Queen of Dice

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The Queen of Dice

AKA: Ceasar of the Day, Eagle-Eyed Empress, Reagent of Risk


Followers’ Epithets: Gamblers, Opportunists, Daredevils, Fools (Derogatory)
Kingdom: Yggdrasil

So, yeah. I can see what could have happened, man. What I don’t get is why you think you’ve
burned that bridge. Yeah, I agree, he’s pissed, and nothing you can say could prevent him from
just yelling at you more if you tried to make up. That’s because it just happened. But it’s Friday,
give him some time to cool off. What I never get is why people try to fix problems at the worst
possible moment, when if they just cooled their heels for like five minutes, they could do it with
half the time and effort. If people kept a good eye out, and then just threw their chips out then,
the world would be fixed in no time flat.

So I was thinking. We all know Mrs. Jenson is going to formally ‘announce’ the big art project
next Tuesday, and we know your friend is good at papers, but sucks at anything that requires
creative design. You? You’re the artsy type. So here’s my proposal. Don’t call him this weekend,
let him cool off. Come Tuesday, I promise the moment the teacher assigns the project, that
water can be under the bridge just like that. He may drag you down a bit, but sometimes, you
just gotta take that risk.

The Queen of Dice guides those who follow her precepts from the neon tree-city of Yggdrasil.
She and those who take after her believe that it’s not just a matter of what, but when. Solutions
come when you’re observant enough to see opportunities to fix them, and bold enough to take
the risks necessary to follow up on them.

Tales of Yggdrasil
In the middle of a great snowy wasteland is the towering tree, Yggdrasil, that reaches skyward.
With little other vegetation in sight, how does such a massive tree survive? The answer is it’s
roots burrow deep within the Earth, reaching into a great underground lake of water, perpetually
heated by volcanic activity. With its geothermal water, and perhaps a bit of magic, the tree never
has to worry about freezing.
The Queen of Dice took her kingdom’s philosophy from this tree, inspired by how it was able to
grow astoundingly in an unforgiving land this way.. A vast city that almost seems like a giant
treehouse spirals out in the sturdy branches, drawing on its heat and life. A mix of steel, glass,
and neon lights, the city never sleeps. Literally. Yggdrasil’s nightlife is the envy of many
kingdoms, as is it’s internal economy. Businessmen and humanitarians alike keep an eye out.
Needs and problems are filled as soon as opportunities to fix them arise, as the keen eyed
populace is eager to lend a hand and solutions.
The Queen of Dice maintains a modest palace almost strictly for diplomatic reasons. In truth,
her ‘home’ is almost a dozen well-appointed apartments and condominiums around her
kingdom, as she keeps on the move - she prefers having an eye on the ground, searching for
problems to solve, rather than keeping distant in some palace.
The queen is hard not to spot. She’s 6’ tall, but her gleaming sunglasses, and pale skin paired
with long black hair is set against sunglasses and a warm and bulky black robe trimmed with fur
and working neon lights.
The Queen of Dice is aware of everything that’s going around her, and greets her courtiers with
a sort of eccentric warmth. Knowing she has the experience and magic-backed insight only a
Queen has, she speaks laconically, trying to draw out the problems of her courtiers as quickly as
possible. Rather than answer them directly though, she’ll lead them to lay out what they know,
and help them realize where the opportunities to fix it lies.
Outside her work, the queen is someone who has an interest in novelty. She loves looking at
what her citizens have built, and enjoying them to their fullest. Those who have come up with a
novel concept please her the most.

Philosophy
The Queen of Dice teaches that a better world may be more intellectual, more loving, or
more harmonious, but that the quickest way to it is to take advantage when the odds are tilted in
your favor.

Consider Your Hand


Every day, the world draws and discards. Political movements come and go. Lives change. The
news directs people’s minds any which way. And different people need different acts of kindness
that could change their lives. True, we always can always try to change the world from scratch.
You might even succeed. Why not work with what you have though? That mnemosyne will leave
his fortified taint for groceries, that bully will be in straits where you can repay his cruelty with
kindness, and the news will show a story that will get the voting public interested in an issue you
find important. Sometimes, that opportunity is just a ripe chance to get someone else’s project
that last little bit over the hill. A Gambler is always ready to look around and see what
opportunities exist to change the world.

Don’t Be Afraid to Raise


“I changed the world by playing it safe.” said nobody ever. Battles worth fighting usually have a
cost associated with losing. You’re here to win though, and while you may not always win, if
you’re smart, you can win more often than you lose, and make a big splash on the world. Where
there is risk, there is often a great reward. That being said, don’t press the button that has a
99% chance of blowing up the world, and a 1% chance of giving you a good sandwich. A
Gambler learns what a good balance of risk and reward is, and acts accordingly.
Know When to Fold and When to Fight
Not every game turns out right. Even before the Fall, the Darkness just won sometimes. Fighting
a hopeless battle isn’t valorous, it’s foolish. The War of Hope is harsh enough, and wasting your
time, reputation, and resources - possibly even your life on a failed effort is pointless. Wars
usually aren’t lost in a single battle. In short, look at risk and reward, ask if you could forgive
yourself if you failed, and work from there. The Queen won’t blame you if you fight the tide of
Darkspawn that’s come after your family, and she won't stop fighting to protect hers.
That being said, there’s also wisdom in recovering what you can. Making the most of a bad
situation is just recovering some of your bet, and sometimes, you can still at least get a little of
what you want. There’s still opportunity in a bad situation, after all. At the end of the long game,
what matters is that the Light came out the better. The moral of the story: losers fight battles,
winners fight wars.

Duties
The line between Callings in the Court of Dice can be a bit more blurred in terms of what
is done, as opportunities arise. A Seeker may very well try to solve a problem in a social role
when the opportunity presents itself, for example. Regardless, a Gambler’s day in and day out
duties tend to revolve around specific functions.
Champions of Dice, like Diamonds, tend towards strategy instead of raw power. They ferret out
their opponent's weaknesses, strike when the target is most vulnerable, and prefer to ferret out
individuals or other key enemy assets that can cause an enemy’s combined effort to fall apart.
In combat, Champions of Dice have some of the quickest reactions of any Court, sometimes
striking enemies before they can so much as draw their weapon. Some also act as bodyguards
for more mundane figures that want to change the world, but run the risk of attracting violent
opposition - supernatural or otherwise. And of all the Courts, they are perhaps the best at
ferreting out enemy banes.
Graces of Dice pay close attention to current events. They latch onto budding discontent or the
public space, and take advantage of what’s going on so as to rally the people to their cause.
Even past that, they’ve got a solid ability to sense what’s on everyone’s mind - more than one
school bully has lost their power, simply because a Grace of Dice knew everyone else was fed
up with them and acted on that. Graces that prefer to act on a more personal level tend to pay
close attention to others, tend to look for chances to appeal to them. A Grace of Dice can
sometimes seem to come out of nowhere when you’re hurting at your worst.
Seekers of Dice tend more to teach than to research, given the specialized nature of academia,
though both exist. A Seeker of Dice who looks to learn and research often is a master of grant
seeking - while you can’t put magic on an application, a Seeker of Dice can put a myriad other
reasons to give their project a thumbs up.
Seekers that teach are that teacher or mentor who came in at that critical point in life. They keep
a steady eye on their pupils, and see who needs help most. Many underperforming students
have had their lives turned around by a Seeker of Dice’s intervention.
Menders of Dice often find themselves serving side by side with their Swords counterparts,
though for different reasons. Frequently, they find themselves serving in some small African
country because the simple need is greater - the Common Cold is unpleasant, but Malaria can
easily kill a person. Those who stay near home, admittedly most of them, tend to pick a career
based on what seems like it will be a persistent need that will remain under fulfilled. Drug
treatment or a psychologist specializing in helping LGBTQ individuals with depression and
dysphoria, for example. Alternatively, it’s not uncommon for the more social ones to slip into
fields prone to burnout, like social work, and help people there keep going.
One odd development that flirts with the border between Dice and Humanity is the
Philanthropist-Mender. With their magic, a Mender can outperform even the most talented
mortal doctor, and can easily end up charging a pretty penny for their services to the rich. These
menders, however lead relatively modest lives for their income - they then direct that money into
what they consider to be worthy projects, and have been known to financially back other
Nobles.
Troubadours of Dice read the currents of popular opinion, and press people act on them. The
world often pays attention to the suffering of others - it just focuses on one issue at a time.
Unfortunately, people often just pay lip service and statements of sympathy. Troubadours of
Dice use their art to rouse people to act on their pity and sympathy and get involved, rather than
just talk about how bad things are. The gas is already there, their art is just the spark that lights
things up.

