Corte das Constelações

**Conhecido como:** Lorde da Mão Aberta, Guardião dos Caminhos Desconhecidos, Filho da Luz Estrelar

**Título dos Seguidores:** Sondadores, Quasares, Pioneiros, Intrometidos (Pejorativos)

**Reino:** Vale de Lamessier

*Eu quero te pedir para fazer algo bem rápido. Olhe para as estrelas. O que você vê? Não a lua. Não as profundezas do espaço. Olhe para as estrelas. As pessoas vêm traçando-as juntas por centenas de anos. Orion, Cassiopeia, Ursa Menor. Elas estão todas lá em cima. Você sabia que uma única estrela que não faz parte de uma constelação?*

O que estou tentando dizer é que somos todos como as estrelas lá em cima. Podemos todos brilhar, mas quando estamos sozinhos nossa luz é difícil de ver e a escuridão pode facilmente dominar. É quando trabalhamos com outras estrelas que nossa luz queima a escuridão para longe e alcança as partes mais distantes do universo.

O Rei das Constelações guia os nobres que desejam aproximar as pessoas que apesar das diferenças, acreditam que um mundo melhor seria construído nas costas de pessoas de todas culturas, idades, e espécies se unindo e trabalhando lado a lado como iguais.

### Contos do Reino

O Reino de Lamessier é um país que reside entre três grandes cadeias de montanhas junto com uma região costeira que está sempre a sudeste apesar da mudança das terras dos sonhos. Seu ambiente é estranho e místico, com massas de terra flutuantes, flora e fauna arcana e padrões climáticos estranhos (embora geralmente inofensivos) não sendo incomuns, além das vistas mais mundanas de uma região de vale naturalmente florestada.

Geralmente, a arquitetura das cidades de Lamessier é uma mistura de centenas de estilos diferentes feitos sob medida para cada um dos proprietários individuais dos edifícios. Uma biblioteca em uma torre futurística de platina semelhante as de Danaan, do outro lado da rua de uma taverna construída com pedra ornamental típica de Andarta, não é incomum em Lamessier. É um reino de grandes contrastes, e ocasionalmente surge disputas, mas no final todos conseguem se dar bem e continuar trabalhando juntos.

O Que é onde entramos nos habitantes de Lamessier. O tamanho de sua população nativa é realmente muito pequeno em comparação com os outros Reinos, sendo apenas o suficiente para dar suporte ao status do seu rei como Monarca da Luz. O que falta em tamanho, entretanto, é compensado com diversidade. Seus cidadãos são de todos os tipos de ponto de vista, crenças, profissões, ancestrais e até mesmo espécies. De fato, menos da metade da sua população são humanos ou nobres, e não se sabe totalmente quantos deles tem sangue de lobo ou outros seres de status semelhante. Todos os outros são Lobisomens, Changelings, alguns magos e outras criaturas parecidas. Agora, ninguém sabe ao certo por que os habitantes de Lamessier que não eram Nobres ou Humanos foram enviados para as Terras dos Sonhos quando nenhum súdito desumano dos outros Reinos foi encontrado, mas eles esperam que isso signifique que eles estão aqui e podem ser encontrados, e não é apenas uma manifestação da capacidade de Lustrae de se conectar com sobrenaturais esquecidos pela luz.

Lamessier é um reino muito extrovertido, diriam alguns a ponto de se tornar intrometido, tentando ativamente manter contato e comércio com todos os reinos de uma maneira ou de outra, e seu método principal de fazer isso, se a magia não for prática, é através de sua flotilha de navios, tanto marítimos como aéreos. Embora seus navios não sejam tão bons quanto os de Danaan, nem seus dirigíveis tão rápidos quanto a Confederação dos Quatro Ventos, eles são muito bem feitos e mais adaptáveis as novas circunstâncias.

Sentado em seu trono em seu Palácio de Platina, bem no centro de seu país, o Rei das Constelações é uma figura forte, capaz de suportar o peso de tantos pontos de vista diferentes e de todos os tipos de cidadãos. Ele é muito alto e musculoso por baixo de sua armadura segmentada e com uma capa azul marinho, que foi encantada por seu próprio poder e alguns magos para ser quase impenetrável, altamente resistente a maioria das formas de magia e se auto repara se alguma vez for danificada. Mas, apesar das descrições que fazem alguém se sentir intimidado por ele, conhece-lo realmente quase sempre é suficiente para amenizar essas inclinações. Ele quase nunca fica sem um sorriso largo, amigável e acolhedor no rosto. Seus grandes olhos azuis brilham como safiras quando ele vê alguém entrar na sala, como se ele tivesse acabado de se reunir com seu melhor amigo no mundo mais uma vez. E seu cabelo castanho espetado que emoldura sua cabeça, que foi descrito como a juba de um leão, só serve para torna-lo mais cativante do que intimidante. Quando ele fala, ele fala aberta e honestamente, como se ambos se conhecessem a vida toda. Quando alguém interage com o Rei, ele se revela alguém que tende a ouvir e observar primeiro e depois fala quando acha que é a hora certa. Normalmente, ele deseja esperar até seu visitante tenha dito sua parte antes de dizer a sua. No entanto, se ele perceber que eles estão se sentindo um pouco sobrecarregados, tímidos ou não querem falar, ele intervirá conforme necessário para tirá-los de sua concha.

É muito fácil para um Quasar ganhar uma audiência com o Senhor da Mão Aberta, basta entrar em um dos fóruns que ele organiza. De vez em quando, o Rei das Constelações realiza um Fórum onde qualquer nobre de sua corte pode aparecer e compartilhar uma queixa que eles têm, um problema com o qual estão lidando, um desafio que estão enfrentando, qualquer coisa do tipo, e ele seus companheiros nobres são esperados a ouvir totalmente e sem julgamento. Ele tem apenas três regras nesses fóruns: Apenas um pode falar de cada vez. Essa é uma discussão aberta – Nenhum preconceito pessoal é permitido aqui, e não há nenhuma questão pequena ou pessoal demais para não ser comentada. No entanto, conquistar um público pessoal e individual é um pouco mais difícil. As vezes é por que o rei gosta de uma grande variedade de atividades que ajudam uma grande parte de seus cidadãos, como fornecer aconselhamento de alguns de seus cidadãos Changeling ou trabalhar algumas das descobertas de um de seus Magos. Mas geralmente é porque o Rei prefere que as conversas sejam abertas, por que outras pessoas podem ter ideias que podem ajudar. Porém, se alguém preferir não falar sobre algo no Fórum e se sentir mais confortável para falar em particular, ele entende e tenta encaixar em algum lugar de sua programação.

Além dos servos e cortesãos normais que um Monarca da Luz possui, o Rei das Constelações também tem o que os Reinos chama de Aliança do Zodíaco. A Aliança do Zodíaco tem dois representantes de cada Reino além do seu, que vivem em Lamessier por um período de tempo antes de retornar ao seu Reino e enviar de volta mais dois escolhidos por seu Monarca. Além disso, ele também tem três membros de cada grupo sobrenatural principal vivendo dentro das fronteiras de Lamessier e dez humanos de Lamessier que mudam de vez em quando, mas cada um é votado para o poder pela maioria dos votos de sua raça em vez de ser escolhido pelo Rei. O objetivo principal desta Aliança é que os membros de todos os Reinos e os representantes do maior número possível de grupos sobrenaturais se encontrem, debatam e discutam assuntos uns com os outros e com o Rei como aliados. Para manter tudo em ordem e evitar que se transforme em uma discussão aos gritos, ele é encabeçado e mediado pela própria esposa do Rei, uma adorável ruiva cerzidora cuja paciência é comparável a de seu marido. Em adição, a Aliança do Zodíaco também detém o poder de vetar uma das próprias decisões do rei se dois terços de seu número votarem contra ela, e a esposa do rei só pode votar em tais questões se um desempate for necessário. Até agora, devido a natureza das terras dos sonhos, nenhum veto foi necessário para ser usado, e eles não se lembram se algum foi usado na época do Reino.

### Filosofias

A filosofia do Rei pode ser resumida em uma simples ideia: “Todos e tudo é digno de consideração e reconhecimento.”

#### Muitas estrelas fazem uma constelação

Em cada um de nós, existe um potencial para uma luz brilhar. Mas esta luz passa por experiências diferentes à medida que cresce, fazendo com que cada luz tenha uma perspectiva muito diferente. É por isso que temos as Cortes: porque cada um tem uma visão diferente da melhor forma de aplicar a Luz ao mundo. Isso não se aplica apenas aos Nobres: Os Despertos, os Uratha, até mesmo os Gerados. Todos os povos têm diferentes pontos de vista sobre a forma de usar seus dons.

Com tantos pontos de vista diferentes, pode tornar muito fácil para as pessoas entrarem em uma câmera de eco e trabalhar apenas com aqueles que compartilham pontos de vista semelhantes. Isso é o que os Reinos de antigamente faziam, e olhe aonde isso os levou no final. Espera-se que aqueles que seguem o Lorde da Mão Aberta imporem o máximo possível de pontos de vista e filosofias diferentes em suas obras, pois é por meio de trabalho de tantas mãos diferentes que o resultado final realmente brilha. No entanto, isso não significa que eles tenham que se precipitados. Pontos de vista que são extremamente tóxicos ou perigosos para outros, como aqueles que servem as Trevas, não são confiáveis na mesa falante, e muitos pontos de vista de uma vez significa que nada será feito, especialmente se qualquer um desses pontos de vista estiver em oposição direta um para o outro.

Há um Segundo significado para essa filosofia. Nosso mundo está dividido. Quase 200 países mortais existem na Terra, e quem sabe quantos países sobrenaturais existem ao lado deles? E, desses países, é raro que se deem bem sem alguma forma de influência uns sobre os outros. Mas essas fronteiras entre nós foram imaginadas por homens e mulheres que viveram há séculos. Mais nos conecta do que nos separa. Afinal, todos vivemos sob o mesmo céu noturno. Portanto, as Sondas devem trabalhar para aproximar as pessoas do mundo, como bilhões de estrelas se juntando para formar uma galáxia. Cada um individualmente bonito, mas juntos fazendo algo mais.

#### Mapeie o céu noturno

As Trevas é uma das coisas mais próximas que temos do mal neste mundo, mas não é a única ameaça para humanidade. Bruxos antigos com egos tão grandes que se tornaram personificações da própria tirania, deuses loucos que sequestram mortais e os distorcem em zombarias grotescas de seus antigos egos, até mesmo um império estrangeiro de Marte nascido da crença de que eles não existiam. As ameaças que a humanidade enfrenta são inúmeras e têm todos os tipos de origens. Assim, os Pioneiros tem que procurar seus buracos nos lugares escondidos do mundo, intocados pela Luz ou pelas Trevas. Ignorar essas coisas seria o cúmulo da arrogância.

No entanto, há um lado mais brilhante dessa filosofia. Nem todos os outros poderes que não são da Luz são contra a humanidade. A matilha de Lobisomem defendendo a vizinhança de um enxame de espíritos assassinos, o Vampiro que limita sua alimentação a doadores de sangue ou animais, o Changeling que assusta uma criança para longe de uma batalha contra uma Fada Verdadeira. Cada um tem o potencial de ser uma benção para humanidade ao invés de uma maldição, mas os instintos que vêm com seu poder podem transformá-los em uma maldição se forem deixados em paz. É aí que devemos intervir. Devemos aprender e intervir com esses aliados potenciais não da Luz, para ajudar ainda mais as pessoas de todos os tipos e continuar buscando as estrelas.

#### Encontre a luz na escuridão

As pessoas são parecidas com estrelas. Há muita coisa ao seu redor e todos têm luz de uma forma ou de outra. Mas, como o céu noturno, a luz de muitas pessoas é difícil de ver, devido a ser coberta por camadas de escuridão. O que levou essas luzes a se esconderem na escuridão é uma pergunta que pode ter muitas respostas. Talvez escondam a luz com medo de que se apague, ou por que estão acostumados a viver no escuro que se conformem a nunca a mostrar. Alguns se rasgam e despedaçam a si mesmos e a outros, sem nunca perceber o quanto de bom eles poderiam fazer se não deixassem a escuridão comê-los. Como as estrelas que não podemos ver apenas a olho nu, a luz dentro de algumas pessoas pode precisar de ajuda especial ou de atenção extra para encontrar realmente a luz dentro delas. Pode levar tempo e esforço, mas vale a pena, desde que seu brilho não seja devorado pela escuridão fria.

No entanto, o Senhor da Mão Aberta não é cego para o potencial das trevas nos corações das pessoas. Ele sabe disso muito bem e, por isso, recomenda cautela nas Sondas. Um homem pode mentir para um Pioneiro sobre fazer boas escolhas por vergonha ou desespero. E, infelizmente, algumas pessoas simplesmente não têm nenhum desejo de fazer o bem. Eles gostam de ser o cara mal. Portanto, um nobre tem que estar pronto para essas situações, para quando não há luz suficiente no coração de outra pessoa para que cresça e ofusque a escuridão.

### Deveres

**Campeões** das Constelações costumam trabalhar como guarda-costas e acompanhantes para outros Chamados. A filosofia da Corte das Constelações de alcançar as pessoas nas partes mais sombrias do mundo significa que eles tendem a ter problemas com mais frequência do que outras cortes, mesmo para os padrões da Nobreza, e precisam de proteção. Em outras ocasiões, eles se unem para formar times de ataque com outros sobrenaturais a fim de cuidar de ameaças longe de casa, seja se unindo com uma matilha de Lobisomens para lutar contra invasores do Espírito ou trabalhando com um grupo de Changelings para espantar uma Fada Verdadeira.

**Graças** das Constelações atuam principalmente como diplomatas e mantedores da paz. Muitos decidem garantir que as cortes Radiantes mantenham relações estreitas entre si, para se certificar de que não repitam os erros do passado que levaram a Queda. Alguns procuram as Princesas do Crepúsculo, para leva-las de volta para o caminho não corrompido. Outros trabalham para formar conexões com outros grupos sobrenaturais, que é o mais exigente de todos os deveres que uma Graça das Constelações pode assumir devido as (frequentes) mentalidades totalmente estranhas que outros sobrenaturais podem ter. Outro exemplo de seus deveres são seus trabalhos dentro dos governos ou comunidades menos afortunadas do mundo mundano; para resolver velhos rancores e para que os aliados trabalhem juntos por objetivos maiores. Mais importante, eles estão tentando encontrar maneiras de mitigar o caos quando a mascara que cobre a Terra inevitavelmente cair. Muito melhor se preparar agora do que se arrepender mais tarde.

