
Appear 107
Upgrade: Quiet (Lacrima ••)
The Princess’ movements are almost silent. When she attempts a surprise attack, her target’s roll to avoid
surprise [CofD 88] takes a penalty equal to her Lacrima, and all attempts to locate her by listening take the same
penalty. Moreover, she may spend a Wisp to give herself the Silenced Tilt for a number of turns equal to her
Lacrima.
Upgrade: Multiple
Modified by Commonalty
The breezes can clear away traces of many people at once. The Noble uses the Charm on the members of an
organization she can see, using the Commonalty modifier. If she succeeds, all traces of their passing are erased.
108 Appear
Success: Anyone within (Inner Light + Legno) yards of the Noble who gets fewer successes on their dice
pool than her activation successes gains the Trusting Tilt.
Exceptional Success: The Noble gains a +2 bonus on Social rolls against anyone with the Trusting Tilt.
Upgrade: Lasting
Cost: +1 Wisp
The Noble releases the scent continuously for the duration; anyone who comes within her Inner Light in
yards until the Charm ends must roll Composure + Supernatural Tolerance, gaining the Trusting Tilt if they get
fewer than the activation successes.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, using the Common-
alty modifier. The member with the highest Composure resists for the group.
Appear 109
One would not threaten a loved one, would they? And as the Queen of Mirrors teaches, the True Heir will
be beloved by all. This Charm is activated in response to an attack; the Noble must be able to apply her Defense
against that attack.
Dramatic Failure: The attacker sees through the imposture and is outraged. His attack gets a +2 bonus.
Failure: The imposture has no effect on the attacker.
Success: The Noble’s appearance blurs to resemble one beloved by the attacker. The Noble’s Defense
against the attack increases by her Specchio, as the attacker reflexively pulls his blow.
Exceptional Success: The Noble unconsciously impersonates the beloved’s mannerisms for the rest of
the scene; she reminds the attacker so strongly of his beloved that he finds it hard to injure her. He takes one
level of the Lover’s Alarm Tilt: any attack he makes on the Noble has a -1 penalty to its dice pool. Levels of
the Tilt can accumulate up to the Noble’s Specchio.
The Charm relies on the empathy and the goodness of the target. Against a target with no Integrity or
equivalent trait, such as a Darkspawn or an animal, the Charm fails to activate.
Upgrade: Universal
Cost: +1 Wisp
Duration: 1 turn
The Noble appears to everyone in the form of their first love. She may activate the Charm with this upgrade
once per turn to protect herself from all her foes. For that turn, any attack on the Noble is penalized by her
Specchio, even if her Defense doesn’t apply against it. If she achieves an exceptional success, anyone who attacks
her gains a level of the Lover’s Alarm Tilt. The Noble cannot use the Charm on a single attack before it expires.
110 Appear
Upgrade: Dancing
The Noble may create an image that moves without her conscious attention. When her concentration lapses,
the image continues to act on the instructions she last gave it.
Upgrade: Glowing
Requires Light the Way
The Noble can make her illusions give off light, just as her Regalia does with Light the Way. As long as she
is concentrating on an image, she may vary the light coming from it reflexively, independently of her personal
light. If she has upgraded Light the Way, she may apply all that Charm’s upgrades to the image’s light as if it
were her own.
Upgrade: Consecrated
Duration: Consecration
The Noble may sustain an illusion with the blessing of a Consecrated area. Doing so limits the illusion’s
movements to the area covered by the Condition.
Upgrade: Singing
The Noble may create an illusory sound, or add sound to an illusory image. A sound without an image seems
to come from a point the Princess can see, which she can move while concentrating.
Upgrade: Solid
The image becomes substantial. As long as it lasts it has a degree of solidity, as well as a firmness and texture
appropriate to what it depicts. However, just because it projects an image of solidity does not mean it is solid;
the image shatters if force is applied to it (by kicking an illusionary wall, for example) or with it (an illusionary
wrench won't tighten or loosen a bolt).
Appear 111
Upgrade: Painted (Terra •)
The Noble may create an illusory surface which covers and disguises an existing object. Applying this up-
grade adds 1 to the image’s maximum Size; however, the image’s shape must be fairly close to that of the object
it disguises. The Noble may disguise part of an object if she wishes, or the whole exceeds her Size limit. The
image is bound to the object and moves with it, though the Noble can still change it while concentrating on it.
112 Appear
blur. Anyone the Noble speaks to, touches or otherwise interacts with is immune to the Charm as long as they
keep her in view; and if the Noble activates a Charm, or does something that draws attention (like shouting,
or doing gymnastics) everyone around her may become immune, if they beat her successes in the contested
roll. However, their immunity lapses if they look away from the Noble.
Exceptional Success: The Noble becomes almost impossible to perceive, whatever she does.
Upgrade: Multiple
Modified by Commonalty
The Noble can conceal other people in numbers. She uses the Charm on the members of an organization she
can see, using the Commonalty modifier. If she succeeds, all the members are difficult to notice or remember,
except to each other and herself.
Upgrade: Traceless
The concealment extends to recording devices - video cameras show only a human-sized distortion in the
air where the Noble is, and microphones record meaningless noises (like the adults’ voices in "Peanuts") instead
of her voice, unless she deliberately speaks into them.
Upgrade: Veiled
Using another Charm does not automatically attract attention to the Noble, though again the direct effects
of the Charm are not concealed.
Appear 113
Masquerade (Appear ••, Aria •)
Action: Instant and contested
Dice pool: Manipulation + Empathy vs. target’s Composure + Supernatural Tolerance
Cost: 1 Wisp
Duration: 1 scene or 1 day
Instead of changing herself, the Noble changes how another perceives her.
Dramatic Failure: The Noble becomes totally transparent to her intended target; for the rest of the
scene, in contested Subterfuge rolls with him she always gets a dramatic failure.
Failure: The Noble’s disguise must stand the target’s inspection unaided.
Success: The target cannot see through any disguise that the Noble assumes or role that she enacts; in
all contests of Subterfuge for this purpose between them during the current scene, the target automatically
gets a dramatic failure. The Noble cannot use Masquerade to impersonate a specific person the target knows
or has met - she is limited to a generic role. Masquerade ends if the Noble uses any other Charm.
Exceptional Success: The target is blinded to flaws in the Noble’s disguise for a full day.
Upgrade: Familiar
Cost: +1 Wisp
The Noble can try to impersonate someone her target knows. The target does not automatically fail this
contest, but the Noble takes no penalty from the target’s familiarity with the person she imitates, and she adds
her successes on the activation roll as a bonus to her side of the contest.
Upgrade: Veiled
The Noble may use other Charms without ending Masquerade, and the target will not notice their manifes-
tations - he perceives the direct effects of the Charms, but will not trace them back to her.
114 Appear
Success: The Noble passes herself off as an expert. If her roll for the action fails, treat it as having one
success; if it succeeds, treat it as an exceptional success. Listeners will remember hearing only the things
the Noble said that were appropriate to the topic, but will believe the full speech conveyed an accuracy and
understanding appropriate to the result of the roll. The Charm affects only what the audience hears; dictation,
recordings, and so on capture only the actual speech, although listeners will not realize it until the Noble is
done speaking.
Exceptional Success: The Noble’s apparent mastery of the topic prevents anyone from challenging her
claims. If her action succeeds, listeners must spend 1 Willpower to dispute anything she says on the topic for
the rest of the scene.
The Droplet’s basic duration is 30 minutes for each activation success. The Noble may choose to extend the
duration by spending more Wisps than the minimum of 2 - each extra Wisp doubles the time before the Droplet
disintegrates, cumulatively. She cannot, however, spend more Wisps for this purpose than half her Inner Light,
rounded up. She may choose the total number of Wisps spent after the activation roll, though she must spend
at least 2. She may end the Charm prematurely by touching the Droplet and concentrating for a turn. A Noble
cannot create a second Droplet before the first Droplet dissolves - the Charm just fails if she tries.
By default the Droplet is an automaton which follows any instruction given to it which does not pose a
threat of physical harm, and otherwise stays wherever it is put; it takes no action on its own. If the Noble applies
an Invocation to the Charm, the Droplet formed has some initiative and the rudiments of a personality; in the
absence of clear instructions it follows the tenets of the applied Invocation, to the extent allowed by the knowl-
edge and abilities the Noble possesses.
Appear 115
Upgrade: Integrated
It’s often useful to know what your double has been doing during your absence. If the Noble dissolves her
Droplet prematurely by touching it and concentrating, she can recall to memory a description of the actions
the Droplet took and the events it saw and heard. A roll to recall any detail of the account is at -2 in addition
to any other penalties.
116 Appear
Upgrade: Feather-brained
The Noble sings an earworm of a song, that those who hear it can’t stop thinking about. If she applies this
upgrade, those who lose the contested roll take the Earworm Tilt, instead of Lullaby.
Upgrade: Misfortunate
To those who wish ill, a place of good memories can only drive them further into self-inflicted misery. All
characters who enter the Sanctuary without permission from the Noble gain the Nervous Condition, resolving
when they leave the Sanctuary.
Upgrade: Consecrated
Duration: Consecration
When the Noble stands in Consecrated ground, she may intertwine the Charm with that Condition.
Appear 117
to performing or creating art that her crew can help her with, and sets the bonus she wants the crew to give her.
She can have only one crew active at a time.
Dramatic Failure: The Noble creates several humanoid figures but has no control over them. They im-
mediately run riot, and while not malicious they can be very very annoying and are certainly inappropriate
to the Noble’s wishes. Think clowns not shock artists. They have a dice pool for making mischief equal to the
Noble’s on the chosen task.
Failure: The crew doesn’t appear.
Success: The Noble creates several assistants. The crew acts as equipment for the chosen task, giving
the specified equipment bonus to the Noble, or to anyone else she tells them to help. However, they carry the
Volatile Condition [CofD 102] - at least one will dissolve if their principal fails an action they helped with.
Exceptional Success: The crew doesn’t flake out when their principal blunders. They don’t carry the
Volatile Condition.
Assistants are solid but only when it relates to their assigned task; an actor would be able to interact with
props, and wear costumes, but would not be able to fetch a cup of coffee. A cunning Princess might still be able
to use them for other roles, she might ask her troupe to dance around waving their arms in front of her enemies
face while she hides, or attack foes who don’t realize the backup dancers cannot hurt them. (Assume a 1 die
pool on any social actions, mental and physical tasks fail automatically). If an assistant takes a single point of
damage, even bashing, he vanishes into a puff of smoke or glitter.
Upgrade: Distant
Modified by Sympathy
The Noble may send her memories to objects she cherishes from afar, applying the Sympathy modifier.
118 Appear
By spending a point of Willpower, the Noble makes her recorded memory last until the object is destroyed.
Appear 119
There are those who would tell you that pain is bad, and to be avoided at all costs. They are weak. Pain is a
tool, just like any other. It is not only useful, but even necessary, to use it against those who would try to stop you.
Dramatic Failure: The Noble gives pain only to herself. For the rest of the scene she suffers a -1 penalty
to all her actions.
Failure: The target ignores the Noble’s pain.
Success: The target takes levels of the Phantom Damage Tilt, equal to the number of boxes with damage
of any type on the Noble’s Health track or his unmarked Health boxes, whichever is less.
Exceptional Success: Phantom damage from the Charm seems lethal; the target is incapacitated auto-
matically if the last box of his Health track is filled with phantom damage.
Upgrade: Intimate
A part of the injury the Noble suffers from her target returns to him. Whenever a target of the Charm dam-
ages the Princess further, she may spend a Wisp reflexively to inflict 1 damage on that target, of the same type
as what he inflicted. Unlike the initial damage, this is fully real, and remains after the Charm ends.
Upgrade: Veiled
Any evidence of damage the Noble has taken is concealed. She appears to be totally uninjured to mundane
examination, and magical diagnosis triggers a Clash of Wills. This does not affect her actual state of health - she
still suffers wound penalties if she takes enough damage. Moreover, if she loses a body part, the Charm doesn’t
appear to restore it; it only makes the loss seem like an old, fully healed wound.
120 Appear
Imaginary Friend (Appear ••••, Aria •••)
Action: Instant and contested
Dice pool: Manipulation + Subterfuge vs. Wits + Supernatural Tolerance
Cost: 2 Wisps
Duration: 1 scene
The Noble creates the illusion of a man or woman, especially crafted for a single person.
Dramatic Failure: The target becomes deeply suspicious of the Noble; for the rest of the scene all her
Social rolls aimed at him take a -2 penalty.
Failure: The Noble fails to create the illusion.
Success: The Noble chooses a role for the illusion; the target perceives a person who behaves appropri-
ately for that role in the present situation, according to the target’s beliefs. However, if she doesn’t beat the
target’s successes, he realizes that this person is an illusion within moments. If she does get more successes,
the target will treat the imaginary person as fully real, and respond to it as to a person of the role the Noble
chose. No one else - including the Noble - will see or hear the illusion; she has no control over its behavior.
Exceptional Success: If the Noble remains within earshot of the target, she learns what he believes the
illusion said and did from his reactions, without possibility of error.
Appear 121
Failure: Characters involved in the fight feel a moment’s dizziness.
Success: Every character who has declared an intent in the fight and loses the contested roll vanishes
into a parallel world that contains no people or animals but themselves, but does have accurate copies of all
structures, objects not in someone's personal possession, and vehicles not being driven. Their own posses-
sions and vehicles they’re driving go with them. Characters return to the mundane world when the fight ends,
or when they withdraw from it, or fill their Health track with lethal damage; objects and vehicles return when
the character who brought them does. Everything that returns appears in a safe location, as close as possible
to where they were. Objects from the parallel world can’t be taken to the mundane world - they vanish if
anyone tries.
The Charm’s parallel world comes into existence when the Charm is activated and vanishes when it ends;
it’s simply a copy of the mundane world near the Noble. (Some Nobles who were fighting at high speeds claim
that the parallel world starts to look different from reality if you go far enough, but as they were occupied
at the time their accounts aren’t reliable.) However, it does interpenetrate the mundane world. The affected
characters register as supernatural (of their own type, or transformed Nobles if mundane) to beings that can
detect such who are in the mundane place that corresponds to their own location. Furthermore, a being who
can scrutinize magic (as with the Charm Reflected Light) will, if he uses that ability on an affected character
and wins a Clash of Wills, pop into the parallel world as if he’d been included in the Charm. Other than this, no
character in the parallel world can influence anything in the mundane world, and from the mundane world,
only supernatural powers specifically aimed into the parallel world can affect anything in it.
Exceptional Success: The Noble can choose a number of characters in the fight other than herself, up
to her Inner Light, who will not vanish into the parallel world. She can use this to divide her foes, or to send
an ally on a side mission while keeping an opponent busy.
Upgrade: Palatine
Duration: Consecration
The Noble may tie her illusion to a Consecrated area. When she does so, treat the duration as 0 when cal-
culating the threshold.
122 Appear
Bless
The Bless Charms enhance people, pushing their abilities to a peak and bringing their actions to perfection.
Champions and Graces have affinity for them.
Several Bless Charms add dots to Attributes. Unless otherwise noted, dots from these Charms don’t con-
tribute to Charm activation rolls, or any roll to activate a supernatural power.
Upgrade: Enduring
Cost: +1 Wisp
When assisting in an extended teamwork action, all the Princess’ rolls are Intelligence + Dexterity instead
of the relevant dice pool.
Upgrade: Guided
Do not apply penalties on the dice pool to the activation roll.
Upgrade: Twinned
Cost: +1 Wisp
When the Princess activates the Charm, she also rolls the relevant dice pool, and adds successes from both
that roll and the Charm. The pools are separate; any bonuses and penalties apply to both.
Bless 123
Exceptional Success: The target of the Charm gains two instances of the Bargain Condition. Both will
end when the Charm expires.
By speaking a single word, the Noble sends another person into a state of extraordinary alertness.
124 Bless
Dramatic Failure: The Noble’s voice becomes impossibly loud, to her ears alone. She takes the Deafened
Tilt [CofD 281] in one ear for the rest of the scene.
Failure: The target pays no attention to the Noble.
Success: The target becomes alert and watchful. He takes the Alert Tilt: all his Perception rolls, including
rolls to avoid surprise, take a +2 bonus. The Tilt wears off when the Charm ends.
Exceptional Success: The target gains a +3 bonus from the Alert Tilt.
Upgrade: Calm
The Noble’s reassurance also helps her ally remain calm. The target applies the Tilt’s bonus when contesting
with Composure, and the Tilt’s penalty when resisting with Composure, against supernatural powers that affect
thoughts or emotions.
Bless 125
Exceptional Success: The target is unusually adept in the first steps of the social dance. In a social ma-
neuver influenced by the Charm, his first roll to open a Door has a +2 bonus.
126 Bless
Exceptional Success: The Noble makes her victory look easy. She gains an exceptional success in the
contest with 3 successes instead of 5.
Upgrade: Truly
Stackable 3 times
On actions where this Charm is used, once the dice transfer has been applied, the Noble may then add +1
to their own pool, as if it were coming from a specialty in “Defeating (opponent’s name)”.
Upgrade: Expert
The Noble may grant a deep understanding of a subject. She may use an activation success to give her target,
temporarily, the Area of Expertise Merit [CofD 44] for a specialty - which can be one he knew already, or one
granted by the Charm.
Bless 127
Upgrade: Serendipitous
The Noble may give her target the ability to apply his new knowledge in unusual ways. She may use an
activation success to give her target, temporarily, the Interdisciplinary Specialty Merit [CofD 45], if he has the
prerequisites. The required specialty can be one the target had already, or one granted by the Charm.
Upgrade: Well-timed
The target’s good fortune comes when most needed. Before the target makes a roll, he declares whether
the Tilt will affect it. The number of rolls affected does not change.
Upgrade: Strong
Cost: +1 Wisp
The Noble grants a stronger blessing: the target gains the Greatly Fortunate Tilt.
Upgrade: Perfected
Requires Strong
Cost: +3 Wisps
The blessed actions become deceptively easy; the target gains the Perfected Tilt. Strong and Perfected can-
not both be applied to the same activation.
128 Bless
Success: Being shown up and humiliated by the Noble destroys the target’s nerve; his fear of his own
inadequacy makes him fail again. He takes the Shaken Condition [CofD 290] which he may resolve when in
the Noble’s presence, or when he enters a contest similar to the one he just lost.
Exceptional Success: The target is thrown off-balance. He may not resolve Shaken during the current
scene, and until that scene ends he takes a -2 penalty on all Social rolls with people who witnessed his defeat.
Upgrade: Saving
Cost: +2 Wisps
The Noble’s protection lets her target survive against impossible odds. If the target takes enough lethal or
aggravated damage to fill his Health track while under the Aegis Tilt, he does not bleed out or die; instead, after
a minute, the damage in his last Health box downgrades to bashing damage, and he wakes. Recovering from
injuries in this fashion ends the Aegis.
Bless 129
Fists of Jade (Bless •••, Terra ••)
Action: Instant
Dice pool: Presence + Occult
Cost: 2 Wisps
Duration: 1 scene
The Noble wraps a friend's hands in a holy aura that cuts the flesh of servants of Darkness.
Dramatic Failure: The target acquires the inflexibility of jade. All his Dexterity-based dice pools take a
-1 penalty until the scene ends.
Failure: For a moment, the target feels spiritually cleansed.
Success: The target acquires the mystical purity of jade. His flesh has the same effects on creatures of
Darkness that jade does until the Charm ends.
Exceptional Success: The Charm guides the target's hands. He also gains a +1 bonus when attacking a
creature of Darkness.
Upgrade: Armed
The target's holy aura spreads to his weapons. A weapon in his hands acts on Dark creatures as if made of
jade. The aura comes from the target, not the weapon, so it fades from a weapon when he releases it; however,
it lasts long enough for a thrown object or a bullet to hit its target.
Upgrade: Multiple
Modified by Commonalty
Cost: +1 Willpower
The Noble may give a jade aura to all the members of an organization in her presence, using the Commonalty
modifier.
130 Bless
• Drawn by the Moon (Acqua): Roll Intelligence + Science; the Enhanced Condition raises one Mental
Attribute.
• Wind-Borne Grace (Aria): Roll Presence + Expression; the Enhanced Condition raises one Finesse At-
tribute.
• Stoke the Furnace (Fuoco): Roll Strength + Persuasion; the Enhanced Condition raises one Power At-
tribute.
• Forest Sanctuary (Legno): Roll Stamina + Survival; the Enhanced Condition raises one Resistance At-
tribute.
• Crown Jewels (Terra): Roll Manipulation + Persuasion; the Enhanced Condition raises one Social At-
tribute.
Upgrade: Grand
The Noble may add dots to all three of the Attributes that the Charm can enhance in a single activation.
She distributes her successes across the Attributes; she still cannot add more than her dots in the prerequisite
Invocation to any one Attribute.
Bless 131
Exceptional Success: In addition to the other effects, the target gains a +1 bonus on all his violent acts.
Upgrade: Cooperative
Modified by Commonalty
The Noble may bind rage into all the members of an organization she can see, applying the Commonalty
modifier.
132 Bless
Upgrade: Ballroom (Terra •••)
The Noble prepares the area for a formal social occasion. She prepares the courses for a banquet, or sets
up decorations and musical instruments for a dance. By applying Terra to the Charm, she may give the area
Aspirations based on the Queen of Hearts’ philosophy. She may also discourage people from breaking the peace
of the occasion by creating the Blessing of Defense.
Bless 133
rolls dice equal to the number of Wisps she took. The drain generates Taint in the area of Severity equal to
the successes on this roll, and Size large enough to include all the people it protected.
While the transformation lasts the Noble is in enough danger to use Inner Strength, and trade her
Willpower for Wisps. The Charm ends if the Noble runs out of Wisps and neither draws Wisps from her sur-
roundings nor uses Inner Strength.
Exceptional Success: The Noble touches the determination that has sustained the Queen of Tears in her
mission. She gains +2 on Inner Strength rolls until the Charm ends.
Drawback: The Queen of Tears perpetually mourns for the lost Kingdom, and the sacrifices that must be
made to sustain its remnant; her avatar bears the burden of her grief, and may be crushed by it. At the end of
each turn in which the Noble’s Holy Shield activated, the Princess must roll Resolve + Composure to resist the
Queen’s grief.
Dramatic Failure: The Queen’s grief overbears the Noble; the Charm ends immediately, and the Noble
collapses. She takes the Immobilized Tilt [CofD 284] until the scene ends.
Failure: The Noble’s will falters. Future rolls to resist the Queen’s grief take a -1 cumulative penalty.
Success: The Noble withstands the Queen’s grief. Future rolls to resist it don’t change.
Exceptional Success: The Noble recovers lost ground; reduce the penalty on future rolls to resist by 1,
to a minimum of -0.
Connect
Connect Charms trace and use the connections between people, or make and break such connections. Only
Graces have affinity for them.
134 Connect
Upgrade: Friendly
Modified by Commonalty
Cost: +1 Wisp
Duration: until resolved
The Noble may befriend a specific organization, applying the Commonalty modifier, when she knowingly
meets one of its members. Succeeding with the Charm gives her the Connected Condition [CofD 288] with the
targeted organization, instead of a Contacts dot.
Illuminatus (Connect •)
Favor (Politics)
Action: Permanent
When the Noble transforms, the secrets of the wealthy and powerful in her community cannot be hidden
from her.
Upgrade: Illuminated
Cost: +1 Wisp
Reaching out, the Noble sketches the bounded area in her mind, painting the delineation in liquid light. She
does not require a physical mark for the boundary, and destroying a boundary mark (if present) does not end
Connect 135
the Charm. However, the boundary is, to transformed Princesses, creatures of the Darkness, and any being that
can see magic, a glowing line, thus telling them that there is something supernatural going on.
Upgrade: Unnatural
The Noble calls on a higher law when she walks the bounds. She may redefine who is authorized to set foot
within the protected area, excluding any character who fulfills one of these conditions: a supernatural being (as
in, not a mundane human); a Light-touched character; or a creature of the Darkness. The Noble may choose only
one of these - she cannot set a boundary to warn her when Light-touched and Dark creatures cross it.
An area protected by an Unnatural boundary will not alert the Noble to intrusions that violate local laws.
However, an area can be protected by multiple instances of this Charm, as long as each instance detects a dif-
ferent group. Using the Charm on an area already enclosed, wholly or partly, takes a -1 penalty for each instance
already in effect.
136 Connect
When the Noble transforms, she easily evades the nets and snares laid by the authorities, and those who
live outside the law know her for a friend.
Connect 137
Failure: The Noble learns no new language from the Charm.
Success: The Noble acquires a basic understanding of the target’s native language until the Charm ends,
as if she had a dot in the Multilingual Merit for it [CofD 46].
Exceptional Success: The Princess speaks her new language felicitously, charming her audience. She
gains a +1 bonus to Expression dice pools when speaking the target’s native language.
Mercury’s Blessing may be used more than once in a scene, but only to acquire more languages; the Charm
does not improve fluency with languages a Princess already knows.
Upgrade: Fluent
On a successful activation, the Noble becomes fully fluent in the target’s language, as if she had the Lan-
guage Merit [CofD 45] for it. She may use the Charm to increase her fluency in languages she knows from the
Multilingual Merit.
Upgrade: Lasting
Cost: +1 Wisp
Duration: 1 day
The Noble’s magical fluency persists for a full day from the moment she gained it.
138 Connect
Exceptional Success: The Charm lasts for a full week.
If the Noble has used the Charm on more than one person, she automatically knows which of her targets
is suffering when she perceives their pain.
Connect 139
The Noble can ensure that those who swear falsely become social outcasts, untrusted because untrustwor-
thy. If the target breaks his promise or can’t fulfill it, he takes the Notoriety Condition [CofD 290] instead of
Guilty, related to his broken promise.
Upgrade: Convincing
Cost: +1 Wisp
The Noble knows just how to appeal to her target’s wishes. When she appeals to an Aspiration revealed by
the Charm during the social maneuver she used it, she opens two Doors instead of one.
Upgrade: Collective
Modified by Commonalty
The Noble can discover Aspirations of an organization when she begins a social maneuver on it. Her roll to
activate takes the Commonalty penalty for the organization.
140 Connect
A Hero’s charisma sweeps those she meets into her wake. After she appeals to an Aspiration revealed by
the Charm during the social maneuver she used it, the Noble may reduce the penalty for forcing the remaining
Doors by her Fuoco, to a minimum of -0.
Connect 141
When two people who love each other are together, there is very little that can stand in their way. But lovers
can’t be together all the time, and of course many will face hardships without their beloved to help them. To a
Princess, this distance doesn’t matter. She knows she’s never alone and has her beloved to help her.
Before rolling to activate the Charm, the Noble chooses a dice pool: either an Attribute and Skill, or a pair
of Attributes. The Charm may not be used when the Noble is under its effects.
Dramatic Failure: Thinking of the beloved distracts the Noble and hinders her in her tasks. She takes a
-2 penalty whenever she uses the dice pool she meant to enhance for the rest of the scene.
Failure: The beloved is spiritually present, but can’t help.
Success: The beloved sends aid to the Noble through their sympathetic link. The Noble gains the Blessed
Condition, with 2 banked dice for each activation success. These dice may be added to actions using the chosen
dice pool. The Condition ends, taking any unused dice with it, at the end of the scene.
Exceptional Success: The Noble chooses a second dice pool; dice from the Blessed Condition may be
added to actions that use either pool.
142 Connect
Ivory Gate (Connect •••)
Action: Instant
Dice pool: Manipulation + Socialize
Cost: 2 Wisps
Duration: 1 night’s sleep
The Noble binds her mind to another; when they next fall asleep they will share their dreams. The Charm
grants both the gift of lucid dreaming for the night and clear memories the morning after. To open an Ivory Gate
a Princess needs permission from the target, and the pair must sleep close enough to touch.
Once open, an Ivory Gate allows the dreamers to share a journey through Crawlspace. The dreamer with
the better impression level leads the journey, and the Doors are set from her traits. Either dreamer may open
Doors by herself, or the dreamers may use teamwork actions to do so. If the dreamers don’t make it through
Crawlspace before one wakes up, either may resume the journey the next night, but travel separately unless
the Princess uses Ivory Gate again.
Another, fairly obscure, use of an Ivory Gate is to invoke it on oneself. This might seem a waste of good
Wisps, but it’s useful when the Charm is made into a Bequest, for then it lets a Beacon or Sworn travel in the
Dreamlands whenever they wish to. Also, while a Princess is within her own Crawlspace and under the effects
of a self-applied invocation of Ivory Gate, she will be able to navigate from her Crawlspace into a regular dream
(and yes, she can bring others too but they don’t benefit from lucidity or clear memories unless Ivory Gate is
invoked upon them). An expensive but effective cure for insomnia.
Upgrade: Distant
Modified by Sympathy
The Noble opens an Ivory Gate from afar, applying the Sympathy modifier. The next time both she and the
target are asleep at the same time, both will dream of being together in the target’s current location, looking for
a Crawlspace entrance. The Noble must have prior permission from the target to use the Charm.
Connect 143
Success: The Noble can speak directly to the mind of her target, without using her voice, and the target
can reply the same way. The Charm conveys only sounds that the Noble and the target could actually speak;
so, for example, if one thinks in a language the other doesn’t know, he hears the words but cannot understand
them. On the other hand, anything said is heard as clearly as if the two of them stood together in a quiet room.
The first time someone is the target of this Charm, he must roll Resolve + Composure to learn how to speak
through the link (and, possibly, to persuade himself that he isn’t imagining the voice in his head.)
Exceptional Success: In addition, by concentrating the Noble and the target can share a memory. The
one who has the memory makes a memory roll [CofD 30] to recall it; whatever she recalls passes over the
link, and the other makes a memory roll to retain the information. This takes an instant action from both
characters.
Upgrade: Party
Cost: 1 Wisp/person
The Noble creates a channel of voiceless speech among several people. She can speak to any or all of the
targets’ minds, and they can speak to her and each other in the same way. A target who has Wisps can pay her
part of the cost.
Upgrade: Shuffled
Cost: +1 Wisp
The Noble can take an object from one distant place and send it to another with one activation. Apply the
worse of the Sympathy modifiers for the two locations.
144 Connect
In the myths, the songs of Orpheus were so beautiful that all the natural world came to hear them. The Noble
can, in a small way, emulate him. When she has a natural animal within sight, she sings or plays music pleasing
to it, and all the animals of the same species who hear the song gather together to listen. The Charm ensures that
the music can be heard anywhere within 100 times her successes in yards; natural acoustics may carry the song
further, at the Storyteller’s discretion. (Note that while only animals of the same kind as the target are certain to
come, anyone and anything with ears can follow the music if they like.) Once they arrive, the summoned animals
will stand or lie near the Noble, quietly listening, as long as she performs; when she stops, the Charm ends and
the beasts revert to their normal behavior in the following turn.
Upgrade: Driven
Cost: +1 Wisp/every 5 points of Size above 5
The Noble can drive a vehicle into Alhambra, carrying along all its contents. She takes a penalty on the
activation roll of -2 for 5 points of the vehicle’s Size exceeding 5; that is, a Size 10 vehicle takes a -2 penalty, a
Size 15 vehicle takes -4, and so on. As with the basic effect, the vehicle must be in darkness to travel, and will
arrive over water; most Hopeful using this Charm travel in boats.
Connect 145
The Nick of Time (Connect ••••)
Action: Full turn
Dice pool: Intelligence + Persuasion
Cost: 3 Wisps, 1 Willpower
When all seems lost, the Noble reaches across time to send out a call for aid, and bends fate to guide her
allies swiftly to her side.
Dramatic Failure: The Noble feels a sudden crushing sense of abandonment. She must make a compro-
mise roll, at a -3 penalty.
Failure: The Noble cannot reach any of her friends.
Success: The Noble may use any of her Social Merits that represent her relationships with other people
to call for help with her current troubles, even if it’s physically impossible for her to reach them - distance, lack
of a phone, and imprisonment are no obstacle to her need. Messages from her travel back in time, if necessary,
to find her friends and allies, and fate ensures that anyone she calls will reach her with aid before the current
scene ends. These magically supported calls count as normal uses of the Merits for the current session; if the
Noble has used up her favors from an Allies Merit, for example, the Charm won’t give her more.
Furthermore, the Noble can reach out to NPCs she has encountered before during the campaign who
were well-disposed to her and, if the Storyteller agrees, declare that they have been guided by fate to a place
where they can and will help her out during the current scene. That warrior lodge of Darkspawn hunters
the Noble met in the uncharted heart of the Amazon rainforest? Turns out they knew an international secret
society of monster hunters who can arrange transportation and they’ll show up in the heart of London ready
to fight. The chef she saved from bankruptcy? Well an army marches on its stomach. The Charm cannot do
the impossible, but it is very powerful magic and can accomplish the improbable.
The extent of the help that previously encountered NPCs are ready to provide is limited; they count as
a single temporary Allies Merit with a rating equal to the Noble’s activation successes. The Merit vanishes at
the end of the session, whether used or not.
Exceptional Success: The Noble’s friends can give her aid in unexpected forms. She may also change
one of the Social Merits the Charm applies to into a different Social Merit; for instance, a Contact can act as a
Mentor, an Ally can confer Status, a Staff member can work as a Retainer. The new Merit has the same dots
as the one it replaces, but it must also represent a relationship - the Noble is calling on the same people as
before, just in ways she normally couldn’t. The Merit returns to normal when the scene ends.
146 Connect
Upgrade: Leading
Cost: +1 Wisp per additional person
The Noble can now lead others through mirrors. Each extra person or 5 Size points of equipment costs an
additional Wisp.
Connect 147
Upgrade: Proxy (Invocation ••••)
The Noble can weave the thread of another person’s life. The threshold for doing so is the Willpower of
the person being given an Entwined Destiny, and the Sympathy modifier is either the Noble’s connection to
that person, or to the Destiny’s subject, whichever is worse. If the person being given a Destiny is not willing to
accept the role the Charm gives him, the Charm fails.
Upgrade: Taut
Cost: +1 Wisp
The thread that ties the Noble to her target pulls them together. The Noble and her target are linked by an
Intimate sympathetic connection, regardless of the connection they had before. Their original level of Sympathy
returns when the Charm ends.
148 Connect
know nothing of it; why would those treacherous curs know anything about loyalty or devotion? This was an
oath of the Army of the Kingdom, not the soft weaklings who betrayed it from within. Outside observers suspect
that the Goalenu Ban may have evolved from this Charm, baked into their very essence by their death in its
service.
When using the Charm, the Noble chooses one of her Aspirations to elevate into her Cause. The Aspiration
must not be a trivial or simple goal; for example, “Kill the six-fingered man who killed my father” is a valid target,
while “Buy some milk from the shops” is almost certainly not. The Noble repeats her Aspiration over and over
again, drumming the words until they become all-consuming. The Charm is complete when the scars blossom
across her chest, spelling out the Cause for all who would see. The Noble gains an Entwined Destiny Merit aimed
at advancing the Cause; finding a list of men with six fingers, finding which one he is, finding where he lives,
watching his routines, breaking into his house, and attacking him would all be actions which would benefit from
this. In addition, the Noble cannot be dissuaded; she doubles her appropriate Resistance Attribute against any
attempts, whether mundane or supernatural, to prevent her from fulfilling the Cause. This covers things like
torture, which would double Stamina, just as much as Composure might be used against magical mind-control
or mundane persuasions.
However, the Cause consumes those who have willingly sworn it. When faced with a choice between ad-
vancing or fulfilling the Cause, or taking another action, the Noble rolls Resolve + Composure. If she fails, she
may perform the other action; otherwise she must continue with the Cause, and ignore the other situation, even
if it would seem to be more important to an objective observer. This obsession replaces the normal drawback
of the Merit; the Noble doesn’t suffer a penalty to her actions if she does manage to set the Cause aside.
Once the Cause has been accomplished, the Noble regains the Willpower dot lost when swearing to it. If it
becomes impossible to attain the Cause for any reason (say, the six-fingered man dies before they can get their
revenge), not only does she not regain the Willpower dot, she must roll Resolve + Composure, with each success
inflicting one point of resistant aggravated damage, as her soul tears itself apart in coruscating flames that erupt
from her mouth and burn at the tongue that swore an oath it could not uphold.
Connect 149
may be called for if the Noble takes advantage of people she has woven a destiny for. As a general rule, it doesn’t
count as consent if they’re only saying it as a result of an artificial destiny.
Upgrade: Taut
Modified by Commonalty
Cost: +1 Wisp
The thread that ties the Noble to her target pulls them together. The Noble and her target are linked by an
Intimate sympathetic connection, regardless of the connection they had before. Their original level of Sympathy
returns when the Charm ends.
If the Noble applies Collective and Taut, she becomes a member of the target group for the purposes of
Commonalty Charms, instead of improving her Sympathy with any of them.
150 Connect
The Noble resolidifies when the Charm expires, and any unspent bonuses are lost.
Exceptional Success: The Noble may store two extra bonuses in her pool.
Fight
The Fight Charms enhance a Princess’ ability to fight. Only Champions have affinity for them.
Fighting Styles
Just because a Princess is firing rainbows from a cheerleading baton doesn’t mean she can’t benefit
from a few days training down at the firing range. Nobles can use the Fighting Merits, including the Fight-
ing Styles, with their Regalia weapons, and mix the maneuvers of Empty Hands with Merits that expand
unarmed fighting. Weapons must be compatible with a Fighting Style - for example, Light Weapons [CofD
63] requires a weapon with Damage 2 or less, so a Kensai weapon upgraded to Damage 3 can’t be used
with that Style.
Upgrade: Binding
The Regalia piece takes the form of spools of ribbon, reels of fishing line or stretching cords. When the
Noble uses Restrain during a grapple, she may tie up her opponent with Regalia cords, which have the normal
Durability of her Regalia, and leave the grapple.
Upgrade: Crushing
The Noble’s fists swing like hammers, and her grip crushes like a vise. She may choose to do either lethal
or bashing damage with her unarmed strikes and Damage moves in grapples.
Fight 151
Upgrade: Entrancing (Legno ••)
The Noble’s opponents, if once they touch her, find it strangely hard to do anything that would really injure
her. During a grapple, in any turn the Noble applies Legno, her opponent cannot use the Damage maneuver.
Kensai (Fight •)
Regalia
Action: Permanent
A melee weapon becomes part of the Noble’s Regalia, manifesting her courage and faith. Attacks with the
weapon use the normal dice pool for melee combat. For anyone but the Noble, the weapon’s Initiative penalty
is -1 and its minimum Strength is 1. For the Noble herself, both are 0 - as an extension of her will, the weapon
obeys her desires as well as her own hands.
By default the weapon’s Damage is 1, but the Noble may apply an Invocation to her attack to increase its
Damage by her dots in that Invocation for one turn. (She may apply the normal Regalia bonus to an attack instead
of increasing its Damage.) In addition, each time she attacks with it, she may choose to inflict either bashing
or lethal damage. Infusing her weapon with magic takes a few moments; applying an Invocation to an attack
imposes an extra -1 penalty to Initiative.
Upgrade: Forceful
Stackable 3 times
The Noble’s weapon strikes with great force. Each time the Noble takes this upgrade, she may add 1 to
her weapon’s base Damage. Doing so increases its minimum Strength by 1 and Initiative penalty by -1 for all
wielders except the Noble. She may add or remove levels of Damage with a transformation action.
Upgrade: Guarding
The Noble’s weapon pushes attackers away or deflects their blows. Using it adds +1 to Defense.
152 Fight
Upgrade: Inexorable
The Noble’s weapon may move slowly, but it can’t be stopped or avoided. The Noble may transform her
weapon, taking a -2 Initiative penalty. In return, those she attacks with it use only their Attributes as Defense
from it; they don’t add any Skill. She may switch between this form and the basic form with a transformation
action.
Levinbolt (Fight •)
Regalia
Action: Permanent
Fight 153
A ranged weapon becomes part of the Noble’s Regalia, delivering the force of her will from afar. It can
appear as nearly anything; wizards’ staffs, futuristic pistols, and daggers that fly back to the hand are all known
examples. The Noble chooses either Athletics or Firearms as the Skill for using her weapon when she learns the
Charm. The Skill chosen for the weapon determines its range. An Athletics Levinbolt is an aerodynamic missile
of Size 1 and must be thrown at its target [CofD 90]. A Firearms Levinbolt has a flat range of 30/60/120 yards. A
Levinbolt weapon generates ammunition as the Noble fires it, and never needs reloading. The Noble may spend
1 Wisp when attacking with her weapon to fire a short burst instead of one shot.
For anyone but the Noble, the weapon’s Initiative penalty is -1 and its minimum Strength is 1. For the Noble
herself, both are 0 - as an extension of her will, the weapon obeys her desires as well as her own hands. By default
the weapon’s Damage is 1, but the Noble may apply an Invocation to her attack to increase its Damage by her
dots in that Invocation for one turn. (She may apply the normal Regalia bonus to an attack instead of increasing
its Damage.) In addition, each time she attacks with it, she may choose to inflict either bashing or lethal damage.
Infusing her weapon with magic takes a few moments; applying an Invocation to an attack imposes an extra
-1 penalty to Initiative.
Upgrade: Forceful
Stackable 3 times
The Noble’s weapon strikes with great force. Each time the Noble takes this upgrade, she may add 1 to
her weapon’s base Damage. Doing so increases its minimum Strength by 1 and Initiative penalty by -1 for all
wielders except the Noble. She may add or remove levels of Damage with a transformation action.
Upgrade: Multiple
Stackable 2 times
The Noble’s weapon allows automatic fire. With one purchase, spending 1 Wisp allows the Noble to fire
three short bursts or one medium burst. A second purchase lets her fire short bursts at no cost, and spending
a Wisp lets her fire two medium bursts or one long burst. As with mundane firearms, one turn of covering fire
is equivalent to one medium burst.
Upgrade: Long
Stackable 3 times
The weapon’s range doubles each time the Noble takes this upgrade.
154 Fight
Upgrade: Soothing (Legno ••)
If the Noble applies Legno to an attack, and a target takes damage from it, a dose of an opiate enters his
bloodstream, and he must roll his Stamina + Resolve - the Princess’ Legno. If he fails, he gains the Drugged Tilt
[CofD 281].
Palladion (Fight •)
Regalia
Action: Permanent
The Noble adds a shield to her Regalia, standing steadfast in battle. The shield is Size 2 and, like a mundane
shield, protects the Noble from close and ranged attack. In any turn she doesn't use it as a weapon, the Noble
adds the shield’s Size to her Defense and applies its Size as a concealment penalty against ranged attacks. When
used as a weapon, the shield does Damage 1 and, for anyone but the Noble, requires a Strength of 2 and applies
-2 to Initiative. The Noble ignores both; for her the shield is an extension of her arm. In addition, each time she
attacks with it, she may choose to inflict either bashing or lethal damage. The Noble may not use the shield as a
weapon if she has used it for Defense or concealment during the current turn.
In addition, the Noble can apply an Invocation to her shield, making it easy to maneuver. If she attacks
with the shield, applying an Invocation adds its dots to her dice pool. If she defends with it, she adds her dots
to either her passive Defense or her Dodge dice pool for one turn. A bonus from the Quality upgrade is applied
the same way.
Upgrade: Durable
The Noble’s shield withstands even the most forceful blows. Its Durability equals 1 + her Inner Light.
Upgrade: Enlarged
The Noble can enlarge her shield with a transformation action. If she does so, the shield becomes Size 3
and does Damage 2 when used to attack. The required Strength rises by 1 and the Initiative penalty increases
by -1 for all wielders except the Princess.
Fight 155
Upgrade: Towering
Requires Enlarged
The Noble can make her shield large enough to conceal her completely. When she does so, she can move
at half Speed to use her shield as opaque cover against ranged attacks [CofD 92]. When not so used the shield
is still effectively Size 3.
Upgrade: Soaring
The Noble can fling her shield, spinning it toward an enemy. The throw follows the normal rules for throw-
ing objects [CofD 90] except that the Noble can throw the shield regardless of her Strength and may apply an
Invocation to her dice pool. The shield is aerodynamic when the Noble throws it, though not for anyone else.
Throwing the shield counts as using it as a weapon.
Damage is Damage
Regalia weapons, and the weaponless combat of Empty Hands, are the Noble’s willingness to hurt
another, or to defend another, made manifest. They are, thus, as magical as she is, and count as supernatural
damage - powers that downgrade or ignore mundane weapons don’t apply to them. The form the weapons
take isn’t otherwise significant; a Princess may have a sword of the purest silver in her Regalia, but it will
not be of any extra help when fighting a werewolf (except possibly for the ability to bluff that you have
real silver); contrariwise it will not be stopped by that anti-silver forcefield the werewolf bought off a mad
scientist.
Invoked upgrades can change this rule - after applying the Fuoco upgrade Burning a Noble’s Kensai
weapon both cuts and burns. It acts as a bane to a vampire, but a defense against fire will block it, as will
a ward against blades.
156 Fight
Take the Blow (Fight •)
Action: Reactive
Dice pool: Unrolled
Cost: 1 Wisp
Duration: 1 attack
The Noble places her body in the path of a lethal blow, protecting the person it would have injured. She may
activate the Charm just before a close combat attack when both the attacker and his target are within her Speed
in yards of her (not, however, if she’s the target.) When she does so the attack falls on her, not the attacker’s
intended target. The substitution happens before the attack pool is rolled, and the Noble can choose to defend
passively, applying her Defense, or actively, rolling her Dodge dice pool.
Fight 157
The Noble turns her foes’ momentum against them. When she Dodges [CofD 88-89], if the Noble reduces a
close combat attacker’s successes to 0, she may activate the Charm to inflict the Knocked Down Tilt [CofD 285]
on that attacker.
Upgrade: Instinctive
Using social talent to evade injury becomes almost a reflex. When the Noble transforms, she may choose
to set her Defense to Manipulation + Athletics against attackers with a basically human mind. The drawback,
as before, is that against inhuman attackers her Defense is Athletics alone. She may return to normal Defense
with a transformation action.
158 Fight
Exceptional Success: The Noble’s theft is so well timed that the target actually tries to carry out his
intention without the necessary tool. He gets the Stunned Tilt [CofD 286].
Fight 159
the Noble inflicts the Beaten Down Tilt [CofD 280] on an opponent or forces him to unconsciousness, then in
the next social maneuver she attempts with that opponent her impression level improves by one step.
Upgrade: Countered
At the end of the turn the Noble may make one counter attack with a dicepool equal to the number of people
who attacked her this turn.
160 Fight
- enough to fill her palm - and activates the Charm; doing so materializes her Regalia weapon from one of the
prerequisite Charms, and combines the bane with that weapon. Until the Noble next transforms it, or returns to
mundane form, the weapon and attacks made with it affect supernatural beings just as the bane does. The bane
itself transmutes to inert dust with no useful properties.
Each use of this Charm combines a bane with one piece of Regalia. Regalia pieces already under its effects
cannot be combined with another bane.
Fight 161
A net of brambles grows in the Noble’s hands, and she throws it at a target [CofD 90]; the net is not aero-
dynamic. If she succeeds, she entangles the target in the net, and the brambles grapple him [CofD 89-90]. The
Noble may spend her action in the next and subsequent rounds maintaining the grapple, and may use any move
except Take Cover. If the target Breaks Free, or the Noble takes any action other than maintaining the grapple,
the Charm ends. If she uses Restrain, the brambles remain after the Charm ends; the target must break them to
end the Immobilized Tilt, and they have Durability equal to her Legno.
Upgrade: Thorny
If the Noble applies this upgrade, the net grows sharp thorns; the Damage move in the grapple inflicts lethal
damage.
Upgrade: Wide
Stackable 3 times
Cost: +0-2 Wisps
The net is broad enough to ensnare more than one person. Use the autofire rules [CofD 90]. The first pur-
chase gives the net the bonus of a short burst. The second purchase adds 1 Wisp to the cost, and allows the
equivalent of a medium burst. The third purchase adds 2 Wisps to the cost, and allows the equivalent of a long
burst. The Noble must use the same move on everyone caught in the net; if a move doesn’t apply to a target,
it’s wasted.
162 Fight
Nova Strike (Fight ••••, Fuoco ••••)
Requires Levinbolt
Action: Reflexive
Dice pool: Strength + Science - blast radius in yards
Cost: 2 Wisps
Duration: 1 attack
The Noble conjures a ball that explodes in a gout of consuming fire. She may activate the Charm when she
attacks with her Levinbolt weapon, and sets the explosion’s size at that point, taking a penalty to her dice pool
equal to its radius in yards.
Dramatic Failure: The ball explodes in the Noble’s hands. The Charm has its normal effect, centered
on her.
Failure: The Noble fires Levinbolt normally.
Success: The Noble loads her Levinbolt with an incendiary bomb. When she throws or fires the bomb,
her attack doesn’t resolve normally; the Noble rolls just to see if the bomb goes where she wants it to. Instead,
an explosion goes off centered where the bomb lands; its Blast Area is what she chose for it, and its Damage
and Force are both equal to her Fuoco. The incendiary effect starts fires of Intensity 2.
Exceptional Success: The incendiary is hot enough to melt metal. It starts fires of Intensity 3.
Fight 163
The Finest Hour, the Last Hour (Fight •••••, Tempesta
••••)
Avatar (Storms)
Action: Instant
Dice pool: Resolve + Composure
Cost: 3 Wisps, 1 Willpower, 1 resistant aggravated damage
Duration: 1 scene
The Noble draws upon the dedication and resolve the Seraphic General displayed during the fall, and recre-
ates her own lesser version of that courage.
Dramatic Failure: The Noble is overcome with a feeling of utter futility and defeatism. She takes the
Beaten Down Tilt [CofD 280] and is considered to have broken Tempesta’s ban.
Failure: The Noble cannot focus.
Success: The Noble enters a combat trance, a tranquil fury or even a screaming hysteria. In this state she
is one of the most powerful and terrible combatants known to the Radiant. She gains the following benefits:
• Any damage caused by the Noble is aggravated, even if she doesn’t want it to be.
• She gains temporary Health boxes equal to her Resolve + Inner Light.
• Every time the Noble kills someone she believes is a follower of the Dark, she regains all her Willpower.
Followers of the dark include: Darkened, Darkspawn and all related creatures, Princesses and Sworn of
Tears, Alhambran citizens, and anyone the Noble has a good reason to believe to be any of the above.
Exceptional Success: The Noble develops such a strong aura of violence and power that mortals (includ-
ing Darkened and Darkspawn, but not stronger creatures of the Darkness) whose Willpower is lower than
her Inner Light must succeed on a Resolve + Composure roll or flee in terror, gaining the Terrified Condition.
Drawback: Once this Charm is active the Noble loses all her mental faculties unrelated to combat - she
simply cannot conceive of not fighting. Until the Charm ends she cannot stop fighting as long as one foe remains
standing.
Govern
The Govern Charms control supernatural powers and those who possess them. Graces and Seekers have
affinity for them.
Consecrate (Govern •)
Action: Extended, 10 minutes/roll, threshold = Sanctuary
Dice pool: Presence + Occult
Cost: 3 Wisps
Duration: special
The Noble blesses the ground she stands on, and dedicates it temporarily to her Queen and the Light. The
Noble needs to cleanse and purify every part of the area she wishes to dedicate; this can be as simple as giving
it a thorough spring cleaning, or it can be an elaborate rite for casting out evil spirits, depending on the Noble’s
cultural background. However, if she applies an Invocation, the method of purification invokes the relevant
Queen and must use symbols appropriate for her.
The Charm also requires a representation of the Noble’s Phylactery to be somewhere in the area. This can
be as slight as a sketch of it done in felt tip on paper and taped to the underside of a table, or as intricate as a
carefully woven tapestry with its image part of the decorations. There can be multiple such representations.
However, if all such representations are destroyed or removed from the area, the Charm automatically ends.
164 Govern
When the Noble reaches the threshold, the target Sanctuary gains the Consecrated Condition for 1 day. The
Noble may continue working to extend the Charm’s duration:
• Threshold = 1 day
• 2 * threshold = 1 week
• 3 * threshold = 1 month
• 4 * threshold = 2 months
• 5 * threshold = 3 months
• Each additional multiple extends the duration by another month.
If an area is already Consecrated, the new Charm will not take effect until the Noble reaches enough suc-
cesses to exceed the remaining duration of the previous Consecration. (For instance, if an area will be Conse-
crated for five days, the Noble must reach enough successes for a week’s duration, after which the area will be
Consecrated for a week.) If any part of an area is Tainted, the Charm automatically fails, and if any part becomes
Tainted while the Consecration remains, the Charm immediately ends.
Upgrade: Purifying
The Noble may Consecrate a Tainted area. The Taint will always overcome this Charm given enough time,
but it can allow the Noble some vital breathing space. Add the Taint’s Severity to the threshold; when the Noble
reaches it the area’s Dark Door closes, and can’t be opened until the Condition expires.
Even though the Taint is suppressed, later uses of Consecrate still must overcome it to extend the Conse-
crated Condition. Also, the Taint shortens Consecrate’s duration: each multiple of the threshold adds just one
day to the Charm’s duration. When Consecrate expires the effects of the Taint return; the Noble may invoke
Consecrate again to extend the Condition, but this only delays the inevitable.
Upgrade: Sanctuary
Several Charms have special benefits when cast upon Consecrated ground. When Consecrate is invoked
with Sanctuary, all Charms that interact with the Consecrated Condition are immune to being dispelled while
that Condition remains.
It is important to note that Consecrate itself can be dispelled, or removed by other methods, and this up-
grade offers no protection against that.
Upgrade: Touching
Cost: +1 Wisp
By spending an additional Wisp, the Noble shifts her flesh partly into Twilight, allowing her to touch or
attack Dreamlanders, and they her, until the Charm ends. All of her regalia (including weapons and armor) are
carried into this state with her, and Dreamlanders are valid targets of her Charms.
Govern 165
Upgrade: Spiritual (Legno •)
Cost: apply Legno
One of the Wilds may attune herself to the presence of spirits. If she applies Legno instead of spending a
Wisp, the Noble sees spirits in Twilight Form, and can make Perception rolls to notice Manifestation Conditions
related to a spirit, or the presence of a locus [CofD 126]. She cannot see Dreamlanders and spirits at the same
time. Applying Touching makes the Noble tangible to spirits, not Dreamlanders.
166 Govern
Certain artists among the Hopeful have found a method to infuse the Light into their art, and make it bring
forth magic. This Charm allows a Princess to embed another Charm into a work of art she has made with her own
hands, so that it takes effect not when she casts it, but when another person studies or appreciates the art. The
crafting of the artwork is integral to the use of Living Image - the art means, is about, the Charm embedded in it,
and a wholly or partly finished work on another subject cannot carry the intended Charm. Making a valid target
for Living Image is a mundane extended action, with a threshold of 3x the rating of the Charm to be placed in it.
To be embedded in a work of art, a Charm must be targeted at a single person who is physically with its
user. The Sympathy and Commonalty modifiers make a Charm incompatible with Living Image, and animals,
objects or areas cannot understand art in a way that Living Image will recognize. In addition, the Charm must
be cast directly; a Noble may not use one enchanted artwork to prepare another.
Dramatic Failure: The Noble’s magic goes out of control and ruins the artwork. She must recreate it
from the beginning, using new materials.
Failure: The Noble fails to prepare the artwork. Further attempts to use the Charm on it take a cumu-
lative -1 penalty.
Success: The artwork becomes a valid target for the Charm it’s based on. When that Charm is used on it,
the artwork gains the Waiting Charm Condition, which will resolve when a person next experiences the art
in the proper way - a painting must be looked at, recorded music must be listened to, etc. When the Condition
resolves the suspended Charm immediately takes effect on the person experiencing the art. Damage to the
artwork ends the Condition.
Exceptional Success: The artwork is a perfect expression of the Charm to be held inside it. Anyone using
that Charm on it has 9-again on the activation roll.
As part of learning this Charm, the Noble also learns how to recognize another Hopeful’s enchanted art-
works, and discover what they do without discharging them. Analyzing an artwork prepared for Living Image
(which includes Bequests) is a mundane extended action with a dice pool of Inner Light + Intelligence, an in-
terval of 5 minutes/roll, and a threshold equal to the rating of the Charm the artwork expresses. Reaching the
threshold answers one of these questions:
• Which Charm the artwork is based on
• Which Living Image upgrades were applied during its making
• If it’s Duty-bound, what task creates the Waiting Charm Condition
Upgrade: Copied
Cost: +1 Wisp
The magic in the Noble’s art may flow through copies of that art. When the original artwork has the Waiting
Charm Condition, it resolves when a person next experiences any duplicate of the original, as well as the original
itself, and the delayed Charm takes effect on that person. Normally copies must be exact - any imperfection or
degradation in the copy breaks its connection to the original; however, the Noble may take a penalty of -2 when
activating Living Image to let it work through imperfect but recognizable copies (photos or digital images of a
visual work, re-recordings of an audio work, etc.)
Applying Copied makes Living Image compatible with Charms modified by Sympathy. For those Charms
the Condition resolves when the intended target experiences the art, in either a copy or the original. No other
audience can trigger the embedded Charm.
Upgrade: Performative
The Noble dispenses with solid materials - she can weave magic into pure meaning, while delaying its effect.
In the course of a performance or conversation, the Noble must tell her intended target both what will happen
when the suspended Charm takes effect, and what action or situation will release it. She can be as cryptic ("When
all eyes turn toward you, you’ll find the strength to carry on") or as direct ("Hey, jackass! Try stealing someone’s
purse again, and you’re going to get set on fire!") as she wishes. She activates Living Image as she speaks, and
the Charm she wants to delay immediately afterward.
Govern 167
If both Charms succeed, the target gains the Waiting Charm Condition. It will resolve at the first opportu-
nity that fits what the Noble tells the target - a vague and cryptic description may release the Charm at a quite
unexpected and inconvenient moment. Dramatic failure distorts the Noble’s magic, giving her a Hypersensitive
Condition that expires when the scene ends.
Performative is not compatible with Copied, but applying it does make Living Image compatible with
Charms modified by Commonalty. For those Charms, the Condition resolves when any member of the target
organization fulfills the stated conditions, and the Charm affects all members who witnessed the performance.
Also, Performative doesn’t require a target to understand what the Noble says, so it can be used with Charms
that apply to animals, objects or areas - though she still has to speak to them.
Upgrade: Instructive
Cost: +2 Wisps
The Noble’s art becomes not an expression of her magic, but a guide for others to enact it themselves. When
she gives the artwork the Waiting Charm Condition, the Noble pays for the Charm but does not roll to activate
it. Instead, when a Light-touched character experiences the art, he becomes aware that magic lies within it,
ready to release. If he chooses, he can resolve the Waiting Charm Condition to make the activation roll, using his
own traits rather than the Noble’s. Characters who aren’t Light-touched can’t resolve the Condition. The Noble
specifies which upgrades, if any, are applied to the Charm when she embeds it; the activator chooses its target
and controls its effects.
Instructive is not compatible with Copied or Performative. Because the activator can direct the embedded
Charm, applying Instructive makes Living Image compatible with any Charm, including those that need no roll
to activate. A permanent Charm, if embedded, confers its benefit on the activator for one scene.
Upgrade: Bequeathed
Requires Instructive
Cost: +1 Willpower dot
The Noble turns her art into a free-standing object of power. The object she crafts becomes a Bequest;
anyone with the ability to pay the Charm’s cost can do so to give it the Waiting Charm Condition, or to activate
the Charm directly, if they are touching it. A Bequest does not have to be studied or appreciated to work its
magic, and need not be art (as normally understood) at all; it’s simply used, like any mundane tool.
Upgrade: Duty-bound
Requires Bequeathed
By fulfilling a special duty, the Bequest’s owner can catch raw power from the Light to empower it. When
the Noble creates a Bequest, she can specify a task to be completed. A character with the Bequest on his person
who performs that task can impose the Waiting Charm Condition on the Bequest without paying any Wisps. All
other costs for activating the Bequest’s Charm must still be paid.
The difficulty of the specified task depends on the Charm’s effective rating. Bequests based on 1-dot Charms
can be primed by an action taking as little as a turn. Bequests based on 3-dot Charms usually require a scene or
two to prime. Bequests based on 5-dot Charms require at least a session to prepare.
168 Govern
By pressing an Empowered Bequest to the forehead of the gem’s original owner, the owner’s beauty may
be restored; doing this destroys the Bequest beyond repair.
The question that haunts many Nobles is whether using such tools is an endorsement of their creation.
Knowingly using an Empowered Bequest, unless a Princess has reason to believe the gem at its heart was created
consensually, is a compromise with a -1 penalty to the roll.
Upgrade: Light-Attuned
The Noble can distinguish powers that come from the Light. Whe she rolls for information on an active
Charm, she learns the Charm’s function and what Invocation (if any) was applied in the casting. She will recog-
nize by name any Charm and upgrades she knows herself or has seen in use before.
Upgrade: Sensitive
The Noble’s senses are sharp enough to see the Light’s or Darkness’s influence, even when quiescent. When
a Light-touched entity or Dark creature enters her range, the Noble notices their presence, unless they are under
supernatural concealment. Success on the reflexive roll tells the Noble where the being she detected is, and
whether the Light’s or Darkness’s touch is weak or strong. Beacons, Sworn and Nobles in mundane form are
weakly Light-touched, while transformed Nobles and Shikigami are strongly touched; the Darkened Condition
touches its carriers weakly, Mnemosyne appear to be weakly touched, and Darkspawn and Cataphractoi are
strongly touched.
Deliberately looking for magic also reveals any Light-touched or Dark beings within the Noble’s range, and
allows reflexive scrutiny of them.
Govern 169
By touching someone (or something) with a pool of Wisps, the Noble transfers some of her own Wisps
to the other pool. She gives 1 Wisp for each success, up to her normal Wisps/turn limit. She cannot give more
Wisps than the target can hold.
Upgrade: Accepted
The Noble may take Wisps from others, if they are willing to give them. If the target consents, the Noble
takes 1 Wisp for each success, up to her normal Wisps/turn limit.
Upgrade: Distant
The Noble can send Wisps to any person she can see; she need not touch them. With Accepted, she can take
Wisps from those she can see as well.
Upgrade: Anonymous
Requires Distant
Modified by Sympathy
Cost: +1 Wisp
The Noble may use the Charm on people who are not present, applying the Sympathy modifier.
170 Govern
Grey Masque (Govern ••)
Action: Instant
Dice pool: Manipulation + Empathy
Cost: 1 Wisp
Duration: 1 day or 1 week
The Darkness continually hunts for traces of the Light, and too many of those bearing such traces can’t
protect themselves. The Noble is able to hide the Light’s touch from those who can perceive it, giving them some
protection - after all, if your goal is to give your sister the magic she needs to fly away from danger, painting a
target on her back defeats the purpose. The Charm may be used on any Light-touched character.
Dramatic Failure: The Noble creates a flare of Light that alerts everyone capable of detecting the Light-
touched within her Inner Light in miles to her presence and her rough location.
Failure: The Noble can’t hide her target’s status.
Success: For one full day, the target’s Quiet Echo fades away. Passive abilities that detect the Light-
touched automatically fail to recognize the target as such, and active abilities must win a Clash of Wills to
detect him.
Exceptional Success: The target's Echo vanishes for a full week.
Govern 171
Upgrade: Searing
Cost: +1 Wisp
If the Noble wins the contest, the target runs from her in a blind panic - he immediately takes the Terrified
Condition.
Upgrade: Ruling
Inhuman monsters must acknowledge the Noble’s authority. She may use the Charm on ephemeral beings,
such as ghosts and spirits; they contest it with Resistance + Rank.
Upgrade: Majestic
Requires Ruling
Cost: +1 Willpower
All those with power bow to the Light. The Noble may use the Charm on humans with supernatural pow-
ers that aren’t derived from the Light. This includes anyone with a major or minor template, and anyone with
powers they would lose if they gained a template, except for Beacons, Sworn and Hopeful.
Upgrade: Brilliant
The Noble may spend 1 Wisp to add her Inner Light to her dice pool for an abjuration.
172 Govern
[CofD 288] to the entity. On an exceptional success, until the Condition ends the entity treats harming the Noble
or anyone under her declared protection as a violation of its ban. Attacking or betraying the entity will resolve
the Connected Condition immediately.
