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London by Gaslight: Winter of Discontent

or, a Live-Action Steampunk Entertainment set in a World of Darkness on the Brink of War
Now is the Winter of our Discontent Made glorious Summer by this sun of York; And all the clouds that lour'd upon our house In the deep bosom of the ocean buried. - Richard, Duke of Gloucester, Richard the Third, Act 1, Scene 1, William Shakespeare London, 1939: The western world is trying to recover from a global economic Depression in the wake of the Great War. Charismatic leaders have risen from the political ashes of the past, leading their nations from economic ruin through various means. In the shadows of the mortal world, however, some of the monsters of legend and lore try to live amongst those who have largely forgotten them, dismissing the old tales as nothing more than supersition and nonsense. In these shadows live the Garou, the Fera, and the Fae, the shifters and Fair Folk of ancient stories. Ancient pacts between the shifters and the Fae have bound their fates tightly together, and the Thirteen Tribes of the Garou, the Nine Tribes of the Bastet, and the other Fera find themselves inextricably embroiled in the politics of the Fae, while the Fae are called upon at times to aid in the battles of the Fera against the agents of the Wyrm. The Sidhe of old largely retreated to Arcadia centuries ago, and in their absence, the three houses which remained Dracos, Rhiannon, and Scathach - and the commoner Fae have come to an understanding there aren't enough Sidhe to rule the Fae, so new nobles have been created from among the commoners. But dreams of nationalism and patriotism might be enough to throw the doors of Arcadia open wide...

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 Ex Libris Nocturnis (http://www.nocturnis.net). As Ex Libris Nocturnis 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 Live-Action Role-Playing rules system. To represent the diversity of faerie-kind as mentioned in the Exile Fey setting, we have incorporated several net-Kiths (Changeling Kiths designed by players and/or Storytellers published online) e-published on Ex Libris Nocturnis, Shadow & Essence (http://www.shadownessence.com), and B.J. Zanzibars World of Darkness (http://www.iu.edu/~adashiell/index.htm). Weve also taken a bit of inspiration from the Meredith Gentry: American Faerie Princess series of novels by Laurell K. Hamilton, and used some concepts and social structures from that series. Additionally, the setting draws inspiration from Castle Falkenstein, Deadlands: the Weird West, and Space: 1889. For changes to the World of Darkness Canon beyond the inclusion of the Faerie Hosts, see the Changes to Canon document.

Character Creation Guidelines


Step One

This hasn't changed much at all. Players should be encouraged to go beyond the Natures and Demeanors listed in either Werewolf Revised, Vampire Revised or Mage Revised; if they don't see anything in there that fits the character. If all else fails, the Storyteller can help them make up new ones to fit their characters more closely. Be careful when determining when they might gain back Temporary Willpower, though. Changeling characters at this stage should choose Kith, Seeming, Court, Host, House (if Sidhe or part of the Noble Host), and Legacies. Werewolf characters should choose their Breed, Tribe, Auspice, Nature, and Demeanor. If the Werewolf is also Kinain, choose a Kith, Court, and Host (and perhaps House, if the character is Sidhe Kinain) as well. Step Two As usual, this means that you will fill in the Traits on your character sheet, to explain, in game mechanics, how apt your character. Attributes define your physical, social and mental characteristics; Abilities tell you how able your character is at different tasks, and Advantages are additional tools to help the character with clarify Backgrounds and magics. The points spread of 7/5/3 has not changed at all. Changelings have a Trait maximum of ten Traits as Childlings, twelve Traits as Wilders, and fourteen Traits as Grumps, not counting Traits gained from Birthrights. A Werewolf's Trait maximum is determined by Rank, and also does not count Traits gained from Birthrights or Tribal advantages. Step Three Choosing Abilities has not changed either. Player characters start with five Ability Traits, not counting any free Abilities from Birthrights or Tribal advantages. Step Four: Advantages Powers: Changelings begin play with three Arts and five Realms. Werewolves begin play with three Gifts, one each from Breed, Auspice, and Tribe. Fera also begin play with three Gifts, as determined by their type. Hedge Magic/Mortal Sorcery: Changelings may learn and use mortal sorcery, and lycanthropes (except Bastet and Kitsune, who need no Merit to learn Hedge Magic) can learn it with a Merit (Natural Adept, 3 or 5 Traits). The available paths of sorcery are listed in Laws of the Hunt: Revised. Changelings power it with Glamour, lycanthropes power it with Gnosis. Hedge Magic can only be purchased with Freebie Points or Experience Points. Backgrounds: Characters will begin with seven dots of Backgrounds instead of five. These Backgrounds can be chosen from their usual lists. Additionally, the following Backgrounds are available: Arcane -- This is the ability to hide and cloak yourself. See Laws of Ascension for more information. It is only available to Changelings, or to Kinain with the Faerie Blood Background (see The Shining Host Players Guide for rules about Kinain). Cray -- A source of power; of magic and of Glamour. Virtually the same as Cray in Mage: The Sorcerer's Crusade. Use this write-up and replace Quintessence with Glamour. This is only available to Changelings. Destiny -- The character is destined to do great things or die in great ways. Faerie Blood/Faerie Mentor -- These Backgrounds are open only to Kinain (both humans and lycanthropes with the Kinain Merit), and require the Kinain Merit to take them, though the first dot of Faerie Blood is free with the Merit. Each dot of Faerie Blood grants the ability to take a Fae Gift (a special type of Merit) and sets the maximum level of Arts that can potentially be learned. Each dot of Faerie Mentor acts as a level of the Mentor Background, but only applies to Changelingrelated issues. Title (Revised Background): Changelings and Kinain (including Werewolves with the Kinain Merit) may take the Title Background at character creation. The Background has been altered, however, to reflect a few truths about nobility. The Title of Squire has been eliminated, shifting the

Title of Knight/Lady down to Title x1, as squires historically were not noble, but rather commoner assistants to knights and other nobles. They did have the hope of being knighted eventually, however. Title Status o Knight/Dame/Lady Noble/Valiant (pick 1) oo Baron/Baroness Wise ooo Viscount/Viscountess Loyal oooo Count/Earl/Graf/Landgrave1 Trusted ooooo Marquess/Marquis/Margrave2 Influential oooooo Duke/Duchess3 Exalted/Cherished (pick 1) ooooooo King/Queen (Righ)3 Well-Known, Esteemed oooooooo High King/High Queen (Ard Righ)3 Beloved, Adored Notes: 1. The word viscount, known to be used in English since 1387, comes from Old French visconte (modern French: vicomte), itself from Medieval Latin vicecomitem, accusative of vicecomes, from Late Latin vice- "deputy" + Latin comes (originally "companion; later Roman imperial courtier or trusted appointee, ultimately count). 2. The titles of Count, Earl, and Graf are different names for the same title. Earl is the British form of the title, while Graf is the Germanic form. A Grafin is a female Graf. A Landgrave is a count with a larger landholding, or in the terms of the Fae courts, a more powerful Freehold. 3. The titles of Marquess, Marquis, and Margrave are different names for the same title. The 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 kingdom, thus making a margrave both influential (from his position, which allowed him remarkable leeway in deciding who could or could not enter a kingdom or even whether he would repel an invasion or let an enemy army pass unmolested) and wealthy (from trade and tariffs). 4. The Title background may not be purchased above 5 dots; the titles of Duke, King, and High King are listed here as a reference for the attached Status. Step Five: Finishing Touches. Merits and Flaws: Players may pick Merits and Flaws. Flaws give Freebie Points, but a character may gain no more than 7 points from Flaws. The Storyteller should carefully consider each Merit and Flaw before allowing it. Remember that not all Merits and Flaws are appropriate! From purchasing Merit costs and Flaws allow Freebie Points. There is an optional rule the Storyteller may wish to use, to more greatly balance the game: Only seven points total can be spent on Flaws. Another optional rule is that every point of Flaw over seven points must be spent on a Merit. Storyteller's discretion is advised, of course. Dual Host (7 Trait Supernatural Merit; Changeling/Kinain only) By some quirk of fate, you have been accepted as a member of two Hosts of the Faerie Courts. You receive the Birthrights (and Frailties, if any) of both Hosts, and you gain the affinity for the Arts of both Hosts as well. Law Man (1, 3, or 5 Trait Mortal Ties Merit) A badge carries a lot of weight in the Wyrd West. It also bears responsibility. The common folk depend on you to fight off marauders, bandits, and stranger things. While this Merit grants your character a great amount of authority, jurisdiction is always limited. Marshals operate only within the limits of their town, Sheriffs patrol counties, and U.S. Marshals authority extends to their entire country. For one Trait, your character has been deputized for a specific but long-term purpose (like the capture of Jesse James or Geronimo). Agency operatives typically have no law enforcement powers of their own, but they are often given authority by the US Government in specific regions or situations. For three Traits, your character is the Sheriff of a county. Because this Merit is only appropriate for a chronicle that takes place in a specific geographic area, it should only be bought with the Storytellers permission. For five Traits, your character is a Federal Marshal. Your law dog has jurisdiction throughout the United States.

Nerves O Steel (1 Trait Psychological Merit) Some of the Wyrd Wests heroes are too darn stubborn to run even when their boots are filled with liquid fear. Most of their skeletons lie bleaching in the desert, but a few are still fighting the horrors of the High Plains. Whenever the character fails a Willpower Challenge to stand his ground or flee, the character can choose to stand his ground anyway. He suffers from a one Trait penalty on all Challenges for the remainder of that scene, however. A character with nerves o steel isnt necessarily brave. Sometimes hes just more afraid of being branded a yellow-bellied coward than he is of death. Some folks are funny that way. Rank (1-5 Trait Mortal Ties Merit) Soldiers are found all over the frontier. Most women like a man in uniform, and a little rank demands a certain amount of authority. The downside is that soldiers are the first people the locals come running to when something strange happens. If the Storyteller allows it, a character can buy military rank as a Merit. All of them have an obligation to their unit, which is figured into the cost of the Merit. For one Trait, the character is a private or corporal. For two Traits, he is a sergeant, in command of a cavalry troop (50 men) or an infantry company (100 men). For three Traits, he is a lieutenant or captain, serving as the commanding officer of a cavalry or infantry battalion (150-300 men). For four Traits, the character is a major or colonel, in command of a regiment (three battalions). For five Traits, he is a brigadier general, in command of a brigade (2-4 regiments). Ailin (3, 5, or 7 Trait Physical Flaw) There are some things that doctors just cant cure. If you get a rash in your crotch from time to time, its damned inconvenient. If youve got consumption, youd better make arrangements with the local undertaker. Diseased characters are affected by their ailments depending on the severity and the circumstances of their particular affliction. Lesser ailments are things like chronic allergies or colds, frequent lice, or worms. Some more serious diseases are consumption (tuberculosis), diabetes, and cancer. For 3 Trait, the character has a minor but incurable ailment. This might cause him to cough at poor times, make social engagements difficult, give him the shakes, etc. The character is down 1 Trait on Persuasion- or Stealth-related Challenges. For 5 Traits, the character has a chronic illness that causes constant agony and may eventually kill her. She suffers from the penalties for a 3 Trait ailment, and at the start of each session, she must make a Static Physical Challenge against a difficulty of 7 Traits. If she fails, she is down 2 Traits on all Challenges; this is cumulative with the 1 Trait penalty on Persuasion- and Stealth-related Challenges. For 7 Traits, the character has a chronic illness that might kill her at any time. She suffers from the penalties for a 5 Trait ailment, and at the start of each session, if she fails the first Static Physical Challenge, she must make a second Static Physical Challenge against a difficulty of 7 Traits. If she fails the second Challenge, deaths door swings wide. All Thumbs (3 Trait Mental Flaw) You dont like machines, and they dont seem to like you much either. All scientific- and mechanical-based Abilities (e.g., Science, Firearms, Piloting, Drive, etc.) cost twice as much to learn or improve, and the character is down 1 Trait on all Challenges related to these abilities. Ferner/Gaijin/Gweilo (6 Trait Social Flaw/5 Trait Social Merit) No man is an island. Sooner or later, a fellow needs a hand, and if they cant understand you, they cant help you. By taking this Flaw, you are marked as thoroughly foreign by everyone of the primary culture of the area that you meet. Whether its your dress, manners, accent, looks or some other factor, you are perceived as very unappealing by the native population, and they tend to make their dealings with you as quick and unpleasant as possible. At best, you typically get polite but curt responses and inflexible prices. At worst, you are picked as easy prey by criminals and otherwise taken advantage of whenever the natives feel they can get away with it. Not that strangers will attack you on the street at every turn, but you are unwelcome, and the native population will do its best to make sure you know it. You have a two-Trait penalty on any non-supernatural Social Challenges with mortal natives of the area, it costs roughly twice as much to live in the area as it would for a native, and all uses of Influence that are locally based take twice as much time as normal. Otherwise, the real nuances of this Flaw are largely up to the Storyteller to enforce, but

they should be a constant irritation at the least. Note that this Flaw is not based on your actual personality in any way, but on the native perception of foreigners. You may be a kind and gentle soul, but the fact of your origin has marked you as unwanted from the beginning. Taking this Trait as a Merit means that you have undertaken the painstaking process of acclimating yourself to the native accents, points of etiquette and other fine cultural nuances that separate those merely familiar with a culture to those who truly live in it. Whats more, you have mastered them to a degree where you have earned the acceptance of the natives and are treated as an honored equal in most situations. While a great deal of stigma is attached to foreigners, an equally great sum of respect is accorded to those foreigners who take the time to learn the native ways and honor them. You are one Trait up on non-supernatural Social Challenges with natives, your lifestyle costs a normal amount (perhaps even a little less), and Influence use takes the standard time. Furthermore, in a group of foreigners you are probably the only character who would be allowed taken seriously when addressing the native Court. If anyone has a chance at getting the other foreigners forgiven for their barbaric mistakes before theyre extinguished, youre the one. Otherwise, its up to the Storyteller and other characters to fill in the details of how well youre treated, but it should be quite different from foreigners without this Merit (much less the Flaw). Naturally, you must keep up on your manners if you wish to retain this Merit. Doing so typically means possessing several Etiquette and Linguistics Traits, though not always and the Storyteller may revoke it if he finds you have been acting in an overly foreign manner. Note: Not every foreign character must take this Merit/Flaw. Those without either are assumed to fit in adequately, not so well that they attract a great deal of respect but not so poorly they are lumped in with the great mass of boorish foreigners. Grim Servant ODeath (5 Trait Social Flaw) And I looked, and behold a pale horse: and his name that sat upon him was Death, and Hell followed with him. (Revelation 6:8) Well, maybe thats a bit much, but folks do seem to get dead around you. A lot. Maybe you look like a loser, and all the other losers like to pick on you. At least until they find out how quick you are. Or maybe you look like a dandy, but youre really a huckster with a mean disposition. Whatever the story, your character gets picked on a lot, even when he isnt looking for trouble. You arent even necessarily mean-spirited. Youre just trouble looking for a place to happen. Most of those troubles end up buried in Boot Hill while youre being carted off to the hoosegow. As long as your character kills in self-defense, the juries usually find him innocent. Unfortunately, your character spends a lot of time locked up, on the run, or sitting in a courtroom proving his innocence. Needless to say, local lawmen arent fond of your character. They usually know your characters name and warn him about staying too long in their towns. Worse than the local lawmen are the hanging judges. They hate the competition and will dream up just about any method imaginable to see you swing. Life Link (4 Trait Supernatural Flaw; Changeling only) This rede joins a Fae and a chimera. An Oath or a Geas or some other powerful magick has bound them. If either of the creatures is ever killed the other dies as well. They do not take damage when the other does but they do take the wound penalties. If the chimera has more or less Health Levels than seven than use a ratio. If the chimera is killed than the Fae immediately suffers chimerical death. If the Fae is killed the chimera is killed permanently on account of not being Fae and having a mortal shell or being immortal like the Fae A Fae who suffers chimerical death in this manner takes two points of permanent Banality, one for his death and another for the chimera. The Link does not confer any special abilities between the two beings (no looking through each other's eyes and all that). The Fae when reawakened from the coma will feel an empty place in their soul until they pass on to the next life. Lyin Eyes (3 Trait Mental Flaw) You cant hide those lyin eyes. Your character cant tell a lie to save his life. Besides being two Traits down on Subterfuge Challenges, he cannot mislead, deceive, or even omit the truth from others without giving himself away. Maybe his eyes twitch, or he wrings his hands. Whatever he does, its a dead giveaway. Traitor to the Host (2 Trait Supernatural Flaw; Changeling/Kinain only) Somehow, whether by coercion, compulsion, or just plain bad feelings, you have, or are believed to have,