**Santos** das constelações costumam trabalhar em lugares do mundo devastados pela guerra e infernais. Lugares onde há pouca ou nenhuma esperança, por que é onde a esperança é mais necessária. Eles costumam se voluntariar para ir a lugares como Coréia do Norte, Afeganistão e Somália para tentar ajudar a alimentar a luz ali, para que não se extinga. Outro lugar onde trabalham frequentemente são prisões, abrigos para sem-teto ou asilos para doentes mentais, tentando ajudar os perdidos a reacender sua luz mais uma vez. No mundo sobrenatural, eles frequentemente trabalham como guardas e zeladores dos sobrenaturais que não são da Luz, tentando ajuda-los a manter o máximo possível de sua humanidade.

**Pesquisadores** das constelações geralmente decidem cumprir uma das cinco funções principais. A primeira é buscar as verdades dos lugares ocultos do universo, especialmente lugares afiliados a outros sobrenaturais. Isso está vinculado a sua segunda e terceira função: Educar seus companheiros nobres sobre outros sobrenaturais e educar outros sobrenaturais sobre os nobres. Afinal, como você pode se tornar amigo de outra pessoa se não entende nada sobre ela? A quarta função deles é manter o controle sobre certas ameaças sobrenaturais longe de casa, e se eles precisarem de um time de ataque Campeão/Sobrenatural ou a orientação de um Santo/Graça. A quinta função que eles frequentemente escolhem é procurar mortais que estão cientes do sobrenatural e educa-los conforme necessário. A máscara não pode ser quebrada ainda, mas eles devem se preparar para quando isso acontecer. Além disso, as vezes também podem ser encontrados trabalhando em vários programas especiais em todo o mundo. Nenhum lugar é mais desconhecido do que as profundezas do espaço, e quem melhor para ajudar os outros a alcançar as estrelas do que os seguidores do Filho da Luz Estrelar?

**Trovadores** das Constelações trabalham sua arte como forma de aproximar pessoas diferentes por meio de competições bem humoradas ou trabalhos colaborativos. Como um grande quebra-cabeça, os Trovadores das Constelações encontram maneiras de reunir pessoas e peças diferentes e encontrar maneiras de se encaixar perfeitamente e como todas se complementam ou contrastam. Ao longo do caminho, eles garantem que nada se perca na tradução de suas obras de uma cultura para outra.

### Históricos

Devido ao incentivo desta corte de todos os tipos de ideias diferentes, as pessoas podem escolher seguir o Rei das Constelações por todos os tipos de razões. Mas existem alguns fatores que podem induzir os nobres a se tornarem Sondadores.

O mais comum é ter o sobrenatural já sendo uma parte íntima de suas vidas antes de florescer. Isso pode assumir a forma de estar perto de um ser sobrenatural, como ter um pai Uratha. Sangue de lobo que acabou florescendo em vez de passar pela Primeira Mudança muitas vezes acaba na Corte das Constelações se não entrarem em Sabres ou Paus. No outro extremo do espectro sobrenatural, aqueles que florescem enquanto estão associados aos Caçadores frequentemente se juntam aos Quasares também. Isso se deve principalmente aos Pioneiros ajudando a identificar as verdadeiras ameaças a humanidade, enquanto mantem os monstros benignos do lado da humanidade.

Outra razão pela qual alguém pode seguir o Rei das Constelações é por que eles vieram de um lugar sombrio antes do florescimento. Sem lar, abuso, guerra. Até mesmo o antigo em Escuridão para o Primeira Vida. O impulso das constelações de voltar a esses lugares sombrios para ajudar os outros através do que eles já passaram é um credo que muitos nobres podem apoiar.

### Emoções Assinatura: Coragem & Paciência

É preciso coragem para se colocar no escuro, vulnerável e as vezes sozinho. Especialmente por que, na maioria das vezes, você não tem ideia do que pode estar esperando dentro da escuridão. Mas alguém precisa dar o primeiro passo. E as vezes você pode encontrar aliados e amigos no escuro.

No entanto, ser corajoso e ousado não é suficiente. Aqueles que viveram no escuro por tanto tempo, muitas vezes acham difícil confiar na luz. Ser forçado a seguir o caminho certo pode fazê-los fugir para as trevas do medo. E quando eles trazem seus conhecimentos de volta, muitas vezes leva tempo para ouvir todos os pontos de vista diferentes. Portanto, você precisa ser paciente com eles. Eles valem a pena.

### Criação de Personagem

Dois dos atributos mais favorecidos entre as sondas são perseverança e auto controle. Perseverança os ajuda a manter o curso em suas tarefas e o Auto Controle ajuda em face do perigo que frequentemente enfrentam ao procurar os lugares escondidos do mundo. Alguns outros atributos favoritos são Raciocínio para dizer quando alguém é realmente irredimível, Presença para quando ele precisa ser ousado e Vigor para quando ele explora as partes mais perigosas do mundo.

Muitos Quasares se concentram em habilidades sociais, principalmente com Empatia, Persuasão, Socialização e Manha para ajudar os que estão no escuro. As habilidades físicas costumam ser secundárias, sendo a Sobrevivência a mais importante, por vezes, nos lugares menos amigáveis do mundo. É raro um Pioneiro que não tenha pelo menos um ponto em Ocultismo, considerando que eles tentam ajudar outros sobrenaturais a reconciliar sua humanidade com seus instintos desumanos. A outra menos favorecida, mas ainda valorizada, habilidade mental é Política, a fim de compreender a complicada teia frequentemente tecida entre relações e países.

Sondadores quase sempre têm méritos Sociais como número um em sua prioridade, e geralmente têm pontos em Aliados devido à sua tendência de se intrometer em vidas pessoais para criar amizades duradouras, especialmente com outros sobrenaturais. Esses Aliados também costumam se sobrepor ao Círculo. Méritos Físicos e Mentais são priorizados dependendo de quem são os Aliados especificamente, com méritos Mentais priorizados para Magos e Gênios e méritos Físicos priorizados para Lobisomens e Caçadores. Se seus aliados forem outros sobrenaturais ou principalmente mortais, eles geralmente têm um equilíbrio entre os méritos Mentais e Físicos. Os quasares também costumam ter Intuição Emocional para dizer quando outra pessoa precisa de orientação ou se são realmente irredimíveis.

Além disso, muitas Sondas colocam pontos adicionais em invocações diferentes de Lustrae, a fim de compreender melhor os pontos de vista de outras cortes.

**Heráldica:** A Heráldica dos Quasares frequentemente (mas nem sempre) empresta elementos de outros sobrenaturais em seus estilos. Isso pode variar de simples vestes de feiticeiro até um conjunto completo de armadura estilizada como lobo. Outras vezes, eles pegam emprestado seus estilos de constelações famosas, planetas ou outros corpos celestes, como o penteado na forma de anéis de Saturno. Em raras ocasiões, eles até aceitariam elementos de outras cortes em sua heráldica.

**Eco:** O Eco das Constelações evoca uma dupla sensação de espírito encorajador e um conforto de saber que você não está sozinho no universo. Que, mesmo quando você está fisicamente sozinho, sempre há outras pessoas procurando por você.

### Prática Mágica

**No Vocação,** o Senhor da Mão Aberta ensina seus seguidores como ir e receber os outros de maneira adequada, a fim de abrir seus corações a luz. Ao usar manobras sociais, tentando causar uma boa impressão ou tentando conhecer pessoas em uma conversa, o Nobre pode gastar um Desejo para alcançar um Sucesso Excepcional em 3 sucessos em vez de 5.

Alta Crença concede dados extras ou efeitos que a virtude pode ter. Em Crença 8, a rolagem para ação ganha um bônus de +1. Na Crença 9, uma rolagem para ação ganha um bônus de +2. Em Crença 10, uma rolagem para ação ganha um bônus de +3.

**No Dream,** a magia prática das Constelações ajuda nas primeiras impressões com as pessoas; um primeiro passo importante para aproximar as pessoas. Gastando um Desejo, o Nobre pode melhorar seu nível de impressão com pessoas que não conhecia antes em um passo ao iniciar uma nova manobra social com alguém. Tendo Crença alta, seu comportamento duradouro até mesmo ajuda a colocar seu pé figurativo na porta. Com 8 de Crença, eles ganham a propriedade 9 de novo em seu primeiro teste, além dos efeitos usuais de sua magia prática. Aos 9 de crença, torna-se 8 novamente. E com 10 de Crença eles abrem automaticamente sua primeira porta, além de melhorar sua impressão inicial.

**Prática Mágica para Jurados em Sonho:** O Rei das Constelações ensina seu jurado como se conectar com os outros, tanto mundana quanto magicamente. Um Jurado das Constelações pode gastar um Desejo para adicionar sua Lustrae a uma ação de grupo ou teste de trabalho em equipe do qual faz parte. Eles também podem ganhar dois Desejos para ganhar um Mérito Sobrenatural de sua escolha que de alguma forma se relaciona com um de seus Aliados, como ganhar Água-Psicocinese de um Aliado Aquático Changeling. A Princesa com a qual o Jurado fez seu juramento também pode ser alvo desta Magia Prática, como ganhar Cura pelas Mãos se ela tiver sido Jurada com um Santo. O Mérito dura até o final da cena, seu custo deve ser igual ou inferior a sua Lustrae, e eles só podem receber um Mérito por cena desta maneira.

### Invocação: Lustrae

A Invocação das Constelações é Lustrae, o ideal de brilha intensamente e alcançar os outros. Está associado ao elemento Espaço; especialmente, das estelas, planetas e todos os corpos celestes no céu reunindo as pessoas e as guiando para casa.

Pode ser aplicado gratuitamente quando o alvo do Encanto de um Nobre está emitindo luz, quando invocador está sob um céu claro, quando atualmente trabalha com um Nobre de outra Corte Radiante ou quando eles estão reunindo pessoas diferentes.

Lustrae não tolera causar frações entre pessoas e, especialmente, não pode permitir forçar as pessoas a fazer o que o Nobre deseja, mesmo que seja para o seu próprio bem. Forçar outro a seguir qualquer caminho iria privá-lo de seu valor como indivíduo e impedi-lo de levar seu conhecimento a todas as outras estelas do céu.

Se um nobre causa diretamente uma divisão ou luta entre duas ou mais pessoas, Lustrae os abandona até que o nobre cure a fenda entre eles ou até que 24 horas tenham se passado; isso não se aplica se as pessoas já estivessem em um relacionamento doentio ou antagônico, a menos que o Nobre recuse uma oportunidade clara de reuni-los de maneira pacífica e saudável.

Se um nobre tentar forçar a abertura de portas por meio de manobras sociais, a menos que em uma situação de vida ou morte, Lustrae é banido deles por uma semana. Se o Nobre forçar outro a mudar suas crenças ou permite voluntariamente que as crenças de outro sejam alteradas a força por qualquer meio, seja mundano ou sobrenatural, então Lustrae os abandona até que ajudem a pessoa a recuperar suas crenças originais ou até que um mês tenha se passado. Esta última proibição não se aplica se suas crenças anteriores forem sobrenaturalmente reforçadas, como por meio do Controle da Mente ou da Corrupção das Trevas.

### Citação

*É trabalhando juntos que podemos brilhar.*

Se um Narrador deseja adicionar essa corte a história, isso pode trazer a tona um pequeno problema narrativo. De acordo com o cânone de Princesa, foram as cortes ficando orgulhas, e pensando que seu caminho era o adequado para seguir a Luz, que levou ao acontecimento da Queda. Mas, se o Tribunal das Constelações e a Aliança do Zodíaco existiam na época do Reino, então como as relações entre os reinos se deterioraram tanto?
Para ajudar com isso, aqui estão duas sugestões para contadores de histórias para ajudar a corrigir o problema:
Para a primeira possibilidade, foi mencionado anteriormente que Lamessier tem a menor população de todos os reinos. Como tal, também pode ter tido um dos menores exércitos. Uma possibilidade é que, uma vez que os reinos começaram a se tornar orgulhosos, embora ainda não o suficiente para pensar que suas filosofias eram a única maneira de seguir a Luz, as Trevas e seus lacaios se tornaram poderosos o suficiente em segredo para eventualmente fazer com que Lamessier fosse o primeiro dos reinos a cair nas trevas, e seus habitantes lançados na armadilha. As forças das Trevas fizeram isso por que sabiam que Lamessier era crucial para manter os vários reinos aliados, e foi a partir de então que A Queda aconteceu.
Outro cenário possível é que a Aliança, pelo menos durante o tempo do Reino, de fato não existia. É bem sabido que os Guardiões distorceram grande parte das memórias da Nobreza, e os vendavais não ajudaram exatamente com isso também. Neste cenário, enquanto Lamessier mantinha um grande número de rotas comerciais e mantinha boas relações com os outros Reinos, eles não tinham necessariamente uma maneira de os membros de todos os outros Reinos interagirem uns com os outros de maneira diplomática. E esse descuido em sua política diplomática eventualmente fez com que o rei fosse levado a crença de que ‘o caminho deles seria o caminho adequado para seguir A Luz’ dos outros Reinos, e Lamessier e seus habitantes acabaram caindo nas trevas e foram afastados para as Terras dos Sonhos. Então, em algum momento durante a Longa Noite, algo aconteceu nas Terras dos Sonhos (ninguém se lembra o que exatamente, embora a Rainha de Ouros teorize que alguns cidadãos sobrenaturais de Lamessier foram capazes de recuperar algumas de suas memórias e alertar o Rei por um tempo) que convenceu todos os vários Reinos a enviar representantes para Lamessier, e para Lamessier reunir a Aliança. E então os Vendavais ou os Guardiões chegaram e de repente todos “se lembraram” da Aliança do Zodíaco de Lamessier e sua importância crucial em manter os Reinos unidos na Luz.
Lembre-se de que são apenas sugestões, e o Narrador não precisa usar essas ideias, ou pode usar parte delas.

### Estereótipos

**Paus:** A harmonia entre todos os povos pode ser o objetivo final, mas as vezes o crescimento de algumas árvores precisa ser corrigido antes que a floresta possa prosperar.

**Ouros:** Fatos e estatísticas são úteis, mas são apenas uma parte da equação. Ao criar algo novo, não é melhor ter tantos pontos de vista diferentes quanto possível?

**Copas:** As tradições do Reino de outrora são o que lançou as bases da Queda. Eles estão melhorando, mas devem ter cuidado para que essas tradições não os sobrecarreguem quando todos estão buscando as estrelas.

**Espadas:** Posso pensar em algumas pessoas que realmente precisariam de uma boa risada e em outras para as quais o riso na verdade tornaria as coisas piores para eles. Você gostaria de uma lista?

**Sabres:** Seus corações \*Eh\* estão no lugar certo. Só tome cuidado para que o fogo não queime muito forte: Ele pode queimar quem está acostumado com o frio.

