Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Rage Across Pacifica: Dreams and Nightmares: Setting Notes

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 27

Rage Across Pacifica: Dreams and

Nightmares
a multi-genre LARP chronicle for Changeling: the Dreaming and Werewolf: the Apocalypse
Setting Notes
We have made a few changes to the White Wolf Game Studios World of Darkness canon for
this troupe chronicle. For starters, the Changeling: the Dreaming canon has been heavily modified by
the Changeling: the Exile Fey setting by Gavin Bennett, as e-published on E !ibris "octurnis
#www.nocturnis.net$. %s E !ibris "octurnis copies of the Exile Fey documentation were partially lost
in a system crash, weve had to fill in the gaps where the documents end, unfinished. Weve also had to do
a bit of conversion of the Exile Fey source material to the Minds Eye Theatre !ive-%ction &ole-
'laying rules system.
(o represent the diversity of faerie-)ind as mentioned in the Exile Fey setting, we have
incorporated several net-*iths #+hangeling *iths designed by players and,or Storytellers published online$
e-published on E !ibris "octurnis, Shadow - Essence #www.shadownessence.com$, and B... /an0ibars
World of 1ar)ness #www.iu.edu,2adashiell,inde.htm$. Weve also ta)en a bit of inspiration from the
Meredith entry: American Faerie !rincess series of novels by !aurell *. 3amilton, and used
some concepts and social structures from that series.
Specific Changes
Appearance: Every +hangeling, no matter what *ith, are somewhat unearthly, and therefore,
compelling. Each character starts with a free %ppearance-related Social (rait.
Seemings and Kith
Boggans4 (he common factor uniting the appearance of the Boggans is that they are small. (hey
are always shorter than average, and this ma)es them almost universally 5cute.5 (he very tallest Boggans
are roughly 6ft 7 inches, at most, while some are much smaller indeed. !i)e all fae they have bright,
unearthly eyes. (hey are forever busy, always moving. Some are thin and waifish, some are plump, and
others are everything in between.
Eshu4 (he Eshu are not a singular *ith or familial line. (he term is a catchall, for many disparate
groups of wandering fae from the 8iddle East and %frica. Some are said to be of the &roma. (hey are all
possessed by a sort of 5Fallen "obility.5 (heir s)in, be it the night-dar) of %frica, or the olive-green of
!ebanon, is uniformly beautiful and smooth. (hey are storytellers voices, with a range to match that of any
Sha)espearean actor. (heir eyes are endlessly dar), but inside, worlds can be seen.
Nockers: %gain, the 5"oc)ers5 are not a singular group. (hey have a loo) of deep intelligence,
and endless concentration. 9ne always feels that even in a social conversation, they are rec)oning the
engineering mathematics needed for their latest pro:ect. (hey have strange eyes, even as the Fey count such
matters, pupil-less and inhuman, from the deepest blood red to the palest topa0. (heir hair is always mar)ed
by a shoc) of white. (heir s)in is pale, pasty pale, and it is said that they are allergic to sunlight.
Pooka: &oguish. "o matter what their appearance, the 'oo)a always loo) dishonest, and
strangely, charming. %s the 'oo)a gets older, and her life drifts closer to Winter, their animal nature comes
closer to the fore.
Redcaps4 Born in pain, their hair forever mar)ed red by their dying mothers blood, the &edcaps
are creatures of rage and violence, and it shows. (heir teeth are sharp and feral, their eyes wild with pain
and anger, they are a fearsome sight. (his is not to say that they are repulsive, far from it, but rather, they
are mar)ed by their natures. (heir bones are made of something harder than stone, and long, sharp claws lie
concealed in their hands. (hey cover their bodies in tattoos and they delight in painful piercings. 8any tend
to wear revealing clothing, the better to show their body modifications. &edcap teeth and claws do
aggravated damage. % bite inflicts two 3ealth !evels of %ggravated 1amage; a claw attac) inflicts one.
&edcaps also get an etra Stamina-related 'hysical (rait.
Elucenes4 Wild, erotic and beautiful, the 5Elucenes5 are uniformly lean and toned, with long, long
hair and gorgeous eyes. (hey are utterly entrancing and beautiful, but their beauty is not that of pristine
perfection, but rather it is touched by a deep and captivating sensuality. (hey are not the 5goat-humans5 of
the standard +hangeling setting, but they are as shamelessly forward, in all their ways. Elucenes always
get an etra two %ppearance-related Social (raits. (hey also get a free retest on all seduction-related Social
+hallenges.
Sidhe4 %ngelic, elfin, demonic, mere words cannot do :ustice to the beauty of the Sidhe. %lways
tall, always lean, always regal, the least amongst them could match any super model. But it all pales before
their eyes. <n their eyes, you see memory, memory of old things, and the sight can brea) hearts. (he Sidhe,
even the noblest amongst them, are possessed of a wild passion, but all strive to maintain decorum. (hey
wear only the finest clothes. (heir voices inspire loyalty. %nd yet, they are the least human of all the fey
+hangelings. (here is something terrible and alien about them too. Sidhe always get an etra two
%ppearance-related Social (raits and one etra +harisma-related Social (rait. (his replaces the %we and
Beauty birthright of the Sidhe from Changeling: the Dreaming.
Sluagh4 (he Sluagh are pale and ghostly, with long, lan) blac) hair, and dar), dar) eyes. (here is
something translucent about them; indeed, they say they are as much of the =nderworld as they are of the
living earth. (heir whispery voices, though soft, can be heard a long way away. 9ften androgynous, and
with their bone cold touch, the Sluagh are terrifying. Sluagh are natural mediums, and can see through the
Shroud in such a manner. See Wraith the 9blivion for more information on 8ediums.
Trolls4 (all, muscular, and warli)e, the (rolls are literal giants. "one are less than >ft tall, and all
are well built, with toned bodies, wor)ed by long eercise with the weaponry of war. (hey have the silence
of the professional soldier, never boastful, always with an air of utter professionalism, and complete
honour.
Other Kiths: 9ther *iths, such as Satyrs, Sel)ies, and 'is)ies, are treated eactly as they are
written in The "hining #ost. %dditional )iths will follow the section on 1weomers.
Hosts: (here are nine 3osts of the Seelie +ourt, and nine 3osts of the =nseelie +ourt which
dar)ly mirror their Seelie counterparts. (hese 3osts may, or may not, be )in to the +hoirs of the angels.
(hese 3osts are not 5species5 nor are they 5bloodlines5 or 5clans.5 &ather they are :oined together by their
powers, influences and responsibilities. (he 3ost of the Stones are the delvers and sculptors and spirits of
the deep earth, and have little in common with each other. %mongst their number are 1warves and (rolls
and "oc)ers and other things. But when they come to sup at the 3igh (able in %rcadia, they sit under the
banners of their 3ost.
Everything said here is a ran) generalisation. But certain currents of politics and effect do
circulate amongst the hosts.
The Host of the Shados
(he 3ost of the Shadows are the faeries of the Seelie court who practice dar) magic and have
powers over shadows and dar)ness. (hey are the fewest of the 3osts, and the least trusted. (hey dwell in
the deep places. (he Scots crofter in an age gone by, fro0en in their tiny hovels on a winters night, their
ears reaching out to the whispering musics below the wind, the chill, deathly whispers of the dead and the
immortals wal)ing across the moonlit hills, called these fol) the Sluagh. 8embers of this 3ost are also
called =mbrae.
%mongst this 3ost, )in to the %ilva, are those who claim )inship to the Will o the wisps, to the
fleeting shades fled from the lands of the 1eath.
(his 3ost are not merely the host of the night. (hey are not merely masters of the magic of
shadows. (hey are )in to the dead. (hey can travel deep into the =nderworld, and interact with the worst
amongst the Ghosts. While the other 3osts, can, with magics, touch across the veil of life and death, the
3ost of the Shadows can wal) the =nderworld as any ghost, can touch any ghost, and can even, with
)nowledge and power, bring things bac) across the veil.
Fey of this 3ost are mar)ed in strange ways. (heir voices are whispery; their s)in is cold and pale.
(heir eyes are blac) pools in which strange futures can be seen. (hin, gaunt, the bones beneath their s)in is
more visible, more obvious. 8ortals in their presence are terrified, and rightly so, because the Sluagh are
drawn to death.
%nd the dead are drawn to them. (he Wraiths of the =nderworld have long sought out these
perilous, tenebrous immortals, calling to them from across the veil. (he Sluagh may collect souls in
cas)ets, but they also offer services to the &estless 1ead, for a price. (hat price is service.
When the Sluagh march to war, the dead follow them. (he 3ierarchy of Stygia, the leaders
amongst the dead oftentimes forbade dealings with these creatures, naming them demons or worse, but now
that Stygia has fallen, the Sluagh once more wal) amongst the &estless, plying their trade. (he Sluagh buy
3aunts, and dwell there. But they also favour graveyards and the dead places of modern cities; also places
close to the 3ost of Shadows ghostly )in.
8oreover many of the 3ost of the Shadows were once mortal men, who died and passed into the
=nderworld, until they crossed the dar) mountains, and came at last to %rcadia, where they were reborn.
(his 3ost is obsessed by secrets; it is a cultural obsession, a birthright. Secrets are a currency, and the
strange games of bluff and barter remain this 3osts way of establishing status.
Appearance: !i)e all the fey, these creatures, who fall under the banner of the 3ost of the
Shadows, are strangely beautiful, strangely compelling. But they are a pale, cold people. (here is a chill
when they are in the room. Shadows fall where they should not. Strange voices are heard when there should
be silence.
(heir eyes are pure blac). But if you loo) deep into them, they become mirrors. (hese mirrors show your
face for a few seconds, and then show your face at death. Fey or other immortals loo)ing into those eyes
see other things.
!ifest"le: (his 3ost, as few they are, live in Wraith haunts, if at all possible. Some as)
permission of the places ghostly inhabitants, others merely ta)e control.
Birthrights
Shade4 (his allows the faerie to cast his or her shadow, and move through the dar)ness of the
shadow to its far end. Some can move under doors, or through windows.
Brollochain4 (he strange shadowy creatures are the servants of this host.
#agic: (he 3ost of Shadows has access to #and can master$ the 1weomers of Ad$m%ration,
&ecromancy, and Daimonic "$mmoning.
The Host of the A$"ss
(he 3ost of the %byss is the =nseelie counterpart of the 3ost of Shadows. Greater in number
than its Seelie counterpart, the 3ost of the %byss is actually ?uite similar in feel and practices. 8embers of
the 3ost of the %byss have the same Birthrights as members of the 3ost of Shadows.
The Host of the Stones
(he 3ost of the Stones are the dwellers in the deep places of the World and %rcadia. (hey are the
wor)ers of masonry and metal. (hey are the 1warves and the (rolls, the "oc)ers and the Boggans of
%rcadia. (heir home is a beautiful and cold place, deep beneath the sunlit fields. 8embers of this 3ost are
also called the "idavellim, for that is one of the names for their world.
(he 3ost of the Stones are, unbe)nownst to many, the )in of the Svartalfar of the "orthlands. (he
Svartalfar have infiltrated and ta)en control of this host, and are preparing to lead their armies to war.
But most of the fey-)in of this 3ost are, as yet, ignorant of this. (he movements of the Svartalfar
are in the deep places, where magic still lingers, and are closed to the half mortal Eiles. But when war
does come, it is li)ely that the fey of this host will be cast out of the Seelie +ourt.
Appearance: (hese fey are solidly built, sometimes stoc)y, sometimes tall, and always have a
touch of the stone to them. (hey are strong. (hey are flinty. (heir hair greys early. (heir eyes glow a deep
red, when they are angry.
(hese people are )in to 1warves and (rolls and other things of the deep earth and the high
mountains. Born to mortals, they retain hints of this lineage.
!ifest"le: %rchitects, miners, builders, pot hollers, mountaineers... the fey of this 3ost love the
feel of stone, and the cold, solid sense of security it brings.
Birthrights
The %a"s of the Earth: +hangelings of this 3ost never get lost underground #unless someone
uses magics on them$.
#agic: (he 3ost of the Stones has access to #and can master$ the 1weomer of eomancy.
The Host of &nder$ridge
(he 3ost of =nderbridge are the dwellers in the forgotten places of the 1reaming. 9nce,
=nderbridge was the domain of the Winter +ourt, a realm of horror and fear. =nderbridge was a place
where the monster under the bridge lived when it did not want to be seen.
(hese days, the realm of =nderbridge is still a terrifying place, )ept vital by the old faerie tales
told to young children as bedtime stories tales li)e The Three 'illygoats r$ff. (he 3ost of
=nderbridge are the realms defenders. 9gres and =nseelie (rolls ma)e up the lions share of the members
of the 3ost, with a handful of &edcaps, Goblins, "ight 3ags, and 1ragons rounding out the membership.
Appearance: (hese fey are solidly built, sometimes stoc)y, sometimes tall, and always have a
touch of the stone to them. (hey are strong. (hey are flinty. (heir hair greys early. (heir eyes glow a deep
red, when they are angry.
(hese people are )in to 9gres and (rolls and other things of the deep earth and the high
mountains. Born to mortals, they retain hints of this lineage.
!ifest"le: %rchitects, miners, builders, pot hollers, mountaineers... the fey of this 3ost love the
feel of stone, and the cold, solid sense of security it brings.