Background
Gamblers often come from entrepreneurial backgrounds. Many were, or had parents
who were in business or finance. Members often have strong beliefs in doing good, but don’t
see the point in keeping themselves tied to one idea or activity. This could be from diverse
interests, or simply a strong belief in doing good and improving the world without as much care
as to the specifics - aside from morality, of course.
Another commonality is that members also often did things in their career or other places
that were aside from their particular duties. A teacher who helped her students work through
their home issues, a high school student referee who learned first aid in case someone was
injured on the field, a self-proclaimed nerd who learned martial arts to protect other students
from the school’s particularly vicious bullies, or a professional chef who takes the time to teach
college students how to cook healthier all are good candidates for the Court of Dice.
Last are those who made a choice to pursue what they did to take advantage of a
perceived need, possibly even at risk to themselves. Aid workers or missionaries to dangerous
but impoverished countries, teachers who chose school in a rough neighborhood because of a
perceived lack of quality educators, or a charity director who started their non-profit to fill a
perceived gap in services can easily find themselves among the Opportunists.
Signature Emotions: Flexibility and Audacity
The darkness has glutted itself on many issues, and it has many players at many tables.
So why just stick at one table when the odds are better somewhere else? Having the flexibility
to not just throw yourself at just one issue, but being able to take advantage of what conditions
are ripe for means that you can succeed more often than not. When opportunity is right, you can
see change faster than you could if you just played hand after hand at the same place.
Of course, if you can’t summon the will to take the risks needed to succeed, why even
bother coming to the house? While you shouldn’t throw your chips without looking to see the
odds, it’s just as foolish not to take a risk when the odds are in your favor as it is to look before
you leap.

Character Creation
Gamblers tend to favor Finesse Attributes for their adjustability. Dexterity to take
advantage of a gap in the opponent’s defenses, Wits to get a good bearing on the situation at
hand, and Manipulation to subtly get information from those they know. Aside from that, Resolve
and Composure are also valued to improve a character’s nerve, and to give them the extra pep
they may need to succeed in a situation they may not be as good at.
Gamblers are often Jack and Janes-of-All-Trades, as they never know what they’ll need.
Regardless, they still tend to have a couple of skills with three or more dots, for those that match
their primary functions. Of particular note is favoritism for Streetwise, Socialize, and
Investigation for keeping them aware of the going-ons they can take advantage of, and
Opportunists who see opportunity in one-on-one interactions often have high Empathy.
Contacts tend to be common among them, as they’re valuable sources for going-ons,
and Empath, Common Sense, and Trained Observer tend to be common as well, based on their
role. Champions in particular often have Fast Reflexes, to seize control of the fight quickly. Last,
the Court of Dice has a comparatively large pool of Nobles with Dual Calling, as the flexibility
offered by the Court of Dice helps make sense of sometimes competing personal drives.

Heraldry
Traditional gambler heraldry is unusual among Nobles in that it’s one of the few Courts to
regularly use black as a major color, much less a main color. But that black is merely a backdrop
to other, bright colors. Neon-bright colors, often reflecting other invocations the Noble has, tend
to streak across their heraldry like bright lights in the night sky. Long coats, punkish boots,
half-moon spectacles, and sunglasses - often spiky and oversized can be seen. Often, it tends
towards one of two extremes of being sleek or angular and loud.
Since the Release, a common alternative are outfits based on the daring pioneers and
folks of the American Wild West have been seen, particularly among American nobility.
Champions in particular often can be seen dressed as your classic sheriff. Rather than the high
roller-esque daredevil look of the previous group, this one emphasizes striking it out into unseen
opportunity.

Echo
The Echo of an Opportunist is like a kick of caffeine, jolting those nearby to take a good look at
what opportunities surround them.

Practical Magic
The practical magic of the Queen of Dice encourages bold risk taking, and can grant her Nobles
a burst of manic insight that could either drive the Noble to wild success, or humiliating failure.
Once per scene, the Noble may spend a wisp on an uncontested, unresisted, mundane action.
The action achieves exceptional success on 3 successes rather than 5, but failure is
downgraded to dramatic failure.
High Belief makes the burst of insight more potent. For every point of belief above 7 the Noble
has, they gain 1 bonus dice to that action that only counts for purposes of determining whether
the Noble achieves an exceptional success.

Sworn Practical Magic


The demands of Swornhood often mean that they experience situations as dangerous as those
that Nobles would. With less power and smaller stocks of wisps than Nobles, the Queen of Dice
has seen fit to ensure that her Sworn can draw up the energy to continue when they truly need
it. Sworn of Dice may use Inner Strength, just like Nobles can, rolling their Integrity instead of
Belief, and their Fortuna in lieu of Inner Light.

