Noble

**Nobles**, also referred to as **Princes** or **Princesses**, are humans who have been selected by a Radiant or Twilight Queen belonging to one of the eight Kingdoms, blessing them with magical powers and abilities to fight off the forces of the Outer Darkness.

## Society

The Nobles adopt the values and are led by eight Queens belonging to eight Kingdoms. Of those Kingdoms, only one survives to this day - Alhambra. The rest have fallen to the Outer Darkness, but their influence perseveres in the Dreamlands as they continue to seek new Nobles and guide them in spirit. From beyond the veil of sleep, the Queens mentor Nobles who accept a position in their court, creating a bond of both personal loyalty and mystical affinity that enhances a Noble's magic. The eight Kingdoms and their respective Queens are as follows:

* **Andarta**, a Radiant kingdom once ruled by Queen Amelia of Hearts. The Queen among Queens leads the court of Nobles who focus on communities and their place within society, first and foremost.
* **Aztallan**, a Radiant kingdom once ruled by Queen Illiyeen of Swords, who believed that the world needs individual heroes led by all-consuming passion. The Queen of Heroines leads the company of Nobles who believe that inner strength and passion should always light the way.
* The **Confederacy of Four Winds**, a Radiant kingdom once ruled by Queen Charlotte of Spades, who believed that the world's ills are best solved by thinking and doing outside the box. The Queen of Knaves leads a confederacy of winking scoundrels and good-hearted rogues who believe the best application of the rules is to break them.
* The **Danann Archipelago**, a Radiant kingdom once ruled by Queen Kei of Diamonds, who always said that clear and careful thought will lead everyone to a better tomorrow. The Queen of Lights leads the conclave of progressive-minded Nobles who believe in constantly adapting and refining the Kingdom's techniques.
* **Wen-Mung**, a Radiant kingdom once ruled by Queen Heidrun of Clubs, who believed that self-discovery and mutual understanding brings people together in harmony. The Queen of the Wilds leads the coven of Nobles who seek to live in harmony with the world.
* **Crystal Heril**, a Twilight kingdom once ruled by Queen Anais of Mirrors, who believes that Nobles are the most important and special people in the world, and their presence will bring about utopia.
* **Gonel**, a Twilight kingdom once ruled by Queen Romula of Storms, who wants to destroy the Darkness more than anything else.
* **Alhambra**, a Twilight kingdom ruled by Queen Julianne of Tears, who believes in protecting her people no matter what. She is known to ask and offer more than any other Queen.

While it is uncommon, some Nobles prefer not to join any court. Though most Nobles join the Radiant courts, a few may also be tempted to pledge allegiance to the courts of Twilight, whose unorthodox methods and beliefs may feel like home.

Nobles play different roles in society and in fighting the Darkness, represented by their 'calling'. A Noble's calling is the fundamental way the individual brings hope to the world, and determines which oaths are part of their belief, what duties they perform, what aspects of their being are enhanced upon transformation, and which charms they have an affinity for. There are five different callings that Nobles take up:

* **Champions** are defenders of the weak and helpless.
* **Graces** are elegant and noble, and are the voices and diplomats of Noblekind.
* **Menders** are those who take wounded flesh and hearts and make them whole.
* **Seekers** are hunters of truth, banishers of lies, and revealers of the hidden.
* **Troubadours** are artists and exemplars who inspire greatness in others.

## Powers and Abilities

A Noble is a human being who was chosen by either a Queen of a Radiant or Twilight court to fight against the Darkness, not only granting them special powers and abilities fueled by their hopes and emotions, but bringing about a fundamental change to their state of being as magic becomes an integral part of their very existence. As a Noble learns in wisdom and experience, they learn to use their nature to its fullest extent, but also must face its unique drawbacks.

### Inner Light

When a Noble's power first blossoms, it begins as a tiny spark deep within their soul. As time passes, and the ancient spirit within them awakens, their power begins to shine outwards, known as the 'inner light'. As inner light is honed and increases in power, it not only gives the Noble more magical ammunition, but also represents their magic bleeding into the mental and physical self. Nobles with potent inner light can have physical prowess beyond the limits of mere humanity, but it also makes them more vulnerable to sensitivity.