Birthrights
The %a"s of &nder$ridge: +hangelings of this 3ost never get lost in =nderbridge #unless
someone uses magics on them$.
#agic: (he 3ost of =nderbridge has access to #and can master$ the 1weomer of Con(eyance.
The Host of the %a'es
(he 3ost of the Waves are the water dwellers and the mermen and the merrows, the spirit of rain
and ponds and rivers. (hey dwell in the realm some call %tlantium, the watery paradise of Faerie, and in
the deeps of the 9ceans of the World, where magic and dreams still dwell. (hey are also called the %?uae,
the people of the waters. Some fey call them the 58er.5
1eep beneath the worlds oceans, they have built strange luminous cities of coral and magic, close
to the earth, where the world is still warm with magic, where ancient things sleep and dream. (hey are a
strange, mercurial fol), at turns gentle and )ind and sweet, by turns vicious, cruel, and capricious. (hey are
li)e the ocean, in many ways. Some say they are so influenced by the ocean, influenced by its vast power,
and unpredictable ways. 9thers wonder if the ocean is not perhaps influenced by the 8er, and their )in, and
that the oceans deadly ways are not the doing of these fey.
<n recent times, the 3ost have been at war. 8ortal magicians, wor)ing for a mortal corporation
called 'ente created a vast fortress beneath the waves. (hese mortals believed that they controlled this
thing, but in fact the thing, once made, controlled them.
(he 8er, in many ways a)in to the 3ost of the Shadows, are ?uic) to eplore the dar)ness, and
the night claims them easily. 8any, many of this 3ost have turned their bac)s on the Seelie +ourt, and
many of those have sworn service to %nnwn. 9thers serve %nnwn, without really )nowing it. (he influence
of this thing beneath the waves, called 'ro:ect4 1eepwater, lured many fey into the dar)ness, but even
%nnwn did not trust this thing. (he lords there called it a blasphemy, and a strange, and brief alliance arose
between those who served %nnwn, and those who did not.
!ittle has been heard since, and it is assumed that 1eepwater was destroyed. (he truth is
un)nown, and few Seelie fey returned from that battle. (hose few who emerged from the depths were shell-
shoc)ed, pallid, terrified things. (he lords of the 3ost do protect these survivors, barely sane, barely
coherent, in the hope that they might tell what happened. But so far they have been silent.
Fey of this 3ost, are born as mortals, mortals with the call of the sea in their veins. (hey grow up
obsessed with the sea. (hey become mariners, sailors, fishermen, naval personnel, and then give
themselves to the sea. (heir eyes reflect the colours of the sea, and their tempers reflect the moods of the
ocean.
%mongst this host are many elemental servants, and creatures of ponds and fenlands. (hey have
magical power and authority over water, in all its forms.
Appearance: (he sea haunts this host. (heir eyes are large and li?uid; typically of colours of the
ocean. (hey are beautiful, li)e all fey, and all have a wiry, muscular loo) to them. (heir s)in is cool to the
touch. (heir hair turns to the deepest of silver as they grow to maturity the burnished silver of a dawn
over the ocean.
!ifest"le: Sailors, divers, naval officers, boatmen, swimmers, marine biologists... they grow up
obsessed by the ocean, and that obsession shapes them. Few ever stray far from the sea, and mostly they
live in clusters in communities in "ew England, 8aritime +anada, and Scotland. (hey prefer seaports, but
they are withdrawing from these places, as they become more and more polluted. %s they age further, they
see) out the few remaining cities in the deep, and dwell there.
Birthrights
Breathe &nderater4 Fey of this 3ost can 5breathe5 underwater. <n fact they are not breathing.
(hey eist in the water, and no longer need air once they are below the waves.
Sim: Fey of this host are, obviously, ecellent swimmers. Some even have webbed feet feet
that, on occasion turn into tails, or so the story goes. %gain, the Fey do not swim, as mortals would
understand it. &ather they flow through the waves, with as much comfort as a mortal wal)ing on dry land.
Fey of this 3ost are at no disadvantage underwater.
#agic: (he 3ost of the Waves has access to #and can master$ the 1weomer of A)$amancy.
The Host of the (eep
(he 3ost of the 1eep is the =nseelie counterpart to the 3ost of the Waves. "ic)named
8urdhuacha, the fae of this 3ost are nearly identical to their Seelie counterparts, ecept for a disturbing
tendency towards cannibalism.
Appearance: (he sea haunts this host. (heir eyes are large and li?uid; typically of colours of the
ocean. (hey are beautiful, li)e all fey, and all have a wiry, muscular loo) to them. (heir s)in is cool to the
touch. (heir hair turns to the deepest of silver as they grow to maturity the burnished silver of a dawn
over the ocean.
!ifest"le: Sailors, divers, naval officers, boatmen, swimmers, marine biologists... they grow up
obsessed by the ocean, and that obsession shapes them. Few ever stray far from the sea, and mostly they
live in clusters in communities in "ew England, 8aritime +anada, and Scotland. (hey prefer seaports, but
they are withdrawing from these places, as they become more and more polluted. %s they age further, they
see) out the few remaining cities in the deep, and dwell there.
Birthrights
Breathe &nderater4 Fey of this 3ost can 5breathe5 underwater. <n fact they are not breathing.
(hey eist in the water, and no longer need air once they are below the waves.
Sim: Fey of this host are, obviously, ecellent swimmers. Some even have webbed feet feet
that, on occasion turn into tails, or so the story goes. %gain, the Fey do not swim, as mortals would
understand it. &ather they flow through the waves, with as much comfort as a mortal wal)ing on dry land.
Fey of this 3ost are at no disadvantage underwater.
Arms of the (eep: (he 8urdhuacha each have some way of dragging their victims beneath the
water tentacles, stretchable arms, control over sargassum or other seaweed, an ability to create a
whirlpool, rip current, or undertow, or even an ability to form watery limbs which grapple and drag the
prey under.
#agic: (he 3ost of the Waves has access to #and can master$ the 1weomer of A)$amancy.
The Host of the Skies
(he 3ost of the S)ies dwell in the winds and the starry vault beneath 3eaven. (hey are the spirits
of starlight and gusts and storms. (hey are amongst the strangest and most beautiful of the fay, and it is
said that the blood of the %ngels still flows through them. (hey are also called the +elestials, for they are
li)e the stars in mystery and glamour.
(he 3ost of the S)ies are perhaps the most 5fey5 or alien of the 3osts. (hey are wild,
unpredictable, voracious, and they burn with the brittle light of the stars. (hey ride the winds, and whisper
their songs across the stars.
(he eldest amongst them can touch the very s)y itself. (hey wal) amongst the stars, it is said, and
)now much of prophecy prophecies hidden even from the 3ost of Fate. (he stars remember much; they
also have things written amongst them.
<t is said that some amongst them are diplomats into the (rue Empyrean, the place on the other
side of the s)y, which some may call 3eaven. But this may be unli)ely, because of all the 3osts; these are
the fey that truly en:oy everything about their magic, their immortality, their beauty and their freedom.
'erhaps older fey of this 3ost ?uiet down a little...
(his 3ost comprises wind elementals, air spirits, and those fey once called @ente. (here is
however a suspicion that those creatures that medieval mystics called 5%stral demons5 may have belonged
to this host.
!ifest"le: 'ilots. @ery, very luc)y pilots. 'ilots who can get a plane through a massive
thunderhead, and come out smiling. (hese fey love mountaintops, love starry s)ies, love wide open windy
spaces.
Appearance: (hese fey shimmer. Even when they are born mortal, they carry with them a barely
visible aura that everyone is aware of. =nder starlight they positively glow. %s they age, these fey become
less and less 5solid5 becoming almost translucent.
Birthrights
)light: (hese fey have an authority over flight, whether it manifests itself as eceptional pilotage
s)ills, or physically drifting along with the bree0e. (his flight, for young fey, cannot eceed wal)ing speed.
9f the elders, however, there are stories of them screaming across the world at supersonic speeds. #5<ll
wrap a girdle around the world in AB minutes5$
#agic: (he 3ost of the S)ies has access to #and can master$ the 1weomer of Windmastery.
The Host of Storms
(he 3ost of Storms is the =nseelie counterpart to the 3ost of the S)ies. <dentical in almost every
way, the 3ost of Storms only differs in the magic that is available to it4 the 3ost of Storms has access to
#and can master$ the 1weomer of Weather Control instead of Windmastery.
The Host of (reams
(hese are the fae of dreams and fire. (hey are the dragons and the "ightmares of legend; they are
spirits of fire, li)e the Salamander, and they are )in to Gods. (o mortals eyes their hair is flame-coloured
and subtle strength shines from them. (hey wal) through the 1reaming and the fairylands and the oneiras,
where they may spea) with dreamers and changelings. Sometimes they seem as +himeras, or monsters
from the world of dreams, but they are true, and number amongst themselves many things etinct from the
world. (hey are also called 9neiriae, for they have power over dreams. (hey are the rarest of the fay, in
these %utumnal days. (he 1reaming once had a )ing, and they served him, but he has long ago departed,
and the 9neiriae have faded since then.
(hese fey once betrayed trust, and taught their magical s)ills to vampires, resulting in the
(haumaturgical 1iscipline 59neiromancy.5 See 'ath of 8orpheus &evised on E !ibris "octurnis.
(he host sees themselves of guardians of the forgotten, and often wal) amongst the dreams of
mortals, as spies, lovers and, indeed, muses.
(heir lord, apparently, is said to be the &ussian giant Svyatogor, who lies in a death trance in a
stone coffin deep in &ussias interior. (he giant is dead. But he lives on, in his dreams, and some say that
one-day, the last peaceful day before the Great War erupts, the giant will awa)e and march to war.
9thers have wondered :ust what the members of this 3ost )now about the &ed Star in the night
s)y. (he 3osts scholars claim to )now little, but no one believes them.
!ifest"les: 8ortals born to this 3ost are ta)en away early in their life, to a fortress close to the
s)y.
Appearance: Wild, shifting, beautiful; these fey appear as you want them to appear, or perhaps as
they want you to believe them to be. (hey are the ultimate masters of illusions.
Birthrights
(reamalking: (he fey is born with a power a)in to the aforementioned 'ath of 8orpheus.
#agic: (he 3ost of 1reams has access to #and can master$ the 1weomers of Dreammastery,
*ll$sion, and Conflagration.
The Host of #adness
(he 3ost of 1reams may be the children of dreams and nightmares, illusion made flesh, but the
3ost of 8adness are all that are twisted. (hese fae became addicted to the dreams of mortals, see)ing to
eist only in 1ream, and in that they fell to 8adness.
!ifest"les: 8ortals born to this 3ost are ta)en away early in their life, to a fortress close to the
s)y.
Appearance: Wild, shifting, beautiful; these fey appear as you want them to appear, or perhaps as
they want you to believe them to be. (hey are the ultimate masters of illusions.
Birthrights
E"es of *haos: (he fae is born with a power a)in to the Dementation power of Eyes of
Chaos.
#agic: (he 3ost of 8adness has access to #and can master$ the 1weomers of Dreammastery,
*ll$sion+ and Mind%ending.
)railt"
#adness: 8embers of the 3ost of 8adness are unstable and mentally imbalanced. %s such, they
gain a 1erangement upon :oining the 3ost.
The Host of the %ilds
(hey dwell in the wildwoods and the Wilderness where mortals fear to thread. (hey are the Satyrs
and the =nicorns, the &edcaps, the +lurachauns, the !eshiis, and, perhaps, the "unnehi. (hey dwell in the
few last woods in the World and in the vast wilderness of %rcadia. <t is said that the Garou and the others of
the +hanging Breed are of their blood, and many Garou, Gurahl, Bastet and +ora dwell amongst this host.
(heir masters call them the %rboreals, but they claim no name for themselves.
(his host are silent warriors, red in tooth and claw.
!ittle more general can be said about them, but mortals born to this lineage are strong, stoic, and
dangerous. (hey have enhanced senses and are attuned to the wilds.
Appearance: (he mortals born to this 3ost appear rough, un)empt, but strangely compelling.
(hey have no bodily odour no hound can find them, and their passing never disrupts the wilderness. "o
twigs brea), no animal is startled, no birds will fly away.
!ifest"les: (he %rboreals are drawn to the outdoors, sometimes wor)ing as soldiers or forest fire
fighters, or wilderness guides.
Birthrights
Shapechanging: Some, though not all, of this host can change shape.
Orienteering: 8embers of this 3ost do not get lost in the Wilderness, ever #ecept when under a
spell$.
#agic: (he 3ost of the Wilds has access to #and can master$ the 1weomers of "hapeshifting,
"pirit Calling, and Totem ,ink.
The Host of the Hunt
!egends spea) of the dangers of crossing the fae on a lone country road or in a field or forest;
other legends eplain the danger of violating the sacred oaths between mortals and fae. (hese fae are the
sub:ect of such cautionary tales fae who hunt those who have drawn their ire. 9athbrea)ers are their
favorite prey, but others will suffice in a pinch. %ll members of this 3ost are predators of some stripe.
Appearance: (he mortals born to this 3ost appear rough, un)empt, but strangely compelling.
(hey have no bodily odour no hound can find them, and their passing never disrupts the wilderness. "o
twigs brea), no animal is startled, no birds will fly away.
