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Charm:Learn

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The Learn Charm confers knowledge, and reveals what has been hidden. Only Seekers have affinity for it.

One-Dot CharmsEdit

Data Wizard (•)Edit

Regalia
Action: Permanent

A portable computer becomes part of the Noble’s Regalia. (When this Charm was first discovered the computer usually looked like a modern laptop or notebook; in recent years Nobles get smartphones.) The Regalia bonus applies to mundane Computer actions using the computer. It can store data in practically unlimited quantities, has adapters to connect to any computer networks available where the Noble lives, and reads from or writes to all common forms of removable media she can find. The Noble still has to supply passwords to gain access to a network, or else defeat the network’s security.

Upgrade: Assisting (Acqua ••)Edit

The Noble’s computer monitors networks constantly, looking for scraps of data she might need. As an instant action, the Noble may roll Acqua + the computer’s equipment bonus when confronted by something outside her normal experience. Success means her computer’s trawl for data has found a relevant article or post on the Net, and brings it to her attention; the Storyteller must supply a useful fact or detail about the issue at hand.

If the Noble has access to the Net where she is, she may spend 1 Wisp to start her computer on a focused search for relevant information. If a roll of Acqua + the computer’s equipment bonus succeeds, the computer gathers enough data to give the Noble the Informed Condition [CofD 289] after several minutes of study. The computer stores the data locally, so the Noble need not read it immediately, but she does have to take the time to read it before she may resolve the Condition.

The computer is limited to information that is available to the general public through the Net, or is on computers the Noble already has access to. If the only relevant information available must be paid for, or can’t be read without supplying an ID, the computer will tell the Noble so.

Upgrade: Traceless (Aria ••)Edit

The Noble can gain access through her computer to any computer or network she knows of, without cables or radio signals. By spending 1 Wisp, she can hack into a computer over a sympathetic connection to it, modifying her dice pool for the task by Sympathy. The Noble must always defeat the computer’s security to connect to it, even if she knows the proper passwords, as she isn’t logging in normally; on the other hand, a sysadmin 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).

Keen Observation (•)Edit

Favor (Investigation)
Action: Permanent

When the Noble transforms, she becomes keen-eyed, missing no detail when she fixes her attention.

Upgrade: AlertEdit

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: Unerring (Acqua ••)Edit

The Noble cannot be led down false trails of evidence. When she is leading an investigation, she may spend 1 Wisp to change a Tainted Clue [CofD 80] into an Incomplete Clue. She may do this a number of times equal to her Acqua during a single investigation.

Upgrade: Intuitive (Legno ••)Edit

Clues and anomalies in a scene disturb the Noble’s sense of the harmony of things, drawing her attention to them quickly. When she examines a scene [CofD 71] and applies Legno, she may spend 1 Wisp after seeing the result of her roll to reroll her dice pool, though she must accept the second result.


Liberal Artist (•)Edit

Favor (Academics)
Action: Permanent

When the Noble transforms, she remembers her schooling and reading in her favorite fields with a crystalline clarity.

Upgrade: MemoriousEdit

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.

Upgrade: Librarian (Acqua ••)Edit

The Noble finds what she wants in a library as easily as in her own home. She may spend 1 Wisp once during an extended Academics action to add additional rolls, one for each dot of Acqua, above what her Attribute + Skill allows.

Upgrade: Autodidact (Fuoco ••)Edit

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.

Natural Philosopher (•)Edit

Favor (Science)
Action: Permanent

The Light illuminates secrets of the natural world.

Upgrade: Inspired (Acqua ••)Edit

The Noble knows her way around a lab. She may spend 1 Wisp during an extended Science action to reduce the number of successes she needs to reach her goal by her Acqua.

Upgrade: Kitbash (Aria ••)Edit

The Noble applies her knowledge of science to assemble devices at high speed. When she builds physical equipment using the Science Skill [CofD 101] and applies Aria, she never needs more time than the basic penalty on her roll in turns.

Passion's Light (•)Edit

Action: Instant
Dice pool: Unrolled
Cost: 1 Wisp
Duration: 1 scene

The Noble perceives the emotional state of the people around her as a wash of color around their bodies, their aura. She can make Perception rolls to notice people in the throes of strong emotion, or of emotion significantly unlike what other people present are feeling (e.g. deep gloom at a party, or satisfied pleasure at a funeral.) She can also detect the emotions of people (or stranger beings) who are hiding or in Twilight. Supernatural powers that conceal emotions or auras oppose the Charm - if the Noble looks for people so disguised, it triggers a Clash of Wills.

