Glamours

Glamour NameTrait Level RequiredDescription
AweGuile 3Spend Ether: +1 Esteem or increase/decrease Morale of friends/foes by 1
BefriendGuile 2Test Presence+Guile vs target's Will+Composure. Target must be Engaged or in eye contact. Success: target gains a temporary rank 1 Affinity for you (treat you as a friend) until the end of the encounter
BeguileGuile 3Spend Ether to ensure an opponent's Disposition never drops below Indifferent
CaptivateGuile 2All your social attacks have the Entrapped condition
CharmGuile 3Spend Ether and test Presence+Guile vs target's Will+Composure. Target must be Engaged or in eye contact. Success: target gains a rank 2 Affinity for you (love and affection).
CurseGuile 4Spend Ether & 1 Action: Target (any character in your sight) receives and on every check for the rest of the encounter.
DoppelgangerGuile 5Spend Ether to take on the appearance of another person for the duration of one encounter. The impersonated target must be within your sight when enacted. A photograph or accurate drawing may be used, but when the glamour ends the image will be irreparably damaged. Includes basic mannerisms & voice; no test to detect mimic is required unless there is a specific reason for suspicion (eg. seeing mimic and target together simultaneously), in which case make Focus+Intuition vs Mimic's Presence+Guile.
EnthrallGuile 5Spend Ether and test Presence+Guile vs target's Will+Composure. Target must be Engaged or in eye contact. Success: target gains a temporary rank 3 Affinity for you (overwhelming devotion) until the following sunrise. Enthrallment may be extended another day by spending another Ether and succeeding another test. Sudden overwhelming devotion could very easily seem unnatural to others - it should be used with caution and subtlety. The Empire considers this a capitol offense, punishable by hanging. A failed check with alerts the target they are being manipulated, and instead creates enmity towards you until the following sunrise.
Fey StrokeGuile 5Spend Ether before testing Presence+combat skill vs target's Vigor+Will. (range = your weapon's range) to place the Incapacitated condition on target until the end of your next turn (+1 round per additional . Does not reduce Guard or inflict Wounds. The target is utterly helpless and senseless, with now awareness of anything done to them.
GeasGuile 5Invite or persuade the target to enter into a pact; either spoken oath or an exchange of services, gifts, food, or other commodities, and may occur without the complete understanding of the target (participation in a customary exchange with unspoken but culturally understood ramifications: eg. invitation into a home inferring a 3-day stay, acceptance of a valuable coin inferring enlistment into an army, intercourse inferring a promise to marry, etc). After the act or spoken promise (even if it wasn't sincere), spend Ether to enact the geas. The target must make consistent progress toward the contract's goal or suffer + to all checks that do not directly relate to the contract's successful completion, until the oath is fulfilled.
HexGuile 2Spend Ether to force an opponent to re-roll any trait test and use the worse result
PhantasmGuile 2Subtly test Presence+Guile vs a visible target's Will+Composure. Success: target experiences a simple illusion (single sense like hearing a gunshot, feeling a breeze, see a strange face in a window, tasting blood, smelling a Christmas goose) for just a moment (1 turn in conflict). Failure with alerts target that they are being manipulated, the target knows that you are the source of the illusion.
PhantasmagoriaGuile 4Spend Ether and subtly test Presence+Guile vs one or more visible target's Will+Composure as a competitive check (all characters roll only their positive dice). Success: all targets against whom this test is successful experiences full sensory illusions for the remainder of the scene. The illusions may affect all physical senses, depicting people, events, or whole panoramas. You dictate the motions, speech, and other actions within the illusions; regardless of the activity, all actions requiring tests use your Presence+Guile vs targets' Will+Composure. The illusions may perform social attacks as normal, and physical attacks will look and feel real to the victims, but cannot place physical outcomes or Wound the targets. Successful illusions last until the end of the encounter, unless you spend 1 Ether at the start of each subsequent encounter. The illusions fade for any target that leaves your line of sight, and for all targets if you make any test other than to control the illusions or you lose your last point of Guard, suffer a Condition, take a Wound, or fail a check with . If you roll a , all targets realize you are the source of the illusion.
Second ChancesGuile 2Whenever you spend Ether to re-roll your check during a trait test, always use the best result rather than only the last result.
Weaken PurposeGuile 4If you witness someone acting against one of their Affinities, spend Ether and subtly test Presence+Mysteries vs target's Focus+Will. Success drains 1 temporary Purpose from target; drains 1 additional Purpose. Failure instead drains you of 1 Ether for every