Drawback: Unfortunately, without quite the depth of belief to draw on, it’s emotionally
exhausting as well. At the end of the scene, the Sworn takes a version of the Depressed tilt that
lasts for a number of scenes equal to the number of times they used their practical magic.
Regardless of how many though, the effect fades early if they either gain a full night’s sleep, or
dedicate a scene to doing something dedicated to realizing emotional stress and exhaustion.
This could be anything from going out with friends to sitting in front of a screen watching anime
and shoveling mint chocolate chip ice cream in their mouth.
``````````Invocation: Fortuna
The Queen of Dice projects her philosophy of flexibility and audacity into her invocation of
Fortuna. Within it, the Queen’s methodology and beliefs in situational awareness, bold
risk-taking, and seizing whatever opportunities can be done morally can be found. It is also tied
to luck, fortune, and probability.
Fortuna applies at no cost when the target is an unwilling supernatural with a higher
supernatural potency than the caster, when using a power would provoke a Clash of Wills, or
when a roll would otherwise be a chance die if you didn’t invoke. It also applies freely when
looking or looking for new opportunities, exploiting an advantageous opportunity to accomplish
an objective that arose outside the Noble’s doing, or attempting to salvage what they can from a
situation that has gone bad.
Fortuna requires the Noble be able to rise above squabbles and day to day conflicts in
order to seize opportunity. If the Noble takes an action or refuses to work or talk with someone
out of pettiness, spite, guilt, factionalism, or awkwardness, they lose access for the remainder of
the scene. This does not apply if they have a genuinely valid reason to hold a grudge or distrust
them, or believe they are unreliable. The Noble is not required to work with a Bale Hound, a
Mnemosyme, the six-fingered man who killed her father, or the slacker who always conveniently
forgets to do their end of the school project.

Stereotypes from Within


Clubs: Look, I won’t argue that patience isn’t a virtue, but once the opportunity is there, take it!
Swords: They’ll throw themselves at anything, even something they just don’t have the
resources to take on.
Diamonds: Good theories are great and all for background, but I can’t see them always
surviving contact with the real world.
Hearts: Careful not to make institutions that become more concerned with procedure than
solving problems.
Spades: They’re great for those one of a kind solutions you’d never see Now, if they’d only take
the problems seriously.

Tears: Not once in a thousand years have they seen an opportunity to improve their lot. Is it any
wonder they haven’t seen anything improve?
Storms: I’ve yet to see one solution from them that wasn’t ‘kill the darkness’.
Mirrors: Powerful as they are, they never seem to see beyond themselves.

Cups: The world you seek to change goes beyond yourself. Oh, and hey, mind helping me with
some wannabe god who’s making some crazy cult?
Wands: I can appreciate the work ethic, but not all shortcuts are bad.
Pentacles: Don’t look so far in the future that you lose sight of the present.
Melodies: They understand that sometimes, you need more than just yourself to achieve a
goal.
Brass: They’ve got the courage to ignore the public and take opportunities the others are too
scared to. Unfortunately, they can lack tact.
Constellations: Their ethos allows them access to opportunities and solutions even we can’t
achieve. Ironically, I fear they simply can’t focus beyond those.
Crosses: Perhaps nobody is beyond redemption, but temper mercy with justice. Otherwise, you
may get stuck on a cackling villain.
Serpents: Sometimes a hard solution is necessary, but don’t go burning bridges you may need
later.
Humanity: I’m not entirely sure there’s not a better use of your time than making money with
the Light.

Poppies: They numb themselves to the world around them, trapping themselves in a pitiful
stasis.
Scythes: Extreme problems may or may not require extreme solutions. Ripping the emotions
out of a jaywalker is not required.
Stars: They hold their nose so close to their passions that they blind themselves to anything
else.
Mists: Changing the world requires full information.
Petals: Unfortunate victims. Find them when they’re weak, and help shepard them into a court
that fits them better. And squash those little bugs that exploit them.
Chords: Working as a group is fine, but individual points of view lead to better solutions.

Werewolves: I can’t say I approve of all their methods, but if they’re looking for something
called an Idigam, help them for Light’s sake!
Vampires: Master manipulators, they definitely know their way around puppet strings. Now if
they could only turn that ingenuity to a higher cause.
Mages: They’ve got to keep a flexible mind just to make sure their magic doesn’t betray them.
At least, that’s what I’ve heard.
Prometheans: It’s hard to keep around them, so the moment you see something you can teach
them, pounce on them.
Deviants: Trace back the pieces of shit stalking them back to the people who sent them, and
teach them manners.
Sin-Eaters: They may be helping the people you can’t.
Changelings: They’re starting from scratch, essentially. Help them build a new life with
meaning. They may just do things you can’t.
Mummies: They have forever to accomplish their goals, I just wish I knew what their aim was.
Beasts: When you see an opportunity to change someone’s life, the question to ask is not ‘how
can I traumatize them?’.
Mad Scientists: Half the time their solutions to the problem are wrong. The other half, they
made up the problem in the first place.
Sirens: Keep up with their affairs - they usually have their hearts in the right place.
Leviathans: Hey ugly, I brought a few friends from the Court of Cups. Hope you don’t mind an
electrifying fight!
Hunters: Brilliant at exploiting every weakness they can find. They have to be.
Mortals: Just wait a little bit, and you’ll be able to turn that right around!

Stereotypes from Without


Clubs: They can move with the world, but at times, it seems they use it as speed to ram it.
Swords: It’s like they’re more interested in doing something than what they’re doing.
Diamonds: It’s difficult to get all the data they need fast enough, but they’re skilled at picking
chances to test our theorems.
Hearts: Opportunities are transient, but communities last.
Spades: Can we stop waiting and, you know, do something?

Tears: Always looking for new opportunities, when the best one always eludes them...
Storms: Cowards! Come and fight to the finish! There will be no retreating!
Mirrors: I’m the True Heir, there will be opportunities when I’m good and ready.

Cups: Their views are perfect outside, but I wonder if they look within?
Wands: If they spent all the time they spent searching, working, they’d get twice as much done
in half the time.
Pentacles: Sometimes, I wonder if they have a cohesive plan, or if they just work here and
there.

Melodies: They’re happy to involve others, but what if they don’t want to move as fast as they
are?
Brass: Well, they definitely have courage. But sometimes, I wonder if their plans are truly their
own.
Constellations: I introduced my Changeling friend to them the other day. I could see about a
thousand ideas in their eyes by the end of the chat.
Crosses: I think they’re generally willing to let bygones be bygones if they think their former
enemy can help. But what if they’ve got nothing to offer?
Humanity: You all could be fairly skilled stock brokers. I just wish you’d look beyond transient
opportunities and build something.

Poppies: I don’t understand. Why do you insist on dashing into things that could be painful?
Scythes: You’re willing to endanger yourself, but in the end, you will not prevail unless you take
out the chessmasters.
Stars: Tell me what I can do to advance my cause, then fuck off.
Mists: Let people know what they should not, and your next opportunity will have to be for
dealing with the resulting chaos.
Petals: Are you the ones that have been picking off the Queen’s Shikigami? I’m sorry, but I
have to stop you!
Chords: Efficiency of scale. Efficiency of comfort. It’s simple.

Inspirations
Bruce Wayne (Batman)
Yugi Muto and Yami Yugi (Yu-Gi-Oh!)
Jimmy Neutron (Jimmy Neutron)
Phoenix Wright (Ace Attorney)
Setzer Gabbiani (Final Fantasy)

New Merits

Royal Crush
Style Merit
Style Tags: Rifle, Pistol
Prerequisites: Jackpot Shots Charm or similar ability, Dexterity •••, Firearms ••, Access to the
Dreamlands or someone else who knows it and is willing to teach it. (LCM Members can secure video
sessions from a trainer at HQ).
Given the requirement for magic to do so, defending yourself from enemy attacks by shooting
their weapon off-course or the like isn’t something you can find a dojo for on Main Street, or find
a Youtube video for. Fortunately, when said magic is available for an entire kingdom, something
tends to get developed eventually. This style is essentially the Firearms counterpart for Armed
Defense and Unarmed Defense. Given the wide variety of Regalia, as well as needing to take
into account the needs of Sworn whose Noble might not be able to afford them a good