Like the supernatural Aura Reading Merit [CofD 56] Passion’s Light need not manifest as a visual perception, though that’s the most common form; murmuring voices is nearly as frequent among the Nobility. If a Noble’s player likes, the Noble’s version of the Charm can appeal to any or all of her senses.

Upgrade: RevealingEdit

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.
  • 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?
  • Is the character a supernatural being; if so, what type of being is he (among those the Noble has seen before?) A 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. 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.

Quicker Than the Eye (•)Edit

Regalia
Action: Permanent

All too often, a vital secret is locked away somewhere that a Seeker has no legal right to go, and her sole recourse is to open the locks without a proper key. The Noble adds a set of lockpicks to her Regalia, to aid in her quest for knowledge. The Regalia bonus applies to mundane Larceny actions to open mechanical locks. As long as the Noble isn’t pressed for time, she can open any mechanical lock without a roll.

Upgrade: ElectronicEdit

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.

Upgrade: Calculated (Acqua ••)Edit

Swiftness is often the key to victory, but timing may well serve the same purpose. Whenever the Noble applies Acqua to her Larceny rolls at no cost, she may elect to use Intelligence in place of the normal Attribute.

Upgrade: Concealed (Aria ••)Edit

A Noble may not want to attract undue attention when the situation calls for it. When she applies the Invocation to a Larceny roll, attempts to notice her action take a penalty equal to her Aria.

Scent Falsehood (•)Edit

Action: Instant and contested
Dice pool: Wits + Subterfuge vs. target’s Composure + Supernatural Tolerance
Cost: 1 Wisp
Duration: 1 scene

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, equivocations 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: CollectiveEdit

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: UnwittingEdit

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.

Upgrade: Alert (Aria •)Edit

When the Noble detects a lie, she gains additional insight into the liar’s motive for deception. For example, she could smell the difference between a lie told out of envious malice and one told out of fear, or tell the difference between a sleazy propagandist and a dedicated, noble spy.

Upgrade: Guilty (Terra •)Edit

When the Noble detects a lie, the liar experiences a strong pang of guilt, and finds it far harder to deceive again. He takes a penalty equal to the activation successes on all Subterfuge rolls for the duration. Further lies in the scene do not increase the penalty.

Upgrade: Melancholy (Lacrima •)Edit

When the Noble detects a lie, the liar knows his deception has failed, and any further lies are pointless. He must roll his Composure, and loses a point of Willpower if he fails.

Upgrade: Righteous (Tempesta •)Edit

When the Noble detects a lie, she may punish the liar with impunity. If she attacks the liar as her next action, he may not apply Defense to resist the attack.

True Names (•, Terra •)Edit

Action: Instant and contested
Dice pool: Wits + Socialize vs. Composure + Supernatural Tolerance
Cost: 1 Wisp
Duration: lasting

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 maneuver 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.

Two-Dot CharmsEdit

Second Glance Wrongness (••)Edit

Requires Scent Falsehood
Action: Reflexive and contested
Dice pool: Resolve + Composure vs. Clash of Wills pool
Cost: none
Duration: 1 turn

Sometimes magic gets you good. The Nobility are all too aware of that. Sometimes your mind can be wrapped in irrational fear by the Darkspawn hanging from the ceiling, pale-faced, sometimes the warrior of Storms can drive you into a frenzy, some things can pass by invisible. Nobles learn, though, to listen to the subtle wrongness that they get when their senses are being messed with, and it’s possible to stoke the radiance within, to burn away the clouds that fog the mind. Whenever the Noble’s mind is influenced or controlled by a supernatural power, and her actions are limited by it, the Charm activates.

Dramatic Failure: The Noble is so utterly fooled by the deceit that her mind is rendered susceptible to

follow-up blows. The Charm will not activate until the next time the sun has risen.

Failure: The Noble acts within the limits of the power that influences her.
Success: A distorted perception wavers for a moment, showing what it conceals; an imposed emotion falters, revealing the Noble’s true feelings; a compulsion falls slack, and is disclosed as instilled by another. The effect reasserts itself before the Noble’s next action, but she may spend 1 Willpower point to bypass it for that action - penalties don’t apply, compulsions don’t restrict her.
Exceptional Success: The power holding the Noble’s mind slips. During her next turn, she ignores its effects on her, without spending Willpower.