### Wisps

A 'wisp' is a perfectly mundane emotional energy, dispersed when humans perform at their best in times of great passion, excitement, fear, or other moments of heightened emotions. For a Noble, performing at their best is an act of supernatural nature. Nobles use wisps to fuel many of their abilities, and like any human, they may become tired and drained if running low. The maximum amount of wisps a Noble can store and disperse at a given moment is determined by their inner light.

### Invocations

Nobles are capable of channeling their Inner Light and Wisps into incredible powers. When drawing magic from their beliefs and hopes, they take inspiration from the philosophies built by their respective Queens. Nobles channel their powers through eight different invocations:

* **Acqua**, where the Queen of Diamonds has concentrated the light of knowledge and reason into. Its elemental equivalent is water.
* **Aria**, the enviable lightness of being taught by the Queen of Spades. Its elemental equivalent is the wind.
* **Fuoco**, the branch of magic the Queen of Swords raised passionate devotion into. Its elemental equivalent is fire.
* **Legno**, whose principles of harmony and inner strength are taught by the Queen of Clubs. Its elemental equivalent is nature.
* **Terra**, the foundation of the society built by the Queen of Hearts. Its elemental equivalent is earth.
* **Tempesta**, an invocation of distilled rage against darkness channeled by the Queen of Storms.
* **Specchio**, which cultivates those who may be the Queen of Mirrors' heir to the Kingdom.
* **Lacrima**, which embodies the laws and requirements of the city ruled by the Queen of Tears.

### Charms

In their perfected, transformed self, the Noble has exceptional skills and can perform 'charms', special talents and magical spells that they can use. There are ten families of charms, and Nobles have affinity for some of these families depending on their calling.

* **Appear** Charms change a Noble's appearance and produce other illusions.
* **Bless** Charms enhance people, pushing their abilities to the peak and bringing their actions to perfection.
* **Connect** Charms trace and use the connections between people or make and break such connections.
* **Fight** Charms enhance a Noble's ability to fight.
* **Govern** Charms control supernatural powers and those who possess them.
* **Inspire** Charms lift people's hearts, spark their passions, and exhort them to action.
* **Learn** Charms confer knowledge and reveal what has been hidden.
* **Perfect** Charms grant new personal abilities.
* **Restore** Charms repair damaged objects, heal the injured, and tend the sick.
* **Shape** Charms shape materials as one wills, or make things out of nothing.

## Creating a Noble Character

### Step One: Character Concept

First, develop a general idea of what and who your character is - their personality, their profession, their appearance, their goals, etc.

**NOTE:** Choose two Virtues and one Vice for your character. Virtues are positive traits while Vices are negative traits - both act as a general guide when acting your character and also provide a way to regain lost Willpower.

### Step Two: Select Attributes

**Attributes** are your character's fundamental abilities. All Attributes start with one free dot. The Attributes are divided into three columns: Mental, Physical, and Social. Prioritize the three columns depending on how important they are to your character and distribute 5/4/3 points between the columns.

**NOTE:** Most simple actions have dice pools consisting of an Attribute + another Attribute.

### Step Three: Select Skills

**Skills** are areas where your character has had experience and training. The Skills are divided into three categories: Mental, Physical, and Social. Prioritize the three categories depending on how important they are to your character and distribute 11/7/4 points between the categories, selecting only the Skills you want.

**NOTE:** Actions that are more difficult and/or specific have dice pools consisting of an Attribute + a relevant Skill.

### Step Four: Add Skill Specialties

**Skill Specialties** represent your character's particular areas of expertise. Start with 3 Specialties in the Skills you have chosen - these Specialties may be distributed among the Skills evenly, or they may all be in one Skill. You may only have one instance of a Specialty at a time.

**NOTE:** Skill Specialties add +1 die to the dice pool if your character's current action involves that Specialty and the Skill it's connected to.