Levinbolt, there tends to be a wide variety of variations, though the benefits are all the same.
Note that aside from the need for the magically enhanced reflexes Jackpot Shots requires, there
is nothing supernatural about this Style Merit. A Noble who has Jackpot Shots as a Practical
Charm or Bequest may freely use this style in their mundane identity

Tenth of a Second (•): The speed of a gun can easily be used to compensate for any
deficiencies in mental or physical reactions. When using a firearm, use the higher, rather than
lower of your Wits or Dexterity to calculate defense.
Jack of All Raids (••): No sense going into a fight if you’ll just be taken out. The user may
reduce their attack pool by up to 3 to increase their passive defense by up to three. This effect is
more powerful for those capable of supernaturally exceptional use of firearms - for every point of
Firearms above 5 the user has, increase the trade cap of this merit by 1.
Call Me Queen (•••): The user quickly steps back after an attack misses, and fires their
weapon point blank. Spend a Willpower after successfully dodging a melee attack to deal lethal
damage equal to half the difference between your roll and the required roll to dodge. If this merit
is used with a Levinbolt set to deal bashing damage, deal bashing damage instead.
King of Guns (••••): The quickest way to end a fight is often to smash the other guy’s weapon.
Reduce penalties to make a called shot against an enemy’s weapon by 2.
Ace’s Aegis (•••••): The gunner’s incredible defense not only helps the user, but the allies of
the user as well. By spending a point of Willpower, the user may substitute their own passive
defense for an ally’s. This only applies to Stat + Attribute defense, plus any bonus from other
merits in this style bonus. Any shields or cover the user has does not apply to this, but any
shields or cover the target has does.

Charms
Appear

Light the Way (Appear •) Upgrade: Privileged (Fortuna •)


Why give those you work against a light to see by? The Noble may apply Fortuna to make the
light emitted by the Regalia either only visible by those who they deem to be allies, or invisible
to those they oppose.

Unseen Traveler (Appear •) Upgrade: Timely (Fortuna ••)


The Noble seizes upon the crowd’s inattentiveness, be it from fatigue or distraction. When the
Noble invokes Fortuna with this charm, any penalties from mundane distraction or fatigue to
perception or investigation are doubled, in regards to detecting the sneaking or hiding Noble.

Goccia Astrale (Appear •••)


The Fortuna version uses any item with a symbolic connection to luck, good or bad. Salt,
clovers (four leaves or otherwise), pennies, and of course, dice are all easily acquired and valid
materials.

Goccia Astrale (Appear •••) Upgrade: Willful (Fortuna ••)


Sometimes, you need the Droplet to do something a bit more difficult than average. Using this
upgrade, the Noble can distribute up to their Inner Light + 1 in Willpower points to their Astral
Droplets, given when they are initially created. The Noble can reclaim them by touching the
Droplet. Otherwise, if the Droplet is destroyed or expires, roll dice equal to the number of
Willpower Points those Droplets had (do not apply 10-again). The Noble only regains Willpower
Points equal to successes. The Droplet may still not gain Willpower through any other mundane
means.
Goosedown Lullaby (Appear •••) Upgrade: Requiem (Fortuna ••••)
The Noble finishes off an opponent. If the Noble’s Goosedown Lullaby inflicts Insensate, then
the Noble can perform a killing blow against them. This may still be a compromise of Belief,
depending on the target.

Bless

We Rely On You (Bless •) Upgrade (Dream): Saint’s Serendipity (Fortuna •)


Applies to rolls using Finesse attributes.

Small Providence (Bless •) Upgrade: Bulk (Fortuna ••)


Cost: +1 Wisp

The Noble not only finds what they were looking for at a great price, but a lot of it. Rather than
reduce the price threshold by 1, the Noble can choose to buy a large quantity of the item for its
listed Resource cost - as if they had two dots of Resources above what it would normally take.
Note that some degree of logic is required. A Noble could reasonably expect to buy a bulk
quantity of jade trinkets, but would still be pressed to find a dealer specializing in monkey head
shaped jade trinkets dating back to the Han Dynasty.

Take Backsies (Bless ••) Upgrade: Serious This Time (Fortuna ••)
The target may also retroactively spend Willpower on the roll if they hadn’t already. In addition to
the Willpower counting on the new roll, they also roll three dice and add successes to the result
of a previous roll (dice may be further subtracted if the initial roll was already a chance die).

Touch of Fortune (Bless ••) Upgrade: EX (Fortuna •••••)


Prerequisites: Perfected

Powerful and dedicated gamblers can access heights of fortune off limits to those not of the
court. The Noble may apply both Strong and Perfected to the same roll.

Charms of Enhancement (Bless •••, Fortuna •••) Variation


Charm works as per usual, with this variation being available for Fortuna users.

Fortune’s Favor: Uses Dexterity + Streetwise. Applies to rolls using Finesse attributes.
Blessings Be Upon This House (Bless ••••) Upgrade: Convention (Fortuna
•••)
The Noble prepares the place for opportunity. She either decorates the place for the opportunity
she wants to exploit, or decorates the room with tables, TVs linked to news channels, and other
devices to help keep up to date with going ons. By applying Fortuna to the charm, the Noble
may give the area aspirations linked to the Queen of Dice’s philosophy. They may also give
people within it the mental presence and awareness to act on any opportunity that may come,
giving the place the Blessing of Calm.

Aces Trump All (Bless •••••, Fortuna ••••)


Action: Instant
Cost: 3 Wisps, 1 Willpower
Dice Pool: Resolve + Socialize

When the chips are down, you can count on a follower of the Caesar of the Day or their allies to
overcome any obstacle.

Dramatic Failure: The target feels thrown off and gains the Shaken Condition linked to a skill of
the Storyteller’s choice.
Failure: Nothing happens.
Success: The target gains the [Upper Hand] condition, lasting for a number of Clashes of Wills
equal to successes.
Exceptional Success: The target has the power to overcome many obstacles.

Connect

Life of the Party (Connect •) Upgrade: Connected (Fortuna ••)


It’s not what you know, it’s who you know. The Noble knows how to get the most out of their
contacts. They achieve an Exceptional Success on gathering information from Contacts or other
Social Merits used as Contacts with 3 successes when invoking Fortuna.

Open Heart (Connect •) Upgrade: Objecting (Fortuna ••)


The Noble pounces on a lie particularly hard. When the Noble uses Empathy to catch the target
in a lie, she forces them to stumble back. In addition to other effects, an extra Door is added for
the opponent to have to open to achieve their objective, as they’re forced to have to make up for
the attempted deception. If they’re trying to persuade someone other than the Noble, then
depending on how egregious it was, and whether the Noble got an exceptional success, the
opponent’s impression level with the target may also fall a step (possibly automatically ending it
in the Noble’s favor if it falls to hostile).

The Naked City (Connect •) Upgrade: Rumormonger (Fortuna ••)


The Noble keeps her ears open to what others consider mindless chatter, as you never know
what you’ll find among the garbage. The Noble may spend a wisp to gain rote on Streetwise
rolls to determine whether they’ve heard a rumor or not.

Counting Cards (Connect •, Fortuna •)


Cost: 1 Wisp
Action: Instant

This game is not the last. The Noble bows out of an argument gracefully, but garners an
advantage in a future argument. The Noble loses the current social but may impose either the
Swooning or Leveraged Condition. This may not be used unless the target is making a
significant ask of the Noble’s time, efforts, or resources.

Rotten Grapevine (Dreams) (Connect ••, Fortuna •••)


Action: Instant, Contested
Cost: 1 Wisp
Dice Pool: Wits + Streetwise vs Manipulation + Subterfuge

Rumors can sometimes be a powerful source of information, but they can also be useless. With
this, the Noble is able to trace back a rumor’s source to the origin.

Dramatic Failure: The Noble is convinced of the opposite of the actual truth or falsity of the
rumor.
Failure: The Noble learns nothing.
Success: The Noble learns the full name of the source of a rumor.
Exceptional Success: The Noble also learns their face.

Minding the Viper (Connect •••)


Action: Reflexive
Cost: 1 Wisp
Dice Pool: Manipulation + Empathy - Resolve

Sometimes, it’s the right thing to help someone who wishes you ill. Sometimes, this blossoms
into true opportunity, bitter enemies becoming close friends. Other times, the jerk would gladly
sabotage their own rescue if they got to drag their helper down with them. This Charm can be
activated when the user attempts to help someone, is acting in good faith, and the target is at
least making a pretense about accepting their help.

Dramatic Failure: The Charm fails to work, but the Noble is convinced they succeeded.