**Lágrimas:** Se você ficar no seu canto do mundo, sua luz vai acabar se afogando. Por favor, saia! Você pode ser muito mais aqui.

**Tempestade:** Seu ódio é bom para queimar as Trevas, mas eles também impedem que qualquer Luz cresça, nem se importam se havia alguma Luz no fogo cruzado com Trevas. Eles não devem ter permissão para alcançar seus objetivos.

**Espelhos:** Existem muitos tipos de luz. Seu é o brilho que obscurece qualquer outra coisa de brilhar. Não temos tempo para sua infantilidade – Cresça!

**Corações:** As pessoas podem fazer um caminho novo para si mesmas, mas imagine todos os outros caminhos que poderiam ser encontrados se movimentassem em grupo.

**Bastões:** Seu foco em trabalhar na base e construir a partir daí é admirável. Não consigo encontrar muita coisa de errada com eles, exceto que eles não parecem pensar muito fora de seu trabalho.

**Pentáculos:** Quando você julga do alto, tome cuidado para não ver todos culpados ou inocentes.

**Brasas:** Sei que a honestidade costuma ser a melhor política, mas... acho que existe muita informação.

**Melodias:** Coperação é bom; apenas observe que não se torna conformidade.

**Cruzes:** Já ouvi falar de seus ideais e aplaudo-os. Na verdade, tenho alguns amigos que estão lidando com algumas coisas que gostaria de apresentar a vocês.

**Humanidade:** A Luz é mais do que única para as pessoas.

**Vampiros:** Tanto a besta dentro de suas cabeças quanto a sua sociedade apodrecida faz de tudo para desenraizar sua humanidade, o que torna ainda mais preciosos aqueles que tentam mantê-la de qualquer maneira.

**Lobisomens:** Uma das pessoas mais difíceis de fazer amizade, mas se você conseguir isso, muitas vezes eles moverão o céu e a terra por você. Uma estranha mistura de desconfiança e lealdade, mas vale o esforço.

**Magos:** Magia arcana é poderosa e contém muitas verdades, mas não contém todas as verdades. A verdade completa não é algo que você pode obter de qualquer feitiço ou ler em algum livro velho e mofado. Você tem que alcançar outras pessoas e ver como elas veem o mundo.

**Prometheans:** Posso mostrar o caminho, mas você terá que percorrê-lo por conta própria. Eu gostaria de poder ajudá-lo, mas não posso agora. No entanto, estarei esperando por você no final deste caminho. Ainda há outras escolhas a fazer depois, e são mais fáceis de fazer com um amigo.

**Changelings:** Eu sei que o que fizeram foi horrível. E eu não culpo se você não quer mais confiar em ninguém. Mas eu juro, eu só quero ajudar.

**Devoradores de Pecados:** Sabe, as vezes me pergunto se estou perdendo alguma coisa, não sendo capaz de fazer parte do Mundo Inferior. Mas se vocês são a luz que guia os mortos para a vida após a morte, então talvez estejam em mãos capazes. Sinta-se à vontade para perguntar se precisa de ajuda.

**Múmias:** Conectar-se com eles é... complicado quando eles estão conscientes apenas por breves períodos de tempo. Mas tenho a sensação de que eles odeiam tanto quanto nós – vamos trabalhar a partir daí.

**Bestas:** Sinto muito por essas pobres almas. Até eu encontrar um que se deleite como o monstro que foi forçado a se tornar. Mas os outros... Muitas vezes fico sem saber o que fazer.

**Demônios:** Ok, eu sei que esses caras têm motivos legítimos para fazer o que fazem, mas sério, eles não podem encontrar uma maneira diferente de se esconder?!

**Cientistas Loucos:** Esses caras precisam de nossos melhores Santos e de alguns medicamentos sérios antes que alguém se machuque.

Leviatãs: Eu me sinto muito mal por eles. Eles realmente não têm ninguém com quem se relacionar no final. Se ao menos eles não distorcessem a mente de qualquer mortal que chega muito perto deles.

**Caçadores:** Às vezes, o que você está atirando pode realmente ser o cara bom nesta situação. Ou pode não ser. Você nunca sabe com certeza a menos que converse com eles.

**Mortais:** Eu sei que pode parecer assustador no início, mas você não terá que fazer isso sozinho.

### Outras cortes sobre as Constelações

**Paus:** Tome cuidado para que o seu desejo de ajudar os perdidos não faça com que você negligencie os que estão em casa.

**Ouros:** Supõe-se que a ciência trata apenas de observação e, uma vez que pessoas diferentes terão observações diferentes, elas têm alguns pontos. Mas algumas coisas simplesmente não funcionam juntas – como óleo e água.

**Copas:** Seus ideais de reunir ideias díspares são grandiosos, mas eles devem tomar cuidado com o velho axioma de ter muitos cozinheiros na cozinha.

**Espadas:** Nós realmente apreciamos os trabalhos deles. Isso torna muuuuuuuito mais fácil de chegar em nossos alvos.

**Sabres:** Descobrindo o novo e desconhecido escondido nas profundezas da escuridão? Parece meu tipo de pessoal.

**Corações:** Tentar alcançar outras pessoas é um belo esforço, mas tome cuidado para não se perder na escuridão.

**Bastões:** Você nos diz onde estão os novatos, nós construiremos laços inquebráveis.

**Pentáculos:** Tenha cuidado para não olhar por muito tempo no abismo escuro. Não se surpreenda se você for mordido pelo que mora lá se você decidir entrar em sua casa.

**Brasas:** Eles se concentraram tanto em ouvir que as vezes esquecem que também tem uma voz que merece ser ouvida.

**Melodias:** Ei, tenho alguns amigos meus que gostaria que conhecesse! Eles são meio estranhos e ouvir que você poderia ajuda-los com isso.

**Cruzes:** Isso é… o grupo que reuniu. Obrigado! Está pronto para ouvir o sermão?

**Lágrimas:** O único brilho que precisa ser cuidado é o de Alhambra e da nossa Rainha. Você poderia ajudar a reter sua gloria, em veze de ser devorado na escuridão que rasteja.

**Tempestade:** Então vocês vão para o escuro, mas não com a intenção de destruí-lo? E vocês se chamam de Nobres.

**Espelhos:** De onde você tira a coragem de arrancar meus poderes, hein?! Imitador!

**Humanidade:** Onde eles se perdem em conexões, nós os seguimos até as estrelas mais brilhantes.

### Inspiração

Steven Universo (Steven Universo)

Eclipsa (Star vs As Forças do Mal)

Sora (Kingdom Hearts)

Comandante Shepherd Paragon (Mass Effect)

Emma (The Promised Neverland)

Professor Charles Francis Xavier (X-Men)

Federação dos Planetas Unidos (Star Trek)

### New Noble Merit

#### Monstrous Friendship

(•-•••••)

Requires Circle Merit

Despite first glances, most supernatural beings require many of the same things humans do: friendship, love, and a sense of companionship in general. And the Light can provide these things where normal humans may not necessarily be able to.

This merit represents when a Princess is in healthy relations with one or more Supernaturals on the same level as a mundane for the Circle merit. The more dots the Princess has, the more or the stronger these relationships are and the healthier her social life is. Describe the supernaturals your character is intimate with when you buy dots in Monstrous Friendship. These supernaturals also count for members of the Circle merit.

Once per day a Princess with this merit can spend an hour socializing with those who are a part of this Monstrous Friendship. She has to roll her Socialize + Occult skill. On a success, she regains her rating in Monstrous Friendship - her Shadows in Wisps.

Friends and family members of a supernatural bent can also provide a support system which provides pervasive modifiers to Compromise rolls, though it is slightly harder to use them than those from a Circle merit. At 3 dots, the Princess gains bonus to a Compromise roll equalling +1 while at 5 dots it increases to +2.

Both parties must be aware of the others’ supernatural origins to be considered part of Monstrous Friendship. Also, she cannot have more dots in Monstrous Friendship than in the Circle merit. Finally, friendships require investment and if a Princess goes a significant amount of time without socializing with whom she shares a Monstrous Friendship with, she may lose dots in this merit.

### Novos Encantos e Aprimoramentos

#### Appear

##### Grey Masquerade (Appear 1) Upgrade: All Covering (Lustrae 2)

Version: Dream

Cost: +1 Wisp

The Princess shields all kinds of supernatural beings from discovery. She may use this charm upon other supernatural beings who were once human or weren't human but have human credentials (like Prometheans or Demons).

##### Light the Way (Appear 1) Upgrade: Dancing Lights (Lustrae 1)

The Princess can now summon a number of Light Spheres up to her Lustrae, and can move them telekinetically as a Reflexive action, though they will stop if they hit a solid surface.

##### Goccia Astrale (Appear 3) Addition

This charm faces no changes, but gives examples upon what the Princess may use involving Lustrae.

Lustrae: Starlight, space dust, or something of a magical nature other than the Light or the Darkness (and has no sentience)

##### Goccia Astrale (Appear 3) Upgrade: Projecting (Lustrae 3)

Cost: +1 Wisp

Like the stars, no matter how distant a Princess is from their loved ones or friends she may still be there for them. Though an Astral Droplet is a pale imitation for the Princess's true might, she may still speak, see, listen and even act through it like she was truly there.

While the Princess has an Astral Droplet active, she may at any time sense what the droplet sees or senses, in essence allowing her to gaze from afar through her Droplet without worry for herself. Such an act requires concentration however, and the Princess cannot do anything while she concentrates on her droplet. She also takes a -3 to all perception rolls in her current vicinity, as her attention is sent elsewhere.

At any time while the Princess is concentrating on the droplet, she may spend a wisp to shift her consciousness completely into the Droplet. This often leaves her body defenseless and comatose while she's controlling the droplet and the droplet retains it's illusory fragility, but while controlling the Droplet the Princess can make 10-again rolls, benefit from Virtue and Vice and use Lustrae Charms and Constellations’ Practical Magic.

Drawback: If the Droplet is destroyed while the Princess is sensing through it, or god forbid controls it, she takes a bit of psychic backlash, and suffers 3 Bashing Damage. How it was destroyed may result in a scene long tilt or condition that resolves at the scene's end, like if it's arm was cut off, the Princess would take the Arm Wrack Tilt.

##### Native of the Realm (Appear 3, Lustrae 2)

Action: Instant

Dice Pool: Occult + Wits

Cost: 2 Wisps

Duration: 24 hours, or until the Princess returns to mortal plane

There are many realms beyond the mortal plane, the Dreamlands, and the Dark World. And of these other planes, many of the inhabitants within are hostile to outsiders whether it be simply due to culture or because an inherent part of themselves makes them far too alien to connect to those from the outside world. Thankfully, the Keeper of the Unknown Paths has devised a charm for those who wield the Light to traverse these places and interact with the inhabitants within, if only for a time.

In order to activate this charm, the Princess must be in a realm other than the mortal plane, the Dreamlands, or the Dark World.

Dramatic Failure: She makes herself obvious to a hostile character nearby.

Failure: Nothing happens.

Success: The princess manages to magically attune herself to the realm she is in, disguising herself both physically and magically as a native of said realm for the duration. Even if she has already interacted with other natives before, they now treat the Princess as if she has Average Impressions with them, as they now think her just another native of their realm. In addition, any actions from others that would reveal her true nature, whether they be intentional or accidental, take a penalty equal to her Lustrae.

Exceptional Success: The Princess’ disguise is someone of particular standing in the realm she is in. She gains a bonus to interact socially with other natives of the realm she is attuned equal to her Lustrae to for the duration.

##### Me’s a Crowd (Appear 4, Lustrae 3)

Action: Instant

Dice Pool: Athletics + Wits

Cost: 1 Wisp per doppelganger + 1 Willpower

Duration: One Scene

The Princess’s movements become emblazoned by mirages that move after her very being, and after moments these mirages split from her and become an individual being of their own will and initiative, and yet bearing the same resemblance and personality as the Princess herself. In essence, this charm allows the Princess to create solid duplicates of herself, creating one for each wisp she spends with a maximum number of duplicates equal to her own Lustrae.

When the duplicates are created, they all share the Princess’s Mundane Attributes, Skills, Belief, Invocations, Virtue, Vice, Aspirations, Dreams and/or Vocations. The Princess’s Wisp Pool and Willpower pool become shared amongst the duplicates, all of them taking or adding to the same pool when they spend or gain Wisps/Willpower. At their core, the duplicates are also capable of Transforming and making use of the Princess’s Practical Magic, even if it’s not of Constellations. Given that they’re all intelligent, they’re essentially like copies of the Princess herself split up into different bodies. Each duplicate also has their own Health Boxes.

Of course, using this charm does have a few differences and limitations, and that is Charms and Transformed Skills and Attributes. When the Princess creates her duplicates, it’s like she’s cutting apart her magical nature across the newly formed bodies she makes. For every duplicate she makes, she must divide her knowledge of Charm Trees across the duplicates and herself. For example, if she has Bless, Fight and Perfect charms, and she makes two duplicates, she must choose one Charm tree’s charms and the other two duplicates get to have their own charm tree. If the Princess has less Charm trees than the duplicates she makes, like for example if she makes three or above duplicates in the above example, the Princess is free to choose who gets what charm trees, and the other duplicates don’t receive any knowledge or ability to use said charms. Inversely if the Princess has more charm trees than the Duplicates she makes, like if she made only one duplicate in the above example, then she can choose who gets the leftover charm trees. Transformed Attributes and Skills are divided similarly.

If a duplicate is killed, then the charm knowledge returns to the original Princess and she decides what to do with it. It should be warned that these duplicates only last a scene. If the Princess dies, then the duplicates die alongside her.

Upgrade: Death Saving (Lustrae 4)

The Princess can save herself even if death comes to claim her so long as she has a living duplicate. Should the Princess’s body be killed, she may instantly spend one Willpower Dot to send her consciousness into a duplicate’s body. In doing so, the duplicate’s body becomes flesh and blood, and allows the Princess to continue living onwards.

#### Bless

##### We Rely On You (Bless 1) Upgrade: Stardust Blessing (Lustrae 1)

Version: Dream

This version of We Rely On You affects rolls using Social Attributes or Skills.

##### We Rely On You (Bless 1) Upgrade: Beginner’s Luck

Version: Dream

Requires Stardust Blessing

When using Stardust Blessing, any roll where dice is added to a Skill allows the roll to ignore the Unskilled Penalty.

Charms of Enhancement (Bless 3) Upgrade: One Sky Over All (Lustrae 2)

This version of Charms of Enhancement allows the Princess to roll Wits + Socialize to enhance a Social Attribute.

