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The Inspire Charm lifts people's hearts, sparks their passions, and exhorts them to action. Only Troubadours have affinity for it.

One-Dot CharmsEdit

Beginner's Luck (•)Edit

Action: Instant
Dice pool: Intelligence + Dexterity
Cost: 1 Wisp
Duration: 1 roll

If a thing is worth doing, it’s worth doing badly. When the Princess assists in an instant teamwork action, she may activate this Charm instead of rolling the relevant dice pool. Each success on the activation roll becomes a bonus die for the primary actor. The Princess can also use Beginner’s Luck for 1 roll in an extended teamwork action. Any bonuses or penalties on the relevant dice pool also apply to the activation roll, and a dramatic failure penalizes the primary actor’s roll as usual.

Upgrade: EnduringEdit

Cost: +1 Wisp

When assisting in an extended teamwork action, all the Princess’ rolls are Intelligence + Dexterity instead of the relevant dice pool.

Upgrade: GuidedEdit

Do not apply penalties on the dice pool to the activation roll.

Upgrade: TwinnedEdit

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.

Hear Me, O Muse (•)Edit

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: CooperativeEdit

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.

Fire on the Mountain (•)Edit

Regalia
Action: Permanent
But sit down in that chair, right there, and let me show you how it’s done.

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.

If the Noble wishes, she can use her art to influence the emotions of her audience, hoping to sway them to action later. She can use Expression with her instrument in a Build Equipment action [CofD 101-102] that creates a mood. Until something happens that breaks it, the mood gives its equipment bonus to actions aimed at getting anyone who saw or heard her performance to behave in accord with the mood. (The end of a scene always breaks a mood, and other events can do so as well.)

Upgrade: MagicalEdit

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: Subliminal (Aria ••)Edit

The Noble creates amazingly detailed moods that steer her audiences exactly where she needs them to be. After she has built a mood with her instrument, she can spend 1 Wisp when someone uses the mood on an action to convert its bonus dice into extra successes.

Upgrade: Heartening (Fuoco ••)Edit

The Noble’s music lifts the hearts of all who hear it, insuring they will remember her fondly. She may apply Fuoco while performing on her instrument and if she succeeds, she cannot have worse than a good impression in a social maneuver she starts on anyone in the audience during the next week. In addition, if she spends a Wisp at the start of such a social maneuver she opens one Door.

Upgrade: Idolized (Specchio ••)Edit

The Noble’s performance leaves those who hear it fascinated by her, and ready to oblige her slightest whim. Instead of building a mood with her instrument, she can apply Specchio to build an organization with it; its members are drawn from her audience.

Razzle Dazzle (•)Edit

Favor (Persuasion)
Action: Permanent
Show ’em the first rate sorceror you are!

When the Noble transforms, she has a honeyed tongue; people readily listen to anything she chooses to say.

Upgrade: Skeptical (Acqua ••)Edit

The Noble keeps her head when others try to confuse her. When a character uses social maneuvering against her, she may apply Acqua once during the maneuver to add her dots as additional Doors. In other Social actions, if anyone tries to use fast talking to persuade her of anything (including but not limited to the Fast-Talking Merit [CofD 50]) she may apply Acqua as a penalty to the fast talker’s dice pool.

Upgrade: Blathering (Aria ••)Edit

The Noble’s voice has a hypnotic undertone that leaves people nodding in agreement without really understanding what they agreed to. In any contested Persuasion action, the Noble’s opponent takes a penalty equal to her Aria, and she may spend 1 Wisp to achieve an exceptional success on 3 successes instead of 5.

Upgrade: Preaching (Fuoco ••)Edit

Crowds respond easily to the Noble’s words. When she uses social maneuvering against a group [CofD 83] or organization, she may spend 1 Wisp to open a Door. She may open a number of Doors up to her Fuoco this way during one maneuver.