Failure: The Charm fails to curse the target.
Success: The target gains the [Betrayal Insurance] Condition.
Exceptional Success: Treason becomes all the more difficult. In addition to the normal effects
of [Betrayal Insurance], reduce their dice pool by 2 on any attempt to betray their benefactor.

Upgrade: Brood (Fortuna •••)


Passing the duty off to someone else to harm the Noble does not provide relief from the curse.
Anyone acting on behalf of someone with the [Betrayal Insurance] Condition can also trigger its
effect.

Shuffle the Deck (Connect •••••, Fortuna ••••)


Action: Reflexive
Cost: 2 Wisps
Dice Pool: Wits + Composure

With a quick eye, the Noble examines everyone’s progress and effectiveness, and subtly (or
obviously) rearranges the group for maximum effectiveness. This Charm is activated right
before a mundane teamwork roll in which the Noble is involved is initiated.

Dramatic Failure: The Noble gets so distracted trying to rearrange the team, she makes little
progress on her own effort. The Noble automatically becomes a secondary actor in the effort,
but skills and attributes only add half the usual dice to her pool.
Failure: The Noble fails to notice how to rearrange the team in time to make a difference.
Success: Do not initially assign a primary actor initially. Everyone rolls their normal dice pool
and the Noble picks the primary actor afterwards. After the primary actor is chosen, they roll any
extra dice they would have with a normal teamwork roll with any permutations they would have
had otherwise (Rote, 9-Again, 8-Again, Advanced Action). As effective as it is, however, it has
some drawbacks. Any bonuses someone would get for being the primary or secondary actor in
a pool are voided.
Exceptional Success: The Noble’s efforts provide additional aid. The primary actor gains
9-again when rolling the extra dice provided by teamwork. If they already had 9-again, upgrade
that to 8-again.
Fight

Hold the Door (Fight •) Upgrade: Pyrrhic (Fortuna •••)


Usually, someone who’s trying to break down a door is more focused on actually breaking down
the door than wondering whether they’re going to get shot the moment they break in. If the
target manages to break through something the Noble is reinforcing through this charm, the
Noble may make a contested Dexterity vs Wits roll against the person to break through. If the
Noble succeeds, they gain a surprise attack. This only works once per scene per enemy, as the
Noble’s foes quickly wise up to their tricks.

Empty Hands (Fight •) Upgrade: Disabling (Fortuna •)


The Noble is as free to bring harm to their opponent’s limbs in a grapple as they are in any other
situations. When invoking Fortuna during a grapple, they may make called shots, reducing their
grappling dice pool by the associated penalty. Additionally, the called shot penalty they would
take during this is reduced by half their Fortuna, rounded down.

Kensai (Fight •) Upgrade: Follow-Up (Fortuna •)


The Noble follows up a strike with another, quicker one. When invoking Fortuna, you can spend
1 Wisp to give the attack the Advanced Action quality.

Levinbolt (Fight •) Upgrade: Interrupting (Fortuna •)


The Noble’s timely shots interrupt whatever their enemy had planned. When the Noble damages
an enemy on an attack invoking Fortuna, their next non-Clash of wills or Resistance roll they
make takes a penalty equal to the lower of the damage they took or the Noble’s Fortuna.

Javelot (Fight •) Upgrade: Opening (Fortuna •)


The Princess’s weapon disorients and weakens the target against supernatural effects. The next
time a contested or resisted supernatural effect, their contesting pool or Resistance is lowered
by the lower of the Princess’s successes or Fortuna.

Palladion (Fight •) Upgrade: Riposte (Fortuna •)


The Noble seizes the moment after an attack to deliver a punishing blow. When invoking
Fortuna, if you successfully defend against an attack, you gain a bonus equal to your Fortuna to
hit them on your next turn.

Long Counter (Fight •, Fortuna ••)


Action: Reflexive
Cost: 1 Wisp

Distance won’t save you from a Noble’s counter attack, as the Noble closes the gap or
otherwise counters splendidly. Until the end of the turn, the Style Merit maneuvers Press the
Advantage, Aggressive Defense, Weak Spot, (Armed Defense, CofD 60), Whack-A-Mole
(Avoidance, HL 46), Defensive Jab (Boxing, HL 46), Imposing Defense (Chain Weapons, HL
48), Parthian Shot (Combat Archery, HL 48), High Momentum Strike (Martial Arts, HL 50),
Redirect, Joint Strike, Like the Breeze (Unarmed Defense, CofD 65), Shield Bash, and Pin
Weapon (Weapon and Shield, HL 53) may be used against ranged attackers, as well as melee
ones.

Pit Boss (Fight •, Fortuna •)


Prerequisites: Empty Hand, Kensai, Javelot, or Levinbolt

The Noble creates a piece of Regalia that is an altered duplicate of one of their Regalia
weapons as a trap that’s size 1 to 3. This trap may take a form of the Noble’s choosing. Anyone
who sees the Noble when they activate this may see the trap; otherwise, they must make a
perception check at a penalty of the Noble’s Fortuna to see it, and the Noble knows when the
trap has been sprung. If stepped on a normal attack is reflexively made with the stats, dicepool,
and other upgrades, and then it disappears. The Noble may instead set a trap that does not
deal damage instead.
The ability to transform the piece of equipment is based on Fortuna, the Regalia itself isn’t
necessarily bound to it - any Invocation may be applied to it, and any Invocation upgrade that
could be applied to a normal attack may be applied, substituting Fortuna’s Invocation upgrade
effect if it can’t. If the dicepool uses Firearms, then it ignores Defense like a firearm. Finally, the
maximum number of upgrades that can be added to this Charm is equal to the user’s Fortuna,
with Fortuna ••••• removing this limitation.
Traps made with this Charm last until the Noble untransforms. If made as a Practical Charm or
used as a Bequest while not transformed, roll Belief or Integrity each scene, and it lasts until you
get no successes.

Upgrade: Fatal
The trap deals 1 more damage than the Regalia normally would. This may be taken up to three
times.

Upgrade: Hairtrigger
The trap’s dice pool is further increased by one over the Regalia’s usual.
Upgrade: Plentiful
You may have an additional trap out at a time. May be taken up to half the Noble’s Fortuna
times, rounded up. May be taken a maximum of three times.

Upgrade: Camouflaged
The penalty to see the trap is further increased by 1.

Upgrade: Binding
Prerequisites: Empty Hand with the Binding Upgrade

The Noble may instead make a trap that binds the enemy rather than dealing damage. If the
enemy loses the Defense roll, they are instantly held and restrained with some sort of binding,
which has the normal durability of the Noble’s Regalia.

Upgrade: Anklebiting
If the trap deals at least one point of damage, then the victim takes the Leg Wrack Tilt.

Upgrade: Conditional
The Noble may dictate the terms that a trap may be activated on. This may be literally anything
the Noble can conceive of, be it the kind of people who can or can’t trip it, the time of day, ect. If
someone excluded from it steps on it, they feel they’ve stepped on something, but unless they
make a successful Wits + Tolerance - Fortuna roll, they shrug it off as having stepped on a small
object of no importance.

Jackpot Shots (Fight ••, Fortuna ••)


Action: Permanent

Blocking with a gun is a good way to get your gun ruined, but the Opportunists know a
well-placed shot can throw an enemy’s attack completely off. A Noble wielding a loaded gun or
Firearms Levinbolt may calculate their Defense using Firearms in place of Athletics. Note that
each defense costs one round out of a firearm that uses ammunition, though this isn’t a problem
for Levinbolts.

Cartridge Load (Fight •••)

Upgrade: Utility Belt (Fortuna •••)


Prerequisites: Miss Poppins’ Bottomless Bag or Transforming Storage Unit
Werewolves, the Darkness, spirits, the Gentry, knowing their weakness is good. Having their
weakness is better. And having it in your dresser when a snarling Bale Hound is staring you
down makes it all completely pointless. If a bane is in your bottomless bag or transforming
storage unit, even if it’s not summoned or open, it is a valid target for Cartridge Load. The bag or
unit does not currently need to be activated or summoned for it to be used this way.

Upgrade: Envenomed (Fortuna •••)


Prerequisites: Miss Poppins’ Bottomless Bag or Transforming Storage Unit

Many believe poison to be a dishonorable or even evil method of fighting. However, for a Noble,
an underhanded means to improve the world is simply a means to improve the world. The Noble
may apply a poisonous substance instead of a bane through Cartridge Load, adding the effect
of the poison to the weapon until the end of the scene. The poison must be in some sort of form
that could be applied to a mundane arrow or knife. Form matters, not substance - bleach usually
couldn’t be applied, but if the Noble waited until it congealed, then it would be valid.

Blasting Shot (Fight ••••) Upgrade: Bane (Fortuna •)


Action: Permanent

If the Noble’s Levinbolt has a bane property, such as through Cartridge Load or Fist of Jade,