betrayed the secrets of your Host to outsiders, whether they are members of other Hosts, other Courts, or even Prodigals or mortals. You gain two Untrustworthy Negative Social Traits which cannot be bought off, but only members of your own Host and others who know of your betrayal may call upon these Traits. Werewolves and other Changing Breeds may take the following Merits and Flaws, if desired: The Curse Abated (1- to 3-pt. Mental Merit) This Merit is almost exclusively manifested among Children of Gaia, Stargazers and Glass Walkers; the former two find harmony and inner peace that quells their anger, while Glass Walkers actually selectively breed for the trait -- it makes good sense to not scare off those you hide among. For every point invested in this Merit, one is subtracted from the character's Rage, but only for purposes of social interaction; the Rage is still there, and the character has the normal chances to enter frenzy. Mortals are more comfortable around you, and animals aren't as predisposed to fear you. Cusp Birth (3-pt. Supernatural Merit) A few Garou are born in the moments just as the moon exits one phase and enters another. Not wholly of either auspice but drawing on the strengths of both, such multitalented werewolves often rise quickly in Rank and status. The only possible auspice combinations are those of adjacent auspices: Ragabash-Theurge, Theurge-Philodox, Philodox-Galliard, and Galliard-Ahroun. (So it's impossible for someone to have, say, a RagabashGalliard or Theurge-Ahroun combo.) Such Garou are rare, and no decade sees the birth of more than a handful. The aptitudes, personalities and duties of the character will be a blend of his two auspices. A Ragabash-Theurge's role as questioners takes him into the Umbra; instead of targeting sept mates with his antics (be they pranks or more insidious activities), he challenges the roles of spirits and the very limits of the Umbra. On the other hand, a Theurge-Philodox is more concerned with judging and directing spirits, and often enjoys the patronage and servitude of many spirits. The Philodox-Galliard has unparalleled social skill, able to command respect and sway emotion, appeal to intellect and bolster others' hearts; she has excellent potential as a ritualist. A Garou of the Galliard-Ahroun cusp is a potent warriors in his own right, but with a knack for leading his fellows into the fray; even moreso than most Galliards, the warrior-bard takes an active role in battle, and is often seen with a song in his throat even as he has a throat in his claws. In systems terms, a character with the Cusp Birth picks two adjacent auspices. The character's starting Rage is the higher of the two auspices. The character may only pick one auspice Gift, but it (and Gifts purchased with freebie) can be from either "cusp" auspice. Additional Gifts from the two auspices can be learned at a cost of rating x 4 exp (not x 3); while spirits allied with auspices recognize the werewolf as an ally (and will teach gifts up to Rank 5), they recognize his circumstance prevent him from fulfilling the duties of either auspice fully. Finally, as Elder (Rank 5) Garou and spirits believe cusp-born Garou are destined for great things, they start with more Renown; however, they're expected to excel and to fulfill the obligations of both moons, so it's somewhat harder for them to advance in Rank thereafter. Follow the special Renown values, below. Ragabash-Theurge: Cliath (Rank 1) [W2, any other 2]; Fostern (Rank 2) [Wisdom 4, any other 5]; Adren (Rank 3) [Wisdom 4, any other 10]; Athro (Rank 4) [Wisdom 6, any other 15]; Elder (Rank 5) [Wisdom 8, any other 20]. Theurge-Philodox: Cliath (Rank 1) [Glory 0/Honor 2/ Wisdom 2]; Fostern (Rank 2) [Glory 0/ Honor 4/ Wisdom 4]; Adren (Rank 3) [Glory 2/ Honor 5/ Wisdom 5]; Athro (Rank 4) [Glory 3/ Honor 7/ Wisdom 7]; Elder (Rank 5) [Glory 7/ Honor 9/ Wisdom 9]. Philodox-Galliard: Cliath (Rank 1) [Glory 1/Honor 3/ Wisdom 0]; Fostern (Rank 2) [Glory 2/ Honor 4/ Wisdom 2]; Adren (Rank 3) [Glory 4/ Honor 4/ Wisdom 4]; Athro (Rank 4) [Glory 5/ Honor 6/ Wisdom 6]; Elder (Rank 5) [Glory 8/ Honor 9/ Wisdom 8]. Galliard-Ahroun: Cliath (Rank 1) [Glory 2/Honor 1/ Wisdom 1]; Fostern (Rank 2) [Glory 4/ Honor 2/ Wisdom 2]; Adren (Rank 3) [Glory 6/ Honor 3/ Wisdom 3]; Athro (Rank 4) [Glory 7/ Honor 5/ Wisdom 5]; Elder (Rank 5) [Glory 9/ Honor 8/ Wisdom 8]. This Merit is limited to Garou for obvious reasons, as other Changing Breeds don't have auspices, at least not in the sense that Garou do. The auspices of the Beast Courts of Asia, for example, are more a function of capability and social standing than the mystic circumstances of one's birth. Dual Aspect (3-pt. Supernatural Merit) A few Ratkin survive the Birthing Plague

attuned to two Aspects of Ratkin society, and are destined to fulfill the duties of both Aspects. The spirits recognize this, as does the Rat Goddess, and the Ratkin are accorded an extra bit of Renown for this. The spirits are also more willing to teach the Gifts of both Aspects (though when a Ratkin embodies two Freak Aspects, he must still meet the Freak Factor requirements of both Aspects). However, it is also a bit more difficult for them to achieve Rank due to the increased responsibility. Rakka Ratkin start at 4 Renown, and the required Renown to advance in Rank is 1 higher at each Rank level (making the requirement 8 for Voto, 13 for Tava, 18 for Teppen, 25 for Rrrrr't, and 33 for Legend). Diluted Blood (Variable-pt. Physical Flaw) Due to a "polluted" bloodline, weak animal Kinfolk, lack of animal blood, or some unfortunate infirmity, the character isn't as fast, tough or strong as other representatives of her Breed. Among the Garou, Bone Gnawers, Glass Walkers, Hakken and Black Spiral Dancers are the most likely to possess this Flaw, though there are a few Uktena with coydog (wolf-coyote) kin that aren't as strong as other Garou. Bubasti and Swara spawned from less-than-ideal or inbred cat bloodlines often suffer infirmity. And not a few metis of all Breeds exhibit Diluted Blood as well. Diluted Blood is ubiquitous among the Debased. The game effect of this Flaw is to reduce Physical Attribute adjustments for non-Homid forms by 1 dot for every freebie granted by the Flaw above 1; note that this penalty applies to every form but homid. (For example, the 3-pt. version of Diluted Blood subtracts 2 dots from Physical Attributes.) Bonuses can be reduced below +0, in which case an appropriate Attribute penalty is assigned. The Attributes that are penalized are up to the character's player, but they must be chosen at character generation, and the penalties must be reasonably consistent from form to form. The 3-pt. version of this Flaw may be taken as a Metis Disfigurement.

Fertile (1- or 3-pt. Supernatural Merit) The character is gifted with great fertility, and is more likely to breed true. His chances of creating a child with the shifting gene is increased by 10% (so a Garou with this Merit has a 20% chance to produce a Garou offspring). If it's widely known the character possesses this quality, he'll be expected to spend as much of his time with Kinfolk as possible, so to bolster the number of his Breed/ tribe/ what-have-you; he faces pressure and even loss of Renown for not performing his duty. Black Spiral Dancers and Ajaba (and according to nasty rumors, some Shadow Lords) often skip the whole free will thing altogether, and keep their "breeders" locked in cages. Corax, due to the special circumstances of their conception, have a special version of the Fertile Merit: they must spend only two permanent Gnosis (instead of three) when performing the Rite of the Fetish Egg. This is a 3-pt. Merit for male characters, but only costs female characters one freebie. After all, the mother has to carry the young to term (no "badda-boom, badda-bing, I'm outta here," for them!). And such character will likely be pregnant much of the time, or expected to be. Finally, metis characters may not take this Merit. There 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 3-pt. Merit won't cut it. Fleet of Foot (2-pt. Physical Merit) A Merit exclusive to Silent Striders and a few Debased, those with Fleet of Foot are built more for speed than for power. When determining statistic adjustments for non-Homid forms, a character with this Merit trade a point of Strength bonus for a point of Dexterity bonus (so Glabro grants +1 Str, +1 Dex, +2 Sta; Crinos grants Str +3, Dex +2, Sta +2, etc.). In addition, treat the character's Dexterity as one higher than it is in all forms but Homid for purposes of determining movement and running speed. (Note: Storytellers may want to give all Swara characters the latter benefits of this Merit, free of charge, to simulate their great speed.) Focused Mind (3-pt. Mental Merit) The character is confident and sure of her abilities, and knows when to exert herself and when to hold back her reserves. Up to three times per day, the player may choose to spend one of her character's Willpower points after the roll is made, rather than having to call the expenditure beforehand. This allows more efficient use of Willpower, allowing players to cancel unexpected botches and not waste Willpower points on rolls where the extra success isn't needed. A character can still only spend one Willpower per turn this way.

A player may not choose to spend Willpower based on the results of others' rolls, only that of his character. For example, he can choose to spend a Willpower after his character attains only a marginal success on an attack roll, but he can't spend a Willpower to cancel an opponent's single Dodge success. A character must have at least a Willpower of 5 and a Wits of 3 to possess this Merit. Inner Calm (2-pt. Mental Merit) The character is filled with an inner peace his fellows envy, making it less likely for him to lose control and give in to his violent urges. A fairly common Merit among Children of Gaia, Stargazers, and those of other Shifting Breeds not given to killing things at the drop of a hat. For purposes of entering Frenzy, Rage roll difficulties are increased by 2 (maximum difficulty 10). The player should detail this unique advantage. A Stargazer may use meditation, a Child of Gaia may interact with children and wolf cubs to reaffirm the Earth Mother's loving nature, while a Shadow Lord would keep his bestial anger in check by sheer force of will. If the character is denied his focus or mental exercises, he may lose the the benefits of this Merit for a time, at the Storyteller's discretion. (This Merit replaces the Calm Heart Merit in the Players Guide to Garou.) Locked Form (1-pt. Physical Flaw) It's difficult for the character to shift out of breed form. All Stamina + Primal-Urge difficulties to shapeshift are increased by 1. Lost Beast (2- or 3-pt. Supernatural Flaw) A disturbing phenomena only seen in the last century, some Shifters' animal heritage is so weak that they can no longer assume full animal form; a few of these weak-bloods can't even shift beyond half-form. Only homids may take this Flaw. Lost Beast is more common among Garou than other Fera, and is generally restricted to Bone Gnawers, Glass Walkers and Hakken. Due to their strong ties with their animal heritages, this Flaw is banned to Red Talons, Corax, Ratkin and Rokea. For 2 freebie points, only the animal form (ex. Lupus, Feline, Ursus) is lost; 3 freebie eliminates the ability to assume the near-animal form (ex. Hispo, Chatro, Bjornen) as well. In addition, the character may never have a Primal-Urge or Pure Breed rating higher than 1. Such freaks are derided by their fellows, almost as much as metis are. Lost Man (2- to 3-pt. Supernatural Flaw) A character with this Flaw has so little human blood in them that they can no longer assume Homid form (for 2 freebie), or possibly even near-man (3 points); needless to say, only animal-breed characters may take Lost Man. While considered a badge of honor among Red Talons, Rokea and certain Ratkin, this Flaw is very rare among those of other tribes or Breeds. An interesting note is that the likelihood of a Red Talon manifesting this trait, and its severity, seems to correlate with her blood purity; the greater the Red Talon's Pure Breed, the more likely she is to have this trait. While characters with Lost Man aren't able to pass for human very well at all, few of those so "blessed" want to. Lost War Form (4-pt. Supernatural Flaw) Due to some supernatural curse, the character has no Crinos (or equivalent half-) form. This, needless to say, is a huge disadvantage in combat. The character has access to all his other forms (such as Glabro and Hispo), though these forms do not provoke the Delirium. For obvious reasons, Lost Crinos may not be taken as a Metis Disfigurement. Monstrous Reflection (2-pt. Supernatural Flaw) No matter what form the character is in, his reflection is always that of the Crinos (or his equivalent half-form). Not only does this complicate grooming and dressing, it makes going to places like clubs and casinos very tricky, and even reflective storefront windows, water or glass reveals him in all his glory. Mortals who clearly see the character's reflection aren't subject to Delirium, but are prone to ask all sorts of uncomfortable questions. This Flaw may be taken as a Metis Disfigurement. Natural Adept (3- or 5-pt. Merit) The character was born with the ability to learn and use Shadow Craft ("static" sorcery Paths), or was perhaps granted this boon through the Rite of Shadow Magic or some other force. However, her soul reflects this magical quality; to anyone who can detect magic or perceive auras, the shimmer of magic is apparent. At his option, the player may

dedicate one of his character's starting Gifts to a Path (usually Mythic Numina, but Storytellers may allow Psychic Numina if the player has a good reason for it); other Path levels may be purchased at a cost of 7 freebie per dot. As a 3-pt. Merit, the character has the ability to use Shadow Craft, but is on her own. As 5-pt. Merit, the Natural Adept begins play knowing one or more Craftworkers or sorcerers that she can learn from, and will find her advancement in the sorcerous arts easier. This Merit is of no use to Bastet and Kitsune, who possess the natural talent for sorcery. Reflexive Transformation (2-pt. Mental Flaw) When surprised or in stressful situations (or when triggered by another type of event, determined by the player and Storyteller), the character has a tendency to assume his breed form, which can attract unwanted attention and leave him in a form unsuited to the situation. Needless to say, this can be a bad thing, especially for metis or animal-breed Fera; imagine assuming Crinos form in a mall after spilling hot coffee in your lap. When a trigger event occurs, the player may make a Willpower roll (difficulty 6); if she succeeds, her character avoids shapeshifting, though he's free to do so willingly. A failed Willpower roll forces the player to immediately make a Stamina + Primal-Urge roll for the character to assume Crinos form (and no, the player can't choose to fail the roll!), while a botch forces him to stay in that form for a number of turns equal to his permanent Rage. Note this is different from Frenzy; the character maintains control of himself unless something triggers Frenzy. While not all Bastet have this Flaw, it's especially common among them. Short Temper (2-pt. Mental Flaw) A character with this affliction is even more likely to fly off the handle than other Shifters, though depending on his affiliation (Get of Fenris, Black Spiral Dancers, Rokea), he and his friends might not even notice. For purposes of entering Frenzy, Rage roll difficulties are decreased by 2 (minimum difficulty of 2). Soft Claws (2-pt. Physical Flaw) While still dangerous, the character's natural weapons aren't as deadly as normal. This affliction affects a fair number of Children of Gaia, but they aren't the only ones that have this Flaw; a fair number of Gurahl, Nuwisha and Kitsune do as well. Her claws and teeth only inflict lethal damage, instead of aggravated damage. Gifts or effects that augment natural weapons, such as Razor Claws or Wasp Talons, merely increase the amount of lethal damage inflicted by the character's weapons, and new natural weapons created by Gifts (Gift of the Porcupine) also inflict lethal damage. However, Silver Claws, Body of Silver and effects that cause aggravated damage independently of the character function normally. In addition, the character may suffer penalties to Glory Renown and Social die pools when interacting with those who respect combat prowess, such as Get of Fenris, Red Talons, Simba and Rokea. This Flaw may be taken as a Metis Disfigurement. Spirit-Kin (5- or 7-pt. Supernatural Merit) -- One of the character's parents was in fact a spirit, with the other parent being a Shifter of some sort. Animal-spirits and Ancestor-spirits are popular choices, but aren't the only possibilities; some Wendigo claim Wind-spirit ancestry, legends speak of two Fianna with Stag-spirit fathers, while one prominent Shadow Lord boasts being born to a Stormcrow. Nuwisha (sluts that they are!) are the most likely to possess this Merit. And rumors of horrid things being bred in the Pits of Spirals may well have truth to them. Needless to say, Spirit-Kin possesses some potent advantages, though must face a few unique problems. If it needs to be said (and it probably does), Spirit-Kin are damned rare, especially since less than one in one hundred such unions produce offspring, and less that a twentieth of these are Spirit-Kin offspring (the rest are normal spirits); any Storyteller that populates every sept and pack with Spirit-Kin, or that allows a player to take this Merit without a damned good story-based reason is missing the frigging point of the Merit. There are certain characteristics that are universal among Spirit-Kin. First, all Spirit-Kin wear their heritage openly, whether they wish to or not. While she may look normal in her Homid and animal forms, the "in-between" forms of a Spirit-Kin 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.

