Post by Lorekeeper on Jan 29, 2007 15:19:41 GMT -8
• Fuddle -- Fuddle allows the caster to alter a target's perceptions. Proper use of this art can be difficult, however since it cannot create something from nothing -- there must always be some basis for the deception the caster wishes to create. In a sense, the caster is limited by the target's perceptions. A target who is blind and deaf cannot be made to suddenly see and hear the ocean, for instance, but she might be fooled into smelling the tang of the salty sea air. Fuddle relies upon already existing factors to deceive the senses, and cannot completely negate a sense or create a sensation. In other words, an eshu trying to make use of Fuddle could not turn invisible while standing in plain sight, nor could he conjure up the sound of police sirens in a silent night. If the eshu were hidden in shadows, he could use Fuddle to cause a person to overlook him, or he could cause the sounds of barking dogs to be perceived as police sirens. This cantrip can never cause any direct harm to an individual, though it is possible for a target to inflict accidental injury upon himself due to his confused senses.
Duration
1 success - one minute
2 successes - 10 minutes
3 successes - one hour
4 successes - one day
5 successes - one month
• • Veiled Eyes -- As its name implies, Veiled Eyes muddles a targets senses into ignoring anything the caster desires. The cantrip does not turn an object invisible, but rather convinces the observer that the object is really not worth his notice. Veiled Eyes would not cause a store to vanish from plain sight, but it would convince passersby that the store sold nothing of interest to them, causing them to ignore it. People cloaked with Veiled Eyes are merely ignored.
• • • Fugue -- While fuddle allows a changeling to alter a person's perceptions, fugue lies within the province of memory. With fugue, the changeling may remove or steal whole chapters of a person's life and beliefs, or home in on one salient detail, such as the moment the target bumped into him while walking down the street. Fugue can never add anything to an individual's memory and its effects are rarely permanent.
Memory Loss
1 success - Forgetting a simple, immediate object or information ( car keys, phone number, etc. )
2 successes - Loss of memory of an uninteresting scene in the past ( "What did I have for lunch?" or "What was her name?" )
3 successes - Complete eradication of a specific event, person's identity or object's presence
4 successes - Powerful, forthright beliefs or memories may be forgotten
5 successes - a tabula rasa; total memory loss ( a vampire could be made to forget her nature, but finds herself inexplicably craving blood )
Duration
1 success - one turn
2 successes - one minute
3 successes - one hour
4 successes - one day
5 successes - one week
• • • • Haunted Heart -- The caster of Haunted Heart can control and fan the emotions of her target. She can evoke any type of feeling she wants: fear, envy, love, gaiety, sadness, etc. This cantrip can cause a target to feel anything he is capable of feeling, even if he has never experienced the desired emotion before. The cantrip is more potent if the emotional evocation is similar to an episode from the target's past. However, the feelings can be drawn from anything: books, movies, observing wildlife, etc. For example, linking a memory of a lost love to a banana could cause the target to weep piteously as he remembers how much his ex-lover used to love bananas. Casting a feeling of spite in a crowded bar would start a bar fight. Old memories ( even those forgotten or blocked ) could reactivate with a canny use of Haunted Heart. Evoking hatred toward policeman in a man wrongly jailed would have a recurring effect well beyond the duration of the cantrip. Provoking a fear of a lake may cause the subject to suddenly remember almost drowning at age six and give the subject a permanent fear of water. Lucky ( or shrewd ) casters who manage to awaken a feeling that is significantly linked to an incident in the target's past get one free success using this cantrip
1 success - Invokes a mild reaction
2 successes - The target feels wild, chaotic surges of intermittent emotions. As long as the emotional object is not in sight, the target acts normally
3 successes - Creates a continuous state of passion. The target's conversation drifts towards the emotional object; +1 difficulty to all rolls involving Mental Attributes
4 successes - The target is passionately engaged. She actively seeks ( or avoids ) her object of passion; +2 difficulty to all rolls
5 successes - Total obsession; the target can do nothing but engage in his passion. He becomes violent if restrained. Resistance requires the expenditure of a willpower point ( and a life threatening reason )
• • • • • Captive Heart -- Where as Haunted Heart controls the emotions, Captive Heart has greater magnitude. The target of Captive Heart becomes pliant to the caster's commands; his personality can be completely changed with a few words. Use of this cantrip allows the changeling to change broad or narrow facets of the person's behavior. A person could be made to believe he is Mick Jagger, a lawn chair or a secret agent for Planet Z. The victim of this cantrip makes every effort to conform to the caster's wishes: jumping around and singing, hopping and croaking, or simply standing quietly in the corner - anything. This has certain limitations, however; the target cannot be commanded to do anything directly harmful to himself. Commands such as "Take this knife and draw it across your throat" will send the target into confusion as her self preservation instinct manifests. On the other hand, a command that is not directly harmful ( "See that man in the crown? Attack him!" ) is obeyed with as much speed as the target can muster.