##### Light’s Aegis (Bless 3) Upgrade: Scutum Sobiescianum (Lustrae 3)

Action: Modified by Commonality

The Princess spreads her aegis to protect all of her allies. She may use this charm on a group and apply its effects across the group, with each individual getting the Aegis Tilt with one point per success the Princess earned. As a cost, the roll becomes modified by Commonality.

#### Connect

##### Fair Welcome (Connect 1) Upgrade: Always Welcome (Lustrae 3)

Cost: 1 Willpower

The Princess’s aura always makes her feel new and refreshing. She may apply the regular effects of the charm even on those she’s met before.

##### Illuminatus (Connect 1) Upgrade: Foreign (Lustrae 2)

Version: Vocation

Even the nature of supernatural politics doesn’t go unheard of by the Princess. When dealing with a supernatural being in a political station of their splat (such as a Vampire who has Status in the Invictus), upon a successful social roll she may spend a wisp to apply those successes as a bonus to all social rolls made on the splat in question.

##### Laying Down the Line (Connect 1) Upgrade: Implied Lines (Lustrae 2)

Just as stars don’t necessarily have lines drawn between them, people can still pinpoint where the next star is by knowing how the constellation is supposed to look like. The Princess may use divides that are marked by similar markings, like using a line of trees or the dash marks in the middle of the road. Such markings must be within Lustrae Yards of each other, and any further makes the charm act as normal. Said objects must also be of Size 6 and up at maximum, or Size 6 - Lustrae at minimum.

The Princess may use different markings if she wishes. For example, she can make one line out of bread crumbs on one side that leads into the highway dash marks, which can lead back into a row of trees she’s planted and finally end up at the fence of a house.

##### Shortening the Light-Years (Connect 2, Lustrae 3)

Action: Instant and resisted

Dice Pool: Presence + Socialize - both Target’s Composure

Cost: 1 Wisp

Duration: One Scene

The Princess can easily bind together two different people, no matter how different or how far away they are from one another.

Dramatic Failure: The Princess only widens the divide between her targets. The targets get a Hostile Impression of each other.

Failure: Nothing happens.

Success: The Princess sets up the mood so that her two targets can learn to get along with each other no matter how different they are. Both targets gain the Fresh Impressions Condition, with a step added equal to the Princess’s Lustrae. Furthermore, they both may treat each other as True Friends for the purposes of the True Friend Merit.

Exceptional Success: The friendship becomes easier to solidify. The targets may spend experience to make the friendship legit to gain the True Friend Merit for each other.

##### An Introduction to the Constellation (Connect 3, Lustrae 2)

Action: Instant and Resisted

Dice Pool: Persuasion + Wits- Target’s Composure

Cost: 2 Wisps

Duration: Lasting

Some people need help or encouragement in order to shine. Some of these people shrink away when an even greater light overtakes them, but even so the Princess may still give some worth to their target and help them come out of their shell and become part of a greater group.

Dramatic Failure: The Princess only makes the target retreat back into their shell. They take the Shaken Condition.

Failure: Nothing happens.

Success: The Princess helps the target be more open about themselves and their lives when joining a new group. The Princess gives her target the Connected Condition in regards to her group.

Exceptional Success: The target makes even greater in-roads with their newfound friends. All Impression levels on the group increases by a Step and the target gains a point of Willpower.

##### Astral Chart (Connect 4, Lustrae 2)

Action: Instant

Dice Pool: Athletics + Dexterity, modified by Intimacy

Cost: 3 Wisps

Duration: Instant

The powers of Lustrae allows for the Princess travel beyond the capacity of vehicles and transportation, guided by the countless stars above to her destination.

The charm is fairly simple in its goal: the Princess disappears from one place and reappears somewhere else wherever she chooses. Intimacy is measured to the place where the Princess arrives. The charm is kind enough to usually drop her off where nobody is looking or noticing within the defined place. If there is no such place, the charm fails and the princess knows why.

This charm doesn't bear the power to cross into other realms. The Shadow, The Hedge, the Underworld, The Dark World and whatever other worlds that parallel the World of Darkness cannot be entered. Should the Princess somehow be in those realms, however, then she can use this charm to travel across them.

Dramatic Failure: The Princess is caught in the gaps or the boundary between “here” and “there”. The Princess suffers her Lustrae dots in Lethal damage.

Failure: Space around the Princess ripples for a brief moment, but affects nothing.

Success: The Princess transports to the target area and suffers a -2 penalty on all actions on the turn she reappears.

Exceptional Success: Upon appearing, the Princess may immediately move up to her speed.

Upgrade: Connected

Cost: +1 Wisp per additional person

With this upgrade, the Princess may bring along others with her power. Each extra person or 5 Size points of equipment beyond what she can carry costs an additional wisp. With this upgrade, the charm manifests in the form of a portal with small, twinkling stars circling around the edge.

Upgrade: Seeking (Lustrae 3)

With this upgrade, the Princess can use her intimacy modifier to a person rather than a place. The Princess shall appear to the closest location where she can be dropped off to by the charm.

Upgrade: Diplomatic Passage

The Princess learns how to combine her teleporting powers with the magic of another to travel beyond the fields of which we know. If the Princess works in concert with someone willing to work with her, who knows a power of some sort that allows access to another world, she may use Astral Chart to follow the path their partner is making. She must roll a normal Astral Chart roll, and if successful she appears safely near where her partner intended to appear, even if they failed their roll. Once there, she may use Astral Chart to return to the mortal realm, but most Trailblazers may realize that some worlds are easier to leave than others. Note that realms without Physical Substance, such as the Dreamlands, are almost never hospitable destinations without taking special precautions. Also, the Dark World still remains closed off to the Princess. If the partner tries to teleport to it, the Princess cannot follow.

Upgrade: Umbral (Lustrae 4)

With enough training, even the Dark World isn’t safe from the followers of the Keeper of the Unknown Paths. But entering a place that has such a hatred for the Light means special requirements for the Princess in comparison to everywhere else. If the Princess desires to enter the Dark World, she must do so by standing in the area she has intimacy to- while it is Tainted. The Princess will appear in the Dark World’s reflection of the area.

If she wishes to leave the Dark World to return to the Mortal World, she has to stand in a reflection of place where a Taint has taken root in the mortal world, and use Astral Chart. Doing so will ONLY return her to the reflected Taint she is standing in.

And yes, both these requirements means the Princess will have to ignore Dark Creatures being drawn to the Tainted places to teleport to and from the Dark World, and willingly allow those tainted places to remain in existence.

##### Charms of Entwined Destiny (Connect 4) Addition - What You Are in the Dark (Lustrae): Counselor

Unlike the other versions of this Charm, the target of Lustrae’s version of Entwined Destiny must be willing. The Princess gains Willpower whenever her influence has helped the target use their Virtue when they would’ve otherwise used their Vice (or supernatural equivalents). She also gains Willpower whenever she defends her target from social attack. If her influence has caused her target to use their Vice instead of their Virtue (or their supernatural equivalents) or she willingly allows her target to fall under social attack, then she reaches a breaking point.

##### Call for Aid (Connect 5)/Nick of Time (Connect 4) Upgrade: On Your Left (Lustrae 3)

Version: Dream (Call for Aid)/Vocation (Nick of Time)

Previously, this Charm called upon fate to bring the Princess' allies to her in her time of need. Now, she calls upon the stars and the bonds between them to do so. To those who would answer her call, mystical portals now appear before them, bridging the gap between them in an instant.

Any ally may answer the Princess’ call for aid, even those for whom it would be impossible to get here usually. In addition, they now arrive by the end of the round instead of by the end of the scene.

##### One Sky, One Destiny (Connect 5, Lustrae 5)

Avatar (Constellations)

Action: Instant

Dice Pool: Empathy + Resolve

Cost: 1 Willpower + 3 Wisps

Duration: One Scene

The King of Constellations’ avatar is that of one who ensures unity between all peoples. There are many different creeds, thoughts, and deeds among people, but we all share the same sky. And it through this connectedness that the Avatar of the King of Constellations can work this charm.

Sending out her magic, the Princess connects to her allies and senses their Aspirations/Vocations/Dreams. After this, she invokes her connection to the King of Constellations.

Dramatic Failure: The Princess buckles under the weight of so many ideal worlds, and gains the Stunned tilt. In addition, the magic she was invoking goes haywire and ends up removing herself from the memories of those allies she was connecting to. This lasts for the rest of the scene, and she cannot benefit from or participate in teamwork rolls and she cannot invoke Lustrae at all during that time period.

Failure: The world flickers for a moment with light, but nothing else happens.

Success: The Princess brings forth a manifestation of a new world around her, one where all of her allies’ Aspirations/Vocations/Dreams have been realised together. While herself and her allies are in this ideal world, all of their dramatic failures become failures, failures become successes, and successes become exceptional successes. If enemies should be brought into this world as well, their failures become dramatic failures, their successes failures, and their exceptional successes just successes.

Exceptional Success: The successes of this world are reward enough.

#### Fight

##### Empty Hands (Fight 1) Upgrade: Meteoric Strikes (Lustrae 2)

Imitating the fall of a meteor, the Princess’ fists strike with unrelenting force.

Her unarmed attacks gain the Stun quality. The target’s Size is halved for the purpose of applying the Stunned tilt with her unarmed attacks.

##### Kensai (Fight 1) Upgrade: Connect the Dots (Lustrae 2)

Even wounds can be connected by lines, like the constellations are.

For each successful attack that is visible on the target (and must be relatively fresh, as in caused within the scene), the Princess adds a bonus to her rolls to attack the target equal to the number of wounds visible.

##### Levinbolt (Fight 1) Upgrade: Shooting Stars (Lustrae 2)

Like when meteors hit the atmosphere, Quasars can replicate the effect of falling stars upon the dark. When Lustrae is invoked, the Princess may target more than one enemy within the Levinbolt’s range with her attack. In addition to her normal attack, she can also shoot at up to half her Lustrae in other targets (rounded up).

After the result of the initial attack happens, the same thing happens to the other targets. For example, if the Princess’ attack misses after invoking Lustrae and she targets two other targets, those attacks also miss, even if their defense was low enough that the roll would have been enough to hit them. The reverse is also true: a successful attack on the initial target will cause the other targets to also be hit by the Princess’ attack, even if their defense was high enough that it would’ve missed normally.

##### Palladion (Fight 1) Upgrade: Aurae Nebula (Lustrae 2)

Version: Vocation

The shield is engraved with runic symbols that glow a particular color if the Princess activates them for a particular purpose.

When the Princess applies Lustrae to improve her Dodge pool, the runes glow the dark blue of the night sky and any allies within 10 yards of her gain a bonus to their defense equal to half her Lustrae (rounded up) until the beginning of the Princess’ next turn.

When she applies Lustrae to an attack with her Shield, the runes shine with a bright purplish-white like that of starlight and the target must succeed on a Stamina + Composure roll, penalized by the Princess’ Lustrae, or become Blinded in one eye. On a dramatic failure, they become blinded in both eyes.

##### Chart the Stars (Fight 2, Lustrae 1)

Action: Instant

Dice Pool: Dexterity + Wits

Cost: 2 Wisps

Duration: Instant

In battle, the Princess can sometimes see patterns on how a battle is taking place, much like how the stars in a constellation can be seen to connect one to another. With this charm, she can reweave the pattern in favor of herself and her allies.

When using this Charm, the Princess attempts to rearrange the initiative order to her and her allies’ favor.

Dramatic Failure: The princess actually manages to make her and her allies go slower. After the end of this round, the Princess and her allies are reshuffled to be put at the end of the initiative order (in order of fastest to slowest).

Failure: The initiative order remains the same.

Success: The princess manages to rearrange the order of initiative towards her and her allies’ favor. At the start of the next round, the Princess may reflexively choose to change the initiative order of one combatant of her choice per success.

Exceptional Success: In addition to choosing the initiative order, for the next round all attacks by allies the Princess has changed the initiative order for count as surprise attacks.

##### Asterism Boost (Fight 3, Lustrae 1)

Action: Reflexive

Cost: 1 Willpower + 1 Wisp

Duration: Reflexive

If the Princess sees an ally readying to make an Attack, she may invoke her own power to give that person a boost to their own attack. This charm goes before the ally attacks, and after it is cast, they may make another attack after the first as part of their Instant Action.

Both the Princess and the target must be in combat, and the second attack the target makes must be the same kind of attack as the first.

Drawback: In order to do this, the Princess must give up her next turn.

##### Asterism Combo (Fight 3, Lustrae 2)

Action: Instant

Cost: 1 Willpower + X Wisp(s) (X = the number of attacks made)

Duration: Instant

When the Princess' is readying an attack with her weapon, she may call for aid from her fellows. If they agree to help, she can unleash a power far greater than she could on her own. For each other person who is allied to the Princess and is in combat as well, as part of this charm, she may make an attack with her Empty Hands, Kensai, Levinbolt, or Palladion for each ally with her instant action. Also, each attack must be rolled separately.

The Princess can only make a number of attacks up to the limit of her Lustrae. If the Princess has Lustrae 5 and 3 allies, she can only make 3 attacks. But if she has 6 allies, she can only make 5 attacks.

The Princess cannot switch between weapons when using this charm; If she uses her Kensai on her first attack, she must use her Kensai for the rest of her attacks with this charm as well.

Drawback: Those allies must willingly give up their next turn in order for the Princess to make the additional attack.

Upgrade: Infusion (Lustrae 3)

When the ally gives up their action, if they’re a Noble and a member of a Radiant Court other than Constellations, they can also reflexively give up a wisp to give an extra effect to one of the Princess’ attacks depending on their court.

●      Brass: The target’s defense against this attack is reduced by the ally’s Arrossire.

●      Clubs: If the target takes damage from this attack, they must roll their Stamina + Resolve - the ally’s Legno. If they fail, they suffer the Drugged tilt.

●       Crosses: The target’s next action takes a penalty equal to the ally’s Santo. This does not include Defense.

●      Cups: If the target takes damage from this attack, and the ally’s Fulmine is greater than the target’s Stamina, then the target takes the Insensate Tilt for the rest of the scene.

●      Diamonds: If the target takes damage from this attack, they also suffer from the effects of a cold extreme environment at level 1 for a number of turns equal to the ally’s Acqua. This stacks with cold from other sources.

●      Hearts: If the target takes damage from this attack, they also suffer the Knocked Down tilt.

●      Melodies: If the target takes damage from this attack greater than their composure, then they’re treated as having the “Beaten Down” tilt for one round.

●      Pentacles: Roll the Princess’ Dexterity vs the target’s Wits. If the target fails, it counts as a Surprise attack and they cannot apply their defense.

●      Spades: This attack gains Armor Piercing at a rating equal to the Ally’s Aria.