Upgrade: Bargaining (Terra ••)Edit

The Noble perceives the natural flow of a negotiation, and steers ably past all obstacles to a deal. During a social maneuver where her goal is a mutually beneficial agreement with the target, she may spend 1 Wisp to open a Door without rolling. She can open a number of Doors up to her Terra this way during one maneuver.

Upgrade: Seductive (Specchio ••)Edit

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.

Stare Master (•)Edit

Favor (Intimidation)
Action: Permanent

To her opponents, the Noble’s eyes feel like the stare of a thousand predators, and the aura she exudes is like a great beast stalking her prey. No wonder they become more... cooperative.

Upgrade: Third Degree (Acqua ••)Edit

When she questions people who keep secrets, the Noble adopts a cold, clinical manner that almost forces tongues to loosen. When she interrogates a person [CofD 71] and applies Acqua, she may spend 1 Wisp after seeing the result of her roll to reroll her dice pool, though she must accept the second result.

Upgrade: Staredown (Fuoco ••)Edit

The Noble assumes such a ferocious aspect that her enemy hesitates to strike her. When she tries to inflict the Cowed Tilt on someone, her target’s dice pool in the contest takes a penalty equal to her Fuoco dots, and she may spend 1 Wisp to reach an exceptional success on 3 successes.

Upgrade: Berserk (Tempesta ••)Edit

The Noble works herself up into a state of pure rage that terrifies all onlookers. She may spend 1 Wisp reflexively to add her Intimidation dots to her passive Defense for turns equal to her Tempesta. Each time the Noble takes damage while her Defense is boosted, add one turn to the boost’s duration for each source of damage. The bonus does not apply to the Noble’s Dodge pool.

Two-Dot CharmsEdit

Carry On, My Wayward Son (••)Edit

Action: Full turn
Dice pool: Presence + Expression
Cost: 1 Wisp
Duration: indefinite

The Noble puts on a performance that grants confidence to a single listener. She cannot use the Charm on herself. The performance must run for at least a minute before the Charm activates.

Dramatic Failure: The Noble undermines her own confidence. She gains the Shaken Condition [CofD 290].
Failure: The target may be pleased, but he isn’t helped.
Success: The target feels the performance steadying him in his tasks. He gains the Steadfast Condition [CofD 291].
Exceptional Success: The target’s will is refreshed; when he resolves the Condition, he also regains a point of Willpower.

Upgrade: CollectiveEdit

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 Commonalty modifier. All members present gain the Steadfast Condition.

Fighting Evil by Moonlight (••)Edit

FatigueEdit

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.

Action: Instant
Dice pool: Stamina + Expression - target’s fatigue penalty
Cost: 1 Wisp
Duration: 1 scene
Fighting evil by moonlight, winning love by daylight ...

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: CollectiveEdit

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 Commonalty modifier. The character with the highest Stamina among the targets resists for the group.


For the First Time (••)Edit

Action: Extended, 1 minute/roll, threshold = 3x Skills enhanced
Dice pool: Composure + Expression
Cost: 1 Wisp
Duration: 1 scene
...at least I’ve got a chance.

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.
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: CollectiveEdit

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 Commonalty modifier. The same Skills are affected for all members.

You Must Remember This (••, Acqua •)Edit

Action: Reflexive
Dice pool: Intelligence + Composure
Cost: 1 Wisp
Duration: 1 year
The fundamental things apply as time goes by.

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, represented by the Insightful Condition.

Upgrade: CollectiveEdit

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 Commonalty modifier. The threshold is set by the target with the highest Composure.

Giggle at the Ghostie (••, Aria •)Edit

Action: Instant and resisted
Dice pool: Wits + Empathy - target’s Composure
Cost: 1 Wisp
Duration: 1 scene

Bullies, tyrants, even the horrors of the Dark - all these lose their terrors if you can just show them their absurdity. The Noble may use this Charm on a single person within sight.

Dramatic Failure: The Noble becomes frightened of the target, taking the Cowed Tilt, and cannot use the Charm on him for a full day.
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 overawe, if the target rolls to activate them.
Exceptional Success: The target’s attempts to frighten are greatly impeded.