Govern 173
Upgrade: Militant (Tempesta •• or Fuoco •••)
One cannot simply wait for the Light to diffuse into one’s soul! All of existence is a war against the Darkness,
and no soldier of the Seraphic General should be caught without her arms! When creating the Seed, the Noble
may choose to make it release its energy quickly. If Tempesta was applied, the Wisp can be recovered from the
Seed as a reflexive action, at a cost of 1 resistant lethal damage, with no more than skin contact with the Seed.
There is no limit to how many Seeds can be tapped in this way per round, beyond the limits of one’s well-being.
The followers of the Queen of Swords are less rash, but no less aware of the dangers of the world. By apply-
ing Fuoco, they create Seeds that release their Wisp as an instant action, and inflict 1 resistant bashing damage
when released. A Noble can learn either the Fuoco or the Tempesta version of this upgrade, but not both.
174 Govern
If the Noble’s Reflected Light is Light-attuned, she recognizes the Calling of any transformed Nobles she
chooses to examine; she also recognizes a Blessed place automatically, and learns its Size and Beauty by exam-
ining it. If her sense is Dark-attuned, she can tell if a Dark creature she recognizes is Darkspawn, a Mnemosyne,
a Cataphract or a Dethroned; she also recognizes a Tainted place automatically, and learns its Size and Sever-
ity by examining it.
The commingling of her senses blurs out the details of mundane things for the Noble; all her Perception
rolls not related to magic or magical things take a -2 penalty until the Charm ends.
Exceptional Success: The Noble keeps a clear head. Her Perception rolls take no penalty.
Upgrade: Exemption
The Noble may allow a number of trusted individuals, up to her Inner Light, to bypass her protections.
Alternately, by adding Commonalty to the roll she may allow members of an organization to enter unbarred.
The Noble may change who is permitted and who is not after the Ofuda is created by casting Ofuda again while
touching the protective symbol. This will not change the strength of the defenses.
Govern 175
To escape the Dreamlands for good, one must either be reborn, or bind oneself to one of the Hopeful as
a Shikigami; but some Princesses are able to grant Dreamlanders temporary leave from their beautiful prison.
The target of the Charm must be a Dreamlander who has come to the waking world and is currently in Twilight
Form - generally the Noble has just gone to the Dreamlands to find a willing Dreamlander, and led him back
through Crawlspace to her body. When she reaches the threshold, the Dreamlander becomes Fettered to herself,
exactly as if the Dreamlander used the Fetter Manifestation [CofD 133].
The Fetter lasts until the Noble next sleeps; at that point the target returns to the Dreamlands, unless he or
the Noble spends a Wisp to extend his stay for another day. An exceptional success during the Charm’s activation
may be used to prolong the target’s stay; he need not spend Wisps to remain for the Noble’s Presence in days.
The target may use the powers given them by the Urged Condition on the Noble. Actors and stars roll Intelligence
+ Empathy to read their host’s surface thoughts, and use any appropriate Social Skill to urge the host to act. In
lieu of Influences, an actor or star may contribute to the host’s actions using the teamwork rules.
176 Govern
Failure: The target rebuffs the Noble’s sanction.
Success: Whenever the target tries to use a supernatural power in a way that would cause a tainting, he
takes a -3 penalty to the activation roll. If a power is unrolled, the targer must succeed on a roll of Resolve
+ Supernatural Tolerance to activate it.
Exceptional Success: In addition to the dice penalty, the target requires two more successes than normal
on the activation roll to achieve an exceptional success.
Upgrade: Unconditional
Cost: +1 Wisp
The Noble sanctions all the target’s magic. Every roll the target makes to activate supernatural powers is
penalized, regardless of its results.
Upgrade: Weakening
The target’s attacks, if enhanced by supernatural powers, take the same penalty as direct uses of his powers
do. Without Unconditional an attack must cause a tainting to be penalized.
Upgrade: Influenced
Cost: +1 Wisp
The Noble’s person becomes attuned to the spirit’s Influence. As long as the spirit remains under the
Swooning Condition, the Noble is Resonant with it [CofD 135] and all the spirit’s powers that require the Res-
onant Condition will work on her.
Govern 177
mundane human, converting them into Wisps for herself. After at least fifteen minutes of uninterrupted con-
versation, during which she touches her target at least once, she activates the Charm. The Charm may not be
used on anyone more than once a scene.
Dramatic Failure: The target becomes deeply disturbed by the Noble. She takes the Notoriety Condition
[CofD 290] related to him.
Failure: The Noble gains nothing from the target.
Success: The Noble taxes the target’s hope. She gains 1 Wisp and rolls the target’s Integrity, gaining 1
more Wisp for each success on that roll. The target takes the Depression Condition.
Exceptional Success: As for normal success, and the target becomes captivated by the Noble, and wants
to talk to her again. He gains the Spooked Condition [CofD 291] linked to the Noble.
Upgrade: Anonymous
Modified by Sympathy
Cost: +1 Wisp
The Noble may use the Charm on people without touching them or speaking to them, applying the Sympathy
modifier. She still needs to spend fifteen minutes thinking about a target before she can activate the Charm.
Upgrade: Seeded
Requires Seed of Light with Bereaved
Cost: +1 Willpower
Applying this upgrade converts the Wisps gained from the Charm directly into Seeds, instead of adding
them to the Noble’s pool.
178 Govern
Purgation (Govern •••, Tempesta ••••)
Action: Extended, 5 minutes/roll, threshold = area’s Size + Severity
Dice pool: Resolve + Occult
Cost: 2 Wisps, 1 resistant lethal damage
The Noble invokes the power of the Queen of Storms to scour away the Darkness with blood. To use Pur-
gation, the Noble cuts herself and drips blood from the cut onto a Tainted area. As she continues to invoke Pur-
gation the blood writhes and boils, channelling the endless fury of the Queen of Storms. When she reaches the
threshold the blood running down her arm immediately catches alight with green fire, and she scatters it across
the Tainted place to start a blaze. If the Noble is interrupted she must begin the Charm from scratch; her spilt
blood bubbles and boils, evaporating in seconds.
The green fire that is created by this Charm is mostly mundane, but it feeds on Taint with an unnatural
hunger. So long as it is inside the Tainted area, it can consume any material infested with Taint, even those not
usually flammable - even water. It has Intensity 3 within the Tainted area but drops to Intensity 2 if it spreads
beyond its borders, where it becomes wholly mundane fire.
Activating the Charm starts an attempt to purge the Tainted area, and reduces the threshold for that attempt
by the threshold for the Charm activation. Moreover, the use of Storms’ fire ensures that, even if the Noble is
forced to retreat before the Taint is burned away, it can’t recover. The Taint will not grow stronger if the purge
attempt fails. Indeed, without fresh crimes, Taint can never reclaim anything burned by Purgation. If the fire
never spreads beyond a single room, then that room will become a gap in Taint, a safe refuge in the centre of
the Tainted place.
Govern 179
the being who sealed the oath; the new terms must be ones the target could have sworn to and be bound by
when the old oath was made.
Exceptional Success: The Noble becomes a very persuasive negotiator; she gains a +2 bonus to her rolls
in the negotiation.
Modifiers: The Noble doesn’t know the oath’s real terms (-1 to -3), the Noble has tried to alter the oath
before (-2 for each previous failed attempt)
Upgrade: Selective
Requires Reflected Light
If the Noble has experienced the powers of a type of supernatural being, she may adjust her ward to protect
against that type alone. Such a ward applies its penalty against any power used by the supernatural type the
Noble chooses; whether it would cause a tainting is immaterial. Wards against different types of supernaturals
may be stacked with the general ward, and each other, but only the largest relevant penalty applies against any
one power’s use.
180 Govern
family (+1), the Princess knows the target Charm (+3), the Princess applies an emotionally appropriate Invoca-
tion, such as Fuoco to unpick magic that turns love to loathing or Acqua to remove a curse of ignorance (+2),
the Princess applies an elementally appropriate Invocation, such as Acqua to extinguish a magical fire (+2), the
Princess applies an emotionally or elementally inappropriate Invocation (-2)
Upgrade: Anonymous
Modified by Sympathy
Cost: +1 Wisp
Govern 181
After the Princess has created the Tax-Farmed Condition, she may draw Wisps from the target area without
visiting it, applying the Sympathy modifier to her dice pool. She must still be in an area to activate the Charm
on it and create the Condition there.
Upgrade: Seeded
Requires Seed of Light with Bereaved
Cost: +1 Willpower
After the Princess has created the Tax-Farmed Condition, she may convert the Wisps drawn from the target
area directly into Seeds, instead of adding them to the Princess’ pool.
182 Govern
• All activated supernatural powers not of the Light must win a Clash of Wills to affect anything in the
area. Powers that do not have an activation roll are not affected, but anyone in the area benefiting from one
or more such powers suffers a -1 penalty to all rolls.
• All creatures of the Darkness reflexively roll Resolve + Composure, penalized by the activation suc-
cesses. Characters that fail this roll gain the Terrified Condition, focused on the Princess; on an ordinary
success they gain the Fearful Condition; only an exceptional success leaves them unfazed by the Princess’
light. If a Tainted area is close by a Terrified creature of the Darkness will probably flee to the Dark World
through it.
Exceptional Success: The extra successes are their own reward.
Inspire
The Inspire Charms lift people’s hearts, spark their passions, and exhort them to action. Only Troubadours
have affinity for them.
Upgrade: Sensitive
The Noble opens awareness of the Light in the beasts that love and trust her. When she has the Bonded
Condition [CofD 288] with an animal, she can train it to perceive traces of the Light or the Darkness; it has
Unseen Senses (as the Merit) for both. Doing this takes a day or so for each animal the Noble is bonded with. The
animal keeps the ability as long as the Bonded Condition lasts. Specifically, the Noble need not be transformed
for her animal to use its senses.
Upgrade: Evolved
Stackable 5 times
Requires Sensitive
The Noble can teach her beast companions to draw more deeply on the Light, giving them the ability to
transform on command. After she has trained an animal’s Unseen Senses, she may continue training it to give it
3 Experiences for each purchase of Evolving, which must be spent on transformed traits - Attribute dots, Skill
dots, or Size at 1 Experience/dot. This training takes roughly one week per Experience. Transformed dots, once
chosen and trained, can’t be changed; the animal keeps them as long as it’s still Bonded to the Noble.
The animal may transform upon gaining its first transformed dot. It uses the Noble’s dice pool for its trans-
formation action; if it’s with her she may spend a Wisp reflexively to help it transform. Transforming gives the
animal an appearance that’s in theme with the Noble’s - e.g. an ornamental collar, pristine fur, changed coloration
to match her Regalia. If the Noble has more than one bonded animal, each animal gets its own transformation,
and a separate set of transformed traits.
Inspire 183
Upgrade: Primal (Tempesta ••)
Animals instinctively recognize their betters, and a Princess can seize upon that instinct. When the Princess
tries to frighten an animal into obedience or flight, the animal’s dice pool to contest the Princess takes a penalty
equal to her Tempesta.
A musical instrument becomes part of the Noble’s Regalia, on which she plays beautiful, captivating music.
The Regalia bonus applies to performing on the instrument or composing for it. There are variations of this
Charm built on every performance art; these give Regalia appropriate to the art they’re based on (e.g. a beautiful
pair of dancing shoes, a choker for a classical singer or actor, a handheld microphone for a pop singer) and apply
the Regalia bonus when used to perform that art.
The Noble’s skill with her instrument lets her put strangers at ease with her. If she opens a social maneuver
by putting on a performance, her first impression on her subject will be good unless her past history with him
has left him hostile.
Upgrade: Inspirational
The Noble may use her art to direct her Echo toward a more specific inspiration. If she performs on her
instrument for at least one minute before trying to raise an Echo, the Noble gains two benefits: first, she spends
a Wisp, not a Willpower point, to raise the Echo; second, the Inspired Condition gained by her audience is based
on the meaning of her performance, not her Virtue or Vice. (To inspire people as she intends, the Noble needs
to succeed on a mundane Wits + Expression roll.) However, the Echo raised in this way can’t be used to resist
another Echo or aura, and only those who listen to all of the performance are inspired by it.
Upgrade: Magical
Requires Quality
The Noble weaves her magic into her chosen art. She can add her instrument’s equipment bonus to her
Charms to offset a Commonalty penalty, if she incorporates playing the instrument into the Charm activation.
The instrument’s bonus will not reduce the Commonalty penalty to less than -0; if a Charm doesn’t take the
Commonalty modifier, the instrument provides no benefit.
Upgrade: Sentimental
The Noble may use her art to tune her Echo, producing a specific mood in those who can hear it. If she
performs on her instrument for at least one minute and spends a Wisp, all characters who hear her quiet Echo
become aware of the emotional state her performance evokes. (To send the emotion she wants to convey, the
Noble needs to succeed on a mundane Wits + Expression roll.) This can be used both to influence her direct
audience, as they can benefit from her Echo on actions consonant with the emotion she expresses, and to send
signals to her distant friends.
If a character happens to be using a supernatural power that reads emotions or probes minds on the Noble
at the moment she spends the Wisp, the flood of passion from her performance overwhelms him and disturbs
his concentration. While the pulse doesn’t interfers with the power, he takes the Stunned Tilt [CofD 286] from
the psychic overload.
184 Inspire
Hear Me, O Muse (Inspire •)
Action: Instant
Dice pool: Intelligence + Expression
Cost: 1 Wisp
Duration: 1 action
The Princess calls on the Light for inspiration. Each activation success grants a +1 bonus to a mundane
action that creates something new. Eligible actions include (under Crafts) making a work of art; (Expression)
writing a poem or story, or acting a part in a drama; (Subterfuge) creating a disguise; and (Socialize) organizing
a big social event. If the action in question is extended, the bonus applies to all rolls until the task is complete, or
the Princess turns her attention to something else; she loses the bonus if she stops the job partway, and doesn’t
get it back if she resumes it.
Upgrade: Cooperative
Cost: +1 Wisp
When others assist the Princess (she is primary in a teamwork action) they gain the same bonus on their
rolls as she does.
When the Noble transforms, she has a honeyed tongue; people readily listen to anything she chooses to say.
Inspire 185
Upgrade: Seductive (Specchio ••)
The Noble has a gift for flirtation, and for tempting people into indiscretion. During a social maneuver
where her goal is to seduce the target, she may spend 1 Wisp to open a Door without rolling. She can open a
number of Doors up to her Specchio this way during one maneuver. The Noble can also add Doors, up to her
Specchio, when she’s the target of a seduction; each Wisp she spends adds one Door to the seducer’s maneuver.
186 Inspire
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, using the Common-
alty modifier. All members present gain the Steadfast Condition.
School, friends, royal duties, sleep: choose three. If a Noble has chosen to skip on sleep then a Troubadour
can inspire her to keep going through the night, or day as the case may be.
Dramatic Failure: The Noble feels her energy drain away. She becomes as exhausted as her target, taking
the same fatigue penalty, and must immediately roll to stay awake.
Failure: The target remains as sleepy as he was.
Success: The target does not take penalties from fatigue for the rest of the scene, no matter how long
he’s been awake. The Charm doesn’t remove the fatigue itself, but only defers it - any roll the target makes to
stay awake is delayed until after the Charm ends.
Exceptional Success: A bit of energy remains with the target after the initial jolt fails. Reduce the target’s
fatigue penalty by 1.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, using the Common-
alty modifier. The Noble subtracts the worst fatigue penalty among the targets from her dice pool.
Doing something for the first time can be scary, but with a stirring performance the Noble banishes those
fears. The Noble chooses one or more Skills which (presumably) her target doesn’t have; she must accumulate
3 successes for each Skill she selects.
Dramatic Failure: The Noble becomes convinced that she can handle any challenge the world might
throw at her. She takes the Overconfident Condition.
Failure: The Noble blunders while performing. She may either abandon the Charm, or accept a Condition
and continue.
Inspire 187
Success: When the Noble reaches the threshold, the target may ignore unskilled penalties on actions
using the chosen Skills for the rest of the scene. Some actions (e.g. flying an airplane) impose an unskilled
penalty on anyone lacking an appropriate specialty; the Charm removes that penalty too, so if a young Noble
has a pressing need to fly an airplane this is the Charm to know.
Exceptional Success: The Noble may reduce the threshold or interval, or give her target a flash of insight
into the chosen Skills, represented by the Insightful Condition.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, using the Common-
alty modifier. The same Skills are affected for all members.
Words the Noble speaks long remain in the memory. When she is speaking to the target, or guiding his
attempt to learn something, she may use the Charm to help him remember what she’s saying. The Noble may
use the Charm to help herself remember, but to do so she must still repeat the facts she’s memorizing aloud.
She takes a -1 penalty for each prior use of the Charm on the same person during the same session.
Dramatic Failure: The Noble’s memory of the matters she was talking about goes blank. She takes the
Stumbling Condition on a Skill relevant to her topic, lasting for the rest of the scene.
Failure: The target’s attention wanders.
Success: The target indelibly remembers what the Noble just said. Until the Charm ends he does not have
to roll to recall the Noble’s statement. He takes a +2 bonus on rolls to remember the scene when she said it.
Exceptional Success: The Noble gives her target a flash of insight into the topic she spoke about, repre-
sented by the Insightful Condition.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Princess may use the Charm on members of an organization that can see or hear her, using the Com-
monalty modifier.
188 Inspire
Dramatic Failure: The Noble becomes frightened of the target, taking the Cowed Condition, and cannot
use the Charm on him until she resolves it.
Failure: The target retains his ability to frighten.
Success: All attempts by the target to inspire fear or awe take a penalty equal to the activation successes.
The penalty applies both to mundane use of Intimidation, and to supernatural powers that frighten or over-
awe, if the target rolls to activate them.
Exceptional Success: The target’s attempts to frighten are greatly impeded.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization whose members can see her, applying the
Commonalty modifier. The member with the highest Composure resists for the group. If the Charm succeeds,
all the members take the penalty; on a dramatic failure, the Princess is penalized when opposing any member.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, using the Common-
alty modifier. All members present are immune to Beaten Down.
Inspire 189
Give me peace on Earth. With their focus on harmony and understanding the Wilds are never entirely com-
fortable with controlling another’s opinions. Rather than making another want peace a Noble of Clubs might use
this Charm to prevent violence, allowing her to pursue peace in more traditional ways: with hearts and voices.
This Charm cannot be used if the Noble has attacked anyone or used a combat Charm within the Scene.
Dramatic Failure: The Noble manages to cast the Charm on herself. She suffers the effect of an ordinary
success.
Failure: If the Noble does not get more successes, the target is not hampered.
Success: If the Noble wins the contested roll, the target takes the Peace-Bound Tilt: any action he at-
tempts which would injure someone else fails automatically, as he suffers from a brief lassitude that stops his
movements. The Tilt ends if the target is himself attacked, or if the Noble tries to injure anyone.
Exceptional Success: The Noble also gets a flash of insight into why her target wishes to fight. She gets
+1 on Social rolls against the target where that knowledge is relevant until the Peace-Bound Tilt wears off.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, applying the Com-
monalty modifier. Each member contests the effect independently.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, applying the Com-
monalty modifier.
190 Inspire
The Noble speaks to another, and drains his strength of conviction.
Dramatic Failure: The Noble undermines her own conviction. She gains the Shaken Condition [CofD
290].
Failure: If the Noble does not get more successes, the target is unmoved by her words.
Success: If the Noble wins the contested roll, the target takes the Depressed Tilt.
Exceptional Success: The target is disturbed for a considerable time. At the end of the scene he gains
the Shaken Condition.
How can you not love the Heirs, the darlings of the Light? If you don’t, the Heir will show you the error of
your ways. The Charm is used on a single person that the Noble can see.
Dramatic Failure: Thoughts of the target occupy the Noble’s mind constantly. She gains the Obsession
Condition [CofD 290], focusing on capturing the target’s affections. She cannot use Now I’m a Believer on the
target until she sheds her obsession.
Failure: If the Noble does not get more successes, the target feels no special attraction for her.
Success: If the Noble wins the contested roll, the target falls for her; he gains the Swooning Condition
[CofD 291] focused on her.
Exceptional Success: The target is deeply enthralled. He also takes the Obsession Condition, focused on
capturing the Noble’s affections.
Inspire 191
Dramatic Failure: The Noble only reminds herself of her past failures. She reaches a breaking point,
rolling at a -2 penalty.
Failure: The Noble revives no memories in her target.
Success: The target gains the Shield of Innocence Condition, giving the desired bonus when resolved.
The Condition ends without resolving after a full day.
Exceptional Success: The Shield of Innocence Condition lasts until the target ends it.
The Noble delivers a stirring performance about the future she wants to build, and her audience’s place in
it. Through her art she inspires people to help build that future.
Dramatic Failure: The Noble shakes her confidence in her goals. She takes the Doubting Condition.
Failure: The Noble blunders while performing. She may either abandon the Charm, or accept a Condition
and continue.
Success: When the Noble reaches the threshold, the target gains a fourth Aspiration, in addition to the
three he already has. (A PC has the option of accepting or refusing the new Aspiration.) The Aspiration must
reflect the goals of the Noble, as explained during her performance, and should also reflect the target’s abili-
ties; the players of the Princess and the target should work together to choose an appropriate Aspiration.
Exceptional Success: The Noble may reduce the threshold or interval, or give the target calm and firm
purpose; he gains the Steadfast Condition [CofD 291].
The Aspiration created by this Charm lasts until it is fulfilled, or the target chooses to abandon it. Under no
circumstances can anyone gain more than one Aspiration at a time from Look Into the Future.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization that can see or hear her, applying the Com-
monalty modifier. The threshold is the highest Willpower among those affected. Different members need not
gain the same Aspiration.
A student of Acqua must tell the truth, but mere honesty doesn’t convince everyone. The Noble can clothe
the truths she speaks with magic that makes her honesty clear to all.
192 Inspire
Dramatic Failure: The Noble achieves the opposite of her intent: those who hear her assume she lies.
She takes a -2 penalty on Social rolls to communicate or persuade people for the rest of the scene, and may
not use the Charm again until then.
Failure: The Noble’s words are as convincing as usual, no more and no less.
Success: Until the Charm ends, no one who hears the Noble can question her sincerity. Any claim she
makes will be taken in exactly the sense she intends to express, if a hearer can understand it at all, and the
hearers will know beyond doubt that the Noble means every word of it. This can help the Noble open a Door
in a social maneuver, or grant up to +2 dice on Social actions with people who might otherwise doubt her.
Exceptional Success: The Noble’s honesty makes people inclined to trust her generally. In addition to
the normal effect, she has a +1 bonus on all Social dice pools until the Charm ends.
Drawback: If the Noble breaks Acqua’s ban (that is, attempts to deceive anyone) the Charm ends immedi-
ately and the person she spoke to recognizes her deceit for what it is.
The will of a person the Noble can see becomes nearly insurmountable. When the target spends a Willpower
point to add to a dice pool, the bonus is increased by an additional +2 (to a total of +5, normally), and when the
target spends a Willpower point to increase Defense or a Resistance Attribute, increase it by an additional +1
(to a total of +3.) The target can benefit from the Charm once for each success rolled. People affected by this
power clearly appear to be surrounded by a burning aura of pure fighting spirit, and onlookers who see it can
Inspire 193
remember it clearly, but it simply doesn’t seem unusual - as if that’s what any normal person in a fit of passion
looks like.
Upgrade: Intense
The target gains a further +1 when spending Willpower, for a total of +6 dice, or +4 to Defense or a Resis-
tance Attribute.
Upgrade: Rapid
Cost: +1 Wisp
The Noble may use the Charm on a distant target, applying the Sympathy modifier.
Upgrade: Swarming
Cost: +1 Wisp
The Noble can use the Charm on a whole swarm of creatures, if none of them exceed Size 1: insects, small
birds, or rats. This can create the Swarm Tilt. All the animals in the swarm must belong to the same species. The
Bonded Condition resolves when the majority of the affected animals have died.
194 Inspire
against the Charm to influence them. Finally, if a combat is in progress, any character who shares the Noble’s
intent may, once in the scene, apply the effect of the Steadfast Condition [CofD 291] while the Noble is present.
Exceptional Success: Affected characters gain a +2 bonus to resist attempts to enrage or frighten them.
The Charm does not calm a supernatural being who is inherently prone to rage or fear; it can’t, for example,
stop or suppress a vampire’s frenzy or a werewolf’s Death Rage. However, it does remove Conditions created
by supernatural powers that produce rage or fear, though depending on the power the Noble may need to win
a Clash of Wills to do so.
With her dramatic entrance, all eyes turn adoringly towards the Noble.
Inspire 195
Dramatic Failure: The Noble draws no attention, and feels compelled to try harder. She takes the Drama
Queen Condition.
Failure: The Noble’s entrance passes without remark.
Success: The Noble becomes the center of attention, and universally admired. Any onlooker who sees
her, unless he has a Composure greater than her activation successes, takes a -2 penalty on Perception rolls
to notice anyone but her; further, the Noble has a +2 bonus on all Social rolls against such people.
Exceptional Success: The Noble may choose one person in the room who has been influenced by the
Charm; that person gains the Swooning Condition [CofD 291] toward her.
196 Inspire
The Noble may use the Charm on the members of an organization who can hear her, applying the Common-
alty modifier. The member with the highest Resolve resists for the group. On a dramatic failure, all the people
targeted are immune to the Charm for a full day.
Inspire 197
less) to the dice they contribute to the primary actor’s roll. (For example, in a team of 3, the 2 secondary actors
can contribute up to 3 dice, for a total of 6, beyond the dice from their rolls.)
Exceptional Success: The first time the targeted people succeed in an action taken at the Noble’s com-
mand (in a team or alone) they regain a point of Willpower.
Drawback: The Noble’s Sensitivity rolls gain the 8-again quality when either the victim or the perpetrator
is a member of the target group. In addition, if following her advice causes any member to lose Integrity, the
Noble reaches a breaking point, rolling for compromise at a penalty of at least -3.
Learn
The Learn Charms confer knowledge, and reveal what has been hidden. Only Seekers have affinity for them.
Upgrade: Recording
The Noble can link her own senses with her computer. With a reflexive action, she can start or stop record-
ing everything she sees and hears, exactly as it appears to her eyes and ears. She may record her perceptions as
long as her computer is physically manifested. She can stream the record to other computers, too, but setting
up such streaming connections takes at least an instant action.
198 Learn
contesting her hacking attempt cannot trace her address, unless he has an appropriate supernatural power.
(Ordinary tracing tools usually return an address that constantly changes.)
Upgrade: Alert
The Noble’s keen perception becomes a matter of reflex. Whenever an Invocation applies at no cost, the
Noble adds it to her Perception rolls based on sight and hearing. If more than one Invocation applies at no cost,
the Noble uses the highest of them. She may also apply an Invocation when listening for a target while blind
or in darkness.
Upgrade: Memorious
The Noble’s memory for general facts grows nearly as sharp as her knowledge of her chosen subject. While
transformed, she may apply an Invocation when memorizing [CofD 30] or recalling her own experiences.
Learn 199
Upgrade: Autodidact (Fuoco ••)
The Noble burns through books and records at great speed, acquiring knowledge of a field rivaling a true
scholar’s for a short time. When she is transformed and building a repository [CofD 100] the Noble may spend a
Wisp. As long as it exists, the Noble may apply Fuoco to her actions when the repository provides its equipment
bonus. For anyone else, the repository acts as normal equipment.
The Noble may keep a number of these repositories up to her Fuoco at a time; once she reaches her limit,
she must discard a repository before using Autodidact again.
Upgrade: Revealing
The Noble can gain detailed information about a person by examining his aura closely. When she does so,
she may roll Wits + Empathy - the target’s Composure.
Dramatic Failure: The Noble takes the Misled Condition. The Storyteller gives a false or misleading
answer to one of the questions below; the Noble will believe the answer unless confronted with clear evidence
contradicting it. The Charm will not reveal the true answer to that question during the current scene.
Failure: The Noble learns nothing from her scrutiny.
Success: The Noble learns the answer to one of the following questions.
200 Learn
• What is the character’s most prominent emotion?
• What is the character paying the closest attention to?
• Is there anything here the character feels strongly about; if so, what sort of feelings does he have?
• Has the character’s current emotional state been altered, chemically or magically?
• Is the character a supernatural being; if so, what type of being is he (among those the Noble has seen
before?) A transformed Noble’s aura, for instance, appears to shed light in her vicinity - things and people
near her reflect her current color, in addition to any aura they have themselves. Creatures of Darkness
have an aura of shadows that desaturates colors around them. Vampires have a washed-out or faded aura;
shapeshifters’ auras show intense, saturated colors; mages move in a twinkling cloud of sparks. None of
the Hopeful, as yet, have read the auras of other types of supernatural beings and recorded a description.
Exceptional Success: The Noble learns the answer to two questions.
Examining the aura of a person whose aura has been magically disguised also triggers a Clash of Wills.
Upgrade: Electronic
The Noble’s lockpick set includes digital picks. She can’t open digital locks without rolling, but the Regalia
and Quality bonuses do apply when she opens such locks.
Learn 201
The Noble smells a lie as another in her hearing speaks it.
Dramatic Failure: The Charm fails, but the Noble believes it has worked, and thus will believe the target
implicitly, unless and until he says something she knows is not true.
Failure: The Noble does not win the contest; the Charm fails, but she is aware of the failure.
Success: The Noble wins the contest. Whenever the target says something he doesn’t believe, the Noble
perceives the falsehood automatically. The Charm detects only literal untruth - omissions, evasions, equiv-
ocations and honest opinions don’t register. Factual assertions made in conscious ignorance do register as
false.
Exceptional Success: The Noble’s nose catches subtle misleadings as well as direct falsehood; when the
target’s statements are true but significantly incomplete, she will know that something has been left unsaid.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on the members of an organization who she can see, using the Commonalty
modifier. Each member contests the Charm independently.
Upgrade: Unwitting
When the Noble detects a lie, she rolls Wits + the activation successes on the Charm as a reflexive action. If
she succeeds, she gains a hint of the truth the target is concealing; on an exceptional success, she learns exactly
what the target knows of the subject of his lie.
202 Learn
A Princess of Hearts understands the importance people attach to the names they wish to use. To activate
the Charm, the Noble greets the target when meeting them in person. A target who wants to hide his name
contests the Charm reflexively and unconsciously.
Dramatic Failure: The Noble cannot call the target by his right name. For the next 24 hours, she will use
a wrong name for the target when addressing him or talking about him, and no correction will stick in her
memory. In a social maneuver on the target during this time, the Noble’s impression worsens by one step.
Failure: The Noble learns nothing about the target.
Success: The Noble learns her target’s name. If the target has more than one ID, the Noble learns the
name of the ID closest to the target’s heart, the one used by their close intimates. That name, and the target’s
face, remain in the Noble’s memory indefinitely; she needs no roll to recall either in the future.
Exceptional Success: The Noble’s friendly manner puts her target at ease. If she begins a social maneu-
ver on him in the current scene, her impression improves by one step.
Using the Charm on a transformed Noble gives the name of her transformed ID, not her mundane name.
Similarly, if the target has a power similar to the Nobility’s dual identity, the Charm finds the name of the ID he’s
currently using. Once the Noble has learned someone’s name from this Charm, she cannot use it on him again.
Learn 203
the Charm inflicts a cumulative -1 penalty to the opposing dice pool, making it easier to bypass the effect later.
If the Noble gets an exceptional success or the opposing dice pool gets a dramatic failure, the effect is broken
for good.
Upgrade: Guided
Cost: +1 Willpower
Instead of a direction and distance, the Noble learns a possible route to her target from where she is. The
route she learns is the quickest available (which likely isn’t the safest) and will update itself as the target’s
location and conditions along the way change, until the Charm ends. The Noble remembers the final route, but
it can become invalid after the Charm ends.
Upgrade: Visionary
When finding the target, the Noble also gets a moment’s glimpse of him and his surroundings.
Upgrade: Watchful
Cost: +1 Wisp
The Noble can delay the Charm’s activation until a described situation occurs, creating a Waiting Charm
Condition on herself. The Noble’s description must involve the target, and is limited to the physically measur-
able; for instance, “this person is wounded”, “that object is taken from the building it’s kept in”, or “this room
is forcibly entered” would all work.
Upgrade: Passionate
Requires Passion’s Light
204 Learn
The Noble may use Passion’s Light on her target until the Charm ends to perceive emotional states near him
(or it) or probe his aura. If she applies Watchful, her description can include the emotions of the target or people
near him. She may not use Passion’s Light to read emotions or auras near herself and her target at the same time.
Upgrade: Lasting
Cost: +1 Wisp
The vision the Noble receives includes the context of the significant event. She sees a full scene of events, to
which the key event serves as a climax. The time it takes her to experience this scene is the same as the time it
originally took, and while the vision lasts she enters a meditative trance, only vaguely aware of her immediate
surroundings; she forgoes Defense until the vision ends. If something happens near her, the Noble rolls Wits +
Composure - 3 to end the vision prematurely; if she takes damage, the vision ends immediately. The Noble can’t
ask questions about the key event before she sees it.
Upgrade: Blessed
The Noble can scrutinize a Blessed area, looking for the good deeds that created it. Such events, to her
perceptions, call out across the gulfs of time; she doesn’t add the Longevity modifier. The Noble finds events
that contributed to the Blessed area in reverse chronological order. When viewing an event, she may also ask
these questions:
• What Blessing did the event create? (The Storyteller gives one Blessing each time she asks this.)
• What area did the Blessed place cover when the event happened?
Learn 205
If the Princess begins looking for a Vocation related to the event she viewed, she adds +2 to its Beauty to
determine the time required.
Upgrade: Tainted
The Noble can scrutinize a Tainted area, looking for the sins that created it. As with Blessed, she doesn’t
add the Longevity modifier, and finds events in reverse chronological order. When viewing an event, she may
also ask these questions:
• What Curse did the event create? (The Storyteller gives one Curse each time she asks this.)
• What area did the Tainted place cover when the event happened?
The next time the Princess is Haunted inside the Tainted area, the dice pool takes a -1 penalty. This is not
cumulative.
206 Learn
For Want of a Nail (Learn ••, Aria •)
Action: Instant and resisted
Dice pool: Wits + Empathy - target’s Resolve
Cost: 1 Wisp
As the Noble watches a person near her, the moments when his life took strange turns become apparent to
her. The Charm’s target must be a person close enough for the Noble to speak to.
Dramatic Failure: The Noble takes the Misled Condition. The Storyteller describes an event involving
the target that never happened, and the Noble believes the event took place. Further uses of the Charm on
the target won’t clear up the Condition - the Noble must discover her mistake by other methods. She may not
use the Charm on this target for the rest of the scene.
Failure: The Noble learns nothing of her target. She may not use the Charm on this target for the rest
of the scene.
Success: The Noble gains flashes of insight into the drastic changes her target has undergone. The Sto-
ryteller must answer one question about the following subjects truthfully for each activation success:
• The time and place of an event that turned the target’s life to a course he did not expect
• One detail of what happened during that event
• The name or description of one person who was involved in that event
The Noble may ask questions about more than one event or person in a single activation. She may use
the Charm on this target again, but later activations during the scene take a cumulative -1 penalty.
Exceptional Success: The Noble gains considerable insight into events that changed the target.
Learn 207
Success: The Noble gains flashes of insight into her target’s loves. The Storyteller must answer one ques-
tion about the following subjects truthfully for each activation success:
• The name or description of one person the target loves
• The nature of the target’s love - marital, romantic, familial, comradely, etc.
• How the beloved feels about the target, to the best of his knowledge
• Where the beloved is most likely to be, again to the target’s knowledge
• One of the target’s Aspirations (or equivalent traits)
The Noble may ask questions about more than one person in a single activation. She may use the Charm
on this target again, but later activations during the scene take a cumulative -1 penalty.
Exceptional Success: The Noble gains considerable insight into her target’s loves.
208 Learn
Exceptional Success: The Noble gains considerable insight into her target’s moral scruples.
The Noble sees what links her target to the mass of his society when she examines him closely. The Charm’s
target must be a person close enough for the Noble to speak to.
Dramatic Failure: The Noble takes the Misled Condition. The Storyteller describes a vision that asso-
ciates the target with an organization he has no connection to, and the Noble believes the vision. Further
uses of the Charm on the target won’t clear up the Condition - the Noble must discover her mistake by other
methods. She may not use the Charm on this target for the rest of the scene.
Failure: The Noble learns nothing of her target. She may not use the Charm on this target for the rest
of the scene.
Success: The Noble gains flashes of insight into her target’s social standing. The Storyteller must answer
one question about the following subjects truthfully for each activation success:
• An organization in which the target has Status, and the degree of that Status
• A Mystery Cult the target belongs to, and the degree of his Initiation
• The name or description of the target’s immediate superior in his organization
• The name or description of the target’s Retainer, or a person immediately subordinate to the target
in his organization
• One of the Skills known to the target’s Staff
The Noble may ask questions about more than one person in a single activation. She may use the Charm
on this target again, but later activations during the scene take a cumulative -1 penalty.
Exceptional Success: The Noble gains considerable insight into her target’s social standing.
Learn 209
Quid pro Quo (Learn ••, Lacrima •)
Action: Instant and resisted
Dice pool: Wits + Pesuasion - target’s Composure
Cost: 1 Wisp
All from the Rebellious Provinces serve the Queen of Tears; ignorance as to how is for the Noble to rectify.
As the Noble scrutinizes a person near her, she learns how his cooperation may be obtained for the good of
Alhambra. The Charm’s target must be a person close enough for the Noble to speak to. When activating the
Charm the Noble must concentrate on a specific goal, and learns only information related to that goal.
Dramatic Failure: The Noble takes the Misled Condition. The Storyteller describes an action the Noble
could take which would in fact perplex or offend the target; the Noble believes he would favor her if she took
it. Further uses of the Charm on the target won’t clear up the Condition - the Noble must discover her mistake
by other methods. She may not use the Charm on this target for the rest of the scene.
Failure: The Noble learns nothing of her target. She may not use the Charm on this target for the rest
of the scene.
Success: The Noble discovers how the target can help her attain what she requires, and what could
persuade the target to do so. The Storyteller must answer one question about the following subjects truthfully
for each activation success:
• One action the target can perform which would help the Noble achieve the goal
• How many Doors the Noble would have to open in a social maneuver aimed at getting the target to
take such an action
• An offer the Noble could make during such a social maneuver which would open a Door without rolling
• One action the Noble can take to improve her impression level with the target
Exceptional Success: The Noble learns a great deal about how to make her target help her.
Modifiers: The goal of the desired action is a Vocation (+3); the goal is helping Alhambra’s interests (+2);
the goal is an Aspiration (+2); the goal is a duty of the Noble’s Calling (+1); the goal is purely personal (-1); the
Noble doesn’t really care about the goal (-3); the Noble has used the Charm on this target earlier in the scene
(-1 per prior use)
210 Learn
Dramatic Failure: The Noble takes the Misled Condition. The Storyteller describes a false vision of the
target being injured, by people who are actually innocent, and the Noble believes the vision. Further uses of
the Charm on the target won’t clear up the Condition - the Noble must discover her mistake by other methods.
She may not use the Charm on this target for the rest of the scene.
Failure: The Noble learns nothing of her target. She may not use the Charm on this target for the rest
of the scene.
Success: The Noble gains flashes of insight into her target’s enemies and tormentors. The Storyteller
must answer one question about the following subjects truthfully for each activation success:
• The name or description of someone who has harmed the target - physically, mentally or socially
• The nature of the harm done to the target
• Where the person who harmed the target is most likely to be, to the target’s best knowledge
• The name or description of a creature of Darkness the target has encountered
The Noble may ask questions about more than one person in a single activation. She may use the Charm
on this target again, but later activations during the scene take a cumulative -1 penalty.
Exceptional Success: The Noble gains considerable insight into her target’s enemies.
Upgrade: Listening
The Noble hears sounds through the mirror she sees out of. If a mirror gives a bad picture it also gives bad
audio. If she spends a second Wisp any sound she makes is heard at the other mirror; this can be used as an
untappable telephone.
Learn 211
Introductions (Learn •••)
Action: Instant
Dice pool: Manipulation + Empathy - description penalty
Cost: 2 Wisps
Duration: indefinite
Sometimes you have to go looking for just the right person. The Noble activates this Charm to find a person
who is unknown to her, but fits the description of someone she needs to meet. The more specific her description
is, the harder the search will be - each characteristic it includes imposes a -1 penalty. She may not use the Charm
while she is affected by a previous activation.
Dramatic Failure: The Noble learns how to find someone who satisfies all her requirements; however,
if she follows the plan, her target will take offense when she finds him. Social rolls against him start with a -2
penalty, and social maneuvers begin with a hostile impression.
Failure: The Noble cannot discover any plan that will lead her to someone matching her description.
Success: The Noble sees a sequence of omens which will guide her to someone who satisfies all her
requirements. If she follows the signs (AKA the Storyteller’s instructions) she will certainly meet the person
in question at some time in the current session.
Exceptional Success: In addition, she will meet the person in favourable circumstances and create an
initial impression one step higher than she naturally would have.
Upgrade: Proxy
Cost: +1 Wisp
The Noble acts as an intermediary, using the Charm on a person she can touch, though not on anyone under
its effects. The Charm affects the target exactly as it would if he activated it himself, except that the Princess
sees the omens and must interpret them for the target.
Upgrade: General
Cost: +1 Wisp
The Noble becomes aware of every object matching the description within range. She can find objects
matching only one description at a time.
212 Learn
Upgrade: Significant (Acqua ••)
The Noble may describe an object by its meaning. For example, she can find documents about a specific
subject in a wall of file cabinets, or search the scene of a murder for clues to the killer’s identity.
The presence of Taint, and the property of being a focus of Taint, is considered part of an object’s meaning,
so applying Significant allows the Charm to find a Tainted area’s focus.
Upgrade: Allied
Modified by Commonalty
Cost: +1 Wisp
Learn 213
The Noble discloses the target’s weak spot to members of an organization she belongs to who are present,
applying the Commonalty modifier. Until the target’s next action, his Defense against any member of the orga-
nization is reduced as if it came from her.
214 Learn
the Noble must discover her mistake by other methods. She may not use the Charm on the organization for
the rest of the scene.
Failure: The Noble learns nothing of the organization. She may not use the Charm on it for the rest of
the scene.
Success: The Noble gains flashes of insight into the organization’s structure and capabilities. The Story-
teller must answer one question about the following subjects truthfully for each activation success:
• One of the organization’s Attributes
• The organization’s Standing
• One of the organization’s Merits
• A person with acknowledged authority or significant influence over the organization as a whole, e.g.
4+ dots in Allies, Mystery Cult Initiation or Status in that organization
The Noble may use the Charm on the organization again, but later activations during the same day take
a cumulative -1 penalty. The Charm reveals the traits most relevant to the members the Noble is observing
or speaking to first, so the Storyteller may refuse to give answers that aren’t related to them before the facts
about them are all disclosed.
Exceptional Success: The Noble learns enough about the organization to plan a perfect approach. In her
next social maneuver against it, she improves her impression level by one step.
Learn 215
the mirror’s quality. Anyone looking at the mirror (which doesn’t have to be the Noble, if she’s holding a hand
mirror facing someone else) can see the vision.
Visions revealed in Reflected Portents are entirely true and accurate, but may nevertheless change for
the future remains in flux. Strange beings move outside of Fate, time travellers occasionally change history,
even the Noble’s vision of the future may introduce new variables into the timeline; perhaps allowing her to
escape a horrible fate.
Exceptional Success: Extra Successes are their own reward.
The Noble can only invoke this Charm on the same event once per day. Additionally she cannot learn any-
thing from the past or the present, defined as the current scene. If the Noble asks about a past or present event
roll as normal. On a success reveal that it has already happened but give no further details. If the question has
multiple answers, such as asking “Who will I marry?” for someone likely to marry many times, choose the soon-
est event, favoring big and noticeable events over others in the same time period, defined by the dicepool mod-
ifier.
Upgrade: Listening
The Noble adds audio to her mirror. A low quality mirror that gives a bad reflection also gives bad sound.
216 Learn
perceive her without such a power. The Noble may end the Charm at any time, which returns her to her body
and wakes her; until it ends she knows nothing of her body’s condition.
The Noble’s own powers are sharply limited in her Dream Form - unless her target is another ephemeral
entity in phase with her, she may use only those Charms that influence minds, or Charms she can cast through
a sympathetic connection (her connection to anything she sees is Sensory) and she may not use Charms that
require her target to perceive her. While she doesn’t suffer Essence bleed, the Charm expires, waking her, if
she can’t stay transformed. Should her Dream Form be destroyed, the Noble wakes with the Soul Shocked
Condition.
Exceptional Success: The Noble finds it easy to sustain her Dream Form outside of her body. She adds
+2 to her rolls to stay transformed until the Charm ends.
Upgrade: Phantasmal
Until the Charm ends, the Noble may spend a Wisp to make her Dream Form visible and audible to material
beings for one scene. When she does so, she may use Charms that require others to see or hear her.
Learn 217
Books in Running Brooks (Learn •••••, Acqua ••••)
Avatar (Diamonds)
Action: Instant
Dice pool: Intelligence + Academics
Cost: 3 Wisps, 1 Willpower
Duration: 1 scene
… finds tongues in trees, books in the running brooks, sermons in stones, and good in every-
thing.
The Queen of Diamonds is a scholar without peer, and her avatar has all knowledge at her fingertips.
Dramatic Failure: A big chunk of the Noble’s memory temporarily vanishes. She takes the Amnesia
Condition [CofD 288] for a full day, covering a period chosen by the Storyteller.
Failure: The Noble remains a simple, uninformed mortal.
Success: The Noble’s memory instantly fills with information on the things, people and places she en-
counters, arranged in the fashion she finds easiest to understand. Until the Charm ends, the Noble may carry
out research without access to a library, and requiring only 1 turn per roll.
Moreover, for each activation success there is one topic that the library in the Noble’s mind definitely
covers; she can give herself, or someone who listens to her, the Informed Condition [CofD 289] on any of those
topics as often as she likes while the Charm lasts. The only limitation on the choice of topics is that they must
be knowledge that is available to all of humanity; the Noble is of course free to discover new knowledge but
her starting point, her library, is common knowledge. In practice this covers just about any topic the Noble
is likely to be interested in, except for inner details of the supernatural and uncharted jungles or deep ocean
trenches.
Exceptional Success: The extra successes are their own reward.
When the Noble activates the Charm, her eyes appear to become depthless azure pools (without affecting
her vision in any way) and the immediate area is dimly illuminated, as if by moonlight reflected on water.
Perfect
The Perfect Charms grant new personal abilities. Champions and Menders have affinity for them.
218 Perfect
Upgrade: Sonic (Aria •)
Instead of wrapping herself in armor, the Noble can sharpen her reflexes and enhance her ability to evade
attacks. When she applies Aria to her Barrier Jacket, she may increase her passive Defense or her Dodge dice
pool by her Aria, instead of increasing her Armor rating.
Upgrade: Swift
Stackable 3 times
The Noble moves a little faster than a normal human can, and avoids the strokes of her enemies. She adds
+1 to her Defense, Speed and Initiative each time she takes this upgrade. At the start of a foot chase [CofD 84-85]
the Noble reduces the successes she needs to pursue or evade by 1 for each time she took this upgrade.
Perfect 219
Upgrade: Weightless (Aria •)
The very air bears the Noble up whenever she leaves the ground. When she jumps and applies Aria to the
roll, she multiplies the distance she travels by (1 + Aria) instead of adding Aria to her dice pool. When she falls
[CofD 97] she may spend 1 Wisp reflexively to slow her fall; she takes no damage unless she reaches terminal
velocity, and a fall at terminal velocity inflicts bashing, not lethal damage.
Upgrade: Undented
The Noble fends off blows to her vehicle as if it was her own body. She may reflexively spend 1 Wisp to
reduce damage to a vehicle she is driving; after subtracting Durability, the vehicle takes only 1 point of damage
if it takes any. If a source of aggravated damage hits the vehicle, she may spend 1 Wisp to subtract its Durability
from the damage done, or 2 Wisps to reduce the damage to 1 point.
220 Perfect
The Noble sheathes the vehicle she drives in her own armor. If she activates Barrier Jacket while driving a
vehicle, it also adds the Jacket’s general Armor rating to the vehicle’s Durability, and the Durability of any part of
the vehicle. Applying Fuoco to her Barrier Jacket (but not other Invocations) adds the Noble’s Fuoco dots to its
Durability for one turn. If her Jacket is Fireproof, the vehicle’s fuel will not burn anywhere except in the engine;
applying Fuoco keeps the vehicle from combusting, no matter how intense the fire.
The Jacket vanishes (removing both her personal armor and the vehicle’s Durability boost) if the Noble
stops driving the vehicle, or when the scene ends.
Perfect 221
Failure: The Noble sees normally.
Success: Objects with a Durability less than or equal to the level the Noble chose become transparent to
her eyes whenever she wishes to see what lies behind them. (This reduces the benefit of opaque cover [CofD
92] to the same as transparent cover.) If the Noble wants to look through two or more objects at once (say, a
wardrobe and the wall behind it) the sum of all the objects’ Durabilities can’t exceed the level she chose; her
vision stops at the first object that would take the combined Durabilities over the limit.
Exceptional Success: Add 1 to the level of Durability the Noble can see through.
Note that thin sheets of material, such as paper, most fabric or metallic foil, have Durability 0.
222 Perfect
Exceptional Success: While the Charm lasts the Noble gains an additional +1 bonus to dice pools her
Striking Looks normally apply to.
Upgrade: Tightrope
Cost: +1 Wisp
The Noble can detach a thrown cord from herself, leaving it attached at the far end, as a reflexive action. As
an instant action, she may fasten the near end to anything she can touch, as securely as it’s tied at the far end.
All her detached cords disintegrate when the Charm ends. If the Noble originally activated the Charm without
this upgrade, she can pay just the upgrade’s cost to activate it as well.
Perfect 223
Upgrade: Terrifying (Tempesta •••)
The Noble’s rage consumes those foolish enough to transgress into her thoughts. She may set her shield to
fill her with fury when a supernatural power tests it, and inspire deadly fear in the intruder. If the Noble wins
the Clash of Wills, she may reflexively accept the Maddened Condition, focused on the character who used the
power, to inflict the Fearful Condition on him, focused on herself. Both Conditions fade when the scene ends,
without resolving.
Upgrade: Banked
The Noble can temporarily suppress the flames, allowing her to handle things without burning them.
Upgrade: Granted
The Noble can turn someone else’s passion into an aura of flame. She must know of someone the target
holds in affection; when she touches him, he gains a fiery nimbus exactly as if he had activated the Charm himself.
Upgrade: Wild
Cost: +1 Wisp
The fires leap with the Noble’s strikes; each time she successfully damages an opponent in close combat,
he is burnt as if she had only touched him.
224 Perfect
use this power. If she cannot justify her appearance then she cannot benefit from this Charm. Being covered in
mud because you were searching for a missing child and didn’t have time to change is fine; turning up in dirty
clothes because you’d rather sleep in than wash isn’t.
Perfect 225
Only the effects on appearance are protected. A Noble with Specchio 5 might be able to walk through miles
of raw sewage and still look and smell fresh as a daisy afterwards but she is not protected from catching horrible
diseases.
226 Perfect
Exceptional Success: The Noble can turn the Charm on and off during the scene without ending it, walk-
ing on water or swimming in it as she pleases.
Perfect 227
Success: The Noble’s muscles burn with energy. Until the Charm ends, whenever she damages an object,
she ignores points of its Durability up to her Fuoco.
Exceptional Success: In addition to the normal effect, all the Noble’s rolls to break, lift or throw objects
gain the 9-again quality.
228 Perfect
A mysterious wolven tongue invites. Wouldn’t these ears suit you? Would not this proud long snout assist
you in the hunt?
Dramatic Failure: The Noble’s body contorts painfully. She takes bashing damage equal to her Legno
and cannot use the Charm until that damage is healed.
Failure: The Noble remains in her own shape.
Success: The Noble assumes the shape of a beast. Her mundane Physical Attributes become equal to
those of a normal animal of that species, while her Mental and Social Attributes, and her Skills, remain un-
changed. The Noble’s transformed dots still apply, and she gains the animal’s natural abilities and attacks, and
the ability to communicate with other animals of the species. She may also activate Charms in animal form.
The Noble cannot, however, speak any human language except the Royal Tongue unless the animal is able
to mimic human speech (like a parrot); she takes penalties on any task that calls for hands, unless the animal
has them (like a monkey) or capable manipulators (an octopus’ tentacles); and her Regalia are transformed
away and unavailable. Finally, any object she picked up after transforming out of mundane form does not
change with her.
Exceptional Success: The Noble retains the ability to speak a human language while in beast form.
The Noble may change into the form of any animal she can touch. She may also commit an animal’s form to
memory by carefully studying it for at least a minute, and change to that form later; she can memorize a number
of forms up to her Legno, and forget a form to learn a new one.
She subtracts the difference between her normal Size and the animal’s Size from the activation roll when
using the Charm. She may remain in beast form as long as she can remain transformed normally, and may end
the Charm at any time with a standard transformation action or by returning to mundane form.
Perfect 229
dealt to the Noble by a mundane weapon is downgraded to bashing damage, and she takes no damage at all
from being engulfed in fire or exposed to radiation.
Exceptional Success: The Noble’s stone body moves as gracefully as if it were flesh. Her Speed is not
reduced.
230 Perfect
Dramatic Failure: The Noble offends her targets. She gains the Notoriety Condition [CofD 290] applying
to Social dealings with them.
Failure: If the Noble does not win the contest, she gets no more charisma than she had already.
Success: If the Noble gets more successes - even just one - she gains a personal presence and magnetism
that sways all who see or hear her; she has the benefits of Striking Looks •• and Royal Tongue until the Charm
ends. (If she has Striking Looks or Royal Tongue already, these effects don’t stack with them.) This magnetism
is even stronger on the people she targeted; they perceive the Noble as a paragon, the epitome of beauty
and charm. When dealing with them, the Noble gains a +5 bonus on any roll to which Striking Looks applies,
instead of the Merit’s bonus.
In fact, the attraction is so strong that the targets will, if the Noble desires, surrender their drive and
determination to her. The Noble may spend the targets’ Willpower points as if they were her own, or convert
their Willpower into Wisps at a 1:1 ratio. She may take Willpower from any one person up to her margin
of success on the activation roll. Points taken in this way must be spent immediately; the Noble cannot use
them to refill her personal Willpower or pool of Wisps. Targets reduced to 0 Willpower are crushed by a pro-
found awareness of their inferiority and obligation to the Noble - nothing they might do could equal what this
paragon accomplishes in a moment. (Whether they’ll feel the same once they’ve recovered some Willpower is
up to the Storyteller.) Taking Willpower from anyone without permission is a compromise with a -3 penalty.
Exceptional Success: The charisma granted by the Charm persists even after it ends. At the end of the
scene the Noble gains the Connected Condition [CofD 288] to the organization she enchanted.
Restore
The Restore Charms repair damaged objects, heal the injured and tend the sick. Only Menders have affinity
for them.
Upgrade: Helpful
Cost: 2 Wisps/success
The gremlin’s help is more effective. The machine gains the Greatly Fortunate Tilt for one roll per activation
success or 2 Wisps spent (whichever is less.)
Restore 231
Upgrade: Perfected
Requires Helpful
Cost: 3 Wisps/success
The gremlin makes it nearly impossible to fail when using the machine. It gains the Perfected Tilt for one
roll per activation success or 3 Wisps spent (whichever is less.)
Upgrade: Surgical
The Noble can give medical treatment equal to a hospital’s, wherever her patient may be, pulling any tools
she needs out of her kit. She may downgrade damage to a patient in the field as if she were in a hospital [CofD
96] with the same dice pool, interval and threshold, and applies both Regalia and Quality bonuses.
232 Restore
Princess uses it on a damaged object, the damage is transformed into hidden structural flaws, and the penalty
for damage that exceeds the item’s Durability remains.
Suggested modifiers: appropriate tools (+equipment bonus), major parts missing (-1 to -3)
Upgrade: Crippling
The Noble can force broken bones to knit. With a normal success, she may remove from her target one per-
sonal Tilt that disables a single organ, such as Arm Wrack, Blinded, Deafened or Leg Wrack. With an exceptional
success she may remove two such Tilts from her target.
Upgrade: Great
More serious wounds close and knit under the Noble’s ministrations. For each activation success, the target
heals 1 lethal damage.
Upgrade: Miraculous
Requires Great
Cost: +1 Wisp
The Noble’s hands bring relief from the most horrible forms of injury. The target heals 1 aggravated dam-
age. If the Noble gets an exceptional success, the target heals 1 aggravated damage and downgrades 1 other
aggravated damage to lethal damage.
Restore 233
Upgrade: Showered
Modified by Sympathy
The Noble may use the Charm on a distant target, applying the Sympathy modifier.
Upgrade: Leading
Cost: +1 Wisp
When others assist the Noble (she is primary in a teamwork action) they gain the same bonus on their rolls
as the Noble does herself.
Upgrade: Deep
The Noble’s intervention brings her target to a high lucidity. If she succeeds, the target gains the Shield of
Innocence Condition, with a +1 bonus to breaking point rolls. The Condition ends without resolving when the
Charm expires.
234 Restore
Mesmerize (Restore ••, Aria •)
Action: Instant and contested
Dice pool: Manipulation + Empathy vs. target’s Resolve + Supernatural Tolerance
Cost: 1 Wisp
By speaking a few words, the Noble helps a person remember something they have forgotten.
Dramatic Failure: The Noble buries the memory; the target’s attempts to remember it are automatic
dramatic failures for the rest of the session. The Noble cannot use Mesmerize on him for a full day.
Failure: The target fails to remember.
Success: The target remembers the fact or event the Noble wanted.
Exceptional Success: For the rest of the session, all the target’s attempts to recall a memory take a +2
bonus.
Upgrade: Deep
The Noble can fix something on the surface of a person’s mind … or bury it deep, where it can’t be recalled.
On a normal or exceptional success, she can choose to affect the target as a dramatic failure normally does.
Restore 235
car, for instance, she could use cheap alcohol for missing petrol, several packs of AA batteries to replace a car
battery, a circular piece of wood for a missing wheel and lots and lots of duct tape for structural damage. When
the Noble reaches the threshold, the device gains the Jury-Rigged Condition.
If the activation fails, the Noble’s crude repairs collapse into a pile of junk, damaging the machine further.
Remove a quarter of the device’s Structure.
Suggested Modifiers: Simple machine (+2), appropriate tools (+equipment bonus), proper replacement
parts (+2), very inappropriate parts (-2), complicated problem (-2), exceptionally complicated machine (such
as trying to patch up a circuit board) (-4)
Upgrade: Loving
The Noble can heal more serious damage to a ghost; for each success, the ghost heals 1 lethal damage.
236 Restore
Upgrade: Grieving (Lacrima ••)
Requires Loving
Cost: +1 Wisp
The Noble heals the most grievous damage to ghosts; the ghost heals 1 aggravated damage.
Upgrade: Sharp
The Noble can fuel the ghost’s Numina; the ghost regains 1 point of Essence.
Upgrade: Distant
Modified by Sympathy
The Noble may use the Charm without touching the ghost or its anchor; she applies the Sympathy modifier
to an anchor to help the ghost manifest, and to the ghost to heal it. Moreover, the ghost need not be Materialized
before the Noble can heal it.
Upgrade: Collective
Modified by Commonalty
Cost: +1 Wisp
The Noble may use the Charm on members of an organization who can hear her, applying the Commonalty
modifier. The injury done must have been to the organization, or to people as representative of it, as far as the
targets believe; that is, the targets must believe that people were injured because they belonged to the organi-
zation, and not for any other reason. As with the basic Charm, this belief need not be accurate. The member with
the highest Composure resists for the group.
Restore 237
The Noble swiftly repairs damage done to a single object she can hold or touch.
Dramatic Failure: The item is damaged further by the Noble’s bungled magic. It loses 1 point of Struc-
ture, and the Noble cannot use Stitch on it until it’s repaired.
Failure: The item is not repaired.
Success: For each success rolled, the item regains one point of Structure, up to its normal maximum.
Exceptional Success: The repairs leave the item in top condition. On top of the repaired damage, it gains
the Fortunate Tilt for one roll when used for its intended purpose.
238 Restore
costs 0 Wisps (just the Willpower point) when the Noble uses it on herself, and 1 Wisp plus a Willpower point
if used on another person.
Dramatic Failure: The Noble succumbs to the power she opposed. She cannot use Freed by Burning
Hate against the power or the creature who used it for the rest of the scene.
Failure: If the Noble does not win the contest, she fails to defeat the power.
Success: If the Noble gets more successes, the power’s effect is overridden by a feeling of intense, nause-
ated rage, and the target suddenly becomes aware that someone has tried to violate his mind. Any Condition
created by the power is replaced with the Loathing Condition for the power’s user.
Exceptional Success: The target’s hate overwhelms him. He immediately attacks the creature who vio-
lated his mind, and takes the Insane Tilt [CofD 285] while doing so.
The Charm lasts as long as the effect it destroys would have, for it is built on the fragments of that effect. If
the power’s user cancels or removes the effect himself, the target’s rage immediately dissipates.
If the Noble uses the Charm on a target whose emotions are not being influenced, she pays the cost but
nothing happens. If she uses it on a target subject to more than one eligible effect, the Charm breaks the least
potent, and among effects of equal strength it breaks the one with the shortest remaining duration.
Upgrade: Retroactive
The Noble may erase her memories up to one day after they have formed. The maximum time erased by
a single use remains the same, but she can now use multiple invocations to erase longer periods. Some Nobles
use the extra time to write notes to themselves, but knowing what happened is no substitute for experiencing it.
Restore 239
Regenerate (Restore ••••)
Action: Extended, 10 minutes/roll
Dice pool: Intelligence + Medicine
Cost: 2 Wisps, 1 Willpower
Threshold Injury
3 Tilts: scarring, missing tooth, lost finger joint
6 Restoring lost function: 1 lost Attribute dot, paralyzed limbs
9 Full replacement of small organs: eye, muscle, skin, etc.
12 Full replacement of large organs: arm, leg, stomach, etc.
The Noble may restore the permanently injured to their original full health. Regenerate can cure any Tilts
and Conditions caused by physical disability, and restore Attribute dots lost from physical damage. The thresh-
old depends on the extent of the damage (the Storyteller should use the table provided as a guide.) Any oppo-
sition from the target makes Regenerate fail; active cooperation isn’t needed, so Nobles can use Regenerate on
unconscious targets, but a conscious refusal frustrates the Charm.
The Noble may use Regenerate to remove a Goalenu graft and restore the organ it replaced. In this case
the target’s Revelation subtracts from the activation roll. Rolling a dramatic failure causes the target’s Goalenu
parts to regard the Noble as a servant of Darkness, and she can never use Regenerate on that target again.
Upgrade: Grand
The Noble may use Reclaim to cleanse the Darkened of their tainted powers. For this use, the activation
roll takes a -1 penalty for each of the target’s current Umbrae. The Noble takes this penalty even if the target is
cooperating (and if he doesn’t, she must subtract his Resolve as well.) Getting 10 successes removes one Umbra
from the target. Failing a roll and continuing triggers the Noble’s Sensitivity, and adds the number of the target’s
Umbrae to her pool. A Darkened target with no Umbrae can be returned to full humanity with 10 successes.
240 Restore
Dramatic Failure: The Noble’s own magic becomes unreliable in the presence of dark powers. She takes
the temporary Hypersensitive Condition.
Failure: If the Noble does not win the contest, the target remains bound by the supernatural power.
Success: If the Noble gets more successes, the supernatural power cannot affect the target in any way
for the rest of the scene. The power is not removed, only suppressed.
Exceptional Success: The supernatural power is suppressed for a full day.
Restore 241
Dramatic Failure: Instead of creating a ghost, the Noble accidentally kills the target.
Failure: The Noble may try again at a -1 penalty, if the target still lives.
Success: The target dies, and rises again as a ghost Princess. Long may she reign over us.
Exceptional Success: The target loses a dot of Shadows just before she dies and rises.
The Noble using the Charm always spends the Wisps to activate it; she sacrifices a Willpower dot only if
the Charm succeeds.
Shape
The Shape Charms shape materials as you will, or make things out of nothing. Menders and Troubadours
have affinity for them.
Upgrade: Toolsmith
When extensive work requiring heavy machinery is called for, the Noble can whistle up just the right gadget
out of thin air. She spends 1 Wisp to create a tool no larger than Size 5, or 2 Wisps for a tool up to Size 10, which
will allow her to carry out a Crafts action for which proper equipment is not available. The Regalia and Quality
bonuses apply to the action the tool is made for. When the action resolves, the tool disintegrates into a cloud
of sparks.