!ifest"les: (he 3unters are drawn to the outdoors, sometimes wor)ing as soldiers or forest fire
fighters, or wilderness guides.
Birthrights
(ark Scent: (hese fae can never lose the scent of their prey at night; at dawn, the trail fades, but
at sunset, the 3unter can ma)e a 8ental challenge against her prey to regain the trail.
Hunters *all: (hese fae can instill fear in the hearts and minds of their prey by issuing a loud,
resounding call, whether it is the bay of the hounds, the howl of the wolves, or a huntsmans horn. (he
3unter ma)es a Social challenge against the target; success means that the target must spend a Willpower
(rait or flee.
#agic: (he 3ost of the 3unt has access to #and can master$ the 1weomers of "hapeshifting,
"pirit Calling, and Totem ,ink.
The Host of (estin"
(he 3ost of 1estiny are the farseers and those who can see the futures. (hey are the Eshu and the
Fates, the "orns and the doomsayers; they dwell apart from the others, even in %rcadia, either wandering
or living in their distant homes. (hey are valued as advisors in the +ourt of the Sun, but their truths are
dangerous things. 9nly rarely have they )in in the mortal lands, save the Eshu +hangelings, but their eyes
have the depths of centuries in them, and they can see secrets that the future holds. Some call them Fatae,
and these strange fairies were the first people of %rcadia to wal) amongst mortals.
(he 3ost are few, and secretive.
(hose born of this 3osts lineage are cursed with visions of the future. !i)e +assandra, they are
threatened constantly by their visions, and many are driven mad by their )nowledge.
Birthrights
)ortune Telling+ (his 3ost are afflicted with visions of the future. (o ma)e sense of these visions
re?uires a wits C enigmas roll against a difficulty of D. What sense these visions ma)e is up to the
Storyteller.
#agic: (he 3ost of 1estiny has access to #and can master$ the 1weomer of Di(ination.
The Host of !ies
(he =nseelie )now, beyond a shadow of a doubt, that nothing is certain, and that chaos will reign
supreme. (he members of this 3ost have applied that philosophy to the greatest lie of all4 1estiny. (hey
see omens of the future as nothing more than convenient warnings about possible threats, advice on a
possible course of action, or outright lies. Some members of this 3ost have true fortune-telling ability;
others are con artists loo)ing to fleece the unwary who believe Seelie lies. Still others have had prophetic
dreams or portents of doom about their own futures or the future of loved ones and see) to defy fate.
Birthrights
)ortune Telling+ (his 3ost are afflicted with visions of the future. (o ma)e sense of these visions
re?uires a wits C enigmas roll against a difficulty of D. What sense these visions ma)e is up to the
Storyteller.
*on Artist: 8embers of this 3ost have the four-(rait version of the 1owney merit from
-ampire %y aslight.
#agic: (he 3ost of !ies has access to #and can master$ the 1weomer of Fort$ne.
The Host of Beaut"
(he Beautiful 9nes, with their seductive eyes and their lovely forms, are spirits of love and lust,
and they dwell in the wilderness, and the seas, and sometimes in the world amongst the models and actors
and fashionable people. <t was of these that *eats spo)e of in the poem 5!a Belle 1ame Sans 8erci.5
Sometimes they steal souls, and sometimes they lead mortals to their doom, not )nowing, not caring.
(ragedy is their only constant bedmate, but they )now many things that are secret. (heir children are
mostly female, but male children have been )nown; they are dar)ly beautiful, catching the eyes and the
hearts of male and female. +lassical mythology called these spirits "ymphae.
(his host are obsessed with humanity, and their ways. (hey are obsessed with eperience, and
they are, strangely enough, obsessed with learning. Some might say that their seual promiscuity allows
them a certain leeway in discovering bedroom secrets.
But the 3ost is most famous as enchantresses. (hey create magical items. (hey do not forge such
things the 3ost of the Stones do that. 3owever, they are s)illed with imbuing things with special magics.
Appearance4 1rop. 1ead. Gorgeous. %ll of them.
!ifest"les4 9h, anything they li)e.
Birthrights
Seduction: 8embers of this 3ost gain three "ed$ction %bility (raits and a free retest on any
"ed$ction-related Social +hallenge. (his free retest stac)s with the free retest of the Elucene *ith
Birthright.
#agic: (he 3ost of Beauty has access to #and can master$ the 1weomers of Fascination and
*ll$sion.
The Host of Eros
(he Seductive 9nes, with their seductive eyes and their lovely forms, are spirits of love and lust,
and they dwell in the wilderness, and the seas, and sometimes in the world amongst the models and actors
and fashionable people. Sometimes they steal souls, and sometimes they lead mortals to their doom, not
)nowing, not caring. (ragedy is their only constant bedmate, but they )now many things that are secret.
(heir children are mostly female, but male children have been )nown; they are dar)ly beautiful, catching
the eyes and the hearts of male and female. +lassical mythology called these spirits <ncubi or Succubi.
(his host are obsessed with humanity, and their ways. (hey are obsessed with eperience, and
they are, strangely enough, obsessed with learning. Some might say that their seual promiscuity allows
them a certain leeway in discovering bedroom secrets.
But the 3ost is most famous as enchantresses. (hey create magical items. (hey do not forge such
things the 3ost of the Stones do that. 3owever, they are s)illed with imbuing things with special magics.
Appearance4 1rop. 1ead. Gorgeous. %ll of them.
!ifest"les4 9h, anything they li)e.
Birthrights
Seduction: 8embers of this 3ost gain three "ed$ction %bility (raits and a free retest on any
"ed$ction-related Social +hallenge. (his free retest stac)s with the free retest of the Elucene *ith
Birthright.
Prett" Poison: Some of this 3ost are very dangerous indeed4 they are so enticing that you want
them regardless of the cost which is often high indeed. 8embers of this 3ost have either a poisonous
touch #which inflicts one 3ealth !evel of %ggravated 1amage per round of contact$ or three free levels of
#igh "ociety <nfluence #the better to create scandal with$.
#agic: (he 3ost of Eros has access to #and can master$ the 1weomers of Fascination+
,ifestealing+ and *ll$sion.
The No$le Host4
(hese are the rulers of the fay of %rcadia, who serve the *ing and Eueen of the Seelie or
=nseelie. (hey are the *nights and 'rinces and 1u)es of the once proud lands of %rcadia. (hey are named
3igh Sidhe, 8anitou and %lvar. (hey plot and counterplot and indulge in foolish games, playing their
fiddles while the world burns, but some are true, and they are leaders. <t is these that (ol)ien called Elves.
(hey are powerful and graceful, )in to gods and %ngels.
(he 5sidhe,5 as eiled nobility, remember a time when they ruled proudly in a living dream, and
ruled over a better age than this one. 9r so they choose to remember it. 9thers point to the terrible wars,
wars that shoo) the very earth and s)y, over minor, piffling things.
*nown and feared as the Good Fol), their whims enchanted and terrified mortals for millennia.
*in to Seraphim, )ings amongst )ings, warriors amongst heroes, dread and terrible foes,
passionate lovers, and faithful friends.
"ow that tale has ended. (he gates to %rcadia have closed, the song has ended, and their new
)ingdom grows cold. For the "obility, the age of magic has died, and they mourn its passing. (his
mourning, however, has not ended their lives. (hough they fear death li)e few faeries ever could, they face
their fate with regal bearing. While others consider them distant and arrogant, the sidhe refuse to lie down
and die. For them, the dream is still alive, and they strive to awa)en the world from its slumber. (he very
presence of a "oble inspires supernatural awe. (he sight of a Sidhe in her true form captures the hearts of
mortals and the essence of Fayrie itself.
Faerie passions run deep love and hatred are never forgotten.
Such passion has its price, though. Seelie would rather destroy themselves in a bla0e of glory than
fade away. (heir less energetic brethren lose hope and become self-indulgent, letting their freeholds fall
into despair as easily as the listless nobles fall into melancholy. 9thers become =nseelie tyrants, ruling
through cruelty and intrigue. (hough eotic in their beauty and obsessed with their ideals, a few sidhe
travel among commoners. "o matter what paths they choose, sidhe are far from human and always stand
out among those with whom they associate.
1o not go gentle into that good night, the nobles whisper.
War is coming. (he nobility )now that they cannot win. (hey )now that the game is up. (hey
)now that dar)ness falls around them. (hey )now that their elders are driven insane by the %nathema. (hey
)now that preparations are being made in 3eaven and 3ell for a war of etinction, a war that will steal their
beloved earth from them.
(hey )now.
(hey do not care. <t will be a glorious sight, they say, the last 3osting of the sidhe, the last charge
of the light brigade, as it were.
(he heavens will sha)e at their passing.
Birthrights
Ae and Beaut". 'layers of "oble 3ost characters add free orgeo$s and Dignified Social
(raits and a free ,eadership %bility (rait. Whether theyre heroes or villains, all Sidhe, %ctaeon, and
@olsung are dignified. %ny cantrip that would directly ma)e them loo) foolish fails immediately.
#agic: (he "oble 3ost has access to #and can master$ the 1weomer of Fascination.
Character Creation
Step One
(his hasnFt changed much at all. 'layers should be encouraged to go beyond the "atures and
1emeanors listed in either Werewolf &evised, @ampire &evised or 8age &evised; if they donFt see
anything in there that fits the character. <f all else fails, the Storyteller can help them ma)e up new ones to
fit their characters more closely. Be careful when determining when they might gain bac) (emporary
Willpower, though.
<f thereFs nothing in +hangeling4 (he 1reaming, or 8age4 (he %scension that fits, invite the
player to come up with one on her own.
Step To
As $s$al+ this means that yo$ will fill in the dots on yo$r character sheet+ to
explain+ in game mechanics+ how apt yo$r character. Attri%$tes define yo$r physical+
social and mental characteristics/ A%ilities tell yo$ how a%le yo$r character is at different
tasks+ and Ad(antages are additional tools to help the character with clarify 'ackgro$nds
and magics.
(he points spread of G,6,H has not changed at all. Encourage players to avoid ta)ing %ttribute
Specialties that would conflict with %bility Specialties.
Step Three
+hoosing %bilities has not changed either. 'layer characters start with five %bility (raits, not
counting any free %bilities from Birthrights or (ribal advantages.
Step )our: Ad'antages
Poers: Werewolf characters still start with one Gift from each of their Breed, %uspice, and
(ribal starting lists. +hangelings still begin play with three %rts and five &ealms.
(eomer: (his is an alternate form of magic employed by the Fae, in addition to %rts.
1weomer are more loose and wild than %rts, and therefore can be bent and manipulated. <n many ways
1weomer appear li)e the Spheres of 8age, especially in that several realms of 1weomer can be :oined
together to form a grander effect.
(he trait listing below is more for eplaining how powerful the Fae is at what level of the trait,
and is meant to serve as an eample of capabilities. =se the listing as a basis for your usage, but remember
that the Storyteller has final say in what you can achieve, and she should ma)e good use of her :udgement.
Glamour fuels 1weomer, but to deploy it the character also needs to understand it. (his she does through
her T$igse rating.
Hedge #agic,#ortal Sorcer": +hangelings, Werewolves, *infol), and *inain may all learn and
use mortal sorcery. (he available paths of sorcery are listed in ,aws of the #$nt: 0e(ised.
+hangelings power it with Glamour, Werewolves use Gnosis, and *infol) and *inain may use 8ana
and,or Gnosis,Glamour, as appropriate.
Backgrounds: +haracters will begin with seven dots of Bac)grounds instead of five. (hese
Bac)grounds can be chosen from their usual lists. %dditionally, the following Bac)grounds are available4
Arcane -- (his is the ability to hide and cloa) yourself. See 8age4 (he %scension &evised Edition
for more information. <t is only available to +hangelings, or to Garou with the Faerie 'lood
Bac)ground #see The "hining #ost !layers $ide for rules about *inain$.
*ra" -- % source of power; of magic and of Glamour. @irtually the same as +ray in #age: The
Sorcerer.s *rusade. =se this write-up and replace Euintessence with Glamour. (his is only available to
+hangelings.
(estin" -- (he character is destined to do great things or die in great ways.
)aerie Blood,)aerie #entor (hese Bac)grounds are available only to Werewolves and human
*infol) #for the purposes of this +hronicle$, and re?uire that the character has the 1inain 8erit from
,aws of the #$nt. See The "hining #ost !layers $ide for more details on these Bac)grounds.
Title #&evised Bac)ground$4 +hangelings and *inain #including Werewolves with the 1inain
8erit$ may ta)e the Title Bac)ground at character creation. (he Bac)ground has been altered, however,
to reflect a few truths about nobility. (he Title of S?uire has been eliminated, shifting the Title of
*night,!ady down to Title I, as s?uires historically were not noble, but rather commoner assistants to
)nights and other nobles. (hey did have the hope of being )nighted eventually, however.