Upgrade: CollectiveEdit

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: Swift (Aria ••)Edit

The Charm becomes Reactive; the Noble may use it when a target tries to frighten or overawe, and imposes the penalty on that attempt if she succeeds.

Peace on Earth (••, Legno •)Edit

Action: Instant and contested
Dice pool: Resolve + Persuasion vs. Composure + Supernatural Tolerance
Cost: 1 Wisp
Duration: 1 scene

Give me peace on Earth. With their focus on harmony and understanding the Wilds are never entirely comfortable 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 attempts 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: CollectiveEdit

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 Commonalty modifier. Each member contests the effect independently.

Queen's Sorrow (••, Lacrima ••)Edit

Action: Instant and contested
Dice pool: Manipulation + Intimidation vs. target’s Composure + Supernatural Tolerance
Cost: 1 Wisp, Sensitivity check
Duration: 1 scene

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: he cannot spend Willpower to add a bonus to his dice pools. The Tilt ends if the character regains at least one Willpower point. Exceptional Success: The target is disturbed for a considerable time. At the end of the scene he gains the Shaken Condition.

Upgrade: Heavy (Lacrima •••)Edit

The target’s depression is deeper. If he loses the contested roll, the Depressed Tilt also stops him from spending Willpower to improve his Defense or resistance to supernatural powers.

Now I’m a Believer (••, Specchio ••)Edit

Action: Instant and contested
Dice pool: Manipulation + Persuasion vs. Composure + Supernatural Tolerance
Cost: 1 Wisp
Duration: indefinite
... I couldn’t leave her if I tried.

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.

Upgrade: Lasting (Specchio •••)Edit

Cost: +1 Willpower

If the Noble wins the contest, the target’s Swooning Condition becomes persistent. The normal resolution for the Condition still grants Beats, but the Condition resolves only when the Noble repudiates the target, betrays him, or attacks him (inflicting at least 1 lethal damage.)

Three-Dot CharmsEdit

Don’t Stop Believing (•••)Edit

Action: Full turn
Dice pool: Presence + Persuasion - desired bonus
Cost: 1 Wisp, 1 Willpower
Duration: 1 day or indefinite

The Noble’s performance revives in her target memories of lost innocence, which protect him against the sight of horrors. The performance must run for at least a minute before the Charm activates.

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.

Look Into the Future (•••)Edit

Action: Extended, 1 minute/roll, threshold = target’s Willpower
Dice pool: Presence + Persuasion
Cost: 3 Wisps, 1 Willpower
Duration: indefinite
Tell me what you see. I really need to know now, is there a place for me?

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 abilities; 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: CollectiveEdit

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 Commonalty modifier. The threshold is the highest Willpower among those affected. Different members need not gain the same Aspiration.

On With the Motley ••• (Aria ••)Edit

Action: Instant
Dice pool: Presence + Subterfuge, modified by Commonalty
Cost: 1 Wisp
Duration: successes in turns

Sometimes it’s necessary to provide a spectacle to draw people’s attention away, while an accomplice does the real work. The Noble uses this Charm on the members of an organization who can see her, applying the Commonalty modifier for them.

Dramatic Failure: The Noble can’t get attention from her targets to save her life. For the rest of the scene, her Social actions aimed at the targets take a penalty equal to her Aria.
Failure: The Noble fails to distract her targets.
Success: For one turn per activation success, and as long as the targets can see the Noble, their eyes remain fixed on her and everything else slips from their notice. Outside of combat, the targets must succeed on a Perception roll to notice the presence of any other person or object beyond the most generic description (e.g. man, woman or child; car or truck; chair, desk or table) and anyone who actively conceals themselves will succeed automatically.
The Charm is less effective during a fight, when people are keyed up and attentive, but even then the targets must pass a Perception check to notice anyone who doesn’t attack them. However, the Noble herself can’t avoid attention - any use of Stealth or attempt to conceal herself immediately ends the Charm.
Exceptional Success: The targets perceive nothing but the Noble. Their Perception rolls are penalized by her dots in Aria.