Upgrade: PenetratingEdit

Through an exertion of will, the Noble can break free of her controller at just the right moment. If she bypasses the target effect, it lapses for turns equal to her Resolve.

Upgrade: Hungry (Lacrima ••••)Edit

The Darkness around Alhambra is hungry, eroding substance despite the best efforts of the True Kingdom to tame it. The Hopeful of that city learn to do the same to effects that would control them. Each successful use of 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.

Watchful Mind (••)Edit

Action: Instant
Dice pool: Intelligence + Investigation, modified by Sympathy
Cost: 1 Wisp
Duration: 1 scene or 1 day

Like a bird to its nest, the Noble finds her way unerringly to another person.

Dramatic Failure: The Noble gets an entirely wrong idea of her target’s location. Until the scene ends or she actually sees the target, she is convinced he is somewhere chosen by the Storyteller that is not where he really is.
Failure: The Charm has no effect.
Success: For the rest of the scene, the Noble knows the direction and rough distance from herself to the target.
Exceptional Success: The Noble retains her fix on the target’s location for 1 full day.

Upgrade: VisionaryEdit

When finding the target, the Noble also gets a moment’s glimpse of him and his surroundings.

Upgrade: PassionateEdit

Cost: +1 Wisp

When the Noble first finds the target, she also gets a moment’s glimpse of his aura, as if she had used Passion’s Light in his presence.

Weight of Memory (••)Edit

Action: Full turn
Dice pool: Intelligence + Crafts, modified by Longevity
Cost: 1 Wisp
Duration: lasting

While scrutinizing an object she is touching, the Noble catches a glimpse of the emotional impressions left behind on it by a significant event in its past. The Noble can choose how far back she wants to look, setting the Longevity modifier before activating the Charm.

Dramatic Failure: The Noble takes the Misled Condition. The Storyteller describes an event that never happened; the Noble implicitly believes that it did. Further uses of the Charm on the target won’t clear up the Condition - the Princess must discover her mistake by other methods.
Failure: The Noble learns nothing from her scrutiny.
Success: The Noble has a vision of the most emotionally intense event the object was involved in within the Longevity period. The Storyteller describes what happened, and how the object was involved. For each activation success, the Noble may ask one question from the following list, which the Storyteller must answer truthfully.
  • What was the chief emotion inspired by the event?
  • When did the event happen? (The Storyteller gives a timespan to the first unit - hours in a day, days in a week, etc.)
  • Who was involved in the event? (The Storyteller names one person, or describes him if the Noble doesn't know his name, each time she asks this.)
  • Did the event cause the growth of a Tainted or Blessed area? (The Storyteller says which, if either.)
Exceptional Success: The Noble learns a great deal about the event.

Modifiers: Object is only vaguely tied to the event (-2), event caused a breaking point or Haunting (+2), Noble has seen other events from the object (-1 per event seen)

Upgrade: LastingEdit

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: BlessedEdit

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?

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: TaintedEdit

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.

Pierian Spring (••, Acqua •)Edit

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

As the Noble contemplates a person near her, she learns how much he has drunk from the wells of knowledge. 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 gives a false rating for one or more of the target’s Skills, and the Noble believes the target has the stated ratings. 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 education and mental training. The Storyteller must answer one question about the following subjects truthfully for each activation success:
  • One of the target’s Mental Skills or specialties
  • A Merit representing knowledge (e.g. Encyclopedic Knowledge) or access to knowledge (e.g. Contacts, Library)
  • The name or description of one person who taught the target something of importance to him (e.g. the advisor for his doctoral thesis)
  • The name or description of one person whom the target educated, significantly forming their mind and character

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 mental training.

Upgrade: Personal (Acqua ••)Edit

The Acqua Invocation favors any exercise of the intellect. The Noble may look for insight into the target’s character and abilities, so far as these resonate with the Acqua Invocation or the credo of the Queen of Diamonds, or flaws which impair his reason. Add the following to the list of subjects the Noble may ask about.

  • The target’s Intelligence, Wits or Resolve
  • Any Mental Merit the target has
  • A Condition on the target that can impair the use of Mental Skills

For Want of a Nail (••, Aria •)Edit

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

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 Storyteller 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.