(itle Status
o *night,1ame,!ady &o%le,-aliant #pic) I$
oo Baronet
I
,oyal
ooo Baron,Baroness Wise
oooo +ount,Earl,Graf,!andgrave,+ountess,Grafin
7
Tr$sted
ooooo 8ar?uess,8ar?uis,8argrave,8ar?uessa
H
*nfl$ential
oooooo 1u)e,1uchess
A
Exalted,Cherished #pic)
I$
ooooooo *ing,Eueen #&igh$
A
Well21nown+
Esteemed
oooooooo 3igh *ing,3igh Eueen #%rd &igh$
A
'elo(ed+ Adored
"otes4
I. (he title of 'aronet was created by *ing .ames < of England in an effort to raise funds for a
war. 3e believed, correctly, that wealthy commoners would pay to style themselves Baronet, becoming
minor nobles for their monetary contributions. % male baronet is addressed as "ir; a female baronet or the
wife of a baronet is addressed as ,ady.
7. (he titles of Co$nt, Earl, and raf are different names for the same title. Earl is the British
form of the title, while Graf is the Germanic form. % rafin is a female Graf. % !andgrave is a count
with a larger landholding, or in the terms of the Fae courts, a more powerful Freehold.
H. (he titles of Mar)$ess+ Mar)$is+ and Margra(e are different names for the same title. (he
title draws its roots from the Germanic mark #border$ and graf #count$; thus, a margrave is a border
count, or someone who holds a strategic landholding along the outer marches of a )ingdom, thus ma)ing a
margrave both influential #from his position, which allowed him remar)able leeway in deciding who could
or could not enter a )ingdom or even whether he would repel an invasion or let an enemy army pass
unmolested$ and wealthy #from trade and tariffs$.
A. (he Title bac)ground may not be purchased above 6 dots; the titles of 1u)e, *ing, and 3igh
*ing are listed here as a reference for the attached Status.
+hangeling characters with the "$pernat$ral 1infolk 8erit may also ta)e the E)$ipment,
Fa(ors, !$re 'reed, and 0enown Bac)grounds, as detailed in 1infolk: 3ns$ng #eroes.
Step )i'e: )inishing touches+
Tuigse: Starts at 6 C the +hangelingFs rating in 0emem%rance Bac)ground, if any. Werewolf
*inain characters gain a T$igse rating of their Faerie 'lood rating plus their 0emem%rance rating, if
any. T$igse is added to the characters (raits when casting 1weomers, much li)e Bun) (raits are applied
for the purposes of casting cantrips.
#erits and )las: 'layers may pic) 8erits and Flaws. Flaws give Freebie 'oints, but a
+hangeling may gain no more than G points from Flaws. (he Storyteller should carefully consider each
8erit and Flaw before allowing it.
&emember that not all #erits and )las are appropriate/ From purchasing 8erit costs and
Flaws allow Freebie 'oints. (here is an optional rule the Storyteller may wish to use, to more greatly
balance the game4 9nly seven points total can be spent on Flaws. %nother optional rule is that every point
of Flaw over seven points must be spent on a 8erit. StorytellerFs discretion is advised, of course.
+hangeling characters may ta)e the "$pernat$ral 1infolk 8erit from 1infolk: 3ns$ng
#eroes, if desired, to represent ties to the Garou or other Fera; this is a A (rait Supernatural 8erit, and
allows a +hangeling *infol) to learn Basic (ribal Gifts, if she can find a teacher. Werewolf and +hanging
Breed characters may ta)e the 1inain 8erit from ,aws of the #$nt as well; this is a re?uirement for
the Faerie 'lood and Faerie Mentor Bac)grounds. +hangelings and *inain may also ta)e the
following 8erits and Flaws, if desired4
1ual 3ost #A (rait Supernatural 8erit$ By some ?uir) of fate, you have been accepted as a
member of two 3osts of the Faerie +ourts. Jou receive the Birthrights #and Frailties, if any$ of both 3osts,
and you are capable of mastering the 1weomers of both 3osts as well.
(raitor to the 3ost #7 (rait Supernatural Flaw$ Somehow, whether by coercion, compulsion, or
:ust plain bad feelings, you have, or are believed to have, betrayed the secrets of your 3ost to outsiders,
whether they are members of other 3osts, other +ourts, or even 'rodigals or mortals. Jou gain two
3ntr$stworthy "egative Social (raits which cannot be bought off, but only members of your own 3ost
and others who )now of your betrayal may call upon these (raits.
!ife !in) #A (rait Flaw$ (his rede :oins a fae and a chimera. %n 9ath or a Geas or some other
powerful magic) has bound them. <f either of the creatures is ever )illed the other dies as well. (hey do not
ta)e damage when the other does but they do ta)e the wound penalties. <f the chimera has more or less
3ealth !evels than seven than use a ratio. <f the chimera is )illed than the fae immediately suffers
chimerical death. <f the fae is )illed the chimera is )illed permanently on account of not being fae and
having a mortal shell or being immortal li)e the fae. % fae who suffers chimerical death in this manner
ta)es two points of permanent Banality, one for his death and another for the chimera. (he !in) does not
confer any special abilities between the two beings #no loo)ing through each otherFs eyes and all that$. (he
fae when reawa)ened from the coma will feel an empty place in their soul until they pass on to the net
life.
Werewolves and other +hanging Breeds may ta)e the following 8erits and Flaws, if desired4
The *urse A$ated 01- to 2-pt+ #ental )la3 (his 8erit is almost eclusively manifested
among +hildren of Gaia, Starga0ers and Glass Wal)ers; the former two find harmony and inner peace that
?uells their anger, while Glass Wal)ers actually selectively breed for the trait -- it ma)es good sense to not
scare off those you hide among. For every point invested in this 8erit, one is subtracted from the
characterFs &age, but only for purposes of social interaction; the &age is still there, and the character has the
normal chances to enter fren0y. 8ortals are more comfortable around you, and animals arenFt as
predisposed to fear you.
*usp Birth 02-pt+ Supernatural #erit3 % few Garou are born in the moments :ust as the moon
eits one phase and enters another. "ot wholly of either auspice but drawing on the strengths of both, such
multitalented werewolves often rise ?uic)ly in &an) and status. (he only possible auspice combinations are
those of ad:ascent auspices4 &agabash-(heurge, (heurge-'hilido, 'hilido-Galliard, and Galliard-%hroun.
#So itFs impossible for someone to have, say, a &agabash-Galliard or (heurge-%hroun combo.$ Such Garou
are rare, and no decade sees the birth of more than a handful.
(he aptitudes, personalities and duties of the character will be a blend of his two auspices. %
&agabash-(heurgeFs role as ?uestioners ta)es him into the =mbra; instead of targeting septmates with his
antics #be they pran)s or more insidious activities$, he challenges the roles of spirits and the very limits of
the =mbra. 9n the other hand, a (heurge-'hilodo is more concerned with :udging and directing spirits,
and often en:oys the patronage and servitude of many spirits. (he 'hilodo-Galliard has unparalleled social
s)ill, able to command respect and sway emotion, appeal to intellect and bolster othersF hearts; she has
ecellent potential as a ritualist. % Garou of the Galliard-%hroun cusp is a potent warriors in his own right,
but with a )nac) for leading his fellows into the fray; even moreso than most Galliards, the warrior-bard
ta)ea an active role in battle, and is often seen with a song in his throat even as he has a throat in his claws.
<n systems terms, a character with the +usp Birth pic)s two ad:ascent auspices. (he characterFs
starting &age is the higher of the two auspices. (he character may only pic) one auspice Gift, but it #and
Gifts purchased with freebie$ can be from either 5cusp5 auspice. %dditional Gifts from the two auspices can
be learned at a cost of rating A ep #not H$; while spirits allied with auspices recognise the werewolf as
an ally #and will teach gifts up to &an) 6$, they recognise his circumstance prevent him from fulfilling the
duties of either auspice fully. Finally, as Elder #&an) 6$ Garou and spirits believe cusp-born Garou are
destined for great things, they start with more &enown; however, theyFre epected to ecel and to fulfill the
obligations of both moons, so itFs somewhat harder for them to advance in &an) thereafter. Follow the
special &enown values, below.
Raga$ash-Theurge: +liath #&an) I$ KW7, any other 7L; Fostern #&an) 7$ KWisdom A, any other
6L; %dren #&an) H$ KWisdom A, any other IBL; %thro #&an) A$ KWisdom >, any other I6L; Elder #&an) 6$
KWisdom D, any other 7BL.
Theurge-Philodo4: +liath #&an) I$ KGlory B,3onor 7, Wisdom 7L; Fostern #&an) 7$ KGlory B,
3onor A, Wisdom AL; %dren #&an) H$ KGlory 7, 3onor 6, Wisdom 6L; %thro #&an) A$ KGlory H, 3onor G,
Wisdom GL; Elder #&an) 6$ KGlory G, 3onor M, Wisdom ML.
Philodo4-5alliard: +liath #&an) I$ KGlory I,3onor H, Wisdom BL; Fostern #&an) 7$ KGlory 7,
3onor A, Wisdom 7L; %dren #&an) H$ KGlory A, 3onor A, Wisdom AL; %thro #&an) A$ KGlory 6, 3onor >,
Wisdom >L; Elder #&an) 6$ KGlory D, 3onor M, Wisdom DL.
5alliard-Ahroun: +liath #&an) I$ KGlory 7,3onor I, Wisdom IL; Fostern #&an) 7$ KGlory A,
3onor 7, Wisdom 7L; %dren #&an) H$ KGlory >, 3onor H, Wisdom HL; %thro #&an) A$ KGlory G, 3onor 6,
Wisdom 6L; Elder #&an) 6$ KGlory M, 3onor D, Wisdom DL.
(his 8erit is limited to Garou for obvious reasons, as other +hanging Breeds donFt have auspices,
at least not in the sense that Garou do. (he auspices of the Beast +ourts of %sia, for eample, are more a
function of capability and social standing than the mystic circumstances of oneFs birth.
(iluted Blood 06aria$le-pt+ Ph"sical )la3 1ue to a 5polluted5 bloodline, wea) animal
*infol), lac) of animal blood, or some unfortunate infirmity, the character isnFt as fast, tough or strong as
other representatives of her Breed. %mong the Garou, Bone Gnawers, Glass Wal)ers, 3a))en and Blac)
Spiral 1ancers are the most li)ely to possess this Flaw, though there are a few =)tena with coydog #wolf-
coyote$ )in that arenFt as strong as other Garou. Bubasti and Swara spawned from less-than-ideal or inbred
cat bloodlines often suffer infirmity. %nd not a few metis of all Breeds ehibit 1iluted Blood as well.
1iluted Blood is ubi?uitous among the 1ebased.
(he game effect of this Flaw is to reduce 'hysical %ttribute ad:ustments for non-3omid forms by
I dot for every freebie granted by the Flaw above I; note that this penalty applies to every form but homid.
#For eample, the H-pt. version of 1iluted Blood subtracts 7 dots from 'hysical %ttributes.$ Bonuses can be
reduced below CB, in which case an appopriate %ttribute penalty is assigned. (he %ttributes that are
penali0ed are up to the characterFs player, but they must be chosen at character generation, and the penalties
must be reasonably consistant from form to form.
(he H-pt. version of this Flaw may be ta)en as a 8etis 1isfigurement.
)ertile 01- or 2-pt+ Supernatural #erit3 (he character is gifted with great fertility, and is more
li)ely to breed true. 3is chances of creating a child with the shifting gene is increased by IBN #so a Garou
with this 8erit has a 7BN chance to produce a Garou offspring$. <f itFs widely )nown the character
possesses this ?uality, heFll be epected to spend as much of his time with *infol) as possible, so to bolster
the number of his Breed, tribe, what-have-you; he faces pressure and even loss of &enown for not
performing his duty. Blac) Spiral 1ancers, %:aba #and according to nasty rumors, some Shadow !ords$
often s)ip the whole free will thing altogether, and )eep
their 5breeders5 loc)ed in cages.
+ora, due to the special circumstances of their
conception, have a special version of the Fertile 8erit4 they
must spend only two permanant Gnosis #instead of three$
when performing the &ite of the Fetish Egg.
(his is a H-pt. 8erit for male characters, but only
costs female characters one freebie. %fter all, the mother
has to carry the young to term #no 5badda-boom, badda-
bing, <Fm outta here,5 for themO$. %nd such character will
li)ely be pregnant much of the time, or epected to be.
Finally, metis characters may not ta)e this 8erit.
(here are rumors of ways to circumvent the infertility curse
that befalls metis #though none have been verified$, but it
no doubt involves potent Gifts or rare rituals; a H-pt. 8erit
wonFt cut it.
)leet of )oot 07-pt+ Ph"sical #erit3 % 8erit eclusive to Silent Striders and a few 1ebased,
those with Fleet of Foot are built more for speed than for power. When determining statistic ad:ustments
for non-3omid forms, a character with this 8erit trade a point of Strength bonus for a point of 1eterity
bonus #so Glabro grants CI Str, CI 1e, C7 Sta; +rinos grants Str CH, 1e C7, Sta C7, etc.$. <n addition,
treat the characterFs 1eterity as one higher than it is in all forms but 3omid for purposes of determining
movement and running speed. #"ote4 Storytellers may want to give all Swara characters the latter benefits
of this 8erit, free of charge, to simulate their great speed.$
)ocused #ind 02-pt+ #ental #erit3 (he character is confident and sure of her abilities, and
)nows when to eert herself and when to hold bac) her reserves. =p to three times per day, the player may
choose to spend one of her characterFs Willpower points after the roll is made, rather than having to call
the ependiture beforehand. (his allows more efficient use of Willpower, allowing players to cancel
unepected botches and not waste Willpower points on rolls where the etra success isnFt needed. %
character can still only spend one Willpower per turn this way.