Freebie Points: As in Laws of the Wild, Revised, the character receives 5 Freebie Points upon creation. However, the costs of these have changed. The following table details the changes to the point costs from The Shining Host for Changeling characters. Trait Affinity Arts Cost 3 points for Basic powers 6 for Intermediate powers 9 for Advanced powers Other Arts 1 additional point per level. Attribute 1 point per Trait Ability 1 points per Trait Backgrounds 1 point per Trait Willpower 3 points per Trait Glamour 3 points per Trait Step Six: Spark of Life After completing all the points above, you should be in possession of a ready-made character, in the mechanical sense. Now is the time for making sure that you are finished; maybe you don't even have a name yet. Anyway, this thing, this piece of paper with dots and numbers on it, that's not your character. Your character is that being, that person, that personality that you assume in the game. Therefore, we urge you to take a close look at what you've written up, and visualize that character in your mind. Traits only aid in the mechanics; it is up to you what the character really is like. Experience Changes Trait Cost New Ability 1 XP Attribute 1 XP Ability 1 XP Affinity Arts 3/6/9 XP Other Arts 1 additional point per level. Willpower 3 XP Glamour 3 XP

Kiths and Hosts


Appearance: Every Changeling, no matter what Kith, are somewhat unearthly, and therefore, compelling. Each Changeling or Kinain character starts with a free Appearance-related Social Trait. Seemings and Kith Boggans: The common factor uniting the appearance of the Boggans is that they are small. They are always shorter than average, and this makes them almost universally "cute." The very tallest Boggans are roughly 5ft 2 inches, at most, while some are much smaller indeed. Like all Fae they have bright, unearthly eyes. They are forever busy, always moving. Some are thin and waifish, some are plump, and others are everything in between. Eshu: The Eshu are not a singular Kith or familial line. The term is a catchall, for many disparate groups of wandering Fae from the Middle East and Africa. Some are said to be of the Rroma. They are all possessed by a sort of "Fallen Nobility." Their skin, be it the night-dark of Africa, or the olive-green of Lebanon, is uniformly beautiful and smooth. They are storytellers voices, with a range to match that of any Shakespearean actor. Their eyes are endlessly dark, but inside, worlds can be seen. Nockers: Again, the "Nockers" are not a singular group. They have a look of deep

intelligence, and endless concentration. One always feels that even in a social conversation, they are reckoning the engineering mathematics needed for their latest project. They have strange eyes, even as the Fey count such matters, pupil-less and inhuman, from the deepest blood red to the palest topaz. Their hair is always marked by a shock of white. Their skin is pale, pasty pale, and it is said that they are allergic to sunlight. Pooka: Roguish. No matter what their appearance, the Pooka always look dishonest, and strangely charming. As the Pooka gets older, and her life drifts closer to Winter, their animal nature comes closer to the fore. Redcaps: Born in pain, their hair forever marked red by their dying mothers blood, the Redcaps are creatures of rage and violence, and it shows. Their teeth are sharp and feral, their eyes wild with pain and anger, they are a fearsome sight. This is not to say that they are repulsive, far from it, but rather, they are marked by their natures. Their bones are made of something harder than stone, and long, sharp claws lie concealed in their hands. They cover their bodies in tattoos and they delight in painful piercings. Many tend to wear revealing clothing, the better to show their body modifications. Redcap teeth and claws do aggravated damage. A bite inflicts two Health Levels of Aggravated Damage; a claw attack inflicts one. Redcaps also get an extra Stamina-related Physical Trait. Elucenes: Wild, erotic and beautiful, the "Elucenes" are uniformly lean and toned, with long, long hair and gorgeous eyes. They 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. They are not the "goat-humans" of the standard Changeling setting, but they are as shamelessly forward, in all their ways. Elucenes always get an extra two Appearance-related Social Traits. They also get a free retest on all seduction-related Social Challenges, and they share the Gift of Pan Birthright with the Satyrs. Sidhe: Angelic, elfin, demonic, mere words cannot do justice to the beauty of the Sidhe. Always tall, always lean, always regal, the least amongst them could match any super model. But it all pales before their eyes. In their eyes, you see memory, memory of old things, and the sight can break hearts. The Sidhe, even the noblest amongst them, are possessed of a wild passion, but all strive to maintain decorum. They wear only the finest clothes. Their voices inspire loyalty. And yet, they are the least human of all the fey Changelings. There is something terrible and alien about them too. Sidhe always get an extra two Appearance-related Social Traits and one extra Charismarelated Social Trait. This replaces the Awe and Beauty birthright of the Sidhe from Changeling: the Dreaming. Sluagh: The Sluagh are pale and ghostly, with long, lank black hair, and dark, dark eyes. There is something translucent about them; indeed, they say they are as much of the Underworld as they are of the living earth. Their whispery voices, though soft, can be heard a long way away. Often 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 Oblivion for more information on Mediums. Trolls: Tall, muscular, and warlike, the Trolls are literal giants. None are less than 6ft tall, and all are well built, with toned bodies, worked by long exercise with the weaponry of war. They have the silence of the professional soldier, never boastful, always with an air of utter professionalism, and complete honor. Other Kiths: Other Kiths, such as Satyrs, Selkies, and Piskies, are treated exactly as they are written in The Shining Host. Additional kiths will follow the section on Arts. New Kiths: The following kiths are also available to play in London by Gaslight: Winter of Discontent. Actaeon By Nathan Graham Description

The Actaeons, named after the unfortunate hunter who defiled Artemis' privacy in myth and legend, are the little-known "nobility" of the Satyrs. They are an odd kith, having similarities to the Sidhe; they are definitely satyr-kind, however, make no mistake. This kith is very rare, and some fae speculate that they are the result of a Sidhe reborn as a commoner. They are not really nobility, as acknowledged by the Sidhe, but it is said that they were once a Noble House unto themselves. Most Actaeons have gained at least knighthood, if at all possible; they have little interest in holding land or territory, except on a very practical level. Like Satyrs, these Kith are passionate and wild. Unlike their commoner cousins, however, the Actaeons' passions are regal and noble, their wildness not that of drunken reveling but rather of a nature unrestrained by society. They are likely to go on drunken bouts of depression, or violent flashes of rage, but have a powerful sense of dignity and pride, and will not compromise those aspects. To a Seelie Actaeon, honor is everything. They will die for the lands they protect, or the vows they have sworn. An Unseelie (sometimes called a Periton) violates codes of honor for sheer perverse pleasure, but will still act with dignity and pride. The curse of the Satyrs is a twofold curse for the Actaeons. They strive always for balance, for harmony, but their wild natures ever deny them this peace. They often are found among their Satyr brethren, where they are acepted, if not understood. There, they play the role of the somber elder brother, advising and protecting. Their arrogance has won them little love from the Satyrfolk, but they are, after all, of a Kith. The loyalty that binds all Satyrs binds them as well, and even the worst Unseelie will never betray that bond. Appearance Actaeons are taller than the average Satyr, and are almost always slender and of a wild beauty that nearly matches that of the Sidhe, with strong features and beautiful, liquid eyes. Their eyes are usually green or brown, and they usually dress well, if simply. All Actaeons are male; it is theorized that there is a female race of Satyr nobles, but this has no known basis. Seemings Childlings: Also called fauns, these Actaeons are much the same as their Satyr counterparts. They are beautiful, cherubic children, with glorious voices and two little nubby horns on each crown; the only difference is that the Actaeon childling's horns are covered with a soft fuzz, instead of being hard and bony. Actaeon childlings are shy and skittish, but love to roam the woodlands. They are adept at hiding in underbrush Wilders: Wilders are more easily distinguished from the Satyrs, with the budding horns of a stag rising from the crowns of their brows, usually with only about two or three points. They have the innocent nobility of a prince -- as though they know no other life than one of command and freedom. Grumps: Actaeon grumps are rarely seen, as they often become recluses and hermits. The few Actaeons that make it to grumpdom have usually attained some measure of balance between banality and glamour -- and thus some measure of peace. They are loathe to endanger any peace they have attained by subjecting themselves to the mortal world. They will sometimes give aid to those who truly need it, in the form of shelter or sustenance. They have the air of the noble savage, and the horns crowning their heads are magnificent and broad. Lifestyles Most Actaeons live in or near the woods. Many are hunters or survivalists. Affinity Nature Birthrights Physical Prowess: As per Satyr Birthright. Noble Beauty: Actaeons gain the Appearance-related Social Trait Magnetic, which cannot be permanently lost. Frailties Passion's Curse: As per Satyr Frailty. Bean-Sidhe By "The Weaver" (weaver42@ix.netcom.com) Description The Bean-Sidhe were the past guardians of the Trods, the roads that link our mundane world to the world of Arcadia, in the Dreaming. With their powerful voices of both lyric harmony and brooding pain, they were beacons in the Dreaming, defending against the coming of Banality,

weaving together songs of power formed directly from the Founts of Glamour. But, their resistence was not nearly enough once the Shattering occurred, and they were exiled from the Noble Courts and Houses by the Sidhe to the mundane realm of Earth, where their recycled faerie blood respawned itself into forgotten Changelings. It was a curse that they have to live with in all of their memories; a curse put upon them because they themselves could not hold the faerie roads in defense of the Dream. The Bean-sidhe today are often reclusive loners in the mundane world, afraid to deal too strongly with the mortal Banality they tried to keep out. They are often defensive and spiteful towards the mortal community. However, once they are part of an Oathcircle, they are some of the most devoted to the cause of their Kith companions. Strong bonds can be formed with a Bean-sidhe, if enough determination and resilience is applied to the relationship. Once the seed is sewn, great benefits will be reaped. Another unfortunate factor the Bean-sidhe carry with them is, to some degree, a form of selfloathing. The ancient "failure" (from a job given to them that they could never have expected to succeed) stays with them in their subconscious, guiding their lives with a forced hand. In its mild forms, this can lead to mild depression, but in its stronger forms, to masochism or even suicide. But, never will one find a voice as strong as a Bean-sidhe. Their speaking voice is always commanding and powerful, and their singing voice seeming as if something from the Divine Dreaming itself. Their vocal qualities are renown throughout mythology and the Kith cultures, and all know to fear the wrathful voice of an avenging Bean-sidhe. Appearance A Bean-sidhe in her Kith-seeming is usually tall, with long hair of a vivid color. Her skin is ebon, composed of the darkest black. Often long, flowing dresses accommodates any other fashion she deems important to wear. Seemings Childling: Childe Bean-sidhe are often brooding children, who sit alone to play with their toys, often singing quietly to themselves while dreaming of the lustrous Glamour that may await them. Wilder: Teen-aged Bean-sidhe are the utmost of rebels, so as to try to forget what they are; they adorn strange fashions, hair-styles, even elaborate (although not disgusting, like the Redcaps) body piercing. They are wild and shun their mortal seemings , often getting in trouble with mundane authorities. Grumps: The elder Bean-sidhe are usually more reserved, learning more of their past "mistakes," and becoming more wise because of it. A certain sadness is carried with this knowledge, but usually the self-hatred has all but disappeared, by now. It is a t this time that a Bean-sidhe's hair falls often below the small of her back, sometimes nearly to her feet. Lifestyles The Bean-sidhe fashion themselves from all walks. In one way, or another, however, they will incorporate two things into their lives: Helping others (usually Kith) to help make up for past failures, and finding a passion to accommodate their glorious voices; be it singing, or speaking. Affinity Fae Birthrights The Vengeful Voice: One of the times you will feel a Bean-sidhe's angst and hatred is through the use of her voice, which, when employed with this power, can be quite a dangerous foe. By making an Extended Static Social Challenge against the highest Willpower Traits of her targets, the Bean-sidhe may do one Health level of damage per success upon anyone within a twenty-foot radius. This damage is distinctly unsoakable. Chords of Comand: The Bean-sidhe may utter a one-word command to a subject, and the strength of her voice will empower the subject to do it, forcing him to her immediate bidding. The command must be one possible to complete by the subject, or he will try it and simply fail (such as the command "Die!"). The only way a victim may negate this effect is by spending a Willpower point. A Bean-sidhe can not use this power more than once a day (or between restful sleeping periods). This Birthright functions exactly as the first basic Dominate power of Command, except that the Birthright may be used on anyone.

Frailties The Death Sight: As portrayed in legend, the Bean-sidhe can see a person or animal, or even another Kith, and know that he will soon die. Although it may seem immediately like a gift, it can end only in pain for the Bean-sidhe. She will believe that the death is somehow, perhaps, her own fault, and it will push her into a period of darkened depression lasting several hours, in which the Bean-sidhe will suffer a two Trait penalty to all challenges within that period of depression. Glaistig By Stacey Lawless Scholars among the Kithain theorize that the glaistig (GLASS-tic) arose from humanity's dreams of the water. The early humans were at the mercy of rain and river, and the water sometimes extracted its payment in the form of flooded fields and drowned children. Like the ponds and brooks that once were their homes, the glaistig present a calm surface that hides dangerous currents. In the time before the Shattering, the glaistig were dwellers in freshwater who emerged at dusk to interact with the humans and the Courts. To the mortals, the glaistig were both valuable allies and dangerous predators. Something in their natures seemed to drive them to offer help to those in need: Seelie glaistig would aid their human neighbors, herding cattle or tending children, while Unseelie glaistig would lure travellers into danger, then rescue them at the last minute -- for a price. However, both the Seelie and Unseelie glaistig posed a danger to their charges. Many humans died by lake and stream, not by drowning, as one might suppose, but by exsanguination, their blood stolen to feed the ravenous glaistig. In modern times, the glaistig can no longer dwell in the water, but they have adapted admirably to the expanding cities. Still driven both by a need to be needed and by their predatory instincts, the glaistig have become adroit manipulators and politicians. Cunning and amoral, they are respected in the Courts for their smooth tongues and tactful ways. They love intrigue, and their machinations rival those of the sidhe for complexity. They are renowned for their ability to turn nearly any situation to their personal advantage. Glaistig know they are not born to rule, and this suits them just fine; the sidhe can wear all the crowns they like, and the peasants will always resent them. However, this does not stop the glaistig from playing "kingmaker", and they are almost indecently happy to be the power behind a throne. Unlike boggans, for whom work is its own reward, or trolls, who vaunt their loyalty, glaistig serve their superiors chiefly to better their own lot - though you'll never hear one admit it. Appearance Glaistig are tall and willowy, with a liquid, fine-boned grace to their movements and eyes like still, deep pools. The Seelie are usually dark of skin and hair, while their Unseelie cousins are luminously pale. Both sexes wear their hair long and flowing; male glaistig (sometimes called nixies) often sport beards as well. Glaistig attire is usually loose and draping, simple in cut but with elaborate patterns. Their mouths are full of small, sharp fangs, and they have goat's feet. They are usually embarrassed by their hooves (considering them uncivilized) and take pains to conceal - or more rarely, decorate - them. Seemings Childling glaistig are always polite, quiet, and helpful. Adults love them for this, but other children often despise them as the glaistig tend to be tattletales. They excel at swimming and water activities, and the Unseelie ones will sometimes use their superiority in the water to bully other children. Wilders are charming and friendly, always ready to lend a hand, support a scheme, or throw a party. Seelie wilders act like valedictorians and class presidents, while their Unseelie counterparts come across more like dashing rogues. At this age they are most ambitious, and can take great risks to amass personal power. Wilders usually eschew violence in favor of influence-peddling, but are not above cruder methods if they think it would be effective. Grump glaistig are a little colder then their younger kithain, and their voices take on a quality reminiscent of running water. They often serve as advisors to the nobility. The Seelie ones are strong supporters of the status quo, as they have carved out considerable amounts of power for themselves and are loath to lose any of it. Unseelie grumps are downright ruthless about protecting what they see as theirs, and usually demand strong oaths from all who deal with them. Glaistig grumps who have been disenfranchised are rare but frightening creatures, full of mad schemes and desperation.

Lifestyles Glaistig prefer to live near bodies of fresh water and choose isolated locales whenever possible. All but the most reckless keep livestock to feed on when the hunting goes poorly. In their mortal seemings they choose work that allows them to aid and manipulate others, but which often flirts with Banality: lawyers, lobbyists, bankers, talent scouts, agents, and advertising. Affinity Actor Birthrights Adoring Public: Glaistig know the truth of the old adage, "You can catch more flies with honey than with vinegar", and with them charm is an art form. All glaistig get the Charisma-related Social Trait Charismatic, which cannot be permanently lost. The downside to this is that many glaistig have trouble expressing dislike of anything, and tend to find themselves surrounded by people they can't stand, who won't go away. River's Blessing: Glaistig retain some of their old affinity with water and subtract two from all difficulties relating to swimming, diving, or otherwise moving in water. They also subtract one from all Perception-based rolls related to water. They still need to breathe air, but a glaistig who is holding her breath can hold it for an unusually long time. In games terms, they can hold their breath three times as long as normal. The River's Blessing works in the sea, but most glaistig feel out of their depth, as it were, when dealing with the ocean. Frailties Water of Life: As an eerie side effect of their watery origins, glaistig are vampiric (though, it should be noted, not undead). They are nourished by blood and blood alone. Though they can drink other liquids, they take no sustenance from them, and they cannot eat solids at all. The Frailty comes into effect immediately after a glaistig emerges from the Chrysalis, and many who Sained as wilders or grumps were bulimics even before they realized they were fae. Glaistig do not have a Blood Pool and cannot use blood to heal themselves as vampires can. On the plus side they can drink from any warm-blooded creature or chimera (though most prefer human blood). Humanhunting glaistig sometimes run afoul of the Kindred, who resent competition. Leanan-Sidhe By Chris O'Toole Description Leanan-Sidhe present a vague "missing link" between Kithain and Vampires. While technically faeries, Leanan-Sidhe are, at the same time, vampiric. While unconcerned with the Jyhad and the Masquerade, Leanan-Sidhe are afflicted with the desire, and indeed necessity, to drink the blood of mortals. Seelie Kithain who try to "quit," like smoking 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 Dreamers to the point where they are more than willing to give all the blood the Leanan-Sidhe may want. This is the cause of death of poets careless enough to be taken in by irresistible seduction. While not naturally evil, Leanan-Sidhe accept this as part of their existence. it is worth noting that Leanan-Sidhe are always female. Appearance Leanan-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. Their hair is usually long and flowing, and black in color. A Leanan-Sidhes body is lithe and shapely, and no-one can help but note her striking sex appeal, in manner as much as in physical appearance. A Leanan-Sidhe has pointed fangs, which are less obvious in mortal seeming. Leanan-Sidhe favor quite revealing clothing; in all, it is far from difficult to find a dreamer or "victim" to satisfy a Leanan-Sidhes sanguinary desires. Seemings Childling: Undoubtedly the prettiest little girl in the class; "an absolute dolly." Wilder: The kind of girl to make people's chins hit the floor, just by passing by. She can have anyone at all she wants; even the most stalwart of trolls will follow her with his eyes. Leanan-Sidhe remain in this stage longer than most kith. Grump: Never 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 Leanan-Sidhe tend to be temptresses and seductresses, some not even on purpose. They are

never well known enough to be in the general public's eye, and to aid this they favor towns and cities as places to live. It is possible that they have a power similar to the "Arcane" background possessed by Magi. 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. After all, they need to fulfill the need for blood, and that is not something that can be allowed to be discovered. Affinity Actor Birthrights Sex Appeal: Leanan-Sidhe are incredibly attractive, and certainly know it, and use it to considerable advantage. As a result, a Leanan-Sidhe receives two Seductive Social Traits and a free Seduction Ability which can never be permanently lost as the result of a challenge. In addition, she gains two Traits on any Social Challenge influencing a male (or lesbian/bisexual female), unless the subject can succeed in a Static Willpower Challenge, difficulty twice (up to a maximum of 9) the Leanan-Sidhes temporary Glamour rating. Noble Bearing: No cantrip can ever directly make a Leanan-Sidhe look foolish, and any such attempt automatically fails (any Glamour or other Traits expended in the attempt are still lost, though). Mundane pranks or very indirect cantrips are unaffected by this Birthright, however. Frailty Vampire: Leanan-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 kept secret, and it may be wise not to let the other players know your character is anything but an ordinary Sidhe. Swan Maid By Colin Chapman (col.chapman@virgin.net) Description An ancient kith, the Swan Maids are legend throughout much of the world, inhabiting much of Europe (especially Germany and Russia), Java, Indonesia and even Australia. Spread across the range of their blood animal, they have strong reputations for beauty, elegance, and powers of divination. Sought in times of legend for their powers, much like the Selkie, their feather coats were sometimes held to ransom, in exchange for marriage or other favours, for just like the Selkie, the Swan Maids are skinchangers. The black swan maids of Australian aboriginal myth were said to have lost their white feathers in a battle with eagles, and stood naked until the ravens took pity on them, giving them the black feathers from their own backs). Sensual and seductive, this kith is strongly matriarchal, and the powers of the blood and feathers are never present in the male line. Love is known of course, but the most extreme regard males of any species as little better than breeding partners. Sadly, their mistreatment in the times of legend has done little to ease this attitude, and the Swan Women (the grumps of this kith) can be vengeful indeed to those who offend them. Just like real swans, they may be pictures of grace and beauty but they can be exceedingly temperamental or spiteful. Other kiths have learned to remain alert. As skinchangers, the Swan Maids must physically put aside her feather coat in order to take human shape, and this coat has a mortal seeming itself, also containing her very fae essence and Glamour. If lost, stolen or destroyed it proves a terrible tragedy. A Swan Maid can use no magics if it is lost or stolen until it is recovered, and if destroyed her fae nature dies also. Small wonder that they were often held to ransom by greedy mortals who stole their coats. The feathers themselves are surprisingly resilient, and may only be destroyed by cold iron or fire. In fact, cold iron does no damage to the fae aspect of the Swan Maid unless it damages the feather coat, although it can still cause real physical damage to the mortal body. When a Swan Maid approaches death, her feather coat (and the Glamour it contains) are passed on to another female of Swan Maid blood, with favour being shown to close kinain. The new Swan Maid quickly learns the craft of skinshifting and passing on her Glamour to a skin of her own choosing. Very rarely a swan descendant may learn to remove the feather coat and take human form, and such wild sisters are greeted with much joy for their rarity and the continuity of the Swan Maid lineage. Appearance