then the explosion retains the effect.

Govern

Forgotten Lore (Govern •) Upgrade: Vanquishing (Fortuna •)


Action: Permanent

The Noble is well versed in the various weaknesses creatures in the World of Darkness have.
When researching a monster’s bane, ban, or other supernatural frailties, they may spend 1 Wisp
to reduce the successes required by their Fortuna.

Achilles’s Heel (Dream) (Govern •, Fortuna ••)


Action: Instant and Contested
Dice Pool: Intelligence + Occult vs Composure + Supernatural Tolerance
Cost: 1 Wisp

The Noble takes a good look at the enemy, getting a good idea what supernatural weakness
they might have.
Dramatic Failure: The weakness the Noble learns of is false, though they’ll believe it until given
contrary information.
Failure: The Noble learns nothing.
Success: The Noble learns about a supernatural bane, frailty, or ban the enemy has. The
information given will tend to be either the easiest or most powerful, but if the Noble already
knows one of the target’s weaknesses, it’ll tell them one they don’t know.
Exceptional Success: In addition to the usual effects of success, they also learn a good way to
apply it. When dealing with a Changeling Privateer who does not have the Fae Cunning contract
(and thus can’t defend against firearms), for example, they’ll get the idea that a bullet may be
the best way to apply their bane.

Upgrade: Paris’s Arrow


The Noble is able to exploit the weakness of a Beast. If targeting a Beast that is under the effect
of a Hero’s Anathema, the Noble can exploit it as if they were a Hero themselves. Additionally, if
the Noble successfully kills the Beast so targeted, they gain a Beat and regain a point of
Willpower, as the Primordial Dream makes a failed attempt to give them a heroic gift for their
trouble.
Upgrade: Orpheus’s Folly (Fortuna •••)
Supernatural creatures also can have certain behavioral restrictions. Instead of learning
physical weaknesses, the Noble can instead learn certain behavioral compulsions and taboos
they have. This can include an Uratha’s Kuruth triggers, the bans of Invocations a Noble has
dots in, Changeling taboos, spirit bans, and the like. Note that these must be inherent to the
abilities of the template - a Changeling’s Oaths do not trigger this.

Seeds of Light (Govern •••) Upgrade: Toxic (Fortuna •)


Knowing the Darkness’s love of consuming Seeds of Light, the Noble weaves three ounces of
either a powdered or liquid toxin or powdered jade into the seed - though the nature of Fortuna
alters it to only be toxic to the Darkness, since they might need it later for themselves. A
creature of Darkness that consumes the seed suffers the effect of the Seed of Light’s toxin, in
addition to regaining a Willpower Point. Powdered or crushed jade is somewhat altered - it is
treated as a toxicity 3 poison that inflicts resistant damage and cannot be cleansed or mitigated
by any power of Darkness.

Tyche’s Blessing (Govern •••, Fortuna •••)


Action: Extended, 7 minutes/roll, threshold = target’s Willpower
Dice pool: Presence + Occult
Modifier: +2 dice if targeting a Beacon, +1 dice if targeting a non-beacon mortal with the
Virtuous merit
Cost: 1 Wisp/roll, 1 Willpower (Vocation) / dot (Dreams)
Duration: lasting

While a Sworn is capable of using many of the same abilities a Noble is, they require a lot of
upkeep. They rely on Nobles for Wisps, Bequests, and more - all of which can take a lot out of a
Noble, both up front and in the long run. Some Nobles like to instead give their allies a weaker,
but more independent set of powers. Rather than binding the Light into a target, the Noble uses
their invocation to bind luck into a mortal.
When the Noble reaches the threshold, the mortal becomes an Atariya (Hurt Locker, 79). PC
Atariya or ones who otherwise have their own full sheet gain their first dot of Damn Lucky for
free, and gain 1 more XP they can spend on Atariya merits. An Atariya reflexively may spend
XP and Luminous XP on any Atariya merit at this time, including Nine Lives.
Due to the light-based source of this merit, reincarnated Nobles who have not yet blossomed
may gain the Atariya template this way. However, this merely grants them stopgap abilities.
They may still blossom as normal, with any Atariya merits purchased this way subject to sanctity
of merits.
The target must understand what he is doing, and do it voluntarily; on an unknowing or unwilling
target, the Charm fails. It also fails on mortals steeped in villainy; the target must not have
Vice-Ridden [CofD 46]. Finally, whether the attempt succeeds or fails, the Noble gains a beat if
using the Dreams version, as making an Atariya isn’t quite as draining as a Sworn.

Thurifer (Govern ••••) Upgrade: Karmic (Fortuna •••)


The Noble’s ward affects tainting magic to ensure that when something goes wrong for a tainter,
it will go as wrong as possible. When a roll that was affected by Thurifer fails, it automatically
downgrades to a dramatic failure, unless the effects of a dramatic failure would cause notable
harm to the location or an innocent person.

Breaking The House (Govern •••••, Fortuna ••••)


Avatar (Dice)
Action: Instant
Dice Pool: Manipulation + Subterfuge
Cost: 3 Wisps, 1 Willpower
Duration: Scene

The Noble calls on the very forces of fortune itself to favor her and her alone. The Princess
undergoes a second transformation, as her hair lengthens and becomes spikier, and the
princess’s regalia becomes either more angular or sleeker, depending on its looks already.

Dramatic Failure: Fortune turns against you. The Noble suffers one minor setback purely due
to chance.

Failure: The Noble briefly feels luckier, before it fades.


Success: Fortune twists and turns to aid the Noble for the duration of the Charm. Any roll on
which the Noble succeeds on for the duration of the Charm is upgraded to an exceptional
success. Any roll made to harm or otherwise disadvantage the Noble made against them is
downgraded to a dramatic failure if no failures are rolled. Additionally, the Noble may upgrade
any chance die they would roll to a single die roll, though any roll upgraded this way does not
elevate a regular success to an exceptional success.

Exceptional Success: The Noble’s fortune is such that the impossible can be accomplished
exceptionally well. In addition to the normal effects of success, the Noble may still upgrade
success on a chance die roll that became a single normal dice to an exceptional success.

Learn

Blind Luck (Govern •, Fortuna ••)


Action: Instant
Dice Pool: Wits + Empathy
Cost: 1 Wisp

The Noble tilts luck such that they are able to successfully guess a password or combination.

Dramatic Failure: The Noble jinxes the lock. They may not use this Charm against this
particular lock ever again. Additionally, even if they get the right combination or password,
something bad will happen. The computer may freeze at an inopportune time, or the lock may
break in such a way that it jams attempts to open it without force.
Failure: The Noble does not twist fortune.
Success: The Noble’s next guess at a password (and username), combination, passphrase,
alarm code, or other short, simple combination of letters or numbers is successful.
If it’s supernaturally warded, a Clash of Wills is triggered, though the Noble may apply an
Invocation to it if a Data Wizard is being used to access digital content.
Exceptional Success: If a Clash of Wills is triggered, gain a +2 bonus to it.

Heard It From a Friend Who (Dream) (Learn •, Fortuna •)


Action: Reflexive
Dice pool: Manipulation + Socialize
Cost: 1 Wisp

The Noble has been listening carefully to their contacts, and they may or may not already know.
This Charm can be activated when needing to know a piece of knowledge that’s either in one of
the Noble’s contact’s purview, or within the purview of a social merit that can be treated as if it
were contact.

Dramatic Failure: The Noble could possibly have misremembered the contact’s words. They
take a -1 to the knowledge roll, and if they fail the roll, it is downgraded to a dramatic failure, as
they completely misremember what their contact told them.
Failure: The Noble didn’t hear it mentioned.
Success: The Noble may have a piece of information that could help. She adds her successes
to her knowledge roll.
Exceptional Success: The Noble was listening exceptionally well. In addition to the effects of a
normal success, the threshold for an exceptional success for the knowledge roll is reduced from
5 to 3.

Keen Observation (Learn •) Upgrade: Masterful (Fortuna ••)


Action: Permanent

The best criminals can be smart and cunning, but that doesn’t mean they have the opportunity
to clean up everything. There’s always going to be some details they missed, and the Noble will
find it. While leading an Investigation and invoking with Fortuna, if the criminal had the
Untouchable merit, it is ignored. Additionally, trigger a clash of wills against powers that reduce
or remove evidence - if the Noble wins, it wasn’t sufficient to avoid leaving everything behind. If
a supernatural power was used to help cover it up or avoid leaving evidence, this power triggers
a clash of wills. After being bought on Keen Observation, this upgrade can also be taken on any
other Favor Charm, with the exception of ones requiring a specific invocation as a prerequisite;