●      Swords: This attack gains the 9-again quality, and acts as Fire against beings and objects vulnerable to it.

●      Wands: If the target takes damage from this attack, they take a penalty to all of their physical actions based on the ally’s Metallo until they roll a Success greater than the Metallo.

##### Sky Shower (Fight 5, Lustrae 4)

Action: Extended, 1 minute/roll, threshold = 5

Dice Pool: Presence + Science

Cost: 3 wisps

Duration: One Scene

The Court of Constellations power over Space isn’t just a name: it can bring down the power of the heavens themselves if needed. And whether that power be hot or cold, that is up to the Princess who knows this Charm.

The Princess raises her voice to the heavens for them to answer her call. Once she reaches the threshold, she can select one of the two following Environmental Tilts to activate.

●       Meteor Shower: The princess summons flaming rocks to fall down as the sky turns a fiery red. For the duration, the environment suffers the Extreme Heat tilt with a Severity of 3. In addition, all targets that the Princess can see (except for herself) must roll their Wits + Dexterity - the Princess’ Lustrae at the beginning of their turn(s) to dodge the falling meteors. If they fail, they take Lethal Damage equal to the number of Failures they rolled with a maximum of 5 and suffer the Arm Wrack tilt with one of their arms. If they roll a dramatic failure, both of their arms are crippled. The meteors also count as Fire, Spacedust, and Stone for creatures vulnerable to such things.

●       Comet Shower: The princess summons freezing chunks of spacedust to fall down as the sky turns an icy blue. For the duration, the environment suffers the Extreme Cold tilt with a Severity of 3. In addition, all targets that the Princess can see (except for herself) must roll their Wits + Dexterity - the Princess’ Lustrae at the beginning of their turn(s) to dodge the falling comets. If they fail, they take Lethal Damage equal to the number of Failures they rolled with a maximum of 5 and suffer the Leg Wrack tilt with one of their legs. If they roll a dramatic failure, both of their legs are crippled. The comets also count as Cold Iron, Ice, and Spacedust for creatures vulnerable to such things.

Upgrade: Precise

The Princess may now precisely modify the magic of the Sky Shower in order to only have it affect certain targets. After reaching the threshold, she may choose a maximum of 10 targets and only they suffer from the Environmental Tilt the Princess selected for the duration. In addition, the Princess may summon additional meteors/comets upon the affected target(s) for her Instant Action, forcing them to once again make the roll to dodge them.

#### Govern

##### Dreaming Sight/Dreaming Vision (Govern 1) Upgrade: Divine (Lustrae 1)

Version: Dreaming Sight (Dream)/Dreaming Vision (Vocation)

A Quasar may now sense the incredible, but alien power of the God-Machine and its servants. If she applies Lustrae instead of spending a Wisp, the Princess sees angels in Twilight Form, and can make Perception rolls to notice Manifestation Conditions related to an angel, or to the presence of Infrastructure. She cannot see Dreamlanders and angels at the same time. Applying Touching makes the Princess tangible to angels, not Dreamlanders.

##### Forgotten Lore (Govern 1) Upgrade: Otherworldly (Lustrae 1)

Version: Vocation

The Princess has great understanding in the mysterious ways of the God-Machine and its servants. During any research action involving an angel, including summoning or exorcising it, the Noble may spend 1 Wisp to reduce the successes she needs by her Lustrae.

##### Living Image (Govern 1) Upgrade: Mystical (Lustrae 3)

Version: Vocation

Requires Bequeathed Upgrade

Cost: +1 Willpower Point

When creating the Bequest, the Princess may choose one other Major Splat that can use the Bequest with their own supernatural fuel in place of Wisps.

Drawback: Both Supernaturals and Nobles may now only use the Bequest in a way that wouldn’t cause Sensitivity to trigger, even if a Noble isn’t nearby.

##### Reflected Light (Govern 1) Upgrade: Supernatural-Attuned (Lustrae 1)

The King of Constellations teaches the Nobility how to recognize the works of those we may not necessarily know of at first glance.

After taking this upgrade, choose one major Splat other than Nobles. When the Princess rolls for information on a power used by a member of that Splat, the Nobles learns exactly which power has been used, such as which Contract has been used by a Changeling or which Spell by a Mage. If the power is not a pre-made one, such an Improvised Spell, then this upgrade will tell the Princess its effects.

This upgrade can be taken multiple times.

##### Study Inheritance (Govern 1) Upgrade: Alien Technology (Lustrae 2)

Version: Dream

Cost: 1 Wisp

The Princess's interests lie beyond just the Kingdom's relics. She grows interested in relics of other civilizations too. She may apply this on any magical or supernatural object, be it merely enchanted by odd mortal rituals or things from distant worlds like Tokens or Artifacts and the like. The Princess learns the general gist of what it does or is capable of.

##### Charge (Govern 2) Upgrade: Essence Transfer (Lustrae 2)

Can be taken up to 3 times

The Princess may turn her wisps into fuel for supernaturals foreign to the Light or to humanity.

Each time the Princess buys this Upgrade, she may choose one applicable supernatural that may benefit from this charm. She may convert her wisps to the supernatural fuel at a 1:1 ratio, and she may apply Distant and Accepted if she has those upgrades. Trading Wisps or converting fuel does not endanger the supernatural to any negative effects of gaining that fuel.

This Upgrade's stack potential is up for question, however. Afterall, how many supernatural beings inhabit your World of Darkness? As it stands, Lustrae can affect supernatural beings who normally lack a connection to the Light or humanity in general, which includes Vampires, Mages, Prometheans, Sin-Eaters, Demons, and Leviathans. Of course, Storyteller Discretion can be exercised if they wish to include more types of supernatural beings, or wish to use mutual exclusivity with Otherworldly.

##### A Magical Girl’s Eyes/Magical Eyes (Govern 3) Addition

Version: A Magical Girl’s Eyes (Dream)/Magical Eyes (Vocation)

If the Noble’s Reflected Light is Supernatural-Attuned, the Princess doesn't have to roll to learn the type of Supernatural she sees if they're a type she is attuned to. In addition, she learns their X-Splat if she chooses to examine them further. She also recognizes places of significant power related to that Splat, such as Spirit Loci if she is attuned to Werewolves, and knows the rank of their power.

##### Bequeath (Govern 3) Upgrade: Mystical (Lustrae 3)

Version: Dream

Cost: +1 Willpower Point

When creating the Bequest, the Princess may choose one other Major Splat that can use the Bequest with their own supernatural fuel in place of Wisps.

Drawback: Both Supernaturals and Nobles may now only use the Bequest in a way that wouldn’t cause Sensitivity to trigger, even if a Noble isn’t nearby.

##### Sagittarius Shuffle (Govern 3, Lustrae 2)

Action: Instant

Dice Pool: Manipulation + Subterfuge vs Wits + Supernatural Tolerance

Cost: 2 Wisps

Some supernaturals would probably be a lot more functional if others weren't constantly trailing them. More often than not, however, these trackers are expected, and perhaps are even geared, to fight their intended quarry. While a Noble may not be able to be there for them 24/7, the Noble can ensure that the enemy doesn't fare well.

Dramatic Failure: The tracker knows something's up, and that the target has a protector. The Noble may not attempt to confound that particular tracker with this charm again.

Failure: The Noble fails to confound the tracker

Success: The Noble gains the False Trail condition, relevant to the target and the tracker.

Exceptional Success: The enemy is not only fooled, but the Noble may make themselves a more tempting target. For purposes of being tracked supernaturally by the tracker, the Noble may choose to give them a +2 bonus.

###### New Condition: False Trail

The Noble has fooled the tracker into coming after them instead. Any attempt to track the Noble's ward instead tracks them. Substitute Inner Light for any other supernatural tolerance for tracking purposes. Additionally, once the tracker comes in visual range of the Noble, the Noble is instantly aware. Last, this condition blesses them with the capacity to deal with them. When this condition resolves, for the rest of the scene, the Noble's regalia may hit the tracker if they are in twilight, and they may see them in twilight as well.

Resolution: The Noble and the Tracker come within visual distance of each other.

##### Celestial Weave (Govern 4, Lustrae 5)

Action: Instant

Dice Pool: Empathy + Manipulation

Cost: 1 Wisp

Duration: Lasting

Much like how stars shine brighter when put together into a constellation, people shine brighter when united. Although this sounds like just a flowery metaphor, a Prince or Princess of Constellations can make this a reality. When working in a group dedicated towards a common goal, the Princess can use this charm to bind them together stronger than the sum of their parts. Follow rules for Intimacy and Commonality as per normal.

Dramatic Failure: The Princess instead drives people further apart rather than bring them together. Their impression levels with each other and the Princess go down by a level. If they are already at Hostile a fight breaks out between the members instead.

Failure: Nothing happens.

Success: The Noble's magic weaves people together on a metaphysical level, helping them work together for a common goal. Consider the Supernatural Tolerance for all members in the group as being equal to the number of members in the Group or the Princess’ own if it is higher. In addition, members gain a pool of Wisps that they share equal to the Number of Members times The Princess' Inner Light. These Wisps can be spent on Charms or used to power supernatural abilities alien to the Light. To restore Wisps to this pool, it must be done so manually. Nobles in this alliance can restore it by directing Wisps gained through Inner Strength, Call of Duty, Circle, or Voluntary Time. Members of other supernatural splats can do so through converting their sources of power into the pool. A Vampire can direct Vitae gained through blood, a Changeling can direct Glamour gained from dazzling a mortal etc. All members can draw from this pool regardless of whether they put in a specific Wisp or not.

Exceptional Success: In addition to the previous benefits, the Charm becomes especially resilient to being unwoven or destroyed. Attempts to destroy or unweave this charm are penalized by the Princess' Lustrae.

Drawback: The charm will last as long as the members of the alliance bound together by it remain loyal to each other and their cause. If a member abandons the group, their cause, or betrays them or their cause in some way, roll a number of dice equal to the remaining loyal members. On a success, the Charm holds but on a fail it promptly falls apart.

##### Ephemeral Ward (Govern 4, Lustrae 2)

Action: Instant

Dice Pool: Occult + Empathy

Cost: 3 Wisps

Duration: One Scene

In the World of Darkness, it’s not necessarily the things you can see that are the biggest threat. It’s most often the things one can’t see, the beings of Ephemera, that are the biggest threat. And with this charm, the Princess may now defend herself and others from them.

Dramatic Failure: The Princess weakens herself against the power of Ephemera. The next action taken by an Ephemeral Creature against the Princess gains a bonus equal to half her Lustrae.

Failure: Nothing happens.

Success: An invisible ward with a ten-yard radius is placed on the ground centered around the Princess. However, the Ward can be seen in Twilight. Any time a creature within the Ward’s radius is targeted by an Ephemeral Creature in a way that would cause harm, the roll is automatically penalized by the Princess’ Lustrae. If the effect doesn’t use a roll, it instead causes a Clash of Wills.

Exceptional Success: The penalty now is equal to one-and-a-half times the Princess’ Lustrae, and if a Clash of Wills ensues, the Princess may add her Lustrae in a bonus.

Upgrade: Wide

Cost: +1 Wisp for every 10 yards added

The Princess may now make her Ward larger, adding an additional 10 yards to the radius for each wisp added.

Upgrade: Mobile

The Ward is now tied to the Princess, and as the Princess moves so too does the Ward keep being centered around her.

Upgrade: Consecrated

When the Princess stands in a room that has been or is on Consecrated ground, she may interweave this Charm with the Consecration’s magic. As long as the ground the room is located upon is Consecrated, the duration of that specific instance of this Charm is Lasting.

##### Ephemeral Draining (Lustrae 5)

The Princess may now drain an Ephemeral Creature’s essence with her Ward. When a Manifestation, Influence, or Numina is used that would trigger the penalty or clash of wills, it now also costs an extra amount of essence equal to half the Princess’ Lustrae (rounded up). When this happens, the Princess may reflexively roll her Occult to absorb those points of Essence as Wisps.

This may not happen more than once per round.

#### Inspire

##### Better Nature (Inspire 1, Lustrae 1)

Action: Instant

Dice Pool: Persuasion + Presence - the target’s Composure

Cost: 1 Wisp

Duration: Instant

Since the fall of the Kingdom, people have become cynical and been downtrodden for so long that speaking about hope and ideals is far too often written off as childish and naive. But the Lord of the Open Hand knows a majority of people, if given the chance, will choose to do what’s right over what’s easy. With this charm, the Princess can convince others now is the time for that chance.

If the Princess knows the target’s Virtue, she can use it to influence a Social Maneuver. If the goal of this maneuver is in line with or not against the target’s virtue, then she may use it for this Charm.

Dramatic Failure: The target is disdainful of the Princess’ ideals, and an additional door is added to the social maneuver.

Failure: The target remains unmoved by the Princess’ appeals.

Success: The target willingly follows his virtue due to the Princess’ appeals. The Princess moves up one step on the chart, and the target regains 1 willpower due to following their Virtue.

Exceptional Success: The target is seriously moved by the Princess, and regains all their Willpower.

Drawback: The Princess may not tempt the target with their vice during this social maneuver or for a week afterwards. If she attempts to do so, she comes off as untrustworthy and moves 1 step down the chart.

Upgrade: Appeal to Humanity (Lustrae 2)

Usually through no fault of their own, many Supernaturals have their morality skewed to something alien to humanity as a whole. But that doesn’t mean we should give up on them, and with this upgrade a Princess can connect to them magically.

When the Princess is in a social maneuver with a supernatural that doesn’t have a Virtue or Vice, she may instead use her own Virtue or a Virtue of Hopeful to appeal to them. In addition, if the Social Maneuver as a whole is successful, 1 willpower is restored in the target.

##### Lights (Inspire 3, Lustrae 2)

Action: Instant and Resisted

Dice Pool: Presence + Survival

Cost: 2 Wisps

Duration: One Scene

Performance: One Minute

And so I'll tell myself that I'll be strong, and dreaming when they're gone. Cause they're calling me home.

There are many alien planes a Princess may find humans at, most often barely living and shivering to death within the Dark World or lost in their own delusions in the Dreamlands. When lost in these dangerous places, the best the Princess can do is grant them a guiding light to return home with.

Certain factors may cause resistance. This charm can be generally used to make people return to the safety of their homes, but if used on an unwilling or hostile entity (like a Darkspawn), the Princess takes a penalty equal to their Resolve. Other factors may cause resistance as well, such as a human who is suffering from Galemarks and is being twisted by the false history of the Dreamlands, the Galemarks are subtracted from the roll.

Dramatic Failure: The Princess only increases their right to remain in the world they're stranded in. This charm may not be used on them for one scene.