% player may not choose to spend Willpower based on the results of othersF rolls, only that of his
character. For eample, he can choose to spend a Willpower after his character attains only a marginal
success on an attac) roll, but he canFt spend a Willpower to cancel an opponentFs single 1odge success.
% character must have at least a Willpower of 6 and a Wits of H to possess this 8erit.
8nner *alm 07-pt+ #ental #erit3 (he character is filled with an inner peace his fellows envy,
ma)ing it less li)ely for him to lose control and give in to his violent urges. % fairly common 8erit among
+hildren of Gaia, Starga0ers, and those of other Shifting Breeds not given to )illing things at the drop of a
hat. For purposes of entering Fren0y, &age roll difficulties are increased by 7 #maimum difficulty IB$.
(he player should detail this uni?ue advantage. % Starga0er may use meditation, a +hild of Gaia
may interact with children and wolf cubs to reaffirm the Earth 8otherFs loving nature, while a Shadowlord
would )eep his bestial anger in chec) by sheer force of will. <f the character is denied his focus or mental
eercises, he may lose the the benefits of this 8erit for a time, at the StorytellerFs discretion.
#(his 8erit replaces the +alm 3eart 8erit in the !layers $ide to aro$.$
!ocked )orm 01-pt+ Ph"sical )la3 <tFs difficult for the character to shift out of breed form. %ll
Stamina C 'rimal-=rge difficulties to shapeshift are increased by I.
!ost Beast 07- or 2-pt+ Supernatural )la3 % disturbing phenomena only seen in the last
century, some ShiftersF animal heritage is so wea) that they can no longer assume full animal form; a few
of these wea)-bloods canFt even shift beyond half-form. 9nly homids may ta)e this Flaw. !ost Beast is
more common among Garou than other Fera, and is generally restricted to Bone Gnawers, Glass Wal)ers
and 3a))en. 1ue to their strong ties with their animal heritages, this Flaw is banned to &ed (alons, +ora,
&at)in and &o)ea. For 7 freebie points, only the animal form #e. !upus, Feline, =rsus$ is lost; H freebie
eliminates the ability to assume the near-animal form #e. 3ispo, +hatro, B:ornen$ as well. <n addition, the
character may never have a 'rimal-=rge or 'ure Breed rating higher than I. Such frea)s are derided by
their fellows, almost as much as metis are.
!ost #an 07- to 2-pt+ Supernatural )la3 % character with this Flaw has so little human blood
in them that they can no longer assume 3omid form #for 7 freebie$, or possibly even near-man #H points$;
needless to say, only animal-breed characters may ta)e !ost 8an. While considered a badge of honor
among &ed (alons, &o)ea and certain &at)in, this Flaw is very rare among those of other tribes or Breeds.
%n interesting note is that the li)elihood of a &ed (alon manifesting this trait, and its severity, seems to
correlate with her blood purity; the greater the &ed (alonFs 'ure Breed, the more li)ely she is to have this
trait. While characters with !ost 8an arenFt able to pass for human very well at all, few of those so
5blessed5 want to.
!ost %ar )orm 09-pt+ Supernatural )la3 1ue to some supernatural curse, the character has
no +rinos #or e?uivalent half-$ form. (his, needless to say, is a huge disadvantage in combat. (he character
has access to all his other forms #such as Glabro and 3ispo$, though these forms do not provo)e the
1elirium.
For obvious reasons, !ost +rinos may not be ta)en as a 8etis 1isfigurement.
#onstrous Reflection 07-pt+ Supernatural )la3
"o matter what form the character is in, his reflection is
always that of the +rinos #or his e?uivilant half-form$. "ot
only does this complicate grooming and dressing, it ma)es
going to places li)e clubs and casinos very tric)y, and even
reflective storefront windows, water or glass reveals him in all
his glory. 8ortals who clearly see the characterFs reflection
arenFt sub:ect to 1elirium, but are prone to as) all sorts of
uncomfortable ?uestions.
(his Flaw may be ta)en as a 8etis 1isfigurement.
Natural Adept 02- or :-pt+ #erit3 (he character
was born with the ability to learn and use Shadow +raft
#5static5 sorcery 'aths$, or was perhaps granted this boon
through the &ite of Shadow 8agic or some other force.
3owever, her soul reflects this magical ?uality; to anyone
who can detect magic or perceive auras, the shimmer of magic
is apparent. %t his option, the player may dedicate one of his
characterFs starting Gifts to a 'ath #usually 8ythic "umina,
but Storytellers may allow 'sychic "umina if the player has a
good reason for it$; other 'ath levels may be purchased at a
cost of G freebie per dot.
%s a H-pt. 8erit, the character has the ability to use Shadow +raft, but is on her own. %s 6-pt.
8erit, the "atural %dept begins play )nowing one or more +raftwor)ers or sorcerers that she can learn
from, and will find her advancement in the sorcerous arts easier.
(his 8erit is of no use to Bastet and *itsune, who possess the natural talent for sorcery.
#For more information on sorcery and how it relates to +hanging Breeds, see Shadow +raft.$
Refle4i'e Transformation 07-pt+ #ental )la3 When surprised or in stressful situations #or
when triggered by another type of event, determined by the player and Storyteller$, the character has a
tendecy to assume his breed form, which can attract unwanted attention and leave him in a form unsuited to
the situation. "eedless to say, this can be a bad thing, especially for metis or animal-breed Fera; imagine
assuming +rinos form in a mall after spilling hot coffee in your lap. When a trigger event occurs, the player
may ma)e a Willpower roll #difficulty >$; if she succeeds, her character avoids shapeshifting, though heFs
free to do so willingly. % failed Willpower roll forces the player to immediately ma)e a Stamina C 'rimal-
=rge roll for the character to assume +rinos form #and no, the player canFt choose to fail the rollO$, while a
botch forces him to stay in that form for a number of turns e?ual to his permanent &age. "ote this is
different from Fren0y; the character maintains control of himself unless something triggers Fren0y. While
not all Bastet have this Flaw, itFs especially common among them.
Short Temper 07-pt+ #ental )la3 % character with this affliction is even more li)ely to fly off
the handle than other Shifters, though depending on his affiliation #Get of Fenris, Blac) Spiral 1ancers,
&o)ea$, he and his friends might not even notice. For purposes of entering Fren0y, &age roll difficulties are
decreased by 7 #minimum difficulty of 7$.
Soft *las 07-pt+ Ph"sical )la3 While still dangerous, the characterFs natural weapons arenFt
as deadly as normal. (his affliction affects a fair number of +hildren of Gaia, but they arenFt the only ones
that have this Flaw; a fair number of Gurahl, "uwisha and *itsune do as well. 3er claws and teeth only
inflict lethal damage, instead of aggravated damage. Gifts or effects that augment natural weapons, such as
&a0or +laws or Wasp (alons, merely increase the amount of lethal damage inflicted by the characterFs
weapons, and new natural weapons created by Gifts #Gift of the 'orcupine$ also inflict lethal damage.
3owever, Silver +laws, Body of Silver and effects that cause aggravated damage independantly of the
character function normally.
<n addition, the character may suffer penalties to Glory &enown and Social die pools when
interacting with those who respect combat prowess, such as Get of Fenris, &ed (alons, Simba and &o)ea.
(his Flaw may be ta)en as a 8etis 1isfigurement.
Spirit-Kin 0:- or ;-pt+ Supernatural #erit3 -- 9ne of the characterFs parents was in fact a spirit,
with the other parent being a Shifter of some sort. %nimal-spirits and %ncestor-spirits are popular choices,
but arenFt the only possibilities; some Wendigo claim Wind-spirit ancestry, legends spea) of two Fianna
with Stag-spirit fathers, while one prominent Shadowlord boasts being born to a Stormcrow. "uwisha
#sluts that they areO$ are the most li)ely to possess this 8erit. %nd rumors of horrid things being bred in
the 'its of Spirals may well have truth to them. "eedless to say, Spirit-*in possesses some potent
advantages, though must face a few uni?ue problems. <f it needs to be said #and it probably does$, Spirit-
*in are damned rare, especially since less than one in one hundred such unions produce offspring, and less
that a twentieth of these are Spirit-*in offspring #the rest are normal spirits$; any Storyteller that populates
every sept and pac) with Spirit-*in, or that allows a player to ta)e this 8erit without a damned good story-
based reason is missing the frigging point of the 8erit.
(here are certain characteristics that are universal among Spirit-*in. First, all Spirit-*in wear their
heritage openly, whether they wish to or not. While she may loo) normal in her 3omid and animal forms,
the 5in-between5 forms of a Spirit-*in reflects the appearance of her spirit parent. While there are too many
possibilities to to list, characteristics can include odd fur color, feathers, hooves, horns, fins, glowing eyes,
and residual wings.
)ree$ie Points: %s in ,aws of the Wild+ 0e(ised, the character receives 6 Freebie 'oints
upon creation. 3owever, the costs of these have changed. (he following table details the changes to the
point costs from The "hining #ost for +hangeling characters.
Trait *ost
3ost 1weomer
H points for Basic powers, > for <ntermediate powers, and M for %dvanced
powers. 8aster-level powers, when they occur, cost I7 points.
9ther 1weomer
I additional point per level. "ote that characters may not master 1weomer paths
not of their 3osts; they cannot learn %dvanced or higher powers.
%ttribute I point per (rait
%bility I points per (rait
Bac)grounds I point per (rait
Willpower H points per (rait
(uigse A points per (rait #ma. H$
Glamour H points per (rait
Tuigse:
(his is the characterFs understanding of the magical, of the spiritual.
<t is vital for the Fae to comprehend what sort of power she is weaving. "ot only does the power
come channelled through the 9therworld, it is also channelled from the FaeFs soul. (uigse is the )ey that
lets the Fae unloc) that power and tap into it. (uigse is no elemental force, nor a force of any )ind; it is
merely enlightenment about the forces of spirit and dream, of 1weomer and Glamour. (herefore, (uigse is
only a mechanical listing of how well the character understands what she is doing. <f she does not
understand, she cannot perform #at least not without ris). <t has occurred that Fae have tapped into power
beyond their understanding, with dramatic conse?uences; so dire, in fact, that we shall not discuss them
here today$.
Step Si4: Spark of !ife
%fter completing all the points above, you should be in possession of a ready-made character, in
the mechanical sense. "ow is the time for ma)ing sure that you are finished; maybe you donFt even have a
name yet. %nyway, this thing, this piece of paper with dots and numbers on it, thatFs not your character.
Jour character is that being, that person, that personality that you assume in the game. (herefore, we urge
you to ta)e a close loo) at what youFve written up, and visuali0e that character in your mind. (raits are only
aid in the mechanics; it is up to you what the character really is li)e.
E4perience *hanges
Trait *ost
"ew %bility I P'
%ttribute I P'
%bility I P'
%ffinity 1weomer H,>,M,I7 P'
9ther 1weomer
I additional point per level. "ote that characters may not master 1weomer paths not of
their 3osts; they cannot learn %dvanced or higher powers.
Willpower H P'
(uigse A P' per (rait
Glamour H P'
Glamour & Banality
<n this variant, Banality is not the crushing weight of reality. <t is rather evidence of the long list of the
%nathema, the things that can harm the fey. (his can be the ongoing corruption of the earth, the aging of
the world, the influence of the +hurch and the 1ominion. Standard rules apply, ecept in the following
cases4
6ampires. @ampires with a humanity of less then A use the standard Banality rating, as described
in +hangeling4 (he 1reaming. (he eception to this is @ampires of +lan (oreador, (remere, Gangrel,
&avnos and !asombra and the *iasyd bloodline, no matter what their 3umanity rating is.
+hurches have a basic Banality of G. %nywhere +hurchbells can be heard has a Base Banality of
>. (he church has to be Sanctified, though. (his basically means, that in the presence of a church, no fey
magic really wor)s. (his addition is cumulative. (he basic banality of a wraith is A. (herefore, a
+hangeling cannot cast a spell on a Wraith, in a +hurch, whatsoever, #GCAQII difficulty on a roll$ and
would be at IB difficulty to do so when +hurch bells are ringing.
(he inverse is also true. <n regions said to be corrupt and <nfernal, or Wyrm tainted, Fey magic
will not wor). (hese places have a basic banality of >. (he eception, of course, is when the fey in
?uestion has given themselves to the dar)ness. (hen these areas are a)in to a Freehold or Fey Glen.
Banality is gained and lost in the same way, as the main game.
Glamour, or the Source, or %nam #soul$, depending on whom you as), is the same stuff as the
Euintessence of 8age, and the Gnosis of Werewolf. (hey are interchangeable.
Chimerical Things
5+himera5 in this iteration of the game are not dreams. (hey have no commonality, save that they are
things 59f Fay-&ie.5 %nd what is more, they are real. +himerical creatures such as 1ragons and Blac)
1ogs and other things are creatures, which followed the fey, bac) from %rcadia, during the &esurgence, or
never left Earth, and lay sleeping beneath the earth. 9thers are spirits, changed by the light of %rcadia into
something different. (hey are not birthed by dreams, but they can be created by certain Fey magicians,
from the dreams of others. 5+himerical5 artefacts, such as fey swords, are also real, and can affect anyone,
li)e a real weapon; it is :ust that they remain invisible until they are used. (he usual rules apply, though.