Upgrade: Personal (Aria ••)Edit

The Aria Invocation favors those who can handle surprises, good or bad, with a smile. The Noble may look for insight into the target’s character and abilities, so far as these resonate with the Aria Invocation or the credo of the Queen of Spades, or of magics distorting his character. Add the following to the list of subjects the Noble may ask about.

  • The target’s Wits, Dexterity or Manipulation
  • A Skill or specialty that helps the target live in the shadows, or by his wits: Computer, Investigation, Larceny, Stealth, Streetwise or Subterfuge, or one appropriate specialty of any Skill
  • A Merit that helps the target live by his wits, such as Danger Sense or Unseen Sense
  • Whether the target is currently affected by mind-altering supernatural powers

Love's Beacon •• (Fuoco •)Edit

Action: Instant and resisted
Dice pool: Intelligence + Empathy - target’s Resolve
Cost: 1 Wisp
Duration: lasting

True love illuminates the beloved. The Noble examines a person near her to learn something of the people he most cares for. 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 gives a quite wrong idea of the target’s affections, 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 loves. The Storyteller must answer one question 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.

Upgrade: Personal (Fuoco ••)Edit

The Fuoco Invocation is brightest in people’s loves, but the fire prized by the Queen Errant burns in more than the bonds of affection. The Noble may look for insight into the target’s character and abilities, so far as these resonate with the Fuoco Invocation or the credo of the Queen of Swords. Add the following to the list of subjects the Noble may ask about.

  • The target’s Virtue
  • The target’s current Willpower
  • The target’s Intelligence, Strength or Presence
  • A Skill or specialty that helps the target live heroically or adventurously: Athletics, Brawl, Drive, Weaponry,

Expression or Persuasion, or one appropriate specialty of any Skill

  • A Merit that helps the target live heroically or adventurously, or persuade others to do so (e.g. Inspiring)

Scent of Irises (••, Legno •)Edit

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

The Noble learns how much her target is at peace with himself, and what might disturb that peace, by examining him carefully. 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 act the target really has no objection to performing; the Noble believes the target will refuse to perform that act. Alternately, the act described can be one the target won’t do, in which case the Noble believes that he will. 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 moral scruples. The Storyteller must answer one question about the following subjects truthfully for each activation success:
  • The target’s Vice
  • The target’s Integrity (or equivalent trait)
  • One of the target’s breaking points
  • The name or description of one person or thing which the target would risk bodily harm or moral degeneration to protect

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 moral scruples.

Upgrade: Personal (Legno ••)Edit

The Legno Invocation blesses a calm mind, an enduring body, and communion with all living things. The Noble may look for insight into the target’s character and abilities, so far as these resonate with the Legno Invocation or the credo of the Queen of Clubs. Add the following to the list of subjects the Noble may ask about.

  • The target’s Resolve, Stamina or Composure
  • A Skill or specialty that helps the target live harmoniously in any situation: Crafts, Medicine, Survival, Animal Ken, Empathy or Socialize, or one appropriate specialty of any Skill
  • A Merit representing physical health (any Physical Merit with a Stamina prerequisite) or mental stability (e.g. Common Sense, Meditative Mind)
  • The name or description of one animal the target cares for

No Man is an Island (••, Terra •)Edit

Action: Instant and resisted
Dice pool: Manipulation + Empathy - target’s Composure
Cost: 1 Wisp
Duration: lasting
No man is an Island, entire of itself; every man is a piece of the Continent, a part of the main ...

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 associates 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.

Upgrade: Personal (Terra ••)Edit

The Terra Invocation favors all aspects of human sociability. The Noble may look for insight into the target’s character and abilities, so far as these resonate with the Terra Invocation or the credo of the Queen of Hearts. Add the following to the list of subjects the Noble may ask about.

  • The target’s Presence, Manipulation or Composure
  • One of the target’s Social Skills or specialties
  • Any of the target’s Social Merits

Quid pro Quo (••, Lacrima •)Edit

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

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)

Upgrade: Acta Non Verba (Lacrima ••)Edit

The Queen of Tears demands of her subjects all that they can perform. The Noble can probe her target’s character and training, looking for traits Alhambra has need of and weak spots that can draw him into its service. Instead of concentrating on a single goal, the Noble may ask questions from the following list.