Failure: Nothing happens, and the Princess may try the charm again at a cost of a cumulative -1 penalty on the roll.

Success: The Princess dredges up memories of home, making a target wish to return there. They'll return when reasonably able to, but for some it can be the first thing they wish to do. In any case, the target gains the Informed Condition with a bonus applied to rolls to find where to exit or to recall where they entered from. For supernatural entrances, such as entering one's own Crawlspace and trying to oust the Amanojaku that took them over or finding a Dark Door, the bonus applies too.

Exceptional Success: Extra successes are their own reward.

Upgrade: Inhuman

The Princess may extend this blessing towards inhuman beings. As per the normal charm, it only inspires them to head home, either towards Earth or back into the Dreamlands or Dark World if they originated from those realms.

Upgrade: Far Away Stars (Lustrae 3)

Requires Inhuman

Cost: 1 Willpower

The Princess may help people escape from even more bizarre realms, or try to compel beings from foreign realms to return there. Arcadia, the Primordial Dream, the Shadow; there are numerous bizarre realms and this charm can plausibly cover them all.

#### Learn

##### Look to the Stars, Not the Dark (Learn 2, Lustrae 1)

Action: Instant and Resisted

Dice Pool: Empathy + Intelligence - Target's Composure

Cost: 1 Wisp

Duration: Instant

When anyone is thrown down by life, the first place they look towards is those who can aid them with their ungranted wishes and hopes gleaming in their heart. With nothing more than a helping hand, the Princess gets a glimpse of this radiance and who it connects to. The Princess may use this on a target multiple times in a scene, but each time after the first causes a cumulative -1 Penalty.

Dramatic Failure: The Charm misleads the Princess. The storyteller describes a vision that gives the wrong idea of the target's connections, of which the Princess will believe unless confronted with evidence contradicting it. Further uses of the charm will not refute the incorrect vision, the Princess must find her error by other means. The Princess may not use this charm on the target for the rest of the scene.

Failure: The Princess learns nothing and may not use this charm on them for the rest of the scene.

Success: The Princess gains insight into the target's connections. The storyteller must answer one question from the list below for each success truthfully.

●       Someone who the target was involved in Social Maneuvering with and why.

●       A Social Merit the target has that connects them to someone else, as well as the nature of the Connection (such as if a person was covered underneath the Allies Merit, or the True Friend Merit).

●       The name and appearance of someone who has the highest intimacy to the Target.

●       A group the target is affiliated with and the nature of that group and it’s Commonality rating.

Exceptional Success: The Princess gains considerable insight to the target’s connections.

Upgrade: Personal (Lustrae 2)

The Lustrae Invocation favors all forms of forging connections that endear oneself to others.The Princess may look into insight into the target’s character and abilities, so far as these resonate with the Lustrae Invocation or the credo of the King of Constellations. Add the following to the list of questions the Princess may ask.

●       One of the target’s Social Skills or specialties.

●       The target’s Presence, Manipulation or Composure.

●       Whether the target has any supernaturally enforced connections (such as being on the receiving end of a Blood Bond, or is trapped in a Pledge or whatnot).

##### Uniting the Tower of Babel (Learn 2, Lustrae 1)

Action: Instant

Dice Pool: Intelligence + Occult

Cost: 1 Wisp

Duration: One Scene

It was said that long ago, humanity had tried to reach the heavens in hopes of proving their worth, a tower to reach the stars. However, because people stopped seeing the light within each other, mankind had grown to fight against one another, sewing the darkness because they couldn't understand each other anymore. The Lord of the Open Hand laments this, of how while many mortals can learn mortal languages, of how much harder supernatural ones are to learn. This charm grants the ability to understand each other once more.

When the Princess uses this charm, she must use it on a supernatural being who knows of a supernatural language that requires a separate merit from Language/Multilingual. The target may consent, but if they don't, then the target's Supernatural Advantage is applied as a penalty to the roll.

Dramatic Failure: The Princess shatters her ability to comprehend a language. For the rest of the scene, the Princess may not use this charm, and cannot make use of one language she knows of for the same duration.

Failure: Nothing happens.

Success: The Princess succeeds, gaining insight into the supernatural language at work. For the rest of the scene, she's treated as if she knows the target's supernatural language and may use it for her own ends. This applies for both speaking and reading if possible. If the supernatural language deals with using words with mystical power (like Pledges for Changelings), then the Princess simply gains the ability to understand the power at work, what it's effects are and whatnot.

Exceptional Success: The Princess's fluency surprises the supernatural in question. Whenever she speaks to similar supernaturals, she gains +1 bonus to all social rolls dealing with then.

Upgrade: Lasting

Cost: +1 Wisp

The fluency of the language remains for a longer time. The Princess may retain the language for one week.

Upgrade: Teaching (Lustrae 2)

The Princess may grant fluency in a supernatural language to another target of her choosing. Granted that it's hard to learn other supernatural languages outside of being another supernatural, it's plausible to learn a language with Uniting the Tower of Babel, then grant it to another being. A Princess may also grant fluency in the Royal tongue to others if she knows it.

The magic of Lustrae holds up the fluency of the Supernatural Language, so even if it would normally fall apart when spoken or used by mortals, it doesn't. This power does not however repair languages that are broken by their nature. No matter how hard a Princess tries, she cannot teach the full power of High Speech given how it was supposedly fractured by the fall of Atlantis.

##### Polaris Drone (Learn 3, Lustrae 2)

Action: Instant

Dice Pool: Science + Firearms

Cost: 1 Wisp

Duration: One Scene

Humanity has used the stars to find their location for thousands of years. With this charm, the Princess can reverse the process, instead finding where people are from the stars’ point of view. The Princess creates a small ball of silver starlight and throws it into the sky.

Dramatic Failure: The sphere of starlight suddenly grows unstable while the Princess is giving it form. She must make a Dexterity + Firearms vs her Lustrae to throw the sphere away, or take 1 bashing damage.

Failure: The sphere sputters out of existence on the way up.

Success: The sphere shoots up to 1000 yards into the air, though it will stop if it hits a solid surface. The princess can channel her sight through the light sphere with an instant action. While her sight is transferred, she can zoom her sight in and out like a telescope up to even reading a newspaper over someone’s shoulder. Transferring her sight back to her body takes another instant action.

Exceptional Success: The sphere shoots a mile into the sky instead, and can move through solid surfaces.

Drawback: While her sight is transferred, the rest of her senses are disabled and her connection to her body is temporarily disconnected- she cannot take any other actions while her sight is in the light sphere.

Upgrade: Aural

When zooming, the Princess can now hear what’s being said in the immediate vicinity.

Upgrade: Mobile (Lustrae 3)

When the Princess’ consciousness is transferred, she can use her speed to move the sphere of starlight. She cannot, however, go above the height the sphere originally reached when the Princess cast the charm.

##### Astral Window (Learn 4, Lustrae 2)

Action: Instant

Dice Pool: Manipulation + Empathy, modified by Intimacy

Cost: 3 Wisps

Duration: One Scene

The Princess, with this charm, tries to create a view into another place she is not currently in. She does this by selecting a person, and focusing her magic to seeing them no matter how far they may be. However, there are limits to this charm. She cannot target that person if they are on a plane of reality other than where she is, and if the person is in a place supernaturally protected against being detected then a Clash of Wills ensues. Also, if the target is in the Dark World, then the Charm automatically Fails.

Dramatic Failure: A portal appears before the Princess, showing a random person and area other than the one the Princess wished for.

Failure: Nothing happens.

Success: The Princess successfully produces a circular portal in the air before her, showing the target as they currently are and the area around them. Anyone on the other side can also see the portal to the Princess and the area around her as well. Sound cannot travel through, though- only sight. She can dismiss the portal before the scene has ended as a reflexive action.

Exceptional Success: The Princess can now filter what can and cannot be seen from her side, though she cannot make images appear on her side of the window that are not really there.

Drawback: If someone on the other side of the window uses a supernatural power targeting the Princess that does not require something to physically interact with her such as a touch or a projectile, then she is treated as if she was standing physically right before them.

Upgrade: Video Chat

The Princess can now hear on the other side of the window, and those on the other side can also hear her and the area around her as well.

Upgrade: Planar (Lustrae 3)

The Princess can now create windows to targets not on the same plane of reality as her like the Dreamlands, Arcadia, or the Supernal Realms. The Dark World, however, is barred from the touch of her Light.

Upgrade: Piercing (Lustrae 4)

If the target is in an area being supernaturally protected against being detected, then the Princess can add double her Inner Light to the Clash of Wills. Also, she can now send her window to someone in the Dark World.

#### Perfect

##### Pressureproof (Perfect 1, Lustrae 1)

Action: Permanent

The stresses and weights of the depths and great heights of the world do not trouble the Princess. She reduces penalties inflicted by appropriate natural environments by her Lustrae, to a minimum of -0 or adds her Lustrae as a bonus to resist the effects of natural environments. If the environment imposes a time based penalty, such as damage from extreme heat or cold, she adds a number of hours equal to her Lustrae to the time she spends in extreme temperatures before taking damage. If she reduces the penalty to -0 she can remain indefinitely without issue.

Against supernatural environments Pressureproof triggers a Clash of Wills.

Valiant Mind (Perfect 1/Perfect 2) Upgrade: Free Will is Ours (Lustrae 1)

Version: Perfect 1 (Dream)/Perfect 2 (Vocation)

The Princess may automatically apply her Lustrae for free in all relevant rolls if the supernatural power to read or influence the Princess’ mind or emotions is made under one or more of the following criteria:

●       It is not specifically targeted at the Princess, such as an effect made to affect a group of people.

●       It is not made by the target willingly, such as a Promethean’s Disquiet.

The Princess may not apply any other invocation to Valiant Mind without disabling this upgrade with a transformation action.

##### The Wizard’s Blessing (Perfect 2, Lustrae 2)

Requires Reflected Light: Supernatural-Attuned (Mages) & Charge: Essence Transfer (Mages)

Action: Instant

Dice Pool: Empathy + Occult

Cost: 2 Wisps

Duration: One Scene

The Princess has learned much about the world of the Mages, and with this charm, she can learn how to harness a portion of their powers.

When casting this charm, she attempts to replicate the abilities of Mages and defend herself against their spells.

Dramatic Failure: The Princess attempts overwhelm her, and she is inflicted with the Stunned condition.

Failure: The Princess fails in her attempts to replicate the powers of a Mage.

Success: The Princess manages to gain some of the abilities of the Mages:

●       If the Princess is targeted by an Arcane Spell, that is a spell cast with an Arcana, both the spell’s roll and its potency take a penalty equal to her Lustrae.

●       The Princess has Peripheral Mage Sight and can activate, for the cost of a Wisp, Active Mage Sight with one of the Arcana that she knows of.

Exceptional Success: The Princess can now use Active Mage Sight for free, and, for the cost of a Wisp, can use Focused Mage Sight with one of the Arcana that she knows of.

Upgrade: Arcane Shield

With a quick chant and a touch, the Princess may grant another a protection from Arcane magic similar to the one she has. This is known as an Arcane Shield. When those she has given an Arcane Shield to is targeted by an Arcane Spell, both the spell’s roll and its potency take a penalty equal to half the Princess’ Lustrae (rounded down) for each shielded person targeted. The Princess can only shield up to three targets, the shields only last for as long as the Princess has the Wizard’s Blessing, and can only be given to others when she has the Blessing.

##### The Wizard’s Ascendance (Perfect 5, Lustrae 4)

Requires The Wizard’s Blessing

Action: Instant

Dice Pool: Empathy + Occult

Cost: 3 (or 2) Wisps

Duration: One Scene

The Kingdom of Lamessier has many kinds of supernaturals among its citizens, including Mages. It is because of this that the King was able to devise a Charm that allows the Trailblazers to access the Arcane power of the Supernal Realms for a time, filtered through his invocation and the Mage Representative in the Zodiac Alliance so as to make it less dangerous.

When the Princess learns this Charm, she must choose one of the Supernal Realms she wishes to gain access to.

When casting this charm, the Princess tries to connect to the Supernal Realm she had chosen earlier. She does this through connecting the Mage Representative and allowing them to filter the realm’s power through the invocation down to the Princess.

Dramatic Failure: The Princess is overwhelmed by the sudden influx of Arcane power. She is dealt 1 lethal damage & is inflicted with the Insensate condition.

Failure: Nothing happens.

Success: The Princess successfully gains the Wizard’s Ascendance. The Ascendance manifests in a specific illusionary appearance depending on which realm she chose and granting her a few new abilities based on the Ruling Arcana of the realm she had chosen when she learned this charm.

To note, any effects the Princess may have been sustaining with abilities from the Wizard’s Ascendance automatically end after the Ascendance ends.

The Princess may also end the effects of the Wizard’s Ascendance early if she wishes it.

Exceptional Success: The filtration was so successful the Princess regains some of the magic she spent casting the Charm. The Princess regains 1 Wisp.

●       Aether: The Wizard’s Ascendance manifests as a sparking aura of rainbow light and crackling bird-like wings made out similarly colored energy. For as long as she has this, she can use the following abilities:

○       (Forces) Telekinesis: Instant Action; The Princess draws power from the Forces Arcana to magically move or use an object without touching it. As part of the casting, she declares she is targeting an object for the purposes of moving it or manipulating it. If she wishes to move it, she must roll her Occult + Strength - the object’s Size. On a success, she may now telekinetically lift and control the movement of the object as a Reflexive Action. If the Princess wishes to manipulate an object, she must roll her Occult + Dexterity - the object’s Size. On a success, she may now fine-tunely manipulate the object, such as controlling a door lock’s inner mechanisms to open it. The Princess may have both effects active at once, though she will have to use separate Instant Actions to cast them. Finally, the Princess may make a Ranged Attack with an object she has put her Telekinesis upon, using Athletics if she has decided to move it earlier, Firearms if she decided to manipulate it, and Athletics + Firearms if she has cast both. The Damage dealt is bashing equal to the Size of the object, although some objects may have their durability reduced at the Storyteller’s discretion due to this. Finally, she may only have Telekinesis upon one object at a time, which she can revoke as a Reflexive Action.

○       (Prime) Celestial Bolt: Instant Action; The Princess draws power from the Prime Arcana and shoots a crackling bolt of prismatic energy at a target within 100 yards. The Princess must roll for a Ranged Attack for it to hit and may add half her Inner Light (rounded down) to the roll. If it hits, the Princess can either:

■       A) Make the target take bashing damage in the number of successes rolled and, if they are a Supernatural being, they become drained of double that amount from their supernatural fuel.

■       B) Make the target take lethal damage in the number of successes rolled.