Chariot of Fire (•••, Fuoco ••)Edit

Action: Instant
Dice pool: Presence + Persuasion
Cost: 2 Wisps
Duration: 1 scene
Bring me my bow of burning gold! Bring me my arrows of desire!

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 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: IntenseEdit

The target gains a further +1 when spending Willpower, for a total of +6 dice, or +4 to Defense or a Resistance Attribute.

Upgrade: RapidEdit

Cost: +1 Wisp

The Noble may use the Charm on a distant target, applying the Sympathy modifier.

Soothe the Savage Breast (•••, Legno ••)Edit

Action: Instant and resisted
Dice pool: Presence + Animal Ken - target’s Resolve
Cost: 1 Wisp
Duration: successes in turns

With soft persuasion or a sharp command, the Noble makes a beast heed her.

Dramatic Failure: The target animal turns hostile, and will attack the Noble if it can.
Failure: The Charm has no effect.
Success: The animal carries out one order for each success. Each order may specify a single action, that involves at most one object; “bite that man” and “bring me the keyring” are each one order, “bite those two men” and “bring me the keyring and the gun” are each two orders. Descriptions of things in the orders are limited by the animal’s understanding. Finally, no animal will obey a suicidal order, and making a domesticated animal break its training is much more difficult than commanding a wild animal; the Storyteller should impose penalties on the activation roll for such orders. (On the other hand, making a domesticated animal follow its training gives bonuses.)
Exceptional Success: After following multiple orders, the animal acquires a habit of obedience. For the next day, any mundane efforts to tame or train it get a +1 bonus, as do further uses of the Charm.

Upgrade: SwarmingEdit

Cost: +1 Wisp

The Noble can give orders to 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.

Comfortably Numb (•••, Lacrima •••)Edit

Action: Instant and contested
Dice pool: Manipulation + Empathy vs. target’s Composure + Supernatural Tolerance
Cost: 2 Wisps, Sensitivity check at +2
Duration: 1 scene

Those who follow the Last Empress sometimes have to make the hard decisions; the Queen of Tears shows them how to remain undisturbed, impassive and numb in the face of a harsh necessity. The Noble uses this Charm on a person who can see and hear her. The target must have Integrity, Belief or a similar trait (e.g. vampires and mages are valid targets, but werewolves aren’t.)

Dramatic Failure: The Noble suddenly loses confidence in her principles; she gains the Doubting Condition.
Failure: If the Noble doesn’t win the contest, the target is not protected from breaking points.
Success: If the Noble wins the contest, the psychic shocks that the target experiences, no matter what their source, don’t reach him until the Charm expires at the scene’s end. Each time the target would reach a breaking point in the current scene, record the size of the dice pool he would roll, but do not roll it - the target continues unaffected. When the scene ends, the target makes a single breaking point roll, using the smallest dice pool of those recorded during the scene, as the Charm’s protection is withdrawn and the psychic stresses the target faced return.
The Charm does not blunt a Noble’s Sensitivity - Hauntings will ravage her as usual, if she experiences any.
Exceptional Success: The Charm soothes the target’s mind even as it expires. The target gains a +1 bonus on the breaking point roll he makes when the scene ends.

Four-Dot CharmsEdit

Jumping Jack Flash (••••)Edit

Action: Full turn
Dice pool: Presence + Expression - bonus dice given, modified by Commonalty
Cost: 2 Wisps, 1 Willpower
Duration: indefinite
You were born in a crossfire hurricane. And you howled at your Ma in the drivin’ rain. But it’s all right now.

The Noble puts on a performance that inspires people to the heights of their abilities - and beyond. The Charm is used on the members of an organization who can see and hear the performance. The performance must run for at least 5 minutes before the Charm activates.