Swan Maids are stately, graceful and idealistically beautiful females of their native culture, with slender necks and long soft hair (black or white). Their fae Seeming exaggerates these traits further, and closer inspection shows that their hair is actually composed of a blanket of tiny feathers, and they have a slight webbing between their toes (usually concealed). Their feather coat often takes other forms, with feather boas, fans and cloaks proving especially popular. Their swan Seeming is that of a normal black or white swan (depending on their heritage), although this may be seen through with a roll of Wits + Kenning (diff. 6). Seemings Childling: Swan Maids are commonly regarded as 'adorable little moppets,' and certainly fit this description with their appearance, but they often throw tantrums and can be quite clumsy and uncoordinated (a fact that doesn't really change until they reach 6-7 years of age). However they are exceedingly fond of play (especially swimming) as long as things go their way. Precocious is the best description for many Swan Maid childlings. Wilder: Swan Maids are the beautiful maidens of legend, and like nothing better than flying with their sisters or frolicking in a secluded pool or lake. They are extremely wary of men, although impulse sometimes gets the better of them. Unlike the young childlings they have achieved the sensual grace of adulthood and drive many other kithain to distraction. Grump: Swan Maids (respectfully called Swan Women if you value your life) are the respected elders of their folk. Stately and aloof, they are also the most vengeful of the kith, and most powerful in the arts of magic. Lifestyles Swan Maids greatly prefer the company of their own kind, although some small number have joined the Courts of the Seelie. Preferring the rural lifestyle, they often live in small cottages or dwellings near bodies of water, or travel with their sisters experiencing all life has to offer. Affinity Nature Birthrights Gift of the Seer: Swan Maids are especially adept at foretelling the future, and therefore reduce the difficulty of any Soothsay cantrip by 2. In addition they may learn Soothsay at half the normal experience cost (round up). Grace and Beauty: Swan Maids add the Social Trait Gorgeous, which cannot be permanently lost. Frailties Feather Coat: If their feather coat is destroyed, their fae nature is destroyed forever. In addition, the mortal that remains must make a Static Physical Challenge against eight Traits. If they fail the roll they enter a coma, and if they botch the roll they die. Peculiarities As skinchangers they change from their human Seeming to that of a swam whenever they put their feather coat on. The change is automatic and requires no roll or expenditure of Glamour. If the Swan Maid wishes to return to human form she must loosen the edge of her coat (undo a button etc.). Without their skin they cannot shapechange nor can they perform any magic except for Kenning and their Grace and Beauty Birthright. However, their life-bond with the coat is powerful indeed and they can sense its location with a Static Mental Challenge (retest Kenning) against seven Traits, or tell whenever it is touched or damaged. Volsung By Mark Kinney (alberich@iglou.com) (28 March 1996) Author's Notes This, like the Nibelung kith, is inspired partially by Wagner's Ring cycle of operas and the associated Germanic myth, but mostly Tom Holt's Expecting Someone Taller. (If you like Douglas Adam's Hitchhiker books, you'll love this. Trust me.) Description When the trolls were first overthrown as rulers of the Dreaming, the volsung ruled for a short time. Led by Wotan, they ruled from the freehold of Valhalla, where they stood guard over the Rainbow Bridge to Midgard, a trod to the earth realm, opening in a region of Scandinavia, where the fae were recognized as gods.

Shortly after the rebellion against the trolls, the sidhe massed their numbers and drove the volsung back to a few remaining freeholds and to earth, where their line intermingled with that of the mortals. Over time, the volsungs' numbers waned, until they were assumed to have died out shortly after the Shattering. Their line remained, however rare. Atrocities caused under Wotan's rule (which continues still in that minor freehold left to them) has gained them many enemies. The trolls, in particular, suffered during the rebellions, and the thought of revenge shows in the Ragnarok myth perpetuated on earth. Some, like the nibelung, remember their liberation from the Tyrant's influence by Wotan, and are on somewhat friendly terms with the volsung. Appearance Nordic, and well-built, but otherwise like the sidhe. Some question whether or not the volsung actually are a separate kith. Seemings Childlings are instilled with a sense of honor early. Some, however, are still too mischievous for their own good. Wilder volsung are proud like the sidhe, but either take on their duties early or follow the path of mischief and chaos. Grumps settle into leadership, quick to respond to any challengers. Lifestyles What few Volsung remain remember the time their kith ruled large sections of Arcadia. They cling to what remains with all their being, both in the fae and mortal worlds. Affinity Actor Birthrights Awe and Beauty: As the Sidhe birthright. Berserker: The Volsung are able to whip themselves into a fighting frenzy. Make an Extended Static Mental Challenge (retest Intimidation) against seven Traits. The number of successes equal the number of turns the volsung is berserk. Berserk Volsung gain one Strength-related Physical Trait, one Dexterity-related Physical Trait, and a free retest on Brawl and Melee challenges while berserking, but cannot withdraw from the combat until the opponents are at least incapacitated, or a temporary willpower point is spent for each turn remaining in the berserk, including the current one. Frailties Hunted: Outside of their remaining domains, the Volsung have many enemies who remember the short span of their rule. Some of the legends indicate that all will be destroyed in a climactic battle between volsung and trolls, a battle the volsung will surely lose. This leaves the volsung unable to trust many others, as they never know who might be an enemy. Hosts: There are nine Hosts of the Seelie Court, and nine Hosts of the Unseelie Court which darkly mirror their Seelie counterparts. These Hosts may, or may not, be kin to the Choirs of the angels. These Hosts are not "species" nor are they "bloodlines" or "clans." Rather they are joined together by their powers, influences and responsibilities. The Host of the Stones are the delvers and sculptors and spirits of the deep earth, and have little in common with each other. Amongst their number are Dwarves and Trolls and Nockers and other things. But when they come to sup at the High Table in Arcadia, they sit under the banners of their Host. Everything said here is a rank generalization. But certain currents of politics and effect do circulate amongst the hosts. The Host of the Shadows The Host of the Shadows are the faeries of the Seelie court who practice dark magic and have powers over shadows and darkness. They are the fewest of the Hosts, and the least trusted. They dwell in the deep places. The Scots crofter, in an age gone by, frozen in their tiny hovels on a winters night, their ears reaching out to the whispering music below the wind, the chill, deathly whispers of the dead and the immortals walking across the moonlit hills, called these folk the Sluagh. Members of this Host are also called Umbrae. Amongst this Host, kin to the Ailva, are those who claim kinship to the Will o the wisps, to the fleeting shades fled from the lands of the Death. This Host are not merely the host of the night. They are not merely masters of the magic of

shadows. They are kin to the dead. They can travel deep into the Underworld, and interact with the worst amongst the Ghosts. While the other Hosts, can, with magics, touch across the veil of life and death, the Host of the Shadows can walk the Underworld as any ghost, can touch any ghost, and can even, with knowledge and power, bring things back across the veil. Fey of this Host are marked in strange ways. Their voices are whispery; their skin is cold and pale. Their eyes are black pools in which strange futures can be seen. Thin, gaunt, the bones beneath their skin is more visible, more obvious. Mortals in their presence are terrified, and rightly so, because the Sluagh are drawn to death. And the dead are drawn to them. The Wraiths of the Underworld have long sought out these perilous, tenebrous immortals, calling to them from across the veil. The Sluagh may collect souls in caskets, but they also offer services to the Restless Dead, for a price. That price is service. When the Sluagh march to war, the dead follow them. The Hierarchy of Stygia, the leaders amongst the dead oftentimes forbade dealings with these creatures, naming them demons or worse, but now that Stygia is at war once more, the Sluagh once more walk amongst the Restless, plying their trade. The Sluagh buy Haunts, and dwell there. But they also favor graveyards and the dead places of modern cities; also places close to the Host of Shadows ghostly kin. Moreover many of the Host of the Shadows were once mortal men, who died and passed into the Underworld, until they crossed the dark mountains, and came at last to Arcadia, where they were reborn. This Host 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 Hosts way of establishing status. Appearance: Like all the fey, these creatures, who fall under the banner of the Host of the Shadows, are strangely beautiful, strangely compelling. But they are a pale, cold people. There is a chill when they are in the room. Shadows fall where they should not. Strange voices are heard when there should be silence. Their eyes are pure black. But if you look deep into them, they become mirrors. These mirrors show your face for a few seconds, and then show your face at death. Fey or other immortals looking into those eyes see other things. Lifestyle: This Host, as few they are, live in Wraith haunts, if at all possible. Some ask permission of the places ghostly inhabitants, others merely take control. Birthrights Shade: This allows the faerie to cast his or her shadow, and move through the darkness of the shadow to its far end. Some can move under doors, or through windows. Brollochain: The strange shadowy creatures are the servants of this host. Magic: The Host of Shadows has an affinity for the Arts of Adumbration, Necromancy, and Daimonic Summoning. Frailty Curse of the Sun God: Members of the Host of Shadows suffer a two-Trait penalty on any task when exposed to light brighter than a gaslight, and take one Health Level of Lethal damage per round when exposed to direct sunlight. Note that this means that an Umbrae can operate during the day by skulking in the shadows or even go out on a cloudy or rainy day. The Host of the Abyss The Host of the Abyss is the Unseelie counterpart of the Host of Shadows. Greater in number than its Seelie counterpart, the Host of the Abyss is actually quite similar in feel and practices. Members of the Host of the Abyss have the same Birthrights and Frailty as members of the Host of Shadows. The Host of the Stones The Host of the Stones are the dwellers in the deep places of the World and Arcadia. They are the workers of masonry and metal. They are the Dwarves and the Trolls, the Nockers and the Boggans of Arcadia. Their home is a beautiful and cold place, deep beneath the sunlit fields. Members of this Host are also called the Nidavellim, for that is one of the names for their world. The Host of the Stones are, unbeknownst to many, the kin of the Svartalfar of the Northlands. The Svartalfar have infiltrated and taken control of this host, and are preparing to lead their armies to war. But most of the fey-kin of this Host are, as yet, ignorant of this. The movements of the Svartalfar are in the deep places, where magic still lingers, and are closed to the half mortal Exiles.

But when war does come, it is likely that the fey of this host will be cast out of the Seelie Court. Appearance: These fey are solidly built, sometimes stocky, sometimes tall, and always have a touch of the stone to them. They are strong. They are flinty. Their hair greys early. Their eyes glow a deep red, when they are angry. These people are kin to Dwarves and Trolls and other things of the deep earth and the high mountains. Born to mortals, they retain hints of this lineage. Lifestyle: Architects, miners, builders, pot hollers, mountaineers... the fey of this Host love the feel of stone, and the cold, solid sense of security it brings. Birthrights The Ways of the Earth: Changelings of this Host never get lost underground (unless someone uses magics on them). Magic: The Host of the Stones has an affinity for the Arts of Petros, Infusion, and Legerdemain. Frailty Touch of the Derro: The Host of the Stones are accustomed to the dim half-lit tunnels of the caves and mines they so love. As such, they suffer a one-Trait penalty to all tasks when exposed to bright light. The Host of Underbridge The Host of Underbridge are the dwellers in the forgotten places of the Dreaming. Once, Underbridge was the domain of the Winter Court, a realm of horror and fear. Underbridge was a place where the monster under the bridge lived when it did not want to be seen. These days, the realm of Underbridge is still a terrifying place, kept vital by the old faerie tales told to young children as bedtime stories tales like The Three Billy Goats Gruff. The Host of Underbridge are the realms defenders. Ogres and Unseelie Trolls make up the lions share of the members of the Host, with a handful of Redcaps, Goblins, Night Hags, and Dragons rounding out the membership. Appearance: These fey are solidly built, sometimes stocky, sometimes tall, but tend towards a wet, drowned-rat appearance, with stringy hair and pallid skin. Their eyes glow a deep red, when they are angry. These people are kin to Ogres and Trolls and other things of the deep earth and the high mountains. Born to mortals, they retain hints of this lineage. Lifestyle: Scouts, guides, and swamp rats. Birthrights The Ways of Underbridge: Changelings of this Host never get lost in Underbridge (unless someone uses magics on them). Magic: The Host of Underbridge has an affinity for the Arts of Wayfare, Chicanery, and Fugue. Frailty Stranger in a Strange Land: The Host of Underbridge spend a lot of time in their pocket realm, and as such, have neglected their social skills with the surface world. They suffer a two-Trait penalty on Social interactions when in the real world. The Host of the Waves The Host of the Waves are the water dwellers and the mermen and the merrows, the spirit of rain and ponds and rivers. They dwell in the realm some call Atlantium, the watery paradise of Faerie, and in the deeps of the Oceans of the World, where magic and dreams still dwell. They are also called the Aquae, the people of the waters. Some fey call them the "Mer." Deep 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. They are a strange, mercurial folk, at turns gentle and kind and sweet, by turns vicious, cruel, and capricious. They are like the ocean, in many ways. Some say they are so influenced by the ocean, influenced by its vast power, and unpredictable ways. Others wonder if the ocean is not perhaps influenced by the Mer, and their kin, and that the oceans deadly ways are not the doing of these fey. In recent times, the Host have been at war. Mortal magicians, working for a mortal corporation called Pentex created a vast fortress beneath the waves. These mortals believed that they controlled this thing, but in fact the thing, once made, controlled them. The Mer, in many ways akin to the Host of the Shadows, are quick to explore the darkness,

and the night claims them easily. Many, many of this Host have turned their backs on the Seelie Court, and many of those have sworn service to Annwn. Others serve Annwn, without really knowing it. The influence of this thing beneath the waves, called Project: Deepwater, lured many fey into the darkness, but even Annwn did not trust this thing. The lords there called it a blasphemy, and a strange, and brief alliance arose between those who served Annwn, and those who did not. Little has been heard since, and it is assumed that Deepwater was destroyed. The truth is unknown, and few Seelie fey returned from that battle. Those few who emerged from the depths were shell-shocked, pallid, terrified things. The lords of the Host 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 Host, are born as mortals, mortals with the call of the sea in their veins. They grow up obsessed with the sea. They become mariners, sailors, fishermen, naval personnel, and then give themselves to the sea. Their eyes reflect the colors of the sea, and their tempers reflect the moods of the ocean. Amongst this host are many elemental servants, and creatures of ponds and fenlands. They have magical power and authority over water, in all its forms. Appearance: The sea haunts this host. Their eyes are large and liquid; typically of colors of the ocean. They are beautiful, like all fey, and all have a wiry, muscular look to them. Their skin is cool to the touch. Their hair turns to the deepest of silver as they grow to maturity the burnished silver of a dawn over the ocean. Lifestyle: 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 New England, Maritime Canada, and Scotland. They prefer seaports, but they are withdrawing from these places, as they become more and more polluted. As they age further, they seek out the few remaining cities in the deep, and dwell there. Birthrights Breathe Underwater: Fey of this Host can "breathe" underwater. In fact they are not breathing. They exist in the water, and no longer need air once they are below the waves. Swim: Fey of this host are, obviously, excellent swimmers. Some even have webbed feet feet that, on occasion turn into tails, or so the story goes. Again, the Fey do not swim, as mortals would understand it. Rather they flow through the waves, with as much comfort as a mortal walking on dry land. Fey of this Host are at no disadvantage underwater. Magic: The Host of the Waves has an affinity for the Arts of Aquis, Oceania, and Songs. Frailty Weakness of Will: When confronted by a seafood feast or an unguarded fish supply, a member of the Host of the Waves must spend a Willpower Trait to avoid immediately indulging herself, and thus possibly leaving herself open to any number of ambushes or tricks. The Host of the Deep The Host of the Deep is the Unseelie counterpart to the Host of the Waves. Nicknamed Murdhuacha, the Fae of this Host are nearly identical to their Seelie counterparts, except for a disturbing tendency towards cannibalism. Appearance: The sea haunts this host. Their eyes are large and liquid; typically of colors of the ocean. They are beautiful, like all fey, and all have a wiry, muscular look to them. Their skin is cool to the touch. Their hair turns to the deepest of silver as they grow to maturity the burnished silver of a dawn over the ocean. Lifestyle: 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 New England, Maritime Canada, and Scotland. They prefer seaports, but they are withdrawing from these places, as they become more and more polluted. As they age further, they seek out the few remaining cities in the deep, and dwell there. Birthrights Breathe Underwater: Fey of this Host can "breathe" underwater. In fact they are not breathing. They exist in the water, and no longer need air once they are below the waves. Swim: Fey of this host are, obviously, excellent swimmers. Some even have webbed feet feet that, on occasion turn into tails, or so the story goes. Again, the Fey do not swim, as mortals would understand it. Rather they flow through the waves, with as much comfort as a mortal walking on dry land. Fey of this Host are at no disadvantage underwater.