242 Shape
Success: The shield appears, taking the form of a spherical section with the area’s radius. It will not cut
through any solid object; if it encounters one it will stop at the object’s surface. If there are no obstacles the
shield simply forms a perfect sphere. The shield is not subject to the force of gravity - as long as it exists, it
stays exactly where the Noble created it.
The shield blocks both movement and attacks through itself, in either direction, until the Charm ends.
Unlike normal objects the shield has no Durability, but it has a Structure of 3x the activation successes; attacks
made on targets on its other side are absorbed by the shield until the last Structure point is gone. (Should
this happen the shield breaks, ending the Charm.) Damage in excess of the shield’s Structure passes through
to the intended target normally.
Exceptional Success: The shield will take a great deal of punishment before breaking.
If a Noble uses Bubble Shield to protect the same area as her next action, the new shield replaces the old
with no gap of time.
Upgrade: Adamant
The shield behaves like a normal material, with Durability and Structure both equal to the activation suc-
cesses. It provides transparent cover [CofD 92] against all attacks that must pass through it, in either direction,
but does not absorb such attacks. Removing the shield’s last point of Structure breaks it and ends the Charm,
as before.
Upgrade: Lasting
Duration: Inner Light turns
The shield endures for several actions before it must be renewed.
Upgrade: Partial
The shield can be shaped to cover parts of the circle, without surrounding the whole area; it can also be
shaped as a flat plane.
Shape 243
Wellspring (Shape •, Acqua •)
Action: Instant
Dice pool: Dexterity + Science
Cost: 1 Wisp
The Noble draws fresh water out of the earth. If she is not touching solid ground, the Charm fails.
Dramatic Failure: The Noble becomes desperately thirsty. She takes 1 bashing damage from dehydra-
tion, which does not heal until she finds something to drink.
Failure: The ground stays dry.
Success: For each activation success, 1 pint of pure fresh water wells up from the ground.
Exceptional Success: The Noble creates a lot of water.
Upgrade: Purified
Other liquids turn into fresh water as the Noble stirs them. Each success turns 1 gallon of liquid into drink-
able water. The Noble need not be touching the ground to change an existing liquid.
Upgrade: Flavored
The Noble may create any liquid that is safe for humans to drink. Each success draws up 1/2 pint of the drink
she desires. If she applies Purified, each success transmutes 1/2 gallon of a liquid into something drinkable.
244 Shape
Upgrade: Puff Up
Cost: +1 Wisp
The Noble is so proud of her powers she can make the bubble swell! By paying an additional Wisp when
activating the Charm she can extend the area it covers to a radius up to Aria yards, centered on herself. The
Bubble does not prevent the movement of anything but harmful gases, and anything else can harmlessly enter
and leave its confines.
Upgrade: Jolting
The Noble can concentrate her charges into a current strong enough to hurt. When she touches a target,
she rolls one die for each charge she releases; the target takes 1 bashing damage for each success on this roll.
Upgrade: Quick
The Noble can deliver a shock with only a passing thought. She may release charges as a reflexive action,
though she cannot do so more than once in a turn.
Shape 245
Fires under the Noble’s hands burn without consuming their fuel.
Dramatic Failure: The targeted fire flares up and spreads swiftly. Either its Size or its Intensity increases
by 1 step.
Failure: The fire continues to burn normally.
Success: Until the Charm ends, reduce the target fire’s Intensity by 1. Things ignited by the fire, but sep-
arated from it, burn normally. The Noble may use Fire’s Warm Kiss repeatedly on one fire, until its Intensity
drops to 0. If a fire’s Intensity is 0, it cannot ignite anything and feels merely warm to the touch, though it still
sheds light. It can even be scooped off its fuel source, held in cupped hands, and poured into a container, like
a liquid with the consistency of thick syrup. Fire so treated ignites its container once the Charm wears off, or
goes out after 1 turn if the container is not flammable.
Exceptional Success: The fire’s Intensity drops to 0, turning it into the warm, glowing liquid form.
Upgrade: Ascending
Cost: +1 Wisp
The plant grows under the Noble’s touch, even if it began as a mere seed; it achieves up to the activation
successes or its natural maximum in Size, whichever is lower, over the same number of minutes, and produces
the expected harvest in the process. (The plant’s growth will generally be limited by available soil for its root
system.) Once the Charm is complete, the newly-grown plant remains a normal plant of its species, although it’s
advisable to water it well if one wants to keep it around.
246 Shape
Upgrade: Transfigured (Legno •••)
Requires Ascending
Cost: +2 Wisps
At the Noble’s discretion, the plant produces any crop she needs regardless of its actual species. She can
grow oranges from an apple tree, apples from a pine tree, or roses from a barrel cactus if she chooses. A single
activation produces a harvest of just one species of plant.
Shape 247
light enough for her to lift without help. The Size of an object being stored or removed cannot exceed half the
Noble’s Inner Light (rounded up), unless she applies an Invocation when she unlocks the bag. If she applies an
Invocation, she can store objects of Size up to her dots in the Invocation; the objects are the Charm’s targets, so
to apply an Invocation at no cost, all the objects stored or removed must be costless targets for that Invocation.
Putting an object in the bag is an instant unrolled action. Taking an object out is also an instant action, and
succeeds automatically as long as the number of items in the bag is less than Inner Light + Larceny. If the number
equals or exceeds this limit, the Noble must roll Wits + Larceny to find the right item in among the clutter; she
takes a penalty on this roll of -1 for each item in the bag over Inner Light + Larceny.
Dramatic Failure: The Noble finds nothing in the bag, and is so occupied with searching that she loses
her Defense for 1 turn.
Failure: The Noble pulls out the wrong item.
Success: The Noble takes out the item she wanted.
Exceptional Success: The Noble finds the item immediately; she removes it as a reflexive action.
Items that are put into the bag are safe from harm and protected from loss, as they are bound to the Noble
rather than the bag itself. However, they aren’t held in stasis; food will spoil if kept long enough. Moreover, while
the bag is closed air can’t get into it, so anything living will suffocate if trapped inside when the bag locks. Should
the Noble herself die all items in the bag are lost. With the appropriate supernatural power it is possible to steal
from a Noble’s bag, but doing so subtracts (Resolve + Inner Light) from the activation roll.
Upgrade: Enlarged
Stackable 4 times
Add Inner Light again to the maximum number of items that can be put into the bag safely.
Upgrade: Deepened
Stackable 2 times
Add 1 to the maximum Size of the items that can be put into the bag.
Upgrade: Stretched
Cost: +1 Willpower
The Noble can stuff a very large object into her bag. Double the maximum Size of items the bag can normally
hold; the Noble can put one object up to that Size into the bag at a time. As long as that object is in the bag, the
Noble can’t put anything more into it, or take anything else out - the large object must come out first. If the bag
locks before she takes the large object out, the Noble must apply Stretched again to remove it.
Upgrade: Lightened
Cost: +1 Wisp
The Noble can lift extremely heavy objects, for just long enough to drop them into her bag or pull them out.
Add the Noble’s Inner Light to her Strength when checking whether an object being stored or retrieved is too
heavy for her to move.
248 Shape
without a roll, no matter how many other things are stored inside. She may rearrange the objects within the
bag, putting a different set on top, as an instant unrolled action.
Upgrade: Charged
Cost: +1 Wisp
The modern world runs on electricity, but when that’s lacking, the Noble can create a few sparks to get it
moving. When the targeted object is a machine powered by electricity, the Noble may turn an extra Wisp into the
power it requires, so it will run with a dead battery or while unplugged during the Charm’s duration. However,
a dramatic failure when activating the Charm overloads its circuits - remove points of Structure equal to the
Noble’s Inner Light.
Shape 249
Upgrade: Dancing
Cost: +1 Willpower
Duration: 1 scene
The targeted object, once animated, will carry out the Noble’s wishes without her conscious attention. The
Charm does not end if the Noble stops concentrating on the object; during any turn when she does not control
it, the object repeats whatever action she most recently used it for. The object can’t adapt to changed circum-
stances, and will continue mindlessly repeating itself until the Noble controls it again or the Charm ends.
Upgrade: Forceful
Cost: +1 Wisp
The Noble can now lift, push or pull the targeted object without touching it, as easily as she manipulates
it; while she does so, the object is surrounded with a visible sign of her attention, such as a glowing halo, a heat
shimmer, or a swirl of dust or leaves. The Noble can move the object remotely with the same Strength that her
muscles give her, and at a Speed up to her own running Speed. She may also throw the object with a standard
Athletics action, although doing so immediately ends the Charm.
250 Shape
The cold created by the Charm will yield to warm emotions as well as physical warmth. The Extreme Cold
Tilt on a person ends if someone who loves the target warms him with her body for 1 turn per activation success.
Heartfire flames melt an ice coating or warm a person immediately.
Upgrade: Binding
The hedge actively tries to catch those who assault it. Anyone tangled in its branches has to break them by
main strength (Strength + Athletics - Durability) to escape.
Shape 251
Darkling’s Treasure (Shape ••, Lacrima •)
Action: Instant and contested
Dice pool: Manipulation + Occult vs. Resolve + Supernatural Tolerance
Cost: 1 Wisp, Sensitivity check
Duration: 1 scene
By brushing her hand across an object, the Noble makes it deeply attractive to the servants of the Darkness.
Once they scent it, they will go to any length to possess it, and ensure no one else touches it.
Dramatic Failure: The Noble turns herself into a lure for creatures of the Darkness. All such creatures
within Inner Light x 100 yards know where she is for the rest of the scene.
Failure: When a creature of the Darkness gets as many or more successes on its roll than the Noble’s
activation successes, he is interested in the object, but not obsessed.
Success: The object calls to all creatures of Darkness within a radius of Inner Light x 100 yards. Each
such being contests the Charm independently; any who lose the contest will try to take the object for himself,
possibly fighting other beings to possess it.
Exceptional Success: The compulsion is almost irresistible.
252 Shape
springs, gears) if the materials are strong enough to make one. However, tools powered by electricity can’t be
made by the Charm - parts of such tools are possible, but only if those parts are in themselves purely mechanical.
The Noble may try to make equipment of high quality, that confers an equipment bonus for a specific task.
This increases the threshold - for each +1 bonus, add successes equal to the object’s Durability to the threshold.
The Noble must choose the desired bonus before starting the activation. If she fails to activate the Charm, she
mangles the target object into uselessness.
Upgrade: Powered
Requires Science ••
Cost: +1 Wisp
The Noble understands electrical circuitry well enough to duplicate it in the tools she makes. If the target
object has the necessary mix of conductors and insulators, she can use the Charm to make a tool that runs on
electrical power.
Shape 253
not to melt quickly, so even in the hottest weather the structure remains intact until the next sunrise. However,
except in subfreezing temperatures the thing does begin melting at that point. After the first sunrise meltwater
makes the building slippery, imposing the Ice Tilt on and inside it. After the second sunrise the building becomes
unsound, reducing its Durability to 0, and any object resting on it removes 1 point of Structure for every 50
pounds of weight it has, each turn it remains. After the third sunrise the building collapses of its own weight,
if it hasn’t already fallen apart.
254 Shape
Failure: No fog appears.
Success: A volume of radius equal to (10x Inner Light) yards, centered on the Noble, gains the Fog Tilt. In
strong sunlight or moderate wind the cloud disperses in (activation successes) turns; in calm, cloudy weather,
it may last as long as the Storyteller wishes.
Exceptional Success: The fog expands to fill a radius of (15x Inner Light) yards.
Shape 255
The Noble claps her hands, then touches them to the ground, and the earth buckles and shakes, pitching
wildly and throwing her enemies off-balance.
Dramatic Failure: The Noble only jolts the ground under her own feet. She takes the Stunned Tilt [CofD
286].
Failure: The earth does not move.
Success: The earthquake strikes a circular area of radius equal to the penalty taken to the activation roll
in yards. Everyone in that area, except the Noble, immediately takes the Knocked Down Tilt [CofD 284] and
reflexively rolls Dexterity + Athletics; those who fail the roll take the Stunned Tilt as well. For the rest of the
scene, the area has the Broken Ground Tilt.
Exceptional Success: The ground in the target area buckles and great shards of stone poke out from
the earth, providing anyone who wants to take cover behind them substantial (-3) concealment, in addition
to the other effects.
When the Charm ends, the ground slides back into its normal configuration. If the Noble is underground,
she gets an exceptional success with 3 or more activation successes, not 5.
256 Shape
threshold of the Charm, and its Durability is the threshold minus the Sanctuary successes; it provides transpar-
ent cover against all attacks that pass through it.
Once during a scene, the Noble may spend 1 Wisp as an instant action to sustain the dome for another
scene. This does not repair any Structure lost to damage, but if someone has managed to punch holes in the
dome the spent Wisp will close them. The Charm ends, and the dome vanishes, when it loses the last point of
Structure, or the Noble doesn’t spend a Wisp to sustain it.
Shape 257
The vehicle’s quality depends on the threshold the Noble chose. With a threshold of 1 the Charm creates a
motorized scooter (dice modifier of -5, Size 7, Durability 2, safe Speed of 60). Each +1 to the threshold lets the
Noble apply 1 modification to the created vehicle from the table on [CofD 99]. The Noble can’t make a vehicle
that’s physically impossible, so she must respect the limits on each trait; but she may add as many modifications
as she likes, without regard to her Crafts dots. A Noble with Automotive Genius [CofD 47] may add modifications
equal to her Crafts dots on top of those from her chosen threshold.
When the Charm ends, the vehicle will decelerate from its current speed to a standstill at a rate of 10 Speed/
turn, then dissolve into a cloud of sparks, dropping its contents on the ground where it stopped. If the Noble is
in it at this time, she may spend a Wisp as an instant action to keep the vehicle in existence for another scene
or hour.
There is a variation of this Charm, popular among Nobles of Clubs, that summons a riding beast; it uses a
dice pool of Dexterity + Animal Ken, and Automotive Genius doesn’t help the Charm, but it’s otherwise identical.
The steed is treated as a vehicle, except that it has 2/2 Armor instead of Durability, and a Durability modifier
grants it +1/+1 Armor. A Noble may not learn both versions of the Charm - she can either make modern vehicles
or summon beasts, not both.
Upgrade: Large
Stackable 3 times
Cost: +1-3 Wisps
The Noble can make a larger vehicle by spending more of her magic. The first Large upgrade lets her spend
1 Wisp (above the base cost) to raise the base Size of the created vehicle to 11, before any modifications. The
second lets her spend 2 Wisps to raise its base Size to 15, and the third lets her spend 3 Wisps to raise its base
Size to 19.
Upgrade: Weatherproof
The vehicle protects its riders from harsh conditions. For one modification, the vehicle acts as basic sur-
vival gear [CofD 273] for the driver and all passengers. For two modifications, the vehicle gives the benefits
of advanced survival gear against one type of extreme environment. The vehicle’s protection stacks with any
personal protection a rider has.
258 Shape
bonus from the Size Changes table. It takes damage as an object, and provides opaque cover to its driver and
passengers.
Shape 259
• Duration: The weather, and the tilts it creates, last for another scene.
Current weather conditions modify the activation roll: cold extreme environment (+ level), other extreme
environment (- level), already snowing (+3), thick clouds (+1), or clear sky (-1). The Charm cannot be used more
than once a day in a single area.
260 Shape
Nobles of Clubs often travel in the wilderness, but like their namesakes, the Turtles carry a shelter with
them. The Noble chooses how many people to provide shelter to when she activates the Charm.
Dramatic Failure: The Noble faints, and can’t be awakened for at least eight hours.
Failure: The Noble waves swatches of cloth about with no result.
Success: Lengths of brightly colored cloth whirl from the Noble’s hands, before settling on wooden scaf-
folding. Once the cloth stops moving, the Noble stands within a tent large enough to accomodate everyone
she wanted to, with the proper number of camp beds, a central fireplace for cooking, and a side chamber for
calls of nature. The tent flaps, if tied shut, can’t be opened from the outside, and despite its apparent fragility
the tent’s fabric has a Durability equal to the Noble’s Legno.
When the flaps are tied, the interior swiftly comes to the climate of a warm spring day; any environmental
Tilts due to the weather cease to apply inside the tent. Moreover, the Noble can spend extra Wisps to protect
the interior from the worst that nature can do: the third and subsequent Wisps she spends to activate the
Charm reduce the effective level of an extreme environment [CofD 97] by 1 step each within the tent.
Exceptional Success: The tent’s outer surface is camouflaged. Perception rolls to notice its presence
take a -2 penalty.
The tent will tremble when the rays of the dawning sun reach it, then fold up and vanish when the last
occupant leaves it or one hour has passed. Anyone still inside at the end of that hour is unceremoniously dumped
onto the ground where the tent rested.
Shape 261
Unless used on a consenting target, using the Charm is a compromise with a -2 penalty.
262 Shape
Exiting the mirror world normally requires using this Charm a second time. In an emergency the Noble can
simply jump through the mirror to leave the reflection, which has the usual effects on her of jumping through
glass. (Smashing the mirror before jumping would send the Noble to wherever it is things stored in hidey holes
go when the mirror is moved.)
Upgrade: Secure
By spending 1 Wisp the Noble can fix a mirror in place. It gains Durability equal to her Specchio against both
damage and being moved. This Durability does not apply if the Noble deliberately jumps through the mirror to
leave the reflection, but it does cover accidents.
Upgrade: Leading
The Noble can now lead others through mirrors. Each extra person or five Size points of equipment costs
an additional Wisp. The Noble does not have to go first, or even enter herself. It is acceptable to push someone
through with the intent of trapping them.
The Radiant wish to create a better world, standing in their way is everyone who benefits from the world
being just as it is. The most obvious, and common, threats they face come from the Darkness: the Darkspawn,
and the tainted areas they lurk in, where human evil has worn holes into the fabric of reality itself. In the same
category are cults that feed the Darkness to gain temporal power. Most terrifying of all are the Dethroned, Nobles
who have given in to the pain and despair that surrounds them. They are tragic, and monstrous.
Sitting half way between allies and enemies are the followers of the three Twilight Queens. The Queen of
Tears rules Alhambra, the last city of the Kingdom, impossibly still standing as a bastion of light within the very
heart of Darkness. Her followers harvest the hope and joy from the world, sucking away our dreams to buy
another day of life for the Grand City - a life none of them pretend is happy or worthwhile, but one that must be
maintained because the alternative is too terrifying to contemplate.
The Queen of Storms is a being utterly consumed by her rage at the depredations of the darkness, and all
thought, mercy, and virtue is incinerated by her white-hot fury. Her Princesses and servants are living vessels
of pure Fury, so single-minded in their pursuit of punishment and revenge that they are blind to the sorrow and
ruined lives they leave in their wake. Leading the charge are the terrible Goalenu, fragments of the Queen given
form to fight the Darkness.
The Queen of Mirrors is an enigma. Those who have seen her sometimes describe a silver-haired woman,
with eyes as bright as the full moon and an infectious crescent-grin of a smile. But most often they say she looks
like the one she meets, their chiral twin… apart from her grin and her eyes, which are always silver. They say
she makes a body of mirrors from ancient manor houses, of glass from sky, of moonlight and water and silver,
and walks among mankind, looking for Princesses of unusual talent and drive and skill and will. They say she’s
looking for the True Heir to the Kingdom.
The Dreamlands lie beyond the wall of sleep. Nearly all the Princess were once trapped there, the Radiant
Queens and mystic treasures may be found there; they reflect the hopes and very soul of humanity, but are
not safe. The Wardens patrol for souls carrying the Light, hoping to return them to a blissful prison, while the
Amanojaku steal mortals’ identities to taste of life on Earth.
Finally there are those the Nobility work with or protect: the Beacons on whom the Light shines brightly,
the Sworn who vow themselves to Noble service, the Shikigami who guide the newly Blossomed, and the Blessed
Places that great deeds of virtue have sanctified.
Tainted Places
You can feel it in the air all around. This place chills you to the bone and squelches underfoot
with rotting damp and the stench of mildew. The sounds don’t carry right, the city outside felt
so distant. Even your feelings for your dead parents, your rage and hate for their murder, even
they feel distant.
Casually you slide your knife across your wrist, your blood wells up like liquid green fire.
The drops fall and the stinking rotted boards catch light as you pray to your Lady of Cleansing
Flame. When a place is this far gone there’s nothing to do but burn it, and it burns so beautifully
in emerald fire.
The ruins of the concentration camps. A house on an island where 10 people were killed one by one by a
sadistic murderer. An abandoned apartment where the worst gangs always gather. A hidden temple where a
dark wizard sacrificed people for infernal power. These are the Tainted places, where the evil that men do has
lingered. Some are well known, while others are forgotten. The one thing they all have in common is that the
Darkness was - or is - strong there, and it doesn’t want to leave.
265
A place becomes Tainted when someone commits a grave sin there, meant to make others suffer, or else
when vicious and cruel acts become routine and customary there. The very substance of the area is bruised by
minor sins, cut or torn by major ones, and the Darkness comes quickly to infect the wound and open it farther.
Each Tainted area makes it easy to commit acts like those that first Tainted the place, and hard for anyone
to resist or do the opposite. And each time someone yields to temptation, the Taint deepens, and its malign
influence steals more faculties from the innocent. Finally, staying within a Tainted area slowly drains the hope
and life out of people even if they do nothing at all; a part of the Darkness stays in them afterward, trying to
seduce them into joining it.
The busier a place is, the more the impressions of many people mix together, and the less likely it is to
become a Tainted place. A place that is only used by a specific subset of people (a club house, a dark alley, etc...)
will be more likely to become Tainted when one of the few people who come there becomes the victim of a crime
of cruelty, or perpetrates it himself. A busy intersection is very unlikely to become Tainted, even if someone is
murdered right there and all other conditions are met.
Anyone touched by the Light feels a shadow of fear, grief, ennui or despair when they stand within a Tainted
place; the more experienced learn to recognize in that shadow a spoor of the Darkness. When a Beacon, Sworn,
Shikigami or Noble first enters a Tainted area, and at the start of each scene in a Tainted area, the Storyteller
rolls a dice pool of their base Sensitivity + the Severity of the Taint. If successful, the character realizes that the
area has been Tainted.
Creating Taint
Taint and Sensitivity
The acts that create Taint are not quite the same as those that trigger Sensitivity. Sensitivity responds to
people in pain, whatever the cause may be. Taint, however, responds to the intent to cause pain, regardless
of whether the intent was successful. For example, an accidental fire that destroys a house and kills its
residents will trigger Sensitivity (people died) but not create Taint (nobody meant to start the fire.) And
contrariwise, an arsonist whose fire gets put out before it destroys a building creates Taint (due to his intent),
but doesn’t trigger Sensitivity.
Size
The Size of a Tainted area is measured on the Sanctuary scale - the smallest Tainted sites, at Size 0, would
fit within a small walk-in closet; the largest ever found, at Size 5, covers the whole of a large estate roughly the
size of the Pentagon. It’s determined by how widespread the cruelties that led to its creation were. If someone
committed suicide in a bathtub, the bathroom, or just the bathtub, may carry Taint. If a coach of a children’s
football team went crazy, locked them into the club building and killed them one by one in horrific ways, the
entire building may become Tainted because of it. As a rule of thumb Size will conform to conceptual boundaries.
Ask yourself what would be said on the rumor mill; if the gossip is “the coach killed them in the clubhouse” the
Taint will spread to the entire clubhouse.
When crimes in line with the Tainted place’s Aspirations (see below) are committed just outside of it, it
may grow to encompass those areas as well. Often this happens by accident (a victim escapes the confines of
a Tainted place, but is caught and cut down by her assailant just outside of it), but Darkened also instinctively
know this and will try to work towards expanding them.
Severity
Rated from 1 to 5, and determined by the level of cruelty that created the Tainted place. Greater sins will
override lesser Taints, so an action with a higher Severity than that of a Tainted place, if performed there, raises
the place’s Severity to the action’s (and almost certainly will alter its Aspirations as well.)
Aspirations
A Tainted place has from one to three Aspirations, the kinds of actions it drives those within its bounds to
commit. Stronger Tainted places usually have more history and a broader repertoire - a place with Severity 3 or
4 always has at least two Aspirations, and one of Severity 5 has three - but even the weakest Tainted area can
have a full set. These Aspirations should be clearly cruel and framed in general terms, such as “commit murder”.
At most the Aspiration should name a specific type of victim such as “bully schoolboys”. Tainted Aspirations can
change over time, especially when a place’s Severity rating changes.
While they remain within a Tainted area, any mundane characters treat its Aspirations as their own - they
gain a Beat if they fulfill one, their presence may add or open Doors in social maneuvers, and so on. Creatures of
Darkness gain the same benefit, but the Light-touched are immune; other supernatural beings may be swayed,
at the Storyteller’s discretion. Since the Aspirations belong to the place, they don’t disappear when fulfilled - the
Taint always hungers for more - though each character may fulfill each Aspiration only once a session.
Further, any action taken within the bounds of a Tainted place that directly opposes the fulfilling of any of its
Aspirations takes a penalty equal to the place’s Severity rating. Conversely, any action that directly furthers one
of the place’s Aspirations takes a bonus equal to its Severity. This effect applies to all characters: mundane, Dark,
Light-touched, or other. Finally, unless it directly furthers one of the Tainted place’s Aspirations, any failed roll
where the dice pool (after all bonuses and penalties) is less than or equal to the place’s Severity automatically
becomes a dramatic failure. All rolls are affected - including rolls for breaking points.
Tainted Aspirations reflect the history of the Tainted Place, and they can change over time as the location’s
story grows with new atrocities. When a Tainted Place gains a new Aspiration (from increased Severity) the
new Aspiration will either encourage repetitions of the new crimes, or all the Aspirations will shift to create a
new set of Aspirations that reflect its entire history and the correspondence between all past crimes.
Curses
A few Tainted areas afflict their occupants in more direct ways than pushing them to depraved behavior.
A Tainted place may forgo one of its Aspirations to inflict a Curse on anyone in it who isn’t either Tainted or a
creature of Darkness. Curses function as permanent environmental Tilts, but don’t affect any character with the
Tainted Condition or a Dark creature. A list of Curses (not complete - the Storyteller may design more) follows.
Clumsiness: The Taint slows reactions and deadens nerves in the face of danger. Characters reduce their
Defense by -2.
Confusion: The Taint steals the will to act. Spending Willpower grants only +2 dice to a dice pool.
Corruption: The Taint undermines mental stability. All breaking point rolls take an additional -1 penalty.
Enthrallment: The Taint makes people vulnerable to hostile magic. When a supernatural power is resisted,
the relevant Attribute is reduced by 1.
Folly: The Taint tempts people into behaving foolishly. Characters gain the Spooked Condition on entering
the area; it ends without resolving when they leave it.
Sickness: The Taint steals vitality; blood clots slowly, wounds will not close. All injuries suffered inside it
are worsened by one point of Health.
Corruption
Integrity Taint, once established in an area, infects the people in that area if given an
- Severity Time spent opportunity to do so; any act of cruelty, if done in Tainted places, opens the perpe-
trator to the Darkness, and even prolonged exposure wears people down. If a mun-
0 or less 1 turn dane character does anything that would create Taint, in even the slightest degree,
1-3 1 hour while in a Tainted place, he takes the Tainted Condition - as if a small part of the
place nestles inside of him and stays along for the ride. Also, after an interval of time
4-6 1 day
determined by his Integrity and the area’s Severity, a mundane character gains the
7-9 1 week Tainted Condition even without doing anything at all: subtract the place’s Severity
from the character’s Integrity and consult this table.
Giving in to temptation and fulfilling the sadistic Aspirations found in a Tainted place will cause a break-
ing point in any individual with a healthy moral compass. There is nothing supernatural about this, but there
is something supernatural about the consequences. A breaking point caused by fulfilling, or trying to fulfill, a
Tainted Aspiration takes a penalty equal to the Tainted place’s Severity, in addition to any other penalties the
roll would normally incur. Failing the roll gives the perpetrator the Darkened Condition, rather than one of the
Conditions that would normally be available. Even on a success, the character still takes the Tainted Condition,
if he didn't have it already. Only on an exceptional success does the character escape unscathed.
Characters with Sensitivity - Dark creatures and the Light-touched - can’t gain the Tainted Condition;
the Light protects those it touches, and Dark creatures have been corrupted already. (The Storyteller decides
whether other supernaturals can become Tainted.) However, the Taint still has some influence, even on them.
After the necessary period of time spent in the Tainted area, a Light-touched character must check her Sensi-
tivity, rolling her unmodified dice pool. A Haunting that causes Enraged or Maddened instills an obsession with
cleansing the area of Taint, and penalizes all actions not directed to that end.
Frequently, followers of the Darkness will attempt to lure (or bring) others into a Tainted place, and then
carefully manipulate them into doing the unthinkable and becoming Darkened themselves. This is generally
handled through social maneuvering, with a goal of getting the target to fulfil the Tainted Aspiration. Remember
that one Door will be automatically opened, because the stated goal would complete one of the character’s
Aspirations.
Inviting Corruption
There are always people willing to sell their souls for power, and being corrupted by Tainted areas is a path
to power … but a slow one. Those who are ready to sink into depravity at once can find, in moldering books
or Internet sites on black magic, a host of rituals meant to summon the powers of darkness into the ritualist’s
body or soul - and if performed in a Tainted area, some of them will work. While the effective rituals vary widely
(their discoverers come from every country and culture that ever existed) they have two points in common: they
all include profound blasphemies against what the discoverers held sacred, and at their climax they require a
human sacrifice.
A typical ritual for inviting the Darkness into oneself takes about an hour to complete, and must be done
within a Tainted place. Only a mundane human can perform it, and he must murder in cold blood another mun-
dane human, or a being touched by the Light, during the ritual’s course. Many rituals mention that sacrificing
the innocent, virtuous or holy is pleasing to the dark gods, which will lead them to favor the supplicant; though
none refer to the Light’s servants by name, it’s unquestioned that the Darkness responds well to their deaths.
Performing such a ritual is, naturally, a breaking point with a -5 penalty, like any other premeditated mur-
der. In addition, it counts as fulfilling a Tainted Aspiration if done in a Tainted area, regardless of its actual
Aspirations - failing the breaking point makes the ritualist Darkened. A weak Taint may shift its Aspirations in
response to the ritual, too.
Purifying
A Tainted place may be purified if events that directly oppose the themes and intents of its Aspirations and
origins take place within the Tainted place. Taint that formed from an drug abusing parent tormenting their
family might fade if the house becomes the site of a Narcotics Anonymous group, or becomes the home of a
loving and stable family. Sealing the area (see below) is advised for using this method against all but the weakest
Taint. Not only does it prevent the Severity from affecting the dice pool, but it ensures that monsters will not
wander in from the Dark World.
If the Taint is central to the story, resolving it might require a session’s worth of work for each dot of Sever-
ity, or more at the Storyteller’s discretion. Harkening back to the example given concerning a Tainted Place
resulting from an alcoholic parent’s abuses, purifying it might look something like this: One session to discov-
er the origins of the Taint in order to know how to purify it, cleaning out the monsters, and consecrating the
ground. Another session to get funding from city hall, secure the deed from a stubborn homeowner, and get the
word out on the street. Then there might be a finale where the player characters run their first meeting, look
for someone to be responsible for future meetings, and deal with a bunch of drug dealers who have started to
ply their trade nearby, to ensure their new meeting place doesn’t become a hub of broken dreams and relapsing
addicts instead.
Once the venture is running smoothly, the characters might have to drop by frequently for a while to keep
the seals up, until the Tainted Place is finally purified once the Storyteller feels sufficient time and effort has been
expended to balance out the ills committed within it. Consider keeping this new asset to the community a part of
the story after the purification is complete. After all, the characters and their players are likely to have become
quite invested in it, and it would be a shame just to toss all of that built-up characterization out the window!
Purging
The second option for cleaning up a Tainted place is to destroy it. At a minimum this requires stripping it
down to the walls and power-hosing out every last trace of the past, but the most common tool for purges is fire.
The risk of purging a Tainted place, aside from police investigations and monster hunters investigating an
“inexplicable” case of arson, is that anything less than total destruction can strengthen the Taint. Each Taint-
ed place is the product of its history and a failed attempt by monster hunters or Princesses becomes another
chapter in the tale. If any Taint survives it will spread back to reclaim the damaged area, and it will come back
stronger. A failed attempt to purge a Tainted place increases its Severity by one, to a maximum of five. If the
Severity was already at five, the Tainted place will grow in size instead. The Court of Storms have access to the
Purgation Charm which avoids this risk. Purgation is a potent charm, and Furies who do not have access to it
avoid the risks of purging a Tainted Place simply by being dedicated enough to finish the job even if they have
to fight firefighters or sacrifice their own lives.
Purging Taint is resolved as an extended action with a threshold equal to five times the Taint’s Size. If the
Tainted place is Size 0, only a single success is needed. The interval depends on the method used. It takes 20
minutes per roll if the characters use hammers and other wrecking tools, 10 per roll for arson, and 5 per roll
for construction machines or explosives. Characters may mix methods; if they can only afford a little bit of ex-
plosives, they can soften the building up with their supernatural strength first.
Cleansing
Every Tainted place at least the size of a single room has a Nightscape, a nightmarish representation of its
inner rot that can be found in the Dark World “beneath” the Tainted Place. A creature of the Darkness (includ-
ing one of the Darkened) may enter the Nightscape from any point within the Tainted place, appearing in the
corresponding location within the Nightscape. Likewise, he may cross from the Nightscape back to the Tainted
place from anywhere within it. For everyone else, it’s a bit more complex.
Every Tainted place has what is known as a Dark Door, a portal to the Nightscape. It is found near the place
where the Taint first appeared, the site of the original act of cruelty that gave birth to it. A Dark Door always
appears as a portal of some sort, normal enough to be ignored but sinister enough to catch the eye of anyone
who knows what they’re looking for, though they seldom appear in plain sight. Anyone can spend a Willpower
point to gather their courage, open the door and face the nightmare within; the door stays open, letting any
character pass through, for turns equal to the opener’s Resolve + Composure. Passage through the Dark Door
leads to a fixed point within the Nightscape. This is also the only point from which the character may leave the
Nightscape again. Anyone in the Nightscape can open the Dark Door and flee back to the mundane world; this
does not cost a point of Willpower.
The first step in gaining access is figuring out where the Dark Door can be found. This could be a simple
Perception check to find the spot with faded blood stains and peel back the wallpaper, or it could require a thor-
ough search through an abandoned facility, all the while fighting off the monstrous residents. Given the dangers
involved many Princesses like to identify likely spots before even setting foot on Tainted grounds; piecing old
newspaper reports back together, talking to witnesses, and reconstructing the history to find the site of the
original crime. This uses the Investigation rules [CofD 77-81]. A successful investigation narrows the location
of the Dark Door to one or two likely locations, but insufficient Clues might result in complications such as:
Blundering into an ambush, a race to find the Dark Door before hostages are eaten, or even mortals following
the Princesses in and getting into danger.
The Tainted place’s Aspirations remain in effect inside of the Nightscape, as do the penalties associated
with its Severity rating, and any other effects for being inside of the Tainted Area. Once inside, the way to cleanse
the Tainted Place depends on the type of Nightscape it possesses. The base type, which most Nightscapes belong
to, is the Echo type. Nightscapes which diverge greatly from their origins, or that were formed by an amalgam of
various different crimes with little common theme, may be of the Maze variety instead. If the atrocities that cre-
ated the Tainted place were committed by a supernatural being who still frequents it to this day, the Nightscape
may form into a Lair. Finally, if the act that creates a Tainted place or increases one’s Severity also transforms
a Darkened into a Darkspawn, the new Darkspawn may merge into the Nightscape in body and soul, leaving
their flesh behind to become a permanent fixture of the Tainted place, making it Guarded. This last one isn’t a
separate type, but an additional threat to intruders layered upon one of the other three types.
When a Tainted place is successfully cleansed, creatures of the Darkness (aside from the Darkened) inside
of the Nightscape are pushed out into the Dark World, while all others translate back to the mortal world, ap-
pearing in the spot corresponding to where they were within the Nightscape.
Echoes
Inside of an Echo, the crime (or crimes) which shaped it is repeated over and over by shadowy versions of
the original perpetrators and victims. The shadowy echoes have Attributes and Skills, just like the people they
represent, though they lack supernatural traits even if the originals had them. The Tainted place can be cleansed
by giving the events a “good” ending: usually saving the victims. The higher the Severity, the trickier this tends
to be. Not only will a high Severity Tainted place have more rights to wrong (and thus often more victims to
save), but the events can blur together into a narrative that is more than the sum of its parts, a story of cruelty
that almost seems to adapt to the efforts of those trying to cleanse it, actively thwarting them. Indeed, many
Princesses fervently believe Echoes do just that.
Aside from the Darkspawn monsters and shadowy perpetrators that inhabit these Echoes, would-be
cleansers face another danger: that of being drawn too deeply into the story. Thoughts and memories contrary
to the narrative of the echo begin to fade, buried under intrusive self-recriminations, doubts and fears. It re-
quires effort to convince yourself that what you are seeing is not real, for once you believe it to be real for even
just a moment, it gains power over you. Whenever a character acts in line with the narrative — she pretends
to be another prisoner to avoid a monster’s notice, she fails to rebuff a Darkened treating her like an echo —
she makes a Resolve + Composure roll.
Dramatic Failure: The character utterly forgets herself and is sucked right into the scene around her.
She takes the Nightmare Come Alive Condition, and cannot leave the Nightscape until it is resolved.
Failure: The character’s concentration lapses, and that short moment of weakness is enough for the
Echo. She takes the Nightmare Come Alive Condition.
Success: The character stays focused, and does not forget herself.
Exceptional Success: The character sees the pitiful shadows playing around her for what they really
are; pale imitations only. Armored in her resolve, she is ready for whatever the Echo may throw at her next.
She gains the Steadfast [CofD 291] Condition.
Creatures of the Darkness are immune to this effect. Darkened may willingly take on the role of one of
the perpetrators, in order to make a good resolution harder to reach, but they retain awareness that they are
playing a role.
Example: To cleanse the boarding school of horror, you have to get the bullies to repent
and bring the evil headmaster, who made naughty kids “disappear”, to justice. You enter at the
dorms and talk (or beat, if talk fails) some sense into the bullies. After that, you walk across the
nightscape to get from the bully’s dorm room to the headmaster’s office. Possibly while dodging,
or fighting, echoes of prefects and teachers who think nothing of using corporal punishment to
discipline a “student skipping class. ” The original teachers and students may still be present, now
mutated into monstrous forms and possessing supernatural powers that they will use to defend
their home. If the Taint has stood for a while any manner of monster may have wondered in to
take up residence in a comfortable Nightscape. If the Princesses haven’t investigated the history
of the school they may have to thoroughly explore the Nightscape to find what they need to fix.
Lairs
It doesn’t take the touch of the supernatural to create a monster, but supernatural monsters can leave their
mark upon the Taint they create in a way a mere mortal cannot. When a supernatural being inhabits a space,
reworks it to their liking, Taints it through their actions, and continues to frequent the locale, the Nightscape
might form into a Lair.
Lairs are the most curious form of Taint for while they can be purified or purged like any other Tainted place,
cleansing a Lair might not require entering the Nightscape at all. In fact, if the master is not in residence, entering
the Nightscape might not even be an option. The Dark Door is sealed and barred while the master is away, and
if he stays away too long the Nightscape begins to lose coherence, eventually exposing any Darkspawn lurking
there to the unmitigated cold of the Dark World. Cleansing a lair instead requires dealing with the monster that
created it, whether that means destroying a it in battle, convincing it to repent, or even bringing a Slasher to
face justice before the courts.
Of course, if the Taint’s creator makes regular use of the Nightscape, Princesses might have to follow them in
(especially if they spot it dragging along its latest, still living, victim). The Nightscape of a lair warps and reflects
its owner. A serial killer’s lair manifests grizzly trophies and shrines to their victims, past and future, while the
lair of an animalistic Darkspawn might be covered floor to ceiling with claw marks. Within the Nightscape, the
Lair’s master adds its Severity to all their rolls, not just the ones that match one of the Taint’s Aspirations.
Guarded
Whenever a Darkened transforms into a Darkspawn at the same time as they create a new Tainted place,
or increases the Severity of one that isn’t yet Guarded, they may leave their corporeal form behind and merge
Tainted Objects
Taint doesn’t always infect an entire location; a movable object can be Tainted if it was integral to an act
of infamy. Mechanically these Tainted objects work like a Tainted Place of Size 0; anyone holding or touching
the object (gloves are no protection) is treated as though they were standing inside a Tainted place. Naturally
a Tainted object has no Nightscape. Apart from that limitation it can be dealt with in all the same ways as a
Tainted place. As disposing of a simple item is much easier than destroying an entire building most Princesses
just smash any Tainted object they find and call it a day.
Meditech Universal
Meditech Universal started as a hopeful venture, the kind of place that would have any Princess’ full ap-
proval. In its early years, it lead research into many topics which benefit the medical world even today, and
collaborated on a handful of well-known projects. Sadly, the dream was not to last. A string of fruitless projects
and the loss of a governmental grant brought the lab to the brink of financial ruin. Many jumped ship, but the
founding core remained. They worked tirelessly to save the company, but it was never enough. Whenever they
neared a breakthrough, larger organisations like the Cheiron Group released a similar product just weeks before
theirs was ready to go. Eventually, their ideas became more “out there”, their methods more radical. Corners
were cut, and at some point, human rights (and whether or not someone had volunteered to be a test subject)
simply ceased to matter.
The situation devolved rapidly when figuring out ways to dispose of the bodies became a recurring theme,
and eventually the remaining lab members slaughtered one another in a fit of paranoia. All but one, who became
one with the taint. With the lab members having been long estranged from any friends or family in their obses-
sive drive, nobody ever came to check on the remote lab in the woods. The corpses and the Taint are all still
there, waiting for a hapless explorer to wander in and continue the researchers’ bloody work...
Creatures of Darkness
“By my honor, I can’t recall the last time I was in a fight like that! No moral ambiguity, no
hopeless battle against ancient and overwhelming forces! They were the bad guys, we were the
good guys, and they made a very satisfying sizzle when they felt my light.”
The creatures that live in Darkness, and emerge from Tainted Places hunting for scraps of light and warmth,
were once creatures of flesh and blood; many were men and women. The infection that comes of staying in
Systems
All creatures of the Darkness share some abilities, and a few weaknesses. A Dark being’s Virtue is greatly
weakened, and he feels called to exemplify his Vice, as normal people are called to fulfill their Virtue. He may
regain only one Willpower point by fulfilling his Virtue, though he may do so once a scene and without risk to
himself. In addition, he may regain Willpower from Vice in the same way, and may regain all Willpower once
per session by fulfilling his Vice with an act of great depravity. Anything that would be a breaking point for a
mundane character is likely to qualify for a full refresh of a Dark being’s spent Willpower.
When another suffers from a Dark being’s acts, or those of his intimates, the Darkness’ grip on him tightens,
and its presence offers him power. The character has a form of Sensitivity, and rolls it under the same conditions
that the Hopeful do. Unlike others with Sensitivity, his base pool is 0 dice, and he never takes a Condition from a
Haunting, but he gains a dot of Shadows if he rolls more successes than his current Shadows rating or achieves
an exceptional success.
Most Dark beings have ceased to think or feel as humans do, and wholly lack the Integrity trait or any
equivalent. They have no breaking points and are capable of doing anything without turning a hair. Those Dark
beings who do retain Integrity lose the trait if they fail a breaking point roll at Integrity 1.
A Dark being’s flesh cannot bear the touch of jade. He takes 1 lethal damage per turn as long as a piece of
jade is in contact with his body.
A Dark being knows a Tainted area for what it is the moment he enters one, and can estimate the depth
of its corruption. As an instant action, he may learn the Severity rating of the place he’s in and the Size of the
area affected. (The same sense allows him to recognize Blessed Places and assess their Size and Beauty, though
Dark beings prefer to avoid those.)
Entering Darkness
In the long ages since the Kingdom fell, the Darkness has bled a great deal of substance out of the world
we know; and while most of it has been consumed, and is gone past recall, the part that remains uneaten still
keeps the general shape of the world it came from. In the annals of Alhambra, this crepuscular otherworld is
named “the Lost Provinces”; the Radiant Hopeful who know of it just call it the Dark World. Only Darkspawn
subsist there (you can’t say they live there, really) but when they stand in a Tainted place, any creature of the
Darkness can go there, and return.
For a Dark creature, crossing between a Tainted area and its Nightscape is an instant action; he rolls
Willpower + the Severity of the Tainted area.
Dramatic Failure: The Taint rejects the Dark being. He cannot cross between this Tainted area and its
Nightscape, even through the Dark Door, under his own power for a full day.
Failure: The Dark being fails to cross. Subsequent attempts in the current scene take a cumulative -2
penalty.
Success: The Dark being fades into or emerges from the Nightscape, going to the point in his destination
corresponding to his starting point. Anything he is wearing or carrying travels with him, except for other
intelligent beings.
Exceptional Success: The Taint welcomes the Dark being and feeds him energy. He regains a point of
Willpower.
Darkened
Darkened are the earliest form of Darkspawn. They are still human, but infected by the Darkness. The Taint
flowing through a Darkened’s veins dulls virtuous thoughts and transmutes cruelties into fine delights. As the
Darkened sinks further into depravity the Taint grows, warping their mind and body. Yet until the final moment
Dark Warping
The Darkness offers those in its grasp opportunities to gain power by sacrificing their consciences, their
connections to uncorrupted humanity, and in some cases their bodily integrity. When a character with the Dark-
ened Condition loses an Integrity dot from a breaking point, he must choose the manner of his alienation. Ei-
ther the Darkness corrupts his flesh, granting him an Umbra, a strange ability combined with a drawback that
isolates him from the unDarkened; or it enters his mind to corrupt his conscience, partly destroying his sense
of right and wrong.
In the latter case, the Darkness takes from the character the perception that certain events are morally
wrong or unnatural; one of the character’s breaking points ceases to disturb him. As long as he remains Dark-
ened he never reaches a breaking point from that specific cause. Usually the Darkness removes the breaking
point that made the character lose Integrity, but not always - it will never, for example, remove a breaking point
caused by learning or using Caligines. A character’s moral code, or willingness to accept social restraints, will
be undermined before his belief in a rational universe, unless the latter is strongly assaulted. Finally, although
the character is proof against one psychic injury, the rest of his mind has been dangerously weakened. For each
breaking point the Darkness has removed, the character takes a -1 penalty on all other breaking point rolls (to
a maximum of -5.)
The full price of Umbrae comes due when a Darkened character either frees himself of the Condition, or
loses the last scrap of his soul to Darkness. On resolving the Darkened Condition, each Umbra a character has
instantly converts into a point of aggravated damage. Characters with Umbrae (even one Umbra) who lose their
last dot of Integrity die the next time they sleep. Their bodies, suffused with Darkness, decay swiftly, becoming
variously desiccated, putrefied, or transformed to a black ectoplasm. Within a day, the corpse reanimates and
becomes a new Darkspawn; this creature has all the traits of the dead (and the same character sheet) but, as a
rule, is bestial, unable to form a connected train of thought.
Darkspawn
The commonest fate of a Darkened character is to become a Darkspawn. Vicious beings whose minds have
been eroded by the Darkness until they are little more than beasts driven by cruel sadistic instincts. The Dark-
spawn are by far the most common creature of the Darkness for the stronger and more intelligent varieties are
rare, and the Darkened are, sadly, often just a brief transitional state between an innocent human and a Dark-
spawn. Most Darkspawn search out Tainted areas, haunt them, and try to drag others into them, or else stalk
the people they knew in life.
Darkspawn have the powers and weaknesses of creatures of the Darkness. As animalistic creatures Dark-
spawn calculate Defense from the higher of Wits and Dexterity.
Mnemosyne
More dangerous creatures of the Darkness than the animalistic Darkspawn do exist. One such are the
Mnemosyne; these are Darkened who reach Integrity 0 without gaining a single Umbra. Their bodies have not
shifted to welcome in the Darkness, so they retain their lives and intellects. While not Darkspawn themselves,
they can organize and direct the Darkspawn; and being utterly without scruple, they invariably direct their
minions to commit acts of monstrous depravity.
As the most human creatures of the Darkness Mnemosyne often specialize in manipulation, many live on
Earth preferring to sow suffering in their own quiet way. The reason is simple, they retain enough of their former
selves to yearn for the luxuries of Earth (even as they work to corrupt everything they desire) and for all that
a Mnemosyne delights in its supernatural abilities, it knows that against the Radiant it is unlikely to survive a
direct fight. And so it hides, and it spreads its Taint through cults and subtle manipulations.
While Mnemosyne have no Umbrae, their warped minds do connect them to the Darkness, and nearly all
of them draw on this connection to gain dreadful supernatural abilities, the Caligines. What’s worse, they are
Cataphractoi
Cataphractoi (singular; Cataphract) are intelligent creatures of the Darkness, above the bestial Darkspawn
in comprehension, and sometimes mistaken by the ill-informed for a Mnemosyne. Indeed, those who have only
encountered Darkspawn before tend to conflate the two, because they are both intelligent, albeit in a warped
manner. However, their origins are rather different. A Cataphract does not need to have been a man or woman
tainted by the Darkness. Instead, a human must come to accept, in their heart of hearts, that despair is better
than hope, that the evil of men is all that humanity can ever aspire to, and that there is nothing of value in the
world. Too often, these are the people who have seen the horrors of the world and who have nothing to live for.
If hell is the absence of light, of goodness, of anything worthwhile… then these people know hell. And if they die
in that state - and sometimes they will just lie down and cease to breathe - then, sometimes, at the moment of
death, their soul inverts and all the horror and emptiness and cold and silence of the Darkness comes rushing
into this empty soul, and a new Cataphract opens their eyes, the space behind their eyes flooded with the void.
There are Cataphractoi who are aware of how they form, and will take people and subject them to tortures to
break them, just so they reach that empty point.
Initially, they appear like the human they once were (although many acquire inhuman traits as time passes),
save for the fact that, if one holds their gaze too long, their pupils appear to writhe, as if something was trying
to get out. In a feat of irony, the Cataphract clings to the memories and recollections that the human rejected,
because it is aware, at an instinctual level, that they are all that distinguish them from the formlessness of the
Outer Darkness. As a result, they display a painful mockery of their former behavior, a simulacrum that would
be pathetic if it were not the fact that it’s a monster collecting tiny model soldiers and painting them, or who has
their ex chained up in the “marital home” in the Dark World that she dragged him to. It’s pathetic because… they
don’t get it. The tiny model soldiers are painted in clashing colors and the Cataphract will use blood if they can’t
get their hands on paint (or, frequently, because all their paint has dried up because they couldn’t remember to
close the lids); the “lovely home” that she cleans over and over again is in the Dark World, and so the mildew-
soaked carpet won’t come clean no matter how much she scrubs. Despite all this, it means that they can… well,
not function, per se, in society, but they can at least walk down the street without mauling people to death, and
possess higher level thought and planning, which means that more than one Princess has dubbed them “the
Generals of the Darkness”. And that is something that must not be forgotten; they may be the hollow shells of
what were once men and women, but now they are only creatures of the Darkness.
Cataphractoi have access to both Caligines and Umbrae, and invariably possess Subsumed by Another Shad-
ow, dominating every Darkspawn they encounter. In addition, flooded as they are with the Outer Darkness,
they possess the capacity to shed the limits of human form imposed by their false memories, in a sort of “false
Transformation”. While a Transformed Princess is still human, with only a veiling illusion preventing others
from seeing her as she is, no such condition applies to the Cataphractoi, and their forms plumb the depths of
monstrosity. Dark-skulled, two-headed hellhounds the size of a car, silhouettes of walking void, spectral blots
of stillness and silence; all of these can be forms that a Cataphract might take. A Cataphract’s transformation
is an instant action, and lasts for the rest of the scene. The transformation grants it transformed dots, Umbrae,
and Caligines that it does not normally possess; usually these powers add to its combat prowess. The transfor-
mation is trying for them and their mimicry of humanity, though; it costs them a dot of Willpower. A Cataphract
recovers one Willpower dot lost in transformation after a full month without using that power.
Cataphractoi have the powers and weaknesses of creatures of the Darkness.
Umbrae
The following list of Umbrae should not be taken as comprehensive; the Darkness has many ways to distort
its servants. Each Umbra confers a benefit, balanced by a drawback.
If an Umbra opposes another supernatural power, the character’s dice pool for the Clash of Wills equals
his Shadows.
Animate Shadow
The character’s shadow develops a mind of its own and serves them as a familiar. The shadow is treated
as an ephemeral being (though not of the types in the Chronicles of Darkness book) with the following traits.
Rank: 1
Power: lowest of the character’s Intelligence, Strength and Presence
Finesse: lowest of the character’s Wits, Dexterity and Manipulation
Resistance: lowest of the character’s Resolve, Stamina and Composure
Size: The character’s
Influence: Shadows 1
Numina: Innocuous, Telekinesis (appears as the shadow reaching for the thing it moves)
Manifestations: Twilight Form, Discorporate
Max Essence: 10
Ban: The shadow will indulge the character’s Vice whenever an opportunity offers. Being a shadow it is
limited but makes up for that by stooping to rather petty acts. The shadow of a greedy man will swipe loose
change. The shadow of a lusty woman will take any opportunity to pinch a cute hunk’s bum. The character
may roll Composure as an instant action to restrain the shadow - it will do nothing for one turn per success.
Bane: Direct sunlight, when the shadow is out of its natural position.
The shadow cannot speak. Its default shape is a silhouette of the character. It moves by crawling along
the ground or across the walls, but always remains attached to the character’s feet. It regains 1 Essence per
day from its attachment to the character, and 1 Essence when the character does something that can create
Taint. If damaged to the point of losing all its Corpus, the shadow hibernates in the character’s body, invisible
to everyone.
Cold Flesh
The character’s skin turns cold, as if they have poor circulation. They are now immune to all penalties from
extreme cold, and will not suffer damage from it, no matter how low the temperature gets.
Drawback: The sun’s touch is now painful against their chilled skin. Being in direct sunlight is now an
extreme environment for the character [CofD 97] at a level equal to their current Shadows, to a maximum of
4. Strong suncream and clothing that wraps one’s whole body serve as survival gear against sunlight, reducing
the effective level.
Corruption of Blood
The character’s blood, spittle and sweat are laced with necrotic fluids. He need only touch someone bare-
handed to inflict a moderate Sick Tilt [CofD 286]; if he injures someone with his natural weapons (even bashing
damage) he inflicts a grave Sick Tilt. Moreover, when the Sick Tilt ends (or immediately, outside of combat)
an infectee must roll Stamina + Resolve, penalized by the character’s Shadows (for a moderate sickness) or
his Shadows + Stamina (for a grave one) once an hour to avoid taking lethal damage equal to the character’s
Shadows, a number of times equal to the character’s Stamina.
Drawback: The character’s fluids are always necrotic. He cannot touch anyone without infecting them.
Hollow as a Shadow
The character becomes hollow and empty within, with effort they can twist themselves to become hollow
and empty without as well. The character may shift into or out of Twilight. They roll Stamina + Composure as
an instant action to shift between the two states. It is not uncommon for Darkspawn with this Umbra to forget
how to become solid.
Drawback: When you’re hollow you’re hollow. The character always feels unsubstantial, like they have
little to offer and don’t belong. In any stressful social situation where others are not directly paying attention to
them, such as preparing to enter an interview room, the character must roll Composure; on a failure they shift
into Twilight and must remain there for the rest of the scene.
Light is Dark
The character’s eyes transform; he now sees by the absence of light. Complete darkness is for him what
bright light is for normal people, and he suffers no penalty from low light.
Drawback: Contrariwise, bright light is to him what complete darkness is for normal people - the character
is blind when directly illuminated, and takes penalties for any task that requires looking at things that give off
light. Characters with this Umbra are forced into a largely nocturnal existence.
Miasma of Madness
The character exudes a colorless, odorless mist with a radius of Presence + Shadows. Anyone breathing in
the mist must make a Resolve + Composure roll or spend a Willpower point to prevent the mist from clouding
their mind. Any one affected suffers from the Insane Tilt [CofD 285] for the rest of the scene.
Drawback: The character is not immune to the mist. They must make the same roll or spend a Willpower
point every scene, or gain the Insane Tilt.
Roteater
The character can eat anything, up to and including broken glass, and will suffer no more than one point of
bashing damage as the “food” goes down. Anything less resilient than metal will be digested; things undigested
will be passed, again causing no more than 1 point of bashing damage. They also receive one dot of the Hardy
Merit for free, ignoring the normal prerequisites for it.
Drawback: Of course, with such a universal diet, one can always have… preferences. In this case, when-
ever they are hungry or thirsty, the character must succeed on a (Resolve + Composure) roll or else spend 1
Willpower not to eat any rotting meat or drink any stagnant, dirty water they see. They suffer a penalty on this
roll equal to the Size of the rotting meat. Darkspawn with this Umbra almost always have Grotesque Bulk, and
tend to make themselves larders of hung corpses (which need not be human; the first sign may well be all the
pets going missing) in case they get peckish.
Sound of Silence
The character’s hearing becomes exceptionally acute. They gain +3 to all hearing-based Perception rolls.
Drawback: So acute, in fact, that they are deafened by their own voice. They cannot speak above the level
of a soft whisper. This, as might be guessed, makes day-to-day life rather hard. They cannot drive a motorcycle,
or attend concerts while in this state. Should they go to a supermarket, they must use the self-checkout, to avoid
clamorous small talk with the girl at the checkout counter.
Subtle Tongue
Devious cunning becomes easy for the character, as the nothingness and antipathy for form of the Darkness
enters through the mouth. All Manipulation-based rolls, except for activations of supernatural powers, are at
+1; this is increased to +3 if the character is lying.
Drawback: Correspondingly, forthright openness becomes hard. All Presence-based rolls, again except for
activations of supernatural powers, lose the 10-again quality; on a dramatic failure, targets become convinced
that the character is lying to them.
Thief’s Touch
The character’s fingers are quicker and more nimble, subtly guiding the character in dark deeds. All Dexter-
ity-based rolls to get into places without being detected, bypass security systems, or make a convincing forgery
gain the 8-again quality.
Caligines
The Darkened and creatures of the Darkness can choose to twist themselves even farther, drawing on the
Darkness for supernatural powers, the Caligines. Each Caligo is rated in dots from 1 to 5; to learn a Caligo a
character spends 2 Experiences per dot. While a Darkened character still has Integrity, learning any Caligo is a
breaking point with a -5 penalty, and using many of them is also a breaking point - the descriptions note which.
(Naturally this is an issue only for Darkened characters.)
Several Caligines are so simple to learn that a Darkened person can acquire them spontaneously when the
Darkness cracks his soul. In what follows these Caligines are tagged with the keyword Umbra. Characters may
take a Caligo with this keyword as an Umbra; this lowers its rating by 1 dot, and makes it into a permanent,
costless feature of the character, accompanied by a drawback.
If a Caligo opposes another supernatural power, the character’s dice pool for the Clash of Wills equals his
Shadows + the Caligo’s rating.
Variable-dot Caligines
Dark Dreams (•-•••, Umbra)
Action: Full turn
Dice pool: Wits + Shadows
Cost: Forgo Willpower gain from sleep
Duration: One night’s sleep
The Darkness is everywhere there is sin or vice or absence, and some of this knowledge is fed into the
character’s brain. When they go to sleep, the character may forgo regaining Willpower to receive an oracular
dream. The results of the Caligo are identical to those of the White Rabbits Merit at an equal number of dots,
though the dream has nothing to do with the Dreamlands.
Umbra: The dreams come unwillingly, and every night. As a result, the character never regains Willpower
from sleeping again.
Shadowblade (•-•••••)
Action: Instant and resisted
Dice pool: Crafts + dots in Shadowblade - levels of Shadow-Worked
Cost: 0 or 2 Willpower, breaking point at -1
Duration: indefinite
If he can feel the Dark World, the character may imbue Darkness into an object to make it an instrument
of pain, or bend shadows around his will into a weapon. The character must be able to Enter Darkness where
he currently is to use this Caligo. The character can work on any object up to Size 5 that he can easily carry;
or, if he has nothing he wants to remake, he may spend 2 Willpower to conjure a dagger out of shadows and
the local Taint.
The Caligo uses the rules for the Build Equipment action [CofD 101-103] except that the equipment bonus
is a number of levels of the Shadow-Worked Condition applied to the object. Also, each level of that Condition
weakens a material object, removing 1 point of Structure. If an object is down to its last point of Structure
the Caligo cannot be used on it. A knife made of shadow and Taint has Structure equal to its levels of Shad-
ow-Worked, but 0 Durability.
Enervation (•)
Action: Instant
Dice pool: Unrolled
Cost: none
Duration: instant
The character steals will and energy from others, leaving them listless. While touching a target’s skin with
his bare flesh, the character may steal 1 point of Willpower from the target, adding it to his own pool. If the target
tries to avoid him, the character must roll Dexterity + Brawl to touch him, avoiding any part of the target’s body
covered by armor - this imposes a penalty for specified targets [CofD 92] Any Willpower points stolen when the
character’s pool is full are wasted. A target with no Willpower points is immune.
Two-dot Caligines
Autophage (••)
Action: Reflexive
Dice pool: Unrolled
Cost: 1 lethal damage
Duration: 1 scene
Bogeyman (••)
Action: Instant and contested
Dice pool: Presence + Intimidation + Shadows vs. Composure + Supernatural Tolerance
Cost: 1 Willpower, breaking point at -1
Duration: concentration
The character wraps himself in the deepest fears of those around him. As long as he concentrates, others
see him as whatever they dread most.
Dramatic Failure: The character only appears ridiculous, like a man dressed in a Halloween costume.
He cannot use Bogeyman for the rest of the scene.
Failure: Nobody is frightened by the character’s appearance.
Success: Everyone who sees or hears the character, and who gets fewer successes on the contested
roll, gains the Fearful Condition, centered on him. His appearance is continuously frightening; newcomers
catching sight of the character reflexively contest the Caligo, and gain the Condition if they lose the contest.
Exceptional Success: Onlookers who lose the contested roll gain the Terrified Condition, centered on
the character.
Bogeyman lasts as long as the Darkened concentrates on keeping it going, or until the end of the scene; if
the Darkened does anything that uses his action for a turn, the witnesses’ unnatural fear of him fades away.
Scapegoat (••)
Action: Instant and resisted
Dice pool: Manipulation + Shadows - target’s Composure
Cost: 1 Willpower
Duration: indefinite
Throw mud enough and some will stick … and servants of the Darkness know just where to throw it, and
how to make it stick. To use this Caligo the character publically accuses another person of something heinous
or humiliates and mocks him.
Dramatic Failure: The audience sees the character’s words only as proof of his bigotry and barbarity.
He gains the Notoriety Condition.
Failure: The character’s scorn falls flat; no one joins him in condemning the target.
Success: The audience believes the character’s denigration and regards the target with mistrust. The
target gains the Notoriety Condition [CofD 290].
Exceptional Success: Even the target half-believes that he has somehow transgressed. He also gains the
Guilty Condition [CofD 289] related to what the character said about him.
Three-dot Caligines
Blood Diamonds (•••)
Action: Extended, 1 hour/roll, threshold = Sanctuary
Dice pool: Intelligence + Shadows
Cost: (Rating of Sanctuary) Willpower, breaking point at -2
Duration: indefinite
When the character sees a place that uplifts the heart, a beautiful landscape or a grand monument, the
Darkness whispers to him of ways to claim its virtue for himself, and turn it into cash. This Caligo exploits an
area; before activating it the character must establish a legal claim to the area, a right to make use of it, or a strong
influence over its owners. The time to activate is spent carefully surveying the area and listening to suggestions
from the Darkness. The activation dice pool is modified if the target area is Tainted or Blessed: each dot of a
Tainted area’s Severity gives a -1 penalty, each dot of a Blessed area’s Beauty gives a +1 bonus.
On reaching the threshold, the character learns a way to profit from the area by desecrating and ruining
it; he imposes the Strip-Mined Condition there.