Dramatic Failure: The Noble’s performance is awful. She gains the Notoriety Condition [CofD 290] with respect to the people she used the Charm to help.
Failure: The performance is forgettable and soon forgotten.
Success: The targeted people all gain the Blessed Condition, with the desired number of bonus dice. The mission is related to the organization’s Aspirations.
Exceptional Success: The Noble adds 2 more bonus dice to the Conditions she gives.

No Choice, No Hope (••••, Lacrima •••)Edit

Requires Queen’s Sorrow
Action: Instant and resisted
Dice pool: Manipulation + Intimidation - target’s Resolve
Cost: 2 Wisps, 1 Willpower, Sensitivity check at +3
Duration: indefinite

The Noble’s voice acquires the blighting and consuming quality of the void, sapping the wills of those who hear it and bringing them under her sway for a time.

Dramatic Failure: The target is outraged by the Noble’s attempt to destroy his confidence. She cannot use the Charm on him for a full day.
Failure: The target is unaffected.
Success: For each activation success, the target loses a point of Willpower, feeling drowned in apathy. If the Charm takes his last point of Willpower, the target gains one level of the Tranced Condition, linked to seeing or hearing the Noble. The target’s first trance begins immediately.
Exceptional Success: The target gains the Tranced Condition even if the Charm does not take all his Willpower.

Upgrade: Collective (Lacrima ••••)Edit

Modified by Commonalty
Cost: +1 Wisp

The Noble may use the Charm on the members of an organization who can hear her, applying the Commonalty 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.

Consumed With Hate (••••, Tempesta •••)Edit

Action: Instant and resisted
Dice pool: Manipulation + Persuasion - target’s Composure
Cost: 2 Wisps, 1 resistant lethal damage
Duration: Tempesta turns or 1 scene

With only a few words, the Noble can cause a person’s rage to boil over, driving him uncontrollably to lash out. The Charm grants no ability to dictate the object of the target’s anger - he goes for whatever, in his mind, is the greatest threat or obstacle to him - so it would be wise to either use the Persuasion skill to influence the target before casting this Charm, or get the hell out of the area very soon after casting.

Dramatic Failure: The Noble goes too far in her rhetoric; the target sees her as a crazy person he needs to get away from.
Failure: The Noble fails to incite the target’s rage.
Success: For turns equal to the Noble’s Tempesta, the target takes the Berserk Tilt: he gains +2 on all rolls to inflict violent harm on another, and suffers a -1 penalty to all other rolls.
Exceptional Success: The target takes the Berserk Tilt for the rest of the current scene.

Upgrade: Collective (Tempesta ••••)Edit

Modified by Commonalty
Cost: +1 Wisp

The Noble may use the Charm on the members of an organization who can hear her, applying the Commonalty modifier. The member with the highest Composure resists for the group.

Five-Dot CharmsEdit

Wearing a Heavy Crown (•••••, Terra ••••)Edit

Avatar (Hearts)
Action: Instant
Dice pool: Presence + Persuasion, modified by Commonalty
Cost: 2 Wisps, 1 Willpower
Duration: 1 scene

To be the Queen of Hearts’ avatar is to become the leader people need, the leader the people may one day deserve. The Noble assumes that role and leads any who will follow to greatness. This Charm is used on members of an organization who are willing to work at the Noble’s direction, or towards a goal that she has set She can let others come up with plans (what leader doesn’t have advisers?) but the final decision of what the members do must rest on her shoulders alone.

Dramatic Failure: The Noble proves herself unworthy of leadership and may not apply Terra again for (11 - Belief) days.
Failure: The Noble cannot claim a crown. The Charm fails.
Success: The Noble undergoes a second transformation; a heavy crown appears upon her brow. Her words and appearance stiffen the resolve of her subordinates; while carrying out her plans, the targeted people substitute the Noble’s Presence for their Resolve. Derived traits such as Willpower aren’t affected, but dice pools based on Resolve and resistance to supernatural powers are.
Also, when the targeted people are working as a team to carry out the Noble’s plans, each secondary actor adds dice equal to the number of actors on the team or the Noble’s activation successes (whichever is 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 command (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.

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