  • A Skill, specialty or Merit the target has that the Noble can’t reliably obtain
  • A Skill, specialty or Merit the Noble has that the target can’t reliably obtain
  • The target’s Vice
  • One of the target’s Aspirations (or equivalent traits)

Also, on an exceptional success the Noble may forgo all questions to discover instead a way to inflict the Leveraged Condition [CofD 289] on her target.

Tisiphone's Call (••, Tempesta •)Edit

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

Injuries must be discovered and avenged. When examining her target closely, the Noble learns how he has suffered, and who to pursue with Furious justice. 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 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: Personal (Tempesta ••)Edit

The Tempesta Invocation encourages all attempts to fight injustice. The Noble may look for insight into the target’s character and abilities, so far as these resonate with the Tempesta Invocation or the credo of the Queen of Storms. Add the following to the list of subjects the Noble may ask about.

  • The target’s Strength, Dexterity or Stamina
  • A Skill or specialty that makes the target a good warrior or avenger: Athletics, Brawl, Firearms, Weaponry, Stealth or Intimidation, or one appropriate specialty of any Skill
  • A Merit that helps the target on the field of battle (e.g. a Fighting Style)

Mirror Mirror (••, Specchio ••)Edit

Action: Instant
Dice pool: Inner Light + Investigation, modified by Sympathy
Cost: 1 Wisp or 2 Wisps
Duration: successes in turns

With this trick a Princess of Mirrors can look into one mirror and see out another. Sympathy is measured from the mirror she’s seeing out of, not the one she looks into. The Noble is limited by the quality of the two mirrors used, a low quality mirror that gives a bad reflection gives a low quality image.

If the Noble spends a second Wisp, her own image appears in the mirror she sees out of; this can be used to show pictures or writing to anyone at that mirror.

Upgrade: ListeningEdit

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.

Upgrade: Distant (Specchio •••)Edit

The Noble names a target and sees her from the viewpoint of the closest mirror or reflective surface. If no surface is available the Charm fails automatically and the Noble knows why. With this upgrade Sympathy is measured to the person she is targeting.

Three-Dot CharmsEdit

Moving Finger (•••)Edit

Action: Instant
Dice pool: Inner Light + Investigation
Cost: 1 Wisp
Duration: 1 scene

The Noble mentally describes an object. She becomes aware of the location of the nearest object matching the description within 25 * the activation successes in yards; no matter how well it is concealed, she can find it as an unrolled action. The description must be phrased in terms of the object’s composition and form, not its significance or intended use. For example, “audiotapes”, “letters in my father’s handwriting”, and “weak places in the wall” all work; “incriminating evidence”, “letters about my father”, and “something that will help me escape” do not. A Noble can find only one object at a time; if she activates Moving Finger when she already has it active, the first use ends immediately.

Upgrade: GeneralEdit

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.

Upgrade: Significant (Acqua ••)Edit

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.

Living Index (•••, Acqua ••)Edit

Action: Full turn
Dice pool: Resolve + Academics
Cost: 1 Wisp
Duration: 5 minutes

A library is a treasure house of knowledge, but sometimes one needs a special key to unlock it. The Noble uses this Charm when she has access to a library (or other collection of information.) She falls into a light trance, in which the totality of information contained in the library appears within her mind.

Dramatic Failure: The Noble’s mind drowns in the flood of data. She takes the Stumbling Condition on a Skill related to the facts she was looking for, which ends when she next sleeps.
Failure: The information in the library runs through the Noble’s mind without leaving a trace.
Success: The Noble sifts key facts out of the flood. Each activation success reduces the threshold for her next extended action using the library by 1 success. If the threshold to find a piece of information becomes 0 or less, the Princess learns that information during the trance.
Exceptional Success: The Noble retains a great deal of information. Her dice pool for her next extended action using the library gains the 9-again quality, if she didn’t have that benefit already.

As long as the trance lasts the Noble stands or sits without moving or seeing her surroundings; she takes a -2 penalty to Perception rolls and Defense, and if she takes any action or suffers damage the Charm fails. The Noble cannot use this Charm more than once per scene, and if she uses it twice before doing research, she loses all benefits from the first activation.