@oile and weaponry. (hese things do still eist, but in these dar) times, subtlety is the )ey. Fey
magic can change mortal clothing, from cotton and nylon to the finest sil), but you would not )now,
save by touching or wearing the clothes. Weapons eist in invisible, weightless scabbards, waiting the
flare into life. (his also applies to the armour of the Sidhe.
(he 5+himera5 details in Werewolf4 Storytellers Guide do eist, but these are closer to the dream-
born creatures previously described. "o one )nows what they are, and many suspect that they are
nothing to do with the fey, whatsoever. "ot that this wont stop some fey using them, though.
"oc)er made things, such as a 5+himerical5 car, are also real. But again, the "oc)ers )now
enough to be subtle.
"o, )iddies, this means, you cant have a 'i)achu chimera. Because < am a meany, and < said so.
Dweomers
Adumbration
Shadowmancy, or %dumbration is the %dumbraeFs power to manipulate and control the stuff that
1ar)ness is made form; the absence of !ight. % dar) and horrifying power, its origin is un)nown, yet some
claim that one particularly dread night, a young Fae girl named Sc ila was caught in a storm and through it
travelled to the 1ar) &ealm. <n the storm, she lost all her clothes, and was stranded cold and na)ed in a
dismal and foreign land. Suddenly she heard a voice cry out, and she wal)ed carefully up a hill that loo)ed
out across a river pass and a field beyond it. 3ere, she beheld a strange, shadowy being caught beneath a
fallen bridge. Sc ila helped the creature out from beneath it, and in return the creature crafted her garments
out of shadow, so she would not remain uncovered. %ma0ed at this ability #for, indeed, not many Fae could
manipulate shadow, a force of 1ar)ness, generally thought of as malign$, she was ?uic) to steal it from the
creature, and run away as fast as she could. Enraged by this deed, the spirit cursed her from a distance,
calling out that she would from now on ever fear the light and live with the coldness of shadow. For this
reason, %dumbrae can only use the power of %dumbration during sunlight; their other powers are rendered
useless when touched upon by the Sun.
Basic
Shadowtouch (he Fae may summon up indistinct and blurry shadows around her, to for instance
protecting her from the sun, or blinding others with it.
Shadowbend (he %dumbrae can not only manipulate flowing shadows to arise around her, but
also form and shape ob:ects as large as a horse, made from pure shadow #only two-dimensional, as the
shadow has no substance on this level$.
8ntermediate
Shadowchange (he Scilean can cause shadow to ta)e on a solid form, manipulating it to
become articles such as clothing, armour, weaponry and the li)es. (his is limited to inanimate ob:ects that
are straightforward, not mechanisms #re?uires "hadowmeld$ or intricate structures. Eample4 club, sword,
tunic, an apple #not edibleO <t consists of pure shadow$, a wheel, etc. Bear in mind that the caster cannot
summon this at will, but has to ma)e use of already eisting shadows. (he stamina of anything created with
these powers e?uals the casters, but can be strengthened at one dot per spent temporary point of (uigse.
Shadowmeld (he Scilean may literally merge with shadow, becoming one with it, and
subse?uently erupting from any shadowed location in the area #as long as it is big enough. 3owever, the
magician may pro:ect an arm through a shadow even though his body is too large to erupt from it$.
<n addition, this power allows the Sorcerer to infuse ob:ects #or himself$ with shadow, creating horrifying
visages and monstrosities.
Ad'anced
Shadowmastery (he caster can create ob:ects of pure shadow from nothing. 3e can also change
other ob:ects into shadow, rendering them either useless or controllable by him alone. <n addition, the
Shadowmaster can 5step sideways5 into the &ealm of Shadows by entering any shadow at any location
whatsoever. (he caster may also summon forth beings of pure shadow that must carry out his commands.
(hese entities are vaguely similar to "ight Shades #see 1ar) %ges +ompanion pages DG-DD$, and
Storytellers may wish to use those stats there covered in their games. Bear in mind that where the
4%teneration power "hadow Twin can create three "ight Shades, "hadowmastery can only create
one at a time. &emember that it is not the same power.
Necromancy
See ,aws of the #$nt !layers $ide.
Daemonic Summoning
See ,aws of the #$nt !layers $ide.
Geomancy
(he powers of Geomancy are one of the earliest manifestations of 1weomer; perhaps, some might
say, the first magic in the world. %ccording to "orse lore, the 1warven fol) came into being as maggots in
the Giant JmirFs dead corpse, and used an early form of Geomancy to forge their way out of it. %s the
Gods created the world from JmirFs remains, the 1warves remained close to the stone of which Jmir
consisted of. (heir affinity with the Element of Stone has remained to this day.
< Stonetouch (he Fae may instinctively realise the build, teture, type and strength of any stone
surface.
<< +ause Fracture4 (he geomancer may induce any crac)s or flaws in stone material the si0e of a
housecat to succumb, causing the material to split or fracture, for instance creating an opening to a cave,
splitting a roc), causing landslides or, indeed, releasing a sword from a stone...
<< Stonebend (he geomancer can now manipulate stone to move and flow, as if it was a thic),
li?uid material. With a series of groans and crea)s, the stone can bend to give way, form crude stairs, ma)e
very slow, yet potent attac)s #Str 6 1e I Sta 6$, or the li)es
<< &ecall Fracture (he geomancer may now call bac) a crac) or rift, closing it with tremendous
force. "ote that si0e is limited to housecat-si0e
<< +ause &upture %t this level, the caster may cause crac)s up to the si0e of a man
<<< Stonechange (his power allows the geomancer to shape stone into ob:ects at will, creating
mimics of living beings or usable items. (his power cannot be used to sculpt statues, as the ob:ects formed
are crude and craggy. (hese moc)eries may attac), through casterFs concentration #he may not do anything
else while controlling the figure#s$$, with the same stats as Stonebend
<<< &ecall &upture %s &ecall Fracture but encompasses crac)s as large as the si0e of a man
<<< +ause +left %s +ause Fracture, but encompasses crac)s the si0e of a car
<<<< Stonemeld (he geomancer may now merge with stone, becoming literally one with it. 3e
may erupt from any stone surface within the area #StorytellerFs discretion, yet consider an area of
>BF>BF>BF to be ample$
<<<< Sculpting (he Solid (he Geomancer may now create life-li)e creations made from stone.
(he caster literally sculpts stone as if it was clay. %t this level, the creations move more fluidly than earlier
powers allow, yet still slower than any human. Stats as above
<<<< &ecall +left %s &ecall &upture, but encompasses crac)s the si0e of a car
<<<< &ender (he Earth By splitting the earth in crac)s the si0es of a large house the geomancer
brings forth terrible earth?ua)es and landslides in the process. (his is very dangerous, and might cause the
casterFs demise in the process.
<<<<< Stonemastery (he caster can create ob:ects of pure stone from nothing. 3e can also
change other ob:ects into stone, rendering them either useless or controllable by him alone. <n addition, the
geomancer has near-absolute control of the element of stone, and may call and recall crac)s in the earth the
si0e of a building bloc). Within stone surfaces, the caster may create his own halls and havens, with no
concern of the si0e of the stone surface he is within; he is now within the element of stone itself.
Coneyance
See ,aws of the #$nt !layers $ide.
A!uamancy "#$etwor%#&
(his 1weomer is also one of the more primal forces in the universe. Water is infused with the
magic of creation and strength in itself, and this is reflected in %?uamancy. <ts origin is un)nown; the
%?uae have always possessed it.
< Waterscry (he Fae may find water on any non-a?uatic surface.
< Watertouch (he Fae may create waves in the water that can throw small boats off course,
deflect underwater attac)s, or lift small ob:ects out of the water
(his power also allows the caster to condense small ?uantities #a small bowlful$ of water from the
surrounding air.
<< 9bfuscate4 (he caster causes water to rise up and create a thic) fog, big enough to cover a
boat #or a car$. (hough it is simply fog, it is impossible for pure light to penetrate it, and anyone caught
within it is completely blinded, as it is hopeless to see through it. Even those with magical sight of sorts
find themselves lost in this ha0e
<< Waterbend (he %?uamancer is able to shape the flowing water in beautiful water arches and
fountainous sprays, usable both for show and attac). (reat attac) as Str H, 1e I. Since it is only water, itFs
not possible to harm it. +aster may also part small ?uantities of water, such as the area around him, to allow
dry passage
<<< Waterchange (he a?uamancer may manipulate shapes and ob:ects from water. (he shapes
are still li?uid the surface is a)in to that of a still water and the shapes can be bro)en through, but as long as
the caster concentrates, they remain shaped #a dagger or, indeed, a being, can pass straight through it, and
yet it remains$. 3owever, the shapes are able to attac) #if the caster wishes$, with the same stats as
Waterbend. Should the access between the Water Shapes and the li?uid they erupt from be severed #if they
move out of the li?uid, for instance$ they immediately dissolve into li?uid again. (his power can also create
a wall of water. (his wall only eists as long as the caster concentrates #letFs ma)e this a%sol$tely clear4
By concentration we mean concentration. Wal)ing around thin)ing about it does not count. (his effect is
more of an immediate defensive produce than anything else, and is used purely to deflect attac)s. 3igher
levels of this 1weomer can create permanent walls, but this deflective wall is as strong as ice, and only
eists for a brief time to protect against an attac). <tFs uni?ue and immediate.$, and immediately dissolves.
<n this temporary, potent stage, it receives a Sta H. 9f course, the wall can be maintained after its use, but it
will not retain its Stamina rating.
<<< +all &ain (he a?uamancer may call small ?uantities of precipitation from the surrounding
air
<<< +all Waves4 (he caster can create waves on command. (hough this doesnFt mean a still
water becomes turbulent, it can at least create waves to bring caster ashore. SurfFs upO
<<<< Watermeld (he caster simply dissolves into li?uid, and can arise anywhere in the area
from any source of li?uid. "ote that the caster can %e confined5
<<<< +urrent +ontrol (he caster may control sea currents, steering a vessel wherever he wishes
<<<< 'art Water (he a?uamancer may part a large body of water, such as a la)e, whereupon he
may wal) through it. (hin) 8oses...
<<<<< Watermastery (he caster can create ob:ects of water from nothing. 3e can also change
other ob:ects into water, rendering them either useless or controllable by him alone. <n addition, the
watermaster can summon forth spirits of pure water that must carry out his commands. (he Watermaster
may also rise or lessen the sea at his command, creating towering tidal waves, or maelstroms, or drawing
the water out of a flooded city, for instance.
"ote4 the faces of the moon affect the watermaster. 3is si0e will vary #though not etremely;
StorytellerFs discretion$ depending on whether it is high tide or ebb. +alls for interesting roleplaying
eperiences...
$indmastery
Windmastery comes naturally to the +elestials, as they roam the high s)ies from morrow to dawn.
<t is said they learned the gift from an eagle that one +uilegan saved from a wolf; it had bro)en its wing.
(he +uilegan mended his wing, and bore him to the top of a mountain, whereupon the eagle leapt from and
soared across the s)ies, using wind to )eep it up despite the wounded wing. (he +uilegan cried out for it,
but when he saw that it did not fall, he was perpleed. 3e called out for the eagle, as)ing to learn the gift,
and from high above he heard the eagle call out to him that he should rather throw himself from the cliffs.
%ngered by this moc)ery, the +uilegan went home and got his bow. (hen he went bac) and shot the eagle,
and too) his wings as his own. Before he cut the wings from the eagle, he also devoured its heart. (hough
he had the )nowledge and also the means, he could not manage to fly. 3owever, many smaller birds then
approached him. % whole floc) of them, who had been pestered by the nasty eagle. Since he had )illed
their great enemy, they offered to help him learn how to fly. <t was a falcon that too) the obligation of
teaching him, and therefore many +uilegan still hold falcons as their affinity.
< Windfall (he Fae may summon and control small bree0es at will. (hese may be warm or cool,
whatever the caster wishes. (his is possible through the casterFs limited mystical )nowledge of how wind
wor)s and how temperamental differences causes it. (his effect can be used to cool off foods, call on a
pleasantly warm bree0e on a cold day, or steer a toy boat on the water. <t may not steer actual boats, nor is
this power strong enough to tip over ob:ects heavier than five pounds. <t is very basic, and reflects the
casterFs brewing )nowledge, yet not complete understanding, of the power. <n sheer mechanics, the velocity
of this wind can be up to si )nots.
< Euiver4 (his power allows the caster to will ob:ects to ?uiver as if physically shoo). (he power
is limited to ob:ects up to five pounds mass. Fragile ob:ects may fracture from this effect
<< /ephyr4 (his effect is similar to Windfall, though the caster may create and control gusts of
wind instead of :ust bree0es. /ephyr is merely stronger in effect. <n sheer mechanics, this means velocity up
to I> )nots. "ow a caster may for instance move ob:ects of up to one )ilogram #roughly two pounds$
through the air in series of gusts. (he force may send heavier ob:ects through the air, but cannot control
ob:ects larger in mass than this. (his effect is )nown as Wind%earing. %t this level, the caster may
actually inflict small sunburns on people, as he can control the intensity of temperature used to fuel the
wind.