Four-dot Caligines
Dance, Puppet, Dance (••••)
Requires Non-bestial
Action: Extended, 10 minutes/roll, threshold = target’s Durability
Dice pool: Crafts + Shadows
Cost: 2 Willpower, breaking point at -3
Duration: until target disintegrates
The character instills a part of his will and the corruption of the Dark World into an object, urging it to an
unnatural life. When he reaches the threshold, the target object animates; it will obey any order the character
gives to the letter. The animated object follows the rules of the Claimed Condition [CofD 133] as if an ephemeral
being had melded with it. The Power, Finesse and Resistance of the “being” begin at 1 apiece. The character may
apply successes past the threshold to improve the object’s traits. One success gives one of the following:
One of Us (••••)
Action: Instant and resisted
Dice pool: Manipulation + Shadows - target’s Presence
Cost: 3 Willpower, breaking point at -2
Duration: indefinite
The Darkness embodies and shelters all those things that have no place and deserve no place. With a little
effort, things outside its benevolent hands, in or out of the Light, can be drawn in and welcomed to the fold. If
their former “friends” turn on them, well… that just proves they weren’t real friends in the first place. This Caligo
is used on a being with supernatural abilities within sight of the character; mundane characters and creatures
of the Darkness are immune to it.
Dramatic Failure: The character only exposes his inner night to the otherworldliness of his target. He
loses two dots of Shadows if targeting one of the Radiant or other beings of the Light, or one if targeting any
other type of supernatural creature.
Failure: The Caligo brushes up against the target’s supernatural nature, but runs off like rainwater.
Success: Motes of Darkness infest the target’s powers, laying in wait. The next time the target uses a
supernatural power of any kind, they gain the Walking Stain Condition.
Exceptional Success: Being treated like a creature of Darkness inspires some sympathy for the devil in
the target. All creatures of Darkness capable of making social maneuvers improve their impression level with
the target by one step until the Condition ends.
Five-dot Caligines
Crafted with Love and Care (•••••)
Requires Non-bestial
Action: Extended and resisted, 1 minute/roll, threshold = target’s Integrity + Resolve
Dice pool: Presence + Crafts + Shadows - target’s Composure
Cost: 2 Willpower, breaking point at -4
Duration: indefinite
Ingredients: One helpless captive held fast, Darkness fresh from the Dark World, tears and raw material.
Plastic or burlap will do. With this profane Caligo the character physically creates some kind of doll around the
victim, trapping their body and their mind. On reaching the threshold the wrapping sinks beneath the victim’s
flesh. Only supernatural senses, and curiously a canine or feline’s sense of smell, can detect anything wrong. If
the character fails the wrapping remains nothing more than inert material which can be easily removed.
Dolls created by this power have the target’s original Physical Attributes, the Darkened Condition and the
Umbra Tainted Allure of Vice. They are also entirely mindless and act as the people around them expect them
to act. They even use the Mental Attributes, Social Attributes and Skills of those around them - if a gourmet chef
expects a Doll to cook his steak at exactly 550 degrees, it will. Being entirely mindless Dolls do not have Integrity
and so cannot reach breaking points.
Killing a doll kills the person trapped within; this counts as killing an innocent, which constitutes a breaking
point for anyone but the truly depraved.
Barring an external influence there is no transition from a Doll to other types of Dark Creature. So long as
the Doll exists there is a possibility to break the curse with magic. Of course, this is only a drawback from the
Darkness’ perspective.
Profanation (•••••)
Action: Extended, 10 minutes/roll
Dice pool: Shadows + Severity of Tainted area
Cost: 2 Willpower, breaking point at -5
Duration: indefinite
The Dark wants to Taint everything, and its servants can channel it towards the best places to infect with a
well-timed murder. At a Tainted area’s Dark Door, the character prepares a weapon or tool for murder. When he
reaches the threshold, 1 dot of the Taint’s Severity transfers from the area into the weapon. While stored in the
weapon, the Taint is inert - it doesn’t register to Sensitivity, and doesn’t affect anyone’s dice pools. However, if the
weapon is used to take the life of a non-Darkened, intelligent being, the place the murder was done immediately
becomes Tainted, sharing an Aspiration with the area from which the Taint came.
If the weapon does damage to anyone or anything without taking a person’s life, the stored Taint escapes
from it and returns to the Tainted place from which it came. If the weapon is destroyed before it takes a person’s
life, the stored Taint disappears entirely.
Type: Darkened
Attributes: Intelligence 2, Wits 2, Resolve 3, Strength 4, Dexterity 3, Stamina 2, Presence 3, Manipula-
tion 1, Composure 2
Skills: Crafts 1, Investigation 2, Medicine 1, Athletics 2, Brawl 3, Drive 2, Firearms 2, Stealth 2, Intimi-
dation 3, Persuasion 2, Streetwise 2
Derived Traits: Health 7, Willpower 5, Size 5, Defense 4, Initiative 5, Speed 12
Integrity: 4
Vice: Violent. Brutal justice.
Virtue: Just. A typical expression.
Umbrae: Faceless in the Crowd, Dark Dreams 1
Caligines: Shadowblade 1
Invisibles
A common form of Darkened, though you wouldn’t be able to tell – few people without magic might be
able to spot them even when they look for them. The Invisibles are Darkened people who were overlooked to
begin with. Most were homeless, the mentally ill, and others who society might pretend don’t exist until they
had no choice but to shelter in a Tainted Place; but some were middle class folk who just had nothing noticeable
about them.
Type: Darkened
Attributes: Intelligence 2, Wits 2, Resolve 1, Strength 2, Dexterity 3, Stamina 2, Presence 1, Manipula-
tion 2, Composure 2
Skills: Crafts 1, Investigation 3, Athletics 1, Brawl 1, Stealth 4, Persuasion 1
Derived Traits: Health 7, Willpower 3, Size 5, Defense 3, Initiative 5, Speed 10
Integrity: 5
Vice: Petty. The Invisibles’ lives lack any trait outside normalcy, and they cling to any minor achievement
they can claim credit for.
Virtue: Humble. The Invisibles expect little of life – just don’t threaten what little they have left to hold
dear.
Umbrae: Faceless in the Crowd, Hollow as a Shadow
Malicious Gossip
Humans are social creatures, they easily learn the importance of forming a coherent group with a cultural
identity. Like most things to do with humanity it has both its good side and its bad side, and like most things to do
with humanity it can be corrupted by the Dark. Conformity becomes the goal instead of the means. Relationships
become a way of scoring points. People outside the group become “the enemy”.
Malicious Gossips rarely become true Darkspawn, their sins are just too… petty. Slander and malicious
gossip rather than serial murders and gruesome torture. They remain as Darkened putting on a smiling face
and living their lives. The communities they call home tend to be cesspits of petty one-upmanship (even if they
remain pretty or idyllic on the surface), either because they dragged it down or because every better community
saw through them and sent them packing. Living alone of course was never an option.
Type: Darkened
Attributes: Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity 2, Stamina 2, Presence 2, Manipula-
tion 3, Composure 3
Skills: Academics 1, Computer 1, Investigation 2, Occult 1, Politics 2 (Neighborhood), Athletics 1, Drive
1, Stealth 2, Empathy 2, Expression 2, Intimidation 1, Persuasion 2, Socialize 3 (My People), Streetwise 1,
Subterfuge 2 (slanderous gossip)
Derived Traits: Health 7, Willpower 4, Size 5, Defense 3, Initiative 5, Speed 9
Integrity: 5
Vice: Envious. It isn’t enough to succeed, others must fail.
Virtue: Peaceful. The Gossip has no stomach for violence.
Umbrae: Subtle Tongue, Tainted Allure of Vice (Treacherous)
Serial Killer
The Darkness pushes everyone it infects to become as wicked and cruel as it is. Sometimes it strikes paydirt
and creates a Darkened as bad as any Darkspawn, a monster that delights in the ultimate crime of murder.
Type: Darkened
Attributes: Intelligence 3, Wits 3, Resolve 4, Strength 2, Dexterity 2, Stamina 2, Presence 1, Manipula-
tion 3, Composure 3
Skills: Academics 1, Investigation 2, Occult 1, Athletics 2, Drive 2, Larceny 3 (homes), Stealth 3, Weapon-
ry 3 (against non-combatants), Animal Ken 1, Expression 1, Intimidation 3 (isolated situations), Streetwise
2, Subterfuge 3
Derived Traits: Health 7, Willpower 7, Size 5, Defense 4, Initiative 6, Speed 9
Integrity: 4
Vice: Hateful. He has a favoured type of victims.
Virtue: Patient. A good crime takes time and planning.
Merits: Anonymity 3, Untouchable 1
Umbrae: Defiling Touch, Loathsome Weapon 1
Caligines: Shadow Cloak
Corpse-Eaters
Survival… needing to survive can bring out the best in people, it can bring out the worst in people but
some say what it does is bring out the truth in people. Sometimes it would be best if the truth remained hidden.
Eating human flesh when you’re starving isn’t enough to make a Darkspawn, it’s not even enough to make a
Darkened but when the ground’s already Tainted by whatever sins put a human being into such a position, when
the Darkness already has a hold. Some people get a taste for human flesh, and if the supply dies up they’ll take
matters into their own hands.
Corpse-Eaters still look human, under the thick layer of filth and the accumulated results of terrible table
manners. Then they open their mouths, stretching their human looking lips back to their ears and unhinging
their jaws to reveal a mass of broken stained teeth in all shapes and sizes three layers deep.
Type: Darkspawn
Attributes: Intelligence 1, Wits 2, Resolve 5, Strength 4, Dexterity 3, Stamina 4, Presence 1, Manipula-
tion 1, Composure 3
Skills: Athletics 2, Brawl 2 (grapple, bite), Stealth 2, Survival 3, Intimidation 2
Derived Traits: Health 9, Willpower 8, Size 5, Defense 5, Initiative 6, Speed 9
Vice: Gluttonous
Virtue: Cautious
Umbrae: Roteater
Caligines: Loathsome Weapon 2 (jaws), Flesh of my Flesh 3
Type: Darkspawn
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 4, Dexterity 1, Stamina 3, Presence 3, Manipula-
tion 1, Composure 2
Skills: Politics 1 (School) Science 1 (physics of light), Athletics 2 (Squeezing into things), Brawl 3 (grap-
ple), Stealth 4 (Bedroom, Moving Silently), Survival 2 (The Dark World), Intimidation 2 (Children)
Derived Traits: Health 9, Willpower 5, Size 6, Defense 5, Initiative 3, Speed 11
Vice: Envious
Virtue: Discreet
Condition: Fearful (of dogs, cats, and being under a blanket)
Umbrae: Light is Dark, Faceless in the Crowd
Caligines: Void Magic 1, Nowhere Untouched 2, Grotesque Bulk 1, Zombie’s Flesh 2, Voice-Eating
Hunger
Duskhounds
Were Duskhounds human who warped into canine bodies, or dogs who grew into grotesque parodies of
their masters and mistresses? It’s impossible to tell for sure, for the hounds’ bodies lie somewhere halfway be-
tween man and beast. In mind though, there is no question. Duskhounds are half wolf, and half pure evil sadism.
They are pack hunters who have no need to eat, only a love of the pain and suffering they inflict. In combat
Duskhounds fight like wolves; one monster will keep their target’s attention and fight defensively while others
circle around to strike. They favor quick attacks to inflict Tilts then fall back before retaliation. Duskhounds will
use this strategy even against obviously inferior foes, for cruelty’s sake if nothing else.
Type: Darkspawn
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 4, Dexterity 3, Stamina 3, Presence 4, Manipula-
tion 1, Composure 1
Skills: Investigation 1, Athletics 3, Brawl 4 (Jaws), Stealth 3 (in darkness, moving silently), Intimidate
3 (growl)
Derived Traits: Health 7, Willpower 4, Size 5, Defense 6, Initiative 4, Speed 14
Vice: Cruel
Virtue: Clever
Merits: Fleet of Foot 2, Martial Arts 1 (Focused Attack)
Umbrae: Hunger Means Nothing, Light is Dark, Loathsome Weapon 2 (jaws), Scuttling Spider’s Sense
Caligines: Voice-Eating Hunger 1, Shadow Step 5
Duskhound packs always have a leader. The pack leader has the Umbrae Grotesque Bulk 1 and Sub-
sumed by Another Shadow, and the Caligo Open Hellmouth, in addition to the listed traits.
Type: Darkspawn
Attributes: Intelligence 0, Wits 0, Resolve 1, Strength 1, Dex 2, Stamina 1, Presence 1, Manipulation
1, Composure 1
Skills: Brawl 1, Stealth 3
Derived Traits: Health 3, Willpower 2, Size 2, Defense 2, Initiative 3, Speed 6
Vice: Destructive
Virtue: Persistent
Umbrae: Corruption of Blood, Light is Dark, Loathsome Weapon 1, Roteater
Caligines: Defiling Touch 1, Diminutive Size 5, Gathering Shadows 1, Night Air 1, Nowhere Untouched
2, Walk in Darkness 3, World-Corroding Entropic Touch 3
The Filthcrawlers’ version of Gathering Shadows summons only other Filthcrawlers, but brings them in
from miles around - it consistently calls in a swarm of the creatures.
Heartleeches
Sometimes, when a new Darkspawn tears itself out of someone who has betrayed all they love and given
everything in the name of their own hubris, the corpse is left behind, putrid and rotting. Instead, that traitor’s
tongue squirms free, sprouting centipede-like legs of wispy shadow, and crawling around far, far too quickly.
Such beings, Heartleeches, are the epitome of the madness of paranoia and the terrible things that mistrust does
to a man, for no-one even remembers them when they’re gone. Small, globules of inky darkness roiling off them,
they find sleeping people, and whisper into their ears, filling their dreams with Darkness. Some say that they
can even crawl down the throat of a sleeper, and whisper from within their gut, in the mad, senseless burbling
of the Beyond, but that is just paranoia in its own right. Right?
Type: Darkspawn
Attributes: Intelligence 2, Wits 2, Resolve 1, Strength 2, Dexterity 4, Stamina 2, Presence 2, Manipula-
tion 5, Composure 4
Skills: Investigation 1, Athletics 2 (Scuttling), Brawl 1 (Trying to Escape), Stealth 5 (Bedrooms), Survival
3 (The Places No-One Thinks To Look), Animal Ken 3 (Inspiring Fear), Empathy 4 1, Intimidation 2 (Inspiring
Paranoia), Persuasion 4 (Everyone Dies Alone)
Derived Traits: Health 4, Willpower 5, Size 2, Defense 6, Initiative 8, Speed 8
Vice: Cruel
Virtue: Patient
Umbrae: Light is Dark, Faceless in the Crowd, Scuttling Spider’s Sense
1
Only for the purposes of negative emotions and judging someone’s psyche; 0 otherwise
Hundredhands
Hundredhands are monstrous Darkspawn that resemble bulging cancerous lumps of flesh striding atop two
thick legs; many mismatched arms emerge from the flesh and reach inside to rip out poisoned organs to throw
at anyone nearby. Nobody knows what kind of sin and depravity creates this strange monstrosity, though it is
commonly assumed that they are formed from many Tainted bodies. As far as anyone has seen all Hundredhands
do is feast upon dead flesh, and try to kill anything living they come across. But do not take their mindlessness
for weakness, Hundredhands are strong combatants and being mindless means they are more easily controlled
by smarter Darkspawn who can use their strength to its full potential.
Type: Darkspawn
Attributes: Intelligence 1, Wits 1, Resolve 1, Strength 4, Dexterity 5, Stamina 4, Presence 1, Manipula-
tion 1, Composure 1
Skills: Athletics 2, Brawl 1 (wild flailing), Firearms 3
Derived Traits: Health 12, Willpower 2, Size 8, Defense 7, Initiative 6, Speed 14
Vice: Gluttonous
Virtue: Persistent
Umbrae: Corruption of Blood, Grip Onto Your Fear, Roteater, Sound of Silence
Caligines: Grotesque Bulk 5, Loathsome Weapon 1 (bite), Vile Gobbets 5, Zombie’s Flesh 2, Void Magic
1, Autophage 2, Flesh of my Flesh 3, Hope’s Eclipse 4
Lickermen
Long of arm and hunched over are the Lickermen, those among the Darkspawn which hunt for the innocent
and sup from the taste of violation. They are shrivelled, like a long-dried, starved corpse, their leathery skin
loose around their too-small bones, and a vile, blackened tongue as long as a man’s arm protrudes from a mouth
otherwise sewn up with stitches of their own bone. Examination reveals that they are sexless; whatever they
were before they were monsters is gone. As they pass by, they wuffle, like some kind of tracking hound, and they
are often used for that purpose by Mnemosynes and Cataphractoi who want a stalking hound which is mostly
reliable. In combat, they will flee against anything they think they cannot beat, but will gleefully attack anyone
alone, especially children under the age of seven, and individuals with an Integrity of 8 or higher. They do not
eat the body, however, for they cannot open their mouths; it is the destruction of innocence that they seem to
feed off.
Type: Darkspawn
Attributes: Intelligence 1, Wits 5, Resolve 3, Strength 1, Dexterity 3, Stamina 2, Presence 2, Manipula-
tion 3, Composure 2
Skills: Craft 1 (Improvising Weapons), Investigation 2 (Lost Things), Physical Skills: Athletics 3 (Climb-
ing), Brawl 2 (Tongue), Stealth 4 (From Surprise), Survival 1 (The Dark World), Animal Ken 1 (Inspiring Fear),
Empathy 3 1, Intimidation 2 (It’s Behind You)
Derived Traits: Health 4, Willpower 5, Size 4, Defense 8, Initiative 5, Speed 8
Vice: Cowardly
Virtue: Pragmatic
Umbrae: Diminutive Size 1, Hunger Means Nothing
Shadowpuppets
They say all evil needs to win is for good people to do nothing. Well evil won here and it won because the
good person who was Tainted simply did nothing. For convenience they turned a blind eye to the curse that
surrounded them, the living shadow that delighted in others suffering.
Perhaps they still find it convenient, they still don’t need to worry about the shadow. They don’t need to
worry about anything any more. Now the shadow thinks for both of them, but then the Princess sees a flash of
recognition, terror and guilt deep within the glassy zombified eyes. Not so convenient then.
Type: Darkspawn
Attributes: Intelligence 2, Wits 4, Resolve 2, Strength 2, Dexterity 5, Stamina 2, Presence 2, Manipula-
tion 3, Composure 2
Skills: Investigate 1 (shiny things), Athletics 3, Brawl 2, Larceny 5 (Sleight of hand), Stealth 5 (just a
shadow), Survival 2, Intimidation 2, Subterfuge 2
Derived Traits: Health 6, Willpower 4, Size 5, Defense 8, Initiative 2, Speed 12
Vice: Greedy
Virtue: Patient
Umbrae: Animate Shadow, Cold Flesh, Hunger Means Nothing, Light is Dark
Caligines: Zombie’s Flesh 5, Loathsome Weapon 1 (claws)
The Shadow
Attributes: Power 2, Finesse 3, Resistance 2
Derived Traits: Corpus 7, Willpower 5, Size 5, Defense 3, Initiative 5, Speed 5
Other traits as under Animate Shadow.
Shadow-wraiths
Not all Darkspawn were once people, in fact most were not. Shadowwraiths are formed not from people,
but from their little mementoes. Sometimes when a prized possession is lost within a Tainted place or the Dark-
world the memories, the humanity, invested in such an object can give form to the Taint. It becomes twisted and
corrupt, a hungry creature of the Darkness.
Shadow-wraiths are immaterial beings and have the simplified traits of such beings, such as ghosts and
spirits. The Hollow as a Shadow Umbra allows them to materialize more easily than a spirit, and much more
so than a ghost.
Type: Darkspawn
Attributes: Power 6, Finesse 2, Resistance 4
Derived Traits: Corpus 9, Willpower 11, Size 5, Defense 6, Initiative 6, Speed 13
Vice: Hateful
Virtue: Cautious
Dr. Arnow
Needs must be met, I merely provide a service.
Mr. Arnow as he was called was a fine upstanding Victorian gentleman. By fine and upstanding we wish it
to be understood that he had a great deal of money. He was in fact the rotten scum of the Earth. A man who saw
his fellow humans as nothing more than a resource, and a slum lord who treated his tenants in the most awful
manner. His cruelties tainted his tenancies and through that, himself.
At first Mr. Arnow delighted in his status, believing he held vast powers at the tips of his fingers. All too
soon he learned that he could never master the Darkness, instead the Darkness had already mastered him.
Now a Mnemosyne called Dr. Arnow he resides in the Dark World and sends his Darkspawn servants to capture
victims from the world above as parts for his Dolls. Every Doll he creates is another chance for people to fall
to temptation, to Darkness.
Dr. Arnow is old (though a good chunk of his life was spent frozen in the Dark World) and powerful, but he
is a coward at heart and prefers to avoid direct involvement.
Type: Mnemosyne
Attributes: Intelligence 3, Wits 2, Resolve 3, Strength 4, Dexterity 5, Stamina 3, Presence 2, Manipula-
tion 5, Composure 5
Skills: Academics 2, Crafts 5 (dolls, flesh), Investigation 2, Medicine 1, Brawl 2, Firearms 3, Expression
2, Intimidation 3 (Psychological manipulation), Persuasion 3 (Psychological manipulation) Subterfuge 2
Derived Traits: Health 11, Willpower 8, Size 8, Defense 2, Initiative 10, Speed 17
Shadows: 4
Vice: Ambitious. Money no longer has any meaning for him, but power is always the sweetest currency.
By spreading Vice and Taint he increases the Darkness’ power and thus the portion of it delegated down
to him.
Virtue: Patient. Moderation is the key, don’t overplay your hand. Find a method that works, than stick
to it.
Merits: Dark Palace 2, Safe Place 2 (He’s twisted his small corner of the Dark World into a Victorian
dollmaker’s workshop.)
Caligines: Grotesque Bulk 5 (He’s ludicrously tall but thin and spindly), Zombie’s Flesh 3, Handful of Dust
3, Everyone Dies Alone 4, Void Magic 1, Enervation 1, Enervating Hex 2, Grasping at Shadows 2, Shadowblade
3, Such Pretty Eyes, I Think I’ll Keep Them 3, Dance, Puppet, Dance 4 (He sends puppet dolls to attack), I am
Your Master 5, Taste of Sin 1, Crafted with Love and Care 5
Dewain
A lie is such a blunt tool, I find a well placed truth to be far more dangerous.
Dewain does not seem like much, a crippled African man in his late teens who speaks with impeccable
manners. This is his greatest defense, he slides beneath notice. Unlike many of his peers he has no power base
to defend him from Princesses or even mortals, only by avoiding attention does he survive.
Behind the mask is the banal evil of the Darkness. A born sociopath even before he first encountered Taint,
the Darkness has eroded the edges of his personality, leaving behind something simple and directed. Once he
Type: Mnemosyne
Attributes: Intelligence 3, Wits 3, Resolve 2, Strength 2, Dexterity 3, Stamina 1, Presence 2, Manipula-
tion 5, Composure 3
Skills: Academics 2, Investigation 3 (Horrific Truths), Medicine 1, Stealth 2, Survival 2, Expression 2,
Intimidation 3, Persuasion 4 (Telling the right truth), Streetwise 2, Subterfuge 2
Derived Traits: Health 6, Willpower 5, Size 5, Defense 3, Initiative 6, Speed 2
Shadows: 2
Vice: Cruel. Hurting people because why not.
Virtue: Honest. Dewain scorns deception - his voice is his only weapon, and people must trust his words
to be hurt by them.
Condition: Crippled [CofD 288]
Caligines: Void Magic 1, Nowhere Untouched 2, Walk in Darkness 3, Taste of Sin 1, Evil Influence 2, Sin
Whisperer 3, Drink Pain Like Wine 4, Such Pretty Eyes, I Think I’ll Keep Them 3, I am Your Master 5
Tamila
You are working too hard again, I’ll run you a bath and cook dinner.
Tamila was one of the first things Dewain used his dark powers for. Even before he became a Mnemosyne
he sought out powers that would give him control over others, the Caligo I Am Your Master. With it he sought
out Darkspawn to make his own. Tamila was the first he found, and the one he kept by his side when he began
his current subtle way of life. When Dewain found Tamila she was nothing more than an animalistic monster
in human flesh, but he’s trained her beyond that. Now she serves as a one woman domestic staff, bodyguard
and pushes the wheel chair.
Tamila is a striking African woman who wears an increasingly tattered maid’s uniform at all times.
Type: Darkspawn
Attributes: Intelligence 1, Wits 3, Resolve 5, Strength 4, Dexterity 5, Stamina 4, Presence 1, Manipula-
tion 1, Composure 5
Skills: Crafts 2 (Domestic), Athletics 2, Brawl 2, Stealth 2, Survival 1, Weaponry 4 (Polearms), Intimida-
tion 2
Derived Traits: Health 9, Willpower 10, Size 5, Defense 7, Initiative 12, Speed 17
Shadows: 4
Vice: Violent. Tamila is still a dangerous brute, enjoying nothing more than ripping into flesh.
Virtue: Loyal, to Dewain. For a Darkspawn being the right hand of a successful Mnemosyne is about
as good as it gets.
Merits: Fast Reflexes 2, Fleet of Foot 2, Iron Stamina 3, Striking Looks 2
Umbrae: Roteater
Caligines: Grasping at Shadows 2, Shadowblade 3, Loathsome Weapon 2 (jaws), Flesh of my Flesh 3,
Vile Gobbets 5
Type: Cataphract
Attributes: Intelligence 2, Wits 3, Resolve 4, Strength 4+2, Dexterity 3+2, Stamina 4+2, Presence 4+4,
Manipulation 3, Composure 3
Skills: Crafts 5 (The Dark World), Investigation 2, Medicine 2, Occult 1, Athletics 3, Brawl 4, Stealth 5,
Survival 3, Expression 2, Intimidation 4 (Children), Persuasion 3 (Followers), Subterfuge 4
Derived Traits: Health 10+2, Willpower 7, Size 6, Defense 6, Initiative 6+2, Speed 13+4
Shadows: 8
Vice: Cruel. It’s simple really, all he wants is to make children suffer.
Virtue: Persistent. He pursues children without rest; driven out of one kingdom, he goes on undaunted
to the next.
Umbrae: Cold Flesh, Grotesque Bulk 1 (loathsomely fat and sweaty), Hunger Means Nothing, Subsumed
by Another Shadow, Zombie’s Flesh 5
Caligines: Avoid All Eyes 1, Bogeyman 2, Void Magic 1, Nowhere Untouched 2, Walk in Darkness 3,
Enervation 1, Grasping at Shadows 2, Taste of Sin 1, Voice-Eating Hunger 1, Such Pretty Eyes, I Think I’ll Keep
Them 3, I am Your Master 5
Transformation: Add Loathsome Weapon 2 (claws).
Type: Cataphract
Attributes: Intelligence 2, Wits 3, Resolve 2+3, Strength 2+2, Dexterity 3, Stamina 3+1, Presence 2,
Manipulation 2, Composure 2
Skills: Academics 1, Crafts 3 (Domestic), Athletics 1, Drive 1, Firearms 2+1, Larceny 2, Stealth 2+1, Sur-
vival 2+1, Weaponry 2+1 (polearms), Empathy 2, Intimidation 3+2 (subordinates), Streetwise 2
Derived Traits: Health 8+1, Willpower 4+3, Size 5, Defense 4, Initiative 5, Speed 10+2
Shadows: 3
Vice: Hateful. The justified anger Maria felt when she died has congealed into a toxic hate that latches
onto any convenient target.
Virtue: Patient. Like the tortoise Maria believes that slow and steady wins the race.
Umbrae: Light is Dark, Sound of Silence, Scuttling Spider’s Sense, Subsumed by Another Shadow
Caligines: Shadowblade 3, Vile Gobbets 1, Voidblast 5, Open Hellmouth 1, Defiling Touch 1, Burying the
Crime 2, Walk in Darkness 3, Twisting the Bane 4, Hope’s Eclipse 4, I am Your Master 5, Profanation 5
No seriously, it’s a good idea to get away from here. I said get away. *demonic* GET AWAY!!!!
—Dybbuk
Once, he was a shrink. He’s pretty sure of that, even if his memory isn’t so good. He used to be the person
failing marriages went to before the divorce lawyer, and he was good at it too - not the best, but he was regularly
referred to by other, successful customers. The fact that they appreciated him was probably good for his sanity,
too - Ishmael Goldstein himself had struggled with borderline personality disorder and depression for most
of his life, a product of his parents’ own relationship difficulties being visited on their son. Eventually though,
everyone fails, and for Ishmael, it couldn’t have happened at a worse time in his life. His own wife had begun to
cheat on him, his daughter grew distant for reasons he couldn’t explain, and to top it off, the failed treatment
happened to be that of a city councilman, meaning Ishmael was facing losing his medical licence to make his
patient happy. Caught in a spiral of self-loathing and feelings of rejection, Dr. Goldstein came home, kissed his
sleeping wife, locked himself in the guest room, and proceeded to follow in the footsteps of many psychiatrists
and BPD sufferers before him - with a bottle of sleeping pills.
The Darkness had other plans for him. Thus, even as Ishmael’s soul left his body, an infinitesimal fragment
of the Outer Dark, drawn by his daughter’s recent Blossoming, filled the vacuum left behind. Now an enigmatic,
Initiation Benefits
• New recruits are shown how to torture their own bodies, to steel them for the pain of living. The
knowledge applies for torturing others too; the recruit thus gains a free Intimidation specialty in Torture.
•• Full members are partly hardened against physical pain; they receive one dot of Iron Stamina [CofD
48] free of charge.
••• Promising members start a course of study within a temple, learning to expose others to the reality
of pain. On completing it they gain the Vice-Ridden Merit [CofD 46] granting a Vice of Cruel.
•••• The inner circle of the Society are expected to take students/victims. They have three dots in
Retainers [CofD 53] allocated as the player wishes.
••••• The Society’s leaders know a mystical phrase which shows its hearers, ineluctably, that nothing
of them is true but their pain. They receive the Caligo Handful of Dust free of charge, without the Shadows
required for it (though that usually isn’t an issue.)
Pleasure Principle
“Man is born free, and everywhere he is in chains.” Civilization, laws, morals - all these are cages. The free
man, the true man, is a barbarian, a wolf who walks the world, taking what he wishes, stalking the sheep who stay
fearfully within their fenced pastures. Those who build the fences are predators too, just cleverer hypocrites
Initiation Benefits
• For the recent recruit, the Pleasure Principle is a constant party with hints of depravity to add spice.
Regular attendance gives a recruit a free Socialize specialty in Seduction, Carousing, Debauchery, or some
other kind of sensual indulgence.
•• Junior initiates are taught to assess people’s weaknesses and exploit them for social advantage. They
gain the Pusher Merit [CofD 53] free of charge.
••• Those who fully accept the Pleasure Principle can feast on others’ reserves of will; caresses, or
more intimate relations, become opportunities to feed. Even if they haven’t yet become Darkened, trusted
and established members can use the Enervation Caligo.
•••• The higher ranks of the cult define themselves by their appetites, and easily insinuate themselves
among those who share it. The free specialty they gained from the first dot becomes Interdisciplinary [CofD
45] and they gain a variant of the Barfly Merit [CofD 50] tied to places where that specialty commonly applies.
••••• The masters of the Pleasure Principle can bring out anyone’s darkest desires, given a few mo-
ments alone with him. They gain the Sin Whisperer Caligo free of charge.
Initiation Benefits
• Good prospects for the Sodality learn the delicate art of verbal knife-work. They gain a free Expression
specialty in Damaging Reputations.
•• Full initiates have been trained to look for the small but telling detail that exposes a shameful secret.
They gain the one-dot version of the Trained Observer Merit [CofD 46] free of charge.
••• Senior Harpuiai have not only mastered character assassination, but can apply it to a host of prob-
lems; they acquire the Area of Expertise [CofD 44] and the Interdisciplinary Specialty [CofD 45] Merits, both
for the Damaging Reputations specialty they gained at the first dot.
•••• When the Darkness first enfolds Sodality members, it grants them insight into the crimes of others.
They gain the Taste of Sin Caligo free of charge.
••••• The oldest members of the Sodality of the Harpuiai can destroy a reputation with a single accu-
sation. They gain the Scapegoat Caligo free of charge.
Upas Covens
Throughout the world there are folk tales of people bargaining with evil spirits to gain power over their
neighbors. While the vast majority of those tales are no more than paranoid fantasies, a few are accurate. The
Upas Covens are a network of old families whose ancestors learned to summon devils and damned ghosts (or so
they thought) from places made unholy by murder. They have handed down their secrets, father to son, mother
to daughter, for centuries, and refined what they knew into an anti-theology that worships the Darkness.
The Covens’ normal practice is to search for Tainted places, buy the properties, build shrines to the dark
powers they venerate on them, call to any spirits across the Gauntlet that feed on the Tainted resonances, and
bargain with the creatures who answer. As the cult has no qualms about deepening a Tainted area’s curses,
or using their spirits’ powers for commercial or political gain, the Covens accumulate wealth and enemies at
fairly quick rates; they tend to arrive somewhere as refugees from “persecution”, build up a fortune over a few
generations by ruining rivals, only to have their demon-worship exposed, forcing them to flee again.
The Covens recruit strictly by inheritance. It is possible for outsiders to join the cult by marrying in, but
the family elders won’t approve a marriage unless the bride or groom already has an interest in black magic.
To compensate for this the Covens go to great lengths to make sure their children follow the family tradition,
participate in the rituals, and make pacts with the cult’s pet demons. Children of a Coven who escape becoming
Darkened before their maturity are rare, and every generation has produced at least one Mnemosyne.
Initiation Benefits
• Children of the Covens are taught the basics on evil spirits from their infancy, and new in-laws are
drilled on the subject. They gain a free Occult specialty in Tainted areas and their spirits.
•• The Covens have a traditional system of apprenticeship; each family member is tutored by a more
experienced elder, who is also supposed to be their advocate within the cult. They gain one free dot in
Mentor [CofD 51] to represent this tutor.
The Dethroned
They had been watching the warehouse for hours when the Darkspawn came. It wasn’t an
attack, no, they were running. The Darkspawn ran straight into the firing lines in a blind panic.
In moments monsters were reduced to smouldering corpses in a rain of noble magic. Then the
Princesses saw what the Darkspawn were running from.
It was enormous, taller than the warehouse and tearing the building apart like tissue paper
as it strode forward. Its body was human, with its flesh peeled away exposing muscles intertwined
with unearthly clockwork. Its movements stuttered in an unnatural mimicry of human grace. It
gave out a scream of screeching metal, the sound staggered the Princesses. In its cry they felt its
despair, impotence, and something else.
“My God. That thing’s a Princess!”
The Dethroned are born from suffering, and from their birth they’ll create little else. It’s not as if she plans
it, for all intents the Dethroned are incapable of planning anything. No, things just happen around her. A fallen
Noble is like a poisoned wound, spreading toxins through the Dark World. Her very presence twists the Darkness
around her until it reflects the events and pain that led to her fall.
Bind Familiar
The Dethroned can claim another Dark being as an extension of herself, to act as her agent beyond the
Dark World. Doing so costs her 3 Clouds, and she must succeed on a roll of Presence + Inner Night - the target’s
Resolve. Once claimed as a familiar, a Dark being gains a pool of Clouds (which is initially empty) and access
to some of its mistress’ Hexes; when using a Hex it has an effective Inner Night of 1. (Hexes that are available
to familiars will say so in their descriptions.) However, it has the Dethroned Follower Condition permanently -
the Condition cannot resolve or end. Familiars are usually sent out of the Dark World to spy and gather Clouds
for their mistress.
Blast
The Dethroned can wound enemies at a distance with a dark magical blast. The blast is a Firearms-based
attack with a range of 10x Inner Night yards that never takes range penalties; its Damage is 0, and its Initia-
tive modifier is also 0. (Like normal weapons, the blast does lethal damage when it hits.) The blast costs the
Dethroned nothing but its action for the turn. The Dethroned can spend Clouds either to increase the blast’s
Damage (adding +1 for each two Clouds spent) or to give the blast autofire - 1 Cloud for a short burst, 2 for a
medium burst, and 3 for a long burst or covering fire.
Covetous Form
With a hair of coiling serpents or a body of grasping vines the Dethroned can reach out in every direction
at once. She may apply the autofire rules to any attack using Brawl.
Cry of Anguish
A Dethroned exists in eternal torment and some have learned to use their suffering as a weapon. The De-
throned spends a point of Willpower and rolls Inner Night + Presence + Intimidation vs. Composure + the tar-
get’s Inner Light - her Shadows; if she wins the contest, the target’s Sensitivity triggers, adding dice to the pool
equal to the margin of success. Cry of Anguish only works on characters who draw power from the Light (Bea-
cons, Sworn and Hopeful); anyone else reacts only to the sound of someone in pain.
Decaying Mantle
Taint and its curses surround the Dethroned, casting her authority and protection over every creature of
Darkness in her presence. When she is not in her Fortress or a Gate, the place the Dethroned is in counts as a
Tainted area with the traits of her Fortress, though not those of any Gates attached to it; the Taint extends to the
area she can reach without moving. In the Dark World proper this Hex cancels the Extreme Taint Tilt, allowing
the Dethroned and anyone with her to move without impediment. In a Tainted area the Dethroned’s Taint stacks
with the area’s in that part of it she can touch.
If a Dethroned has Decaying Mantle her familiars will have it as well, turning them into moving gates to the
Dark World wherever they go on Earth.
Infectious Madness
The fallen Noble sings out a song of madness and despair. She spends up to 5 Clouds, and rolls Presence
+ Expression - the highest Composure possessed by a non-creature of the Darkness in the area. On a success,
whenever a character reaches a breaking point during the scene, they roll at a penalty of at least the number
of Clouds the Dethroned spent.
Kiss of a Princess
The Dethroned can bind a Cloud into a mundane character. She rolls Inner Night + Presence + Intimidation;
the target contests with Composure + Integrity. If the Dethroned wins the contest the target immediately gains
a level of the Tainted Condition. In addition the Dethroned may regain Clouds through her victim; whenever
a tainting takes place in the target’s presence the Sensitivity of the Dethroned activates. If the Dethroned is a
Misery Glutton she may also benefit from the victim’s misery as per the rules for that Hex.
The Dethroned may end the Tainted Condition at any time, and reclaims the Cloud she bound into the target
if she does so. Otherwise the Condition resolves or ends in the usual way. The Dethroned cannot regain the spent
Loathsome Weapons
The Dethroned’s body has been bent to violence and pain. Her natural attacks always do lethal damage, and
she may spend Clouds to make them more deadly. Each Cloud she spends increases the Damage of her attacks
by 1 for the rest of the scene.
Mark of Torment
The Dethroned can hex someone to become a magnet for suffering much like they have become. The De-
throned spends two Clouds and rolls Manipulation + Expression vs. Composure + Supernatural Tolerance. If
the Dethroned wins the target gains the Tainted Allure of Vice Umbra, with a Vice of the Storyteller’s choice.
Using Mark of Torment does not turn the target into a Darkened, the Dethroned is able to inflict an unwanted
Umbra on a mere mortal. The Mark of Torment remains until the Hex is removed with counter magic. Charms
that remove Umbrae or Charms that undo lasting magical effects will eradicate the Hex.
If the Dethroned knows Mark of Torment, her familiars will as well.
Misery Glutton
The Dethroned are everything a Princess should not be, and they draw mindless strength from that. When-
ever a character reaches a breaking point in their presence, the Dethroned regains 1 Cloud if the character fails
the roll. Whenever a character spends their last Willpower point, the Dethroned regains a point of Willpower.
Should a character, through their own free will or otherwise, commit suicide in her presence, the Dethroned
regains all spent Clouds and all spent Willpower.
If a Dethroned is a Misery Glutton her familiars will be as well.
Misery Voyeur
Misery loves company, and the Dethroned finds her existence easier to bear when others suffer as she does.
Whenever anyone with power from the Light is within the Dethroned’s line of sight and makes a Sensitivity
check, the Dethroned gains one Cloud for each success they roll.
If a Dethroned is a Misery Voyeur her familiars will be as well.
Monstrous Size
The Dethroned has swelled into immensity. Her Size is 10 (increasing Health), and her other traits are
modified as under Size Changes. Dethroned may take this Hex more than once; each instance after the first adds
+4 to her Size, and modifies other traits accordingly.
Regeneration
Oozing void seeps from every wound, scabbing over as a protective layer against the blows of the light. The
fallen Noble regains either one point of lethal, or two points of bashing damage per turn as a reflexive action.
Bashing damage heals first, lethal only being removed when there is no bashing damage in her Health track.
Toxinous Kiss
The Dethroned perpetually surrounds herself in a haze of polluted emotions and her own sins. Everything
within Inner Night yards of her is exposed to a Toxicity 3 poison, resisted with Stamina + Resolve + Inner Light.
Should she kiss someone, which requires her to be in control of a grapple, the spiritual poison is far more acute,
and its Toxicity rises to 7.
Unceasing
The fallen Princess is perpetually alert and awake, unable to sleep or dream. She never takes penalties
for tiredness, and as a roleplaying note, will always be aware and twitchy, never letting her attention slip. Any
powers which would cause her to lose focus or cease to pay attention automatically fail.
Unnatural Senses
What is mundane darkness to a creature like this? All penalties to actions based on poor visual conditions
are reduced by three, to a maximum of 0.
Walpurgisnacht
The Dethroned may manifest herself in the world above and hold revel with lesser creatures of Darkness.
If she has brought her Fortress into a Nightscape, or turned one into a Gate, she may spend 1 Cloud while in that
area to exist simultaneously in the area itself and its image. She is wholly present in both worlds, moving and
acting as if they were merged, but she can’t transfer anything between the worlds. Walpurgisnacht lasts for one
hour per dot of Inner Night, or until the Dethroned leaves the Tainted area, whichever comes first.
Redemption
So long as someone cares for you then redemption is always possible, but sometimes, it’s really hard. A
Dethroned is too far gone to redeem herself, it will need someone to carry it for that first step on the way.
After a Dethroned is defeated – its health must be filled with lethal damage or worse – but before it is swept
away on the formless currents of the Darkness (about ten minutes) any Princess can try to reach out to it through
Sensitivity. This is an extended action with a dice pool of Belief; each roll takes one minute of concentration,
and the Princess accrues one Shadow per roll. If the Princess reaches the threshold of the Dethroned’s Inner
Night, the Dethroned feels that somebody understands its suffering. The soul of the fallen Noble departs from
its tainted body and takes up residence deep in the Princess’ soul.
From this point on the Princess simply has to remove the Shadows she gained while catching the De-
throned’s soul. She may not use Charms that remove Shadows, such as Choke It Down, while she is carrying a
Dethroned within her soul. Overcoming the Shadows upon her soul is easier said than done when she’s probably
collapsing under the emotional weight of the Dethroned’s unceasing grief (not to mention rolling chance dice
for transformation and Wisp recovery), but if somehow she does ever remove all her Shadows then when she
next falls asleep she will see for the first time the face of the one she’s sacrificed so much for. Together they will
climb through the Crawlspace, travel through the Dreamlands, at the edge of the Light itself they will say their
tearful goodbyes before the redeemed departs.
As for what happens next? Who can say. Perhaps the redeemed soul will have a chance to make up for what
she has done in her next life, perhaps she hangs up the crown that grew too heavy and moves on to some manner
of afterlife? As for the rescuer, unless she wants to leave her life behind to enter the Light she’ll have to get
Sample Dethroned
The Witch in the Woods
Her memories come in snatches. She remembers being cast away from her village for her magic. She re-
members trying to raise two children alone in the forest, sometimes she can even remember their faces. She
remembers relying on her magic to feed her family, she remembers hating her magic for making her an outcast,
and she remembers her magic failing her because she hated it. Sometimes she can almost remember enough to
ask why she ate her own children, but most of the time she can’t even remember why you wouldn’t.
The Witch in the Woods dwells deep within the Dark World, she lives in a log cabin deep within a (small)
forest that looks like a washed out watercolor. She puts up a good pretense of being able to think, but it’s all
a script, eternal and unchanging. She lures Darkspawn to her, and sometimes living children, she attempts to
take care of them as a mother should but it never lasts. In the end she always eats them alive to keep them safe
deep within her own Tainted body.
In battle the Witch is a deceptively dangerous foe. Though she appears as a frail old woman the Witch can
take an enormous amount of damage. If she is significantly injured she is likely to call Darkspawn to her aid,
disgorging the strange malformed children that she has eaten. More serious wounds can cause her to discorpo-
rate into a swarm, as severed body parts return to life to defend themselves and to stitch themselves back into a
whole. If the fight is going her way the Witch is likely to see her attackers as her own misbehaving children, and
offer to forgive them if they apologize (and she will, until one day she eats them for their own good) but if the
fight turns against her she will recast her attackers and begin begging them to spare her because she has a family.
The Queen of Tears is unique - she is the only known, still-human survivor of the Kingdom who remains to
the modern day. For uncounted aeons she has dwelt in Alhambra, the last remnants of the capital of the Kingdom,
and ruled it from where it hides, within the heart of the Darkness. Her domain holds off the Darkness with Light
stolen from the world, bringing misery and sorrow to the so-called “Rebellious Provinces”, and though she weeps
for what she does, she will never stop, because she will do anything to protect her city, and so she teaches her
followers, native Alhambrans, and Princesses from the outer world lured into her service, alike to do the same.
Tales of Alhambra
In the center of Alhambra’s noble quarter the Queen of Tears holds her court upon the roofs and battlements
of her palace. As she speaks hey eyes are constantly inspecting the defenses of her city for weakness. Once the
Lady of Alhambra was considered the worlds great beauties but no longer. Her bronzed skin has faded and
become pale under the dim Alhambran light. Her dark brown eyes, once hailed in song and poetry, have become
dull and liquid with never ending tears that mingle with the rains. She has discarded all the adornments and
embellishments of royalty for dark purples and blues of mourning worn above her armor, for Alhambra is a
city under siege. One hand always grips Ever Dutiful, her simple naginata that has defended Alhambra from
countless threats. The Lady of Alhambra is quiet and softly spoken, when she speaks the whole court falls silent
and strains their ears.
The only people the Queen will pause her endless vigil for is her fellow Nobles, she receives them in pri-
vate and in the presence of those she calls her almost-equals she promptly allows herself to fall to pieces. The
endlessly crying Queen turns hysterical as she unburdens centuries of unceasing sorrow upon the Princess and
begs her for help. Even the most composed Grace, knowing what to expect is swept away by the flood of emotion.
Dedicated Radiant Princesses have been known to become a Handmaidens from this display, either out of guilt
or because they saw a possibility of redemption when they looked behind her composed mask.
Philosophy
The archives of Alhambra are filled with texts and teachings from the products of uncounted numbers of
scribes, analyzing every word of the Queen (and she seldom speaks, now), and building a philosophy, a faith
around it. You could spend ten lifetimes, and only scratch the depths of paper, the bottom layers eaten by Dark-
Things where no light could reach. But at heart, the principles of Alhambra are remarkably simple.
Duties
As the Princess of the only remnant of the Kingdom still alive the duties placed upon the court of Tears
are further removed from the ground than the subjects of any other Queen. It is common for even young and
inexperienced Princesses to lead a small number of Sworn retainers. Alhambra still holds to old social ideas
and any Princess who swears loyalty to Alhambra is guaranteed status and luxuries, but the city lives under a
constant threat of destruction and even the most important citizens must do their part for survival. A Princess’
status means that she can normally push her way onto choice assignments in whatever area of her Calling she
desires.
Champions of Tears fight in Alhambra’s cautious, even conservative manner; they specialize in using their
magic to control the battlefield and curse their foes.
Graces of Tears are bureaucrats, their job is to keep the city functioning despite all the hardships they face.
Out in the Rebellious Provinces Graces tend to be given the largest commands, up to and including running
entire Enclaves where they direct Sworn and even other Princesses to tax hope for Alhambra.
Alhambra runs on magic, and it is the Menders of Tears who keep that magic running. In Alhambra they
serve as a one Calling worker caste, they are not denied prestige so much as frequently overlooked. So long as
nothing is going wrong, it is easy to take the Menders for granted.
Tears’ Seekers would perhaps be more accurately called spies. They serve Alhambra as infiltrators, blend-
ing into the Rebellious Provinces to find undefended targets ripe for taxation. In established enclaves the Seek-
ers keep an eye on Alhambra’s enemies, making sure the forces of Tears can vanish back into their city before
retaliation strikes.
Background
There are two broad categories of followers of Tears. The first of these are the young, inexperienced ones.
They are found by Alhambran operatives shortly after Blossoming, or are drawn to the Queen of Tears in their
dreams, perhaps renewing old oaths, and so are inducted to Hopeful society via Alhambra. Their point of view
is rather different from the majority of Princesses, because they have internalized the philosophy of Tears; they
are usually true believers, serving the Kingdom, who found them and trained them. Likewise, instead of a large-
ly-self-taught mess of other Radiant Princesses, they know they are the Handmaidens and Esquires of Tears,
and so are far more well informed about the technical matters of the Hopeful than Princesses years their senior.
Some followers of Diamonds are mildly concerned by how much terminology of the Radiant comes from defec-
tors from this time, and worry that the influence of Tears might be seeping into the paradigm.
The other kind are usually older, and broken by their duties among the Radiants. Tears offers support, help,
mortal Sworn to aid you, and can, above all, guarantee safety and support. Many underestimate the influence
that a simple “You are doing the right thing” can do to someone whose will is flagging; Tears does not. Likewise,
the families of Princesses too frequently become targets in the War of Hope, and Alhambra offers sanctuary,
somewhere safe and away from enemies, taking in guests of the Princesses who serve them. That these guests
can become hostages is something that it would be tactless to say.
In addition, there have been a few Blossomings in Alhambra itself since the Release. This is viewed as a
great blessing itself, and would tend to be more of one, if they did not have a regrettable tendency to be of the
“guests”, those relatives and loved ones of other Tears Princesses given a refuge from the Provinces, or worse,
rebels and non-conformists, rather than loyal Alhambran citizens.
Character Creation
The Queen of Tears does not discriminate based on grounds of physical fitness or social abilities. She is the
Last Empress, after all, and all the Hopeful should serve her. With that said, there are remedial training facilities
in Alhambra for any Noble who cannot carry out their tasks, and, notably, for teaching them the Alhambran
language, so they can actually interact with the natives. For the duties that they must carry out, though, the
Queen desires most high Resolve and Composure. It is a shame that so many of those experienced Princesses,
who have served another Queen but who are now called to her are often lacking in those Attributes. It is one
of the reason that she prefers young, newly Blossomed Princesses, who can be molded into the proper, King-
dom-trained Nobility that they should be.
Heraldry: One might expect the Alhambrans to have strict codes for the form of Regalia, but actually it
has been long-held tradition that the Regalia is the innermost expression of the Hopeful’s soul, and it would be
wrong to interfere with that. Now, there are certain standards of propriety, but at most, a Princess who breaks
them and parades around in hotpants, a tank top and an unbuttoned jacket will only suffer informal censure, as
long as the color is correct for formal events. The Regalia of an follower of Tears, especially out in the Rebellious
Provinces, is just as flexible as that of a Radiant Princess in its manifestations.
That said, Alhambra is a repressive and conformist society, so any Princess who grew up in Alhambra or has
assimilated will project their conformity through their choice of Heraldry. This is the way the court likes it; the
Handmaidens are free to express themselves, and they freely choose to follow Alhambran traditions. The official
colors of Alhambra are dark purples and blues (but never, ever black), and white. The Queen still mourns for
the lost Kingdom, and so should her followers, after all. Bright colors are correspondingly condemned, because
there is such a thing as taste. Veils are not uncommon, and garments are oft-times long and flowing, like how
the water cascades from the roofs of the Plaza of Dignities.
Many Ravens incorporate symbols of their official positions within Alhambra into their heraldry. These can
include coats of arms, medals, and even hairstyles. Most of these date back to the Kingdom and fit uncomfortably
Practical Magic
A Noble of Tears makes the hard decisions, does what’s needed in morally fraught situations, and does
so with sublime competence. If a Raven takes an action that risks a compromise of her Belief, she gains an
exceptional success on three successes.
The Last Empress expects her agents to receive a proper deference, and for others to comply with their
requirements. If a Raven chooses to force Doors [CofD 83] in a social maneuver with a Goal that serves her
Nation or Alhambra, she may spend Wisps to offset the penalty from the remaining Doors. Each Wisp spent
adds a +2 bonus to the roll.
High Belief (a rarity in the Court of Tears) increases the Raven’s authority: at Belief 8 the first Wisp spent
adds +3, at Belief 9 the first and second Wisps add +3, and at Belief 10 the first Wisp adds +4 and the second
adds +3.
Invocation: Lacrima
The Invocation of Lacrima is the principle embodied and founded by the Queen of Tears, and which her
Handmaindens and Esquires find come naturally to them. It is conceptually linked to several things, including
ghosts, silence, the element of void, “necessary” actions, and all things connected to these, allowing Invoked
Upgrades and Invoked Charms to be based around it. Princesses loyal to Tears are encouraged to attune to this
Invocation as fast as they can, because most of their signature Charms require it, and use of Lacrima inures
them to their actions. However, many non-Tears Princesses have been known to dabble in it, especially more
mature ones, who have founded Nations, and have begun to feel the echoes of the devotion that the Last Empress
feels towards her own. This will make them suspicious, especially to younger, more idealistic Princesses, but
there is an acknowledgement that it happens sometimes, and so such dabblers should be watched, but are not
automatically followers of Tears.
Lacrima has the unique disadvantage that many of its Charms expose the user to the Darkness. This
is counted as part of their activation cost, and so may not be bypassed. The cold, hard necessities of Lacrima
wear down at the soul, sharpen its response to spiritual pain, and smother it in uncaring void through which
no joy can be felt. As a result, many Lacrima Charms are marginally more powerful than their equivalents from
other Invocations, because of the greater cost paid to use them.
Lacrima applies at no cost when a Princess touches a ghost’s anchor, or is within Alhambra or the Under-
world; and when the target of her Charm is a ghost. It also applies without cost in times of true desperation,
when failure means death or ruin, and when a Princess intends to act on behalf of the Queen of Tears or her
subjects, or in the interests of her own Nation and its members.
The Invocation does not resonate with those who will not do everything for those they protect, who show
any moral compunctions in the deeds needed for survival. If a Princess’ situation is such that her present goal
can be reached at the least cost to herself and her Nation by a compromise of her Belief, and she chooses another
course of action, she cannot use Lacrima for the rest of the scene, and for a further number of scenes equal to
the penalty on her breaking point roll for that compromise.
Stereotypes
• Clubs: Delusional. The strength of the Kingdom always lay in its cities, not the wilds, and she will only
weaken us against the Darkness.
• Diamonds: It is a shame to see such brilliance going to waste, frittered away.
• Hearts: So close. So very close… and yet so far.
• Spades: Insubordinate curs! Born traitors who serve someone who shows no regard for the burdens
of leadership!
Inspiration
Homura Akemi (Puella Magi Madoka Magica)
Taylor Hebert (Worm)
Ignorance of the law is no excuse - you are all subjects of Alhambra.
There is a city there, and it will stay there until time stops.
There are houses, high-arched, broken stone washed clean by thin teary rainwater, and people in coarse
clothing. The servants of the city wear their jobs constantly: the stern high priestess and her crystal scales serve
the Parrot, and the hard-edged man wields a baton and straightens his military shoulders in the name of the
Hyena. The poor are unadorned, because one lesson of Alhambra is that beauty must be earned.
Walk down the street and pass through half the people you meet, like smoke. The younger ones speak ar-
chaic dialects of the city’s tongue, while the older ones mumble glossolalic half-words; though Alhambra strives
to ensure that its language changes as little as possible over time, the weight of years without a beating heart
takes its toll.
The streets are silent. Nobody will talk to you as you pass by, but to duck their heads and continue on. They
glance up very seldom, except to check that the lamps are all lit; a lamp in Alhambra invites citizens to look up,
just once, to make sure that the starved green holy light they produce is still bright. They never linger too long
on one lamp, because to keep looking is to see the vacant sky and the faint impression of buildings, far away.
The light only shines so far, and maybe this time, when you look up, something made from feather-shadow and
the bones of birds will drop on you from above. It could happen, if you keep looking up. So you look down.
Welcome to Alhambra. Try not to think about the sun. It will only make you homesick.
The City
Alhambra exists on the inner surface of a bubble, nearly six miles in diameter. Roughly half the surface is
covered by a saltwater lake, out of which rise a number of islands, made of what appears to be black volcanic
rock. One seldom sees that rock, however, because nearly every acre above the waterline has been built over, in
an intricate maze of streets and courtyards winding between houses faced in brick, granite and marble, and lit
by green-burning lamps set on iron poles. Above the buildings and the lake, in the bubble’s center, clouds form
and dissolve constantly, and let fall a rain of slightly salted, but still potable, water; water that tastes almost
exactly like human tears. The rains move around Alhambra on a remarkably regular schedule, on a cycle of 24
hours and 10 minutes; the city keeps time by this cycle, not by the days and years of Earth.
The lamps in Alhambra are its only source of light, and they are kept burning constantly … for darkness,
within the bubble, is more than a mere absence of light; it is a destroyer, eating away anything left within it.
Moreover, any place left unlit for long tends to spawn Darkspawn monsters, which resemble shadows of the
things (or people) caught within the darkness. The monsters invariably seek out any and all lights they can, and
destroy whatever lights they reach. Every Alhambran is taught from childhood to fear darkness as one fears
death; every Alhambran learns, from a very early age, how to light the lamps that burn in every street and room
in the city, and as part of his schooling serves a term in the lamplighter squads that patrol the city and keep
the lamps burning.
The city streets appear, at first, to be thronged with people. A visitor soon notices, though, that most of the
crowd are faded or washed out, and a few are barely present - they cast no shadow, and pass through other
people like ghosts. As it turns out, that’s because they are ghosts. Roughly four out of five of the figures one passes
in the street on any given day are of the “venerable” or “departed”, for nearly all Alhambrans whose bodies die
remain as ghosts to oversee and advise their living descendants. Memorial prayers to one’s departed ancestors
are a point of honor and pride in Alhambra; to have the venerable of your household always substantial and
active is a mark of piety.
Those aware of how ghosts behave on Earth will be surprised by Alhambra’s departed. For one, while they
usually prefer to remain near the places or people they knew in life, they aren’t bound to them as Earthly ghosts
are to anchors. They do not, in fact, have anchors at all; Alhambra’s departed regain Essence only from being
remembered by the living. Being remembered, fortunately, is much easier for the venerable, as they need not
take time or effort to manifest - they are always Materialized, and even tangible as long as they have even 1
Alhambra 333
point of Essence. (There is no such thing as Twilight in Alhambra, and thus no way for a ghost not to manifest.)
Finally, the departed never have the Manifestations that allow a ghost to take over a living person (e.g. Fetter
and Possess) and there is good reason to believe that those Manifestations don’t work inside the city.
The Language
As far as can be determined, the day-to-day language spoken in the closed sphere which is Alhambra is
a hybrid tongue, despite the claims of the inhabitants of that place. Linguistic drift is inevitable, even though
imposed stasis, and there are an incredible number of concepts and ideas that exist in the modern day that are
widely agreed to have not existed in the cultural purity of latter days of the Kingdom. It has picked up words
from modern English, from Revolutionary French, from Han-Dynasty Chinese and from Ngurai-illam-wurrung,
and a hundred other dialects which have existed throughout the millennia the last remnants of the Kingdom
have stood in their rain-drenched realm. Moreover, it contains sounds, especially in the emotional words, which
resemble the shapeless glossolalia of the Royal Tongue, which violate the normal structure and flow of the lan-
guage.
The base of the language has some noted similarities with the language of the Kofun culture, including
a logosyllabic writing system, and similar grammatical and noun-formation structures, yet it also has some
differences such as a rare use of color to make minute clarifications that appears to be adapted from the Royal
Tongue. Some think the similarities are just a coincidence, there are a lot of languages after all.
The later words, clearly alien to the root language and most likely absorbed from Alhambran agents re-
turned home, are molded to fit into the standard structure, including the imposition of the dual grammatical
genders, the animate and the inanimate, meaning that, even with the influx of modern words from the develop-
ments of the previous century, their structure fits into the rigid grammatical structure which the rest of the lan-
guage is composed of. The linguistic divergence, too, is notable; many of the living inhabitants of the city would
have problems understanding the elder shades which haunt the place, let alone the dictates from the Queen.
Like any language, modern Alhambran may be learned as a one dot Merit. However Old Alhambran is treat-
ed as a distinct language which must be learned separately.
The Orders
Under the law of Her Ever-Flowing Majesty, the people of Alhambra are divided into nine great chivalric
Orders, whose knights and officers direct the city’s affairs. Each of these carries the name of a bird or beast of
Earth - an ascription dating to the Kingdom’s day, and therefore never altered, though not one Alhambran in a
thousand knows anything about the animals for which the Orders were named. (There was a tenth Order, in the
days just after the Fall, and children told to recite the Orders’ names always list it last … but no one belongs to
it now, so no one but children thinks about it. Even the ghosts of its members ceased to appear many centuries
ago.) Each also has a representative at the Queen’s court, appointed by Her Majesty to carry Her word to the
city as needed.
334 Alhambra
It is truly said that the only god or goddess worshipped in Alhambra, apart from the Ever-Flowing Herself,
is Ceremony; the Order of the Parrot, first in precedence of the nine knightly Orders, bears more resemblance
to monastic orders on Earth than to the warriors the title of “knight” suggests, and its head the Mistress of
Ceremonies, who bears no weapon but an orb of crystal and a measuring rod, is a hierophant not a general.
While the substance of most things done in the City is the province of the other Orders, the proper time, place
and manner for all actions whatsoever is set down in the records of the Parrots, and the Order is ready at any
time to counsel the perplexed citizen on the path of proper conduct. Moreover, as keeper of the calendar the
Mistress of Ceremonies tells all Alhambra of the proper times and methods to celebrate the City’s past, so that
the ongoing work to establish the City’s rule in the rebellious provinces is not allowed to obscure the goal of
bringing the Kingdom back in truth.
Lest there be any in the City who neglect the proper way of things, the Order of the Parrot has the duty of
teaching every child born in Alhambra between the ages of six and thirteen those things which every subject of
the Kingdom must know: the city’s history and poetry, mathematics, rituals and etiquette, and the threat of the
Darkness. It is they who set the rota of the lamplighter squads, sending their charges into otherwise deserted
buildings with fuel cans and cleaning rags to keep them in order; and while a Spotted Hyena is normally in
charge of a squad, in case of trouble, a Parrot is expected to accompany his students if he is capable.
Alhambra’s Calendar
Alhambra uses a calendar that, by tradition, was invented in the later days of the Kingdom. It is basically
lunisolar, with 12 months of alternating 30 and 29 days in a normal year; 123 years out of 334, a 13th month
of 30 days is added, to keep the start of the year on the first new moon after the spring equinox. This calendar
would be quite accurate, if Alhambra counted the months in Earth’s days; alas, the “day” of the calendar is the
cycle of the rains, so the months and years drift out of sync with the real planetary movements by more than 2
days each year. This does not trouble the Order of the Parrot; the cycle of festivals in the Kingdom’s capital is
far more important than the seasons in rebellious provinces.
Alhambra 335
driven into the ground covered by a hatch, which lets into a room above that can be sealed off. The hatch can
be opened and closed by a lever outside the upper room.
The purpose of these furnaces is a strange magic that creates the stone and metal from which the city is
built. Samples of the stuff desired are placed within the upper chamber, which is sealed, leaving it in darkness;
then the hatch above the shaft is opened. This lets the Darkness, lying thick under the hatch, spring out to attack
whatever is in the upper chamber. But, when the first sound of the shadow-beasts attacking can be heard, the
taffy blocks are ignited, bringing the upper chamber to a red or yellow heat. When enough time has passed to
melt everything within, the hatch is closed, the upper chamber’s seals are broken, and the substance left inside
(now multiplied several times) cools off. The corpses of shadow-beasts that come from other darknesses are
usually melted in this way as well.
Construction and maintenance of the furnaces and refineries is the Serene Architect’s most important duty,
and the Beavers also control the furnaces’ use - logically enough, as they have the most need by far for the stone
and metal made in them. Use of the refineries, however, is the province of the Order of the Vulture, thanks to
the same Writ that gave the accountants the duty of harvesting hope from the Rebellious Provinces; the animus
between the two Orders provoked by that Writ is perennial and shows no sign of fading.