Arms of the Deep: The Murdhuacha 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. Magic: The Host of the Waves has an affinity for the Arts of Kryos, Ebullition, and Songs. Frailty Water Dependency: Murdhuacha kept from immersion in water for more than two hours begin to weaken, losing one Physical Trait every hour. Once all those Traits are gone, the Murdhuacha is unable to move and dies in another twenty-four hours if not returned to water. It does not matter if he immerses himself in a natural body of water, a bathtub, or a horse trough (though natural sources are preferred). The Host of the Skies The Host of the Skies dwell in the winds and the starry vault beneath Heaven. They are the spirits of starlight and gusts and storms. They are amongst the strangest and most beautiful of the Fae, and it is said that the blood of the Angels still flows through them. They are also called the Celestials, for they are like the stars in mystery and glamour. The Host of the Skies are perhaps the most "fey" or alien of the Hosts. They are wild, unpredictable, voracious, and they burn with the brittle light of the stars. They ride the winds, and whisper their songs across the stars. The eldest amongst them can touch the very sky itself. They walk amongst the stars, it is said, and know much of prophecy prophecies hidden even from the Host of Fate. The stars remember much; they also have things written amongst them. It is said that some amongst them are diplomats into the True Empyrean, the place on the other side of the sky, which some may call Heaven. But this may be unlikely, because of all the Hosts; these are the fey that truly enjoy everything about their magic, their immortality, their beauty and their freedom. Perhaps older fey of this Host quiet down a little... This Host comprises wind elementals, air spirits, and those fey once called Vente. There is however a suspicion that those creatures that medieval mystics called "Astral demons" may have belonged to this host. Lifestyle: Pilots. Very, very lucky pilots. Pilots who can get a Zeppelin through a massive thunderhead, and come out smiling. These fey love mountaintops, love starry skies, love wide open windy spaces. Appearance: These fey shimmer. Even when they are born mortal, they carry with them a barely visible aura that everyone is aware of. Under starlight they positively glow. As they age, these fey become less and less "solid" becoming almost translucent. Birthrights Flight: These fey have an authority over flight, whether it manifests itself as exceptional piloting skills, or physically drifting along with the breeze. This flight, for young fey, cannot exceed walking speed unless aided by a power which increases speed or by mechanical means. Of the elders, however, there are stories of them screaming across the world at supersonic speeds. ("Ill wrap a girdle around the world in 40 minutes") Magic: The Host of the Skies has an affinity for the Arts of Skyfaring, Stratus, and Wayfare. Frailty Fickle as the Breeze: The wind waits for no one, and like it or not, the Host of the Skies emulates this flightiness. Those of the Host gain the Negative Mental Trait Impatient, which cannot be bought off. The Host of Storms The Host of Storms is the Unseelie counterpart to the Host of the Skies. Identical in almost every way, the Host of Storms only differs in the magic that is available to it, and the Frailty from which it suffers: the Host of Storms has an affinity for the Arts of Skycraft, Stratus, and Kryos, and its Frailty is Storm's Fury: Where the Host of the Skies is flighty, the Host of Storms is bombastic and violent. Those of this Host gain a permanent Violent Negative Mental Trait. The Host of Dreams These are the Fae of dreams and fire. They are the dragons and the Nightmares of legend; they are spirits of fire, like the Salamander, and they are kin to Gods. To mortals eyes their hair is

flame-colored and subtle strength shines from them. They walk through the Dreaming and the fairylands and the oneiras, where they may speak with dreamers and changelings. Sometimes they seem as Chimeras, or monsters from the world of dreams, but they are true, and number amongst themselves many things extinct from the world. They are also called Oneiriae, for they have power over dreams. They are the rarest of the Fae, in these Autumnal days. The Dreaming once had a king, and they served him, but he has long ago departed, and the Oneiriae have faded since then. These fey once betrayed trust, and taught their magical skills to vampires, resulting in the Thaumaturgical Discipline "Oneiromancy." The host sees themselves of guardians of the forgotten, and often walk amongst the dreams of mortals, as spies, lovers and, indeed, muses. Their lord, apparently, is said to be the Russian giant Svyatogor, who lies in a death trance in a stone coffin deep in Russias interior. The 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 awake and march to war. Others have wondered just what the members of this Host know about the Red Star in the night sky. The Hosts scholars claim to know little, but no one believes them. Lifestyles: Mortals born to this Host are taken away early in their life, to a fortress close to the sky. Appearance: Wild, shifting, beautiful; these fey appear as you want them to appear, or perhaps as they want you to believe them to be. They are the ultimate masters of illusions. Birthrights Dreamwalking: The fey is born with a power akin to the aforementioned Path of Morpheus. Magic: The Host of Dreams has an affinity for the Arts of Pyretics, Oneiromancy, and Dreamstuff. Frailty Mercurial as a Dream: The Host of Dreams is as fickle as the dreams they foster. As a result, they gain the Negative Mental Traits Unstable x2. The Host of Madness The Host of Dreams may be the children of dreams and nightmares, illusion made flesh, but the Host of Madness are all that are twisted. These Fae became addicted to the dreams of mortals, seeking to exist only in Dream, and in that they fell to Madness. Lifestyles: Mortals born to this Host are taken away early in their life, to a fortress close to the sky. Appearance: Wild, shifting, beautiful; these fey appear as you want them to appear, or perhaps as they want you to believe them to be. They are the ultimate masters of illusions. Birthrights Eyes of Chaos: The Fae is born with a power akin to the Dementation power of Eyes of Chaos. Magic: The Host of Madness has an affinity for the Arts of Bedlam, Dreamstuff, and Mindbending. Frailty Madness: Members of the Host of Madness are unstable and mentally imbalanced. As such, they gain a Derangement upon joining the Host. The Host of the Wilds They dwell in the wildwoods and the Wilderness where mortals fear to thread. They are the Satyrs and the Unicorns, the Redcaps, the Clurichauns, the Leshiis, and, perhaps, the Nunnehi. They dwell in the few last woods in the World and in the vast wilderness of Arcadia. It is said that the Garou and the others of the Changing Breed are of their blood, and many Garou, Gurahl, Bastet and Corax dwell amongst this host. Their masters call them the Arboreals, but they claim no name for themselves. This host are silent warriors, red in tooth and claw. Little more general can be said about them, but mortals born to this lineage are strong, stoic, and dangerous. They have enhanced senses and are attuned to the wilds. Appearance: The mortals born to this Host appear rough, unkempt, but strangely compelling. They have no bodily odor no hound can find them, and their passing never disrupts the wilderness. No twigs break, no animal is startled, no birds will fly away.

Lifestyles: The Arboreals are drawn to the outdoors, sometimes working as soldiers or forest fire fighters, or wilderness guides. Birthrights Shapechanging: Some, though not all, of this host can change shape. Orienteering: Members of this Host do not get lost in the Wilderness, ever (except when under a spell). Magic: The Host of the Wilds has an affinity for the Arts of Verdage, Primal, and Emotion. Frailty Nature's Mark: Those who are close to the wild places of nature are oftentimes marked by it. Members of the Host of the Wilds gain the permanent Negative Social Traits Bestial and Feral. The Host of the Hunt Legends speak of the dangers of crossing the Fae on a lone country road or in a field or forest; other legends explain the danger of violating the sacred oaths between mortals and Fae These Fae are the subject of such cautionary tales Fae who hunt those who have drawn their ire. Oathbreakers are their favorite prey, but others will suffice in a pinch. All members of this Host are predators of some stripe. Appearance: The mortals born to this Host appear rough, unkempt, but strangely compelling. They have no bodily odor no hound can find them, and their passing never disrupts the wilderness. No twigs break, no animal is startled, no birds will fly away. Lifestyles: The Hunters are drawn to the outdoors, sometimes working as soldiers or forest fire fighters, or wilderness guides. Birthrights Dark Scent: These Fae can never lose the scent of their prey at night; at dawn, the trail fades, but at sunset, the Hunter can make a Mental challenge against her prey to regain the trail. Hunters Call: These 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. The Hunter makes a Social challenge against the target; success means that the target must spend a Willpower Trait or flee. Magic: The Host of the Hunt has an affinity for the Arts of Metamorphosis, Wayfare, and Primal. Frailty Relentless Justice: Nothing will dissuade the Hunt from its pursuit of those who violate their most sacred oaths. The Hunters gain the Flaw: Obsession (bringing oathbreakers to justice). The Host of Destiny The Host of Destiny are the farseers and those who can see the futures. They are the Eshu and the Fates, the Norns and the doomsayers; they dwell apart from the others, even in Arcadia, either wandering or living in their distant homes. They are valued as advisors in the Court of the Sun, but their truths are dangerous things. Only rarely have they kin in the mortal lands, save the Eshu Changelings, 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 Arcadia to walk amongst mortals. The Host are few, and secretive. Those born of this Hosts lineage are cursed with visions of the future. Like Cassandra, they are threatened constantly by their visions, and many are driven mad by their knowledge. Birthrights Fortune Telling. This Host are afflicted with visions of the future. To make sense of these visions requires a wits + enigmas roll against a difficulty of 8. What sense these visions make is up to the Storyteller. Magic: The Host of Destiny has an affinity for the Arts of Soothsay, Seasons, and Chicanery. Frailty Tied to the Loom: Though the Host of Destiny excels at divination, their gift often tends to fail when their visions hit close to home. Any attempt by a member of the Host to divine his or her own future results in setting into motion a series of unfortunate events, effectively giving the changeling the inverse of the Luck Merit: the Storyteller may call a retest against a success by the changeling up to three times per session.

The Host of Lies The Unseelie know, beyond a shadow of a doubt, that nothing is certain, and that chaos will reign supreme. The members of this Host have applied that philosophy to the greatest lie of all: Destiny. They 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 Host have true fortune-telling ability; others are con artists looking 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 seek to defy fate. Birthrights Fortune Telling. This Host are afflicted with visions of the future. To make sense of these visions requires a wits + enigmas roll against a difficulty of 8. What sense these visions make is up to the Storyteller. Con Artist: Members of this Host have the four-Trait version of the Downey merit from Vampire by Gaslight. Magic: The Host of Lies has an affinity for the Arts of Chicanery, Soothsay, and Delusion. Frailty Crying Wolf: The Host of Lies doesn't exist... or so its members would have outsiders believe. Rumors to the contrary do circulate, of course, and any found to belong to the Host are not to be trusted. Members of the Host of Lies thus gain a Permanent Untrustworthy Negative Social Trait, but this may only be called upon by those who know or genuinely suspect the member's true allegiance. The Host of Beauty The Beautiful Ones, 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. It was of these that Keats spoke of in the poem "La Belle Dame Sans Merci." Sometimes they steal souls, and sometimes they lead mortals to their doom, not knowing, not caring. Tragedy is their only constant bedmate, but they know many things that are secret. Their children are mostly female, but male children have been known; they are darkly beautiful, catching the eyes and the hearts of male and female. Classical mythology called these spirits Nymphae. This host are obsessed with humanity, and their ways. They are obsessed with experience, and they are, strangely enough, obsessed with learning. Some might say that their sexual promiscuity allows them a certain leeway in discovering bedroom secrets. But the Host is most famous as enchantresses. They create magical items. They do not forge such things the Host of the Stones do that. However, they are skilled with imbuing things with special magics. Appearance: Drop. Dead. Gorgeous. All of them. Lifestyles: Oh, anything they like. Birthrights Seduction: Members of this Host gain three Seduction Ability Traits and a free retest on any Seduction-related Social Challenge. This free retest stacks with the free retest of the Elucene Kith Birthright. Magic: The Host of Beauty has an affinity for the Arts of Aphrodesia, Chicanery, and Fugue. Frailty The Price of Beauty: Every member of the Host of Beauty has some special regimen or ritual which must be performed weekly to maintain his or her beauty, whether by Rhapsody, bathing in the blood of virgins, or applying or consuming rare herbs or minerals from the deepest reaches of Africa or the Orient. Failure to perform this ritual or regimen results in the loss of an Appearancerelated Social Trait per day until the ritual is performed. If a full week passes from the time of the missed ritual before the ritual is performed again, one Appearance-related Social Trait is PERMANENTLY lost. The Host of Eros The Seductive Ones, 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 knowing, not caring. Tragedy is their only constant bedmate, but they

know many things that are secret. Their children are mostly female, but male children have been known; they are darkly beautiful, catching the eyes and the hearts of male and female. Classical mythology called these spirits Incubi or Succubi. This host are obsessed with humanity, and their ways. They are obsessed with experience, and they are, strangely enough, obsessed with learning. Some might say that their sexual promiscuity allows them a certain leeway in discovering bedroom secrets. But the Host is most famous as enchantresses. They create magical items. They do not forge such things the Host of the Stones do that. However, they are skilled with imbuing things with special magics. Appearance: Drop. Dead. Gorgeous. All of them. Lifestyles: Oh, anything they like. Birthrights Seduction: Members of this Host gain three Seduction Ability Traits and a free retest on any Seduction-related Social Challenge. This free retest stacks with the free retest of the Elucene Kith Birthright. Pretty Poison: Some of this Host are very dangerous indeed: they are so enticing that you want them regardless of the cost which is often high indeed. Members of this Host have either a poisonous touch (which inflicts one Health Level of Aggravated Damage per round of contact) or three free levels of High Society Influence (the better to create scandal with). Magic: The Host of Eros has an affinity for Aphrodesia, Metamorphosis, and Chicanery. Frailty Double-Edged Sword: Consummate seducers and seductresses, the Host of Eros wields a mighty weapon: the desires of their prey. Unfortunately, this blade cuts both ways: when faced with an attempt by others to seduce him or her, the Incubus or Succubus must expend a Willpower Trait or succumb to his or her own manipulated desires. The Noble Host: These are the rulers of the Fae of Arcadia, who serve the King and Queen of the Seelie or Unseelie. They are the Knights and Princes and Dukes of the once proud lands of Arcadia. They are named High Sidhe, Manitou and Alvar. They plot and counterplot and indulge in foolish games, playing their fiddles while the world burns, but some are true, and they are leaders. It is these that Tolkien called Elves. They are powerful and graceful, kin to gods and Angels. The "Sidhe," as exiled nobility, remember a time when they ruled proudly in a living dream, and ruled over a better age than this one. Or so they choose to remember it. Others point to the terrible wars, wars that shook the very earth and sky, over minor, piffling things. Known and feared as the Good Folk, their whims enchanted and terrified mortals for millennia. Kin to Seraphim, kings amongst kings, warriors amongst heroes, dread and terrible foes, passionate lovers, and faithful friends. Now that tale has ended. The gates to Arcadia have closed, the song has ended, and their new kingdom grows cold. For the Nobility, the age of magic has died, and they mourn its passing. This mourning, however, has not ended their lives. Though they fear death like 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 awaken the world from its slumber. The very presence of a Noble inspires supernatural awe. The sight of a Sidhe in her true form captures the hearts of mortals and the essence of Fay-rie itself. Faerie passions run deep love and hatred are never forgotten. Such passion has its price, though. Seelie would rather destroy themselves in a blaze of glory than fade away. Their less energetic brethren lose hope and become self-indulgent, letting their freeholds fall into despair as easily as the listless nobles fall into melancholy. Others become Unseelie tyrants, ruling through cruelty and intrigue. Though exotic in their beauty and obsessed with their ideals, a few Sidhe travel among commoners. No matter what paths they choose, Sidhe are far from human and always stand out among those with whom they associate. Do not go gentle into that good night, the nobles whisper. War is coming. The nobility know that they cannot win. They know that the game is up. They know that darkness falls around them. They know that their elders are driven insane by the Anathema. They know that preparations are being made in Heaven and Hell for a war of extinction, a war that will steal their beloved earth from them.

They know. They do not care. It will be a glorious sight, they say, the last Hosting of the Sidhe, the last charge of the light brigade, as it were. The heavens will shake at their passing. Birthrights Awe and Beauty. Players of Noble Host characters add free Gorgeous and Dignified Social Traits and a free Leadership Ability Trait. Whether theyre heroes or villains, all Sidhe, Actaeon, and Volsung are dignified. Any cantrip that would directly make them look foolish fails immediately. Magic: The Noble Host has an affinity for the Arts of Chronos, Naming, and Sovereign. Frailty Uneasy Rests the Head: Leadership often breeds discontent amongst the governed, and discontent (or the perception of discontent) can lead to paranoia and paranoid delusions. Members of the Noble Host sleep poorly as they deal with their fears for their reigns or legacies; as such, they gain the Flaw: Nightmares.