however, on those Charms, the Investigative Aide merit for the corresponding skill is also
required.

All Seeing I (Dream) (Learn •, Fortuna ••)


Action: Instant
Dice Pool: Wits + Investigation
Cost: 1 Wisp

The best criminals can be smart and cunning, but that doesn’t mean they have the opportunity
to clean up everything. There’s always going to be some details they missed, and the Noble will
find it. While leading an Investigation, if the criminal had the Untouchable merit, it is ignored. If a
supernatural power was used to help cover it up or avoid leaving evidence, this power triggers a
Clash of Wills. After being bought on Keen Observation, this upgrade can also be taken on any
other Favor Charm, with the exception of ones requiring a specific Invocation as a prerequisite;
however, on those Charms, the Investigative Aide Merit for the corresponding skill is also
required.
Opposition Research (Learn ••, Fortuna •)
Action: Instant and Resisted
Dice Pool: Intelligence + Empathy - Target’s Composure
Cost: 1 Wisp

Sometimes, the distance between a Noble and their goal is a single person. With this, hopefully,
it’s possible to get them to stand down.

Dramatic Failure: The Noble is given a false piece of information. They believe it, until given
reasonable evidence to the contrary.
Failure: The Noble learns nothing.
Success: For each success, the Noble learns one of the following about the target person.
- The person’s reason for standing in the way of your goal.
- Any misconceptions they may have about you, your means, or your ends.
- Whether you have any allies they respect, are friends with, or admire.
- The number of doors that would have to be opened to convince them to stand down.
- The smallest concession you could make in your ends or means that would satisfy their
concerns.
Exceptional Success: The Noble gets a great idea where the target stands on a course of
action or issue.
-

Upgrade: Cloud of Strife (Fortuna ••)


Conflict can be messy, regardless of intentions. With this upgrade, the Noble can learn how
things can become an utter mess. Add the following to the list of questions the Noble can ask:
- The greatest extremes that the target would be willing to go to in order to stop you.
- The risk of a breaking point that could be generated.
- The damage done and that could be potentially done to the target’s opinion of the Noble
from this conflict.

Unspoken Woes (Learn •••, Fortuna ••)


Action: Instant
Dice Pool: Wits + Empathy - Composure
Cost: 1 Wisp

Everyone has issues and problems, but they might not share them. A Gambler can easily ferret
out those issues.

Dramatic Failure: The Noble learns about a non-existent problem. The Noble believes they
have succeeded, until they have reason to believe otherwise.
Failure: The Noble learns nothing.
Success: The Noble learns about a problem the target has that they could meaningfully help
them with. The Noble will never learn about an issue that helping with would go against their
beliefs. That being said, help doesn’t have to be in the way they want. An addict may be
struggling with finding another hit, but the Noble is liable to help them by getting them addiction
counseling instead. Last, problems learned are more likely to be more important ones, and ones
related to the Noble’s vocations/dreams.
Exceptional Success: The Noble learns much about what the target’s problems are.

Walking Bestiary (Learn •••, Fortuna •••)


Action: Instant, Resisted
Dice Roll: Intelligence + Occult - Composure
Cost: 1 Wisp

It can be hard to predict what resources are at your and your allies’ or enemies’ disposal when it
comes to powers, especially those outside the Light. This power can help you better understand
that.

Dramatic Failure: The Noble ‘learns’ of two powers that the target doesn’t actually possess.
They may not target them again for the rest of the scene.
Failure: The Noble learns nothing.
Success: For each success, the Noble learns about a power, supernatural object, or
supernatural merit that either advances her goals, or would create a significant obstacle.
Typically, significant boons or obstacles capitalize on a weakness or strength of a party or are
extremely well suited for the task at hand. The Noble may state powers he knows the target has
that he does not want included in this result.
Note that the Noble must have some degree of knowledge about what they are looking at. The
Noble must either know the target’s template, or at least be reasonably certain about the type of
power the target has. If the latter, then they can only learn about the latter this way. For
example, if a Noble knows the target has access to Charms and Bequests, but aren’t sure if
they’re a Noble or Sworn, they’ll be able to learn about any Charms or Bequests their target
has. What they won’t learn is that the Sworn in question is also a talented psychic pyrokinetic -
something they might want to know if they’re going to be fighting vampires later.
Exceptional Success: The Noble not only is prepared, but is ready to deal with that. If foe, then
next time the enemy attempts to target the Noble with one of those powers, they take a -2
penalty to their roll. If friend, they gain a +2 bonus to a single use of one of those powers if the
Noble advises them to do so.
Upgrade: Party
Cost: +1 Wisp

The Noble can analyze a large number of individuals at once. They may target a number of
individuals equal up to Fortuna + Inner Light that are either all friends or all foes when activating
this power, using the highest composure among them as the resistance rating.
The target learns about a number of powers equal to successes, and who has it (if multiple
targets have the same power, the Noble learns this).

Upgrade: Gauge
The target can identify how much energy the target has left. The Noble may trade in a success
to learn the maximum remaining fuel stat (that you know the target has) and Willpower
(regardless of what you know about them) possessed by the target. If using the Party Upgrade,
you must trade 1 success per target you learn about this way.

Perfect

Barrier Jacket (Perfect •) Upgrade: Flexible (Fortuna •)


The Barrier Jacket becomes lightweight and unrestricting, allowing the Noble to act quickly. On
a turn where the Noble invokes Fortuna on their Barrier Jacket, their initiative is Fortuna points
higher. If only their Barrier Jacket is invoked in a turn this way, they do not take the usual
initiative penalty for invoking.

Celestial Dance (Perfect •) Upgrade: Retreating (Fortuna ••)


As they say, discretion is the better part of valor. When rolling Athletics in a chase to escape an
enemy, buy time, or lure them into favorable terrain, you can use this Upgrade when invoking
Fortuna. If rolling Athletics instead of whatever dice pool the person with the edge has set, you
do not lose 10-again or take a cumulative penalty to the roll. If you have the edge and choose
Athletics, additionally, they lose 10-again if they roll Athletics, and take an additional cumulative
-1 if they don’t.
Additionally, when retreating, this power triggers a Clash of Wills against any power that adjusts
one’s speed to automatically be the highest or to always have the edge.

Perfect Vision (Perfect •, Fortuna •)


Action: Permanent
Nothing escapes the sight of the Noble. Or their hearing, for that matter. The Noble adds their
Fortuna invocation to all Perception rolls. This does not stack with other supernatural effects that
directly increase Perception, but it does stack with supernatural effects that increase Wits or
Composure.
As a side note, this Charm is able to correct some mild impairments of sight, though oddly not
other senses. A Noble who has Perfect Vision as a practical charm no longer needs to wear
glasses, though they won’t take a perception penalty for wearing them. Any mundane exam will
also reveal they have the level of visual impairment they’d have without this Charm.

Valiant Mind (Perfect •) Upgrade: Shiny (Fortuna •)


Something inevitably happens to distract the target. When invoking Fortuna for a Clash of Wills
with this charm, the Noble’s opponent takes a penalty equal to the Noble’s Fortuna - Their
Composure. This cannot reduce the target below a chance die, nor can they gain a bonus this
way.

Murphy’s Law (Perfect ••, Fortuna ••)


Action: Reflexive
Cost: 1 Wisp
Even if a power should go off without a hitch, the Noble ensures it’s difficult to actually affect
them. When targeted by an activated supernatural effect that they would normally get no
resistance or contest against, they may activate a Clash of Wills against it. If the Noble
succeeds, additionally, the supernatural in question is treated as if they had dramatically failed.
If the effect was unrolled, the activator promptly suffers a hilarious accident that inflicts 1
bashing damage to them. The Noble may invoke Fortuna in this clash.

Outrace the Sun (Perfect •••) Upgrade: Normalized (Fortuna •••)


Cost: +1 Wisp

Whatever you’re doing, it’s not worth freaking out everyone on Main Street. This allows you to
get wherever you need to safely. Anyone who sees you moving at vehicle speeds while this
charm is active believes that you’re riding a small vehicle, like a motorcycle. They will even