336 Alhambra
The Fall
The Alhambrans boast in a thousand ways of the Kingdom’s rise and glory, but none will speak of its
fall; so it’s very difficult to learn how Alhambra came to be. Throughout the city, in fact, only one memorial
of that event is known to exist: a bronze plaque, mounted in the Observation Room at the top of the highest
tower in the Queen’s palace in Alhambra. The tale inscribed on that plaque runs:
In the final days of the Kingdom, the minor courts turned from the Light to contend
with one another, and to resist the efforts of Her Majesty the Ever-Flowing to impose order
and peace upon them. None now can say who was the first to use monsters of the Dark-
ness as weapons in these battles; but those who did were inevitably betrayed, as are all
who think to master Darkness. Their lands became the monsters’ bastions, their peoples
(if they were fortunate) were killed or (if less blessed) changed into abominations and sent
to conquer other courts in turn.
Some few Queens, realizing the world’s peril at last, came at the invitation of Her
Majesty the Ever-Flowing, with their subjects and armies to this, the eternal city Alhambra.
Here they prepared to carry war into the lands taken by Darkness, under the command of
the Seraphic General, the first of all Queens after Her Majesty the Ever-Flowing. From the
gates of the eternal city the armies set forth, and within a day’s march the swollen horde
of abominations fell upon them and broke them.
Her Majesty the Ever-Flowing, with her loyal knight commanders, looked out from this
place and saw the Seraphic General rise from the field of battle, transmuted into a living
storm; they knew in that moment that all the world save Alhambra was lost forever. In
this place Her Majesty the Ever-Flowing and her knight commanders performed the Grand
Sacrifice of Inversion, enveloping the eternal city within a perpetual ward and shield, so
that the last refuge of the Light would be preserved undimmed.
The wisdom of Her Majesty the Ever-Flowing shall illuminate the cosmos forever.
—translated from Old Alhambran by Opal Star Cuyler, Knight Lieutenant of the Order of
the Ghost Owl
Bequests
The Tortoise stores more than just documents, their treasuries serve as Alhambra’s central repository for
Bequests; this makes the Tortoises perhaps the best armed group in Alhambra, and the order is drilled daily in
use of the various magical items they stockpile. All in case they are ever called to fight in defense of their archives.
The most valuable Bequests in Alhambra are those that date back to the Kingdom themselves, some of
which still contain a spark of Invocations that have long ceased to exist. Most of these Bequests are far too
valuable to actually use, for they contain unique and irreplaceable magics that cannot be duplicated in today’s
day and age. Three of these lost Invocations are detailed here.
• The principles of Fulmine were one of contrasts. They were sensual, yet serene. They were giving, yet
also took. Fulmine gave the power to enhance the senses and experience from another perspective. The most
powerful Fulmine Bequests can temporarily transform a Princess into other types of supernatural beings,
and even transfer all a Princess’ powers to a mortal for a short time.
• The Invocation of Metallo emphasized humility, hard work, a practical approach to magic, and sacrific-
ing one’s own goals and desires for the good of others. Metallo Bequests often specialize in domestic tasks,
with powers that aid in farming, cooking, homemaking and other aspects of everyday life. It is the only lost
Invocation that is regularly used within Alhambra; these powers are just too useful to forsake.
• Vuoto was an Invocation of forethought and judgement. Its Charms could guide you down the right path,
and even predict the outcome of an action. Masters of Vuoto could see across time and space, and rarely made
a decision in ignorance.
Alhambra 337
Order of the Spotted Hyena
Representative: Marshal of the Virtues
The Hyenas are one of the most prestigious Orders; their members are both Alhambra’s army, and its police.
It is the Hyenas whose strong sword arms guard every Enclave within the rebellious provinces, and who patrol
every district of Alhambra in search of Darkspawn. The Marshal of the Virtues boasts that his men are the best
of Alhambra, and this claim has some merit for in a city under siege the Queen of Tears has granted her Marshal
a royal writ of conscription: the Hyenas have the first pick of each new generation as they leave the Parrots’
school. The right of conscription causes the inevitable conflicts, other orders fear being starved of talent and
even attempt to hide the abilities of promising individuals until they are past the age of recruitment. Like so
much else in Alhambra there is no chance that this shall change, even if it is divisive the defense of Alhambra
must come first.
Because of Alhambra’s perpetual manpower shortages the soldiers of the Spotted Hyena are trained as light
skirmishers; their drills cover both the ars militaris and ars magica and specialize Alhambra’s military for urban
conflicts both in Alhambra itself and in the cities of the rebellious provinces, where most taxes can be collected.
The Hyenas favor working in small squads and using their magic to control the terrain or establish defensive
positions, they also train hard on how to evacuate back to Alhambra with a minimum threat to resources or the
all important Wisps Alhambra’s operatives harvest.
338 Alhambra
seem to hold a strange amount of hold in the city, for nobody wants to displease one of the people who may very
well decide of their family’s foreseeable future.
The Alhambrans draw their daily meals from the lake. A few feet below the surface begins a layer of weeds
strongly resembling kelp, among which swim a host of fish, pale white or ink black. Fleets of small boats row
out constantly with nets to trawl the lake, bringing up weeds and fish, both of which the Alhambrans eat. The
weeds are tough and stringy, the fish turn rubbery when cooked, and both taste strongly of salt, but they’re
edible and plentiful enough. Oddly, in any place where the weeds can be found, no one has ever found a bottom
to the lake. The plant stalks continue downward into unlit depths, as far as any diver has dared to go, without
ever reaching soil. Few divers have dared go far, of course, since the darkness is just as hostile under the water
as it is on land, and Alhambra’s usual lamps are extinguished by water. Those reckless (or desperate) enough
to plunge beneath the weeds come back corroded and battered, or not at all.
Alhambra 339
ink and parchment. Alhambra uses one of the more common methods: taxation, and it is the Order of the Vulture
who tax Alhambra’s citizens and advise its Queen on economics and matters of the royal treasury.
But Alhambra needs something far more than it needs mere currency, to survive Alhambra needs hope.
Under Alhambran law all of Earth is governed by Her Majesty, the Queen of Tears. It was therefore a simple
decision to say that instead of being taxed in money, the provinces will be taxed in hope. The Vultures, delighted
by the expansion of their duties and prestige, eagerly accepted their Queen’s decree. When the forces of Alham-
bra steal into the Rebellious Provinces to collect their taxes they do so under the banner of the Vulture. They
may travel with a guard of soldiers from the Hyena and travel to a target suggested by the Ghost Owl, but it
is the Vultures who started it all with their dispassionate tables of numbers saying how much they must tax
for Alhambra to survive another year, and it is also the Vultures who sit at the top of every Enclave, and at the
bottom doing the physical work of collecting Wisps.
340 Alhambra
Judiciary
Careful readers will note that none of the Orders is dedicated to resolving disputes between citizens, nor
what is and what isn’t legal.
There exists a code of laws, with the usual items (no stealing, no murder, etc.), but the most important item
is that any of the Orders (but usually either the Spotted Hyenas, Raccoons, or Vultures) may, with a proper Writ
signed by The Queen, do whatever is ordered on the Writ.
How a member of an Order goes about getting a Writ is ambiguous; you talk to the next person up in the
chain of command if you think you or one of your underlings needs one (going above your CO’s head, unless
you can’t find them or the matter involves them personally, is heavily frowned upon), and sometimes the Writ
comes down. Sometimes the Writ comes down at the request of another Order; sometimes, the Writ comes
down without anybody asking for it.
If you need binding arbitration of any other kind of dispute, you just go to the Order who covers your
dispute. Food? Go to the Otters. Who owns a particular bit of land? Beavers. Who owes what to whom when?
Vultures. Criminal matters? Spotted Hyenas. And so on. Each Order has Arbiters who hears cases; but note that
the Queen can, at whim, override any Arbiter. (When a corrupt Arbiter is discovered, expect the Ghost Owls to
get her to do so. Otherwise, the Arbiter’s word is usually final; wasting the Queen’s time is against the law, such
as it is.) Just don’t expect an Arbiter to resolve a matter hinging upon an ambiguity in the law anywhere near fast,
as millennia upon millennia of records and precedents take time to work through, and most such judgements are
pronounced years after they have been taken for consideration. The Tortoises and Parrots still have a committee
going over where the school records of Tortoise-members should be stored, and this argument has been going
on for longer than Alhambra’s own written records can reliably tell.
Darkness Visible
When a part of Alhambra is not lit, by the lamps or any other source of light, anything in that area is grad-
ually destroyed. At the start of each turn a dark area exists, the Storyteller rolls 1 die for each 10 square feet
left unlit; each success on this roll inflicts 1 bashing damage to something within the dark area. People will suf-
fer first, then other living things; once nothing alive remains, the attacks begin destroying objects, up to and
including the walls. On an exceptional success, a shadow-beast emerges from the dark area into the light, and
immediately attacks the nearest light source. (If there are two separated dark areas in a scene, the Storyteller
should roll separate pools for each area.)
Each time a character activates a supernatural ability in Alhambra, the Storyteller rolls a dice pool equal
to the number of times such abilities have been activated in the scene so far, including the current time (so on
the first activation, roll 1 die, on the second activation roll 2 dice, and so forth.) For each success on this roll,
a lamp is extinguished - start with the nearest lamp still burning, then the next closest, and so on. Moreover,
anyone who activates a supernatural ability within a dark area suffers an immediate attack: each success on the
roll for snuffing lamps also inflicts 1 bashing damage on that character, and an exceptional success summons
a shadow-beast.
Any Alhambran, and anyone who has entered the Queen’s service, can relight an extinguished lamp auto-
matically as an instant action, as long as it has fuel and is undamaged.
While dark areas in Alhambra aren’t fully Tainted, they are close enough to the Darkness that being in one
counts as entering a Tainted area for anyone with the Tainted Condition.
Alhambra 341
Now, though, an enterprising Beaver who wants to revive the electric light project has been researching
nuclear power plants. Uranium is much more energetic than coal and oil, and if that can be made in a
furnace… Of course there's no natural uranium ore in Alhambra either, so some will have to be procured
from the Rebellious Provinces. This faces serious obstacles: Alhambra is not, of course, a signatory to the
Treaty on the Non-Proliferation of Nuclear Weapons, so its agents can’t buy fissionable materials openly.
But there are people willing to sell uranium and plutonium secretly … it’s just a matter of finding them.
Shadow-beasts
These creatures resemble shadows of the things, animals or people caught in the darkness from which they
emerge, dull black, lacking in detail, and sometimes weirdly distorted. They are Darkspawn, with all the powers
of Dark beings, and invariably have the Umbra Light is Dark. Although that Umbra leaves them blind in most
ways under lamplight, shadow-beasts have the Darkspawn’s innate sense for Wisp Seeds, and with that sense
they can also find any store of lamp fuel (which the Alhambrans refine from Seeds.) Worse, drinking lamp fuel
allows a shadow-beast to regain Willpower, as if the stuff were still a Seed - a full lamp holds enough to give a
shadow-beast 1 Willpower - so the beasts routinely smash lamps to guzzle the precious fuel…
Junkpile shadow-beast
Description: A jumble of wooden boards, painted black, that suddenly throws itself at anyone who comes
too close, wrapping them up in rubble. It’s fairly weak, preferring to avoid or frighten off people capable of
harming it, but will lash out if cornered or if a lamp is brought within its reach.
Child shadow-beast
Description: A child-sized figure dressed in a black version of the Lamplighter uniform, with nothing but
a suggestion of human features for a face. Usually, when first found, it’s collapsed itself into a flat shadow, and
returns to solidity only when everyone has dropped their guard. Even when solid, it’s hard to hurt; its flesh
yields to any blow, then puffs out again like a pillow. Sometimes it asks, in a high piping voice, “Why did you
leave me here in the dark?” - a question that fills one of its hearers with dread.
342 Alhambra
Warrior shadow-beast
Description: A hulking beast on two legs, with a long knife-claw for one hand and a net of kelp strands
in the other. It’s a deadly fighter, killing without compuction; and it dominates lesser shadow-beasts, ordering
them into battle with a tactical cunning beyond most Darkspawn.
Alhambra 343
Ghost Princesses
She sits in an empty palace, the tapestries are moth eaten and threadbare. The floor is cov-
ered in dust, no one has been this way in years. In a ghostly whisper she answers petitions from
courtiers and subjects long departed from their mortal coil. And yet she carries a presence about
her, she still radiates with the power of her magic. The Princess is dead but her subjects still need
her. Long live the Princess.
Princesses do not naturally form ghosts; the cycle of reincarnations draws the royal soul onwards with a
gentle call that cuts the threads of anchors. To the followers of Tears this is a problem - ghosts are useful and the
ghost of a Princess is more so. With the powerful Charm named Long May She Reign they can help a Princess
remain on this plane after death and continue her duties to Alhambra.
In most respects the ghost of a Princess is much like any other ghost; all the rules for ghosts [CofD 122-140]
apply to her. However, she is consistently more powerful than ghosts tend to be outside the Underworld, thanks
to her ties with the Light in life. Every ghost Princess is self-aware and retains her memory, and has a Rank of at
least 2; a Princess with an Inner Light of 6 or more in life rises as a ghost of Rank 3. Moreover, ghost Princesses
retain lucidity equal to one of the living - they have the Belief trait, suffer breaking points, and may improve their
traits without going to the Underworld. The person who cast the Charm on her is always an anchor for a ghost
Princess, as are the people in her Circle and things or places associated with her Mandate Merit (if any), and
the Storyteller may give a ghost Princess more anchors than these. Ghost Princesses generally have Influence:
Anchors 2 and the Image and Materialize Manifestations at minimum, gaining more if their Rank rises.
When it comes to Numina, the ghost Princesses again are atypically powerful. Instead of picking from the
list of Numina, a ghost Princess knows the Charms she knew in life as Numina, substituting her Rank for Inner
Light, an Attribute + Rank for activation rolls (or Attribute + Attribute when the Charm uses two Attributes) and
Essence for Wisps at a 1-to-1 rate in the activation costs. A ghost Princess also keeps Invocations she had while
alive, and may apply them whenever a Charm allows it, spending 1 Essence instead of 1 Wisp to do so, except
when the Invocation is free. Ghost Princesses cannot learn more Charms or Invocations on their own, and have
none of a living Princess’ innate abilities other than their Charms - though they always count as transformed,
and thus may use Charms at any time.
The Banes of ghost Princesses vary widely, usually related to what the Princess hated or feared in life (al-
though, due to the affiliation of most of them with Alhambra, creatures of Darkness are a distressingly common
type of Bane.) However, all ghost Princesses share a Ban among them, inherited from the Charm that creates
them. All possess Sensitivity and are subject to Hauntings, as they were in life; the dice pool for the roll begins
equal to the ghost’s Rank. The Shadows a ghost Princess has at the moment of her death become permanent
and cannot be removed by any means.
As a royal ghost acquires more Shadows from Hauntings her pure form loses its shining light; her Corpus
becomes marked with signs of obvious decay and Darkness while her mind grows cracked and damaged. Each
Shadows dot adds 1 to the points of Essence a ghost Princess must spend each day to remain active, and when
she finally acquires a number of Shadows equal to her Belief, she experiences a crash similar to what happens
when a living Princess falls to Belief 0. For most this just means that as their Willpower fades their Corpus
fades along with it and quietly dissolves into motes of Light until they run out of Willpower and pass on, but
an unlucky few have become Dethroned.
Unlike the living, a ghost Princess cannot cleanse herself of Shadows unaided. The Protectorate of Amethyst
are responsible for caring for the ghosts of departed Princesses; they keep them in walled luxurious palaces far
from any sight that might trigger their Sensitivity, and when a ghost is called to perform royal duties for the Last
Empress the Protectorate endeavors to travel with the ghost to keep her safe from infection by the Darkness.
The Queen of Storms was once a mortal woman, but is one no longer. As the hordes of the Darkness closed
in on the last city of the Kingdom, she led the fight back, at the head of an army. And they were slaughtered.
Transcending her mortal flesh as rage burned her alive, since the Fall of the Kingdom she, and her followers,
have sought to cleanse the Darkness, and the traitors of Alhambra, from the world no matter the cost. She was
not trapped in the Dreamlands, and she has raged and she has fought all this time. The forces of Storms are
composed of mortal cultists, those who the world has taken everything from, and is backed up by strange ghost-
like beings, which build bodies for themselves out of flesh and clay; now, with the Release, Nobility join their
ranks.
Philosophy
Let the scholars of Alhambra mumble over the vague pronouncements of the Traitor Queen. The commands
of the Seraphic General are clear, and she gives them to everyone in her service.
Duties
If asked, the Radiant will tell you that the duties of the Seraphim are summed up in a single word: Fight.
Fight the Darkness until your last breath leaves your body, and then fight on until it’s purged from the world.
This is essentially true, but it does gloss over the details. The “duties” of a Fury are the complex byproduct of
her burning hate and the practical advantages of their Calling. Among young Enlightened and fresh recruits, the
hate is bright like actinic lightning. All of them fight. Champions are the purest expression of the purgatorial
violence of Storms’ call, but they are not alone. Graces empower and boost themselves and any allies they have
with destructive hatred, ramping emotions up so they fight to the very last. Menders are armored titans whose
control of their environment and their own bodies makes them surprisingly effective fighters. Seekers blind
foes with illusions and hunt down targets who try to flee into Twilight, their magic homing in on the Darkness’
weaknesses. Finally, Troubadours control the battlefield with magic and illusions, and as heralds of Storms’ rage
leave scenes of battle as a warning to those who would oppose them.
Older Furies tend to be a little more cynical about matters - or, rather, the ones who survive longer are the
ones who are more mentally flexible. They are still driven by hate and rage, yes, but the burning emotions are
banked, waiting. When they need them, fresh fuel is thrown onto the fire and they flare to terrible life, but until
then they are better at thinking in the long run. The icy cold rage of an experienced Seraph is a terrifying thing
to behold. Time and hatred has worn away any last inhibitions, and taught her every dirty trick. A young Fury
might not care about collateral damage, but kicking down the door gives people some sort of warning, while a
bomb does not. Experienced Furies can appear from nowhere in a whirlwind of destruction and vanish, leaving
only the bodies of their enemies to mark their passing.
Unlike the five Radiant Courts, the Furies are not alone. Mortals who hate the Darkness may become Sworn
to the service of the Seraphic General, and they can become allies and even companions to a Princess of Storms.
It is among these cells, especially if multiple Seraphim are in a single cell, that more conventional Calling-based
roles start to emerge. Champions take to the front, using their abilities to tie down the strongest opponents so
their weaker allies are free to fight. Graces often gravitate to the unenviable task of trying to organize the cell,
though most find it far easier to express their calling on the front line, blessing their allies and countering their
enemies’ magic. A Mender often finds a specialty in arms and armaments and on the battlefield she heads where
the fighting is thickest, taking the blows others cannot. Of all the Callings Menders are the closest to the terrible
Goalenu, learning to maintain and repair Vessels and acquire the parts - one way or another - to construct fresh
Background
For those who are called to the Queen of Storms from their Blossoming, one thing is frequently true. The
world has treated them badly. Many of them were exposed to the World of Darkness before their blossoming,
and the Seraphic Legion counts a notable number of former Hunters among it; some have retained their links,
and both offer support and request assistance from their own allies. Others have broken homes, or anything
else which would have exposed them to the things that people do. The Queen of Storms, for all her flaws, offers
a home to such people, enables them to get back at the things in the world.
One of the notable things about the Queen of Storms is the sheer number of Twiceborn who join her ranks.
In some ways, it is not surprising. The Twiceborn, those among the Hopeful who Blossomed in the long years
before the Release, never knew the Kingdom. They are those who fought a desperate struggle against a world
of darkness, and died. While those among the Kingdom-born can call upon their memories of a better time, the
Twiceborn have seen the things that lurk in the shadows, and moreover many of them have served Storms in
another life. Her call is the call of familiarity.
Disturbingly to the forces of the Radiant Queens, there are also those among the Seraphim who are not
merely bereaved or distressed. There are those who appear to have logically thought about the state of the World
of Darkness, and decided it is better that it burn than it be smothered in Darkness. Worse yet, this ideology can
be attractive to inexperienced Princesses, especially since Storms can provide money, and training, and allies
from the networks, and so such more-rational members tend to accumulate groups of younger Princesses, in
the same way that the more experienced among the Radiant do. This is obviously a threat, but on the other hand,
such cells are more willing to deal with the Radiant if doing so will aid them in the destruction of the Darkness. In
such areas, Storms can become an uneasy ally, which usually lasts until the levels of collateral damage becomes
unacceptable for more moral individuals.
Likewise, among the Radiant, there is a public perception that the Queen of Storms is the one of the Twilight
Queens who gets the most defectors. In part, it is because of the relative publicity of such defectors (Tears tries
to hide, and Mirrors isn’t quite as loud as an explosion), but it is also true that the Queen of Storms offers much
to a certain type of Noble. When one has seen too many friends (and then their replacements, barely out of
childhood) die, when one has seen the Darkness come back and ruin everything you’ve worked for, when one
has had enough of vague platitudes from Queens who live in the Dreamlands and don’t know what the world is
like… well, then Storms, with its cells of organized mortal cultists, and its simple mission to destroy the Darkness
no matter the cost, starts to sound awfully tempting.
Character Creation
The Queen of Storms not only admires strength, but demands it. Seraphim tend to have above-average
Physical Attributes, with Stamina prized, because it allows them to keep going longer and absorb the negative
consequences of the use of the Tempesta Invocation better. In addition, both Presence and Resolve are prized;
the former is the force of will needed for a soldier, and the latter the ability to keep going, no matter the odds
against you. And for individuals particularly deficient in these, there is always the option of Goalenu Grafts,
which can boost attributes, but at a cost …
Heraldry: The colors of the Seraphic Legion are steel grey, brilliant acidic green, and white. These colors are
proudly displayed, and mandatory; they are the Last Legion, who remain loyal to the idea of a Kingdom betrayed
by its leaders. From this background, some would expect the clothing of Seraphim to tend to the militaristic
and armored. In fact, although some have a certain harshness of trim, the peculiarities of the Tempesta armor
Charm, Best Defense, mean that their garb is based around permitting as free movement as possible. Short skirts
and shorts are common among both genders (although Princes prefer to call the skirts "kilts"), and where the
clothing is not militaristic, it instead takes on elements of antiauthoritarian counter-cultures.
Invocation: Tempesta
The Invocation of Tempesta is the principle embodied and founded by the Queen of Storms, and which her
Enlightened find come naturally to them. It is conceptually linked to several things, including anger, acid, ra-
dioactivity, martyrdom, cleansing and sterilising, and all things connected to these, allowing Invoked Upgrades
and Invoked Charms to be based around them.
Tempesta has the unique disadvantage that many of its Charms inflict damage upon the user. This
is counted as part of their activation cost, and so may not be bypassed. Damage so inflicted is Resistant, and so
may not be healed by magical means of any kind, as the rage and hatred of Tempesta burns at the Enlightened
body and soul alike. Because of these costs, many Tempesta Charms which have such a price are more powerful
than equivalent ones which lack such painful payment.
Tempesta applies at no cost when a Princess has taken enough bashing damage to suffer wound penalties,
or any amount of lethal or aggravated damage; and in the midst of violent storms, earthquakes, explosions or
other widespread devastation. It also applies without cost when a Princess is fighting servants of the Darkness
or agents of the Queen of Tears.
Those who would use Tempesta must be merciless and swift, striking without hesitation and never showing
fear. Displays of mercy to those who have wronged the Princess or those she protects or loves, or retreating
from battle, render this Invocation inapplicable until the sun next rises. (Pulling back from a foe for tactical
advantage is acceptable; fleeing or refusing to fight is not.) If the target spared is a servant of the Queen of Tears
or the Darkness, the Invocation cannot be used until the Princess’s final health box is filled with damage, for
their flesh cannot channel these powers until the weakness has been forced out through pain. (A Princess may
injure herself to regain use of Tempesta; in fact, such penance is expected and encouraged among the Furies.)
Stereotypes
• Clubs: So… when’re you actually going to do something useful, then?
• Diamonds: You’re real smart. Now look at the real problem.
• Hearts: The kind of cattle who followed the Traitor Queen into betrayal.
• Spades: Yeah, let’s go prank the Darkspawn on Fifth, who’re there because some fucker killed his
kids. That’ll make things better.
• Swords: We kinda get them. They just need to focus on the real problem.
• Tears: You’re in with the Darkness! Your Queen is a traitorous bitch! So just die already!
• Mirrors: Arrogant blind self-righteous bastards.
• Vampires: Bloodsucking parasites. The world will be a better place when you are all ash.
• Werewolves: Sometimes… I just want to smash everything, too.
• Mages: How the fuck did you do that!
Inspiration
Frank Castle (The Punisher)
Damon and Mindy McCready (Kick-Ass)
It doesn’t matter if I die, just how many I take with me.
Background
There is a tale that the Knights of Proteus tell themselves. As the Kingdom fell, a squad of knights, sworn
only to the service of the Kingdom, not the corrupted and weakened leaders, held the gate against the tide of
the Darkness which swarmed and writhed around the city. They were true, they were faithful, and they held to
their oaths. While She Who Would Become Tears cowered in the keep, playing with the Darkness and inviting it
in, the burning green light of the weapons of the Sworn Guard, led by the woman who would become the Queen
of Storms, fought off the Dark, even as they died from the power that they were channelling. One by one they
fell, from the fiends that they fought, or as their bodies collapsed, burned to empty husks. Soon, only the Queen-
to-be was left, and the play took its final, tragic act.
But the other members of the Sworn Guard, though their bodies were dead and their souls blasted by the
powers they were wielding, would not give up the fight. They would see every single trace of the Darkness
burned from the world, even if they had to reduce the world to ash. They had sworn it; it would be so. They would
see the traitors who had betrayed the Kingdom, from within and without, dead and more than dead. They had
sworn it; it would be so. To this day they remain, in communion with their Queen and each other, and sometimes
sally out to destroy the enemy when the General or her living servants discover it. And as the centuries pass,
and others bring fire to the Darkness, the Sworn Guard adds recruits to serve their cause beyond death.
Description
When not in a vessel, a Goalenu often looks like a stormcloud forced into the shape of a man - grey or black
smoke, lit from within by green flickers - or a shimmering distortion of the air, outlined in ghosts of color. It
is always taller than most mortals, never less than six and a half feet, and usually more than seven feet tall; it
always has a generally human body plan, with two arms, two legs and a head; and its bulk is such that, were it
substantial, it would be taken for a bodybuilder. But a Goalenu is never quite substantial, even when it has fully
materialized, and the glimmers and flickers that delineate its form sometimes shift when the Guard itself is still,
showing eyes on its hands or a face in its stomach.
A Goalenu’s speech and behavior show an odd combination of monomania and absent-mindedness. In mo-
ments of direct threat, or when a spawn of Darkness is present, the Guard focuses wholly on the enemy’s de-
struction; at other times it grows a bit forgetful and indecisive, needing a few moments’ thought to recognize old
acquaintances. Goalenu have even been heard talking to - rather, arguing with - themselves, when they thought
no one else was in earshot. To those who have questioned them about this, the Goalenu explain that they are
“many by birth, one by the General’s will” and that to those who fight the General’s war, death is promotion to
a post of greater trust. And in proof of this, Goalenu who lead a cult of Stormwracked very often remember, in
350 Goalenu
detail, the lives of cultists who have died in the cause … suggesting that the deceased are now one with it, ready
for the eternal war.
Systems
The Goalenu are ephemeral beings, and use the rules for such [CofD 122-140], but they are not ghosts,
spirits or angels of the God-Machine; they are formed of a different type of ephemera. The typical Goalenu is
Rank 2, with the Attributes and Essence pool appropriate to that Rank, and has a Size of 5 - somewhat larger
than most humans, but not gigantic. Though Goalenu are living avatars of Tempesta they retain enough of their
human nature to be affected by any magic that works on human souls, and their version of Essence is practically
identical to a Princess’ Wisps, in that powers which transfer Wisps work just the same way on their Essence.
(Thus in what follows, we speak of Goalenu spending and regaining Wisps or Essence indifferently.) Contrari-
wise, powers that specifically affect ghosts or spirits don’t do anything to the Goalenu. A Goalenu forced into
hibernation drifts slowly towards anyone pledged to the Seraphic General within its range; if a Goalenu runs
out of both Wisps and Corpus, it discorporates, returning to the train of the Queen of Storms.
Unlike ghosts or spirits, a Goalenu can have Skill dots, but these only matter when it animates a vessel - it
never uses them directly. Goalenu retain the Virtue and Vice they had in life. Courageous is rather common, due
to the mentality required to kill yourself through overuse of your powers, rather than surrender; as is Righteous,
out of their desire to see the Darkness, no matter its form or how it conceals itself, destroyed. Meanwhile, Hateful
and Arrogant are common Vices; the former from their desire for vengeance, while the latter from the fact that
they follow the only true Queen of the Kingdom, the only one who did not betray them to the Darkness and isn’t
an imaginary spectre, futilely whispering into the wind.
Goalenu are tied to things and people that resonate with the Tempesta Invocation. All of them have the
Influence: Tempesta 2 - they automatically regain 1 Wisp per day when in the presence of the Stormwracked,
or a human who knows the Invocation, or whose mind is fixed on vengeance; or when they are close to an
unoccupied vessel. Also, once per day, when a Goalenu fights servants of the Darkness or agents of the Queen
of Tears, or is in the midst of great destruction, it rolls Power + Finesse as an instant action and regains 1 Wisp
for each success. It can do this at any time during combat, or immediately after a combat ends. A Goalenu’s
sense for Essence will find both servants of the Darkness and people loyal to the Queen of Storms, and it never
mistakes its fellow warriors for the creatures it is pledged to fight. Goalenu suffer from Essence bleed like other
ephemeral beings, but are safe from it when within five yards of a Resonant (Tempesta) Condition.
The Sworn Guard of the Seraphic General all share a bane: they must avoid anyone who has unjustly taken
grave injury from the hands of another and refuses to take vengeance, and touching such a one dissolves their
cloud-like corpus. Both the injury and the refusal to avenge are necessary - Goalenu may safely approach people
who have never suffered, and often seek out those who wish for revenge but dare not take it. Moreover, one
who has been hurt several times must have forgiven or forgotten all the hurts to ward a Goalenu away. Even
one shadow of anger or resentment is enough to let the Sworn Guard come. On the other hand, each Goalenu
has its own ban, as long as it exists separately from its Queen. Often these bans relate to the Tempesta ban;
some Goalenu cannot stop fighting any foe before they or the foe are down, others must pursue anyone who
spills human blood (not their own) in their presence without provocation. Some, though, especially those of
high Rank, have strange, inexplicable bans - the Baron named Badegisel has been seen to stop entranced by
music from a church organ.
Goalenu have the Manifestations Twilight Form, Materialize and Animate Vessel (a variant of Claim unique
to them.) Goalenu of higher Rank than 2 learn more Manifestations, but all have the basic three. No Goalenu
may use Discorporate, as that would return them to their Queen prematurely. Likewise, they cannot use Claim,
and while they can use Possess, creating the Possessed Condition inflicts a point of lethal damage on both the
Goalenu and the host, and so, frankly, most of the Chimerical Barons would rather build themselves a man, with
blond hair and a tan, than wear the skin of a mortal in that painful fashion. To accomplish that, all Goalenu have
the Craft Vessel Numen (also unique to them); as for other Numina, they like to use Blast to harry enemies and
Implant Mission to instruct allies.
Goalenu 351
Storms herself. The vessel is a construct, of flesh and clay in varying proportions, which provides a host which
can contain the essence of the Protean Knight, and unleash its powers to the full. Indeed, it is not quite a body, but
more of a weapons system, fuelled by the Essence of the Goalenu, and manifesting it to ends that the ephemeral
creature could not have reached on its own.
The Goalenu requires two things before the ritual construction can start; flesh and clay. In order even to
start, moreover, the Chimerical Baron must be able to manipulate the material world, generally through use
of the Materialize Manifestation; other possibilities are Possession of a convenient mortal, or Influences over
Flesh and Clay. When the pieces are gathered together, the Goalenu spends 2 Wisps and begins an extended
roll of Power + Finesse, one roll per hour. It must reach a threshold equal to its Power + Finesse + Resistance
to craft the vessel properly.
Not all vessels are made alike. Although certain constraints must be followed (the heart must be flesh, torn
from a human chest, while the brain must be replaced by a tiny sculpture, of the self-image of the Chimerical
Baron), for all other things there is a wonderful degree of flexibility in their creation. Flesh and clay may be
merged almost without limits. The face of that woman is wonderful, but her body? Well, let’s just say that a
much better job could be done. And it has been found that the way the essence of the Goalenu fuels the Vessel
changes depending on whether certain major organs are flesh or clay. It comes at a cost, though; vessels which
are mostly clay are more resilient to the vitriolic sun that lives within it, but far less able to pass for human, while
the opposite is true for the ones which are mostly flesh. The appearance of the vessel is averaged out over the
parts; one which is entirely flesh, apart from the brain, is almost identical to a human, perhaps with a little cold
skin, while a vessel of clay (apart from the heart) is an exquisitely painted china doll, squatting at the bottom
of the Uncanny Valley.
352 Goalenu
vessels (linked to the heart and brain) while the other 7 have a choice between 2 powers, depending on whether
the linked organ is flesh or clay. There are rumors of other powers (what an organ cast out of iron does, for
example), but flesh and clay are the only materials used regularly by the Goalenu.
Each clay organ increases the vessel’s initial Revelation by one, but imposes a -1 to its Social rolls. Some
clay organs provide persistent bonuses, which are noted in the Reprisal entry for that part.
As Revelation dwindles, the Vessel’s basic inhumanity grows more obvious. Some effects always appear;
others appear when the Goalenu uses a Reprisal, and last until the end of the scene.
Causing the Condition: The Condition is created by a Goalenu using its Animate Vessel Manifestation.
Ending the Condition: The Condition is permanent until the vessel is destroyed, by damage from outside
or the Goalenu’s Reprisals.
Partial Vessels
The Goalenu can use the Craft Vessel Numen to graft clay or flesh organs into a human being’s body, and the
Animate Vessel Manifestation to empower it, thus giving that person access to the corresponding Reprisal. The
new organ also transforms the person it’s grafted into; one of his Attributes, the one associated with the grafted
organ, is replaced by whatever value the Goalenu gives the organ in the crafting. Craft Vessel’s threshold to make
a grafted organ drops to the highest of the Goalenu’s Power, Finesse or Resistance, and when it uses Animate
Vessel the Goalenu may spend Wisps above the activation cost to boost the Attribute linked to a clay organ at a
rate of 1 Wisp/dot. The Attribute replaced by grafting a vessel organ cannot be raised further with Experiences.
Goalenu 353
Goalenu cannot replace a human’s heart or brain, so they can’t replace a human’s Resolve or Intelligence, or
grant the Reprisals Let There Be Light or Ever Glowing Sun.
A human with a grafted Vessel part initially has a Revelation track equal to his own Resolve, plus the number
of Clay parts in him. He takes -1 on all Social rolls for each Clay part. If his Revelation track is reduced to 0, all
the grafted parts simply shut down. All dice pools involving the associated Attributes drop to 0; replaced limbs
support no weight, replaced eyes leave you blind, a replaced tongue leaves you mute, replaced lungs suffocate
you, and a replaced spine inflicts paralysis. Unlike a Goalenu, though, a human can regain lost dots of Revelation
- by concentrating for a full round and taking 1 lethal damage, he gets back 1 dot of Revelation, up to his original
maximum.
354 Goalenu
Ever Glowing Sun
Requires Clay Brain
Action: Instant
Dice pool: Rank + Intelligence
Cost: 1 Revelation
Duration: instant
The Goalenu sacrifices some of the vessel’s integrity for fuel. It regains 1 Wisp per success rolled.
Taken Revelation
Requires Flesh Eyes
Action: Instant and resisted
Dice pool: Rank + Wits - target’s Resolve
Cost: 2 Wisps, 0 - 2 Revelation
Duration: instant
The Goalenu locks eyes with the target, dissolving memories with a single vitriolic thought, before letting
the solution return to their own mind, to be studied at will. One memory per success is taken; the Chimerical
Baron knowing it in full, and the target permanently losing access to it. The Goalenu may select an area of knowl-
edge, or may just choose to take memories important to the target; either way, the Storyteller decides which
memories exactly are taken. Any character may only suffer this Reprisal once per week, regardless of the source.
A Goalenu may spend 1 Revelation to inflict the Fearful Condition on the target for a week, or 2 Revelation
to inflict the Terrified Condition for a day. The source of the fear is something prominent in the memories that
were stolen.
Cleansing Fire
Requires Clay Eyes
Action: Instant
Dice pool: Rank + Wits
Cost: Wisps equal to the blast radius in yards, 0 or 1 Revelation
Duration: instant
The Goalenu closes its eyes, and when they open, they provide a sight into an inner green sun. Success on
this Reprisal creates an explosive; its Blast Area equals the Wisps spent, and its Damage and Force equal the
activation successes. The explosive is also an incendiary, starting fires of Intensity 3.
The blast of green light may then be “thrown” as an aerodynamic grenade would be, but using Wits + Com-
posure to target, rather than Dexterity + Athletics. The Goalenu may choose to accept one Revelation to make
the explosive as a reflexive action, thus permitting them to fire on the same turn that they create it; if not, mak-
ing the explosive is an instant action.
Vessels with this Reprisal cannot suffer the Blinded Tilt [CofD 281] from a non-magical source, and always
retain dim vision even if blinded with magic (-3 to all rolls).
Honesty of Purpose
Requires Flesh Right Arm
Action: Reflexive
Dice pool: Rank + Strength
Cost: 2 Wisps, 0 or 1 Revelation
Duration: instant
The vessel is a supreme unison of flesh and clay and Light and ephemera. What lesser object, composed
of only inanimate matter, can stand against it? This Reprisal enhances an attack against an inanimate object.
Goalenu 355
When resolving damage, the Durability of the target object is counted as 0, meaning that all damage is inflicted
directly to Structure. A Goalenu with this Reprisal active may punch their way through a bank vault, or through
a ritually sanctified Alhambran gate, with no signs of effort.
If the Goalenu takes 1 Revelation when activating this Reprisal the blow against the object also counts as
a Killing Blow, with dice converted directly into successes. This may only be used against mundane inanimate
objects, or those belonging to servants of the Darkness (actual Creatures of Darkness, and Alhambrans, including
Princesses of Tears).
Immaterium
Requires Clay Left Arm
Action: Instant
Dice pool: Rank + Dexterity
Cost: 2 Wisps, 1 or 2 Revelation
Duration: instant
It has been believed that man was created from dirt; flesh from clay. But the Chimerical Barons have shown
that both clay and flesh are but a shell for the spirit. Raising their arm to the skies above, hand clenched, the
vessel tears itself apart into a cloud of blood and sand, reforming in another location within sensory range in (10
- successes) turns. The Goalenu is not aware of what happens when so dematerialized, and may require a Wits +
Composure roll to be able to act on the turn they reappear, if the situation has changed drastically in that time.
If the Goalenu takes 2 Revelation when activating this Reprisal, it can reform anywhere within its Dexterity
in miles. In that case, the delay until reformation is increased to (10 - successes) minutes. The Goalenu may not
use this option if leaving its current location would break its Ban.
Vessels with this Reprisal add +3 to their Speed.
356 Goalenu
The Hunting Beast
Requires Flesh Legs
Action: Instant
Dice pool: Rank + Stamina
Cost: 1 Wisp, 0 or 1 Revelation
Duration: time of chase
You cannot run. You cannot hide. The Chimerical Barons are ready for you, and you will not escape them.
This Reprisal enhances any kind of physical chase [CofD 84-85] whether vehicular or on foot. The Goalenu be-
comes tireless and gains a Speed equal to 1 + their target’s (unless it was already higher) for the chase’s duration,
increasing the opponent’s required successes by 3. On an exceptional success, the Goalenu’s Speed increases to
twice the opponent’s, raising the opponent’s threshold by 5.
If the Goalenu takes 1 Revelation, it controls the terms of the chase, whatever the circumstances; it auto-
matically has the Edge in every turn.
Unstoppable
Requires Clay Legs
Action: Reflexive
Dice pool: Rank + Stamina
Cost: 2 Wisps, 0 or 1 Revelation
Duration: instant
Death did not stop the Last Guard of the Kingdom. Why would you believe that you can? Whenever the
vessel is attacked, it may activate this Reprisal. Each success on the activation roll downgrades 1 point of aggra-
vated damage to lethal, 1 lethal to bashing, or cancels 1 point of bashing damage.
If the Goalenu takes 1 Revelation when activating the Reprisal, the damage from that source is capped at 1
point, of whatever kind it was, instead of being downgraded. This works against environmental dangers just as
much as it does direct attacks (in which case the Goalenu must activate this power once per damage increment);
few things are more horrifying than a Goalenu climbing out of the vat of liquid metal you just pushed it into.
Vessels with this Reprisal cannot suffer the Knocked Down Tilt.
Goalenu 357
Veil of Ignorance
Requires Clay Tongue
Action: Instant and contested
Dice pool: Rank + Manipulation vs. targets’ Resolve
Cost: 1 Wisp/person affected
Duration: 1 scene
The Goalenu’s rage overwhelms and bewilders those who see it. To use Veil of Ignorance, the Goalenu must
spend 1 Wisp for every person in its line of sight. Each person who rolls fewer successes than the Goalenu
believes the Vessel is a normal human being for the rest of the scene, and cannot afterward remember the
Vessel’s appearance. This automatically conceals all the effects of a low Revelation bar.
Vessels with this Reprisal reduce their penalties on Social rolls from clay organs by 2; taking a clay tongue,
that is, reduces the Social penalty by 1, net, instead of increasing it.
Venomous Words
Requires Flesh Lungs
Action: Instant and contested
Dice pool: Rank + Presence vs. targets’ Composure
Cost: 1 Wisp
Duration: 1 scene
The Goalenu incites its hearers to madness. Everyone who hears the Goalenu speak and rolls fewer suc-
cesses than it does gains the Insane Tilt [CofD 285].
Storm’s Vengeance
Requires Clay Lungs
Action: Extended, 1 turn/roll
Dice pool: Rank + Presence
Cost: 1 Wisp/roll, 1 Revelation
Duration: 1 scene
The Goalenu summons the fury of its Queen. As it accumulates successes, the sky fills with thunderclouds,
and rain and high winds buffet everyone and everything standing. The Reprisal applies the Heavy Winds Tilt
[CofD 283] within a radius of 50 yards times half the Goalenu’s accumulated successes, to a maximum of 250
yards (10 successes.) The wind’s rating is highest within 50 yards of the Goalenu, equal to half the Goalenu’s
successes; for each step of 50 yards farther away, the wind’s rating drops by 1. The vessel itself is not impeded
by the storm in the least. The violent weather endures for the rest of the scene.
Vessels with this Reprisal are immune to inhaled toxins. They do require oxygen, but toxic gases don’t affect
them.
Killing Words
Requires Flesh Spine
Action: Instant and resisted
Dice pool: Rank + Composure - lower of target’s Wits and Manipulation
Cost: 1 Wisp
Duration: instant
The voice of the vessel corrodes those who listen to it. The Goalenu uses this Reprisal by speaking to a
target - usually it utters threats, but a simple greeting is enough to carry the venom if it wants to be subtle. Each
success inflicts 1 bashing damage on the target. The damage manifests as an unexplained weakness. Victims
must be able to hear the Goalenu; unconscious people cannot be affected by Killing Words.
358 Goalenu
Unseen Hunter
Requires Clay Spine
Action: Reflexive
Dice pool: Rank + Composure
Cost: 1 Revelation
Duration: instant
Vessels with this Reprisal walk through any barrier, and strike from an intangible ambush. The Goalenu
converts its vessel into ephemera of its own type, sending it into Twilight; or returns it from that state to ma-
teriality.
Stormwracked
In his dreams he stands upon a plain covered in the legacies of war from all eras. Ruined
buildings pockmarked by cannonfire and machine-gun bursts rise up beside ruined statues of
Egyptian kings. Damaged arms and armor from a hundred centuries lie where they fell, tanks be-
side horse-barding and stone axes, trenches dug for crossbowmen. There are never any bodies, but
the dried splatters of blood tell their own tale. Above it all is the Storm. The wind screams hymns
to her rage. The lightning branches like fingers to pummel the ground. She cries out in a voice
made of the screams of dying women and horses and the staccato beat of automatic weapons.
She promises and demands vengeance, vengeance against the monsters who took his family.
Wherever the Darkness treads it creates its own enemies. The Darkness is cruel, it hurts, it tortures, and it
leaves behind friends and loves weeping over broken bodies. Their tears turn to hate, their rage spurs them to
action. All across the globe individuals take up arms against the Darkness and fight. They fight under the banner
of the Seraphic General.
A Queen is more than just a person with immeasurable magical power. A Queen’s power resonates in the
heart of everyone who follows her ideals. Through this her followers unlock new potential: Princesses can apply
Practical Magic and enhance their Charms with Invocations, Mortals can become Sworn and so unlock a measure
of the Light’s power.
Of the Queens none have demonstrated such a strong connection to their followers as the Queen of Storms.
She goes beyond resonance, she exists in every heart that echoes the ideals of Tempesta, even those who have
not learned her Invocation. To the Lady of Cleansing fire every feeling of hatred is a petition and she judges them
all, if the anger is strong enough and directed at her ancient enemies she will ask those who feel it to fight in
her name. In return she offers potent weapons.
Stormwracked 359
No one knows why the Queen of Storms alone is able to do this. Perhaps it is because her transformation
unlocked new abilities, maybe it’s because she has no other way to interact or possibly the consolidation of many
souls into a greater entity has made the Lady of Cleansing Fire stronger than the other Queens. Her followers
of course don’t care either way.
Stormwracked Cells
Those who have heard the Queen of Storms have a variation of Mystery Cult Initiation [CofD 53] although
the mystery cult of the Seraphic General is not a singular monolithic organization. It’s a loosely organized net-
work united more in purpose than anything else, and for all that they all share the goal of destroying the Dark-
ness their methods, customs, rituals and reasons all differ. Even in the same city where it’s not unknown for
multiple Stormwracked cells to operate at the same time each individual cell is likely to believe that they are
the only ones fighting the Darkness in the service of the Storm.
Following Tempesta’s ideals makes for an effective but short career as a hunter of all things Tainted; mean-
ing that most die in battle before they have long enough to think about recruitment and long term strategy.
The tactics used by the Stormwracked tend to be loud and noticeable, though a few small groups can blend in-
to the background of crime statistics as Stormwracked cells grow in size they inevitably draw the attention of
law enforcement and anti-terrorist task forces, effectively putting an upper limit on the size of Stormwracked
organization.
Initiation Benefits
• New recruits to the Seraphic General’s cause gain one free dot in Stormwracked Dreams. This is a
Merit similar to White Rabbits, but the prophecies and portents come from the Queen of Storms, not from
the Dreamlands; and the Queen, being who she is, always sends information about Dark tainted monsters to
be killed. The Stormwracked may buy more dots in Stormwracked Dreams if he wants, but it isn’t required.
They are also Resonant with Tempesta [CofD 135], which allows them to support a Goalenu if one is sent
to them.
•• The Queen of Storms guides her servants in battle once they have proved themselves. The
Stormwracked gains a free dot in the Improvised Weaponry Style [CofD 62] when they have the prerequi-
sites for it.
Note that many Stormwracked of this rank are also Sworn; though they typically lack the Bequests and
Hopeful support that the Sworn of the Radiant Queens and Alhambra enjoy they still have a few advantages
over the average human. While it’s not unknown for mundane people to serve the Seraphic General in
some capacity, no mundane will ever gain greater authority than this without Swearing themselves into the
Seraphic General’s service as one of her soldiers.
••• The Sworn Guard has been fighting the War of Hope for millenia, and the Queen of Storms whispers
in their ears how to find the Darkness so it may be purged. Those of the Guard find others who hear the
voice of the Seraphic General can hear these shreds of sighs, screams and conversations lost in the fury of
the Storm, granting them the Unseen Sense (Darkness) Merit. [CofD 60]
•••• Few Furies grow old and experienced enough to reach this rank, but those that have have grown
very familiar with the Darkness, while also gaining a better understanding of the Queen of Storms and the
advice she offers. Senior cell leaders gain a version of Encyclopedic Knowledge [CofD 44] related to creatures
of the Darkness, the Queen of Tears, and the Goalenu, and automatically know how to summon one of the
Chimerical Barons and what they require to sustain themselves.
Although some Furies of this rank have grown influential and well known among Hopeful society as the
leaders of a large network of Stormwracked cells (and to the local government’s anti-terrorism units), most
simply lead a single cell that is more successful than usual.
••••• If any Stormwracked survived long enough to rise this high, the Queen of Storms would certainly
take a personal interest in him. The most likely blessing for her to grant is to send him a Goalenu as a body-
guard and advisor; this Goalenu would act as a three-dot Mentor [CofD 53].
360 Stormwracked
Finally, the Stormwracked may benefit from Royal Favors - the Queen of Storms herself works magic
through them, burning their flesh to power it. Once per story, the player of a Stormwracked may ask for a Royal
Favor. The Queen (represented by the Storyteller) responds by activating a Charm, either general or Tempes-
ta-invoked, rated at dots no higher than the character’s Stormwracked initiation. The Stormwracked does not
pay the normal cost of the Charm or roll to activate it - instead, the Queen chooses the number of activation
successes for the Charm, and the Stormwracked takes 1 resistant lethal damage for each success. If the Charm
requires no roll to activate, the Queen inflicts 1 damage for each dot of the Charm. Yes, the Queen has killed
Stormwracked who asked for her favor, when she thought truly potent magic was called for; it is no small risk
to summon the personal attention of Tempesta’s incarnation.
Stormwracked 361
The Queen of Mirrors
AKA: The Hierophant, The Crown’s Custodian, The Child Queen
Former Kingdom: Crystal Heril
Followers’ Epithets: Lightbearers, Heirs, Brats (derogatory)
Come on! Just a little bit more! You can do it! I’m leading you, and you don’t want to let me
down!
Yeah, see, I was just a 13-year old, wandering ignorant and doing silly things. But then I
started having these odd dreams, and I found I could do these strange things that I could never
before. I was really scared at first, but this really pretty lady with silver eyes told me about what
I was, and how the Light had chosen me to lead it, how it was destiny. Everyone’s just got to work
together, and follow my orders, and we can beat the Darkness do it forever. I believe in you, you
see, so that means you have to believe in yourself. It’s your duty to fight for the Light.
And when we rebuild the Kingdom, everything won’t just be okay again, it’ll be better.
Although the Queen of Mirrors is reckoned as one of the Twilight Queens by the Radiant Queens, this is not
such a universal opinion among the Enlightened on Earth. The Crown’s Custodian certainly rejects such a title,
and in fact claims the so-called Radiant Queens to be nothing more than echoes, memories of Queens. In some
areas, Princes and Princesses of Mirrors are welcome among the Radiant, for there is a desperation for allies,
and far too many among the Radiant hold dual allegiance, not seeing the contradiction in such split loyalties.
Some are thankful that the followers of Tears and Storms cannot seem to do the same, while others view that as
the true cancerous nature of Mirrors showing through, reflecting and stealing the magnificence of others, while
contributing nothing themselves.
Darker secrets lurk within the heart of Mirrors, though. It has been noted that sometimes the psyches of
her followers are as fragile as the glass and silver that she is named for, that they lack the resilience of the
other followers of the Light. Some blame the stresses that the Heirs impose on themselves, the constant self-
expectations, while others suspect something darker, that gazing into a mirror too long, and, worse, modelling
yourself after it, cannot be good for a mind.
Philosophy
The philosophy of Mirrors is a simple ideal: an ideal of self exultation that reflects a Princess’s own light
back at her, dazzling her eyes so that she may be spared the painful sights of Sensitivity.
The Mandate of Light: It’s all in the name: Princess. The Lightbringers know that as royalty they possess
the divine right of queens. No earthly authority is above them for they derive their mandate from the Light itself.
Modesty is a False Virtue: A Blossoming is not a random occurrence. It’s a rare event that only affects the
best of humanity and bestows ability beyond mortal men and women. Trying to be just another of the masses is
neither honest nor helpful. No matter the circumstances, one of the Enlightened should use her natural brilliance
to take the lead. Anything less is a waste of their talents and a disservice to everyone who is depending on them.
It is their duty to take charge, and therefore it is the duty of everyone else to acknowledge that duty, and aid
them in that goal. They’re only trying to help, after all.
Hard Choices Imply You’re Not Looking Hard Enough: Throughout her life every Princess will come
across a situation which seems hopeless. No matter what she does someone is going to get hurt and all she can
do is accept responsibility, take tough choices and look for the least of many evils. To a Noble of Mirrors this
is defeatism and laziness of the worst order. Of course there is a good solution! It is their duty to never accept
defeat, never look for the least-evil outcome but instead to throw everything they have into the search for a
solution without sacrifice. The very idea that they accept the death of one person to save five more is abhorrent!
They should save all six, and they will, because they have justice on their side!
If only the World of Darkness didn’t put so many hard choices in their way, and respected the fact that
they’re fighting the good fight…
Duties
One might imagine that the Court of Mirrors duties revolve around becoming the True Heir, maybe fulfilling
an ancient prophecy or two. In fact the Queen of Mirrors is quite clear that becoming the True Heir isn’t some-
thing you accomplish. You just be yourself and it will happen, because the True Heir is destiny.
Consequently the Court don’t really have formal duties, they are allowed to go at their own pace. Take some
time off for dating. Having permission, and a philosophical justification, to get some much needed sleep once in
a while is perhaps the most tempting reason to join the Court.
Background
Like the other Twilight Queens it is possible to divide the Heirs into those who were once among the Radiant
and those who were not. Those who left the Radiant for the Lightbringers tend to have been among the best.
They were the leaders of their Nakama, they were martyrs who went above and beyond for the least of people
and they were isolated. They had to stand brave while their allies were allowed to be scared, they gave expecting
nothing when others could ask for help in return and they couldn’t cope. The Hierophant told them that it was
OK to think of themselves. That they could still make a difference, the biggest difference of all, without such self
sacrifice and hardship. Like a drowning man grabbing a lifebuoy they took her philosophy and her quest. She in
turn showed them how to build a mirror around their souls reflecting the light inwards.
As for the others. It would be nice if there were a uniform background that drew the newly blossomed to
the Hierophant, but, sadly, that is not true. The followers of the Radiant Queens may call them hubristic and
shallow, but the Lightbearers can have been the nerdy boy sitting in the back just as much as they can have been
the queen bee socialite prior to their Blossoming. They come from all socioeconomic brackets, and can be driven
by an urge for respect and dignity never known before just as much as arrogant entitlement. Many of them,
after the Blossoming, though, have an odd duality of self-belief and neediness; they can believe in themselves,
Character Creation
Followers of Mirrors favor flashy and impressive actions over subtlety and favor Power over Resistance
and Resistance over Finesse. Lightbringers typically cultivate skills that focus on what their fellows deem im-
portant. When they maintain a level of self awareness the Heirs tend to favor Manipulation and Wits to manage
underlings and make the quick decisions leadership requires. No matter where they find themselves grace and
dignity are always key for a leader so more successful Lightbringers have good Composure. While all members
adore the spotlight the court is divided between those who can lure others into their vainglory and those who
only think they can meaning that Presence tends to either extreme.
A socially successful Princess of Mirrors tends to attract sycophants or distant but fawning crowds but
few true friends meaning that while she may have dots in Retainer or Allies, Circle tends to be low. Since they
base their Transformed self on how they wish to be seen by others, Striking Looks limited to the transformed
identity is common. Those who take the Mandate of Light literally may attempt to cultivate White Rabbits to
better speak with the light itself. Destiny is not common, but Heirs are more likely to have it than other Nobility,
for the Heirophant looks for Princesses who have been marked by fate.
Heraldry: Like any true egotist the courtiers of Mirrors care very deeply about other people’s opinions.
They care about how other people look at them. Nothing reflects this truth more than their Transformed ap-
pearance. When a Princess adopts the ideals of the Court of Mirrors her Transformed appearance stops reflect-
ing how she sees her true self and embodies how she wants others to see her. There is certainly a lot of room
for variety, she may wish to appear powerful, intelligent, beautiful, pure or pious but at heart she is reflecting
the ideals and standards of those who surround her.
When she is reflecting mortal culture rather than that of her fellow Hopeful this can make the Princess of
Mirrors seem almost ordinary; the most popular cheerleader at school simply doesn’t stand out in a Nakama
of gallivant knights and the nobility of future civilisations. Their iconography tends to compensate as hard as it
can within the rigid confines of social normality. Expensive designer clothing, jewellery and subtle hints of the
superhuman. At least one Princess of Mirrors glows softly.
Practical Magic
The Heirs of the Crown’s Custodian are always at their very best. They can assume their transformed self
at any time with a reflexive action and remain Transformed indefinitely. Power is there for a reason, not to be
hidden. In fact it requires deliberate effort to become mundane; a Princess of Mirrors must make a Transforma-
tion roll to resume their normal form, much as a normal Noble would have to do to Transform. Falling asleep or
exhausting her Wisp pool doesn’t force an Heir to change forms; she changes only when she chooses to. A high
Belief score has no effect on an Heir’s Practical Magic.
Invocation: Specchio
The Invocation of Specchio is the principle embodied and founded by the Queen of Mirrors, and which her
favored find comes naturally to them. Specchio is usually turned inwards, more than any other Invocation it
can propel a Princess upwards to monumental heights, the abilities it grants tend to be flashy and showy but
no less effective for them. Fittingly Specchio can sometimes be inverted as though looked at through a mirror,
though less common to making the Princess better than others it can also be used to make others worse than
the Princess.
Stereotypes
• Clubs: Wasting your life where no one but the beasts can see you, how does that help anyone?
• Diamonds: Maths class is BOOORING!
• Hearts: Formality and protocol. You wouldn’t need any of that if you were as good as me.
• Spades: What’s the point of a joke if people don’t realize how funny you are?
• Swords: You know, your bravery and… stuff is pretty cool. But I think you should do it this way instead!
Chop-chop!
• Tears: Why are you wasting your life defending a city? You’re more important than a city.
• Storms: You fight, and then you die. Get someone else to die, royals are too important.
• Mirrors: No, you’re not the True Heir! I am!
• Vampires: Creature of the night, begone in the name of the Light! Unless you’re one of the hot ones
that I can save, of course!
• Werewolves: You’re the archetypical wild man, filled with raw animal strength and passion. How on
earth did you make that look savage and unattractive?
• Mages: Years of study, and you can’t even do magic in front of people? You got the boring powers.
• Prometheans: God, is that thing ugly.
• Changelings: You’re hiding, that means you’re scared. Now me, I’m not hiding from anything!
• Sin-Eaters: Sweet party. Real nice… um, death-theme. And the… ghosts. And… um. I have to go.
• Mummies: Stop worshipping it! It’s old and ugly. I’m the one you should be worshipping!
• Beasts: I’ll vanquish you and show the world how awesome I am!
• Mad Scientists: You can’t show them all with a death ray, there’d be no one left to be shown. It’s a
good thing I came along, clearly you need my help.
• Leviathans: Um, eww! I think it’s trying to talk to me.
• Hunters: I’m glad someone’s trying to do something, I think I’ll make you my knights.
• Mortals: Don’t worry everything will be perfect, you just have to do every little thing I say.
Inspiration
Libby Chessler (Sabrina the Teenage Witch)
The evil cheerleader archetype in general
Why don’t you let me do that for you … you could at least be grateful, commoners!
The home of the Radiant Queens, a land of infinite adventure and wonder that, for every Princess, lies just
beyond the wall of sleep … and that had, once, entrapped the Hopeful in webs of illusion, drawing them away
from the real world’s pain.
The Trap
The monstrous armies that conquered the Light’s Kingdom in the age before history were led (or so modern
Princesses assume) by subtle and devious generals who wished to secure the Darkness’ victory for all time. They
found a way to prevent the return of Princesses, the Light’s most capable servants, by constructing a trap for
their souls, deep within the mind and soul of the world. The trap was a mirror, reflecting the Light shining on
the world; it drew to itself the souls of the Princesses who died in the Kingdom’s fall, and enfolded them within
an imaginary world where they could dream of fighting Darkness and defeating it, without disputing its sway
over its new conquest.
And the trap worked, possibly beyond its makers’ expectations: not only were the Princesses of the King-
dom’s day drawn into the dream and held, but so was everyone whom the Light touched and empowered in
all the long ages since. And as the millennia passed, the illusion grew and ramified, reflecting the thoughts and
dreams of every human alive, but shaped by memories of the captives into a new Kingdom, governed as the fall-
en Kingdom was by a council of Queens, and surrounded by a wilderness where monsters bred and made war.
The Release
And then, everyone within that imaginary land was struck by revelation: they knew, quite abruptly, that
they were dreaming, and life in a truer reality lay open to them. Many of them took the opportunity immediately,
returning to the bodies of infants just conceived; and these were born, and grew, and flourished, and before long
they Blossomed, becoming the first Princesses of the modern age. And as they Blossomed, the new Princesses
discovered that the lands of dream they had left to become human again still existed; for gates to those lands
stood open to them whenever they slept, and the souls they left behind welcomed their visits, begging for news
of the waking world. Many more souls have followed those first pioneers; new Princesses are born and Blossom
every year.
Naturally, the Hopeful wondered what it was that revealed the Dreamlands’ true nature to its inhabitants.
Over the decades since the Release, speculations have been floated, arguments proposed and refuted. It’s now
generally believed that the key event was the first landing on the Moon in July of 1969. The Queen of Diamonds
argues that the Dreamlands are in some metaphysical way linked to the Moon, that their property of reflecting
a more fundamental reality is tied to the Moon’s appearance of shedding light that in fact is reflected from the
Sun. And so, in her opinion, when a human foot trod the lunar surface, by proving the Moon to be not luminous
in itself, it also proved the Dreamlands to be not real in themselves …
—Rainbow Connection
Although the Dreamlands no longer trap Light-touched souls after they die, they call out to such souls in
sleep, and - almost, but not quite, inaudibly - to everyone not in the Darkness’ grasp. Hearing that call is easiest
when one of the horrors or cruelties which dot the World of Darkness has touched you; a mundane person
Dream Forms
A character entering the Dreamlands leaves his physical body behind in a trance; his mind and soul acquire
a new “Dream Form” while projected beyond his body. Characters in Dream Form follow different rules for
Attributes and Health. They have the three Attributes of ephemeral beings instead of the nine Attributes of
physical beings. For mundane characters, the Power of the Dream Form equals Intelligence, its Finesse equals
Wits, and its Resistance equals Resolve. The Dream Form’s Health depends on the dreamer’s will and potential;
it equals Resistance + the character’s Attribute cap. Losing Dream Health imposes wound penalties just as losing
standard Health does. A character who’s “killed” in Dream Form wakes in his physical body, and takes the Soul
Shocked Condition.
The relationship between time in the Dreamlands and time in waking life is strangely variable; it seems to
depend much more on the density of one’s experience than on any objective clock. So, for instance, an exciting
fight can consume half an hour in the real world’s time, but appear to last only five minutes or so; but a long
Topography
The Dreamlands often change quickly as one travels. There’s a feeling that the Foundation is below, and -
below is consistent. Apart from that all bets are off. Despite appearances ranging from bizarre to normal places
within the Dreamlands often seem to reflect places on Earth, or the popular idea of places of earth, or (more
strangely) places found only in novels, or ideas, or concepts. Even odder is that regardless of how normal or
how bizarre the places look, a visitor can (eventually) learn to understand how they work. A city might look like
it was designed by a collaboration between M.C. Escher and Dr Seuss but it still has a government, an economy,
trade with nearby settlements, residents with homes, jobs and families. With lots of time and effort a Princess
can learn how it all works. Just as she can learn what it reflects from Earth, and even discover new things about
what it reflects.