Perfect Sight (•••, Aria •)Edit

Action: Reflexive and resisted
Dice pool: Wits + Composure - target’s Dexterity
Cost: 1 Wisp
Duration: 1 action

For a moment, the Noble sees a chink in a target’s defense, and strikes swiftly. Dramatic Failure: The target’s Defense against the Noble’s next attack is doubled. If his Defense does not apply, the attack is reduced to a chance die. Failure: The Charm has no effect. Success: Reduce the target’s Defense against the Noble’s next attack by the activation successes, to a minimum of 0. Exceptional Success: If the attack inflicts damage, the target’s Defense against all attacks is reduced by 1, until his next action.

Upgrade: AlliedEdit

Modified by Commonalty
Cost: +1 Wisp

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 organization is reduced as if it came from her.

Genius Loci (•••, Legno ••)Edit

Action: Extended, 5 minutes/roll, threshold = Sanctuary
Dice pool: Composure + Occult
Cost: 1 Wisp
Duration: 1 scene

Places, especially buildings, have their own sort of life; as they age and people care for them, they acquire a distinctive spirit and a voice that speaks in creaking boards or rustling leaves. With careful attention and a touch of magic, the Noble can rouse a place’s spirit and listen to its voice. When activating the Charm, the Noble meditates inside the place she wants to listen and speak to.

Dramatic Failure: The Noble rouses the place’s spirit, but offends it. Until she leaves it, a curse of ill luck dogs her; all her actions suffer a -1 penalty. If she returns at any time during the next day, she suffers the same penalty until she leaves again.
Failure: The Noble cannot hear the place’s spirit yet.
Success: The Noble makes progress in waking the place’s spirit. When she reaches the threshold, the spirit is fully roused and communicates with her in a fashion only she understands (patterns of creaks, flickering in the lights, etc.) For the rest of the scene the Noble may use her Social skills to converse with the location as with a person.
A place’s spirit should have a somewhat definite personality, getting stranger as its relative power (age, fondness, etc.) grows; a recent home may offer full collaboration if one deals with the woodworm infestation, while an ancient library may refuse to answer simply because no member of the nakama has a membership card. (The Storyteller should however try to avoid making impossible demands.)
Exceptional Success: The place’s spirit finds the Noble agreeable. Her Social interactions with it gain the 9-again quality, if she didn’t have that quality already.

Note that some other supernaturals have powers that rouse a place’s spirit, or compel it to service, while there are places - loci or verges - where the spirits are already wide awake. Using this Charm in such places is perilous; awakened free spirits, hearing the Noble’s call, may stalk her with predatory intent, while bound spirits will warn their masters of her presence.

Upgrade: Tsukumogami (Legno •••)Edit

The Noble can also rouse the spirits of movable objects. The threshold for an object equals its Size. A dramatic failure penalizes her actions if she has the object on her person or within her sight.

Unearth the Foundations (•••, Terra ••)Edit

Action: Instant
Dice pool: Composure + Empathy, modified by organization’s Commonalty
Cost: 2 Wisps
Duration: lasting

The Noble’s social senses are so delicate that she can see how an organization is put together just by watching its members at work. When observing an organization’s members who are engaged in one of its projects, or when talking to members about their organization, the Noble may activate the Charm.

Dramatic Failure: The Noble takes the Misled Condition. The Storyteller describes a trait (among those the Charm can detect) the organization does not really possess; the Noble will believe the organization has that trait. Further uses of the Charm on the organization won’t reveal anything that refutes this false belief - 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 Storyteller must answer one question about the :following subjects truthfully for each activation success:
  • One of the organization’s open Assets, with identifying information
  • One of the organization’s Interests, and the person overseeing that Interest
  • One of the organization’s Benefits
  • 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.

Upgrade: Private (Terra •••)Edit

The Noble can discover the organization’s current plans, its general mindset and its current troubles and weaknesses. Add the following to the list of subjects the Noble may ask about.

  • One of the organization’s current Aspirations
  • The organization’s Vice or Virtue
  • One of the Conditions currently on the organization (including Secret)

Reflected Portents ••• (Specchio •••)Edit

Action: Instant
Dice pool: Composure + Investigation, modified by Longevity
Cost: 1 Wisp, 1 Willpower
Duration: 1 turn

How does the Queen of Mirrors know who is the true heir? Simple, she can see the future. Or maybe not, since none of her many True Heirs fulfilled their supposed destiny. Regardless of the truth surrounding the Lightbringer’s mysterious Queen, it is a fact that the Invocation of Specchio unlocks powers of precognition beyond the dreams common to all Enlightened. To perceive the mysteries of time and space the Noble decides which question she wishes to ask. She also needs a mirror positioned so it reflects the subject of her question and invokes the charm. The Longevity modifier is measured to the future event the Noble asks about; because of this the Storyteller should always roll for Reflected Portents. A smart player can learn much from just the modifier.