○       (Passive Effect) Brilliant Nimbus: The aura upon the Princess isn’t just for show- the aura she glows with draws partly on her Light as well, making it easier for magic to exist in this world. When an ally attempts to cast a supernatural power, and the Princess can see them, they gain a bonus to their roll equal to a third of her Inner Light (rounded down), and a Mage ally’s rolls to resist Paradox gain a bonus equal to the same amount.

●       Arcadia: The Wizard’s Ascendance manifests as a closed third eye and an accessory of some sort in the style of an hourglass like a necklace or earrings. For as long as she has this, she can use the following abilities:

○       (Fate) Invoke the Norns: Instant Action; The Princess draws upon the Fate Arcana in order to twist the threads of fate towards a desired outcome. Upon activating this ability, the Princess must state a desired outcome that can be done within the scene. All actions that would help towards that outcome gain a bonus equal to half the Princess’ Inner Light (rounded down), while any actions that would hinder that outcome from happening take a penalty equal to the same amount.

○       (Time) Slow/Haste: Instant Action; The Princess draws upon the Time Arcana in order to help or hinder a person. When using this ability, the Princess can either:

■       A) Slow down time around a target. The target may contest this being placed upon them with Supernatural Tolerance. Their speed is divided by half the Princess’ Inner Light (rounded down), their Defense and all their rolls that use Strength, Dexterity, Weaponry, Athletics, or Brawl are penalized by half the Princess’ Inner Light (rounded down), and they automatically go last in the Turn Order. This lasts for a number of rounds equal to the Princess’ Inner Light, or until the Princess wishes the effects gone. She may only apply this on one target at a time.

■       B) Speed up time around a target. Their speed is multiplied by half the Princess’ Inner Light (rounded down), their Defense and rolls that use Strength, Dexterity, Weaponry, Athletics, or Brawl gain a bonus equal to half the Princess’ Inner Light (rounded down), they may apply their Defense against Firearms, and automatically go first in the Turn Order. This lasts for a number of rounds equal to the Princess’ Inner Light, or until she or the one benefiting from this wishes it gone. She may only apply this on one target at a time.

○       (Passive Effect) See Misfortune: If the Princess is about to take an action that has a high chance of ending in a Dramatic Failure or Failure on her part, then she can see it coming and what the outcome would be on her part, though not how it would affect others.

●       Pandemonium: The Wizard’s Ascendance manifests as two demonic horns on top of the Princess’ head and a red devil’s tail. For as long as she has this, she can use the following abilities:

○       (Mind) Trick of the Mind: Instant Action; The Princess draws upon the Mind Arcana to trick another’s senses. Choose a target the Princess can see and roll the Princess’ Presence + Inner Light vs the Target’s Composure + Wits. The target may add Supernatural Tolerance to resist. On a success, the Princess can now create non-damaging illusions in the target’s mind as a reflexive action that affect all the senses except for Touch. She can only affect one mind at a time, and she can revoke the effect at will.

○       (Space) Vector Curse: Instant Action; The Princess draws upon the Space Arcana to mess with another’s ability to move. Choose a target the Princess can see and roll the Princess’ Inner Light + Science vs the Target’s Strength + Wits. The target may add Supernatural Tolerance to resist. On a success, the curse now takes hold upon the target. When the target begins to move, the Princess can reflexively choose a certain direction she wishes for them to move in. If the target attempts to move in any other direction, they take bashing damage equal to a third of the Princess’ Inner Light (rounded down) and they are automatically halted from moving any further as space warps around them to prevent them from moving that way.

○       (Passive Effect) Master of the Head: All attempts at influencing the Princess’ behavior, senses, or mind and those of her allies within 50 yards of her take a penalty equal to her Inner Light. In addition, the Princess can automatically tell when someone she sees is having their behavior supernaturally influenced, though specifics will require further study.

●       The Primal Wild: The Wizard’s Ascendance manifests as a wreath with flowers of every kind growing on it and bracelets & anklets made of flowering vines. For as long as she has this, she can use the following abilities:

○       (Life) Rapid Growth: Instant Action; The Princess draws upon the Life Arcana to release a burst of pure life energy, rejuvenating allies and hindering enemies. Upon activation, the Princess rolls a number of dice equaling her Inner Light + Lustrae. For each success, all allies within 50 yards of the Princess are healed of 1 bashing damage. Exceptional successes heal 1 lethal. All enemies within the same area must roll their Stamina + Resolve against the roll the Princess made. On a failure, they are overwhelmed by the pure life energy and are inflicted with the Insensate tilt.

○       (Spirit) Know the Spirit: Reflexive Action; The Princess draws upon the Spirit Arcana to learn all she can about a Spirit she has seen. Upon seeing a Spirit, the Princess can roll her Wits + Occult - the Spirit’s Finesse. On a success, the Princess learns what kind of Spirit it is, its Bane & Ban, and who, if anyone, it has most recently Urged, Possessed, or Claimed.

○       (Passive Effect) Spirit’s Touch: With the Wizard’s Ascendance, Spirits may no longer flee from the material world with impunity. The Princess is now attuned to the Spirits, and can see, speak to, and physically affect Spirits even if they are not Materialized or are Possessing or have Claimed someone. Also, any damage dealt to a Spirit from a Princess’ Charms deal bonus damage equal to a third of her Inner Light (rounded down). This includes Regalia spawned from Charms, such as Levinbolt & Kensai. In addition, when the Spirit is Possessing or Claiming someone, the Princess may target the Spirit exclusively, keeping the victim from being harmed in the process.

●       Stygia: The Wizard’s Ascendance manifests as a shimmering cloak that seems to be made of some sort of very fine black crystal. For as long as she has this, she can use the following abilities:

○       (Death) Know the Dead: Reflexive Action; The Princess draws upon the Death Arcana to learn all she can about a Ghost she has seen. Upon seeing a Ghost, the Princess can roll her Wits + Occult - the Ghost’s Finesse. On a success, the Princess learns what name the Ghost had in life, it’s Bane & Ban, what it’s Anchor is, and how long ago the Ghost died.

○       (Matter) Alchemist’s Touch: Instant Action; The Princess draws upon the Matter Arcana to transform one thing into another. The Princess touches a non-living object, and can transform its makeup into another substance of the same state of matter that she knows of. Iron into steel, water into beer, air into noxious fumes, etc. The Princess can change matter into matter of another state, but to do so costs a Wisp and a roll of her Crafts + Science. On an exceptional success, she gets the Wisp back and on a dramatic failure, the matter transforms into a random material of the storyteller’s choosing.

○       (Passive Effect) Ghostly Touch: With the Wizard’s Ascendance, Ghosts are no longer unseeable from the material world. The Princess is now attuned to the dead, and can see, speak to, and physically interact with Ghosts even if they are Possessing another or a dead body. Also, any damage dealt to a Ghost from a Princess’ Charms deal bonus damage equal to a third of her Inner Light (rounded down). This includes Regalia spawned from Charms, such as Levinbolt & Kensai. In addition, when the Ghost is Possessing someone, the Princess may target the Ghost exclusively, keeping the possessed person from being harmed in the process.

Upgrade: The Wizard’s Eyes

Cost: +1 Wisp

The Princess now has access to Peripheral and Active Mage Sight while she has the Wizard’s Ascendance.

Upgrade: The Wizard’s Wisdom (Lustrae 5)

The Princess may choose one other Supernal realm to attune herself to when she casts this charm.

Drawback: While having the Wizard’s Ascendance, all Charms the Princess has to make a Roll to cast take a penalty equal to half her Lustrae (rounded up).

#### Restore

##### Balm (Restore 2) Upgrade: Healing Burst (Lustrae 2)

Cost: +1 Wisp

The Princess may now heal up to a number of targets equal to her Lustrae within an area around herself equal to 10x Lustrae yards.

Drawback: Each additional target after the first two the Princess wishes to heal adds a -1 penalty to the roll.

The Rise of the Morning Star (Restore 3, Lustrae 2)

Action: Instant and Resisted

Dice Pool: Expression + Presence - Target’s Composure

Cost: 1 Wisp, 1 Willpower

Duration: Lasting

Some people find themselves frayed by social injustice or rumors spread about them. Some people are forced into situations where all they can do is shut themselves away in the darkness out of fear of being seen and ridiculed. Sometimes the mark of a criminal will not wash off no matter how much one tries to repent. The Princess may heal the scars of social damage or conditions that keep a target from relating to others.

Dramatic Failure: The Princess only deepens the cracks of social pressure. The target takes a -2 penalty to all social rolls for the rest of the day, and the Princess may not use this charm on the target for a scene.

Failure: Nothing happens.

Success: The Princess successfully wipes away the smears thrown on the target. She may remove (but not Resolve) conditions suffered by a social nature, like Notoriety, Swooned, Shaken, Leveraged or whatnot.

Exceptional Success: The Princess also helps the target make new bonds in society. The target gains the Blessing Condition for the rest of the scene, with a bonus equal to the Princess’s Lustrae on Socialize rolls.

##### Know Who You Are (Restore 5, Lustrae 4)

Action: Full Turn

Dice Pool: Empathy + Presence - Target’s Inner Night

Cost: 2 Willpower + 3 Wisps

Duration: 24 Hours

Of all the creatures tainted by the Darkness, arguably the most horrific of them all are the Dethroned. Former Princesses that have given up on Light and Hope, and became infused with the Darkness for any number of reasons, truly it is a tortured existence. And redeeming one is extremely difficult, and all too often nigh-impossible for most Nakama. With this charm, however, it will hopefully become a little bit easier.

When the Princess casts this Charm, she has to be visible to the Dethroned in order to make an attempt to help remind the former Princess of her former self, to communicate to the tortured soul that they are here to help save her from her pain, and to help heal some of the torture she is going through.

Dramatic Failure: The Princess exacerbates the Dethroned’s pain, adding a dot to their Inner Night for the duration. If the Dethroned is already at Inner Night 10, then she restores the Dethroned's Clouds by the number of Failures rolled.

Failure: Nothing happens.

Success: The Princess manages to heal some of the pain the Dethroned is going through, if only for a time. 1 dot of Inner Night is suppressed for the duration, preventing the Dethroned from using the Chain associated with that dot. This charm may be cast multiple times on the same target, and if the Dethroned’s last dot of Inner Night is suppressed, then the Dethroned will automatically emotionally connect to the Princess who cast the Charm and take residence in her soul, bringing along a number of Shadows equal to her Inner Night, including those the Princess has suppressed. After this, the Princess must remove the Shadows she has gained as normal.

Exceptional Success: The Princess manages to suppress 2 dots of Inner Night.

Drawback: The Princess must be utterly focused on healing the Dethroned’s pain- if she takes damage when she is casting the Charm, then it automatically becomes a Failure.

Upgrade: I Know Your Name (Lustrae 5)

If the Princess the Dethroned formed from is someone the Princess personally knows, whether it be from her current life or a previous one, then she gains the 9-again quality to the roll.

#### Shape

##### Bubble Shield Upgrade: Shifting Field (Lustrae 1)

The Shield manifests as a number of individual barriers that can be moved as the princess wishes. The penalty on the activation roll becomes the number of barriers the Noble wishes to form as opposed to their radius. Each shield formed has a maximum radius of one yard. The Noble can move these shields as a Reflexive action, although they stop if they hit a solid surface.

##### One is All, All is One (Shape 1, Lustrae 1)

Action: Instant

Dice Pool: Crafts + Intelligence - Collective size of the items

Cost: 1 Wisp

Duration: Lasting

Things are better when they can work together, and a Princess of Constellations can apply this philosophy to objects.

Taking up to three different pieces of equipment of similar size (within 1 size difference), the Princess attempts to fuse them together into a form that allows for all their previous functions in the same size and weight of their predecessors. For example, the Princess can fuse a Size-2 machete with a Size-3 Laptop and Size-3 Rifle to make a computer that has hidden compartments for a blade and a gun.

The Size of the resulting fusion is determined by the size of the largest object in the ‘mixture’, so to speak. In the above example, the resulting computer would be a Size-3, not a Size-2. In addition, only mundane objects can be used in this Charm- supernatural objects automatically cause the roll to fail.

Dramatic Failure: Instead of fusing the objects together smoothly, the Princess fuses them together in some sort of useless amalgamation that has none of its previous functions. Might be useful as a modern art piece, but nothing else.

Failure: The objects collide with each other when the Princess tries to fuse them together, the magic failing to fuse them at all.

Success: The fusion works, creating something new and functional from different objects.

Exceptional Success: The princess receives the Wisp back from the cost of casting the Charm.

##### Lembas Morsel (Shape 2, Lustrae 1)

Action: Instant

Dice Pool: Crafts + Occult

Cost: 2 Wisps

Duration: Instant

Many supernaturals suffer from a hunger that can be extremely harmful to mortals or the world around them. But, if they try not to fulfill their hunger, then they risk starving themselves to death or even being driven to insanity. It is a lose-lose situation for all involved. But with help from his Mender wife, the King of Constellations managed to create a Charm that can help satiate the horrific hunger that many supernaturals suffer from.

When the Princess learns this Charm, she chooses one Supernatural type besides Nobles and Dark Creatures. When making one type of food dish, she can now implant some of her Wisps into her creation.

Dramatic Failure: The Princess’ creation is ruined and inedible. It doesn’t even have the perk of being poisonous, it just tastes sickeningly sweet and lumpy from the wisps she implanted.

Failure: The wisps dissipate into thin air and nothing happens.

Success: The Wisps magically enchants the food, making it taste...not bad, but just plain to the supernatural splat the Princess chose earlier, even if it would normally be delicious to mortals. It does not fill any of their supernatural fuel, like a Vampire’s Vitae Pool, but rather fulfills their non-mortal hungers by giving them a number of 'Phantom Fuel' points equal to the number of successes rolled. Those who have these points gain the feeling of being full or satisfied. These points also count for the purpose of modifiers and effects based on the being’s fuel total, such as a Vampire’s rolls to resist frenzy, keeping a Changeling from suffering Glamour deprivation, or a Beast’s Satiety Condition and the effectiveness of its powers. If the being would automatically lose or spend fuel over time they can spend the phantom points for that purpose, but this is the only purpose for which they can be spent.

Exceptional Success: The food now tastes and smells delicious to the supernatural splat the Princess chose earlier.

Drawback: This food spoils after 24 hours, after which it no longer fulfills the Supernatural’s needs. Keeping it refrigerated doesn’t keep it from spoiling either.

In addition, the Phantom Fuel points only last for a week, after which they disappear as the character grows hungry again.

Finally, the food is actually harmful to mortals. If a mortal eats any portion of food the Princess used this charm on, they are immediately inflicted with the Sick tilt of a moderate level. If they eat a significant portion of it, then the Sick tilt is upgraded to a grave level. Untransformed Nobles, however, do not count in this case and can eat the food freely, though Beacons cannot.