Arts Adumbration
Adumbration is the Adumbrae's power to manipulate and control the stuff that Darkness is made form; the absence of Light. A dark and horrifying power, its origin is unknown, yet some claim that one particularly dread night, a young Fae girl named Scylla was caught in a storm and through it traveled to the Dark Realm. In the storm, she lost all her clothes, and was stranded cold and naked in a dismal and foreign land. Suddenly she heard a voice cry out, and she walked carefully up a hill that looked out across a river pass and a field beyond it. Here, she beheld a strange, shadowy being caught beneath a fallen bridge. Scylla helped the creature out from beneath it, and in return the creature crafted her garments out of shadow, so she would not remain uncovered. Amazed at this ability (for, indeed, not many Fae could manipulate shadow, a force of Darkness, generally thought of as malign), she was quick 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, Adumbrae can only use the power of Adumbration during sunlight; their other powers are rendered useless when touched upon by the Sun. Any given changeling can see through her own Adumbration darkness automatically without penalty, unless otherwise noted. Creations of other users with the power are just as impenetrable to other changelings with the power, though. Occult retests are appropriate for the Adumbration Arts powers, though shades used in a more mundane fashion (like attacking or grappling) should use the appropriate Abilities (like Brawl or Melee). Basic Adumbration Shadow Play You can exert a limited degree of control over existing shadows and darkness. At your mental command, darkness can be made to deepen or retreat, lengthen, move, flicker or undulate disturbingly. Though you can only affect a limited area of shadow, the stuff takes on a hellishly cloying quality and bends to your supernatural will. You must expend a Glamour Trait to use Shadow Play; once activated, it lasts for the duration of the scene or for an hour. You can affect one individual with the flapping, disconcerting shades of this power. If you choose to conceal yourself, you gain one bonus Trait in all challenges of stealth and ranged combat. By pulling shadows around you into a terrifying mantle, you may alternately gain one bonus Trait in all challenges of intimidation. If you decide to afflict a victim with flapping, twisting shadows, the subject suffers from the Negative Trait Clumsy due to the distraction, and is disconcerted and asphyxiated by the darkness. A mortal enveloped in this fashion may even be strangled; a mortal with three or fewer current Physical Traits loses one Physical Trait every turn, and then loses one health level per turn as long as the morass continues to attach to her. Should the mortal lose all of her health levels in this fashion, she chokes to death. Directing the shades of this power to conceal or surround you is automatic, but attacking an individual with the strangling shadows requires a successful challenge of your Mental Traits versus the targets Physical Traits.

Shroud of Night You can evoke a cloud of inky blackness, a blob that absorbs all light and distorts sound. Hovering preternaturally in the air, this globe feels like a heavy morass to all those engulfed within. You need only expend a Glamour Trait to create a sphere of blackness roughly 10 feet in diameter. You can even create the cloud in a location outside of your line-of-sight, at the cost of one Glamour Trait, as long as it is within 50 feet of your location. Victims enveloped in this globe suffer the Negative Physical Trait Clumsy while they are engulfed, and mortals with five or fewer current Physical Traits may be strangled, like the power of Shadow Play, (The Trait penalties and strangling damage from this power are not cumulative with Shadow Play, though.) You can even cause the tenebrous cloud to move at a speed roughly equal to a walk, as long as you concentrate fully on such motion. Inside the Shroud of Night, all light sources other than fire are extinguished and sound is muffled. All victims of the cloud (except yourself and those with some means of seeing through Adumbration) suffer the penalties of total darkness: They lose two Traits in resolution of challenges, and they are forced to make a single retest on any successful challenge because of the darkness. Even those with Heightened Senses and Eyes of the Beast are affected; each removes one penalty Trait from the effects of the cloud (the forced retest is not removed). Your Shroud of Night, once created, lasts for the entire scene or hour, or until you dispel the darkness to whatever nether region from which it came. Intermediate Adumbration Arms of the Abyss From the shadowy corners of a room or the blackness of night itself, you can summon forth tentacle limbs that flail about, ensnaring or attacking as you desire. These black shadow tentacles animate as you direct, even while you take other actions. You can pull many tentacles from a single source, or generate shades from several locations at once. You must expend a Glamour Trait to create the shadow tentacles; every tentacle created costs one Social Trait. The tentacles are six feet long and they possess three Physical Traits and four health levels. Each additional Glamour Trait spent in the creation can gift one tentacle with an extra Physical Trait, or increase ones length by an additional six feet. Once created, your shadowy tentacles remain for the duration of the scene, unless you dispel them or fall into unconsciousness. You can control the actions of the tentacles even while performing other actions. The tentacles can grab, whip, hold items and perform other tasks with precision. The tentacles take damage normally from attacks, and they suffer from fire and sunlight just like a vampire. You may not combine the effects of Adumbration with the powers of any other Arts. Black Metamorphosis Spewing forth from your own stained inner spirit, you meld your body with the very stuff of tangible darkness. Your head and limbs seem to fade into shadow, while bands of blackness striate your body and shadowy tentacles sprout from your torso. You must expend two Glamour Traits and a Social Trait to evoke this power. You immediately sprout four tentacles just like those of the Arms of the Abyss power, though they are considered extensions of yourself and they use your Traits. The chilling darkness about your body and infusing the tentacles afflicts anyone you touch with the Negative Trait Clumsy as their limbs are numbed with supernatural cold. You may make one additional attack at the end of each turn by using the tentacles, in addition to any strikes that you normally gain or make with Celerity or similar powers (this extra attack is added to your attack sequence, not multiplied if you have extra actions). You gain the bonus Traits Intimidating x3 while taking on this demonic aspect. Lastly, you suffer no penalties from any sorts of mundane darkness. The Black Metamorphosis lasts for one scene or one hour. Advanced Adumbration Tenebrous Form At this level of skill, you no longer summon forth the darkness within yourself you become it. Your form collapses into a shadowy outline, a pseudo-liquid humanoid shape of utter blackness. While in this form, you can slither about through tiny holes and cracks, and you may see through any normal darkness. You must expend three Glamour Traits and spend three full turns performing a Bunk, doing

nothing else, in order to make this transformation. While in Tenebrous Form, you cannot be harmed by physical attacks, although you still take damage from magic, fire and sunlight. You also cannot affect your surroundings physically, as you have not real solid substance. By enveloping a victim, though (with your Mental Traits challenging his Physical Traits as an attack), you can perform the same functions as the Shroud of Night power, causing disorientation, darkness, and smothering. You are unaffected by gravity, and you can slither along any surface or move like a blob of ambulatory liquid. You can even use mental Arts while in this state, though within the limitations of your form you have no eyes and thus cannot use Arts which would require eye contact, but you could hide your shadowy form with Veiled Eyes. In this shadow form, your Blood Traits (Changelings, like mortals, hold 10 Blood Traits which are not usable for Discipline use) are the same sort of inky darkness, and thus, they are unaffected by the powers of Thaumaturgy. While in Tenebrous Form, fire and sunlight are exceedingly painful to you; thus, you take a one-Trait penalty on Willpower Tests to avoid fleeing the scene when confronted with fire or sunlight.

Aphrodesia
The Art of Aphrodesia uses the Seduction Ability for retests.

Aquis
The Aquis Sliver uses the Awareness Ability for retests.

Arawn

It is believed this art was passed down directly from Arawn to his loyal servants in House Ailil for services as yet unknown to the ancient deity of the Underworld. It deals with the most disturbing of principles: fear. The Fiona are immune to this art -- save if a love one is involved, due to a later story where the progenitor of this skill was defeated and profaned Arawn because of it. Practitioners of Arawn use the Psychology Ability to retest. Basic Arawn Nerves of Steel A changeling with this skill may make himself or another more strongly resistant to the precepts of fear and terror. Expend a temporary Glamour Trait and make a Static Mental Challenge against five Traits. The target of this Art gains one extra Willpower retest for resisting any effects of fear (and for this only). Eyes of Arawn Any changeling that casts this spell can make a single person or one's surroundings incredibly terrifying to behold (useful for intimidation and combined with Chronos making one's domicile inhospitable to others). Expend a temporary Glamour Trait and make an Extended Static Mental Challenge against a difficulty of the targets permanent Banality Traits. Each success grants the target a temporary Intimidating Social Trait when trying to present an intimidating or terrifying image, or a temporary Horrific Negative Social Trait when trying to present a non-threatening image. Intermediate Arawn Nightmare Curse A hideous power that is used to disrupt the very dreams of a subject, Nightmare Curse is highly dangerous to any changeling that uses it, as it is very Banal. To enact this power, the changeling expends a temporary Glamour Trait and engages her target in a Mental Challenge; success gives the target the Flaw Nightmares for a full lunar cycle. Using Nightmare Curse causes the caster to gain one permanent Banality Trait for as long as the Flaw is active; when the lunar cycle ends, the permanent Banality Trait is converted to a temporary Banality Trait. The Unnameable Phantasm This is the power to kill with fear alone. No one is immune to it. It assaults the mind, and even creatures with no organs to have heart attacks or animals with no conception of the concept are left stricken dead. It terrifies the soul out of the body by conjuring up one's worst fears and turning them against the target.

To enact this power, the changeling makes an Extended Mental Challenge versus the targets Physical Traits. Each success inflicts one Health Level of aggravated damage to the target. Advanced Arawn Master of the Nightmare Realms This power allows you to draw forth and create nervosa, fear chimera, and worse things from the nightmare realms by probing and eliciting the most fearsome fears inside one person's soul. One must effectively ravage a changeling or mortal to use this skill (each success with Glamour determining how powerful the chimera is -- after all imaginative people are likely to get better results) and then make a Static Mental Challenge to craft it into what you wish to obey you. Create Nightmare Realm This power allows you, in the Dreaming (preferably far from Earth), to forge your own nightmare realm according to your specifications. Essentially you are god here and can will the laws of reality as you wish them to be. Any creatures you make no doubt will view you with fear and awe (unless you foolishly are lenient with your fostering of terror in them). It costs 3 Traits of permanent Glamour to use this power. Each success on an Extended Static Mental Challenge against seven Traits (with often many more Extended Static Mental Challenges following it to create inhabitants) determines how vast and how terrible a kingdom you will to exist. Five successes may make a hell of truly terrible proportions. One success may make a hell that is ripe for rebellion.

Battlecraft
Battlecraft is an Art found exclusively among members of House Scathach. It was created by Scathach herself after the battle in which Gwydion made her barren. Designed to complement the formidable skills of the members of House Scathach, it entrenches their status as dangerous killers and warriors. Members of House Dougal, House Eiluned and House Gwydion may neither learn nor benefit from this Art. Battlecraft Challenges may be retested with the Melee Ability. Basic Battlecraft Call to Arms This basic cantrip allows a member of House Scathach to call her allies to their side. It can be used to marshal people before, during or after a battle, or as a homing beacon if captured or lost. Those summoned by this cantrip automatically know where to find the caster. Actor and Fae are the usual realms, however Nature must be used if the ally is in animal form. Allies are usually defined as the characters' circlemates. The number of successes determines who gets there, subject to storyteller discretion -- it may not always be the closest ones that get Called To Arms! To enact this cantrip, the changeling makes an Extended Static Social Challenge against five Traits. Successes Oathmates called 1 1 2 2 3 4 4 Entire oathcircle 5 Entire oathcircle, plus at least 1 NPC at the Storytellers' discretion. This is a Chimerical Effect. All for One This unusual cantrip forges a telepathic link between the caster and other people. Such a link can be used for instantaneous communication of orders during battle or to maintain contact during a covert operation. Actor and Fae are the usual realms. The recipients of this cantrip do not have to be visible to the caster, only known. If this is cast on people who have been summoned by Call to Arms, it receives one extra success. To enact this cantrip, the caster makes an Extended Static Mental Challenge against the highest Banality of the group shes trying to link. Successes Persons linked to 1 1 2 5

3 10 4 20 5 Unlimited This is a Chimerical Effect. Intermediate Battlecraft Shadowstrike This cantrip is used mainly to set up assassination attempts. The caster becomes an oozing shadow, able to slip through cracks, slither up walls and is very difficult to see through. From this form, the changeling can attack his intended target swiftly and suddenly, using the element of surprise. Actor and Fae are the usual realms. To enact this cantrip, the caster makes an Extended Static Mental Challenge against nine Traits. Each success in the casting challenge grants the caster one bonus Mental Trait to defend against any attempt to see through the shadow to the changeling. When the changeling wants to attack someone, the Shadow immediately dissipates, but the changeling is up two Traits on the first attack after coming out of the shadow; furthermore, she gains Surprise against her target. This is a Wyrd Effect. Spirit of Combat This dangerous cantrip allows for a significant advantage in combat. The changeling is capable of striking with amazing speed, accuracy and power. Most fights against a Scathach armed with this cantrip end very quickly. To enact this cantrip, the caster must engage in an Extended Static Physical Challenge against the recipient of the cantrips effects permanent Banality. This may only be cast before combat and lasts either one scene or the first turn of combat. In the first turn, the changeling receives a number bonus Physical Traits equal to the number of successes gained in the casting for the first turn of combat only. This cantrip may not be recast until the combat is over. Casting this before a combat generally makes the changeling edgy and tense (+1 to all difficulties) and the changeling must expend a temporary Willpower Trait to not attack if surprised. Botching this casting has the same effect as botching the Dragon's Ire. Advanced Battlecraft Scathachs Wrath Scathach created this final cantrip after being cursed by the Tuatha de Danaan as an act of vengeance. To learn this final cantrip can only come as a reward from a quest nominated by Scathach herself. In rare instances it has been conferred without the quest, the most famous example being Cu Chulainn, who actually received this upon birth! To enact this cantrip, the caster engages in an Extended Static Physical Challenge against ten Traits. Because this may only be cast upon the person who knows it, Fae is the only possible realm available. This cantrip has two effects: 1. It alters the caster's Fae mien into a horrifying visage (get the player to describe it) that causes intense fear in all who see it (except for members of House Fiona). This fear causes those who look upon the changeling to be down a number of Traits on all Challenges equal to the number of successes. 2. Against members of Houses Dougal, Eiluned and Gwydion, the caster will have an automatic preemptive attack (in place of her normal attack), get a bonus Physical Trait to for use in Brawl and Melee Challenges, and inflicts an extra Health Level of damage for every 2 successes. The only bunk suitable for this cantrip is a direct invocation to Scathach herself, which takes at least 5 combat turns. This is a Wyrd Effect.

Bedlam
It is said that the insane have an effect on their surroundings. Whether it is true or not in most cases, the Lunatics have mastered their madness and parlayed it into an affinity for making the world a more magical place. Bedlam can only be learned by a changeling descending into the Arts namesake state (Basic levels can be learned by changelings in the first stage of Bedlam, Intermediate levels at the second stage, and Advanced at the third stage). The Gremayre Ability may be used to retest Challenges

using the Art of Bedlam. Basic Bedlam Divine Divine enables the changeling to find Glamour in her surroundings. An Extended Static Mental Challenge against seven Traits is required to actually spot Glamour when the cantrip is used and only the caster can see any Glamour in the area or object affected. Successes Knowledge Divined Botch "Nope that iron rod isn't really iron and 100% banal, it is a most powerful source of Glamour!" 0 "Hrrrrm Sensors indicate the only Glamour around is . . . Me." 1 Detect nearest source of Glamour: "Hey look guys my baseball card is glowing!" 2 Detect most powerful and nearest source of Glamour: "I believe we should head that way . . . ." 3 Detect most potent source of Glamour: "Hey guys I found the freehold!" 4 Detect all Glamour within sight: "Wow, hey did you know trees have Glamour?!" 5 Detect all Glamour (This has been supposed to detect Chrysalis, in fact it may even cause Chrysalis in changelings that have not yet discovered their Fae nature): "I think he's like one of us . . . ." Tag This is a very silly cantrip. The changeling casting the cantrip touches someone, which may require a Physical Challenge (the normal bunk for Tag is to shout "Tag, You're it!" which is where it gets the name) and infuses her with a tiny amount of Glamour. This is such a small amount that it will only be detected with Divine (at least 2 successes). The effects of Tag are cumulative; the more times you use it the more powerful the Glamour in the tagged thing will be. This is dangerous but can also protect an object quite well as the more times an object is tagged the more "weird" stuff can happen around it. Normally, weird stuff is comprised of only chimera attraction, but all sorts of strange things have happened around objects that have been tagged multiple times. 1-2 A very slight glow with Divine. 3-4 A noticeable glow with divine. 5-6 A glow in chimerical form. 7-8 Minor chimera are attracted to the object. 9-10 Major chimera are attracted to the object. 11 < Weird stuff happens; it's up to the Storyteller to decide what (good suggestions are a big chimera appears, the object acts a sort of treasure for an hour or so, the object will alter the wielder ("My hair won't stop growing!!!") or the place it is used in ("Up the stairs, along the stairs, down the stairs and around the stairs?!" Intermediate Bedlam Infuse An "upgraded" version of Tag, Infuse allows the user to turn an object into a treasure for a short while. It costs one Trait of permanent Glamour to use this but allows you to either infuse a new object with Glamour (this will cost you temporary Glamour equal to the amount of Glamour you wish to store minus two) or recreate an old treasure by infusing it with Glamour equal to the cost of the treasure. Infuse either works or it does not; it's up to the ST if an object can be recreated by using Glamour. It should also be noted some strange things can happen when you affect a Scene. Instead of becoming a Treasure the room or place affected will be tagged and attracts a small amount of Glamour (two points for every hour and point of Glamour infused). To affect a room, an Extended Static Mental Challenge must be used and the number of successes determines how much Glamour can be expended to infuse a room in this way. Bless

Bless enables a Treasure or object infused with Glamour to be destroyed, releasing huge amounts of Glamour. Much like Bedlam's Touch (see below), this will lower the temporary Banality of the person/place/object affected. No Challenges are required; however the object must have at least one point of Glamour in it and must be totally destroyed. The same penalties for destroying a Treasure or using Dross are applied. The amount of temporary Banality a thing can lose is equal to the Glamour in the object destroyed multiplied by two. Advanced Bedlam Bedlams Touch The ultimate example of Bedlam, this enables the user to lower the temporary or permanent Banality of an object/person/place to very low levels. The caster should make an Extended Social Challenge against the target (or, if the target is an inanimate object, an Extended Static Social Challenge against a difficulty of nine Traits); each success reduces the targets temporary Banality by one Trait. For each success, the player should make a Simple Test against the Storyteller or Narrator; a win reduces the targets permanent Banality by one Trait.