Dramatic Failure: Guided by Fate, or perhaps an unwelcome hint from her own subconscious the Noble sees a horrifying vision, such as the brutal murder of a close friend. Like all prophecies it’s not guaranteed to come true, but she still needs to make a Sensitivity roll.
Failure: The future remains unclear, either nothing happens or the Noble gets a completely accurate vision of a clear blue sky sometime in the future. Or the depths of space, or tv static.
Success: After a few moments the mirror fades to reveal a vision of the future. The player asks one question per activation success which the vision will answer. There is no sound but the vision is as good as 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 anything 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 soonest event, favoring big and noticeable events over others in the same time period, defined by the dicepool modifier.

Upgrade: ListeningEdit

The Noble adds audio to her mirror. A low quality mirror that gives a bad reflection also gives bad sound.

Upgrade: Distant (Specchio ••••)Edit

Modified by Sympathy

The Noble can prophesy about a distant target, applying the Sympathy modifier. That modifier stacks with the Longevity modifier.

Upgrade: Pastward (Specchio •••••)Edit

The Noble can see events that have already happened in her mirror. The time elapsed since the event shown in the mirror determines the penalty. On a dramatic failure, the vision in the mirror is entirely wrong and the Noble will believe it was correct until shown clear evidence to the contrary; her Sensitivity is not triggered.

All questions the player asks must be answerable by a vision of one past event. The question “Who murdered Miss Daisy?” will show the murderer in the act; “Where is the murderer now?” won’t be answered, because what the murderer is doing now is a different event.

Four-Dot CharmsEdit

Dire Warning (••••. Fuoco •••)Edit

Action: Reactive
Dice pool: Wits + Composure
Cost: 2 Wisps, 1 Willpower
Duration: lasting

The Noble sees a vision of immediate catastrophe, with barely enough time to stop it. The last actions taken by other characters in the current scene, up to the activation successes or the Noble’s last action (whichever is less) did not really happen; they occurred only in a prophetic vision. A shouted warning allows a character whose action was “undone” to choose a different action when their turn comes. If an action is not affected by the Noble’s foreknowledge, because all the relevant circumstances are unchanged, its result is the same as the “vision” of it; do not reroll the dice. If the Noble’s last action was undone, the Charm’s use replaces that action in the real order of events; if not, the Charm’s use is her action in the current turn.

Zone of Truth (••••, Terra •••)Edit

Action: Instant
Dice pool: Presence + Investigation
Cost: 2 Wisps, 1 Willpower
Duration: 1 scene

The Noble enchants her immediate area, making deception impossible. This Charm affects an area with a radius of Inner Light x 10 feet.

Dramatic Failure: The Charm affects only the Noble herself; until the scene ends, she answers questions as if she’d gained an exceptional success.
Failure: Everyone in the affected area can say what they wish, regardless of its truth.
Success: Anyone in the affected area with a Composure less than or equal to the number of successes rolled - including the Noble - find themselves incapable of knowingly saying a falsehood (lying) or making statements without knowledge of or regard for the truth (bullshitting) for the rest of the scene. Affected individuals are unaware magic has been used on them, unless they have some ability that allows them to detect it; someone trying to tell a lie or bullshit finds themselves blurting out the truth or “I don’t know” instead, though after a few times they’ll probably realize something’s wrong with them and clam up.
Exceptional Success: All affected individuals must roll Resolve + Composure when asked a question, and will answer it truthfully if they fail - they can’t remain silent. The Charm will not prevent someone from making statements they erroneously believe to be true, or statements that are technically true but misleading.

Five-Dot CharmsEdit

Books in Running Brooks ••••• (Acqua ••••)Edit

Avatar (Diamonds)
Action: Instant
Dice pool: Intelligence + Academics - penalties for obscure topics
Cost: 3 Wisps, 1 Willpower
Duration: 1 scene
... finds tongues in trees, books in the running brooks, sermons in stones, and good in everything.

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 encounters, 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.

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