Upgrade: Lembas Spread

The Princess may choose one more Supernatural type, excluding one she has already chosen, to add to the list of Supernaturals this food fulfills their hunger(s) for. In addition, the food is now safe to eat for mortals.

This upgrade is purchasable multiple times.

Upgrade: Lembas Feast (Lustrae 3)

Cost: +1 Wisp for each different dish

The Princess may now make all the food she is preparing within an Instant or Offscreen Action be affected by this Charm.

Upgrade: Frozen Lembas (Lustrae 4)

The food can now be refrigerated to keep it from spoiling for up to a week, while freezing it will keep it from spoiling for up to a month. If taken out, it will still spoil after 24 hours, though the Princess can put it back into the fridge/freezer for the remaining amount of time in order to keep it fresh.

##### Shorten the Strides (Shape 2, Lustrae 2)

Action: Instant

Dice Pool: Manipulation + Science

Cost: 1 Wisp

Duration: One Scene

The Princess manipulates the space between two objects, capable of making the distance between them shorter or longer as she wishes. When she uses this charm, she may increase or shorten the distance between the two objects (which may be living things) by the activation successes x the Princess’s Lustrae in yards. If this would make two objects smack against each other, the two objects take bashing damage equal to the other’s Durability. If the target involves a living thing, then Stamina is used in place of Durability.

If this is used to lengthen the distance between two objects, it should be noted that this doesn’t necessarily teleport them. It simply makes it harder to move the two objects to be closer together. For example, if the Princess used this charm to keep a living being from getting home on time, it may cause traffic delays or whatnot. In combat, it may make a target run and run...but never actually move from his original position.

Upgrade: Greater (Lustrae 3)

The Princess may choose a level of distance between the targets that is used in place of yards. Each level causes a penalty equal to its length however.

●       Kilometers: -3 Penalty

●       Miles: -5 Penalty

##### Celestial Summons (Shape 3, Lustrae 3)

Action: Instant

Dice Pool: Occult + Presence

Cost: 2 Wisps

Duration: One Scene

The Princess calls upon the heavens to create a construct of celestial power infused with the magic of the stars. However, the stars are too powerful to be on Earth by themselves, and must be paired with some other form of magic in order to take a proper form.

As part of the roll, the princess must apply an invocation other than Lustrae.

Dramatic Failure: The magic of the other court and the magic of the stars fail to mix, and explode. The princess and all within 25 yards of her take 2 lethal damage.

Failure: The stars do not answer the Princess’ call, and without the stars to fuel it the magic of the other court fades away. Nothing happens.

Success: The celestial construct is successfully summoned, and remains in existence for the duration.

A celestial construct is considered a Rank 2 Ephemeral Entity with a Bane of Spacedust & a Ban of doing something that would cause Sensitivity to trigger. They act in accordance with the Princess’ desires, but if the Princess tries to order them to do something that would trigger their Ban, their Ban and the magic keeping them under her control rebels against each other, destroying them and ending the Charm early.

In addition, for her Instant Action, the Princess may make a Decree, a direct channeling of the magic held by the celestial construct. What Decree the Princess can make depends on what kind of construct she summoned (detailed below).

For as long as the celestial construct stays in existence, they remain permanently under the Materialize Numina. Also, if the Princess is knocked unconscious or killed, the celestial construct she summoned vanishes from existence.

The Essence of a celestial construct when summoned is equal to double the Princess’ Inner Light, and if the Princess wishes she may allow the celestial construct to use her Wisps in place of Essence on a 1 Wisp to 2 Essence ratio.

A celestial construct will not take a turn until the end of the round it was summoned, after which it reflexively rolls for its initiative and enters the turn order.

The Princess may only maintain one Celestial Construct at a time.

Exceptional Success: After casting this charm, the Princess may reflexively make a Decree once during the initial turn she summoned it.

What kind of construct the Princess summons depends on what invocation she applies (detailed below).

●      Acqua: The princess summons a manifestation of the constellation Aquarius, the Water-Bearer. It is Size 3 and has 3 Power, 7 Finesse, & 4 Resistance. It also has access to the Blast, Emotional Aura, Freeze, Manipulate Element, Pathfinder, Seek, & Sign Numina. It has 2 Influence in both Wonder and either Water or Ice (the Princess chooses which one when she summons the Aquarius construct). Unlike the other constructs, the Aquarius construct gives the Princess access to two Decrees, though only one is available when the Princess summons the construct. Which one is granted depends on which Influence the Princess chose for the construct.

○      (If Water was chosen) Decree- Wash them away!: Blasts of water erupt from around the Princess and home in on enemies near her. Enemies within 15 yards of the princess must roll their Stamina + Athletics vs the Aquarius Construct’s Finesse + the Princess’ Presence. If they fail, they’re pushed back in length equal to her speed, take the Princess’ Acqua in bashing damage, and are afflicted with the Knocked Down Tilt. If they are pushed into a solid object, they also take the Aquarius construct’s Power in bashing damage. If they are pushed into a living creature, then they both take the Aquarius construct’s Power in bashing damage.

○       (If Ice was chosen) Decree- Dust them in a crystalline embrace!: A sudden tempest of sub-zero winds erupts on the battlefield. Enemies within 15 yards of the Princess must roll Stamina + Survival vs the Aquarius Construct’s Finesse + the Princess’ Presence. If they fail, they are entombed in a crystal of ice and considered both Immobilized while hogtied and under the effects of Extreme Cold. However, they cannot be damaged without breaking through the ice while under these Conditions as the ice is too thick. The ice is at a durability equal to the Princess’ Acqua, though fire will deal double damage to its structure and ignore its durability. If those afflicted do not successfully escape or are not released from the ice by the end of their next turn, the ice shatters into jagged pieces and attacks them, dealing lethal damage equal to the Princess’ Acqua. This also ends the conditions upon them. The Princess may also dismiss the ice early as a reflexive action, though this will sacrifice the chance to deal damage to the target.

●      Aria: The princess summons a manifestation of the constellation Tucana, the Toucan. It is Size 2 and has 4 Power, 7 Finesse, & 3 Resistance. It also has access to the Blast, Concealment, Emotional Aura, Discorporation, Innocuous, Manipulate Element, & Speed Numina. It has 2 Influence in both Laughter & Wind.

○      Decree- Whaddya summon when one twister isn’t enough? A Twinster!: Two small tornadoes are summoned and launched at two targets within 50 yards. They must make a roll of their Wits + Dexterity vs the Tucana construct’s Power + the Princess’ Presence. If failed, the target(s) who failed the roll are considered to be under Heavy Winds of a level equal to the Princess’ Aria for the rest of the scene. The Princess can reflexively cancel this effect early at any time she wishes.

●      Arrossire: The princess summons a manifestation of the constellation Scorpio, the Scorpion. It is Size 3 and has 6 Power, 2 Finesse, & 6 Resistance. It also has access to the Blast, Discorporation, Emotional Aura, Manipulate Element, Regenerate, & Stalwart Numina. It has 2 Influence in both Fabric & Honesty.

○      Decree- This is who we are!: This Decree may be used reflexively. When another tries to forcefully change the Princess or an ally in mind, body, or soul with supernatural power, the Princess or her ally may add double her Arrossire to the roll to resist. If there is no roll to resist, then this automatically causes a Clash of Wills with the Princess. This Decree may only be used once per Round, and solely dealing damage does not count as ‘changing’ the person.

●      Capriccio: The princess summons a manifestation of the constellation Pisces, the Paired Fish. It is Size 3 and has 3 Power, 6 Finesse, & 5 Resistance. It also has access to the Blast, Emotional Aura, Manipulate Element, Spirit Minions, Swarm Form, & Telepathy Numina. It has 2 Influence in Friendship & Sound.

○      Decree- All together now!: The Pisces Construct starts singing a beautiful song. For as long as they sing, the princess and all allies within 20 yards of her may add her Capriccio to any of their rolls that uses a Mental or Social Attribute or a Social Skill.

●      Fulmine: The princess summons a manifestation of the constellation Sagittarius, the Centaur. It is Size 5 and has 4 Power, 6 Finesse, & 4 Resistance. It also has access to the Blast, Emotional Aura, Manipulate Element, Morphic Form, Pathfinder, Spiritual Vision, & Telepathy Numina. It has 2 Influence in both Enlightenment & Lightning.

○      Decree- Strike at the heart!: An arrow of lightning is shot at a target within 50 yards. They must roll their Stamina + Resolve vs the Sagittarius construct's Finesse + the Princess' Presence. If they fail, they take bashing damage equal to the Sagittarius construct's Finesse + the Princess’ Fulmine and suffer the Stunned tilt until the end of their next turn.

●      Fuoco: The princess summons a manifestation of the constellation Leo, the Lion. It is Size 6 and has 7 Power, 2 Finesse, & 5 Resistance. It also has access to the Awe, Blast, Emotional Aura, Final Strike, Firestarter, Manipulate Element, & Stalwart Numina. It has 2 Influence in both Fire & Love.

○      Decree- Burn them to a crisp!: A fireball is shot at a location within 50 yards. All enemies within a 10-yard radius of the chosen location must roll their Wits + Dexterity vs the Leo construct’s Power + the Princess’ Presence. If failed, the target(s) who failed the roll takes 3 + the Princess’ Fuoco in lethal damage.

●      Legno: The princess summons a manifestation of the constellation Cancer, the Crab. It is Size 6 and has 4 Power, 3 Finesse, & 7 Resistance. It also has access to the Blast, Beast Eyes, Emotional Aura, Heal, Manipulate Element, Morphic Form, & Speed Numina. It has 2 Influence in both Harmony & Wood.

○      Decree- Nature shield us from harm!: Wooden shields erupt from underneath the ground and begin following around the Princess and up to three of her allies within 50 yards. These act as armor with a rating equal to 1.5 times the Princess' Legno (rounded up) that can be distributed across Ballistic and General as the Princess wishes. They last for as long as the Cancer Construct stays in existence.

●      Metallo: The princess summons a manifestation of the constellation Taurus, the Bull. It is Size 6 and has 5 Power, 3 Finesse, & 6 Resistance. It also has access to the Blast, Emotional Aura, Manipulate Element, Regenerate, Stalwart, & Transmute Numina. It has 2 Influence in both Determination & Metal.

○      Decree- Turn from iron to steel!: The armaments and clothes of the Princess and her allies within 20 yards of her temporarily turn into a magical metallic material. Until the end of her next turn, the Princess and all allies within 20 yards of her may add her Metallo to any roll that uses a Physical Attribute or a Physical or Mental Skill.

●       Santo: The princess summons a manifestation of the constellation Columba, the Dove. It is Size 2 and has 5 Power, 5 Finesse, & 4 Resistance. It also has access to the Blast, Emotional Aura, Heal, Innocuous, Manipulate Element, Sign, & Translocation Numina. It has 2 Influence in both Holy & Faith.

○       All will be well.: The Columba construct summons a softly glowing cloud of golden light that swathes over all of the Princess’ allies within a 50 yard radius. If they are attempting to do an action that would fulfill the Princess’ Virtue or their own Virtue, they gain the 8-again quality for that roll. This effect lasts for as long as the Columba construct remains in existence.

●      Terra: The princess summons a manifestation of the constellation Capricorn, the Goat. It is Size 5 and has 5 Power, 3 Finesse, & 6 Resistance. It also has access to the Blast, Emotional Aura, Ensnare, Final Strike, Manipulate Element, Stalwart, & Transmute Numina. It has 2 Influence in both Earth & Trust.

○      Decree- Feel the ground tremble underneath you!: The ground shakes as stalagmites erupt forth in a location within 50 yards. All enemies within a 10-yard radius of the chosen location must roll their Athletics + Dexterity vs the Capricorn construct’s Power + the Princess’ Presence. If failed, the target(s) who failed the roll takes the Princess’ Terra in bashing damage and are inflicted with the Knocked Down tilt.

●      Vuoto: The princess summons a manifestation of the constellation Virgo, the Virgin. It is Size 3 and has 4 Power, 7 Finesse, & 2 Resistance. It also has access to the Blast, Commune, Emotional Aura, Manipulate Element, Omen Trance, Pathfinder, Seek, & Threshold Numina. It has 2 Influence in both Contemplation & Void.

○      Decree- Make the clock reverse!: This decree can be made reflexively. It can either: make an ally reroll a Failure or Dramatic Failure with a bonus equal to the Princess’ Vuoto, or make an enemy reroll a Success or Exceptional Success with a penalty equal to the princess’ Vuoto. This Decree can only be used once per round.

##### It’s Bigger on the Inside (Shape 4, Lustrae 4)

Action: Extended, 1 minute of charging up magic/roll, threshold = sanctuary of the Charm's result

Dice Pool: Presence + Science

Cost: 1 Willpower + 2 Wisps

Duration: One Week

Making a meeting place for all kinds of people is hard in the congested world of today, so this charm helps the Princess with that goal. The Princess stands in a room and begins to focus her magic towards making it more than it is on the outside.

Dramatic Failure: Progress is lost towards the threshold. If the progress is already zero, the Charm fails and backlashes on the Princess, who must take 2 lethal damage.

Failure: No progress is made.

Success: Progress is made. Once the threshold is reached, the dimensions of the inside of the room expands to the Princess’ wishes, while the outside still retains its dimensions and appearance. Once the Princess has decided how large the room will be, she can’t change how large the room will be later.

Exceptional Success: Great progress is made. If the Princess reaches the threshold with an exceptional success, she may now change the dimensions of the inside once per day, though the duration of the charm does not change. She can only change the dimensions while inside the room, and they do not stack. For example, if the Princess did not change the dimensions of the inside for 3 days, she can still only change it once before having to wait for the next morning to change it again.

Upgrade: Consecrated

When the Princess stands in a room that has been or is on Consecrated ground, she may interweave this Charm with the Consecration’s magic. As long as the ground the room is located upon is Consecrated, the duration of that specific instance of this Charm is Lasting.

##### Shelter Sweet Shelter (Shape 4) Addition

Version: Dream

If the Princess applies Lustrae to this charm, it makes the following style of building:

●       Lustrae: Neo-Futuristic style right out of a Space Opera made of steel and pexiglass.

##### Shelter Sweet Shelter (Shape 4) Upgrade: Bubble Ward (Lustrae 3)

Version: Dream

If someone outside the building tries to affect the building or those inside it with a supernatural power, they take a penalty to the power equal to the Princess’ Lustrae.

## Special Thanks (Contributors List)

John Burkhart

Mp122984

SaulotTheGentle

SlipshodSilver