1 success - the enchantment lasts for one turn
2 successes - lasts for one scene
3 successes - lasts for one hour
4 successes - lasts until sunrise or sunset, whichever comes first
5 successes - lasts 24 hours.
Duration
1 success - one minute
2 successes - 10 minutes
3 successes - one hour
4 successes - one day
5 successes - one month
• • Veiled Eyes -- As its name implies, Veiled Eyes muddles a targets senses into ignoring anything the caster desires. The cantrip does not turn an object invisible, but rather convinces the observer that the object is really not worth his notice. Veiled Eyes would not cause a store to vanish from plain sight, but it would convince passersby that the store sold nothing of interest to them, causing them to ignore it. People cloaked with Veiled Eyes are merely ignored.
• • • Fugue -- While fuddle allows a changeling to alter a person's perceptions, fugue lies within the province of memory. With fugue, the changeling may remove or steal whole chapters of a person's life and beliefs, or home in on one salient detail, such as the moment the target bumped into him while walking down the street. Fugue can never add anything to an individual's memory and its effects are rarely permanent.
Memory Loss
1 success - Forgetting a simple, immediate object or information ( car keys, phone number, etc. )
2 successes - Loss of memory of an uninteresting scene in the past ( "What did I have for lunch?" or "What was her name?" )
3 successes - Complete eradication of a specific event, person's identity or object's presence
4 successes - Powerful, forthright beliefs or memories may be forgotten
5 successes - a tabula rasa; total memory loss ( a vampire could be made to forget her nature, but finds herself inexplicably craving blood )
Duration
1 success - one turn
2 successes - one minute
3 successes - one hour
4 successes - one day
5 successes - one week
• • • • Haunted Heart -- The caster of Haunted Heart can control and fan the emotions of her target. She can evoke any type of feeling she wants: fear, envy, love, gaiety, sadness, etc. This cantrip can cause a target to feel anything he is capable of feeling, even if he has never experienced the desired emotion before. The cantrip is more potent if the emotional evocation is similar to an episode from the target's past. However, the feelings can be drawn from anything: books, movies, observing wildlife, etc. For example, linking a memory of a lost love to a banana could cause the target to weep piteously as he remembers how much his ex-lover used to love bananas. Casting a feeling of spite in a crowded bar would start a bar fight. Old memories ( even those forgotten or blocked ) could reactivate with a canny use of Haunted Heart. Evoking hatred toward policeman in a man wrongly jailed would have a recurring effect well beyond the duration of the cantrip. Provoking a fear of a lake may cause the subject to suddenly remember almost drowning at age six and give the subject a permanent fear of water. Lucky ( or shrewd ) casters who manage to awaken a feeling that is significantly linked to an incident in the target's past get one free success using this cantrip
1 success - Invokes a mild reaction
2 successes - The target feels wild, chaotic surges of intermittent emotions. As long as the emotional object is not in sight, the target acts normally
3 successes - Creates a continuous state of passion. The target's conversation drifts towards the emotional object; +1 difficulty to all rolls involving Mental Attributes
4 successes - The target is passionately engaged. She actively seeks ( or avoids ) her object of passion; +2 difficulty to all rolls
5 successes - Total obsession; the target can do nothing but engage in his passion. He becomes violent if restrained. Resistance requires the expenditure of a willpower point ( and a life threatening reason )
• • • • • Captive Heart -- Where as Haunted Heart controls the emotions, Captive Heart has greater magnitude. The target of Captive Heart becomes pliant to the caster's commands; his personality can be completely changed with a few words. Use of this cantrip allows the changeling to change broad or narrow facets of the person's behavior. A person could be made to believe he is Mick Jagger, a lawn chair or a secret agent for Planet Z. The victim of this cantrip makes every effort to conform to the caster's wishes: jumping around and singing, hopping and croaking, or simply standing quietly in the corner - anything. This has certain limitations, however; the target cannot be commanded to do anything directly harmful to himself. Commands such as "Take this knife and draw it across your throat" will send the target into confusion as her self preservation instinct manifests. On the other hand, a command that is not directly harmful ( "See that man in the crown? Attack him!" ) is obeyed with as much speed as the target can muster.
1 success - the enchantment lasts for one turn
2 successes - lasts for one scene
3 successes - lasts for one hour
4 successes - lasts until sunrise or sunset, whichever comes first
5 successes - lasts 24 hours.