remember it as such. This Charm does not affect anyone who would not take a breaking point
from witnessing the supernatural.

Restore

Friendly Gremlin (Restore •) Upgrade (Vocation): Master (Fortuna -


Variable)
This upgrade represents a large variety of upgrades. Friendly Gremlin may take the same
uninvoked upgrades as the Touch of Fortune Charm. The Noble must have a number of dots of
Fortuna equal to the number of upgrades they are taking, and cannot take Perfected until they
are at least Inner Light 2. (Vocation 128)

Balm (Restore ••) Upgrade: Heedless (Fortuna ••)


Desperate times demand bold action. Shutting out the danger around them, regardless of how
severe, they concentrate fully on the task of healing a severely wounded ally. When an ally is
taking wound penalties, bleeding out, or unconscious, and the personal danger to the Noble is
severe enough that they would be able to make an Inner Strength roll, they may sacrifice their
defense. If they do, they gain 3 bonus dice to their roll, and may roll their activation pool twice,
taking the higher of the two results.

Cutting the Root of the Problem (Restore ••••, Fortuna •••)


Action: Reflexive
Cost: 2 Wisps, 1 Willpower
Dice Pool: Resolve + Composure - Severity of the Destroyed Taint

To become a Darkspawn or Mnemosyme, you must have been Darkened; to become Darkened,
you must have become tainted; to become tainted, you must have been in a taint. The Noble,
having found the taint, can not only destroy it but cut away the seeds it spread in the hearts of
innocent people. The Noble may activate this Charm within 3 rounds of the purification of a taint
they had a notable hand in dealing with (as determined by the ST). This may only be activated
once per taint.

Dramatic Failure: The Noble only manages to expose themselves to the lingering remains of
the taint, accidentally taking it in as if it were carcinogenic dust inhaled into the lungs. They
make a Sensitivity roll, with a bonus equal to the severity of the taint that was destroyed.
Failure: The Noble accomplishes nothing.
Success: The Noble sends ripples through the Darkness. Anyone who acquired the Tainted
condition from that taint sheds the condition without resolving it. Those Darkened by it are too
severely afflicted to be cured by this Charm alone, though they gain an extra dice on their next
breaking point.
Exceptional Success: The Noble not only scatters the Darkness, but Light as well. Everyone
who sheds the Tainted Condition due to this Charm also gains a Luminous Beat, as the seed of
Darkness is replaced by something more pleasant. The Noble also gains a Luminous Beat for
this.
Inspire

Stare Master (Inspire •) Upgrade: Superstitious (Fortuna •)


Often, villains are a superstitious, cowardly, and broken lot. The Noble takes advantage of these
cracks. If the target’s Integrity equivalent is 3 or less, or if their current Clarity is half its
maximum, then success on Intimidation inflicts the Beaten Down Tilt on them as well as Cowed.
Most intelligent ‘bottomed out’ states like Illuminated Genii or Mnemosyne are affected, but
unintelligent ones like Darkspawn are not. Beasts are always affected by this.

Don’t Stop Believing (Inspire •••) Upgrade: Collective (Fortuna ••)


Modified by Commonality
Cost: +1 Wisp

Where there’s the possibility of high success, there’s the risk of dismal failure. This upgrade
helps the Noble shield a wider audience from the worst of it. The Noble may use the Charm on
members of an organization that can see or hear her, applying the Commonalty modifier.
Calling All Angels (Inspire ••, Fortuna ••)
Action: Instant
Cost: 1 Wisp
Dice Pool: Belief - Sanctuary Size

Blessed Places can change lives as they inspire people, but people don’t necessarily stick
around long enough. No matter. Using the existing infrastructure of the Light, the Noble bears
out the very light in their heart, granting inspiration to everyone there.

Dramatic Failure: The Noble makes a fool of herself in the process of trying to inspire people.
She may not use this charm for the rest of the chapter.
Failure: The Noble fails to inspire people.
Success: Anyone in the Blessed Place may pick up one of its Aspirations of their choice as a
Vocation, including the Noble.
Exceptional Success: The Noble is truly inspiring. If they pick up an Aspiration, the
beneficiaries of this charm also gain the Inspired condition related to advancing it.

The Devil Went Down to Georgia (Inspire ••••, Fortuna •••)


Action: Instant
Cost: 2 Wisps
Dice Pool: Manipulation + Expression - Commonality

Sometimes, the most imposing enemies can be defeated just by being willing to take the risk
and going all-in. Through this, the Noble breaks down the unwillingness of the group to take
risks, and perhaps makes the impossible possible.

Dramatic Failure: The Noble’s terrible music only succeeds in giving the target organization a
headache. They lose a point of Willpower, or take a point of bashing damage from exhaustion if
their Willpower is already empty.
Failure: The Noble is not particularly inspiring.
Success: All members of the targeted organization (and the Noble if they’re not part of it) that
can hear the Noble gain the ability to Risk Willpower, as if they were Hunters for the rest of the
scene. Success while spending a Willpower point refunds that point, while failure is downgraded
to dramatic failure. For Hunters so targeted, the music resonates with their own limited
supernatural abilities. When rolling to activate Supernatural Merits or Endowments, they may
Risk Willpower.
Exceptional Success: The crowd is pumped up. In addition to regular effects of the charm, all
targets of the charm instantly regain a point of Willpower. This point can go over the target’s
usual Willpower cap if it’s full, but it vanishes at the end of the scene if not used.
Shape

Brain Blast (Shape ••, Fortuna ••)


Action: Reflexive
Cost: 1 Wisps

The Noble concentration tightens, and they jury rig just what they need on a moment's notice -
and of reliable quality. When the Noble jury rigs an item, they may activate this Charm. If they
roll at least one success, they may make the crafting roll a second time. If they succeed, the
crafted object does not gain the Volatile or Fragile Conditions.

Fortune’s Forge (Shape •••, Fortune ••)


Action: Reflexive
Cost: 2 Wisps

The Noble invests good fortune into the item they’re crafting. When crafting a mundane weapon
or tool, they may freely add the 9-again quality to it. If it would already grant it, it is upgraded to
8-again. This must be declared before the roll.

My Home Is My Castle (Shape •••) Upgrade: Trapped (Fortuna •••)

The Noble constructs a number of traps invisible to the naked eye, save right before they
trigger. The affected area is treated as if it had traps, detection and damage equal to a Safe
Place merit with a rating equal to the number of successes on the activation roll up to 5.
New Tilts and Conditions

Conditions

Betrayal Insurance
A subtle but powerful curse has been put on the character, betraying their benefactor fruitless. If
the character attempts to take an action to betray the target while under the effect of this
condition, the first roll they make to do so is downgraded one step. Exceptional successes
become successes, successes become failures, and failures become dramatic failures. With
dramatic failures, as they can’t downgrade further, word of the attempted betrayal gets out,
inflicting the Notoriety Condition. This Condition fades without resolving when either the window
for betrayal ends, or if any scorn or malice towards the character fades away.
Possible Sources: The Minding the Viper Charm.
Resolution: The effect of the curse is carried out.

Restless Sleep (Persistent)


The character can’t quite sleep well. While they can generally get enough rest to deal with day
to day fatigue, they feel restless and frequently wake up in the middle of the night. The target
does not regain Willpower through sleep.

Possible Sources: The No Rest for the Wicked charm.


Beat: The victim is significantly inconvenienced by their lack of Willpower, or with the upgrade,
their inability to use sleep-based abilities.
Resolution: Nights (or days for Vampires) equal to their rolled successes pass that successfully
inhibit their Willpower gain, or the target fulfills their Virtue to fully refresh their Willpower. For
characters that have anchors other than Virtue and Vice, they can fulfill any anchor this way, so
long as its execution reflects benevolence.

Upper Hand
The character feels a sense of sureness that their risks will pay off, and that they have the
power to overcome anything the enemy throws at them. A number of Clash of Wills equal to the
original successes on the Charm that granted this Condition are advanced actions. They may
be rerolled if you don’t want the original result, but if you do, you must stick with the results of
the second roll.
Possible Sources: The Aces Trump All Charm.
Resolution: Engaging in a number of Clash of Wills equal to the Charm’s roll result, regardless
of whether or not the reroll is taken.

Credits
Recette - Court idea, most of the charms
Nuclear Alchemist - Proofreading. Lots of it.
Chris Larson - Proofreading
Lampost Samurai - Charm Review
Charo - Charm Review

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