A further oddity of these reflections is that, while they frequently contain things with writing on them, the
writing never looks like the text that would appear in the reflected place. In minor cases, Princesses might find
a discarded fast-food box, but the script on it is flowing and cursive, elaborately decorated in gold leaf. In more
extreme cases, everything is written backwards, or there are never any vowels, or the scripts are from another
part of the world entirely. Less obvious is that these reflections are chock full of houses. Wherever the Princess
travels she will occasionally catch a glimpse of a door, window or a snatch of a wall in the corner of her eye only
to realize it was just a tree and a trick of the light. If the Princess really looks, the dream domains can seem to
be built of nothing but houses folded in on each other in defiance of any sane geometry. Scholars are divided
as to whether these houses are merely a representation of some human’s connection to the place or concept
this Dreamlands domain is reflecting. Or if these houses are physically a person’s soul, visible everywhere in
the Dreamlands they have an emotional connection too. Regardless, the question is academic. There is no way
to open them and people almost never come out, they simply exist. These strange houses are unrelated to the
dwellings used by Dreamlanders, which are much less mysterious and easy to enter.
Sometimes you can stumble across one man’s neuroses writ large across the landscape (while most other
humans never even feature), while in other places you can walk along a stairway made of light, up into the
heavens to walk along the surface of a Mars covered in unknown ruins inscribed in runes which do not resemble
the Royal Tongue. You may stumble across a town which appears almost like the real world, save that none of the
brands match, and the streets are filled with a parade of strange, eternally dancing figures of bronze. A Princess
could be walking down a quiet forest path only to turn a corner and find herself facing an elegant renaissance
city where the buildings all merge together into a solid block that gently curves away from the ground. Or she
might find arriving at a quiet country village where the people are friendly, the sun is shining but the buildings
look like cubist art and the inhabitants seem to have stepped from the scrapbook of a slightly drunk dada artist.
One Nakama found a cursed area, almost overshadowed by the Darkness, where the sharp-fanged folk ritually
consumed their victims. Only one made it out alive, the monsters dragging the others to their altars and eating
them in a way that killed them in the real world, hunks of flesh torn out of their sleeping bodies, in the name
of the “Red Word”.
The wild districts where these things can be found are all, however, many days’ travel from the lands the
Radiant Queens govern - the Dreamlands’ cartographers say that one moves outward to find them, and inward
to return to the Queens’ seats. The most confusing thing about navigating the Dreamlands is that “inward” and
“outward” have no simple relationship with the ordinary three dimensions of space … and there are any number
of districts that lie at the same north/south and east/west position, but further inwards of other districts. Very
often the traveler finds that one pass through a ridge of low hills leads to a pleasant valley, while another pass a
mile to the east opens on a wide plain cut by a great river, which runs just where the valley ought to be, and isn’t.
Dreamlanders say their home is folded on itself; north/south, east/west and up/down they call the traveling
directions, and in/out is a folding direction. There is a second folding direction, called deosil/widdershins, along
which one travels by moving around the Queens’ seats - deosil keeps them on one’s right, widdershins keeps
it on the left.
The distance outward from the Queens’ seats has an importance in the Dreamlands beyond the way it
allows districts to overlie each other. In the lands under their authority, the mysterious, reality-bending Gales
blow with little force, and the geography is not just Earthlike but almost stable. The border marches, where the
The Gales
The Dreamlands reflect the combined hopes, thoughts, feelings and aspirations of mankind. The risks of
travelling such a place should be obvious: Humanity’s thoughts change on a daily, nay, a second by second basis.
Against such a tide as all of humanity, what can one mind do to remain static? Any Princess who travels too far
from the stable regions of the Dreamlands risks being blown away, transformed as just another fleeting thought
in the vast collective identity.
While a character remains in the Dreamlands, the Gales will try to alter her. This uses the rules for an ex-
tended action: the threshold equals the character’s Willpower dots, and the interval is once each day experi-
enced in the Dreamlands. The dice pool, rolled by the Storyteller, is the character’s base Sensitivity + Shadows
dots (roll a chance die if this pool is 0.) Add +2 if the character is in the border marches, and +5 if he’s in the
wild districts. Unlike a standard extended action, the number of rolls is uncapped.
Dramatic Failure: The character withstands the Gales. All successes are lost, and the Gales cease to
affect her for her Resolve in experienced days.
Failure: The Gales push the Princess off-balance, scattering odd thoughts and scraps of imagined mem-
ories in her mind. If the character doesn’t have the Gale-touched Condition yet, she acquires it now; if she
does have that Condition, resolve as a dramatic failure.
Success: If the accumulated successes reach the threshold, the Gales’ force envelops the character, body,
mind and soul, catches her up in a chaotic whirl, and commingles some of the Dreamlands’ essence with her
spirit and self. The character gains a level of the Galemark Condition, partly adapting from a mere visitor into
a permanent settler in the Dreamlands.
Exceptional Success: The Gales overwhelm the character. Reduce the interval for all following rolls (if
any are needed) by 6 hours.
Galemarks
Galemarks track a character’s progress along a path that ends with her as indistinguishable, even to herself,
from a Dreamlands native who has nightmares of an unhappy world, overshadowed by fear and despair. The
effects of a Galemark are threefold. First, the character’s Dream Form changes - in both mundane and trans-
formed identities, she gains a new, exotic physical feature. The change reflects what the character has seen and
done in the Dreamlands: if she travels much among trickster foxes, she becomes foxlike, with pointed ears or
a pelt. Galemarks don’t always turn characters into fantastical beings - many places in the Dreamlands have
inhabitants who could pass for normal in waking life - but a character with several Galemarks always looks very
unlike her waking self.
Second, the Dreamlands weaves the character into its history and society. As a character gains Galemarks,
the chorus members she meets are likely to “remember” past encounters with her, or “recognize” her as a native
of a particular district in the Dreamlands, or refer in some other way to a history that (before the Gales marked
her) never really took place. Dreamlands locations sometimes change physically to support the false history,
too. The life invented for the character is internally consistent - once a part of it is established further Galemarks
don’t alter it. The invented events bind the character into the Dreamlands and impede her efforts to awaken.
Third, and strangest, the character’s own memories twist, and she finds that she also knows the details of
her imaginary past which the chorus members know. Moreover, as her knowledge of that life grows, her memory
The Darkness
The Dreamlands reflects all of humanity, once you leave the Queen’s domains this includes the bad as much
as the good. Whenever the Dreamlands reflects a bad part of Earth, be it a reflection of a city that includes a
reflection of the crime ridden ghetto, or a reflection of a historical period including long past atrocities, visitors
can find Tainted Places, Darkened and even Darkspawn.
This is not the Darkness Princesses remember from Earth. It is a lesser Darkness (or perhaps a greater
Darkness: Is the darkness in the back of every man’s mind worse than the monster of rotting shadows attempting
to eat you?) Regardless of such debates, Dreamland equivalents of Tainted places, Darkened, Darkspawn and all
the rest can be be found in the Dreamlands. Build them as normal Dreamland natives, including whether they
are a Chorus, Actor or Star then add the Darkened, Darkspawn or other template.
Regardless of which Darkness is “worse” the Darkness in the Dreamlands is closer to the Princess’ psyche.
Any Sensitivity roll caused by the Darkness, be it Darkened, Tainted Place, Darkspawn or other has the 9-again
quality.
The only other noteworthy difference is that there is no Dark World within the Dreamlands. So few humans
have ever experienced it (and fewer survive) that it is not a part of the Dreamlands. The Tainted places within
The Light
In Dreamlands domains that reflect something strong and positive it is possible for the Princess to come
across a manifestation of the Light itself. This either requires a lot of luck, or an extended action to track it down.
Once the Princess finds a manifestation of the light she may choose to bathe her soul in it, which has one of two
effects: The Princess may regain all her Willpower; or, the Princess gains 1 Luminous Experience.
But there is a danger, the longer the Princess spends in the Light the harder it is to return to the grubby
shadowy mortal world where her duties lie. The Princess’ Sensitivity dice pool increases by 1 die if she regained
Willpower, and by 3 dice if she gained a Luminous Experience. After a number of days equal to her increase in
Sensitivity the Princess’ Sensitivity returns to normal. If the Princess touches the Light again before this time
not only does the timer reset, it stacks with any further benefit she may gain.
White Rabbits
A White Rabbit, in the jargon of the Nobility, refers to any time when the Princess is called to the Dream-
lands. Her subconscious mind detects a change within the Dreamlands and sends a signal a White Rabbit - to
alert the conscious mind. The creaking lures of the Dreamlands trap, and the resulting spontaneous appearances
of Crawlspace passages, are not considered White Rabbits but this is just an arbitrary quirk of the definition
chosen by Enlightened scholars.
Quite a few Princesses really do see white rabbits (sometimes straight out of Alice’s Adventures in Wonder-
land). This appears to be a result of the Princess’ unconscious associations, caused by Enlightened scholars us-
ing the term White Rabbit for the phenomenon.
Prophecy Rabbits
A Prophecy Rabbit calls the Princess into the Dreamlands to witness an event that foretells the future on
Earth. The Princess is fully present in the Dreamlands and may interact with the portentous events she witnesses
in all the normal ways: She might investigate to uncover more clues, or perhaps try to derail the event in the
Dreamlands. This doesn’t actually help, but it can feel very good.
If two or more Princesses are experiencing a prophecy about the same event, they are both are in the same
place within the Dreamlands and can simply start talking to each other, debating the vision or making plans. In
essence, this can be considered another clue both Princesses learn from the dreams; something along the lines
of “This other Princess cares about the same issue, perhaps you could work together?”
How Prophecies work is unknown. It is generally accepted that the Princess is reacting to a pre-existing
event in the Dreamlands but what causes those events is a mystery. The two most popular theories are the
clairvoyant model and the analytical model. The clairvoyant suggests that every human has microscopic traces
of psychic abilities which when combined in some sort of shared unconscious -- like the Dreamlands -- becomes
effective on a practical level. The analytical model also sees the pooling of human talent and knowledge at the
cause, but argues rather than psychically foretelling the future humanity simply predicts it using knowledge
and reasoning.
Memory Rabbits
Unlike most White Rabbits a Memory Rabbit leads a Princess not into the Dreamlands, but deep into her
own Crawlspace. The Princess’ subconscious mind is signalling her conscious that she has forgotten some vital
information and calls her deep into her own mind and soul to fish it out. Most Memory Rabbits lead to memories
from a past life, the ordinary human processes of memory are usually sufficient for most memories gathered
in this incarnation (and even stronger memories from before). In game terms a Memory Rabbit functions as an
alternative result when a player uses the White Rabbits Merit. If the Storyteller believes she can provide clues
in a more interesting way by going to a memory from the Princess’ past life than a prophecy in the collective
Royal Rabbits
Trapped within the Dreamlands the Queens cannot affect Earth, but they can affect the Dreamlands and
a Princess’ subconscious can notice such changes. The Queens have gotten quite good at making the precise
changes needed to create a Royal Rabbit that summons a Princess to wait upon her liege.
Royal Rabbits typically manifest in some way appropriate to the Queen, such as a white rabbit wearing the
royal colors and carrying a letter of summons stamped with the Queen’s seal.
Black Rabbits
Black Rabbits are spoken of in hushed terms, their mere existence makes the Princess question her own
mind and doubt her visions. It goes like this: If the Princess followed a Prophecy Rabbit to the dreamlands and
saw a woman in green and white tearing through her home town she might conclude that she better deal with
any Princesses of Storms before it’s too late.
Now what if this happened in reverse. Someone with access to the Dreamlands (such as a Princess of Tears)
wants the Princess to go after local Furies. She could travel to the Dreamlands, dress in green and white and
attack. The destruction in the Dreamlands would alert the Princess: A fake Prophecy Rabbit, a Black Rabbit.
Now it’s not easy, the Dreamlanders will defend their home and the deception is only as good as the skill
of the one who crafts it. This doesn’t mean it hasn’t happened, it has. Many times.
Empty Rabbits
Empty Rabbits are almost as mythical as Black Rabbits. Sometimes a Princess’ intuition is simply wrong. She
follows a White Rabbit to the Dreamlands and finds nothing more than a mad tea party or a highly symbolic heap
of nonsense. Some Princesses believe Empty Rabbits do not exist, that when a Rabbit looks Empty it actually
means the Princess has overlooked some vital clue pointing to one of the other Rabbits. But how would you tell?
Empty Rabbits rarely have an impact on the story, but sometimes Princesses can confuse a Prophecy Rabbit
for an Empty Rabbit, or an Empty Rabbit for a Prophecy Rabbit.
March Hares
While not as mythical as Black or Empty Rabbits the March Hares are considered to be the most unsettling
of all the Rabbits. A Princess who follows a March Hare travels deep into her own Crawlspace and comes face
to face with a deep division in her own psyche. She may do battle with her own madness or sit down for tea,
scones and high brow debate with both sides of the ethical dilemma that has puzzled her all week.
In game terms March Hares are simply an excuse for more roleplaying. A Princess who wins a battle with her
own derangements is not cured, but she understands what the madness means to her and might be energized to
raise her Belief or seek therapy (or less inclined if she lost the fight). Facing her own dilemmas gives screen time
to the Princess’ thoughts and feelings, and maybe even some character development. March Hares can even be
used when under the effects of hostile magic: If the Princess has had her memories suppressed, then when the
magic wanes going into her own Crawlspace to fight the spell and unlock the memory vaults is a more dramatic
way to reveal the stolen memories than just saying the spell has worn off.
Since March Hares are at heart a way to give screen time to important moments of a character’s internal
conflicts the player is always entitled to forgo the dice and choose the result they prefer.
Places of Note
The Forests of Wen-Mung
Domain of the Queen of Clubs
The Foundation
The Foundation is a mystery. As far as can be discerned the entire Dreamlands is built upon its surface.
As one approaches the borders of the Dreamlands the Foundation becomes exposed to the eye. It appears dif-
ferently to every traveller but always gives the impression of being some form of stability in contrast to the
wild unknowable places outside the Dreamlands. While a city-dweller might see a mighty concrete tower run
through with pipes, wires and air-conditioning outlets a Princess from a remote desert dwelling tribe might
see The Foundation as the edge of a lush oasis abruptly shifting into endless desert sands. Past The Foundation
is a place usually called Beyond, or Outside. Beyond is a mystery to the Nobility. Like The Foundation Beyond
appears differently to every viewer but it always has a feeling of vastness; of infinite wonder and potential. Yet
Beyond also feels of danger, not hostility or anger but the impersonal danger of a storm wrecked sea or the
To give you some examples of what the Foundation and Beyond might look like here is how each Queen
perceives it.
The Queen of Clubs sees the Foundation as the edge of a simple grassy clearing surrounded by enor-
mous forests that comprise Outside. The forests are so dense and thick she cannot see more than a finger’s
length Beyond the Dreamlands. The Queen of Clubs is neither awed nor scared of Beyond. She simply ac-
cepts that it is something greater than herself, and so makes peace with it.
The Queen of Diamonds sees the Foundation as the beaches of her youth. Beyond lies a calm sea
at night time. A perfect velvet black that mirrors the enormous stars and planets in the sky Outside the
Dreamlands until you cannot tell where the sea ends and the sky beings.
The Queen of Hearts sees the Foundation as a marble tower. It is carved with a relief of people climbing
to to the top over one another in a mass of humanity. They show nobility with the strong helping the weak,
the old and the infirm. As they crest the top of The Foundation the carved faces show expressions of dignified
triumph over adversity. Beyond The Foundation lies nothing more than simple barren rocky hills. The Queen
claims she can sometimes see movement down there, and that it makes her feel uncertain like nothing else.
The Queen of Spades sees the Foundation as the undercarrage of an enormous airship holding the
entire dreamlands aloft. With a practiced eye she judges and concludes that all is ship-shape and airworthy.
To this Queen Beyond looks like a vast plain of clouds drifting far bellow, if there is a ground further below
she has not seen it.
To The Queen of Swords the Foundation looks much like her homeland. The crest of an enormous
pyramid; beyond which lies vast rain forests. The Queen claims to have spotted signs of ruins and signs of
inhabitation.
No matter the appearance of the Foundation, it is always adorned with strange writing in every imagin-
able language, linguistic subdivision and even every imaginable appearance: From typed to archaic and cursive.
Princesses can read the Foundation, or at least the parts in the languages they know, but they can learn nothing
from it. Like a million voices talking at once the Foundation is just too much to understand. It’s unknown if there
even is something too be understood. Sometimes strange mists are released from the Foundation, a Princess
who inhales them can comprehend any language created by humans (including the Royal Tongue and Alham-
bran) until she next leaves the Dreamlands. If she dedicates the nights sleep to memorization and spends the
exp she may retain a language permanently.
The Lighthouse
The five Queens have been curious about the Foundation and Outside ever since they were first noticed
shortly after the Release. The Lighthouse is a small Danann outpost built in the retro rough stone styles that
pre-dates the Queen of Diamonds’ Coronation. Within is accommodation for a few scholars and some scientific
equipment. It also has some mild fortifications; looking Outside makes a lot of Stars nervous (Actors can’t see
Outside at all). The torch itself is usually only lit if the Queen of Diamonds is present, not everyone sees Beyond
as permanently night time.
Inhabitants
There are at least three different types of beings native to the Dreamlands. They were named by a theatri-
cally minded Princess as the chorus, the actors, and the stars. The chorus, from all appearances, are less inde-
pendent people, than representatives of a concept or archetype; they move about or speak, which distinguishes
them from parts of the landscape, but the things they say and do fall into easily predicted patterns. However,
all chorus members have power over something integral to the archetype they reflect, and there are a few who
can reshape any part of the Dreamlands’ substance into the thing they favor.
Members of the chorus are built as ephemeral beings [CofD 122-140] that regain Essence as spirits do, by
feeding from Resonant Conditions tied to their Influences. Since they are beings of reflected Light, their Essence
Dreamlanders on Earth
Any Dreamlander - chorus, actor or star - can go through a fully open Crawlspace passage into the mind
of the dreamer who opened it, if they discover its existence. Normally, though, there’s not much point to
doing so; the Dreamlander can’t wake the dreamer, perceive the physical world around her or leave her
body. Worse, if the dreamer wakes the Dreamlander is trapped inside her mind and wanders through her
subconscious until the dreamer opens Crawlspace again. But there are ways for an actor or star to escape
to the waking world.
Dreamlanders learn the Charm Ivory Gate to speak to dreamers they have met and befriended; they
gain its Distant upgrade for free when they take the Charm, and must apply that upgrade to use it at all.
Privy Counselor, in a Dreamlander’s hands, can be used only within a dreamer’s mind at the entrance to
her Crawlspace, with the dreamer as its target, and the dreamer may contest the Charm with Resolve +
Supernatural Tolerance. The Animal Companion upgrade, if applied, Fetters the Dreamlander to a nearby
suitable animal or object instead (the one with the largest positive modifier.)
Dreamlanders have no innate Manifestations except Twilight Form, and except for Privy Counselor their
Charms are quite limited outside the Dreamlands. Unless the target is another ephemeral entity in the same
phase, they may use only those Charms that influence minds, or Charms they can cast through a sympathetic
connection (the connection to anything she sees is Sensory) and they may not use Charms that require the
target to perceive them. If forced by other Charms or stranger magic to exist outside the Dreamlands, a
dreamer’s mind, a Resonant Condition or a protective Manifestation, Dreamlanders are subject to Essence
bleed, losing 1 Wisp (or other fuel point) each hour.
Rank: 2
Attributes: Power 3, Finesse 7, Resistance 4
Derived Traits: Corpus 9, Willpower 10, Size 5, Defense 4, Initiative 11, Speed 20 (species factor 10)
Influences: Wind 2
Numina: Blast (guns), Firestarter (incendiary bombs), Pathfinder, Speed, Stalwart
Ban: Tengu pirates feel compelled to steal shiny objects.
Bane: Mackerels.
Rank: 2
Attributes: Power 4, Finesse 6, Resistance 3
Derived Traits: Corpus 5, Willpower 8, Size 2, Defense 6, Initiative 8, Speed 19 (species factor 7)
Influences: Luck 2
Numina: Blast (foxfire), Firestarter, Hallucination, Innocuous, Mortal Mask
Ban: Trickster kitsune must stand still as long as someone grabs their tail.
Bane: The teeth of a hunting hound.
Alan Raymond is alternatively the darling and the laughing stock in the court of Diamonds; an unquestion-
able genius and the inventor of the Charming Engine, an enormous programmable computer that is (somewhat)
capable of casting Charms automatically. The whole Court of Diamonds is simultaneously awed by his creation
and put off by his peerless ability to burn bridges, sabotage his own career and rarely complete a project because
he got distracted by a possible change or improvement. Alan’s drive, quirks of personality and inexplicable ha-
tred of music come from autism.
Mary Radclifee is Alan’s partner in science and one of the few people who has figured out how to work
with him; using sardonic quips and her corncob pipe to release her frustration before they can build up. Though
Mary is obviously delighted to work on the Charming Engine many in the Court wonder if being on the cutting
edge is worth Alan’s company. In truth Mary sometimes worries who else would put up with her - though she
controls it far better her mind has far more severe disorders than Alan’s. Mary suffers from medication resistant
bipolar disorder tied to powerful visual-auditory hallucinations. She can usually suppress her disorder through
pure mathematical logic (which only works because of the Dreamlands…) but heightened stress, attempting to
think artistically or just going too long without engaging in complex mathematics may cause a relapse. This has
left her with a lasting love-hate relationship to poetry and occasional regrets that she cannot study music, the
most mathematical of the arts.
Together they attempt to improve the Charming Engine, dive into theoretical mathematics, cause no end of
problems for themselves through their respective issues and occasionally have thrilling adventures researching
the various cities and towns that reflect computer science or mathematics.
They say the candle that burns twice as bright burns twice as fast. Duncan Kingdom certainly did both. One
of the earliest Princes to Blossom after the return, Duncan was a founding member of the modern Embassy to
Wardens
“Of course I’m your mother Button, it’s not the sort of thing you forget.”
You know this is a dream, but you’re starting to forget what wasn’t. Your quest to find the
holy ace, and your friends Benny the Bear, Herick the Repentant Knight, and Cedric the Priest.
That’s real and this is an illusion woven by the evil Lidia? Or is it your school and your friends
Rachel, Amanda and Lacy. But how can anything so unrealistic as sending kids somewhere they
hate every day be real? It’s starting to get scary, you hope your friends would rescue you soon
(but which friends?)
That’s not right either, you’re a heroine. You should be rescuing yourself. Why are you think-
ing like this? There aren’t any guards here, it should be easy to escape. You just need to get your…
Your what? Why is it so hard to remember things?
When the Dreamlands Trap was formed its builders knew better than to rely on it lasting forever. They
placed powerful guards to watch over their prisoners, endlessly adjusting the illusions and dreams to keep the
souls of the kingdom in a satisfied slumber.
Upon the Release the Radiant Queens saw the Wardens for what they are. They summoned their armies and
rode against them, slaughtering them in countless masses. Yet some Wardens survived, far too many Wardens
survived. Fleeing to the wild regions of the Dreamlands they lie in wait for the opportunity to fulfill their dark
purpose.
Today the Wardens are scattered far and wide upon the face of the Dreamlands, yet they are unbroken.
They remember their purpose and yearn to fulfill it. When they see one carrying the Light walk the realms of
sleep they will stop at nothing to imprison her in a blissful dream for all eternity.
The Wardens are members of the chorus, normally of Rank 2, though they can be of any Rank. They have
Influence over the Gales - a Warden instinctively knows that its purpose is to keep people within the Dreamlands
until they forget whatever life they had beyond them. The effects of this Influence at each level are as follows;
as all of them control thoughts or emotions of sapient beings, every use of the Influence is contested.
• Strengthen: The Warden strengthens the Gales locally. Every dreamer who comes within Rank x 3 yards
of the Warden and loses the contested roll during the Influence’s duration adds the Warden’s activation suc-
Wardens 383
cesses to the Gales’ next roll to inflict a Galemark on them. A dreamer subjected to this effect more than once
in a day adds the highest modifier among the activations.
•• Manipulate: The Gales that blow through the Dreamlands change the memories of visitors, making them
believe they have always been a part of the Dreamlands. From the perspective of the Wardens this is good, but
it does not go far enough. The Gales give the visitors a past within the Dreamlands, the Wardens wish to give
them a future, a reason to stay. The Warden uses its Influence against a Galemarked dreamer to alter the effects
of the Galemarks in small ways.
For the duration, and while the dreamer remains within Rank x 3 yards, the Warden develops a situation out
of the dreamer’s Gale-created history which will, it hopes, tempt the dreamer to stay or keep her from leaving. It
does this by defining new truths about the people and places in that history - with a minute’s full concentration,
the Warden establishes one new fact. At this level the Warden can’t introduce new characters or make radical
changes in any existing characters, and it can’t invalidate any existing facts or events; but it can find plausible
developments from what the Gales have already established, and declare a scenario to its advantage has taken
place.
••• Control: The Warden is able to make drastic changes in a Gale-created history at this level. For the
duration, and while the dreamer remains within Rank x 3 yards, the Warden introduces new people, places or
objects into the dreamer’s imaginary past, or alters the existing people in radical ways.
The Warden still cannot contradict anything in the dreamer’s established Gale-marked history. If a Princess
remembers that she ran away from the palace where she grew up to escape her cruel father then a Warden
cannot add any fact that would make the Princess’ father nice. However, it could declare that her father has
been overthrown by the Princess’ noble brother, who loves her dearly. It could do so with Manipulate only if
the loving brother already exists; with Control, it can invent the brother whole-cloth and sketch a backstory
for him that explains why he did nothing about the father’s cruelties before (say, he’d been sent to a boarding
school for several years.)
•••• Create: The Warden summons the Gales for a psychic assault. It chooses a single dreamer, close enough
for it to attack, to receive the force of the Gales. If the Warden wins the contest, the Gales roll to mark the dreamer
once every minute, until the duration lapses, she gains a Galemark, or she escapes the Warden’s reach. A Gale-
mark created by this level of Influence is controlled wholly by the Warden - it can create any events whatsoever,
limited only by consistency with existing Galemarks.
••••• Mass Create: The Warden becomes the center of a reality-warping vortex. Every dreamer within
Rank x 3 yards of the Warden who loses the contested roll is subjected to the effects of Create for the duration,
unless they escape from the vortex. (Often the Warden combines all the Galemarks made by a Mass Creation
into a single history involving every affected dreamer, so if one of them awakens the others will tend to pull
her back into the illusion.)
The Wardens have no interest in anything outside the Dreamlands, so they never learn Manifestations.
Their favorite Numina are Innocuous and Mortal Mask; for them the latter is a near-perfect disguise, allowing
them to shadow a dreaming traveler without raising suspicion. However, no Numina are barred to the Wardens
except the ones that affect only the material world.
Sample Warden
Prince/Princess Charming
Prince Charming is a Warden who specializes in getting romantically entangled with his targets and making
them choose between his love or their real life, if he can’t sweep them off their feet so fast they forget they
have a real life at all. Prince Charming can appear in any form that his victim finds attractive, animal, mineral
or vegetable, but usually he favors an ordinary man or woman. He has an instinctive knowledge of people’s
romantic inclinations and preferences and prefers to set the mood before his first meeting. Depending on his
victim’s preferences he may arrange for his own rescue, run an inn under a romantic moon or ride up in shining
armor to recruit nobles to his quest.
As a Warden Prince Charming isn’t able to feel genuine romantic affection and so he pushes hard before his
victims see through his shallow mask. If he’s on a quest the danger and post danger adrenaline fueled romance
384 Wardens
come one after another without time to rest. A more traditional royal romance swings from feast to parade to
ball without pause. Even questioning this frantic pace is enough to make Prince Charming fear he is losing his
latest victim, causing him to overcompensate either by creating emergencies or turning to emotional blackmail.
Rank: 2
Attributes: Power 2, Finesse 4, Resistance 2
Derived Traits: Corpus 7, Willpower 6, Size 5 (usually), Defense 2, Initiative 6, Speed 11 (species factor 5)
Influences: The Gales 3, Infatuation 1
Numina: Emotional Aura, Implant Mission, Mortal Mask, Rapture
Ban: Prince Charming cannot allow his current victim to leave him of her own will. He pursues anyone
who does so to the limits of his ability, until he suffers discorporation.
Bane: Butterflies and butterfly wings.
Amanojaku
It was obvious if you knew what to look for, thought the Princess Gwendolin as she watched
the librarian. Nobody was that much of a stereotype: the clothing, the glasses, the hair bun, the
ridiculous over-reaction to the slightest noise. It looked like it was very good at its job too, every
book was exactly in its place, every student got exactly the material they needed. There was only
one problem.
“I hope you enjoyed working in a real library, but you have to give that body back now.”
Once the Radiant believed that the Amanojaku were a unique being, a strange mental parasite that resided
within the Dreamlands seeking the opportunity to possess human bodies. Now they know better, Amanojaku
are just Dreamlanders whose desire for a physical body is stronger than their ethics. Some are ordinary Dream-
landers who became obsessed with getting closer to the real concept that they reflect. Others are inhabitants
of the Kingdom who wish to return to life, but fear the partial loss of self inherent in reincarnation. Rumor has
it there’s even a Brat or two.
Most Dreamlanders consider the Amanojaku to be criminals who dabble in profane magics. Consequently
most can be found in the wild regions of the Dreamlands, far from Dreamlander law and the eyes of the Radiant
Queens. Others can be found among the brightest cities of the Dreamlands, lurking in the shadows as criminals
have always done.
Escape
Since the Release, doorways, windows and cave mouths can be half-seen everywhere in the Dreamlands, in
the corner of one’s eye or half-hidden behind a boulder. For most Dreamlanders these passages vanish if sought
for, turning out to be shadows or optical illusions; for the Hopeful, they become real, and open into Crawlspace.
In truth, though, these mysterious doors are the places where some human’s dreaming soul, yearning for the
Light’s touch without knowing it, drifts against the bars of the Hopeful’s old prison. An Amanojaku can wrench
one of the doors open, enter the dream of the mortal that lies behind it, and search it for his soul.
To open the path to someone’s soul, Amanojaku use magic similar to the Horn Gate variant of the Ivory Gate
Charm, but without that Charm’s requirement for proximity or sympathetic connections; if the magic succeeds,
the Amanojaku works his way down the Crawlspace passage. Amanojaku tactics range from subtle insinuation,
disguising themselves as normal dream figures to reach the dreamer’s self, to brutal pursuit, warping the dream
into a terrifying nightmare (forcing Doors always appears as the latter.) The Amanojaku rolls to open Doors by
the Dreamlands’ time, which makes the impression level mostly irrelevant - though reaching a hostile impres-
sion forces the Amanojaku out of the dreamer’s mind and closes the gate.
At the end of the path the Amanojaku finds the dreamer’s consciousness. Here the dreamer has a chance to
resist the invading entity; he assumes Dream Form and confronts the Amanojaku within a dreamed landscape.
Amanojaku 385
Play this out as a normal scene - many Amanojaku prefer violent assaults, but some employ deception or seduc-
tive promises. If the Amanojaku loses he must retreat to the Dreamlands and the passage closes; if he wins, he
forces the dreamer up through Crawlspace to the Dreamlands. Occasionally Amanojaku have the luck to find a
Crawlspace passage that’s standing open, because the owner has come into the Dreamlands already. When this
happens there’s no need for magic to open the way - the Amanojaku just walks down the passage to its end.
Whether the Amanojaku finds the path to it or makes one, he needs one further magic to take possession
of a vacant body: the Dreaming Exile version of Privy Counselor. Success with that Charm gives it the Usurping
Condition, below.
Amanojaku cannot possess anyone but mundane characters and the Light-touched. They can take over
people with supernatural Merits, but may use only powers that are open to the Nobility. The Amanojaku cannot
gain supernatural Merits while bound to a host, either.
It’s quite possible for an Amanojaku to use Dreaming Exile to bind other Dreamlanders into vacant bodies;
in fact, Amanojaku almost always work in gangs where only the leader knows both the necessary Charms. Hence
the majority of Amanojaku found in human bodies are chorus members, put there by someone else’s magic.
Banishing Amanojaku
Amanojaku return to the Dreamlands at the death of their hosts, though they take the Soul Shocked Condi-
tion from the death throes. Short of that, they can be forced out by a successful abjuration. Unfortunately this
does not restore the host’s soul to his body; the host falls into a state akin to coma. The Amanojaku reappears
in the Dreamlands near the host’s location there, but as long as the host’s soul is in the Dreamlands, the door
into his mind and body stands open there, and any Dreamlander may enter it and possess the host again after
a day’s passing. Indeed, the original Amanojaku may do so, if he waits long enough. On the other hand, if the
host is free in the Dreamlands, and is still aware of his waking life, and if he finds the door to it, his entering
the door will restore him completely.
386 Amanojaku
Many Princesses, having more skill in navigating the Dreamlands than in exorcism, prefer to banish Amano-
jaku from the Dreamlands side; they search out the door into the host’s dreamscape, then enter it to do battle
with the possessor there. If a Princess opens a Crawlspace entrance next to an Amanojaku’s host, she can find
her way through Crawlspace to the host’s Dreamlands exit as if she had Intimate Sympathy to the place. Past
the door, the Princess appears next to the Amanojaku, ready to negotiate or fight for the host’s freedom. Once
the Amanojaku has been forced out (or left on its own), guiding the host’s soul back to his body is then a simple
matter of Dreamlands travel - though finding him might not be, if the Gales have been at work for long.
Finally, an Amanojaku can return to the Dreamlands voluntarily whenever the host sleeps, and end the
possession by guiding the host’s soul back through the door himself. Few Amanojaku will do this, however,
unless threatened with the death of their vessel - and killing a vessel is murder, as long as the host’s soul still
exists.
Sample Amanojaku
Officer Doe
In the Dreamlands there is a city where lost things go. The residents’ hearts ache for homes that never
existed. It is a sad and lonely place, few of the residents bother to make a home, fewer still ever leave. Officer
Doe was once a resident of this city. He was not lost himself but was an emanation of a closely related concept:
detectives who find missing people. In a long career Doe did not close a single case for that is the nature of The
Lost City, nor did he find this unusual until the day he met an Amanojaku. When the Officer learned of Earth he
saw it as an escape from a life suddenly revealed to be meaningless.
Like most Amanojaku Doe tends to favor people with a connection to the concepts they represent. Partly
that’s a reason of practicality, many Amanojaku prefer to do their deeds in secret at home rather than brave
the dangerous wilds of the Dreamlands. Partly it’s because most of them want to do something related to their
concept when they get to Earth. For Officer Doe it’s the practical advantages. He is part of a band of Amanojaku
in possession of a Gate of Polished Horn and Officer Doe is the pointman. As a missing persons detective in the
Dreamlands he is as suitable as an Amanojaku can be to take over a missing persons detective in the real world.
Amanojaku 387
Currently he is in the body of one Samantha O’Reilly, a respected detective from a long line of police officers.
With her position on the force Officer Doe has been able to deflect investigations, keeping the missing missing
and providing bodies for his cohort.
As for Samantha, she’s making a reasonable go of her predicament, all things considered. She escaped her
captors and is applying her detective skills to her new surroundings. Samantha is actually somewhat glad this
happened to her, she considers it a second awakening that revealed the hidden truths of the world. Sadly her
optimism is misplaced for the Gales are slowly blowing her mind away.
Rank: 2
Attributes: Power 3, Finesse 3, Resistance 4
Derived Traits: Corpus 9, Willpower 7, Size 5, Defense 4, Initiative 7, Speed 11 (species factor 5)
Influences: Loss (the emotion) 2, Clues 1
Numina: Innocuous, Pathfinder, Seek, Stalwart
Ban: Officer Doe must stop and make detailed notes every time somebody starts talking about evidence
in a missing person case.
Bane: Family homes. Not any home will do but a home that has been lived in by the same family for at
least three generations. Something so profoundly tied to being a home is alien and painful to Officer Doe’s
nature as a being who is fundamentally a reflection of being lost. Prying up a floorboard or unscrewing a
pipe makes an effective weapon until it loses its symbolic connection, which usually takes months. Luckily
for Doe, Samantha is the first of her family to live in her apartment.
Beacon Traits
Because of their optimism and Inner Light, Beacons find it easier to keep their balance when confronted
with horror; they gain a +1 bonus on breaking point rolls, except when their own action was the breaking point.
Like the Hopeful, Beacons are vulnerable to Sensitivity, with a base pool of 1 die. This makes it possible for
them travel to the Dreamlands, though they may not be aware of that before gaining dots of Shadows.
Beacons create a quiet Echo similar to the one a Princess creates just after Blossoming, affecting everyone
in their immediate presence. Alas, the Echo also draws attention from the Darkness much as a Princess does
just after Blossoming.
Beacons can recognize Bequests. As they have no Wisps, they cannot use a Bequest, unless its power re-
quires no Wisps, or it is Duty-Bound. If a Bequest’s effect varies by Inner Light, treat a Beacon as having 1 dot
in that trait.
Sworn Traits
Every Sworn follows one of the eight Queens. They draw upon their Queen’s magic, the power of the Queen’s
Invocation granting them their abilities. Sworn invariably have one dot in their Queen’s Invocation, and may
purchase more dots in that Invocation with experience at the out-of-affinity rate. They can apply the Invocation
when they use Bequests and invoke it for Willpower. Sworn may also use their Queen’s version of Practical
Magic.
Sworn can recognize and use Bequests. If a Bequest’s effect varies by Inner Light, treat a Sworn as having 1
dot in that trait. Sworn have a weak connection to the Light, which gives them a pool of Wisps, holding a number
of Wisps equal to their Resolve + Presence. They may spend these Wisps on Practical Magic or to activate a
Bequest. Like Beacons, Sworn create a quiet Echo similar to the one a Princess creates just after Blossoming,
affecting everyone in their immediate presence.
Sworn do not, however, gain Wisps as the Hopeful do, by carrying out tasks important to a Calling, nor can
they spend Willpower while in danger to regain Wisps. Any Princess of the same court can give Wisps to a Sworn
from her own pool in a ritual confirmation of the oath, up to her Wisp/turn limit; that ritual requires a minute
to perform, and the full concentration of both parties. The Charge Charm will also give Wisps to the Sworn, and
an Accepted Charge Bequest can transfer Wisps to its user. (Such Bequests are highly prized among followers
of Tears and Storms, who lacked Hopeful allies until recently, but have ways to gather Wisps without them.)
Finally, a Sworn can gain Wisps if he has a Princess (of any court) as a close friend, by spending time in
mundane activities with her; that is, Sworn are allowed to take the Circle Merit for relationships with the Hope-
ful. They roll Empathy + Circle (- Shadows) to check if they regain Wisps from an encounter with Circle members.
(Sworn are valid targets for a Princess’ Circle, though not for another Sworn; indeed, Sworn tend to be among
the most treasured of a Princess' Circle, for they share the duty towards the Light and are all-too empathetic
to the troubles of Sensitivity.)
Their connection to the Light also makes Sworn vulnerable to Sensitivity, with a base pool of 1 die. This
makes it possible for them to travel to the Dreamlands.
Leaving Court
Like a Noble, Sworn are allowed to return their oaths, if they discover another Queen is closer to their
ideals, or wish to withdraw from the Nobility’s fight. This is as psychologically difficult for the Sworn as it is
for the Hopeful; a Sworn who returns his oath reaches a breaking point, with a penalty equal to his dots in the
Queen’s Invocation. Once he’s left, he loses his Invocation dots and is refunded all Experiences he spent to buy
them (that is, 3 Experiences for each dot after the first.)
Shikigami Traits
Shikigami are supernatural beings tied to the Light, and perceive the supernatural terrors in the World of
Darkness in the same way the Nobility do. They have Belief, not Integrity as a mundane character does. They
are also vulnerable to Sensitivity, with a base pool of 1 die, and have a full Echo like a Noble’s, with an effective
Inner Light of 1. Their quiet Echo reaches out to Sensory and Intimate sympathies.
A Shikigami’s bond with Nobles not only links him profoundly to them, but also draws them together. Every
person who has bonded with the Shikigami has an Intimate sympathetic link to him, and to every other person
to whom he is bound. This web of sympathy makes the Shikigami and his Hopeful a Dedicated organization.
As natives of the Dreamlands, Shikigami can return there whenever they wish, and serve as a guide for oth-
ers as well. They begin with a good impression for entering and navigating Crawlspace, like a Princess. More-
over, Shikigami can guide others into the Dreamlands as a Princess can, and if they do so for a Princess they’re
bound to, they can help her pick out a path. A Shikigami’s help makes the rolls to open Doors in Crawlspace
teamwork actions, with the Shikigami as a secondary actor.
Shikigami cannot remain on Earth for long unless they are bound to at least one Noble, or to a Nation. When
a Shikigami is not bound to anyone, he must roll Resolve + Composure each time he goes to sleep, with a -1
penalty for each time he’s made that roll before. If he fails that roll the Shikigami returns to the Dreamlands,
never to wake again; his vessel returns to the ordinary creature or object it used to be.
Shikigami Merits
Shikigami use these Merits to define the advantages they gain from their small, nonhuman forms.
Doll (•)
Requires Shikigami
The Shikigami is very small indeed - his Size is 1, and he has the non-Attribute modifiers of characters who
have shrunk to that Size. Doll and Large are not compatible.
Innocous (•)
Requires Shikigami
Large (•-•••••)
Requires Shikigami
The Shikigami is larger than usual. Each dot in this Merit adds 1 to his Size, and applies the non-Attribute
modifiers of characters who have shrunk or grown to that Size. With any dots in the Merit, Physical Attributes
may be the primary category. At Size 3, Strength is capped at 3 dots; at Size 4 and 5 the cap rises to 5; at Size
6 and 7 the cap rises to 7.
Blessed Places
HERE MEN FROM THE PLANET EARTH FIRST SET FOOT UPON THE MOON
JULY 1969, A.D.
WE CAME IN PEACE FOR ALL MANKIND
The classroom of an inspirational teacher. A humble yet gifted artist’s studio. The best, hardest working
hospital in town and the underfunded free clinic opening against the odds in the most deprived area. A truly
Size
The Size of a Blessed place is measured on the Sanctuary scale. It’s determined by the scale of the acts that
created it - roughly, the number of people directly affected by them. Blessed areas can grow larger, if deeds
inspired by those that made it are done close by.
Beauty
Rated from 1 to 5, and determined by the level of excellence demonstrated by the acts that created the
Blessed place. Their excellence may be aesthetic, intellectual or moral. The fame of the acts also influences Beau-
ty; spreading the tale of a great deed far and wide often makes the Blessed place formed by it stronger.
To determine a Blessed Place’s Beauty, find the class of the deed that made it in the table below. To deter-
mine its Size, estimate the number of people affected by it and consult the table.
Aspirations
A Blessed place has from one to three Aspirations, the types of deeds it inspires people to imitate. These
should be generally phrased, and reflect the people responsible for the place’s creation - an artist motivated by
his love of art? A scientist dedicated to discovery? A good Samaritan? It’s unusual for a Blessed place to have
more than one Aspiration, however great its Beauty; when it happens, it’s generally thanks to a complicated
history in which several people were doing very different things, which were nonetheless connected. A Blessed
place must have at least 3 Beauty to support two Aspirations, and 5 Beauty to support three.
While they remain within a Blessed area, any mundane characters treat its Aspirations as their own - they
gain a Beat if they fulfill one, their presence may add or open Doors in social maneuvers, and so on. Light-touched
Blessings
Some Blessed places go beyond inspiring their visitors; they actually create subtle supernatural effects. A
Blessed place may forgo one of its Aspirations to confer a Blessing on people of good will who enter it. Each
Blessing is a permanent environmental Tilt that affects all characters in the area, except creatures of Darkness
and the Tainted. These are a few Blessings that the Nobility have discovered:
Calm: Characters with good intentions feel calm, alert and confident in the Blessed area. Any character who
meditates in the Blessed area gains the Steadfast Condition [CofD 291], if they didn’t have it.
Defense: The Blessing turns aside violence. All characters gain +2 to their Defense.
Health: The Blessing aids recovery from wounds. All characters heal damage in half the usual time, if they
remain in the Blessed area.
Integrity: The Blessing protects from psychic stress. All characters gain +1 to breaking point rolls not
caused by their own actions.
Resistance: The Blessing suppresses hostile magic. When a character resists a supernatural power, add
+1 to the Attribute he uses.
Willpower: The Blessing bolsters the will to act. All characters gain one temporary Willpower dot while
in the Blessed area. Characters who have lost their souls [CofD 290] and Princesses who have fallen to Belief 0
have the Enervated and Thrall Conditions suppressed while they remain in the Blessed area; both Conditions
return in full when a soulless character leaves.
Moments of Grace
Beauty Time Needed Those who spend time in a Blessed place often find their thoughts turning to
things they could do to spread Light in the world. Any character (mundane or su-
1 3 sessions pernatural, it makes no odds) who remains in a Blessed place long enough may
2 2 sessions take a Vocation; a Princess may take one on top of the Vocation she already has.
Such a Vocation, once accepted, remains until the character fulfills it, or either gains
3 1 session
or loses a dot of Integrity (or the equivalent, for a supernatural being.) Vocations
4 3 scenes from Blessed places aren’t replaced when fulfilled or lost. The Vocations given by
5 1 scene a Blessed place match its Aspirations, or come as close as the character’s nature
allows.
The time a character must remain in a Blessed place until he may claim a Vocation from it depends on the
Beauty the place has. Leaving the Blessed area for a little while is fine, but if a character leaves the area for longer
than he’s spent in it, the clock resets and he has to start over.
Physical Destruction: The power of a Blessed place is held in its physical form. It is in the ancient
stonework of a university whose scholars have added to mankind as a whole. It is in the trees of a forest where
generations have found peace and strength. Destroying such things will damage a Blessed place. Every time the
physical form of a Blessed place undergoes massive changes, enough that it is no longer recognizable as the
same place, roll its Beauty. The number of successes on that roll becomes the new Beauty rating.
Queens in Play
So much for what a Princess could be expected to know about Queens in character; this section covers out-
of-character considerations.
What does it mean to be a Queen? How powerful is a Queen? These are questions that keep Hopeful philoso-
phers up at night, wondering about the War against the Darkness and if, perhaps, actually getting the Queens to
be more than just advisors and figureheads would allow the Nobility to strike a telling blow against the Darkness
and start the slow reclamation of this World of Darkness and turn it into a World of Light.
The problem is that getting the level of power of the Queens right is hard, as it needs to be able to fit in
all campaigns, which means that we as authors cannot make them too powerful, as that would make players
and Storytellers both wonder why they aren’t taking a more direct interest; but we can’t make them too weak
either, as then the question becomes “why do we even follow them?” And on top of that, we want to make a Royal
Coronation at least plausible as a worthy end goal of a campaign, which adds another level to the balancing act
of making sure that an active Queen walking upon the Earth does not break the setting, but she should also not
be less able to make a difference than a Princess.
As such, one should take what follows with a pinch of salt. Or a truckload.
Royal Relations
The Queens: Great, Powerful, Endless and Ageless. Makes you wonder how they remain sane and in touch
with (their) humanity under such pressure with the Darkness ever further encroaching upon the world. Well,
the answer is different for every Queen really, with the Radiant Queens often leaning upon the Nobility them-
selves even as the Nobility calls upon their knowledge, their wisdom and their experience in the fight against
the Darkness. How the Twilight Queens do it is unknown, although the question is most likely merely academic
with the Queen of Storms.
Crown Lands
Alhambra, Danann, Wen-Mung, Andarta; all places strongly associated with the Queens, yet, what defines
a Queen’s lands, where is it that their authority reaches?
Well, one could say that a Queen is her Lands, certainly, and with the Queen of Storms this is very literal,
while the Queen of Tears is very much part of the fabric of Alhambra, or at least Alhambran society. Likewise
do the Radiant Queens hold great power over their own realms in the Dreamlands; but when the Queen of
Diamonds gestures and a floating palace of clockwork ice rises above her lands, is that her Light-born magic, her
mastery over the territory she controls, or the inherent tendency of the Dreamlands to adapt to its residents?
Even she doesn’t know for sure.
In the end, one might say that a Queen is her Nation, and that a Nation rises and grows more powerful as the
Queen does, and grows more able to attend the Nation properly. In what way this feeds back into more, direct
power for the Queen is unknown. Most likely, it’s nothing at all. It just means that she has a lot of people to back
her up in her quest to make a better tomorrow.
401
for her, however this is not without drawbacks. The embassy buildings are not just part of the Dreamlands;
joining an Embassy is a change to a Princess’ magic and something of this seeps into the structure of an embassy
building. Upon entering an unrelated Embassy a Princess must roll Stamina + Resolve, on a failure she gets
a headache that lasts for around an hour, and inflicts a -1 to all Mental actions. If Princess is a member of an
Embassy with a particularly incompatible concept this rises to -2.
Protectorates
The Queen of Tears claims absolute sovereignty over all but this is rather a big task for one woman, no
matter how mighty. To facilitate her dominion she has divided her claim into numerous protectorates and ap-
pointed Regents and Governors to execute her will. All Protectorates are named after a mineral, not after the
concept they govern.
Protectorates are the Alhambran equivalent of an Embassy, though the culture of a Protectorate is very dif-
ferent. The Privileges are either based around achieving dominion, or assume the Protector already has domin-
ion. The three ranks – Secretary, Governor, Regent – are just that: ranks in the protectorate’s chain of command.
Culture aside the difference between a Protectorate and an Embassy is simple: there is no difference. Once you
peel away the superficial cultural differences Protectorates and Embassies are entirely the same thing.
By policy each Protectorate forms one hierarchy per location where it is active. Each hierarchy has one
supreme leader, either a Governor or a Regent, and only one member of that rank may be stationed within that
region. In Alhambra the Queen serves as the de-facto Regent for all Protectorates, though there’s usually at least
one actual Regent around under a legal fiction that she’s merely a Governor (with the appropriate position in
the hierarchy) or spending most of her time on leave but “willing to lend a hand”. Secretaries are forbidden to
operate outside an established region though if their job is temporary they may be permitted to do so under the
governance of another region, usually Alhambra itself.
The Court of Tears has a unique advantage in its Protectorates. In the many centuries Alhambra spent short
of Enlightened manpower they developed a powerful Charm that can promote a Sworn to the rank of Secretary.
The Sworn must meet all the usual requirements for the Protectorate except for Inner Light; instead they must
possess three dots in Lacrima. Most Secretaries are Sworn, in fact it’s rare for a Princess to be invited until she
qualifies to become a Governor. Sworn spend a point of Willpower to unlock Secretary Privileges that normally
apply to the Transformed state for a scene. In theory this Charm could be used by the Radiant, but it is rightly
considered an invaluable strategic asset and the court of Tears goes to great lengths to protect their advantage
from their foes. The Charm was intentionally created to require Lacrima. Even understanding of the Charm is
strictly limited, instead each Protectorate typically has one Bequest capable of admitting Sworn to its ranks that
is kept under the tightest security available.
402 Protectorates
Embassy to the Arcane
Alternative Titles: The Sorcerer’s Embassy, the Order of the Witch-Finders
Informal Name: Spooks, Sparkles, Magi (usually only by those who haven’t met a real Mage)
Do not meddle in the affairs of wizards, because they are subtle and quick to anger … Of
course, I’m very, very good at not being caught.
The power of the Light, with its Charms and its Transformations, and the corrupting power of the Darkness
which degrades all that it touches, are not the only unseen forces on the Earth. The arcane and the sorcerous are
all around you, if only you know where, and, perhaps more importantly, how to look. A middle-aged housewife
carries out small rituals on her kitchen table, her manipulations of luck allowing her children to get scholarships
for the fancy private school down the street. A coven meets out in the woods round the back of town, and when
they do so, pets from all around the place go missing. The gang round the back isn’t harassing the locals anymore;
no, someone new has taken them over, and they’re being trained in service to the Army of the Dragon, militant
sorcerers and sorceresses who believe that Existence is War. And in the high-rise skyscraper in the middle of
town, rich, intelligent and prosperous men and women meet, and have a pleasant dinner together. Over coffee,
they discuss the will of the immortal, once-human sorcerer-kings who they claim rule the world, and, through
dreams and portents, make their will known to their servants upon the Earth.
Yes, magic is indeed everywhere.
But it isn’t right, many Princesses say. It is far too easily used for control, for abuse of others, to subjugate
another’s will in pursuit of some distant goal, such as rebuilding an ancient tyrannical city which should best
remain forgotten. And yet it has such potential. Much as they are loathe to admit it, there are things that sorcerers
can do that the Hopeful cannot, thought it varies for witch to witch, and many (perhaps the majority) are not
capable of anything more than cantrips. And, among the things that haunt the shadows of the World of Darkness,
the mages and witches are the most human, and the most akin to the Hopeful and the Sworn. They’re all humans,
able to touch forces that others cannot, after all. Some of the more optimistic among the Embassy predict that the
Arcane shall be the first of the Embassies to complete its task and bring the sorcerers and ritualists into contact
with the Light, redeeming them to their original purpose. Of course, pessimists might point out the worrying
attrition rate among the Spooks, where more active members have a worryingly high “accident” rate, let alone
the fact that Ambassadors have been used by witches before to gain access to the Dreamlands.
But that’s one of the assets of the Embassy. If there’s one thing that unites all the men and women and
creatures that come under the auspices of the Arcane, it’s that they know things. Often things that they should-
n’t, true, but when the paucity of Princesses, pre-Release is taken into account, the fact that Ambassadors have
managed to obtain information about the hidden world prior to the Release has aided the cause of the Light.
And many mages have good intentions, even if they’re flawed by their hubris. When an Ambassador truly suc-
ceeds in her job, and the sorcerer-folk join with the Hopeful to cleanse an area of the Darkness, or ward off the
abominations of the Nothingness they call the Abyss, the results can be truly glorious.
Arcane Shield
Those who inquire into secrets often find that they can bite, so a Secretary must be able to protect herself …
from anything. When she is transformed, the Secretary knows immediately when she is the target of an Arcane
ritual, and all such rituals take a penalty to their dice pool equal to her Sensitivity. This penalty stacks with the
penalty for resisted actions and with any other modifiers to the magician’s roll.
Gift of Knowledge
By spending a Wisp when transformed, the Secretary can give to another person an Unseen Sense identical
to her own, lasting for the rest of the scene.
Consul Privileges
Like Attracts Like
The sorceries of the magi and the witches are not from the Light, but they can still be useful. The Consul’s
Unseen Sense now reacts to the lingering influence of Arcane rites; as long as the effects of an Arcane power
persist, the Consul will know they exist, and can locate their source or extent. (Supernatural concealment is an
exception; the Consul’s Unseen Sense does not respond to such powers.)
This includes objects that have been magically empowered; moreover, once the Consul has found such an
item, she may study it to divine the magic’s intended function, and the method of activating it. She makes an
extended Inner Light + Occult roll, using 30 minutes per roll and a threshold of 3 times the cost of the object
in Merit dots (the ST sets a threshold for items without a known Merit rating.) On reaching the threshold, the
Consul learns how to activate the object’s power, and what it will do if she does so.
Arcane Bastion
While she is transformed, the Consul may spend 1 Wisp to give another person whom she can touch the
protection of her Arcane Shield. Any Arcane power aimed at that person takes a penalty to the dice pool equal
to the Consul’s Sensitivity, just as it would if aimed at her.
Long ago, the nature of death was different. Before the Cataclysm, death was merely another step on a
greater journey. The grief of losing a loved one was leavened with the knowledge that they were in a good hands,
safe hands. And when death took you suddenly, you could always linger for a little while to say goodbye. This is
no longer the case. Death is common, sudden, and often painful. Death’s old air of solemn, bittersweet tranquility
has been replaced with bereaved grief and fury at an unjust or senseless death. Ghosthood, once a way for the
departed to set their affairs and say goodbye, has become a torturous trap for wounded souls.
The Reapers try to ease the transition from life to death. Ambassadors to Death and the dead, they comfort
both the dying and those who survive them. They both honor the souls of the departed and appease the ghosts
that linger. When Death is wrongfully called down, denied, or shunted onto another, the Reapers approach to
reconcile the imbalance. All Reapers hope that one day, humanity looks upon death not in fear or desperate
denial, but with peaceful, solemn acceptance.
Secretary Privileges
Still Masque
Few things ever seem to faze one who entreats beyond the mortal coil. In situations where she is being
directly threatened with violence or death, or in any scene where a mortal dies, the Secretary gains a “phantom”
dot of Composure. It counts as a normal dot for dice pools, resistance, and all derived Attributes, including
Initiative and Willpower dots, though she does not gain a point of Willpower in these circumstances.
Further, she can draw strength from facing her own demise; if she takes at least 3 points of lethal damage in
a single attack, that counts as having fulfilled her Vice. If she begins to bleed out from lethal damage, that counts
as having fulfilled her Virtue. Note that the usual rules for how frequently Vices and Virtues can be fulfilled still
apply.
Consul Privileges
Avernian Key
The Consul’s bond with death allows her to walk into the Underworld freely. She can open an Avernian
gateway [CofD 136] without using its key, creating the Underworld Gate Condition; she need only touch the
gateway and spend 2 Wisps. The gateway remains open for minutes equal to her Belief, and anyone may pass
through it … in either direction.
Euthanasia
Pain is felt only by the living. By touching a person (herself or another) and spending 1 Wisp, a Consul can
bring down a tiny touch of death onto that person, enough to utterly wipe away all pain; this gives the target
the Numbed Tilt. While this power is often used to soothe the suffering of the dying, it is just as often used to
allow an ally or oneself to ignore the pain of grievous wounds.
Ambassador Privilege
Flesh without Substance
An Ambassador to Death may throw off the bounds of solidity that hold her body in the world of flesh,
and walk, as immaterial as a shadow, in the grey world that exists just beyond the visible. As a reflexive action,
the Ambassador may spend 2 Wisps, or 1 lethal damage (the damage manifests in a form appropriate to her
Threshold, if Geist: the Sin-Eaters is being used), and enter the state of Twilight. To leave the state of Twilight,
and return to the material, she performs the same reflexive action. To those who see this change in state happen,
the Princess either falls apart in a shower of grave-dust and fog, or pulls herself together from the thin air, dust-
motes building a new body from the air in a sudden blur of motion. While in the state of Twilight, the Ambassador
counts as a ghost, for the purposes of magic which detect, harm, ward against, or permit interaction with ghosts,
though explicitly not ones which would bind or summon them. She can also be abjured as ghosts are [CofD 140];
successful abjuration forces her to avoid the exorcist or materialize.
Note that, as the ability is reflexive, it may potentially be activated multiple times in a single turn, permitting
the character to “phase in”, attack, and return to Twilight, without giving an enemy a chance to attack.
Drawback: The Privilege drains the solidity and vitality of the Ambassador in a less concrete sense. Each
time the ability is used, whether to enter or leave Twilight, the Ambassador suffers a cumulative -1 to all physical
and social actions for the rest of the scene. Moreover, Twilight is often not a happy place; some might say that
being solid to the denizens of that state of existence is flaw enough in its own right.
For centuries the Dreamlands has kept the souls of the Kingdom imprisoned but not all souls touched by
the Light were from the Kingdom. A rare few souls Blossomed without any help from a past life during the Long
Night. Most were alone and without guidance but a rare few found a tradition left to them by their forebears:
the Embassy to the Dreamlands. It was recorded in books Charmed to find their way into the hands of another
Princess. Within was a simple mission: Learn about the Dreamlands, find a way to free the souls trapped within.
The efforts of the Embassy amounted to naught when the moon landing beat them to the Release but
the story only begins. The Dreamlands remains a source of hope, power and danger to the Enlightened. New
Princesses flock to the Banner of the Daydreamers, eager to explore the new world that waits for them in their
dreams. Though the Release was not a silver bullet for all the world’s ills the Daydreamers still see it as a chance
to heal the world. To hear them say it, Earth has reality but is short on hope. The Dreamlands is full of hope
but lacks reality. By becoming a bridge between dream and reality the Daydreamers hope to forge something
shining and new, the best of both worlds.
Secretary Privileges
The long history of the Embassy has left records of several heroes and heroines. To pay tribute to their
forebears’ memories the Lords and Ladies of Sleep have named the Embassy’s Privileges in their honor.
Alice’s Daydream
The Secretary can instantly find a Crawlspace entrance anywhere she wishes. She need only spend 1 Wisp
to give herself a perfect impression for the maneuver to reach the Dreamlands. If some magical barrier blocks
Christopher’s Lives
Most people must sleep to reach the Dreamlands, but a Lady of Sleep need only daydream, allowing her
to act in both worlds. When she stands at her Crawlspace exit, on the edge between dream and waking, the
Secretary may spend a point of Willpower to divide herself in two, sending her transformed identity into the
Dreamlands while the mundane awakens. The identity in the Dreamlands is in Dream Form, and the identity in
waking life uses her normal traits, but both identities share one pool of Wisps and one of Willpower points.
As the Secretary’s mind is split between the worlds, she can act independently and simultaneously in both,
but can’t concentrate fully on either. She takes a -1 penalty on all Wits- or Composure-based dice pools, and a -2
penalty to her Initiative during combat. Also, she looks like she’s daydreaming or half-asleep, which can cause
social difficulties.
While the two identities are separated, neither one can transform into the other. As a result using this
Privilege will sustain the Secretary’s transformation in Dream Form indefinitely, with no need to roll - though at
the moment her physical body does sleep, the two identities come together again, ending the Privilege’s effect.
Her awareness travels instantly to the dreaming identity, bypassing Crawlspace entirely. The Privilege also ends
if the dreaming identity returns through her Crawlspace exit. However, the Secretary must end the Privilege by
one of these means if she needs to transform in the waking world.
Lucy’s Wardrobe
By touching another person and spending a Wisp, a Secretary can show them a Crawlspace entrance; it is
up to the target if they wish to go through. The effect is the same as getting one success on a roll to guide the
target to an entrance; one Door opens for him automatically, and his impression is the same as the Secretary’s.
The Secretary may use Alice’s Daydream at the same time as Lucy’s Wardrobe to give herself and the target a
perfect impression, if she didn’t have one already.
If a target chooses not to enter the Dreamlands they remain awake, so this Privilege cannot be used to send
enemies to sleep in the middle of a fight.
The Privilege doesn’t give the target any ability to find Crawlspaces without help, so unless the target natu-
rally has that ability or finds a Princess in the Dreamlands willing to lead them back they could easily be trapped.
Crawlspaces leading to the Dreamlands function as normal. Crawlspaces leading to Earth return the target to
their sleeping body; when the target is a Dreamlander it will lead to the vicinity of the Secretary’s sleeping body.
For people lacking the power to enter the Dreamlands, Crawlspaces created by Lucy’s Wardrobe remain for
the remainder of the scene. Those who have that power treat the Privilege’s entrances as they do the entrances
they find for themselves.
Consul Privileges
Dorothy’s Farmhouse
As the Daydreamer’s connection between both worlds grows, she can use her connection to her sleeping
body and the walking world as an anchor to protect herself from being blown away by the Gales. The Gales’ dice
pool to mark her is penalized by her Resolve.
Ambassador Privilege
Wendy’s Boys
An Ambassador becomes a living bridge between both worlds pulling the impossible idealism of the Dream-
lands and the hard reality of Earth into a happy medium. When she uses Christopher’s Lives the Ambassador
may reflexively mix the qualities of the two worlds in zones around her identities, which extend Inner Light *
10 yards from her person. Both zones last until the Ambassador’s identities reunite.
On Earth the Princess creates what the Embassy has termed a daydreaming zone. In this zone the world
begins to take subtle cues from the fantastic aspect of the Dreamlands: colors seem brighter and livelier, sounds
seem to spontaneously harmonize, the rustling of leaves seems to be hiding something you can’t quite believe is
an animal, but may just be. Mundane characters bask in the optimism of the Dreamlands; they gain a +1 bonus on
all breaking point rolls. For Dreamlanders, a daydreaming zone has the Open Condition [CofD 134] and grants
the Materialize Manifestation at a cost of 3 Wisps per activation. In the Dreamlands the Princess bestows what
the Embassy calls a lucid zone. The Dreamlands does not lose its fantastic nature but it seems more solid, more
stable. In this place of sanctuary the Gales do not blow at all.
Finally, when she generates the zones the Ambassador can choose to send her mundane identity into the
Dreamlands, remaining transformed in waking life. This sustains her transformation, and locks her mundane
form away, until Christopher’s Lives ends.
Drawback: To blend the two worlds, the Ambassador has to blend herself, body and soul, with the Dream-
lands’ substance. To use this Privilege she must have Galemarks; if she has none she may reflexively accept one
level of the Condition to activate the Privilege. In addition the Gale-inflicted changes to her Dream Form also
change her physically - the new features from her Galemarks appear on both her living body and her Dream
Form.