### Step Five: Add a Calling and Transformed Attribute

**Callings** are the fundamental way the Noble brings hope to the world.

A **Transformed Attribute** is an Attribute that is enhanced when a Noble transforms. Characters start with 1 dot to spend in Transformed Attributes, depending on the preferred Attribute of their Calling.

* Champion (Strength/Resolve)
* Grace (Presence/Composure)
* Mender (Intelligence/Dexterity)
* Seeker (Intelligence/Wits)
* Troubadour (Presence/Dexterity)

### Step Six: Select a Queen and Invocations

**Queens** lead their Kingdoms and inspire their Noble followers with their teachings.

**Invocations** are the beliefs and philosophies spread by the Queens. Characters start with 3 dots in Invocations - one dot has to be spent on your Queen's favored Invocation. The 2 other dots may be spent on the other Invocations.

* Queen of Clubs (invokes Legno)
* Queen of Diamonds (invokes Acqua)
* Queen of Hearts (invokes Terra)
* Queen of Spades (invokes Aria)
* Queen of Swords (invokes Fuoco)
* Queen of Tears (invokes Lacrima)
* Queen of Mirrors (invokes Specchio)
* Queen of Storms (invokes Tempesta)

### Step Seven: Select Charms and Transformed Skills

A **Transformed Skill** is a Skill that is enhanced when a Noble transforms. Characters start with 3 dots to spend in Transformed Skills.

**Charms** are your character's special talents and magical spells. Characters start with 9 dots to spend in Charms - at least 3 of those dots must be spent on Charms that you have an affinity for based on your Calling. Upgrades for a Charm costs 1 dot. Many Charms also have prerequisite dots in the respective Invocation.

* Appear (affinity for Seekers, Troubadours)
* Bless (affinity for Champions, Graces)
* Connect (affinity for Graces)
* Fight (affinity for Champions)
* Govern (affinity for Graces, Seekers)
* Inspire (affinity for Troubadours)
* Learn (affinity for Seekers)
* Perfect (affinity for Champions, Menders)
* Restore (affinity for Menders)
* Shape (affinity for Menders, Troubadours)

**NOTE:** If you wish, you may trade Charm dots for additional dots in Transformed Attributes and Skills. A Charm dot is equivalent to 1 Transformed Skill dot, while 3 Charm dots are equivalent to 1 Transformed Attribute dot. You may not spend your 3 affinity Charm dots in this way.

### Step Eight: Determine Advantages

* **Inner Light** is the raw power of your character's hopes and feelings. Characters start with 1 dot in Inner Light.
	+ You may spend 5 of your 10 Merit dots to increase Inner Light to 2, or all 10 Merit dots to increase it to 3.
* **Wisps** are the fuel of magic. Characters start with half their starting Wisp pool as measured by Inner Light + the higher of Circle Merit and Mandate Merit.
* **Belief** is the Integrity trait for Nobles and measures their hope and morality. Characters often start with an Integrity of 7 (average human morality), but may vary. If your character commits atrocious acts or experiences a traumatic event, their Belief may lower.

### Step Nine: Select Merits

**Merits** are your character's unique abilities. Start with 10 points to spend in Merits.

**NOTE:** You may spend them freely, as long as you meet the prerequisites for each Merit purchased.

### Character Advancement

After gaining XP, existing traits may be enhanced or additional traits may be purchased to level up your character.

* Mundane Attribute (4 XP/dot)
* Mundane Skill (2 XP/dot)
* Transformed Attribute (3 XP/dot)
* Transformed Skill (1 XP/dot)
* Transfer a Transformed dot to a Mundane dot (1 XP/dot)
* Affinity Charm (1 XP/dot)
* Non-Affinity Charm (1 XP + 1 XP/dot)
* Charm Upgrade (1 XP/upgrade)
* Favored Invocation (2 XP/dot)
* Non-Favored Invocation (3 XP/dot)
* Merit (1 XP/dot)
* Inner Light (5 XP/dot)
* Belief (2 XP/dot)
* Willpower (1 XP/dot)