Chicanery
The Art of Chicanery uses the Subterfuge Ability for retests.

Chronos
The Art of Chronos is retested with the Occult Ability.

Contempt
The Art of Contempt uses the Leadership Ability to retest.

Daemonic Summoning
This Art was invented by the Adumbrae to force spirits from the lowliest Gaffling to the mightiest Celestine into situations and actions that would normally be anathema for them. Daemonic Summoning mimics many effects that can be created by Lupines and certain shamanic magi, but it takes a completely approach instead of making a sort of agreement with the spirit in question, the caster forces the spirit into a grotesque mockery of its normal behavior. Its a dangerous practice, though; a mistake may result in the spirits full wrath against the caster. Whenever a practitioner loses a challenge while working with a spirit, he must make a Simple Test. If he loses the test, the spirit attacks. Daemonic Summoning uses the Leadership Ability for retests. Basic Daemonic Summoning Hermetic Sight With this power you can perceive the spirit world, allowing you to gaze deeply into it, or perceive nearby spirits as a hazy overlay on the material world. This power does not allow you to see into the lands of the dead or into the realms of the Fae You may activate this power at will and automatically see any spirits close by. If you wish to gaze into the spirit realm itself, you must spend a Mental Trait; you may then see into the spirit realm for the duration of the scene. While looking into the spirit realm, you must bid an additional two Traits on any challenges due to the difficulties caused by divided perceptions. You may terminate this power at any time. Astral Cant Most spirits dont speak English, at least not on their home turf. Some cant, but many more simply refuse to do so. With this power you can understand and communicate in the spirits own languages. Spending a Willpower Trait activates this power for the remainder of the scene. As long as the power is active, you may converse with spirits in their own language and understand their responses. Intermediate Daemonic Summoning Voice of Command

This is perhaps the most dangerous power a practitioner of Daemonic Summoning has at her disposal failure here may well mean a painful death when subjected to the attack of an enraged spirit. This power allows you to give orders to a spirit, compelling it to heed your bidding whether or not it desires to do so. To use this power, spend a Willpower Trait and make a Mental Challenge against the spirit. With success, the spirit must obey whatever command you give, as long as it doesnt endanger the spirits well-being or conflict with its morals. By spending another Willpower Trait before making the challenge, you may force the spirit into doing something that may hurt the spirit or greatly violate its ethics. To force the spirit into a possibly suicidal action, you must make another Mental Challenge against the spirit; success means the spirit will obey, but will likely be seething with rage at this point. It should be kept in mind that spirits commanded in this manner are fully aware of the fact that they are being forced to do something against their will, and they may well seek revenge at a later time. A spirit issued a command above and beyond what it was compelled to do may agree to the command, but never follow through, leaving its erstwhile master in a potentially fatal situation. Entrap Ephemera With this power, you may bind a spirit into an object. This can be done in order to imprison the spirit, but its more often performed in order to create a fetish, an artifact that channels a portion of the spirits power through it to affect the physical world. Fetishes created in this manner are rather fickle at best and may fail at inopportune moments, as the spirits within will do anything in their power to escape or at least thwart their captors. The actual details of the fetish depend greatly on the details of the spirit and the item in question. For example, a spirit of pain may turn a simple whip into a terrifying weapon, whereas a spirit of sharpness may cause a sword to cut deep and cause aggravated damage. This is in no way limited to weapons; a spirit of speed bound to a car may result in an extremely fast vehicle, and a spirit of investigation bound into a pair of binoculars may result in a spectacularly clear picture. It is impossible to provide game mechanics that will cover all of the possibilities; instead, they should be worked out with the Storyteller. A fetish created in this fashion is activated by spending a Willpower Trait and making a Simple Test. On a loss, you must make another Simple Test. On a second loss, the fetish fails to function properly, and you must make a third Simple Test. If that test is lost as well, the physical component of the fetish will be destroyed, and the spirit will be freed. For more information regarding fetish powers, refer to Laws of the Wild. The Storyteller is always the final authority in determining the powers of and mechanics of a fetish created through use of this power. Advanced Daemonic Summoning Duality The height of spiritual transactions, you can now fully interact with the realm of the spirits. When you activate this power, you exist on both planes simultaneously. You can pick up objects in the material world and place them in the spirit world or vice versa. The beings and landscapes of both worlds are solid to you, and you may interact with them as you please. You can even use Arts in either world. Still, its not a walk in the park a journey such as this is not without its dangers, and a single mistake may leave you trapped in the spirit realms with no way home. Duality may only be used while you are in the physical world. Note that while this power is in effect, you are vulnerable to attacks from both worlds. You are considered to be in the physical world, as far as basic physics and common sense are concerned for example, if theres a road in the physical world that leads over a chasm in the spirit world, you may walk across the chasm just fine. To activate this power, spend a Willpower Trait and make a Static Mental Challenge. If successful, you enter the spirit world without leaving the physical world. Before going further, make a Simple Test. If you lose, repeat the test a second loss means there was a backlash and you were ripped out of the physical world and thrown into the spirit world. Whether or not there is a way back to the physical realm is up to the Storyteller. If the entrance was successful, and youre not trapped in the spirit realms, you now determine how long you can remain. Make Simple Tests until you lose the number of tests won determines the duration of the effect. Number of Wins Duration of Effect

Zero One turn One Three turns Two Ten turns Three Ten minutes Four The remainder of the scene After the power has been activated, you must bid two additional Traits on all challenges as long as Duality remains active; perceiving two realms can be distracting, making even routine tasks an exercise in concentration.

Delusion
Delusion uses the Subterfuge Ability for retests.

Dream Craft
Dream Craft uses the Kenning Ability for retests.

Dreamstuff
The Art of Dreamstuff allows the user to view and manipulate a dreamer's thought processes. While appearing manipulative, Dreamstuff is also quite perception based, as the user manipulates Glamour to change another's thoughts to accordance with his own. Dreamstuff is a closely guarded Art, as higher levels can be extremely destructive, and even the lower level cantrips pose a threat if handled incorrectly. A changeling casting Dreamstuff cantrips uses the Gremayre Ability for retests. Basic Dreamstuff Dreamers Eye Dreamer's Eye allows the user to peer into the mind of a sleeping individual. The target must be visible throughout the duration of the cantrip. To enact this cantrip, the caster engages in an Extended Mental Challenge against the dreamer. The number of successes determines the length of the cantrip. 1 30 seconds 2 5 minutes 3 30 minutes 4 2 hours 5 Until the target wakes up Dream Rend This allows the caster to take control of a dream and manipulate it however she chooses. Since there are no limits to the cantrip, this is very handy in changing nightmares to peaceful dreams, or vice versa. (Note: The caster does not see the target's dream unless Dreamer's Eye has been cast.) To cast this cantrip, the changeling engages in an Extended Mental Challenge against the dreamer. The number of successes determines how long the caster can stay in control of the dream. They are the same length as in Dreamer's Eye. Intermediate Dreamstuff Mental Chains When a target has this cantrip cast on him, he feels an overwhelming urge to drop into a deep sleep. Caffeine, adrenaline, and other stimulants have no effect on the cantrip. The changeling makes a Mental Challenge against the targets Physical Traits; success puts the target to sleep for ten minutes, during which time, they cannot be awakened. By risking additional Mental Traits at the time of the challenge, the caster may extend the time by an additional ten minutes for each Trait risked. Mindwalk Mindwalk presents the most potential danger to the caster. This is a unique form of Fae transportation. The caster must visualize the location of where he would like to appear. (The caster does not have to have been there, as a description or picture will suffice.) The end result is almost the same as Flicker-Flash, only Mindwalk allows you to transfer more than one person or object. When the Mindwalk bunk is completed, the caster must be within sight of a dreaming target. The Mindwalker then enters and becomes a part of the sleeper's current dream. The caster is then

guided to an "exit" in the current dream, which may lead to either another sleeper's dream (closer to the destination), or the destination itself, back to reality. The danger involved is in getting to the next dream or exit, as the current dream may contain dangerous elements. Any damage inflicted within a dream is chimerical. When the Mindwalkers return to reality, they will be within sight of the sleeper whose dream was the last one traversed. (Note: While Dream Rend can be cast while Mindwalking, the bunk for the cantrip might not be possible to execute, depending on the content of the dream.) To enact this cantrip, the caster engages in an Extended Static Mental Challenge against the permanent Banality of the dreamer whose dream they are entering. The fewer successes the caster generates, the more dreams she must pass through on her way, at the Storytellers discretion. This is a Wyrd Effect.

Advanced Dreamstuff Reality Check This enables the caster to bring a dream to life. Specifically, the caster, possibly using Dream Rend and/or Dreamer's Eye, selects a dreaming person and executes the bunk. The dreamer's dream then becomes reality, and exists as a chimerical creature or place that automatically enchants any mortals who see it. The casting of this cantrip requires the expenditure of one Glamour, in addition to any other costs. The cantrip is cast by engaging in an Extended Mental Challenge against the dreamer. Successes determine how long the cantrip lasts, although the cantrip will stop if the dreamer wakes up. 1 1 minute 2 5 minutes 3 30 minutes 4 2 hours 5 Until the dreamer wakes up

Ebullition
The Art of Ebullition mixes the control of waters physical manifestation with its spiritual virtues. In western Occultism, water is the Element associated with the Emotions and Ebullition relies heavily on this association. Creatures attuned to the Oceans are rarely lacking in extremes of emotion and this is often reflected in masters of this Art. Beware those quiet, grey-eyed friends, for still waters truly do run deep. Once stirred the stormy hearts of Ebullitions practitioners are not easy to becalm. Ebullition is retested with the Empathy Ability. Basic Ebullition Ride the Waves This cantrip propels the Changeling along, into the air, through the sea, into ships rigging. Changeling can force water spouts to propel them out of the water and onto ship decks or to push them along the surface like water skiers getting up to speed. Under the sea each success will act like Celerity for swimming speeds. Ever wanted to race dolphins? This cantrip allows a changeling to swim anywhere from 20 to 60 mph underwater. The cantrip includes better maneuverability while you're underwater although to stay underwater the character has to successfully cast the 'breathe like a fish' cantrip or be in her 'Body of water' form. Emotional Surge With a successful grapple attack or just a touch against non resisting opponents, the Changeling can flood the target with raw and powerful emotions, causing disorientation, pain and emotional trauma. Make an Extended Social Challenge against the target; each success puts the target down one Trait on her next Challenge. Intermediate Ebullition Body of Water A useful Cantrip, body of water does exactly what it claims, it transforms the target's body into a viscous liquid. While in this form the Changeling can use all Arts and mental faculties and

remains unchanged in personality. A Changeling in liquid form has the ability to move around a larger expanse of water at walking speed even without using the greater propulsion provided by Ride the Waves. The Changelings form will not be dissipated or destroyed unless the water itself is actually destroyed. Boiling the water to Steam will cause fire damage akin to being immersed in a Chemical fire. Once in this liquid state the Changeling can access houses via drainage or water supply pipes and then revert to their natural state and crafty Characters will find all sorts of kinky uses for this power. Once the bunk is enacted the change is set in motion but is controlled by the Changeling and can be paused for a few moments. So the Changeling might cast the cantrip on land but hold her metamorphosis until she dives into the sea for example. Reverting back to her solid form requires no cantrip and can be triggered at any time before the Cantrip runs out. Whenever it begins the transformation takes less than ten seconds and when complete the Changeling can breathe water without difficulty. Emotional Blast A blast of pure raw emotional energy so strong it does a level of Chimerical damage for each success. As well as the Bunk required, the Changeling must spend a turn calling forth the ball of emotional turbulence and strike the subject with a an Extended Physical Challenge. Additionally the target must succeed in a Static Willpower Challenge against Traits equal to the number of successes or suffer a derangement from the emotional trauma. This cantrip is one of the few offensive-type cantrips available to a changeling. This cantrip allows the character to summon his anger into a physical energy blast accentuated by some type of word or battle-cry. Advanced Ebullition Tsunami Alert In order to cast this cantrip, the character must be somewhere near a large body of water: a lake, ocean, large river, etc. That aside, this cantrip is a legendary cantrip of sorts used by some changelings, according to fairy tales, to cause massive destruction to towns by creating one huge tidal wave of godly proportions. A tsunami created by this cantrip can destroy large oil tankers, trash ports, and crush houses as if they were made of twigs. As you can see, this cantrip is quite lethal. The cantrip is cast with an Extended Physical Challenge the target or targets; each success inflicts one health level of lethal damage. This also counts as structural damage against inanimate objects.

Emotion
This is a very special art that draws from the primal energy of five emotions: Courage, Happiness, Anger, Love, and Vengeance. The Host of the Wilds considers Emotion to be a proprietary Art and jealously guards its secrets. The Art is also highly susceptible to Banality; no changeling whose permanent Banality reaches eight Traits or higher may cast an Emotion cantrip. Emotion uses the Empathy Ability for retests. Basic Emotion I Will Fear No Evil Using this cantrip, the character can bolster his own courage or that of another and he or the target becomes absolutely fearless. With a successful Mental Challenge, the target of I Will Fear No Evil wins on ties on Willpower challenges to resist fear for a number of minutes equal to the Bunk Traits generated in the casting. The target is also up a number of Traits equal to the Bunk Traits generated in the casting on any challenge to resist chimerical or magical attacks. A Smile a Day Keeps Banality Away Casting this cantrip has similar effects to the Satyr Birthright Gift of Pan; however it is much faster in its effects. The caster must make a Social Challenge against his target or targets; if successful, the targets suddenly feel incredibly happy. Intermediate Emotion The Power of Anger This cantrip is one of the few offensive-type cantrips available to a changeling. This cantrip allows the character to summon his anger into a physical energy blast accentuated by some type of word/battle-cry. Shishihokoudan (pronounced like Shee-Shee-Hoe-Kow-Daan, which translates to English as 'Roaring Lion bullet') or Hamehame-ha (Hah-may-a-may-aa) are among the most common

battle cries. The color of the blast varies between caster but usually echoes the character's favorite color. The caster engages in an Extended Physical challenge against her target; each success inflicts one Health Level of lethal damage. Natures Beauty This cantrip has the special ability to increases the natural beauty of the area when cast at a natural place (like a forest, a waterfall, a glen, etc). This effect even crosses into reality. Unless tainted or cursed by something, the cantrip always succeeds; in blighted areas, the caster must make an Extended Static Social Challenge against ten Traits. Each temporary Glamour Trait spent by the caster grants an Appearance- or Charisma-related Social Trait to the target; in blighted areas, the number of Glamour Traits which can be spent is limited by the number of successes. This effect lasts for a day; the caster may also spend a permanent Willpower to make the effect last for a year and a day. Advanced Emotion Cupids Song This cantrip is also alternatively called 'The Lure of Unsung Love' because it often brings shy people to make their feelings of love known. The caster engages in a Social Challenge with her target; on a success, subtract the targets Social Traits from the casters Social Traits. If the difference is positive, the target is compelled to declare any feelings of love he might have; if the difference is negative, the target resists, but feel a strong urge to reveal those feelings anyway. Mortals with permanent Banality ratings of 10 Traits are immune to the cantrip. Hell Hath No Fury Like a Changeling Scorned Alternately called 'Revenge's Wrath,' this is one of the mightiest of all cantrips and only the Host of the Wilds can even have access to it. It can only come in effect if the character goes into a state of berserk rage. The result is an extremely powerful blast of chimerical power. This, of course, has its drawbacks: characters lose all their temporary Glamour and become unconscious from exhaustion. Storytellers have the final judgment on when the character can use this cantrip or even allow it. The character engages in an Extended Physical Challenge against her target while she is in a state of Frenzy. Each success inflicts one Health Level of aggravated damage to the target.