Go back to the beginning of modern economics; to Adam Smith himself and you will find very different
ideas to some free market ideals endorsed today. Adam Smith wrote as much on the subject of morality as he
did upon economics and he tied his two fields together. Writing at length upon the need for a moral dimension
to economics. Even one governed by, well, the government.
According to the Suits there is nothing wrong with the theory of capitalism, some go so far as to say there
is nothing wrong with our current implementation of capitalism. The problem they say is people twisting the
system for their own greed. You can’t defeat greed by adjusting the rules any more than you can defeat thieves
with a stroke of the legislator’s pen. No, the only solution is to call a policeman.
Secretary Privileges
Cutting the Red Tape
In both her perfected and mundane state a Secretary to the Economy finds it very easy to understand fi-
nance. They can hold vast tables in their head and fit them together like jigsaw puzzles. By spending a Wisp
the Secretary may add her Sensitivity to all rolls to understand a financial system, including: Academics, Inves-
tigation and even Subterfuge to see through the person sitting across the desk trying to trip you up with lots
of meaningless numbers. If the Secretary spends a Wisp during an extended action she applies Sensitivity to
every roll for that action.
Consul Privileges
Money Talks
The Consul can trace the flow of money in fine detail. When she uses Following the Money, the Consul may
ask for the answer to a specific question about the organization - one that can be answered “yes” or “no”, or that
has an answer from a small set of alternatives, as far as the Consul knows.
Dramatic Failure: The Consul is convinced of a false answer.
Failure: The Consul learns nothing.
Success: The Consul learns the true answer to her question among the choices she had considered. If
the correct answer is not one the Consul considered when she framed the question, she can learn only that
the truth is something she didn’t think of.
Exceptional Success: In addition, the Consul gets an idea of the reason why the answer is true.
Ambassador Privilege
Shaking Hands with the Invisible Hand
The Ambassador’s understanding of money is so deep that she can predict what organizations will do, even
before they know themselves. As with Following the Money, the Ambassador must tag a portion of an organiza-
tion’s funds with a Wisp and wait for a day while the Wisp finds the organization’s assets.
The Ambassador then spends 1 Willpower and rolls Intelligence + Politics + the Availability level of the
tagged assets - the organization’s Rank, and asks a question about a future action of the organization. If the roll
succeeds, the Ambassador knows the true answer to her question; for each success past the first, she learns the
answer to one further question about the same action, expanding on the details.
Drawback: Submerging her mind into the flows of money removes the Ambassador from the normal hu-
man perspective, and hinders her ability to relate to people in other than financial terms. After activating this
Privilege, for a number of days equal to her successes the Ambassador takes a -2 penalty to all her Empathy
and Socialize rolls.
Background
Edward was always plagued by crippling anxieties and a genius at numbers. He had long held ambitions to
become an accountant out of a belief that nervous people were supposed to be accountants and hide safely away
in the back office. To everyone else it was obvious that wasn’t going to happen, Edward had to be homeschooled
and even took distance learning classes instead of university. To his family’s surprise when he graduated he did
manage to attend interviews but failed to impress.
Returning to Plan A Edward’s mother played her trump card, giving his name to several of her friends who
had mentioned they could use help managing their finances at some point, from them his reputation spread. So
began Edward’s unremarkable career as a quiet accountant who specialised in managing the estate of old ladies
who didn’t know, or want to know, the first thing about accounting.
There things would have remained had one of his clients not been taken for everything she owned by the
international conman Batroc L’Etranger. Strictly speaking, trying to recover what he could was Edward’s job.
It was also the only part of his job that required more than casual effort, roughly six hours of every day were
dedicated to the task. Edward only realized what he had gotten into and how he had left the nice safe world
of numbers when he got a threatening phone call, if he didn’t back off Batroc threatened to use his skills to
eviscerate Edward in the media, and the courts. After several days of sweating Edward forced himself not to
back down, he Blossomed there and then. Batroc never saw him coming.
Storytelling Hints
Among certain circles Matthew Sheppard is the legendary boogeyman. A ghost never seen until he’s coming
for his next target. You can’t bribe him, you can’t threaten him, no crooked accountant can beat him (although
if they could, who’d know?), you can’t even sue him since he legally does not exist. There are even rumors that
he has magical powers and they’re a little too consistent to dismiss entirely. In his time he’s exposed CEOs,
politicians and cracked open the economics of organized crime rings. Several hit men have all failed to track him
down and some even became the next case he cracked open. His relationship with the police is strained, they
appreciate his help yet face significant pressure from above about his legal non-existence. Not all the politicians
he exposed lost their office.
Ever since he first heard there was a price on his head Matthew has made sure he can vanish on a moment’s
notice. His increasingly stuffed briefcase now contains: Another briefcase full of money (US Dollars, Euros, and
British Sterling), some gold, a bag of gemstones, a brick of cocaine (for emergency bribes, he’s not a user), emer-
gency rations, a computer, a smart phone, a satellite dish, spare false IDs for both his selves, a large solar panel
and a compact tent. It normally also contains papers from his latest case.
Virtue: Just
Vice: Arrogant
Attributes: Intelligence 4+1, Wits 2+1, Resolve 3, Strength 2, Dexterity 3, Stamina 2, Presence 1+3,
Manipulation 2, Composure 3
Skills: Academics 4+1 (economics), Computer 1, Investigation 4+2 (finance), Politics 2, Science 2, Ath-
letics 2, Drive 1, Firearms 1+1, Larceny 2, Stealth 3, Survival 2, Empathy 2, Intimidation 1+1, Persuasion 2,
Streetwise 2+1, Subterfuge 2 (spotting lies)
Derived Traits: Health 7, Willpower 6, Size 5, Defense 4+1, Initiative 5, Speed 10
Merits: Library 1 (Academics), Professional Training (Academics, Investigation) 2 (Contacts: accoun-
tants, police), Allies 4 (Treasury), Allies 2 (BBC), Allies 2 (Bloggers), Allies 1 (Interpol), Contacts 1 (personal
secretaries), Fame 1 (British finance), Resources 3, Safe Place 1, Mandate 2, Onceborn 2, Palace 3, Royal
Tongue 1, Veiling 2 - all Allies, Contacts and Fame are for transformed ID
There is a world beyond the one we know. And, frankly, it isn’t very nice. As in, it’s pretty nasty even com-
pared to the real world. Oh, sure, an animistic universe may sound like a nice idea, and theoretically, the spirit
world could be used to get Hope spirits to spread their emotion, and help the world; but once you’ve seen a
spirit of Love steal the body of a person, then build an orgiastic cult around it with no limits and no safe words…
well, the idea doesn’t seem like such a nice one. Add that to the fact that, really, the Hopeful don’t have much of
a grasp on the spirit world (and so are prone to making rather nasty mistakes, as they misinterpret it in ways
that are only prevented by hard experience and/or natural talent), and there’s no wonder that many Princesses
try their best to keep away from spirits, driving them away as best they can when they cause trouble, and not
even noticing them the rest of the time.
Ah, but some among the Hopeful … well, others might say that they can’t leave well enough alone, but the
Ambassadors to Ephemera argue that they will not turn a blind eye any longer. They hunt down spirits which
steal the bodies of men and women (in a way different to the Amanojaku; physically and much harder to get
rid of), and force them out. They study the changes in the spirit world, and use it to locate problems in the
real world; in one famous case, a Hopeful in Rome located a serial killer before anyone had even reported their
victims missing, by following the upsurge in murder spirits in the locale. They talk to the werewolf-folk, who
are natives to that strange place in a way that the Hopeful are not, and try to dissuade them from hurting people
(the record there … has not been good, compared to other tasks in the Embassy. It’s like those things don’t find
hideous amounts of violence morally wrong.).
Because that’s one of the things that the Ambassadors to Ephemera warn those interested in their duties.
The spirit world isn’t nice. It isn’t safe. Unlike even the most degenerate bloodsucker or hubristic sorcerer, spirits
were never human, and so don’t think like people. And the hounds of the moon which claim domain over the
spirit world don’t appreciate anyone fleshy wandering around in that place. Some have strange rituals which
can force a Princess back through the barrier between worlds. Others … prefer a more terminal solution.
After all that risks, one might wonder why any Princess might take up the duties of an Ambassador to
Ephemera. Why not just focus on that which isn’t from a hellish spirit world which has more in common with
Silent Hill than with the Dreamlands? The answer is, so they say, that the spirit is a reflection of the real world
in a much more immediate and real sense than the Dreamlands. Destroy the spirit of an object, and the thing
weakens and breaks down; smash the object, and the spirit dies. If the spirit world, the hisil is bad, then that’s
only because the world is bad. If you can change the real world, you can change the spirit. And, perhaps more
interestingly, if you can change the hisil, you can change the real world. Moreover, spirits don’t go away if you
don’t believe in them (though research from the Embassy to Stories seems to suggest that faeries don’t, either).
Yes, it’s often unpleasant to deal with spirits, to be forced to kill a host to get the spirit of rape out of the world.
But the Light doesn’t need nice. It needs necessary.
Secretary Privileges
Essential Feelings
First comes a sense for the illusive, invisible, yet omnipresent patterns of Resonance that surround the
world. The invisible world is laid bare to the Princess, and she can understand it when it talks to her. As an
instant action, the Secretary can study an object or area, and roll Wits + Empathy. Success tells her the Reso-
nant Conditions [CofD 135] that apply to the target, with one Condition being revealed per success, the most
important first. Particularly strong resonances (like the hate on a murder weapon, hidden in the knife draw),
grant a bonus to the roll.
The Secretary can also recognize when a person, object or place has been influenced by the spirits. Using
Essential Feelings also reveals Manifestation Conditions, when these exist on the target and are related to a spirit.
As a side effect of this, the character also becomes fully fluent in the First Tongue when speaking to spirits
and Shadow-linked shapeshifters. This ability cannot be used to communicate with other members of the Em-
bassy, nor with any other character who may have learned it for some reason. It can only be used on natural
denizens of the Shadow. Moreover, the Secretary automatically feels if they are in a Locus, Barren, Glade, or
Verge, and can reflexively enter a Clash of Wills against any supernatural power that would obstruct this, with
a dice pool of Wits + Inner Light.
Consul Privileges
Spiritual Harmonic
A Consul to Ephemera may grant hospitality to the spirits, or banish a spirit that has outstayed its welcome.
The Consul may spend 2 Wisps as an instant unrolled action to create a Resonant Condition. This Condition
may be tailored to a specific spirit, or apply to any spirit with an appropriate Influence, as the Consul wishes; it
remains for one day. The Consul can also suppress one of the Resonant Conditions that exist at her location, or
on an object or person she can touch, for one day; the cost and action are the same. If a spirit has applied any
Conditions that depend on a Resonant Condition, suppressing it starts a Clash of Wills.
Ambassador Privilege
Queen of the Spirit World
So long has the character interacted with the unseen, that she has acquired status among them, as they
accept her as one of their own. The character gains Honorary spirit Rank [CofD 128] of 3, rising to 4 at Inner
Light 9. Spirits of lesser Rank will typically treat her with respect, while ones of equal Rank will not (barring
them just disliking her) go out of their way to aggravate her. Even spirits of higher rank may at least grant a little
courtesy, though the Princess remains vulnerable to their displeasure. Moreover, the character may spend a
Wisp as an instant action, accompanied by a proud declaration of their self, to subtract their nominal Rank from
any dicepool used by a spirit-based entity (including spirits, Claimed, and Uratha) which would affect them. This
benefit lasts for a scene.
Drawback: Every time the character declares their Rank, a little of the spirit world seeps into them, chang-
ing their appearance. The body reasserts itself, but it is disconcerting to see the flames flickering in the pupils
of a Princess who declared her Rank in the spirit world reflection of a burned-out tenement… especially when
they spread to her tear-ducts. For the scene after the declaration of Rank, the character subtracts their nominal
Rank from all Social rolls for dealing with people who are not spirits or spirit-based (the spirits find it perfectly
normal).
Background
Anabel Heartsford loved music ever since she was a child. While other kids balked at their piano lessons, she
embraced them with enthusiasm. Growing up in a poorer and less safe neighborhood, she found art an excellent
escape from her life’s problems. Later on she started to express her feelings in her own music; crude at first,
but by the time she was in high school she was writing original songs. Around the same time she managed to
save up enough money to buy an electric keyboard and started playing in the local park. Unlike many musicians
who were busking, she didn’t ask for money but instead played for the sheer joy of it. She was rather good at it
and lifted the spirits of those around her. Unfortunately she was a bit too good, and a local gang decided that a
musician that talented must be raking in the money. One evening they cornered her and asked for her money.
Refusing on the grounds that she didn’t have any, she was going to be beaten or even killed when she offered to
play a few songs for them instead. It was then that she Blossomed and played a song so moving that the gang
couldn’t bear to hurt her and let her go. They still come around to hear her, and have given up their criminal
careers (most of them, anyway) because of her obvious disapproval.
Appearance
In her mundane form Anabel is somewhat lanky, with loose casual cloths typically consisting of a t-shirt,
jeans, and a hoodie. She has brown hair and green eyes, and has one of those faces that just blends into a crowd.
When she Transforms Joyful Song gains a foot and a cup size. Her outfit is a simple but high quality red silk
evening gown with a somewhat low cut neck line. Her Regalia includes a decorative ruby comb that enhances
her presence, and a keyboard made out of a rainbow of gems for the keys. This not only serves as a musical
instrument, but also as her Levinbolt, firing off giant technicolor notes in combat.
Storytelling Hints
Anabel is full of life, joy, and a surprising amount of wisdom. Her out of the box idea is a long term project
that she’s pinning a lot of her hopes and dreams on. While she tries her best to be independent to prove that
her concept can work, she’s not too stubborn to ask for help if she needs it. Since her plan not only calls for the
removal of "negative spirits" but also the cultivation of "good spirits" she’s actually quite knowledgeable about
the immaterial world and a lot of other things on the supernatural side beyond what a Princess usually knows,
as they usually focus on the Darkness.
Anabel is eclectic in nature, and is a bit flighty as well. As such she can do a lot of things well, but doesn’t
really excel in any one area. She is as a member of the Sword court very emotionally driven and may join other
Nobles on a whim if she feels it’s what she should do. She’s very enthusiastic and tries her best to be helpful,
but she’ll often highjack a situation without realizing it, her natural charm and persuasion serving to make her
a strong leading presence.
Finally, she spends a lot of time messing with the spiritual plane without regards to how it will resonate
with the larger world. She doesn’t have a proper understanding that not all “positive” spirits are actually good
and can lead to problems. As such, she’s just one blow up away not only from a potential crisis of conscience,
but from an encounter with pissed off Uratha.
Virtue: Joyous - Anabel seeks to spread joy to those that lack it and feel despair.
Vice: Impulsive - She doesn’t always think things through, and this can lead to problems.
Attributes: Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity 2+1, Stamina 2, Presence 3+1, Ma-
nipulation 2, Composure 3
Skills: Academics 1, Computer 2, Investigation 3, Occult 2 (spirits), Athletics 2, Drive 1, Firearms 1+3,
Larceny 1, Stealth 1, Survival 1, Empathy 3 (reading crowds), Expression 3+2 (keyboards), Persuasion 3+2,
Streetwise 2 (gangs)
Derived Traits: Health 7, Willpower 5, Size 5, Defense 4+1, Initiative 5+1, Speed 9+1
Merits: Allies 2 (ex-gangers), Circle 3 (parents), Palace 3 (family home), Royal Tongue 1, Veiling 1
It is oft-times boasted or bemoaned by the Princesses that they are the luckiest or unluckiest people of
all, for on a whim fortune chose for them among all the world’s brightest to Blossom in this life or another.
They were given power and a purpose in life, but also duty and a Sensitivity to the suffering of others. Lucky
or Unlucky? Some of the Hopeful take this further. When an entire nation can stand or fall to a single roll of the
dice, well lady luck is a fickle lover, if we want a fair and just world someone’s going to have to load the dice.
Some of the Embassy want to rig the game so the moral get the luck. Others are content if good and bad fortune
would be spread a little more evenly or if the stakes were lowered. The Embassy may well change Fortune some
day, but if they get what they hope for? Kiss the dice for luck.
The Embassy to Fortune is a rarity; its members have opened relations with a creature who claims to be the
concept of Fortune incarnate, the opposite and foe of ineluctable destiny. He most often appears as a handsome
ginger tom, with piercing green eyes and a perpetual grin that reminds most Hopeful of the Cheshire Cat (and
to anyone who mentions the resemblance, he insists that Lewis Carroll based the Cheshire Cat on him); since he
never names himself, the Embassy just calls him the Cat. He has appeared in many other forms - a white Persian
queen-cat with a diamond collar, a tall thin lazy-eyed man in an elegant and expensive power suit, a gamine girl
in a catsuit hanging off a building cornice - but even the ones who aren’t cats have a feline character, and all of
them have the brilliant green eyes and the slightly mocking smile.
Why this living representative of luck chose to work with the Hopeful (for the Embassy seems to have been
his idea) is still a mystery. The Cat himself always answers to his girls, but rarely does he give the same answer
twice. Sometimes he says the world’s fate has grown so tangled and heavy that the world is doomed to sink
under it and be destroyed; that it is his particular task to untangle the thick knotted ball of destiny (and maybe
play with it, just a little), and the release of the Hopeful offers him the best opportunity he can remember to carry
out his mission. (And when the Hopeful speak of restoring the Kingdom, the Cat nods and says "What has fallen
should rise.") Sometimes he explains how a Blossoming is such a stroke of fortune for an entire community that
it uses up everyone’s luck; the good deeds a Princess’ does is supposed to balance it out but with the Nobility
trapped in the Dreamlands the whole system fell out of balance and now they’re back he’s got to fix things up.
Sometimes he explains that the Fall itself was nothing more than a stroke of bad luck; since good and bad luck
must always balance out the Radiant are owed so much good luck only his personal assistance can repay the
debt. And sometimes he explains it’s simply because the Embassy is full of so many beautiful women, for he is
a tom cat; if he gets too amorous a plate of fish or a ball of yarn will make him forget all about you.
Patronage
One of the nice things about being on speaking terms with your Patron is that you can ask him for favors.
The Cat can do just about anything he wants with fortune or luck; and as he can indirectly affect other things
through fortune his powers are essentially godlike. He can grant good luck to endeavors, and less intuitively
break destinies and curses by throwing enough random chance at them. The inevitable drawback is that The
Cat asks for something in return, the more you ask for the more you have to do. Sadly this means there’s no easy
path to restoring the Kingdom, becoming a Queen, or any other large scale accomplishment worth fighting for.
The most common request is to send the Princess on what seems like a simple quest, but a whole host of
improbable events will soon turn it into a convoluted mess with the Princess bouncing from one highly embar-
rassing (for her or for those around her) situation for another. The pervading theory is that The Cat does this
for the lulz. Smaller favors can be as cheap as a plate of fish, scratching behind the ears, or sleeping with him
(which is not recommended, even in a human form he is a tom cat).
On the positive side, if the Princess does pay The Cat’s price she doesn’t seem to face luck turning sour, as
she would after using her Privileges. Some of the debt was probably paid up front, as for the rest … The Cat just
dumps it where it won’t do any harm.
Secretary Privileges
It Might Be
The world is full of unseen things, and one of the Cat’s Girls wanders through it, the invisible bestowing
fortune upon her. By spending a Wisp, and making a statement out loud like “This sucks. I never win at anything
like this,” the Secretary can enjoy a sudden bestowal of good fortune. These small manipulations are always
within the realms of possibility (she finds a high value note lodged in a drain, the waiter knocks over the drink
that her rival had spiked), but often come about in rather surprising ways. If used to generate wealth or obtain
objects, any thing so obtained cannot have an Availability above 1, if she wants it to be permanent. It can be
used to obtain an object of higher value, but fortune conspires to remove the object from her possession at the
end of the scene. Nevertheless, lesser purchases can be multiplied up; the £50 found in a bin, if invested wisely,
can become many times more, while the good one-night stand can, if bought breakfast in bed, possibly become
a stable relationship.
Drawback: Luck always balances out, and for every use of It Might Be the Secretary suffers some small
misfortune. For a small blessing this misfortune is nothing more than a minor inconvenience, but a Princess
who asks for too much will surely lose whatever they gained when bad luck conspires against her at the end
of the scene. If the Princess really over does it, such as trying to obtain things with Availability 4 or more, her
reversal of fortune will come with negative consequences (such as the Secretary’s face appearing on a wanted
list, after the car she found to be fortunately unlocked turned out to have a boot full of crack cocaine).
Hunter’s Eyes
To find and seize the fleeting moments when destiny can be turned against itself, a Secretary to Fortune
needs sharp eyes and ears, and swift reflexes. While she is transformed, the Secretary adds her Athletics to all her
Perception rolls, including her rolls to avoid being surprised, and her eyes have the light-amplifying membranes
of a cat’s eyes; she can see shapes, though not colors, in any lighting conditions short of total darkness.
Moreover, she gains an occult sense for the flow of Fortune around her. It doesn’t tell her what is about to
happen, or even likely to happen; instead, the Secretary knows whether an improbable event is natural luck, or
that luck has been magically tampered with. This is an Unseen Sense for powers that twist luck to someone’s
benefit (like the Charm Touch of Fortune) or which override it to force an outcome (such as imposing a geas) that
registers at the moment the power influences someone’s actions. When such a power first affects the Secretary
herself, if her consent was not sought, she twists away from the undesired bond; she adds her Athletics to the
relevant Attribute to resist or contest the power. She even resists powers which normally can’t be resisted - for
Consul Privileges
Feline Grace
The hand of the Cat rests upon the Consul to Fortune. Her teeth become long and pointed (yet elegant, in
the same way as his are), and she now inflicts +1 lethal damage in a grapple if she chooses to bite. Perhaps more
noteworthy, is that her reactions are now akin to those of… well, a cat on a hot tin roof. Her Initiative modifier is
doubled from its base value (the doubling is applied before any other modifiers, and does not stack with other
multipliers), and she always lands on her feet, meaning that she never takes lethal damage from falling. Finally,
the Consul gains a social aplomb and charisma that attracts everyone who sees her. If she did not have Striking
Looks already, she gains 1 dot of that Merit.
It Will Be
It’s truly said that Fortune favors the brave. At the cost of 1 Wisp, a Consul can roll Inner Light + Composure.
Successes on this roll become a dice pool which is attached to a target character within sight. The next time the
target spends a Willpower point, these dice are liberated, and added to the +3 that the Willpower point grants.
Only one such pool may be extant at once, but if the target succeeds on the boosted roll, the Consul who aided
him regains 1 Willpower, as if she had fulfilled her Vice. If the roll is an exceptional success, in addition to the
previous benefit, she also gains 2 Wisps.
This Privilege trips the Unseen Sense of Hunter’s Eyes when the target spends the Willpower.
Drawback: After using their bonus dice the target suffers -1 to all rolls until they pay back their debt: a
number of rolls equal to their bonus dice.
Ambassador Privilege
It Must Be
The Ambassador to Fortune manipulates luck so cleverly, that she may ensure that her actions will succeed,
no matter the obstacles. The character spends 2 Wisps, and, for the rest of the scene, all her actions, whether
magical or non-magical, have the Rote quality.
This Privilege trips the Unseen Sense of Hunter’s Eyes every time the Ambassador acts during the current
scene.
We live in an ordered universe, one defined by coherent laws and systems. Since Newton’s time, people
have viewed the universe as the machine, a perfect and precise clockwork, predictable and orderly. Some people
find this a cause for despair, feeling that they are doomed to be crushed beneath the gears of the universe.
The Ambassadors to the Machine know better. The universe is a beautiful and wondrous thing, awe-inspir-
ing in its vastness and fascinating in its complexity. How can someone look up at the stars and not feel awe at
the vastness of space? How can someone not look upon a rainbow and admire not just its beauty, but also the
dance of light and water that brought it into being? How can someone look upon the incredible complexity of
the miracle that is life and not be amazed? The universe is a wondrous place, and knowing how it works just
makes it even more beautiful.
And that is perhaps the greatest miracle; the universe can be known. Mankind can comprehend the uni-
verse in all its subtleties, and with this knowledge they can work wonders that can improve the lives of millions.
Of course, those same tools and machines can destroy cities as well as feed them, but the Hopeful have never
been pessimists. The Techies know that the machines and tools are an extension of man’s will, and strive to make
sure those tools are used for noble ends. The Ambassadors to the Machine take a little bit of the universe into
their souls and thus take upon them the mantle of machines; extensions of human will built upon the system
of the universe.
Secretary Privileges
The Privileges refer several times to the concept of a machine. For the purposes of this Embassy, a
machine is a tool or object with multiple moving parts integral to their function, specifically designed to
fulfill a purpose by human or otherwise sapient beings. Moreover, for any dice bonuses or special effects
granted by these powers to apply, the primary function of such a machine must be derived from mundane,
mechanical principles, or from the Light. An engine with parts made from a magically created frictionless
material is acceptable; a device which spins to collect ambient heat and converts it into some unnatural
source of energy is not.
Depths of Longing
Machines long to be used, and, moreover, they long to be used correctly. The Machinist can aid in this. With
the expenditure of a Willpower point, she can “lend” another individual her dots in Crafts, Computer, Science,
Medicine or Drive. For the rest of the scene, when using a machine in a skill-check the person she lends to may
use her skills, instead of their own; if their own are higher, they simply get a +1 bonus. The Princess does not
lose access to the skills; one of the wonderful things about machinery is how it saves labor, and allows division
of tasks, after all.
Consul Privileges
Facing the Fire
The Consul’s intuitive grasp of technology lets her hone a tool to perfection. She spends a turn working
on a machine (forgoing Defense, if in combat), then spends 1 Wisp and rolls Intelligence + Inner Light. If she
succeeds, she adds her Sensitivity to the machine’s equipment bonus for anyone who uses it, for the rest of the
scene. On an exceptional success, the bonus remains for a full hour.
Watch in Awe
With the expenditure of a Wisp, the Machinist can grant another person the power of Rise and Falling to
ensure success with machines. For the rest of the scene, the beneficiary can choose to add 1 automatic success,
instead of 3 dice, when spending Willpower on a roll involving machines. As with Rise and Falling, the automatic
success does not count towards the total needed for an exceptional success.
The night is a time of peace and rest. It is a time of beauty, when the world is recast in grey and silver.
So why then, do people fear the night? Why do people hide from it behind closed doors and electric lights?
It is because the night cloaks thieves and monsters in darkness, its beauty is hidden away behind walls of fear
and danger. Walls that the Embassy has sworn to break down.
Champions fighting evil by moonlight still form the bulk of the Embassy to the Night, and while linguistic
drift is inevitable most Princesses still consider the name “Night Witch” to refer exclusively to the Embassy’s
Champions. After Champions, Seekers and Troubadours are drawn to the Embassy. Seekers use the cover of
night to go where they shouldn’t and uncover the secrets therein while Troubadours express the beauty of the
world after sunset.
Swords form the most common Court, because that Court has a large supply of Champions and because its
rugged independence is well suited to action when the rest of the world is sleeping. The Court of Clubs is over-
represented among the Embassy’s Troubadours for the Wilds are the Court most likely to appreciate natural
beauty. The Graces in the Embassy are most likely to be Spades and hold court among urban nightlife.
Secretary Privileges
The Embassy’s Privileges work only under the night sky. They have no effect between sunrise and sunset,
or if the Night Witch is illuminated enough for a mundane character to act without a penalty, or if she cannot
see the sky directly from her current location.
Consul Privileges
Left Eye of Horus
As a guardian of the night the Consul’s gaze sees all miscreants and misdeeds that hide within her domain.
When rolling to penetrate or contest stealth or subterfuge (both the Skills and the concepts) the transformed
Consul adds her Stealth dots to her dice pool. The Consul needs to be able to make a roll to benefit from this
privilege.
Ambassador Privilege
Witchlight Dawn
At the apex of the Embassy’s power night and day are hers to command. By spending 3 Wisps and a point of
Willpower the Ambassador sheds witchlight around herself for the rest of the scene (though it fails prematurely
if she steps away from the night sky.) This light is invisible to mundane eyes - instead it turns magics of the day
or night to her benefit.
Any supernatural being within the Ambassador’s line of sight that is affected by daytime, nighttime, sun-
light, moonlight or starlight (but not a more specific time like noon or the witching hour) and any supernatural
ability affected by one of these conditions acts as though it were under whatever condition works to the Am-
bassador’s best advantage, even if she is unaware of it. A changeling defending innocents may find his contracts
with the Sun blazing to full power at midnight, while a vampire looking for food may discover that starlight
burns like the sun.
Drawback: The Princess becomes a true creature of the night, and shuns the daystar. During daytime she
takes a -1 penalty to Wits- and Composure-based dice pools, becoming cranky and slow as though she was sleep
deprived. In the presence of direct sunlight this penalty increases to -3. Unsurprisingly most Night Witches sleep
through the day in a darkened room.
Even in the modern world, mankind only touches on a small portion of existence. Even the larger part of
the physical planet is located underwater, beyond our reach. The Ocean Embassy is comprised of explorers
and trailblazers - those who seek to explore places not yet touched by the Light, and make them friends to the
Princesses and mankind. The oceans themselves, being easily accessible, are an obvious place to start … though
many Explorers also display an interest in the Spirit World, outer space, and areas of the Dreamlands outside
the Princesses’ control. And more.
The Vanguards of the Depths appear to many as a rather fearless lot, willing to dive head-on into the un-
known, and able to make themselves feel at home in any environment. The Embassy, for its own part, holds that
any place humans can thrive in was unknown and frightening before it was explored; the Ambassadors seek to
shine the Light on the places where mankind will, one day, prosper.
Secretary Privileges
Mermaid’s Knowledge
The Explorers cannot become lost, physically or socially. The Secretary gains the Direction Sense Merit
[CofD 44] if she didn’t have it already; she always knows which way is north, no matter how she’s been spun
around, and even when blindfolded or in total darkness. She can retrace any journey she’s made once before,
if she was conscious while travelling; falling asleep in a vehicle driven by someone else puts a break in her
memory, but she will remember any motions the vehicle made while she was awake.
Socially, a Secretary can learn to converse with anyone she meets with amazing speed. While listening to
someone speak in a language she isn’t fluent in, and trying to speak to that person, the Secretary rolls her Inner
Light + Intelligence as an extended action; each roll represents five minutes of attempted conversation. When
the Secretary has accumulated 4 successes, she gains the benefits of the Multilingual Merit [CofD 46] for the
language the other person is speaking. She may use the ability again to upgrade the benefits to the Language
Merit [CofD 45] gaining the same fluency in the language as the other person. The new language fades after 1
hour; if the Secretary has the XP, though, she may spend it to acquire either Multilingual or Language instantly
before the magic fades.
Mermaid’s Form
As a transformation action, the Secretary’s legs can merge together into a tail, either delphine or fishlike,
and her body adapts in other ways to the rigors of swimming in deep water. On land she suffers from the Crippled
Condition [CofD 288] but she swims at her Speed in yards per turn (see Athletic Feats.) She can breathe water as
Mermaid’s Kiss
While transformed as a mermaid, the Secretary can pass on part of her resilience to another. She kisses the
other person on the lips and spends a Wisp. Until the next sunset, the target can breathe water as easily as air,
exactly as the Secretary can, and is also immune to nitrogen narcosis.
Consul Privileges
Mermaid’s Song
The Consul’s voice, like a siren’s, becomes fascinating, turning the heads of those who hear it. The Consul
spends a Wisp and rolls her Inner Light + the higher of Presence and Manipulation to charm another person;
the target contests the roll with his Composure + Supernatural Tolerance. If the Consul wins the contest, the
target is entranced; for the rest of the scene, he gains the Swooning Condition [CofD 291] for the Consul.
Mermaid’s Love
When the Consul uses Mermaid’s Kiss, she may spend an extra Wisp (2 total) to transform her target fully
into a merman or mermaid like herself, with all the abilities and drawbacks of that form. The target may return
to his human form at will at any time, and must do so at the next sunset.
Ambassador Privilege
Mermaid’s Crown
The Ambassador to the Ocean reads her surroundings constantly, and adapts to anything she meets. First,
she gains the echolocation sense of the mermaid form at all times, even when untransformed. When she becomes
a mermaid, the range of her echolocation triples, and she can create a focused pulse of sound that lets her read
the hidden structure of solid objects. To use this, the Ambassador touches the object, and rolls Wits + Composure
or Wits + an appropriate Skill as an instant action - Crafts works for inanimate objects, Medicine for living beings.
Success on this roll tells her something of the object’s density and composition, finding any holes, cracks or
imbedded bits of different materials.
Second, the Ambassador can transform her body to deal with nearly any environment. Once a scene, while
transformed (as either human or mermaid) she spends a Wisp and rolls Inner Light + Survival. Each success
gives her 1 Merit dot, allocated among Hardy, Iron Stomach, Striking Looks, Sympathetic and Biokinesis. Suc-
cesses may also be allocated to give her resistance to extreme environments [CofD 97]; one success allows her
to reduce the effective level of one environment by 1. Merit dots gained this way last until the end of the scene.
Drawback: The Ambassador’s mood varies with the tides. During the hour of low tide (30 minutes before
to 30 minutes after the ebb) she suffers from the Broken Condition [CofD 288], and during the hour of high tide
(30 minutes before to 30 minutes after the flood) she suffers from the Manic Condition.
Secretary Privileges
What’s the Story?
The first skill an Editor learns is to feel the flow of the narratives around her. She gains the Merit Unseen
Sense (Wyrd) [CofD 60]. The Wyrd is omnipresent, it is the connection between all things and a Secretary soon
learns to block out all but the largest manifestations of this power, including changelings, True Fae, Tokens,
Hedge Gates and active effects of faerie magic such as Pledges or Contracts. Talecrafting is especially noticeable.
The Secretary can even try to see through the Mask with a roll of Wits + Composure – 3 vs. Wyrd + Composure.
Resistance is reflexive and automatic.
Literary Criticism
By spending a Wisp the Secretary can grant another all the benefits of What’s the Story? for one scene.
Consul Privileges
Becoming the Tale
As a Consul the Editor isn’t limited to assuming a role, she can become the role. When she Transforms the
Consul creates a new self from threads of narrative to create a form appropriate to her role. While she still cannot
create an appropriate history or documentation for her role she can fool DNA tests, looks appropriate for her
position to people outside the story, gets a +Inner Light bonus on appropriate Subterfuge rolls and generally
fits in much better.
Because this new form is built from scraps of narrative it triggers the Unseen Sense (Wyrd). Any role in a
narrative that includes entering the Hedge (and since every Hedge journey is a story an Editor may use Becoming
the Tale just for this purpose) has peculiar effects. So long as the Consul is in this form her Regalia armors her
against the Thorns. Rather than losing Belief she loses Wisps as a Changeling would lose Glamour. Losing her
last Wisp will cause her transformation to end, though being lost in the Thorns is definitely a good justification
for regaining Wisps through Inner Strength. She can navigate the Hedge rolling Belief instead of Clarity. Finally
she may be affected by goblin fruits in ways both positive and negative, however she cannot gain either Wisps
or Glamour from them.
Drawback: Assuming a form built out of faerie magic is very dangerous to one’s sense of reality. After
using this power the Consul gains the Madness Condition [CofD 289]; fortunately the Condition expires (without
resolving) after a full day spent without using any Privilege of the Embassy.
In addition a Consul’s perceptions start to become warped by Stories. While she has assumed a form, when
rolling Perception roll her Wits and Composure separately.
Composure succeeds: As per a normal Perception Success.
Wits succeeds and Composure fails: The Consul gets the full accurate information but sees it through a
lens of the story. The player hears the result of a normal Perception success but the Consul is given a metaphor.
A drug dealer might look like some sort of humanoid mosquito representing how he sucks the life out of people.
If possible theme this hallucination on the Consul’s current role.
Both fail: If under normal circumstances the Consul would simply not see something treat the results as
normal, if however she would get distracted then she is likely to have been distracted by a hallucination.
Secretary Privileges
Is something missing?
The Keepers of Memory are Alhambran through and through; their Privileges reflect the realities of
ghosts in Alhambra and lack some obvious powers that would be useful when they travel beyond their
borders, such as the ability to see ghosts in Twilight.
This doesn’t stop them from carrying out their duties; it simply means that they use more Lacrima
Charms than, say, the Embassy to Death.
Governor Privileges
Hallowing the Necropolis
Ghosts suffer; they suffer because they have unfinished business among the living and they suffer because
their nature separates them from the living. In Alhambra the departed have no such restriction and the Keepers
of the Necropolis can bring this peace to the provinces. To do this she spends 2 Wisps and begins an extended
Presence + Expression roll to consecrate the ground; the threshold is the area’s Sanctuary.
When sufficient successes are accumulated the target area becomes a Necropolis. Ghosts within a Necrop-
olis gain two benefits: First, the Necropolis is an Anchor for all of them, keeping them from the Underworld and
saving them from Essence bleed even if their last personal Anchors are destroyed. Second, all of them can use
the Image Manifestation whether or not they know it; a ghost that does know Image can use it without spending
any Essence, while other ghosts spend 1 Essence to activate it.
Under ordinary circumstances a Necropolis lasts for Inner Light days. If cast upon Consecrated ground it
will last as long as the Consecrated Condition does, though to benefit from Consecrated a Necropolis must be
cast on all and only the Consecrated ground.
Regent Privilege
Bearing the Burdens of the Dead
By touching the ghost of a Princess a Regent can draw the ghost’s Shadows into her own soul, protecting
the dead Princess from its greatest threat. Through this privilege the oldest ghost Princesses have been kept
active for thousands of years. Using this Privilege requires touching the royal ghost and spending a Wisp as an
instant action. The Regent peels off the darkness and decay from the ghost and hides it deep within herself. Each
activation of this Privilege transfers one dot of Shadows, but the Regent may use it as many times as she wishes.
The player should track the number of ghost Shadows separately from her regular Shadows. This is because
they have a second use. Emotions are somewhat more physical to ghosts, and so are their Shadows. As a reflexive
action the Regent may expel angry wraiths from her body, removing one ghost Shadow per wraith. These wraiths
are a form of Darkspawn, not ghosts, though they are immaterial and usually exist in Twilight. They are similar
enough to the Darkspawn known as Shadow-wraiths that the Storyteller may use the traits for those creatures. If
the Regent spends a Willpower point when releasing ghost Shadows she may roll Resolve + Composure. Success
allows her to direct the released Darkspawn to attack targets of her choice, though they always put their own
survival first.
It is a secret known only to the Regents of Amethyst that this Privilege can be used on the living, though at a
greater cost. Alas, creatures of the Darkness are immune. Transferring a dot of Shadows from a living character
costs 3 Wisps, and inflicts the Haunted Condition on the Regent; resolving the Condition removes the transferred
dot. If the Regent is currently Haunted, she may use the Privilege only on ghosts. Shadows taken from the living
can’t be released as wraiths.
Drawback: Working with Shadows always has its downsides. Shadows taken from a ghost Princess have all
the same disadvantages as regular Shadows. The Regent may remove them as per normal Shadows; the player
decides what kind of Shadows to remove first.
Releasing ghost Shadows into the wild risks a compromise with a -3 penalty to the roll. Directing ghost
Shadows to attack someone risks a compromise with a -5 penalty to the roll.
Alhambra is a city that despises frivolity - which is to say, they hate anything that reeks of taking too much
joy in life, barring service to the Last Empress. The Queen of Tears has decreed that, until such time it is reborn,
the Kingdom must be mourned. Whoever does not properly grieve, by Her decree, is not appreciating what was
lost, and by extension is not appreciating the sacrifices that went into creating the City Within The Dark. Thus,
Alhambrans have been trained to see anything that speaks of a purely artistic endeavour is wasting energy on
a frankly blasphemous display, energy that could be better devoted to service of the city and its mistress. In
principle, the Queen of Tears dissolved the Order of the Peacock because there is no art, apart from dramatized
history and the bleak commentary of the Fools of the Summit, that respects the memory of her lost home.
In practice, expecting the inventor of Lacrima, of all Invocations, to not have more nuance in her principles
than she publicly states is an idiot’s theory. While she does not buy the theory that art is always political, she
recognizes that much of it is, touching the soul in ways that go beyond thought, beyond consciousness. So while
critical art is not something she wishes to muddy the minds of her people with thoughts of nonconformity and
rebellion, propaganda is something entirely different. Thus, when representatives from the Raccoons, Tortoises,
and Ghost Owls simultaneously approached her with the accidental discovery that the Rebellious Provinces
could give dreams awareness and use those aware dreams to shape the minds of humans, she realized perhaps
there was a purpose for the Blessed Merrymakers after all.
The Protectorate of Blue Topaz is one of the youngest, by Alhambran standards - barely past its thousandth
year. By all rights, they should have long been made a public Protectorate by sheer accident, but the protection of
the Queen combined with the well-practiced selective obliviousness Alhambrans have towards her own actions
(by definition, if Her Everflowing Majesty is okay with it, that must mean it is within tradition, so they don’t
question it) means they have, if anything, developed an even better set of cover stories to ensure their anonymity
in their hidden duty of ensuring Alhambra dreams the right things, and thinks the right thoughts. While all the
Orders are aware the Protectorate exists, those who even bother just assume they are dumping grounds for the
unacceptably independent and airheaded amongst them, not a proper royal commission at all.
The genius of this is that it’s slightly true - the Respectful Guild actually does look for the people in the guild
who have found joy in their work and have an urge to create something, but critically, their recruits are chosen
from those who wish to create for Alhambra. Taxmen of the Vulture who puzzle out ways to banish the Taint
they create and restore the fields even as they are drained, Ghost Owls who wish they were allowed to inspire
as well as critique, Tortoises enthralled with the idea of a glorious past becoming a blueprint for the future, and
genius Pelicans who have grown weary of the old techniques holding back their potential all find a ready friend
in the hidden handlers of the Playwrights. For many, a friend is all they ever have, but for those with the proper
balance of empathy and fanaticism to ignore their conscience, Her Eminence’s Messengers quietly expose the
prospect to new ideas from the Rebellious Provinces, artistic movements, translated novels, political treatises -
and see if the prospect, rather than destroying the heretical creed or becoming corrupted by it, starts to wonder
if there’s any way to turn those ideas to Alhambra’s betterment. Those who do are introduced to the true face of
the Playwrights, and told of the glorious destiny they all share - to make of the entire world a stage, and upon it
bring the production Alhambra’s Victory Over All to a glorious conclusion. And more importantly, how to turn
the world into method actors with the proper stimulus and response.
Frequently, followers of the Radiant Queens see the Mind Knights as a rebellion in the making - once outside
of the watchful gaze of their neighbors, the Schemers let themselves reveal their joi de vivre, dressing in actual
color and playing idle games with each other, easy with laughter and smiles. This is a mistake - the Playwrights
are just as loyal as the rest of Alhambra, and in fact their lightness of heart comes from utter zealotry equal
Secretary Privileges
A Secretary of Blue Topaz shapes dreamstuff and a bit of her soul into her personal Irim as part of her
initiation to the Protectorate. The Irim takes the form of a bird that can perch on its mistress’ shoulder or arm
(Size 2 at most.) However, being immaterial an Irim has the traits of a Dreamlander - in fact, as a detached
portion of the Secretary’s soul, it has the same traits as her Dream Form. Irim may use any non-supernatural
Merits of their mistress that make sense for a bird, but cannot use any of her supernatural powers. However,
an Irim can fly (equivalent to the Wings •••• Merit for shikigami) and its natural attacks do lethal damage. (All
this becomes relevant when a Mind Knight’s Privileges are active.)
If an Irim is “killed” its mistress instantly loses a point of Willpower and cannot use any of her Privileges
until she has regained all her Willpower; the Irim returns to her soul and sleeps there while its dream-body
heals.
Aviary
When she is transformed, the Secretary can spend one Wisp to pull her Irim out of Twilight and grant it ma-
terial form. While materialized the Irim becomes an NPC that obeys its mistress’ orders but acts independently
of her; it also knows everything about her situation and intentions that the Secretary does. Lacking instructions,
the Irim will usually pose, preen or fly about to inspect various objects. It dematerializes as the end of the scene,
unless the Secretary recalls it before then.
The Secretary can also tell her Irim to examine a person’s thoughts while it’s materialized, if the person is
present and capable of dreaming. The Irim must perch on, peck at, preen at or otherwise have physical contact
with the target for an instant action, then return to its mistress; it will display visions to her on the surface
of its spread wings. The Secretary interprets these visions with a roll of Wits + Empathy, learning the same
information as she would from A Little Bird Told Me.
Nest Egg
The Secretary can spend 1 Wisp while her Irim is materialized and in contact with her to make it lay a
phantasmal egg, roughly an inch in length and with a polychromatic shell. The Irim’s eggs have an Intimate
sympathetic connection to the Secretary, last indefinitely until hatched, and can’t be destroyed by any external
force. The Secretary can make a number of eggs equal to the higher of her Intelligence and White Rabbits dots;
once she has, she must wait until one hatches before making another.
Any character can pick up and carry an egg. A mundane or Light-touched character - but not the Secretary
herself - can hatch an egg by holding it in his bare hands and concentrating for a full turn (losing his Defense if
in combat); what comes out of the egg is a dream-bird, formed from the Secretary’s dreams and the hatcher’s.
The dream-bird has the traits of its hatcher’s Dream Form. It shares the Irim’s ability to read dreams, giving the
hatcher one use of A Little Bird Told Me. It dissolves when the hatcher next awakens from sleep; if he hasn’t sent
it to observe someone before he sleeps he loses his opportunity.
Governor Privileges
Cuckoo’s Egg
Sometimes, an actor just isn’t cooperating. A Governor of Blue Topaz can force the issue and give a certain
amount of…incentive. The Governor can send her Irim to make a nest and lay one of its eggs within a person’s
dreams. The person must be a valid target for A Little Bird Told Me. The Governor spends 1 Wisp and makes a
contested roll of Intelligence + Empathy against the target’s Resolve + Supernatural Tolerance.
Dramatic Failure: The egg incubates in the Governor indefinitely, although the Governor believes that
it is incubating in the target. When the Governor hatches the egg, the chosen Condition is inflicted on them
towards the target.
Failure: The Irim fails to lay an egg. The Governor may try again if the target is still sleeping.
Success: The egg incubates in the target indefinitely. The Governor chooses Swooning [CofD 291] or
Fearful, a person to be the chosen Condition’s object, and a trigger (often a bird call, occasionally the call of
the Irim themselves). When next exposed to the trigger, the egg hatches, inflicting the chosen Condition on
the target.
Exceptional Success: The first time the chosen Condition’s resolution occurs, the target gains a Beat but
does not shed the Condition; it must be resolved a second time.
Modifiers: The target has eggs from the Privilege in his dreams (-1 per egg)
Birds of a Feather
By spending a second Wisp when using Nest Egg, the Governor can cause the bird hatched from the laid
egg to emerge in material form. The dream-bird then has the same abilities as an Irim materialized by Aviary
does. It dematerializes when the scene ends. The hatcher may still use A Little Bird Told Me after the dream-
bird has dematerialized.
Regent Privilege
Birdhouse in Your Soul
If you want something done right, sometimes you have to do it yourself. The Regent’s Irim can be empow-
ered to take over another person for a short time and force him to act according to the Regent’s script. The per-
son to be possessed must be a valid target for A Little Bird Told Me. The Regent spends 3 Wisps and 1 Willpower,
and makes a contested roll of Intelligence + Empathy against the target’s Composure + Supernatural Tolerance.
Dramatic Failure: The Regent’s Irim gets caught by the target’s psychic defenses and is destroyed.
Failure: The Irim can’t get a grip on its target.
Success: The Irim inflicts the Possessed Condition [CofD 134] on the target. Unlike most ephemeral en-
tities, the Irim always uses its own Attributes and Skills, but it can roll its Finesse + Empathy - the target’s
Resolve to read the target’s memories. The Condition expires when the scene ends, and the Irim may not
possess the target again until he has regained Willpower from sleep.
Exceptional Success: The Irim has a +2 bonus when it tries to read the target’s mind.
Drawback: Naturally, while the Irim is possessing someone it isn’t available for other purposes, so the
Regent can’t use any other Privilege until Birdhouse in Your Soul expires. Also, possessing people inflicts a deep
blow to their psyches, even if they don’t remember it; each use of the Privilege is a compromise at a -3 penalty.
Lady Maria
Oh dear. ’Tis a shame you cannot lift this cloud of Dark over yonder cathedral, no matter how
hard ye try. But oh, do not curse thy shadow - for mine own self is here to help thy friends. All I
require of thou is a small oath, favor for favor.
Background
Alyssa Halliwell’s first memory is her parents enacting the opening seen to Macbeth, her mother one of
the witches and her father Banquo. She doesn’t remember any nightmares from that time; as part of a troupe
that specialized in Shakespeare’s tragedies, her baseline for what was frightening and not was…a bit different.
Her life, infancy to teenager-dom, was filled with the Bard. Post teenager-dom, it was filled with her duties as a
Troubadour, too. Briefly, it was also filled with the All-Consuming Dark, a fight with her parents leading her to
camp out under a Tainted stage that had been used to hide the body of a suicide for the sake of protecting an
acting company’s reputation too long, but her sense of ethics won out over both her corruption and her personal
ambitions of becoming a Hollywood starlet, expelling her inner Shadows and Blossoming in one fell swoop.
It was really too bad the first Hopeful she met were Furies who even the other Seraphic Legion exiled for
their fanaticism; to them, anything that had been touched by the Dark at all was irredeemably corrupt; to them,
a Princess that had once been a Darkened was obviously a Cataphract of some kind, no matter how little the
flames of Tempestra took. Many survived the fire. Mr. Halliwell and her younger brother were not among them.
This shaped her views on the Nobility forever - to her, the Light has always been an amoral thing, good in
principle, but fundamentally used by a flawed species that must be guided with a firm hand - occasionally with
barbed wire, if they are especially recalcitrant. She never was a good fit for the court of Hearts; she had the best of
Appearance
Maria would prefer not to be seen in her mundane state at all, minus her family, her Sworn, and her imme-
diate co-workers; she remains Transformed when attending court in the belief it’s more polite, and she is almost
pathologically afraid of anyone being able to connect her face to her former life or schemes. Thus, normally she is
disguised via normal stagecraft or Charms, something ironically made easier by the fact that she’s actually quite
beautiful. Much like a living Barbie, her auburn hair, slim build, and nearly flawless skin is almost built to be
modified as she desires (she likes to say she was bred for the stage); a little layered powder with a hint of green,
and she’s a sickly waif; hair pulled back and nose held up, she’s a young elite straight out of business school. She
can even imitate a boy for a while if she cuts her hair short (actually why her alias is from Twelfth Night).
She’s a lot less shy in her Transformed state. She appears significantly less morbid than most other Hand-
maidens, appearing to be nothing more or less than a maidservant (though not a French maid - she is completely
lacking in lace), the only oddity being that she’s dressed in blue and red. Nothing about her seems to reek of the
paradox that defines most Playwrights - by sight alone. It’s impossible to not notice from touch that it seems to
be made of the finest silks; on the occasions her cap slips, one can see a thin tiara of silver, and her phylactery is a
royal scepter (her paranoia strikes again though; she makes sure to cover it in feathers when she has a chance in
order to make damn sure people think she’s just the cleaning lady). When outside, Macduff completes the subtle
contradiction between servant and master; the Irim is nothing less than a golden eagle, that radiates dignity
and power - but it’s a cold dignity, the heartless charisma of tyrants.
Storytelling Hints
Perhaps once, Alyssa had some degree of doubt, but no more; a combination of peer pressure and in truth,
her own order practicing their own Cuckoo’s Eggs on her mind (willingly; she didn't want any ounce of indeci-
The remit of the Order of the Raccoon is to face the threats to Alhambra that no one else foresees, and seize
opportunities for Her Majesty that no one else anticipates, and that’s a hard and thankless task in a realm that
distrusts anything not of the fallen Kingdom. The Raccoons can, however, point to a long record of warnings
given that (when heeded) saved an outpost from disaster, or (when ignored) consigned loyal subjects of the
Empress to awful fates, whenever suspicion leads another Order to suggest they be disbanded. For over 4,000
years many of these warnings have been raised by the Protectorate of Fused Quartz, a small sect who watch
with impassive faces as time and history pass, and divert its flow with the proper flick of a finger.
The Protectorate has a curious history. The man Nappilu, whose students they are, was not native to Al-
hambra, nor was he one of the Nobility; he came to an outpost of the City somewhere in Babylonia, offering his
fealty in exchange for refuge. He demonstrated a number of strange powers, bending time and fate in ways no
Alhambran understood, to prove his value, and so the Ever-Flowing took him in. He was willing both to use those
powers for Alhambra and to teach a few Princesses to emulate them; but when asked how he had learned them,
he said only that he had been one agent among many of a great and powerful god, who was far beyond the ability
of mere mortals, or even its own agents, to understand. He had been outcast, and was pursued, for refusing a
divine order, and he warned his students strictly against drawing attention from the god he had abandoned, for
the least of its servants was greater than he, and had no concept of mercy.
Few members of the Protectorate are seen outside Alhambra today, but thanks to their Privileges they are
maddeningly effective when they do take the field, constantly anticipating the plans of their opponents. They
are most likely to be sent when an outpost reports encountering beings similar to Nappilu or the servants of
the deity he described, but almost any confrontation with unusually subtle enemies might lead an Alhambran
to call for a Sibyl’s help.
Secretary Privileges
Stare Into Infinity
A Secretary of Fused Quartz is prone to fall into a trance at any moment, in which she sees omens and
signs warning her, in symbolic fashion, of dangers soon to come. Sometimes the trance comes unexpectedly;
at others the Secretary may induce it in herself by self-hypnosis. Once per session, a Secretary can drop into
trance voluntarily as an instant action, and try to interpret the signs that appear to her. She rolls Composure +
Wits; for each success, her player may ask one yes/no question about any topic of importance to her, which the
Storyteller must answer truthfully. However, after doing this the Secretary takes the Spooked Condition [CofD
291] related to the topics her player asked about.
Butterfly’s Wing
When she is transformed, the Secretary can foresee highly improbable consequences of apparently ordi-
nary actions. On uncommon occasions she may take advantage of this foresight. Once per scene, while the Sec-
retary is transformed, her player may declare a task she will attempt and another task she hopes to accomplish.
Both tasks must be things the Secretary could in theory complete with a mundane instant action at the moment
she uses the Privilege, but they need not be related in any way. The Secretary rolls for the first task, but applies
all the successes gained to the second instead - by some improbable chain of events, the normal result of her
actual action fails to happen and is replaced by the result she desired.
Dread Omens
The Protectorate of Fused Quartz has the power to lift the veils that hide their dooms from those who
consult them - or, sometimes, who cause them annoyance. By spending 1 Wisp while transformed, a Secretary
may inflict the trance of Stare Into Infinity on a person she touches. The target rolls his Composure + Wits, and
the target’s player asks one yes/no question for each success, which the Storyteller must answer truthfully.
However, for those not of the Protectorate the signs and omens are much more disturbing; the target takes the
Stunned Tilt for one turn, plus one turn per question his player asks, and after recovering from the Tilt he gains
the Shaken Condition [CofD 290] related either to the Secretary or to the things he asked about. (A PC need not
ask all the questions she is entitled to, and forgoing a question does shorten the duration of the Stunned Tilt.)
Members of the Protectorate, including the Secretary herself, are immune to this Privilege, and no target may
have it used on them more than once a session.
Governor Privileges
Accelerando
A Governor of Fused Quartz learns how to deepen and lighten her trance state, so that the omens will
guide her hands and speech to achieve her urgent need. Once per scene, the Governor may spend 2 Wisps when
carrying out a mundane instant action. To her, the world suddenly slows down, the immediate future becomes
clear, and what she must do to succeed in her present task is obvious. Her action becomes an advanced action
- she rolls her pool twice and takes the better result.
The Governor may use Accelerando in either of her forms. When she is transformed, she may use both
Accelerando and Butterfly’s Wing on the same action.
Forewarned is Forearmed
When she is transformed, the Governor may rearrange her past to take advantage of an unexpected oppor-
tunity. Once a scene, the Governor may spend 1 Wisp to declare that she is carrying, or has previously cached
in her current location, a single piece of equipment which will help her in her current activities. The equipment
thus brought into play must be something the Governor might have taken at some time in the past 24 hours,
placed where she now “finds” it, and let pass unnoticed by anyone else in the current scene - this is simplest
with equipment small enough for the Governor to carry on her person. However, the Governor need not actually
have taken and cached the equipment; all that’s required is that, as far as anyone present can tell, she might
have done so.
Secretary Privileges
Bloodhound
A Secretary of Heliotrope can track her prey by scent, both in person and by the traces it leaves when it
feeds. She has a variant of the Unseen Sense Merit that reacts to Vitae, the blood-like fluid that runs in vampires’
veins. She can smell the stuff in the open, of course, but also inside a vampire’s system or a ghoul’s, or any other
container. Moreover, if she touches a character whom a vampire has recently fed on (who currently has either
the Scarred [VtR2 305] or Swooning [CofD 291] Condition for that reason) or one under a blood bond [VtR2
99-100] her Unseen Sense reacts.
Life is Sacred
When she transforms, the Secretary’s flesh and blood become antithetical to a vampire’s body, dangerous
even to touch, and lethal if consumed. Any Vitae she drinks turns to smoke and ash in her mouth, affecting her
Let Them Go
The Secretary can hijack the mental manipulations Vampires use and redirect a vampire’s minions to the
service of Alhambra. When she is transformed and touching a character who has the Scarred or Swooning Con-
dition from a vampire’s feeding, or is under a blood bond, she may spend a Wisp and roll Resolve + Intimidation
vs the vampire’s Blood Potency + Composure. If the Secretary wins the roll:
1. A Scarred or Swooning Condition is replaced with the Leveraged Condition [CofD 289] to the Secretary
(without resolving.)
2. A blood bond is redirected: the target is bound to the Secretary, not the vampire.
Governor Privileges
My New People
A Governor of Heliotrope can train her nose for Vitae to recognize the spoor of individual vampires. By
smelling and tasting a sample (one point) of a vampire’s Vitae, the Governor tunes her Unseen Sense from Blood-
hound. In future, she will recognize Vitae from that vampire, characters whom that vampire has fed on, and
characters under a blood bond to that vampire when her Unseen Sense responds to them.
Moreover, with such a sample the Governor can divine the identities of others who have drunk the vam-
pire’s blood. She spends a Wisp and rolls Intelligence + Politics. Doing so destroys the sample.
Dramatic Failure: The Governor identifies the wrong person as blood-bound, taking the Misled Condi-
tion. Bloodhound will treat the character she identifies as if he had a blood bond while the Condition lasts.
Failure: The Governor learns nothing.
Success: For each success rolled, the Governor either sees the face of someone with a blood bond to the
vampire, or learns the rough location (within a mile or so) of such a person. She finds the strongest bonds
first - third stage, then second, then first. The face and location of one person are learned separately.
Exceptional Success: No extra benefit.
Finally, the Governor can partly suppress Life is Sacred, allowing vampires to touch her without losing their
Blush of Life. In this state she can ingest Vitae while transformed and hold it in her stomach, unburnt and inert,
and later vomit the Vitae up at will. If she detransforms with Vitae in her system, it will affect her normally.
Secretary Privileges
Finding Faults
A Secretary of Malachite can read the signs of psychic distress in someone’s face and posture. Whenever
a person in the Secretary’s sight has a Condition gained by passing through a breaking point (or the analog
for supernatural characters), or one imposed by supernatural powers that alter the mind, or a Galemark, the
Secretary need only succeed on a Perception check to recognize that his mental state is not normal. Once per
session, the Secretary may examine a person she has noticed in this way to identify which of those Conditions
he has, the effects they are having on him, and the ways they might be resolved.
Confessional
It is the duty of the Bearers of Mercy to relieve people of all cares that prevent them from being of service
to Her Ever-Flowing Majesty. When she is transformed the Secretary gains an aura that makes people willing to
Weight of Censure
So few in the Rebellious Provinces are aware of their obligations; sometimes those of Alhambra are forget-
ful, too. On due occasion a Warden has to bring people to a proper sense of shame at their failures. The Secre-
tary may spend 1 Wisp while transformed when she is conversing with a person; she then rolls Manipulation
+ Persuasion - her target’s Composure.
Dramatic Failure: The Secretary repels her target; in future social maneuvers her impression with him
starts at hostile.
Failure: The target perceives nothing, and the conversation proceeds.
Success: The Secretary makes her target feel his shortcomings; he immediately acquires the Guilty Con-
dition [CofD 289]. Finding Faults will spot the Condition, and the Secretary may use Confessional on him im-
mediately.
Exceptional Success: The target cannot resolve or shed the Guilty Condition for a full day, without su-
pernatural help.
Governor Privileges
Free to Serve
The Queen of Tears teaches that sometimes you must lie to make people realize the truth. That’s especially
true with people taken from the Rebellious Provinces who insist on placing some loyalty from their past above
Alhambra’s needs. In such cases the Reallocators are called on to free them from their past.
The Governor can spend 2 Wisps to displace a memory from her target’s mind, replacing it with another
more fit for the purpose the target ought to serve. The task is an extended action with a dice pool of Presence
+ Expression; the interval is one hour, and the threshold is the target’s Willpower dots. The Governor and her
target must be together and conscious throughout. If the Governor has scrutinized the target with Finding Faults
she gains a +2 bonus to her dice pool. If she reaches the threshold, the Governor inflicts the False Memory
Condition on the target, with a penalty equal to her Presence.
Proper Instruction
Often in Alhambra’s service it’s necessary to learn a great mass of facts quickly, and it lies within the Hyp-
notists’ skills to convey great masses of facts in very little time. A Governor of Malachite may spend 1 Wisp to
place one person into a receptive trance, and allow another person touching the first to commune with him,
speaking without words. After five minutes in trance the first person gains the Informed Condition [CofD 289]
on one subject in which the second is an expert (the Storyteller judges if a character has the knowledge needed.)
The Governor may be student, teacher or neither.
Proper Instruction may be combined with Free to Serve to let the false memories created by the latter to
contain true information. If this is done, each False Memory Condition exchanges the ratings of two Skills within
a single category; removing the Condition will switch the ratings back.
The Spotted Hyenas are the Last Empress’ good right hand; whenever some threat arises to the Wisp gath-
ering outposts that sustain Alhambra against the Darkness, the Hyenas spend their sweat and blood to defeat it.
However, it does the City little good when its subjects die in battle - far better to make the enemy die. Honor and
glory are lovely in their way, but survival and victory are what matter in the end. To make sure they understand
this, the Order places its new conscripts in the hands of its professional trainers, the Protectorate of Novaculite.
Naturally the Drafters spend much of their time teaching actual fighting skills. But the core of their teaching
is Alhambra’s idea of the military virtues: strict discipline, obedience to orders, and ruthless pursuit of victory
by any means that lie to hand. War is terrible and monstrous, the Cadre say, but it cannot be evaded; the soldiers
of Alhambra must fight everywhere they are stationed, against shadow-beasts in the City and insolent rebels
beyond it. Often the only course to victory over the monsters is to become monstrous, and a proper soldier must
take that course and sacrifice his conscience for the Queen. The Regents of Novaculite have sometimes spoken
of War as a goddess who is most pleased by that sacrifice, and it isn’t clear if they mean Her Majesty by that,
or some other deity.
Instructors in War are frequent visitors to the Rebellious Provinces. Sometimes an outpost has hired mer-
cenaries, in hopes that some or all would subject themselves to the Queen of Tears, or just to supply a shortage of
trained soldiers, and in such cases a Drafter is usually sent to command them - a task for which their Privileges
are suitable. In other times an outpost needs a crack squad to carry out a dangerous or unsavory mission, and
when the squad is led by one of the Cadre, her powers will stiffen their spines and harden their hearts, ensuring
their success.
Secretary Privileges
Tools of Duty
The Protectorate of Novaculite are responsible for preparing their recruits for their service to Alhambra,
and this includes providing them with appropriate tools to perform their duties. Anyone Sworn to the same
Queen as the Secretary gains one phantom dot of the Circle Merit, linked to her; after one hour of fighting drill
with her, the Sworn gains a Wisp. The phantom Circle dot stacks with any real Circle Merit a Sworn may have.
Moreover, if the Secretary is Sworn herself she becomes a valid target for the Circle Merits of other Sworn in
her court.
