By Kirstin Hargie and Jayke Rhyen
This Arcanos governs the realm of social manipulation -- of altering the social reactions and interactions of the wraith and others. Beguile is not an outright form of manipulation. It is hidden and veiled within layers of etiquette and performances.
Storyteller's Note : To perform these arts on mortals the wraith must use Embody 2, or Puppetry 3. If a player botches on any Beguile power the subject cannot be affected by the powers of Beguile for an amount of time determined by her willpower (see chart below).
Willpower | Duration |
1 or 2 | 1 hour |
3 or 4 | 12 hours |
5 or 6 | 1 Day |
7 or 8 | 3 Days |
9 or 10 | One Week |
System: The player must roll Manipulation + Beguile (Diff. 6). This art can be countered by Eyes of Grandeur.
Eyes of Grandeur: This art allows the wraith to sense the use of Beguile by others.
System: The player rolls Perception + Beguile (Diff. 6).
Heart of my Heart: This art allows a wraith to gain insight into the passions that drive another wraith.
System: The player rolls Perception + Beguile (Diff. of subjects Wits + Subterfuge). The number of successes indicates how much about a subjects passions can be learned.
System: The player rolls Appearance + Beguile (Diff. of subject's Willpower). Note: This power cannot be used on a subject for 24 hours hours or two slumbers after the command has been completed. The cost to employ Enthrall is one pathos.
Successes | Duration |
1 | One Hour |
2 | One Day |
3 | One Week |
4 | One Month |
5+ | One Year |
System: The player rolls Charisma + Beguile (Diff. of the subjects Willpower). The number of successes indicates the difficulty required to resist the need to fulfill the idea. This "desire" lasts for two turns. The cost is one pathos + 1P/turn to increase duration.
# of Successes | Difficulty |
1 | 5 |
2 | 6 |
3 | 7 |
4 | 8 |
5 | 9 |
System: The player rolls Wits + Beguile (Diff. of target's Wits + Alertness). This power only requires one success. This art costs one pathos.
System: The player rolls Manipulation + Beguile (Diff. 7). Each success indicates one "1" that can be ignored on a Wits, Manipulation, or Charisma roll. Unholy Grace requires two pathos.
System: The player rolls Charisma + Beguile (Diff. of subjects willpower). If successful the character can 1) amplify a passion temporarily, positively or negatively or 2) Drain a passion temporarily. The number of successes indicates how long the passion will take to return, or how long it will remain. The source of a passion must be created with Inspire. Note: This art requires the use of Inspire. Cost is one pathos or one pathos + one angst if a passion is amplified in a negative direction.
# of Successes | Duration |
1 | One Hour |
2 | Two Hours |
3 | One Day |
4 | Two Days |
5 | One Week |
System: The player rolls Charisma + Beguile (Diff. of the targets Wits + Enigmas). The player must have three successes for this power to take effect. If the player is speaking to a group he must make this roll against all members of the group. Cost is one pathos per subject affected.
System: The player rolls Manipulation + Beguile (Diff. of the subjects Willpower). If the player is attempting to Geas a group then the Willpower equals the highest willpower in the group. Each success indicates one sentance that can be given to describe the geas. Cost is one pathos + one for each target.
System: The player rolls Manipulation + Beguile (Diff. of the targets Willpower). The player must have three successes in order for Narrate to take affect. Difficulty to affect a group is the highest willpower in the group. Note: If this power is used on a willing target the Diff. is automatically 6 and only two successes are needed. Cost is one pathos for each target or two for a willing group.