<< (remble4 %s Euiver but may roc) ob:ects up to fifty points in mass, or several #no more than
ten$ smaller ob:ects at once. (his effect can for instance be used to fa)e minor earth?ua)es, though the
more ingenious players may device even more cunning uses for this power
<<< Windchange4 (he (entomancer may manipulate wind in such a manner that it can actually
take shape, in a sense. Gusts of wind form as invisible shapes in the air; shapes that are almost constant,
but re?uires the concentration of the caster to remain. For eample, a table created with this power could
hold items for the caster, but would drop them at once should he let go of his concentration. !i)ewise,
figures created for combat could inflict damage #Str A, 1e H$, and would be ?uic) and agile, but could
only eist as long as the caster concentrated on their eistence and their moves. % hard tas) indeed. (he
higher (uigse score of the caster, the easier it is to use. For attac) purposes this power holds no stamina; it
is only air, and cannot be hit. But this power can also be used to raise a temporary wall of air to for eample
deflect missile attac)s. <n game terms, this wall is a)in to that of Waterchange, with a Sta of H.
<<< +all Waves4 (he caster can create waves on command. (his power is virtually identical to
+all Waves for Watermastery. (he only difference is that where the a?uamancer calls the waves though
manipulating the actual water, the ventomancer does it 5naturally5.
<<< Windmill %t this level the caster can control winds up to HH )nots, lift and move ob:ects up
to his own weight through the air #including himself$, and even create small whirlwinds, up to si feet tall
<<<< Windlaw4 (he caster can now control and create winds at great forces, with velocity of up
to 66 )nots, or IB on the Beaufort scale, signifying a whole gale. (his is an etremely powerful force, and
the ventomancer can lift and control ob:ects as large as a truc)
<<<< @acuum4 (he caster can create a vacuum that he can confine within a sphere. (he sphere
may vary in si0e, but the smaller the more compressed and also powerful. (he caster may release this
formidable force for eample by throwing it at an opponent. (his will cause the opponent a total of ten dice
of damage, at difficulty of eight. <f the roll is botched ten new dice of damage is rolled, this time against the
caster herself, also difficulty eight. <f this roll is botched as well the vacuum caves in on itself
<<<< Windparting4 (his is a magnificent power indeed. (he caster literally dissol(es into
seemingly nothing, actually %ecoming wind. (he caster appears to be some sort of gas in high motion, as
her features meld with the air and create coloured wind as they rush by. (his effect is, however, very
dangerous, as the caster ris)s being blown apart if she cannot control the winds she uses. Wind is etremely
hard to classify, as it merely consists of air in motion, and this power allows the caster to brea) into a series
of gusts of wind to materiali0e at a different location. (ravelling as wind is almost impossible, because it
re?uires the caster to control as many as ten different gusts of wind at a time, and to hold them together so
they wonFt 5spread in the wind5, so to spea). %n unepected gust of wind is enough to send part of the
caster far adrift, and without e(ery part of herself, the caster may not materiali6e, instead becoming a
wind spirit unable to remain corporeal. Without so many words, this power wor)s best under controlled and
limited environments.
<<<< Windblast (he +uilegan sends forth a magnificent blast of wind from the palm of her
hand, delivering ten die of damage to a target, difficulty eight.
<<<<< Windmastery (he +uilegan has now near-absolute control of the element of wind. She
may create elementals of wind to do her bidding #StrH, 1e 7$. She may also summon up and control
hurricanes and tornados at will, ma)ing her immensely powerful #however, controlling such winds re?uire
a massive ten successes to con:ure, and then additional seven successes, difficulty nine a round to maintain
control overO .ust imagine the crisis of losing that control...$. 9therwise this power is much the same as
other masteries.
"ote4 (he Windmaster has difficulties restraining his affinity with the element of wind, and
therefore generally tends to both have a 5windy5 personality as well as a windy being. <n other words, as he
strides into the room, he is followed #or perhaps precededO$ by gusts of wind, in the same way as a violent
draught.
$eather Control
See ,aws of the #$nt !layers $ide.
Dreammastery "'neiromancy&
'erhaps the strangest and most uncontrollable power possessed by the Fae, this 1weomer grants
the power to manipulate dreams and nightmares, and to summon the power and intensity of it. Few can
eplain how this power wor)s, but the 9neiromancers of the 3ost of 1reams have mastered the ability of
delving into the subconscious and bring bac) memories, dreams and nightmares and weave wondrous
creations and enchantments from them. For thousands of years the 8orpheans have monitored humans and
influenced their dreams, with many a marvellous or gruesome dream, and some have even taught some of
their powers to mortals. (hese 3ermetic mages handed these secrets down through the ages, and gradually
they served as the foundation for the @ampiric (haumaturgical 'aths of 8orpheus and 9neiromancy.
< Silverthread (his power allows the 9neiromancer to access her own dreams and subconscious
self during trances or sleep. <n this state the 9neiromancer receives visions of what is to come. (he Fae
brings the essence of the 1reaming into her own body, as all Fae are connected to it in spirit.
< Sense 1ream (he Fae can sense any dreams or dream-creatures nearby.
<< Bend 1ream (he Fae may shape her own dreams and influence the surroundings while she is
in this way dormant. She can create beings of 1ream that she can use with other powers. She can also
access other, dormant, beingsF dreams, and read them, though she is not able to weave these yet
<< 1reamwal) (he Fae may travel to any place she has before, simply by going to sleep and
accessing her dreams. 3owever, her body does not follow, and only an astral form, incapable of physical
action, actually performs the :ourney. (he 1reamwal) is automatic, and is not dependant on time to be
performed.
<< Enter 1reamtime (he %ustralian %borigines believe that the 1reaming flows through every
living soul in the universe. (he 1reamtime is the collective forewarning awareness of all sleeping souls,
and all they dream are here represented. =nli)e the 1reaming, the 1reamtime is a place of omens and
prophecies, and though it is near impossible to discern the future from the infinite amount of signs
represented, the 9neiromancer may or may not find ways to utili0e these portents. (he 1reamtime is a
bewildering place; if it really is a place. Some scholars claim it to be not a place, but a state, and that the
feeling of being in a physical location is merely emotional. %t this level, the 1reamweaver may not move
within the 1reamtime
<<< Shape 1ream (he 9neiromancer is now capable of shaping not only her own dreams, but of
those whose dreams she accesses. <n addition, the 1reamweaver is able to con:ure forth items or creatures
of 1ream for a limited time. (hese may not possess any physical ?uality, but are still perfectly visible by
anyone
<<< 1reamweaving (he 9neiromancer can intertwine dreams, connect them, and create greater
dreams with up to four sub:ects. By doing thus, the 1reamweaver is able to create powerful visions of the
future, or maybe :ust deliver a very powerful message. 9mens have always been revered pretty powerfully,
even more so if several people have received the same one
<<< Wal) (he 1reamtime (he 1reamweaver may now underta)e mental :ourneys through the
1reamtime
<<<< +on:ure +himerical 1ream (he 1reamweaver is able to afflict 1ream in conscious
condition, meaning that she may allow sub:ects to dream and be affected as if they were dreaming. (he
dreams become real, as they are the actual stuff of the 1reaming. (hese are not ordinary +hangeling
+himera; they are not beings and items shaped from imagination; they are beings and items shaped from
the Dreaming.
<<<< 1reamwal)ing (he 1reamweaver may now physically enter the 1reamtime and eit
anywhere he li)es. <t has to be done by entering the dreams of a dreaming sub:ect #only sleeping does not
count, nor does the casters own dreams; she has to be conscious$. (he 1reamweaver has to locate a
dreaming sub:ect through the 1reamtime, and eit there; she cannot re-emerge at any location; simply
where there is a dreaming sub:ect. Still, this is a very powerful ability.
<<<< Become 1ream (o 1reamwal), the 1reamweaver has to become one with 1ream.
!egends say that many centuries ago the 1reamtime and the 1reaming were one. Sometimes one could
travel from the physical realm to the 1reaming, the Spirit World, and the 1reamtime; a place where
concepts and ideas are real. But at some point, the four were bloc)ed off from each other. Because of that,
only that which is dream may enter the 1reamtime, because the concepts that shape the future and the past
are dreams. (here is no present in the 1reamtime; only past and future. =nli)e the 3igh =mbra of the
8ages, the 1reamtime is the place of scrying and divination, not facts and physics. <t is a place where
everything that will happen and has happened is already happening, at once. (here are no real beings in the
1reamtime, :ust concepts of things that have and will be. (hus, it is a terribly treacherous place, and it is
very easy to become lost. (he 1reamweaver might even meet herself, ages past, or long into the future.
Because the future is a very unstable concept li)e a dream, all the different futures overlap each other,
which ma)es it very difficult to decipher. @entures into the 1reamtime are li)e dreams reality might
suddenly shift, but you donFt notice it, because it seems completely natural. <f this happens, the
1reamweaver is on the first step towards being lost. % being lost to the 1reamtime will eventually dissolve
and change with it, unless she is con:ured bac) by another 1reamweaver
<<<<< 1reammastery <t is difficult to describe a 1reammaster. She is constantly seeing the
1reamtime as well as the real world, which ma)es it obstinate to interact with her. <n game terms, it is
pretty darn difficult to play a 1reammaster. (his power basically renders the character unplayable, because
she sees everything, but is too mentally lost in the 1reamtime to actually interact with others. (his may
seem li)e a stupid power. Jou might say 59yO Whaddahell dis crapRO Where my )ewl power0RO5. But the
point is that not all powers lead to something good. 1reammastery rends a person insane for all purposes,
ecept for ma)ing one hell of an 9racle. She spea)s in constant riddles, so enigmatic that even a Eualmi
werecat would have difficulty interpreting what she says. (he 1reammasters were the 9racles of %ncient
Greece, and many other ancient civili0ations, most prominently the %ustralian %boriginal. (o the
1reamweaver, 1reammastery is still a goal, because to her, this is a pretty wonderful state. She understands
everything, and can read and interpret the past and future perfectly. 3owever, most 1reamweavers also
possess a second 1weomer #generally +onflagration, *gnomancy$ in which they receive no penalty in
developing, and most never achieve 1reammastery, a state that not only re?uires the amount of eperience
points to purchase, but an etensive :ourney into the 1reamtime; a voyage that may ta)e several years.
"eedless to say, not many promising 1reammasters return, as spending several years in the 1reamtime
without being lost is about as hard a tas) as anyone can perform.
Conflagration "(gnomancy&
< Fire %ffinity (his is a special power reserved only for those who have +onflagration as their
affinity 1weomer. (his power grants the <gnomancer a certain relief from fire; it increases her tolerance to
its scorching heat. <n game terms, damage that is a direct result of her own <gnomancy does not afflict the
Flamewor)er. %ll other fire, including attac)s from other <gnomancers still delivers normal damage. %gain,
this ability is only available for those <gnomancers whose specialty 1weomer #or 5affinity5, if you will$ is
+onflagration. (his includes 9neiromancers with two affinities. %n <gnomancer with this ability can only
become a master in +onflagration, no other 1weomer.
< +all 3eat (he Fae may heat up the palms of his hand by calling on the force of fire. By doing
thus she may use this force to, for instance, boil li?uid #at a rate of one cubic foot per turn$, or ma)e an
elemental attac) against someone.
< Sense 3eat 'retty basic; the character has the ability to sense heat. %nd no, we donFt mean that
he can sense thereFs a fire three feet away from him, this power implies that the character can, for instance,
sense body heat in a person #as in the e?uivalent to 5see infrared5 for instance$, or a lesser heat source in the
proimity. <n short, it allows a greater sensitivity #though it does not entail any greater vulnerability$
towards heat.
<< Flamewor)ing4 Flamewor)ing allows the <gnomancer control over fire. 3e may bend, sway
and steer lesser flames and fires at command. (his power easily gets out of control, however...
<<< +reate Flame (he Flamewor)er may now con:ure forth bursts of fire from nothing. (hough
only simple fireballs may be con:ured, it can be considered a starting point for further actions
<<<< Summon Flame Beasts (he <gnomancer may now summon fire elementals. (hese
dangerous beings have to remain in contact with a source of fire; when that source is bro)en, they vanish
#but may be re-summoned$. (hese elementals have no physical stats treat as 1eterity 7 for the purposes of
moving and can therefore not be harmed by physical attac)s. (hey are, however, beings of fire, and may
therefore be fought li)e any other fire.
<<<< Firewal)ing (he Flamewor)er may leap through fire and emerge at another fiery location.
(his power is not without peril, though; the <gnomancer ris)s burns. (he number of successes re?uired to
pull this stunt is A, at difficulty D. For every number of successes lesser than four, treat as one health level
of damage #i.e. three successes grants success but with one 3! damage, two successes grants two 3!
damage, grants three 3! damage, and finally, one success entitles the hap ha0ardous character to a stunning
#no pun intended$ three 3ealth !evels of damage. % botch results in catastrophe; either the manoeuvre
simply fails, or the caster is caught within the flames. 3owever, if the caster possesses Fire %ffinity, she
does gain its benefits when using this power, hence avoiding its damage. 3ey, didnFt your mother teach you
not to play around with fireR
<<<<< Firemastery "ow the Flamewor)er has complete control over fire. She can now meld
with fire, becoming one with it, and summon gigantic firestorms at will. (he Firemaster is ?uite dangerous
to her environs; not only is her physical form warm, and can even cause ignition on its own, but the caster
is also very hot-tempered.