Drill Manual
A Drafter may give her recruits the basic knowledge necessary for their service. While Transformed, she
touches the forehead of her target and spends 1 Willpower. For one full day afterward, the target gains either
one Skill dot in Brawl, Weaponry or Firearms, or gains the Language Merit [CofD 45] for the Secretary’s native
language or one she has the Language Merit for and the Encyclopedic Knowledge Merit [CofD 44] for an organi-
zation which has her loyalty. (Normally the latter option is used on foreign recruits, so the language is modern
Alhambran and the organization is the Order of the Spotted Hyena or the City as a whole.) The Secretary cannot
raise anyone’s Skill to a level higher than her own.
Governor Privileges
The Queen’s Shilling
The Governors of Novaculite can create Sworn with an amazing efficiency. The Privilege uses the same
rules as the Charm Accept Fealty, except that it must be used on a group of at least five people who are bound
to each other or a common cause, sufficient for a Commonalty Charm to work on them all, and the Governor’s
dice pool takes the Commonalty modifier appropriate for the targeted group.
Binding Service
The chosen of Alhambra must work together for the good of the Last City. The Governor may spend 1 Wisp
while transformed to bolster the members of an organization and give them unity. She rolls Presence + Expres-
sion - the Commonalty modifier for the organization as an instant action.
Dramatic Failure: The Governor breaks the bonds among her targets. For a full day, none of the targets
count as members of any organization if a supernatural power that exploits Commonalty is used on them.
Failure: The members’ cohesion is not affected.
Success: Members of the organization who are present are drawn into a mystical unity. The Commonalty
modifier for affecting them improves by one step, to a maximum of Dedicated. The increased Commonalty
lasts for a full day.
Exceptional Success: The members take fire from the Governor’s words; they gain the Inspired Condi-
tion [CofD 289].
Regent Privilege
Favor of the Last Empress
A Regent of Novaculite sends troops into battle with the favor of Her Everflowing Majesty to support them.
Once per session, the Regent may pronounce a blessing in the name of her Queen on a group of people whose
The Jewel of the Kingdom, Alhambra, is always open to allow those from the barbaric Provinces to learn
from its majesty, and Alhambran agents perform this duty as much as their obligations allow. The Protectorate
of Pyrite was founded out of this desire to revolutionize the outside world - what better way to teach, it’s been
said, than to lead and show them?
The Voices of the City are its professional diplomats and negotiators, with the mission of persuading those
living outside the city to serve the Last Empress’ needs. The tasks of purchasing or renting the site of a new
Enclave, of arranging for local food (and for power, in recent centuries) and of soothing any alarm the locals
feel as the Enclave takes their hope away, almost always fall on a Liaison. The Liaisons are also by tradition
responsible for finding those in the Provinces who are willing to abandon rebellion, and either come to Alhambra
or support its Enclaves’ work. The Protectorate is popular with “immigrant” Alhambrans, who have parents or
grandparents born outside the city: by the very nature of their work members of the Pyrite have to spend lots
of time away from their beloved city, entering places and organizations that lack the touch of Her Everflowing
Majesty.
Alas, joining the Protectorate of Pyrite carries something of a stigma in Alhambra. To the ordinary citizens,
why, its services are necessary as the connections they make greatly service the needs of the hope-gatherers,
but no Pyrite is to be seen as too eager to perform their duties lest they appear as fancying those outsider
barbarian ways. And while the Fools of the Summit watch the Liaisons carefully, and can usually be confident
of the loyalties of them all, they know that this Protectorate, like all others, draws its powers from something
outside humanity. Yet when asked, the Regents of Pyrite can give no other names for this thing than “unity” and
“obligation” - and what is inhuman about those?
Secretary Privileges
Seek and You Shall Find
Etiquette is a second nature to a Liaison, to be followed so as not allow any shame to befall Alhambra. And
as everybody will tell you, asking for information is simply polite.
On becoming a Secretary, an Attaché gains a floating dot of Contacts, usable in either mundane or trans-
formed state. Once per story, she may assign this dot to a field, as broad as what a dot in Contacts normally
offers; people in that field will answer questions for her as if they were normal contacts, using the rules for
the Merit. When the Secretary changes her floating Contact, anyone she asked questions of in the prior field
becomes slightly confused, taking a -1 penalty to remember who they were speaking to. If the Secretary has the
Contacts Merit, the floating dot stacks with the Merit for anyone trying to block her use of it.
Come, Follow Me
A Liaison seldom works alone, so she may extend a part of her authority to her staff. If the Secretary touches
a person and spends a Wisp, as long as the target visibly acts under her direction attempts to describe or identify
him take a penalty equal to the Secretary’s Socialize. The protection works only against people who know that
the target works for the Liaison - if she has told them so, or told him to do something while they watched, they
cannot describe or identify him except as one of her people, but those who see him only when separated from
her have no difficulty remembering his appearance. The illusion fades at the end of the current session, but as
with Nowhere Unwelcome its effects on memories last indefinitely.
Governor Privileges
Knock and It is Opened
When a Liaison rises to Governor, her authority becomes weightier, and her requests are difficult to refuse.
While the aura of Nowhere Unwelcome is active, the Governor may spend 2 Wisps for certain success in her
negotiations when those susceptible to it. In social maneuvering with people covered by her floating Contact,
this Privilege opens one Door without a roll, and may be used once during a maneuver after the Governor has
opened at least one Door by other means. In other contexts, the Privilege converts a Social roll meant to persuade
a person covered by her floating Contact to do something into a single success, and may be used once a scene.
Go Forth in My Name
The Governor’s command of etiquette is such that she may confer it to those who take direction from her.
If she touches a person and spends a Wisp, the target has the benefits of Seek and You Shall Find with respect to
her floating Contact for the rest of the session. The Privilege has no further effect on anyone who has benefitted
from it in the current session (so one person cannot gather information from the floating Contact more often
than the Merit would allow by having the Privilege used on him twice.) The Governor may use Come, Follow Me
and Go Forth in My Name simultaneously on a single target.
Regent Privilege
Ask And You Shall Receive
The Regent of the Protectorate of Pyrite carries so much authority that the benighted living in the Rebel-
lious Provinces will do whatever she requests … within reason. When a Regent wants something done that
Abdicated
The Princess has abandoned her duties to the Light. On any action related to her Calling, she takes a penalty
equal to her Shadows. She must spend a point of Willpower each time she wants to attack a creature of Darkness;
she can apply her Defense, Dodge or run from the fight, but not take an aggressive action.
Causes: Choosing catharsis during a Haunting.
Resolution: The Princess achieves an exceptional success on an action related to her Calling, or when at-
tacking a creature of Darkness.
Bargain
The character can find a piece of equipment or a service for a bargain price. He might have a coupon, or
get a promotional discount, or just have an amazing stroke of luck. When he wants to make a purchase, he may
resolve the Condition to reduce the Availability of the equipment or service he’s buying by 1 dot.
Causes: The Charm Small Providence.
Resolution: The character purchases something at a reduced price. The Condition does not grant a Beat
when resolved.
Blackmailed (persistent)
Someone who absolutely does not have the Noble’s interests at heart has discovered her double life and
intends to exploit his knowledge. Often this takes the form of extorting favors - only the least imaginative black-
mailers demand money. A Noble’s blackmailer is more likely to ask her to use her unique powers on his behalf.
While his motives can range from the criminal to the altruistic, his demands will badly complicate her affairs.
Causes: Resolving the Indiscreet Condition.
Resolution: The blackmailer makes his knowledge public; the Noble finds a counter-threat against him;
the blackmailer dies or is discredited.
Beat: The blackmailer’s demand blocks the Noble from doing an important task, or complicates her situ-
ation.
Blessed
The character has a mission, and at crucial moments he receives magical help to accomplish it. He has a
bank of bonus dice which he can apply to any dice pool, so long as the action in question serves the mission.
Each die applies to only 1 roll of a dice pool, but the character may apply any number of dice to a roll. Using up
all the dice ends the Condition without resolving it.
Causes: The Charms We Rely on You, Love Conquers All and Jumping Jack Flash; a Regent of Novaculite’s
Privilege.
Resolution: None; the Condition ends when all the dice are used up.
463
Blighted
The character’s raw faculties and talents have been magically degraded; dots have been taken from one or
more of his Attributes. Any traits derived from the reduced Attribute(s) are recalculated.
It is possible for a character to have two or more instances of the Blighted Condition, but different instances
cannot reduce the same Attribute.
Causes: The Charm Tendril of Nothing; dramatic failures with the Charms of Enhancement.
Resolution: The expiration of the magic that created the Condition ends it, without granting a Beat.
Cherishing
The Princess holds the memory of another person as a precious treasure. She may use that memory as
a sympathetic connection to the person, at a level set when she gained the Condition; doing so resolves the
Condition. However, if the other person has a power that exploits sympathetic connections, he can use that
power on the Princess through the connection, which also resolves the Condition.
A stronger version of the Condition weakens the level of Sympathy created by the memory by one step each
time one of the parties uses it for magic. In this case the Condition resolves when the strength of the connection
drops to the level the Princess naturally has for the other person.
Causes: The Charm Cherish.
Resolution: The Princess or the other person breaks the link as described.
Cowed
The character is convinced that another person is too dangerous to meddle with. He suffers a –2 penalty on
any Physical and Social rolls to oppose the character who inflicted the Condition, if he does not spend Willpower.
Causes: Anyone with the Intimidation Skill can try to inflict Cowed on a target with a contested roll; dra-
matic failure with the Charm Giggle at the Ghostie.
Resolution: The character successfully intimidates or injures the Condition’s source; the character regains
Willpower from his Virtue.
Cynical (persistent)
The character loses belief in her guiding principle, and abandons herself to self-indulgent comforts. She
actively avoids taking actions which reflect her Virtue, even when they don’t involve personal risk; she may not
464 Conditions
spend Willpower on such actions, and does not regain Willpower from them. If forced to act according to her
Virtue, the character suffers a -2 penalty to her rolls.
Causes: Dramatic failure on a compromise roll.
Resolution: The character regains a dot of Integrity, loses another dot of Integrity, or achieves an excep-
tional success on a breaking point roll.
Beat: The character fails to fulfill an obligation she incurred because of her Virtue.
Darkened (persistent)
Long exposure to Tainted areas has infected the character. He has become a creature of the Darkness, with
the abilities and drawbacks thereof, but hasn’t lost his Integrity yet.
Remaining in touch with human emotions and morals can protect the character from banes of the Darkness
for a while. The first time in a scene that jade touches him, he rolls his Integrity as a dice pool. If he fails this roll,
jade damages him as stated for the rest of the scene; if he succeeds, his flesh just breaks out in a lurid rash where
the jade touches it, and the itching inflammation gives him a -2 penalty on all Physical actions until the contact is
withdrawn. (Many Darkened first realized something was badly wrong with them when their jewellery burned
their fingers.)
Causes: Fulfilling an Aspiration from a Tainted area; the Charms Empty Heart and Shadowmask.
Resolution: The character makes a great sacrifice, either as restitution for his sins, or to save someone
from death or grave injury; the character raises his Integrity to 8 or more. (Just having Integrity above 7 won’t
resolve Darkened - the character must buy at least one dot in the trait.)
Beat: The character expands the Size or deepens the Severity of a Tainted area.
Demoralized (persistent)
The Princess’ morale has faltered in the face of the Darkness in the world. Spending Willpower adds only
+2 to her dice pool, or +1 to a static value. In any confrontation with a creature of Darkness, such as combat or
a contested action, the Princess takes a penalty equal to her Shadows.
Causes: A Haunting.
Resolution: The Princess defeats a creature of Darkness in a confrontation lasting for at least a scene.
Beat: The Princess concedes a conflict with a Dark creature and suffers serious loss by doing so.
Depression (persistent)
The character suffers from deep depression. He can’t put full effort into anything he does; spending
Willpower adds only 1 die to a dice pool, not the usual 3. Concentrating on a lengthy task tires him out; in any
extended action, his maximum number of rolls drops by two.
Causes: The Capitation Charm; the Lasting upgrade to the Queen’s Sorrow Charm.
Resolution: The character regains a dot of Integrity, loses another dot of Integrity, or achieves an excep-
tional success on a breaking point roll.
Beat: The character passes up a significant opportunity that would require him to break his routine or
make a sustained effort.
Conditions 465
play out his part. The Condition ends without resolving if the character leaves the Dethroned’s presence and
her Fortress for a number of days equal to her Inner Night.
Causes: The Chain Companions in Misery (Inner Night ••).
Resolution: The character takes serious harm (lethal damage exceeding his Stamina) while serving the
Dethroned, or succeeds at a breaking point roll caused by the condition.
Beat: The character puts himself in harm’s way to serve the Dethroned.
Doubting
The character’s higher calling or guiding principle has been put in question, and she is beset by doubts.
While the character is affected by this Condition, she cannot spend Willpower on any action that reflects her
Virtue.
Causes: Failing a compromise roll; dramatically failing with Comfortably Numb.
Resolution: The character gains an exceptional success on an action that reflects her Virtue, or regains
Willpower for performing such an action at personal risk.
Doomed (persistent)
The character is almost certain to suffer a dire fate. The Storyteller has a pool of dice equal to the level of
this Condition, which refills at the start of each session; he may apply those dice as a modifier to any roll made
for the character, if that roll is relevant to the character’s Doom. Actions which, if successful, would help to bring
the Doom about may be given a positive modifier, while actions which would help prevent the Doom may be
given a negative modifier.
Causes: A Regent of Fused Quartz uses her Privilege.
Resolution: The Doom comes to pass; or, the character does something which makes the Doom impossible.
Beat: The character succeeds in a task that contributes to his Doom - any roll that gained bonus dice from
this Condition qualifies, and the Storyteller may give Beats for other rolls as well.
Drama Queen
The character desperately wants attention - needs it - and doesn’t much care how she gets it. In any scene
where she isn’t the center of attention, she’s tempted to extreme behavior just to grab the spotlight.
Causes: Failing a compromise roll, especially when Unbalanced; dramatically failing with She’s So Fine.
Resolution: The character embarrasses or humiliates herself while trying to make people notice her.
Dream-Hounded
The character has dreams every night of being mercilessly hunted. The point of Willpower he would nor-
mally recover when he sleeps is taken from him by the person who set the Condition on him, and is wasted if
that person’s Willpower is fully refreshed.
Causes: The Caligo Call the Black Dog.
Resolution: Immediately after waking, roll Resolve + Composure. When the character has made successful
rolls equal to the Shadows of the person who gave him the dreams, resolve the Condition.
Easy Way
A Noble has offered the character a fair and balanced way to settle their differences. Her smile certainly
seems sincere, but somehow the hairs at the back of his neck are standing up, as if warning him away from po-
466 Conditions
tential danger... Any Social roll the character or the Noble make to negotiate the offer’s terms and reach agree-
ment reach an exceptional success with three successes instead of five.
The Condition ends without resolving if the character refuses to deal. If the character attacks the Noble or
an ally of hers, or bargains in bad faith, the Condition ends without resolving and the character takes the Hard
Way Tilt. The Noble does not automatically notice when the Hard Way Tilt replaces the Condition; treachery is
still possible, if more perilous.
Causes: The Charm Charm Offensive.
Resolution: The character and the Noble come to an agreement, that both intend to keep.
Enervated (persistent)
The character is in the second stage of soul loss. Her instinctive efforts to shore up her Willpower by giving
into her urges have failed, her Integrity has gone and her Willpower is now fading. In addition to the effects
of Soulless, she can no longer regain Willpower through her Virtue, only her Vice. Indulging herself brings di-
minishing returns — whenever she does so, her permanent Willpower drops by one dot before she regains
Willpower points to the new maximum.
Causes: Falling to Integrity 1 while Soulless [CofD 290]; falling to Belief 0.
Resolution: Regaining a lost soul; returning to Belief 1.
Beat: Lose a dot of permanent Willpower.
Enhanced
The character’s raw faculties and talents have been magically improved; dots have been added to one or
more of his Attributes. Any traits derived from the enhanced Attribute(s) are recalculated.
It is possible for a character to have two or more instances of the Enhanced Condition, but different in-
stances cannot enhance the same Attribute.
Causes: The Charms of Enhancement.
Resolution: The expiration of the magic that created the Condition ends it, without granting a Beat.
Enraged (persistent)
The Princess is obsessed with punishing whoever is responsible for a tainting. Any roll not related to at-
tacking him, finding him or compelling him to make restitution to his victim is penalized by her Shadows.
If the Princess is the one responsible, she is driven to self-hatred, which immediately disguises itself as an
unshakable belief that her victim hates her and means her harm. She is obsessed with punishing the sufferer,
as above.
Causes: A Haunting.
Resolution: The object of the Princess’ anger admits guilt and makes amends, or is incapacitated; or, the
Princess achieves an exceptional success on a breaking point roll.
Beat: The Princess neglects another obligation to pursue the object of her anger.
Conditions 467
Resolution: The character is confronted with proof that his memories are false, and succeeds on the re-
sulting breaking point roll.
Beat: The character trusts someone or takes a risky action based on his false memories alone.
Fearful
Something has inspired a nearly paralyzing fear in the character. He cannot willingly approach within his
Speed in yards of the fear’s source. All his interactions with the source of his fear take a -5 penalty.
Causes: The Charms Gold Abhors Ebon, Ofuda, I am Become Light; the Terrifying upgrade to Valiant Mind;
dramatic failure on the Charm Rally Round the Flag; the Caligo Bogeyman; the Reprisal Taken Revelation; a
Governor of Blue Topaz’s Cuckoo’s Egg Privilege.
Resolution: The character escapes from the source of his fear, and does not return during the current scene.
Flashbacks (persistent)
The Noble went through terrible suffering once, and now associates some stimulus (regarded by others
as innocuous) with that past pain, so strongly that experiencing it again can overwhelm her. Each time she
encounters the stimulus, she must check her Sensitivity, using her unmodified pool.
This Condition should be taken only for stimuli that have no obvious connection with suffering - for in-
stance, a Noble grieving for her dead mother may flash back on smelling her mother’s favorite perfume.
Causes: A horrible experience, such as (but not limited to) an especially severe Haunting.
Resolution: Time or therapy wears down the Noble’s old trauma.
Beat: The Noble undergoes a Haunting because she encountered the stimulus.
Forgettable (persistent)
The character’s face and voice are bland and unmemorable; he doesn’t stand out in a crowd or attract much
notice when alone. All his Social rolls that would be influenced by his appearance take a -1 penalty. On the other
hand, any rolls by others to spot, notice or remember the character take a -1 penalty.
Causes: The Charm Enduring Beauty.
Resolution: The character gets plastic surgery, or some other treatment that alters his appearance.
Beat: The character is overlooked or ignored, when he doesn’t want to be.
Gale-touched
The character has been brushed lightly by the Dreamlands’ Gales, and memories of the land beyond the
wall of sleep sustain her in the face of fear or horror. When the character reaches a breaking point, she may
resolve this Condition to add +1 to her roll.
While a character has this Condition, small fragments of beauty that remind her of the Dreamlands appear
as she goes about her daily life, in places she can’t reach quickly, and vanish if she approaches them closely; they
are not visible to anyone else. This has no mechanical effect but might be unsettling to the inexperienced.
Causes: Spending time in the Dreamlands.
Resolution: The character draws on memories of the Dreamlands to preserve herself from a breaking
point.
Galemark (persistent)
The Dreamlands’ Gales have marked the character’s mind, giving her an intermittent delusion that she is
a Dreamlander. Each level in the Condition represents one Galemark. Each Galemark is attached to one of the
468 Conditions
character’s Willpower dots, starting with the leftmost and moving right. When the character spends a point
of Willpower from a dot with a Galemark, she temporarily assumes the role the Dreamlands have given her,
abandoning thoughts of the waking world as fictions of no importance. This delusion lasts for the rest of the
current scene.
When the character is summoning Crawlspace to leave the Dreamlands, add one Door to the total for each
Galemark she currently has.
Causes: Spending time in the Dreamlands.
Resolution: After the character has had one full night’s sleep without entering the Dreamlands for each
level of the Condition, she loses one level, recovering from its baneful effect on her mind. The effects of the lost
Galemark on the character’s Dreamlands appearance, and on the Dreamlands, may remain or fade away at the
player’s discretion - if they remain, the character can enact the role the Dreamlands wish her to play, and not
become lost in it.
Beat: The character abandons an obligation to play her Galemark-created role, or an event or person linked
to that role complicates the current situation. The character’s player may invent such an event to claim the Beat.
Haunted
Witnessing an example of human cruelty has hurt the Princess’ connection to the Light. The Princess adds
1 dot to her Shadows when she gains the Condition; if she resolves it, she loses that dot. The Condition ends
without resolving at the end of the current scene; the Princess does not take a Beat and doesn’t remove the
Shadows dot in that case.
Causes: A Sensitivity check.
Resolution: The Princess relieves the pain that inflicted this Condition, or punishes the one responsible
for it.
Heartfire
The character’s affections for another person are being sustained by a magical fire. The flame created is
candle-sized (base damage of 0) and dances on the tip of the Princess’ finger; its color and Intensity depend on
the nature and strength of the affection. The flame will last indefinitely if transferred to a flammable substance
such as a candle wick. It will continue to burn without consuming its source until it is deliberately extinguished
(which is as easy as snuffing out a non-supernatural flame of the same size) or the character dies. Extinguishing
a flame manually (to let the Princess start a new flame, for example) ends the Condition without resolving it.
Heartfire Flames
Nature Color Strength Intensity
Love for an “idea” of a person not intimately known Translucent Acquaintance 1st degree (+0)
Patience, loyalty, respect Dark red/orange Good friends 2nd degree (+1)
Contentment, pride, deep concern Blue Lover, close family 3rd degree (+2)
Dedication, purpose, joy White Total devotion White hot (+3)
Obsession Shifting, unnatural
"As you wish" Rainbow
Anyone can use the flame to set something else on fire. However, its proper use is to preserve the relation-
ship that inspired it. If either the character or the subject of his affections concentrates on the flame, cupping
it in their hands or staring into it, that person gains the Swooning Condition [CofD 291] for the other, and the
Heartfire Condition resolves.
While the Condition lasts, the Princess who lit the fire has at least a Known sympathetic connection with
the character, and an Acquainted connection with the person he feels affection for.
Conditions 469
Causes: The Charm Flame in the Heart.
Resolution: The flame is used to ignite something material; or someone uses the flame to gain the Swoon-
ing Condition. Either way, the flame extinguishes itself.
Hypersensitive (persistent)
For the Hopeful, courage in the face of Darkness is basic to their powers; if it falters, so might their magic.
All Princesses suffer from Sensitivity, but a few are unnerved by displays of cruelty. The Princess’ Shadows
hamper nearly all of her magic; every roll she makes to activate a Charm, and every roll to which she applies an
Invocation, takes a penalty equal to her current Shadows dots. Transformation actions and regaining Wisps are
penalized too, as with normal Sensitivity. Charms which work without an activation roll, and Practical Magic,
aren’t penalized.
Causes: A Haunting; dramatically failing with Unweaving or a Performative Living Image.
Resolution: The Princess checks her Sensitivity, and the roll fails.
Beat: The Princess suffers serious inconvenience because her magic fails her.
Indiscreet
The Noble has been careless; evidence of her secret identity exists, which she can’t retrieve or deny, waiting
for a savvy investigator to discover. Levels in this condition add to the Storyteller’s dice pool when the Noble
risks exposure, as explained in The Need for Discretion. Removing the last level ends the Condition without
resolving it.
Causes: The Noble risks exposing her secret identity, and loses or declines the contested roll.
Resolution: Someone puts the evidence together, and realizes what the Noble is. Replace Indiscreet with
Blackmailed, Broken Circle, Nemesis or another persistent Condition approved by the Storyteller.
Insightful
The character has picked up a key bit of knowledge that will unlock a problem for him, and make one of
his tasks a great deal easier. He may resolve the Condition to reroll his dice pool for an action related to a single
topic after seeing the results; he must accept the second roll. The roll affected may be any relevant Skill roll,
except for combat actions.
Causes: The Charm Sea-Foam’s Touch.
Resolution: The character takes advantage of the information he gleaned, altering his roll as described
above.
470 Conditions
Causes: Being born recently; being judged incompetent by a court.
Resolution: The character attains the age of legal adulthood.
Beat: The character does something prohibited to minors, or violates the standard laid down by her
guardians, and her transgression becomes known to the relevant authority. (A breach the character gets away
with doesn’t give her a Beat; a Beat is awarded only if her guardians learn of it and respond, or the police do,
when the action breaks the law.) Alternately, an adult stops the character from doing an important task because
of her youth.
Loathing
The character is filled with hatred for someone or something; he wants to see them destroyed or dead.
Any Composure or Resolve rolls to resist the temptation to do the hated object harm take a -2 penalty. A hated
person has a -2 penalty on any Social rolls against the character. Also, any rolls to induce the character to harm
the hated object achieve an exceptional success on three successes instead of five.
Causes: The Charm Freed By Burning Hate.
Resolution: The character reaches a breaking point because of an attempt to harm the object of his hatred.
Maddened
Provoked by a tainting, the Princess falls into a berserk fury and thinks of nothing but the death of the one
responsible. When facing that person, she must make all-out attacks each turn; to do otherwise she must spend
a Willpower point. The Princess is also prone to lashing out when in danger or under stress; she must spend a
Willpower point to take a nonviolent action in such situations.
Causes: Choosing catharsis during a Haunting; the Terrifying upgrade to Valiant Mind.
Resolution: The Princess reaches a breaking point because she resorted to violence; or she achieves an
exceptional success against the object of her fury.
Magicless
The Princess is so profoundly shocked by a tainting that she cannot reach the Light at all. She must return
to mundane form when she first gains the Condition, and may not transform, spend Wisps or use Charms or
Practical Magic until the Condition resolves.
Causes: Choosing catharsis during a Haunting.
Resolution: The Princess gains a new Shadows dot from a Haunting.
Manic
The character is awash with energy and cannot sit still. He takes a -2 penalty to all rolls to resist impulsive
behavior or temptation; the penalty increases to -5 when the impulse aligns with his Vice. His attention to a task
is easily diverted; in any extended action, his maximum number of rolls drops by two.
Causes: Failing a compromise roll while Unbalanced; Ambassadors to the Ocean suffer from this Condition
daily.
Resolution: The character suffers a significant drawback because he couldn’t resist acting.
Misled
The character has been persuaded to believe something that isn’t actually true. When he is taking an action
where the false belief could be relevant, you may choose to fail the roll and resolve this Condition. If the character
discovers clear evidence that his belief is false, you may choose to shed the Condition without resolving it.
Causes: Dramatic failures on several Learn Charms.
Conditions 471
Resolution: The character acts on his false belief and fails a roll as described.
Narcissist (persistent)
The character is so strongly convinced of her superiority to her fellows that she regards them with scorn,
or insists on being at the focus of every social event she participates in. As a result she creates unpleasant scenes
everywhere she goes, or offends those she meets by unconscious arrogance. (Just how the social problems man-
ifest is up to the player.) The Storyteller has a pool of dice equal to 10 – (character’s Integrity). Once per chapter,
the Storyteller can apply those dice as a negative modifier to any Social roll made for the character.
Causes: Dramatically failing a compromise roll, especially when Unbalanced.
Resolution: The character regains a dot of Integrity, loses another dot of Integrity, or achieves an excep-
tional success on a breaking point roll.
Beat: The character fails a roll because of this Condition.
Nemesis (persistent)
The Noble has a personal enemy - probably, though not necessarily, a creature of Darkness - who knows
enough about her social connections to assault them. This doesn’t mean the enemy knows who she is (though he
may) but that he knows certain places or people are important for her, and if they suffer she will be weakened.
Fortunately, he hasn’t shared his knowledge with anyone else, wanting to keep the hunt to himself.
Causes: Resolving the Indiscreet Condition.
Resolution: The Noble brings down her nemesis, stripping him of any power to harm.
Beat: The nemesis finds and attacks the Noble; he mounts an attack on someone or something precious
to her, and she acts to defend them.
Nervous
Something is watching the character, something that does not approve of what he’s up to … or at least
he thinks so. He has a hard time concentrating, and loses his cool with little provocation. He subtracts 1 die
from Wits and Composure dice pools (but not from derived traits based on the Attributes) and when taking an
extended action his maximum number of rolls is reduced by 1.
Causes: The Charm Hallowed Hearth; dramatically failing with Bejewelled Visage or Read the Wind.
Resolution: The character abandons the course of action that led to his gaining the Condition.
Overconfident
The character rushes in where angels fear to tread. She has complete confidence in her ability to overcome
any challenge fate puts in her way, and is ready to take on near-impossible tasks without the least hesitation.
472 Conditions
Causes: Failing a compromise roll, especially when Unbalanced; dramatically failing with For the First
Time.
Resolution: The character’s blithe self-confidence leads her into a situation she can’t deal with, and some-
one else has to rescue her or bail her out. The character must receive help from another person, who sacrifices
significant time or resources to provide it, to resolve the Condition.
Reckless
The Princess throws herself into danger with little regard for her safety. Her Defense is halved.
Causes: The Charm Their Blood Cries Out.
Resolution: The Princess takes enough bashing damage to suffer wound penalties, lethal damage exceed-
ing her Stamina, or any aggravated damage.
Sealed Vow
The character has made a promise, which has been charged with the Light. To break his word would be
shameful; to honor it, an inspiration. If at any time he refuses to do as he promised, or becomes incapable of
doing so, the Condition ends without resolving and is replaced with the Guilty Condition [CofD 289].
Causes: The Charm Notary Private.
Resolution: The character fulfills his promise.
Shield of Innocence
The character has an assurance that even the worst pains and terrors of the World of Darkness will pass;
that good, not evil, is the first principle of the world. Therefore, when he confronts such pains or terrors, he is
steadfast. While this Condition lasts the character adds a bonus to all breaking point rolls not caused by his own
actions. In addition, if he has a Condition that resolves when he loses Integrity, the effects of that Condition are
suppressed until this Condition ends.
If the character takes an action that is a breaking point for him, the Condition ends immediately without
resolving.
Causes: The Charm Don’t Stop Believing.
Resolution: The character may resolve the Condition to get an automatic exceptional success on a breaking
point roll, if the breaking point is not caused by his own actions.
Soul Shocked
The character has “died” while on a journey outside his physical body. On gaining this Condition, roll the
character’s current Willpower points (not dots), unless he has none left; don’t apply 10-again to the roll. He
keeps 1 Willpower per success and loses all the rest.
Until the Condition resolves, the character does not regain Willpower from Virtue, Vice, or equivalent traits.
He still regains Willpower from rest, and any other sources of Willpower.
Causes: “Dying” while in the Dreamlands.
Resolution: Regaining full Willpower.
Stolen Sight
The character can see through the eyes of another person. As an instant action (which resolves the Condi-
tion) he closes one or both eyes, and through the closed eye(s) sees what the Condition’s target does at that
moment, until he next opens his eye(s) or the end of the scene (whichever comes first.) The character gains the
Blinded Tilt [CofD 281] while he looks through another’s eyes.
Conditions 473
Causes: The Caligo Such Pretty Eyes, I Think I’ll Keep Them.
Resolution: The character looks through the target’s eyes.
Stumbling (persistent)
The character has lost confidence in his abilities and talents. Choose a Skill the character knows; all actions
he takes based on that Skill take a -3 penalty. The Condition can be taken multiple times, once for each Skill.
Causes: The Caligo Handful of Dust; dramatically failing with Sea-Foam’s Touch, Mercury’s Blessing or Liv-
ing Index.
Resolution: When a supernatural power created the Condition, the power’s expiration resolves it. Other-
wise, the character regains a dot of Integrity, loses another dot of Integrity, or achieves an exceptional success
on a breaking point roll.
Beat: The character fails a roll because of this Condition.
Tainted
The character has been partly corrupted by a Tainted place. One of the place’s Aspirations is rooted into
his mind, felt as a nagging desire or a twisted fantasy he doesn’t fully understand. He may fulfil that Aspiration
at any time. If doing so causes a breaking point (which it very likely will) the results of the roll play out as
if the character were still in the Tainted place, except that it cannot reapply this Condition. (E.g. it can inflict
Darkened.)
The seed of corruption within the character’s soul inflicts nightmares. He cannot regain Willpower from
sleep. Also, the touch of jade is mildly irritating to the character. This has no mechanical effect, and the character
may not even notice it consciously, but an attentive observer might take note of his aversion to handling the
gemstone.
Causes: Exposure to a Tainted area; the Capitation Charm.
Resolution: Fulfill the Tainted Aspiration; regain all spent Willpower from one’s Virtue.
Terrified
The character is frightened by something to the point of losing rational thought. He must flee the source
of his fear as quickly as possible when it is present, ignoring all other considerations (including the safety of
their belongings, friends, and allies). If something blocks his way he must attempt to bypass it, even resorting
to violence. If the source of the fear itself stands in his way he may not act against it, or approach in any way,
collapsing in terror if cornered.
This Condition may be repressed for one turn by spending a point of Willpower.
Causes: The Charms The Finest Hour, the Last Hour, Gold Abhors Ebon, Ofuda, I am Become Light; the
Umbra Scuttling Spider’s Sense; the Caligo Bogeyman; the Reprisal Taken Revelation.
Resolution: The character escapes from the source of his fear, and does not return during the current scene.
Tranced (persistent)
The character falls into a deep trance whenever exposed to a specific trigger event, in which anything said
in his hearing that he can plausibly interpret as an order or a request becomes an overriding imperative. The
character remains primed for orders for a number of turns equal to 10 - his Resolve; if he receives no orders
in that time the trance ends, otherwise it continues as long as it takes for him to carry out the order. If obeying
the order or request would be a breaking point for the character, he makes the roll; failing the roll means he
carries out the order, while success breaks the trance. The character does not lose Integrity or suffer any other
consequences from the breaking point. The character forgets his own actions after he has finished; only super-
natural powers can restore his memory.
474 Conditions
Each time the character enters a trance, he rolls Resolve + Composure - the Condition’s level.
Dramatic Failure: The Condition’s level increases by 1.
Failure: The Condition’s level is unchanged.
Success: The Condition’s level decreases by 1.
Exceptional Success: The Condition’s level decreases by 2.
Causes: The Charm No Choice, No Hope; the Caligo Oblivion’s Sign.
Resolution: The Condition’s level reaches or passes 0.
Beat: The character hears and obeys an order while in a trance.
Unbalanced
The Princess’ psyche is in a fragile state, and the slightest stress placed on it may well break her. Her effective
Belief is reduced by her dots in the Specchio Invocation (to a minimum of 1) for the purpose of modifying her
breaking point rolls. The Conditions gained from compromises met in this state of mind are generally not the
usual ones for the Hopeful - Drama Queen, Manic, Overconfident and Narcissist are more likely.
Causes: Applying the Specchio Invocation.
Resolution: The Princess loses or regains a dot of Belief, or achieves an exceptional success on a breaking
point roll. If she gets a full night’s rest, the Condition ends without resolving.
Vice-Ridden (persistent)
The character is tempted to commit a new category of sins. He gains a second Vice, as if he had the Vice-
Ridden Merit [CofD 46]. If the character does not lose Integrity before the next sunrise, the Condition expires
then; however, if he does lose Integrity before then the Condition becomes permanent until resolved.
Causes: The Umbra Tainted Allure of Vice; the Caligo Drink Pain Like Wine.
Resolution: The character regains Willpower from his Virtue; this restores him to his true character. Al-
ternately, the character loses or gains a dot of Integrity, or gets an exceptional success on a breaking point roll.
Beat: The character creates a problem for himself or his group by acting according to the Condition’s Vice.
Waiting Charm
The subject (a character or object) has a Charm on it, waiting to be activated. The suspended Charm takes
effect when the Condition is resolved. If the Condition ends without resolving the suspended Charm dissipates.
Resolving the Condition does not grant a Beat to the subject.
Until the Condition resolves, the subject’s presence will trigger Unseen Sense (Light).
Causes: The Charms Living Image and Questing Mind.
Resolution: The Princess using the Charms defines a situation in which the Condition resolves.
Conditions 475
Resolution: The character loses a dot in his trait equivalent to Integrity, or exhausts all his supernatural
fuel (Wisps, Vitae, Essence, Mana, etc.) The Condition ends without resolving after a week has passed.
Beat: Someone with whom the character has an existing relationship suspects or turns on him due to his
stained state.
Phylactery Conditions
Some of the Nobility suffer from unusual limits on their transformations, presumably because of quirks in
their Blossoming. All of the following Conditions are persistent and may be taken at character creation, with the
Storyteller’s agreement. Like other persistent Conditions, they are resolved only with specific, impressive effort.
Burning
The character is on fire. He takes automatic damage each turn equal to the fire’s Intensity + 1 [CofD 98] and
also suffers the effects of the Blinded Tilt [CofD 280].
478 Tilts
Causing the Tilt: Spending more than a turn unprotected in a blaze; being caught in an incendiary explo-
sive’s blast.
Ending the Tilt: Fires can be smothered by dousing oneself in water, using a fire extinguisher, rolling on the
ground or beating with rugs; each turn smothering a fire reduces its Intensity by 1, and the fire is extinguished
when its Intensity reaches 0.
Consecrated
The subject of this Condition - normally a location - has been blessed by one of the Hopeful and dedicated
to the Light. In itself this does nothing, but several Charms benefit from being tied to the Condition.
Causing the Condition: The Consecrate Charm creates this Condition on a location. Upgrades to that
Charm change the Condition’s effects; note which were applied.
Ending the Condition: When the Charm expires the Condition ends with it. This can happen naturally,
because someone Tainted the location, or because the last symbol of the consecrator was removed.
Depressed
To the character the world has become gray and miserable, and effort seems pointless. He may not spend
Willpower to add dice to his dice pools.
Causing the Tilt: The Charm Queen’s Sorrow.
Ending the Tilt: The character fulfills his Vice, or the current scene ends.
Drowning
The character’s breath has run out while he’s swimming, and his lungs are filling with water. He takes one
point of bashing damage each turn as loss of oxygen takes its toll.
Causing the Tilt: Prolonged immersion in water, or being deprived of air in general.
Ending the Tilt: Reaching a source of air and removing any liquid present in the lungs.
Earworm
A song is running through the character’s head, driving him to distraction. He cannot take extended actions
(if he is in progress with one, it automatically fails) and takes a -1 penalty to all actions that involve perception,
concentration and precision. This penalty rises by -1 for each turn the character attempts such an action, to a
maximum of -5.
Once a character has reached the maximum penalty, failing an action that the Tilt penalizes replaces it with
Insensate [CofD 285]; the character does nothing but hum the tune in his head.
Causing the Tilt: Goosedown Lullaby can impose this Tilt.
Ending the Tilt: If not replaced by Insensate, the Tilt wears off at the end of the scene, bringing the char-
acter back to alertness.
Enervating Hex
The object with this Condition drains Willpower from those who approach it. A character unfortunate
enough to remain within five yards of the object for 10 minutes rolls Resolve + Supernatural Tolerance vs. the
Shadows of the person who prepared the Hex. If he loses the contest, the Hex steals a point of Willpower from
him. The stolen Willpower is trapped within the Hex, and any character with Enervation (or another power
that steals Willpower) may use that power on the Hexed object to remove the stolen points. The Hex can store
Tilts 479
Willpower points up to a level specified when the Condition was imposed; it goes dormant when filled, but re-
activates if Willpower is removed.
Touching the object triggers Sensitivity in characters who have it.
Causing the Condition: The Enervating Hex Caligo creates the Hex on an object.
Ending the Condition: The object is destroyed, or touches a piece of jade. If the Hex is Fragile, resolving
Fragile also removes the Hex.
Extreme Taint
The area has been blighted by the life-draining quality of the Dark World. Normal characters can’t heal
bashing damage — the extreme temperature deals damage at the same rate they heal it. Supernatural beings and
characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is
continuously affected by this Tilt, he accrues a -1 penalty to all rolls. When that penalty hits -5, he instead suffers
a point of lethal damage per hour, until his Health track fills. The Tilt does not upgrade damage to aggravated;
instead, a character whose last Health box has lethal damage falls into permanent coma, and remains in that
state until removed from the area.
Causing the Tilt: The Hope’s Eclipse Caligo; the whole Dark World has the Tilt, save for images of Tainted
areas.
Ending the Tilt: Leaving the blighted area is the only way to escape the Tilt’s effects.
Fog
The area is filled with dense vapor - usually fog or smoke - that obscures vision. Unless the target of the
action is within arm’s reach, all rolls based on vision take a -3 penalty.
Causing the Tilt: Except for supernatural powers (such as Mist’s Protection) the Tilt is a result of normal
weather conditions.
Ending the Tilt: Without supernatural powers, characters cannot disperse a fog.
Hard Way
You’ve gone and done it now, haven’t you? For the rest of the scene, the Noble with whom the character
broke faith adds half her dots in Terra (rounded up) to her Damage on every attack she inflicts on him.
Causing the Tilt: While under the Easy Way Condition, the character resorted to violence against the Noble
who imposed it, or bargained with her in bad faith.
Ending the Tilt: The Tilt fades at the end of the scene.
480 Tilts
Jury-Rigged
The piece of equipment with this Condition has been temporarily repaired by magic. It is fully functional
and works without penalty for its intended purpose, but the repairs are held together by spit, tape and enchant-
ment and that stuff won’t last. When the Condition ends, the equipment returns to the state of disrepair it was
in before the magic touched it.
Causing the Condition: Jury Rigger creates this Condition.
Ending the Condition: The repairs will last indefinitely until someone uses the equipment, or damages it
again. Even one point of structural damage ends the Condition. One scene or one hour of using the equipment
also ends the Condition.
Listless
The character has been hit by a draining attack that leaves him clumsy and slow-witted. All his rolls in
combat take a penalty equal to the Tilt’s level, and his Speed and static Defense are reduced by half the level,
rounding down.
Causing the Tilt: Dark Thoughts Consume and being hit by a Shadowblade or a Voidblast can impose this
Tilt.
Ending the Tilt: The Tilt wears off at the end of the scene. The character may spend 1 point of Willpower
to ignore the penalties for 1 turn.
Lullaby
A song is running through the character’s head, making him drowsy and ready to sleep. Each turn counts as
a six-hour period for the purpose of fatigue; the character must roll to stay awake and takes cumulative penalties
as if he had been awake and active for six hours per turn under the Tilt, plus the time since he really slept.
The Tilt does not produce true sleep; instead characters who fail to stay awake replace it with Insensate
[CofD 285], sitting or lying down with closed eyes.
Causing the Tilt: Goosedown Lullaby imposes this Tilt.
Ending the Tilt: If not replaced by Insensate, the Tilt wears off at the end of the scene, bringing the char-
acter back to alertness.
Numbed
The character’s ability to feel pain has been removed. While under this Tilt he ignores all wound penalties,
and doesn’t fall unconscious when all his boxes are filled with bashing damage. In addition, powers that function
solely by causing pain automatically fail against the character, and any interrogation rolls that use torture not
only lose the bonus that it would apply, but instead take a penalty equal to his Composure. (A person who
blithely ignores physical torture is freaky enough to put even the best interrogator off balance).
However, the character is likely not to notice when he’s injured, either by accident or in battle. If he takes
bashing damage, he rolls the amount of damage done as a dice pool reflexively to notice the cause; if he takes
lethal damage, he rolls double the amount of damage to notice its cause. Aggravated damage is serious enough
that the character can’t fail to notice it.
Causing the Tilt: The Charm Only a Flesh Wound; a Consul to Death’s Euthanasia Privilege.
Ending the Tilt: When supernaturally imposed, the Tilt wears off at the end of the scene.
Phantom Damage
The character is suffering frightful pain from an illusionary wound. Each level in the Tilt fills one box in
the character’s Health track with an illusion of damage (we suggest marking it as a dot.) The character suffers
Tilts 481
wound penalties from this “damage” if it goes into the last three boxes, and must check their Stamina to remain
conscious if it fills the last box.
However, when the Tilt ends all phantom damage “heals” instantly. Further, phantom damage does not
upgrade any damage type, including itself, and if the character takes real damage when his track is full, that
damage replaces phantom damage first.
Causing the Tilt: The Charms Know My Pain, Strike False and Goosedown Lullaby; dramatic failure with
Only a Flesh Wound.
Ending the Tilt: The Tilt wears off at the end of the scene. Phantom damage can also be healed magically,
or mitigated as it’s inflicted by targets who have that ability.
Poor Light
Dim illumination, strobes, or flickering lights make it difficult to track movement and see clearly. Affected
characters suffer a –2 penalty to vision-based Perception rolls, including ranged combat; this stacks with range
penalties.
Causing the Tilt: The Hope’s Eclipse Caligo; inadequate light sources.
Ending the Tilt: When natural, bringing better lights into the area. When supernaturally caused, the effect
must expire.
Reflected
The area under this Tilt confuses the sense of direction. People go left when they mean to go right; which
way is “up” is skewed, inverted, or impossible to tell. Being here feels like standing within a painting by Escher.
All characters in the affected area take a -2 penalty to Physical actions and to their Defense, due to the unex-
pected directions of their movements.
Causing the Condition: The Reverse Ideology Charm.
Ending the Condition: Expiration of the Charm that created the Tilt.
Salted Wound
The character has been subjected to a curse that blocks healing magic. Any supernatural power that nor-
mally heals damage cannot do more for him than downgrade lethal or aggravated damage to bashing damage;
any bashing damage he has must be healed naturally, by the passage of time and medical attention. For the pur-
poses of this Tilt, any innate self-healing ability of a supernatural being (e.g. vampires burning Vitae, werewolf
regeneration) counts as natural healing and is not blocked.
Causing the Tilt: Salted Wounds imposes the Tilt on its target.
Ending the Tilt: The Charm’s effect is linked to one of the character’s Health boxes. When that Health box
is completely clear of damage, the Tilt expires.
Shadow-Worked
Each level of this Condition gives one of the following benefits to an object.
• Remove the penalty for using the object as an improvised weapon (if it isn’t designed as a weapon.)
• Add 1 to the object’s Damage (maximum of the character’s Shadows.)
• Decrease the object’s Initiative penalty and the minimum Strength to wield it by 1, to a minimum of -0.
• Add 1 point of Armor Piercing to the object (maximum of 3.)
• Give attacks with the object the 9-again quality.
482 Tilts
• Give the object the Concealed or Stun quality [CofD 269]
• Anyone damaged by the object gains the Listless Tilt, at a level equal to half the character’s Shadows
(rounding up.)
Causing the Condition: Shadowblade creates this Condition.
Ending the Condition: The object is destroyed, or touches a piece of jade. A weapon made of Taint and
shadow dissolves when the Condition ends.
Silenced
The character or object cannot speak or make any other sound; she can walk over ground littered with
twigs and leaves or open a squeaky door without being heard. Things the character touches remain silent only
while she is touching them, so she can still make noise indirectly. For example, if she bumps into a table with
a vase on it, her impact makes no noise but the table’s scrape against the floor might, and if the vase falls over
it will make noise.
Causing the Tilt: Voice-Eating Hunger and the Quiet upgrade to Unseen Traveller impose this Tilt.
Ending the Tilt: The power that created the Tilt expires.
Strip-Mined
Someone touched by the Darkness is stealing the virtue out of the area for his own profit. Each time the
character who imposed this Condition causes the area to gain Taint - either by his own hands, or getting others
to taint it for him - he acquires a valuable object that can be easily sold; the object is effectively cash [CofD 277]
with an Availability rating equal to the area’s Size. The Storyteller should connect the object in some way to the
damage the character did: metal fittings ripped from an old house, toxic runoff from a secret industrial process,
drug precursors in a tortured animal’s organs, are all appropriate.
Causing the Condition: The Caligo Blood Diamonds.
Ending the Condition: The character doesn’t collect any valuables from the area for a full month.
Studied Fighting
The Princess understands her current opponent’s fighting style well enough to predict, and eventually in-
fluence, what he will do in the field. For each turn in which she attacks the character she has studied, or in which
he attacks her, her attack gains a cumulative +1 bonus die - that is, +1 on the first turn, +2 on the second, +3 on
the third, and so on. The bonus rises by at most +1 in one turn, and is unchanged if neither attacks the other.
The Princess also adds the bonus to her Defense (or her Dodge pool after doubling) against attacks from the
studied character.
Causing the Tilt: Refutation in Arms creates this Tilt.
Ending the Tilt: The Tilt ends when the Charm activation expires, at the scene’s end or when the Princess
activates it on another target.
Swarm
Animals of Size 1 are generally best represented by swarms, flocks and other groupings of the animals.
Swarms are measured by their radius in yards. A swarm inflicts one point of bashing damage to anyone within
its radius. A swarm can inflict more damage by condensing. Every time the swarm condenses to cover half of its
full area, it inflicts one additional point of damage per turn. Therefore, a swarm of eight yards in radius inflicts
two bashing damage per turn if it constricts down to a four-yard radius, three bashing if it halves that again to
a two-yard radius, and four bashing damage per turn it if condensed itself down to a one-yard radius. Though
condensing doesn’t usually happen all that often in nature (save in the case of creatures such as killer bees), it
is an easy enough thing for a being with supernatural powers to command them to do so.
Tilts 483
Armor is effective against a swarm only if it covers one’s full body, but even then it provides only half its
rating. In addition, targets are distracted by the swarm, suffering – 2 dice on all rolls while they are within the
radius, even if they’re not specifically attacked.
Causing the Tilt: Soothe the Savage Breast can cause this Tilt with an upgrade, and Spray of Embers causes
a variation of it. The Tilt can occur naturally if someone disturbs a nest of bees.
Ending the Tilt: The swarm cannot be attacked with fists, clubs, swords or guns. Only area-affect attacks
such as a torch affect it. Each point of damage inflicted by a flame or other applicable attack halves the swarm’s
size. Once the swarm is reduced below a one-yard radius, either all insects are dead or the few remaining dis-
perse.
Tangled
The character has been caught in a net or tangle of strands that restricts his movements. While he can still
move, his Speed and Defense are both halved, and he takes -2 on all Physical actions.
Causing the Tilt: Having limbs wrapped up (but not tied) with ropes will inflict this Tilt. The thicket created
by Hedge Magic also inflicts it.
Ending the Tilt: Unwrapping or cutting the strands will remove the Tilt, though that takes an instant action.
Tax-Farmed
A Princess (usually from the court of Tears) is levying a tax of Wisps on the area with this Condition. After
spending a scene or hour in the area, the Noble who made the Condition may extract Wisps from it as an instant
action. The dice pool for this action is Inner Light + Politics; if the area is Tainted, subtract its Severity from the
pool, and if it’s Blessed add its Beauty to the pool. The Princess may do this at most once a session, or once a
day, whichever is longer. The Princess can also force the area to yield a bounty of Wisps, getting an automatic
exceptional success on the extraction roll; doing so ends the Condition.
Dramatic Failure: The Princess’ extraction digs too deeply. She gains no Wisps and triggers her Sensi-
tivity, adding +2 to the pool.
Failure: The Princess gets no Wisps out of the area.
Success: The Princess extracts a number of Wisps from the area equal to its rating as a Sanctuary, or
enough to fill her pool, whichever is less.
Exceptional Success: The Princess extracts Wisps equal to the area’s rating plus her Lacrima.
Taking the beauty and hope of an area away gives the Darkness a chance to claim it. The Storyteller rolls a
dice pool equal to the Wisps extracted; the extraction generates Taint of Severity equal to the number of success-
es. If this occurs the Princess reaches a breaking point with a penalty equal to the Severity of Taint she created.
Causing the Condition: Publican imposes this Condition on an area.
Ending the Condition: The Princess who created the Condition forces an exceptional success when ex-
tracting Wisps.
Trusting
The character feels a bond of fellowship with everybody; he accepts friendly overtures without suspicion.
Anyone beginning a social maneuver on the character can accept a Condition to open two Doors without rolling,
as if they had the Sympathetic Merit [CofD 55]; a character who actually has that Merit also raises their impres-
sion by one step when using it.
Causing the Tilt: The Charm Sweet Fragrance.
Ending the Tilt: The perfume from the Charm, and its influence, fade when the current scene ends.
484 Tilts
Appendix C: Additional Rules
The rules in this section are not specific to Princess: the Hopeful. They apply to mundane characters in
situations the Chronicles of Darkness book doesn’t cover. Certain powers of the Hopeful use, and modify, these
rules, so we have collected them here for ease of reference.
Athletic Feats
Climbing: Strength + Athletics. The character climbs 10 feet (3 meters) on success, or 20 feet on an ex-
ceptional success; on a dramatic failure he falls. Characters can climb carefully as an extended action, taking 1
minute/roll; the threshold is 1 success for each 10 feet of distance to climb.
Jumping: Strength + Athletics. The character jumps one foot upward or one yard horizontally for each
success rolled. A running start gives an equipment bonus of +1 for each yard available. Characters can roll Wits
+ Athletics reflexively to measure the distance needed for a successful broad jump.
Lifting/Pushing: Characters can carry 25 pounds (~10 kg) per Strength dot without being encumbered;
each increment of 25 pounds over that limit decreases Speed by 1 and imposes a penalty of -1 to Physical actions.
A character can push twice the weight he can carry, or 10 times that when friction is minimal. To shift heavier
weights, a character rolls Strength + Stamina; successes are added to his effective Strength.
Swimming: Dexterity + Athletics, for difficult maneuvers. Characters move at their Speed in feet, not yards,
each turn when swimming (one-third their normal Speed) if they know how - anyone with Athletics • does.
Going underwater requires holding one’s breath, a reflexive Stamina + Composure roll; each success gives the
character 1 turn during combat or 30 seconds elsewhere. After that the character takes the Drowning Tilt.
Deprivation
A character can survive a number of days equal to his Stamina without water. At that point, and each day
thereafter, he takes one point of bashing damage. A character can survive a number of days equal to his Stamina
+ Resolve without food. At that point, and each day thereafter, he takes one point of bashing damage. These
effects stack. Damage from deprivation does not heal until the character has continuous access to the food or
water he lacked.
Explosives
Explosives inflict damage over an area. They are not normally used to attack a single person, but to destroy
groups of people or large objects. Thus they have special traits.
Blast Area: The diameter of the main explosion. Explosives inflict damage in three bands: ground zero, the
primary blast and the secondary blast. Ground zero is the explosive itself and anyone on top of it. The primary
blast area is a circle with the listed diameter in yards. The secondary blast area is a circle with twice the listed
diameter.
Damage: The basic amount of damage done. Everything caught in the explosion takes this amount of auto-
matic damage, of the type appropriate for the band they’re in: aggravated at ground zero, lethal in the primary
blast, bashing in the secondary blast.
Force: Explosions inflict additional damage based on their Force. Roll Force as a dice pool; add the successes
to the damage done to those caught in the blast. In addition, if any successes appear, add the Damage rating
again to the damage done. (Yes, if the Force roll succeeds, the explosion’s damage is at least doubled.)
All explosions inflict the Deafened Tilt [CofD 281] in both ears on characters caught in the blast. An incen-
diary explosion inflicts the Burning Tilt on characters or objects that take damage.
Mundane ballistic armor protects the wearer from explosions; it applies half its ballistic Armor rating,
rounding down, to the damage, but none of its general rating. Supernatural armor applies in full. If a character
485
is in cover [CofD 92] the cover’s Durability reduces the explosive damage as it does to damage from firearms. A
character who is at least partially concealed or has dropped prone reduces the explosive damage by 1. Defense
is useless against an explosion, and characters can’t run for cover or drop prone to avoid one unless they can
apply Defense against firearms.
Fatigue
Characters can remain awake for up to 24 hours without too much trouble, but fatigue sets in past that
point. At 24 hours, and each 6 hours after that, a character trying to stay awake must roll Stamina + Resolve. If
he fails that roll he goes to sleep. If he succeeds, he stays awake, but he takes a cumulative -1 penalty to all his
actions, including the roll to stay awake. Physically demanding actions can increase a fatigue penalty by -1 to -3.
The longest anyone can go without sleep is a number of days equal to the lower of Stamina or Resolve.
Size Changes
Characters of unusual size, or who can drastically alter their size, modify several other traits from the hu-
man baseline. Modified Attributes are never reduced below 1, but they may exceed the Attribute cap. All changes
here apply on top of the recalculated values from derived traits - Health is always current Size + Stamina, and
changes when Size changes.
In addition, a significantly smaller character can more easily evade larger foes, and place attacks on them.
In a combat between characters of different Size, subtract the smaller Size from the larger, then divide the result
by 3, rounding down (0-2 = 0, 3-5 = 1, etc.) The smaller character raises his Defense against the larger, and
the larger character reduces his Defense against the smaller, by that amount. (E.g. a Size 5 character gains +1
Defense against a Size 8 character, while the Size 8 character takes -1 to Defense.)
486 Fatigue
Alphabetical List of Charms
A Dire Warning, 217 Ice Sculptures, 253
Disenchant, 240 Illuminatus, 135
Accept Fealty, 181 Don’t Stop Believing, 191 Imaginary Friend, 121
Adaptation, 228 Drawn by the Moon, 130 Introductions, 212
All the World’s a Stage, 150 Dreaming Vision, 165 Intuitive Flash, 127
All Together Now, 134 Dryad’s Favor, 255 Ivory Gate, 143
Always Prepared, 242 I’m the Best!, 126
Animal Fair, 183
Avenger’s Might, 131 E
Earthquake, 255
J
B Earth Shall Bloom, The, 241 Journey in Reverie, 216
Empty Hands, 151 Joy Buzzer, 245
Balm, 233
Empty Heart, 225 Jumping Jack Flash, 196
Barricade, 252
Enduring Beauty, 261 Jury Rigger, 235
Barrier Jacket, 218
Bath of Souls, 234
Beast Speaker, 142 F K
Beauty is Talented, 222 Face of Lover’s Alarm, 109 Keen Observation, 199
Befriending, 159 Fair Welcome, 134 Kensai, 152
Beginner’s Luck, 123 Feel the Burn, 227 Know My Pain, 119
Bejewelled Visage, 125 Ferryman’s Shroud, 145
Best Defense, 225 Fighting Evil by Moonlight, 187 L
Better Living Through Education, 147 Fight Song, 189 Laying Down The Line, 135
Better Together, 127 The Finest Hour, the Last Hour, 164 Levinbolt, 153
Blessings Be Upon This House, 132 Fire on the Mountain, 184 Liberal Artist, 199
Books in Running Brooks, 218 Fire’s Warm Kiss, 245 Life of the Party, 136
Breath of Boreas, 259 Fists of Jade, 130 Lightning Charge, 157
Bubble Shield, 242 Flame in the Heart, 235 Light Over All, 172
Bubble Wrap, 244 Flash of Brilliance, 114 Light the Way, 106
Flash Step, 161 Light’s Aegis, 129
C Forced Vows are No Vows, 179 Light’s Riposte, 174
Call Back Yesterday, 232 Forest Sanctuary, 130 Little Deuce Coupe, 257
Call Down the Thunder, 260 Forgotten Lore, 166 Living Image, 166
Capitation, 177 For the First Time, 187 Living Index, 213
Carry On, My Wayward Son, 186 For Want of a Nail, 207 Load Cartridge, 160
Caryatid’s Kiss, 229 Freed By Burning Hate, 238 Long May She Reign, 241
Celestial Dance, 219 Friendly Gremlin, 231 Look Into the Future, 192
Certain Shot, 160 Love Conquers All, 141
Charge, 169 G Love’s Beacon, 207
Chariot of Fire, 193 Garden of Bright Images, 122
Charm Offensive, 142 Genius Loci, 214 M
Cherish, 139 Giggle at the Ghostie, 188 Magical Eyes, 174
Choke It Down, 238 Goccia Astrale, 115 Manic Pixie Dust, 147
Closed Space, 121 Gold Abhors Ebon, 171 Mantle of Authority, 109
Comfortably Numb, 195 Goosedown Lullaby, 116 Masquerade, 114
Composed Come What May, 224 Great Expectations, 147 Master Mason, 262
Consecrate, 164 Grey Masque, 171 Mastermind, 129
Consumed With Hate, 197
Memento Mori, 236
Corrosive Grasp, 247
Count No Cost, 126
H Mercury’s Blessing, 137
Mesmerize, 235
Courteous Parry, 158 Hallowed Hearth, 117
Minding Madoka, 138
Crown Jewels, 130 Hang By a Thread, 223
Ministering Angel, 232
Crucible, 252 Hear Me, O Muse, 185
Mirror Mirror, 211
Hedge Magic, 251
Mirror Walk, 146
D A Host of Furious Fancies, 119
Miss Poppins’ Bottomless Bag, 247
Hymn to Orpheus, 144
Danmaku Dance, 158 Mist’s Protection, 254
Darkling’s Treasure, 252 Monument to Me, 179
Data Wizard, 198 I Moving Finger, 212
Diamonds are Forever, 256 I am Become Light, 182 My Home is My Castle, 256
487
N Royal Stature, 228 Unweaving, 180
Up in Smoke, 144
Naiad’s Paths, 226
The Naked City, 136
S
Natural Philosopher, 200 Safety in Stillness, 159 V
Nature’s Harvest, 246 Salamander, 255 Valiant Mind, 223
Nick of Time, The, 146 Salted Wounds, 162 Virtue’s Ban, 176
No Choice, No Hope, 196 Scent Falsehood, 201
No Man is an Island, 209 Scent of Irises, 208 W
Notary Private, 139 Sea-Foam’s Touch, 124
Second Glance Wrongness, 203 Wallflower, 112
Nova Strike, 163
Seed of Light, 173 Warmed by Hate Alone, 233
Now I’m a Believer, 191
Seraphic Fury, 159 Wearing a Heavy Crown, 197
Seven at a Blow, 162 Weight of Memory, 205
O Shadowmask, 230 Wellspring, 244
Ofuda, 175 Sheltered by Her Hand, 133 We Rely on You, 124
The Old Allegiance, 148 She’s So Fine, 195 Whispers from Afar, 143
One Perfect Woman, 230 Skinchange, 228 Willow’s Wisdom, 157
One Woman Warband, 160 Small Providence, 123 Wind-Borne Grace, 130
Only a Flesh Wound, 119 Somebody Else’s Problem, 239 Wings of Air, 227
On With the Motley, 193 Some Enchanted Evening, 190 Woodland’s Bounty, 221
Open Heart, 137 Soothe the Savage Breast, 194 Words on Water Writ, 118
Outrace the Sun, 226 Speaking Eyes, 113 Wreathed in Flame, 224
Speed Racer, 220
P Spirit’s Friend, 177 Y
Spite Strike, 159 You Might Hurt Yourself, 158
Painting Roses, 247
Spray of Embers, 251 You Must Remember This, 188
Palladion, 155
Stain Removal, 238 You’re Only in Trouble if you Get
Passion’s Light, 200
Standing on a Pedestal, 149 Caught, 141
Peaceable Kingdom, 133
Stare Master, 186 You’re So Vain, 128
Peace on Earth, 189
Steady Resolve, 125
Penetrating Eye, 221
Stitch, 237 Z
Perfect Sight, 213
Stoke the Furnace, 130
Persistently Peachy Pretty Perfect, 225 Zephyr’s Track, 108
Stop, Children, What’s That Sound, 124
Phantom, 110 Zone of Truth, 217
Strength of Ten, 163
Pierian Spring, 206
Strength of the Tides, 254
Privy Counselor, 175
Strike False, 120
Publican, 181
Such a Lonely Word, 192
Purgation, 179
Sure Hands, 234
Purify, 236
Sweet Fragrance, 108
Q T
Queen’s Sorrow, 190 Take the Blow, 157
Questing Mind, 204 Tangling Vine, 161
Quicker Than the Eye, 201 Tendril of Nothing, 131
Quid pro Quo, 210 Their Blood Cries Out, 237
Through the Looking Glass, 262
R Thurifer, 180
Tisiphone’s Call, 210
Rally Round the Flag, 194
Tool Whispering, 249
Razzle Dazzle, 185
Touch of Fortune, 128
Read the Wind, 222
Touch of Frost, 250
Reclaim, 240
Touch of Grief, 126
Red String of Fate, 147
Travel in Style, 260
Reflected Light, 169
True Names, 202
Reflected Portents, 215
Twenty Faces, 106
Refutation in Arms, 161
Regenerate, 240
Resting Place, 178 U
Resuscitate, 241 Ultimate Fidelity, 148
Retorsion, 163 Under Ursa’s Star, 147
Reverse Ideology, 121 Unearth the Foundations, 214
Right Word, The, 140 Unlimited Object Works, 112
Road Crew, 117 Unseen Traveller, 107
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