(llusion
See ,aws of the #$nt !layers $ide.
)indbending
See ,aws of the #$nt !layers $ide.
S*irit Calling
See ,aws of the #$nt !layers $ide.
Sha*eshifting
See ,aws of the #$nt !layers $ide.
+otem Lin%
See ,aws of the #$nt !layers $ide.
Diination
See ,aws of the #$nt !layers $ide.
,ortune
See ,aws of the #$nt !layers $ide.
,ascination
See ,aws of the #$nt !layers $ide.
Life-Stealing
See ,aws of the #$nt !layers $ide.
New -iths
Dar% .les
By "uada Silver-%rm #lrobinstchS?net.com$
Descri*tion
(here are creatures that live in our dreams, beings that guide our unconscious minds to their
desire. While we sleep do things hover over usR 1o they guide our dreams to their pleasureR "ightmares,
erotic dreams, prophetic dreams4 all these can be guided. %ll these are the realm of a forgotten )ith.
9nce the fae did not inspire the wa)ing fantasies of mortals. <n a time long forgotten the
connection between humans and the fae was the dreams that came while mortals slept. <t was these early,
unformed, unrecalled dreams that gave the fae their form. <n these dreams the fae used to ride, but over the
ages they grew away from this. (he wa)ing, formed and believed fantasies of humans became more
important to them. But one group remained true to gaining glamour from the sleeping minds of man. (hese
strange beings are now )nown only as 1ar) Elves.
1ar) Elves appear to be )ith much li)e a combination between the Sidhe and the Sluagh. <n fact
they are often mista)en for members of one )ith or the other #though it would be strange if one individual
could be ta)en for both types$. (hey are well formed, often tall and very attractive both in face and from.
%lso there is a dignity about their carriage that seems to imply they are noble. 3owever, they are silent --
much as the Sluagh, rarely spea)ing. #3owever they are not bound to whisper as the Sluagh are$. (his
strange combination of features seems to indicate that this race shares a common ancestor with both Sidhe
and Sluagh -- but this remains a guess only.
8embers of this race often hide among )ith, acting as either Sidhe or Sluagh as their natures
dictates. 8ost of them are never discovered, as they ta)e human bodies as changelings do, they have forms
and thoughts and a nature much as the changelings do. <n fact they are much li)e all other )ith ecept that
they gain glamour from a different source.
1ar) Elves have returned to the ancient practice of 1ream &iding. (hey gain glamour by entering
and manipulating the dreams of mortals. <n order to do this they must have some level of familiarity with
their hosts, usually about the same level as another )ith trying to gain an epiphany from a mortal. (he 1ar)
Elf must then wait for their hosts to fall asleep -- and it must be a deep sleep in which dreams occur
naturally; the dar)lings can only manipulate dreams, not create them. When this state has been reached
1ar) Elves must ma)e physical contact with their hosts. (hose who use this techni?ue to ravage often
transform themselves into mundane ob:ects such as feathers or pillows, so that if their hosts awa)en, or if
they are intruded upon, they will not be discovered. 9nce contact has been achieved 1ar) Elves enter the
dream of their hosts and can began to manipulate them. (hey can either ma)e the dreams pleasant, giving
:oy or insight or confidence, or they can ma)e them into a night terror that saps the strength and will of
their victims. <n either case the process usually ta)es all of a night, as the dream riding must have some
time to ta)e effect. 3owever, there is one massive advantage to gaining glamour this way -- the host of a
1ar) Elf needs not be a dreamer. %ny human who is not an autumn person, any person who has some bit of
humanity in her soul can be used for glamour from dream riding. 9f course dreamers, with their deeper
connection to the dreaming produce more glamour more consistently -- but they are not necessary to the
process.
+urrently there is no policy towards the 1ar) Elves, as very few )now of their eistence. (hose
who do )now of them find them to be confusing. 9ther than their method of glamour gathering they seem
much li)e the )ith. (hey even often live among the )ith, sometimes not even )nowing how different they
are. 8any of them use their dream riding to ravage mortal minds, but not all. =ntil more is )nown about
these beings nothing definite can be said.
9ne of the reasons for this is the 1ar) ElvesF view of the world. (o the 1ar) Elves our wa)ing
world seems shallow and without much meaning. Jou have not lived, they will tell you, until you have
ridden in the unbounded world that hides behind human eyes. (here in that world your power is all; you
can ma)e anything happen. 8ortals can be inspired, can be terrified even unto death. (hat world is more
real, more vibrant than this shallow earth. 'erhaps the 1reaming that has been lost could e?ual this vista --
but most among the 1ar) Elves doubt it. (o ride free while the 1reaming of the other fae rots and the
World becomes bound down -- such is the glory of the 1ar) Elves. <t is no wonder that they consider the
affairs of humans and )ith ali)e as shallow and trifling.
A**earance
(here are two different types of 1ar) Elves. 9ne type is fair to loo) upon, upright and beautiful.
(hey wal) with nobility and confidence and are very, very attractive. (hey are often confused with Sidhe,
or occasionally Eshu. (hey tend to dress as nobility in order to continue the misperception.
(he other type of 1ar) Elf is much li)e a Sluagh in appearance. (hey are not so thin or sna)eli)e
as the underfol), but they have the same pallid s)in and haunting eyes. (hin, white, and almost s)eletal this
type of dar) elf often dresses in blac) and loiters softly in shadows.
Seemings
%s a Sluagh or Sidhe of the same seeming.
Lifestyles
1ar) Elves have no )nown culture of their own. 8any live among the fae, hiding their natures as
best they can. 8any wander, playing at being )night errant or eiled Sluagh. (hese often move into an area
and invade the dreams of as many as they can. %t the first sight of notice from the )ith of the area they
move on. "o one )nows if they avoid revealing themselves from fear of persecution, or for some more
insidious reason.
Affinity
%ctor
/irthrights
(ream Riding4 1ar) Elves have the ability to dream ride. &ather than inspiring or ravaging they
actually enter the sleeping dreams of humans and manipulate them. 1uring this time the human is unable to
wa)e without epending a temporary Willpower trait and succeeding in a Static 8ental +hallenge against >
(raits. (here are two different forms of this. (he first is 8orpheusF Blessing -- to do this the 1ar) Elf must
ma)e contact with a dreaming human. She then enters the dream and manipulates it in ways that give the
human :oy, peace, and,or understanding. She engages in an Etended Static Social +hallenge #retest
Empathy$ against a number of (raits e?ual to IB - the number of hours spent riding the dream. (he number
of successes is the amount of glamour gained. 3owever, any non-dreamer can only have this used on him
once. 1reamers can be blessed as many times as the 1ar) Elf wishes. (he second type is )nown as "ightFs
(error. 9nce again the 1ar) Elf ma)es contact with the dream of the mortal and rides it, but this time into
nightmares, fear, and unconfidence. (here are two different systems that can be used for this. (he first is
the same as ravaging see The "hining #ost for rules. 3owever, as with ravaging, a botch indicates that
the character gains a permanent point of banality. (he other method removes the danger of banality; the
1ar) Elf engages in an Etended Static Social +hallenge #retest Empathy$ against a number of (raits e?ual
to IB - the number of hours spent riding the dream. 3owever, this method ehausts the victim so badly that
he can not be used again until a day has passed for each success gained. <f the 1ar) Elf ever gets IB
successes #or more$ the poor victim dies of fright.
Eactly what happens while the 1ar) Elves are 1ream &iding is up to the S(. <t is possible that
they enter the dreamrealms of the sandmen. <t is also possible that they donFt, but instead have a direct lin)
into human minds and dreams.
Truth or Beaut"4 (his birthright depends on which type of 1ar) Elf the character is. 9ne that
seems to be a Sidhe gains I %ppearance-related Social (rait and a free Eti)$ette %bility (rait. 9ne that
seems to be a Sluagh gains the 3eightened Senses of a Sluagh and a free Alertness %bility (rait.
Shape of the #undane4 %ll 1ar) Elves have the ability to transform their bodies into I ordinary
seeming ob:ect. (o do this they must be unobserved and spend a point of glamour #much li)e a 'oo)a$,
changing bac) is automatic, but still must be unobserved. (his shape is often used to )eep from being
observed while 1ream &iding. +ommon eamples are feathers, pillows, sheets, or anything else that might
logically be in contact with a sleeping person.
,railties
Shape.s %eakness4 When in their mundane shape 1ar) Elves are very vulnerable. (hey are
bound by the physical limitations of their new form. (hey cannot move or eert themselves in any manner
that a common pillow, feather, sheet, etc., could not, nor can they spea) -- although they can still use arts.
%lso they have the health levels of the ob:ect they have become and suffer damage as it does. So a 1ar) Elf
in the form of a small feather could easily be ripped in half and )illed.
*ut from the (ream4 Because of the connection between a 1ar) Elf and the sleeping dreams of
humans this race is cut off from the 1reaming much as the nunnehi are. (hey cannot gain glamour from
&everie, &avaging, or &apture. %lso sleeping in a freehold gives them no glamour. Finally they can never
learn the dream-craft art or operate trods #although they can wal) them if another opens them$.
Runaa"4 For some un)nown reason the 1ar) Elves fear being discovered. Whenever another, be
they mortal or fae, finds out what the 1ar) Elf is, or discovers them dream riding an uncontrollable fear
overcomes them. Whenever a 1ar) Elf is discovered for what he is he must epend a temporary Willpower
(rait and succeed in a Static 8ental +hallenge against D (raits to avoid fleeing.
Leanan-Sidhe
By +hris 9F(oole
Descri*tion
!eanan-sidhe present a vague 5missing lin)5 between *ithain and @ampires. While technically
faeries, leanan-sidhe are, at the same time, vampiric. While unconcerned with the .yhad and the
8as?uerade, leanan-sidhe are afflicted with the desire, and indeed necessity, to drin) the blood of mortals.
Seelie )ithain who try to 5?uit,5 li)e smo)ing or drug abuse, usually waste away and are never seen or
heard of again. For some this is an unfortunate way of life, but most have become adept in enchanting
1reamers to the point where they are more than willing to give all the blood the leanan-sidhe may want.
(his is the cause of death of poets careless enough to be ta)en in by irresistible seduction. While not
naturally evil, leanan-sidhe accept this as part of their eistence. it is worth noting that leanan-sidhe are
always female.
A**earance
!eanan-sidhe are not as elfin in appearance as their sidhe cousins, though they share their
unearthly attractiveness, and this is the trap so many fall into. (heir hair is usually long and flowing, and
blac) in colour. % leanan-sidheFs body is lithe and shapely, and no-one can help but note her stri)ing se
appeal, in manner as much as in physical appearance. % leanan-sidhe has pointed fangs, which are less
obvious in mortal seeming. !eanan-sidhe favour ?uite revealing clothing; in all, it is far from difficult to
find a dreamer or 5victim5 to satisfy a leanan-sidheFs sanguinary desires.
Seemings
*hildling4 =ndoubtedly the prettiest little girl in the class; 5an absolute dolly.5
%ilder4 (he )ind of girl to ma)e peopleFs chins hit the floor, :ust by passing by. She can have
anyone at all she wants; even the most stalwart of trolls will follow her with his eyes. !eanan-sidhe remain
in this stage longer than most )ith.
5rump4 "ever losing her stunning attractiveness for a good part of her life, and even when a
grump, will never settle down with one partner; few live long enough to be a long-term partner anyway.
Lifestyles
!eanan-sidhe tend to be temptresses and seductresses, some not even on purpose. (hey are never
well )nown enough to be in the general publicFs eye, and to aid this they favour towns and cities as places
to live. <t is possible that they have a power similar to the 5%rcane5 bac)ground possessed by 8agi. Every
once in a while, a would-be poet is inspired by a leanan-sidhe, and this is a ready source of glamour, if used
wisely. For all their attractiveness, leanan-sidhe are far from bimbos; they are manipulative and cunning.
%fter all, they need to fulfill the need for blood, and that is not something that can be allowed to be
discovered.
Affinity
%ctor
/irthrights
Se4 Appeal4 !eanan-sidhe are incredibly attractive, and certainly )now it, and use it to
considerable advantage. %s a result, a leanan-sidhe receives two "ed$cti(e Social (raits and a free
"ed$ction %bility which can never be permanently lost as the result of a challenge. <n addition, she gains
two (raits on any Social +hallenge influencing a male #or lesbian,biseual female$, unless the sub:ect can
succeed in a Static Willpower +hallenge, difficulty twice #up to a maimum of M$ the leanan-sidheFs
temporary Glamour rating.
No$le Bearing: "o cantrip can ever directly ma)e a !eanan-sidhe loo) foolish, and any such
attempt automatically fails #any Glamour or other (raits epended in the attempt are still lost, though$.
8undane pran)s or very indirect cantrips are unaffected by this Birthright, however.
,railty
6ampire4 !eanan-sidhe have a secret dimension to their lifestyle which must remain hidden to all
but the most trustworthy. While no mechanical penalties apply to this frailty, the implications are obvious,
and it is paramount that this be )ept secret, and it may be wise not to let the other players )now your
character is anything but an ordinary sidhe.

You might also like