Fugue
Sitting at the mouth of a fire hole in the forests just out of Melbourne is a tall silver-haired man, with pointed ears, curled horns like that of a ram and red/green robes. Sitting opposite is a golden haired boy, not yet reached puberty. Sprouting from his back, large leaf-like wings lay casually to each side. The man holds a stick that he weaves through the damp dark earth in front of his crossed legs. "Boy, have I told you the story of the man who stole the voice off a Bean-Sidhe?" he inquired. "Yes, Nathaniel, many a time." "Ohh... very well but have I told you of the art of Fugue?" "No, Nathaniel, will you tell me?" Nathaniel sweeps the stick across the earth clearing it for another doodle. "...have you practiced your ogham?" "Yes...", Padriac picks up a stick and draws the first, "beith..." "Yes, very well, you go well towards your bronze branch, but the art..." Before the Shattering the mortals had much to fear from us. One of their greatest fears was the loss of control, and we were the masters of beguilement. The Fae were forced to breed with mortals to protect us from the ever increasing tides of banality. But I won't go into that... Anyway, our Glamour was diluted and we were forced to master Magicks that once were second nature. Fugue is one of these arts... Masters of Fugue, whether of the Seelie Host of Beauty or the Unseelie Host of Underbridge, are often called Sirens, using their beautiful voices to lure unsuspecting mortals to their beds or into their traps. Fugue uses the Performance Ability for retests. Basic Fugue Traveling Voice

The Siren is capable of manipulating sound so that it may be heard from any location. A Bunk and a Simple Test allow the caster to make herself or others heard at significant distances. Theyre Everywhere, Theyre Everywhere Creating sounds of a scary monster under a bed, or that of a peaceful babbling brook are just examples of what can be created with a Siren's voice. Simpler tasks may be to impersonate a voice or sound like a musical instrument. The caster must make an Extended Social Challenge against her target. The number of successes needed is dependent upon the difficulty of the sounds and the volume. 1 One simple sound, a short complex sound, a scream. 2 A voice or an instrument, the growl of a closet monster. 3 A voice with a strange accent, a few of the same instrument, the chilling wail of a Bean-Sidhe in the distance. 4 A few voices, hard to understand, a number of the same instrument but not not the same thing, a roar of a dragon right behind you. 5 A conversation, an orchestra, front row of a AC/DC concert. Intermediate Fugue Come Hither This cantrip functions much like the Presence Discipline of Summon. Extending your incredible manipulative powers, you can draw others to your location. Your victim need not see you, or even be seen by you as long as the subject is known to you, you can summon him to your side. Once called, the subject tries to get to you by whatever means possible, completely unaware of the supernatural nature of the desire and avoiding situations that would prevent fulfilling the compulsion (like locked rooms and overprotective allies). The compulsion lasts until the victim manages to arrive and make his presence known to you. To use Come Hither on someone, you must ask for a Narrators assistance. Inform the Narrator of the person you wish to summon, as well as your number of Social Traits and whether you are using the Performance Ability. The Narrator then finds the subject, performing a Social Challenge in your stead and using the Performance Ability for a retest if necessary. If the challenge succeeds, the subject manages to resist the lure of Come Hither. In either case, you have no knowledge of the outcome, so there is no guarantee of success. Of course, if the subject does not appear, you can wait five minutes and then attempt to summon the victim again. You can only summon someone that you know at bare minimum, someone that you have had the chance to talk with for a few minutes, or someone who has been a target of your Fugue or Sovereign powers before. If another individual then uses Come Hither or Summon on your subject, the victim heads to the summoner of the most powerful Generation or Title; if multiple summoners have the same number of Traits in the Generation or Title Background, the victim goes to the first one to exert the power. Should two individuals equally matched in the Generation or Title Background simultaneously Summon or use Come Hither on the same victim, then the Narrator should make a Social Challenge between the two, with the victim heading to the victor. In the unusual case that Come Hither is used on a false identity (an identity created with Mask of a Thousand Faces, for instance), Come Hither still brings the appropriate individual. If multiple individuals use the same false identity, then the first Come Hither calls whichever is nearest (generally, whichever one a Narrator finds first), and any further uses of Come Hither then call the same individual. Thus, if three Malkavians using Mask of a Thousand Faces all pretend to be the same imaginary person, a use of Come Hither for that person brings whichever of the Malkavians is nearest and then calls that Malkavian for any future uses of Come Hither. Hypnotic Quality The Siren is able to create frequencies that can have various effects. These tend to be simple emotions or effects of just the right frequency. Examples include putting creatures (be they Fae, human, animal or chimera) into a trance (requires skill) or make them tired, happy, irritated, etc. These are very limited and may require certain abilities. They also have to be open to the feeling. You cannot make an angry troll into a slumbering child, but can make him less angry. This cantrip functions much like the Satyr and Elucene Birthright of Gift of Pan, except that the caster has some control over which direction the emotional changes go. Advanced Fugue Bean-Sidhes Wail

The sound that strikes the heart with fear and turns the hair white. This is the sound of despair, of fear, of angst. It's sheer volume can be enough to jelly the flesh and crack the bones. This wail can damage more than just creatures, its volume and pitch can be enough to smash many an object. The caster engages in an Extended Social Challenge against the targets Physical Traits. Each success on this challenge inflicts one Health Level of aggravated damage. 1 Able to break any glass in the area, people are deafened 2 Many things brittle start shattering; the scream seems to create a wind. 3 Brings whole rooms to ruin shatters all glass and light ceramics; the gust of wind can make you step back. People affected feel dizzy, nauseous and continue trembling after the incident. 4 Can now affect other materials less brittle; thin metal can start bending; wood cracks. People will be thrown across rooms, can pass out, a few grey hairs are gained, will not sleep well for days. Will have a constant trembling for a while. 5 Like being in a hurricane. Building damage is possible; trees flattened and cars overturned. People are thrown, will pass out if fail Willpower check (diff: 8); hair will go white. Even if they don't pass out they will suffer nightmares for a few days.

Infusion
The Art of Infusion uses the Crafts Ability for retests.

Kryos

The Art of Kryos retests using the Crafts Ability.

Legerdemain
The Art of Legerdemain uses the Athletics Ability for retests.

Metamorphosis
The Art of Metamorphosis is retested using the Occult Ability.

Mindbending
The twisted psyches of the Host of Madness house a passion and insight unmatched among the other Hosts of the Fae Through their bizarre powers of Mindbending, the Lunatics spread their madness, catalyzing insanity among mortal and changeling alike. The Host of Madness does not consider the secrets of Mindbending proprietary; indeed, many among the Host seem to be almost eager to spread them. Curiously, other changeling students of this Art need not be insane to use its powers. The Art does not seem to spread insanity, but rather, unlocks the doors of the psyche, exciting the madness that festers in every mind. Some Lunatics do not use Mindbending consciously. These few instead catalyze the passions of their victims; such advisors and seers spread their insight to unsuspecting changelings, who in turn find themselves spiraling slowly out of control. Other Lunatics recognize, categorize and use the powers of Mindbending like the other regimented Arts. Strangely, the most stable and saneappearing Lunatics are typically the ones who exert their Mindbending with the least awareness. Mindbending powers use the Psychology Ability for retests. Basic Mindbending Passion You can bring emotion to a fever pitch, accentuating any and all drives or fears that may occupy the mind of your subject. Alternately, you can diminish passions to whispers, quelling the most fierce emotional fires. You must engage your victim in a Social Challenge in order to use Passion. If you succeed, you enhance or dull the subjects emotions, at your choice. If you heighten the targets sensitivity, then the subject suffers from the Negative Mental Trait Impatient. If you dim the subjects emotions, then the victim suffers the Negative Mental Trait Submissive. In either case, the target should roleplay the new condition. The incited Passion lasts for the remainder of the scene or for a full hour, whichever comes first. Successive uses of this Art on the same individual are not cumulative. The source of this affliction is not immediately obvious, though some elder changelings are aware of the mind tricks of the Lunatics, and they may deduce the source correctly if someone suddenly becomes manic or listless.

The Haunting Freakish, fleeting nightmares follow your target. The surreal world seems to come alive in barely heard noises and brief glimpses of motion. Victims find themselves distracted by inexplicable sensations, often stemming from their own hidden fears and guilt. Though you have no control over these images, you can choose what sense is affected. With continuous prolonged exposure, your subjects may fall to madness as these apparitions afflict his consciousness. You must expend a Glamour Trait and engage in a Social Challenge with your victim in order to use this power. If successful, the subject suffers from fleeting nightmares, often plucked from his own subconscious. For the remainder of the evening, the victim suffers from the derangement Schizophrenia (see p. 214 of Laws of the Night). Your use of this power is not immediately evident, although the victim should roleplay the effects of his new terrors. Intermediate Mindbending Eyes of Chaos Scrutinizing patterns, you can find wisdom in the cracks of reality. Your insight extends to seemingly random patterns and bizarre manifestations of chance. Watching the interplay of events around you, you can sometimes discern complex patterns in them; observing people in action, you uncover their motives and secrets. You can delve into someones innermost motives by watching his simple actions. You must watch the target for a full turn, concentrating on his actions and motions. Then, you must engage in a Mental Challenge with the target. If you succeed, you learn the subjects Nature or primary Legacy. By watching the fall of random events around you, you may gain insight into your current situation. If you spend a full turn in contemplation of circumstances and expend a Mental Trait, you can predict (to some degree) the possible course of events. For the remainder of the scene, or for the next hour (whichever comes first), you cannot be surprised. Losing a challenge in Eyes of Chaos causes you to become entranced with the patterns around you. Consider this entrancement identical to the Toreador Clan Disadvantage. Voice of Madness Simply by speaking aloud to your victims, you can reduce them to howling fear or anger. You address your targets in a reasonable tone, encouraging them to succumb to their inner demons. Those terrors then come to the fore, driving your victims to blind, uncontrolled panic. You must expend a Glamour Trait to use this power. Then, by speaking to your victims for a full turn, you can attempt to drive them into frenzy. You may affect multiple people at once, as long as they can all hear you. You then make a Social Challenge against your targets; any who lose are brought to the verge of frenzy. Mortals immediately flee in terror, as if affected by Rtschreck. Vampires, Lupines and other creatures capable of frenzy make Self-Control/Instinct or Willpower Tests immediately, with a difficulty of four Traits, or else fall into a similar state. However, you must also test for Rtschreck, with a difficulty of three Traits. This frenzy lasts for an entire scene unless curbed with Willpower or other capabilities, and mortals do not remember their actions during this period of terror. Advanced Mindbending Total Insanity Madness lies around the nearest corner of every mind. Pulling insanity from the recesses of your targets deepest memories and beliefs, you cause the hapless victim to succumb to a wash of overpowering lunacy. You must gain your targets total attention for a full turn; many Lunatics do so with sudden tricks, non-sequiturs and bizarre actions. You must then expend a Glamour Trait and engage your target in a Social Challenge. If you win, your victim begins to suffer from five derangements, chosen by a Storyteller or Narrator, for the remainder of the evening. This Discipline is not cumulative you cannot pile up more derangements with successive uses. For ease of use of Total Insanity, it may be handy to make up several cards with derangements listed on them, and allow your subject to choose five randomly.

Naming
The Art of Naming uses the Kenning Ability for retests.

Necromancy
The Hosts of Shadow and the Abyss developed several paths of magic centering on death and the dead. With studies born of centuries of trips into graveyards, crypts, and catacombs, and more recently, into the Pyramids of ancient Egypt, the codified powers of Necromancy allow conversation with and control over ghosts and corpses. Even other changelings shudder at the dark practices of the necromancer Adumbrae. Very recently, some Sidhe of House Eiluned who aligned themselves with the Host of Shadow or the Host of the Abyss have returned in the bodies of mortal members of the Giovanni family or their subfamilies such as the Ghiberti, Dunsirn, or della Passaglia families; only the dark dreams of their living family members and the dreams of the dead have kept them from succumbing to Banality once and for all. As a study of Fae magic, Necromancy consists of multiple paths of study and several rituals as well. Many necromantic powers require specialized components or grisly rites that serve as Bunks. Thus, changelings who make a practice of Necromancy must often secure such bizarre elements as human corpses, hands of murderers, jars of grave moss and the like. Needless to say, being caught in such repugnant practices often has a detrimental effect on ones reputation in polite society. An Adumbrae student of Necromancy begins studies with the Catacomb Path, the path of control over ghosts. Once Intermediate expertise is achieved, the student may expand into the studies of the Shroud Path (communication with the Underworld) or the Skeletal Path (control of zombies) at the Basic levels, but he may learn only one of the two paths. At the Advanced level of mastery in the Catacomb Path, the necromancer may begin studies of the other path as well, and he may improve beyond Basic levels in any Necromancy path. Some few changeling necromancers study more rare paths, or in a different order, but all Adumbrae changelings learn the Catacomb Path first. The Catacomb Path Necromancers generally begin their studies with the Catacomb Path, the means of controlling ghosts. Through the Catacomb Path, the changeling delves into the names of wraiths and the means by which they may be compelled to service. Many Eiluned Sidhe in mortal Giovanni bodies call on family wraiths that have worked in service to the necromancers for several years, especially since most novices lack the ability to see or communicate with wraiths that they do not summon and control directly. The Catacomb Path uses the Wraith Lore Ability for retests. Basic Catacomb Path Necromancy Insight Gazing into the eyes of a corpse, you can see the image burned into its death. A moments concentration allows you to call up the memories of death itself. You need only expend a Mental Trait while gazing into the eyes of a corpse in order to use this power. You immediately see the last minute of the individuals existence, generally as flashes of vision and startling sensations. This power can even be used on the corpse of a vampire who has reached Final Death, as long as he had not achieved Golconda and is not in a state of advanced decomposition. However, it does not function on vampires that are still ambulatory. Summon Soul By calling out the names of the dead, you pull them to attendance. Combined with power over their artifacts from life, you can force them to answer your summons, appearing and obeying your will. To call a ghost, you must know its name, or at least have a clear image of its persona from a power which would reveal the last person to touch an object. You must also have an object with which the ghost had some contact while it was alive. If this object has particular importance to the wraith (a Fetter), you gain a free retest on your attempt to Summon Soul. Some wraiths cannot be summoned regardless of your efforts; many ghosts are lost in the eternal storm of the Underworld, or go on to their final rewards. Vampires who were diablerized or who achieved Golconda before Final Death likewise cannot be summoned in this fashion. You must make a Mental Challenge against the wraith that you call (see Oblivion). If the wraith wishes to be summoned, it can appear voluntarily. The wraith finds itself pulled to your location, and it becomes visible and audible to you. You may ask a single question of the ghost,

which it must answer truthfully. After a single turn, the ghost fades away unless it chooses to remain or is coerced with further Necromancy. Even if the ghost stays nearby, you must use other Necromancy powers to see and hear it again, unless you exercise Summon Soul on it again. Intermediate Catacomb Path Necromancy Compel Soul By binding a ghost with its name and your strength of will, you can force it to obey your commands. Once you have summoned a wraith, you may use Compel Soul to make it answer your questions and serve your bidding. You must first use Summon Soul to cause a wraith to appear for you, then engage in a Social Challenge for the turn in which it manifests. The wraith may expend its Pathos (see Oblivion) to resist, forcing you to expend a Social Trait for each Pathos Trait spent. If you win the challenge, the wraith is bound to obey your commands for an entire hour. The wraith must answer your questions truthfully and act as you direct. During this time, the ghost remains visible and audible to you as well. If you successfully Compel Soul, you may expend a temporary Willpower Trait to force the wraith to obey you for the entire evening. Expending a permanent Willpower Trait causes the wraith to be bound to your will for a year and a day. Haunting Your powers of necromantic compulsion allow you to force a ghost to remain in a particular location, or near a specific object. With a cryptic phrase and a powerful command, you bind the wraith so that it may not leave. You must engage a wraith in a Social Challenge in order to link it to a particular location. If you win, the wraith cannot leave the room (or move more than 10 feet from a particular object) for the remainder of the evening. By spending a temporary Willpower Trait at the time of the Haunting, you can force the wraith to remain in the location for a full week; a permanent Willpower Trait extends this time to a year and a day. If the wraith attempts to leave the location, it suffers one aggravated level of damage per turn outside the confines of the Haunting until it returns or is destroyed utterly. Advanced Catacomb Path Necromancy Torment There is a reason that ghosts fear the most puissant necromancers of the Adumbrae. Through the use of Torment, the necromancer can inflict actual damage on the dead, punishing them for their indiscretions. Though you remain in the physical world, you can make Physical Challenges against wraiths. You lash out with supernatural energies, though many Eiluned Sidhe of the Giovanni family choose to direct the blow by striking physically. Your attacks inflict lethal damage on the wraith; a wraith discorporated with this power is banished to the deeper levels of the Underworld for a full month, unable to return. The Shroud Path The barriers between this world and the Underworld of the dead are permeable to the student of the Shroud Path. With this path, a necromancer can see, hear and communicate with wraiths of all sorts, not just the ones he can summon or control. Indeed, with enough skill, the Shroud Path allows a changeling to cross the Shroud into the lands of the dead. This frightening power thus allows for myriad effects as the changeling reaches into the Underworld and deals freely with the denizens therein. Retests with the Shroud Path rely on the Wraith Lore Ability. Basic Shroud Path Necromancy Shroudsight With minimal effort, you can see across the Shroud that separates the world of the living from the lands of the dead. The Underworld appears as a decaying and ghastly reflection of the mortal world, sometimes with structures lost to the past or unusual spirits flitting about. You can see (though not hear or feel) anything that transpires in the Underworld within your normal visual range, with a sort of double sight that does not hinder your normal vision. You need only expend a Mental Trait to look across the Shroud for the duration of the scene,

or for an hour, whichever comes first. Lifeless Tongues The babble of restless spirits is clear to you. By concentrating for a moment, you attune your senses to the Underworld, making yourself capable of both seeing and hearing all that transpires there around you. Furthermore, you can understand the language of the dead, so unless a ghost goes out of the way to use a language that you do not know, you can comprehend the words of any wraith. You must expend a Mental Trait to attune yourself to the Underworld for a scene or an hour (whichever ends first). Intermediate Shroud Path Necromancy Dead Hand The structures and entities of the Underworld are very real to you. In a bizarre sort of halflife, you can stretch your physical form across the Shroud, interacting with beings and scenery there even as your physical body remains partially in the living world. By expending a Willpower Trait, you make yourself capable of touching the contents of the Shadowlands for a scene or an hour (whichever comes first). Each additional scene or hour, you can maintain this power at the cost of one Glamour Trait. During this time, you do not actually pierce the Shroud, but your actions affect both worlds. Thus, you can climb a ghostly rope, then turn and step onto a real-world roof. You can also lash out physically and strike or grapple with ghosts, though they can return the attacks. However, you cannot push or pull objects from one world to the next. Effectively, you exist in both realms simultaneously, which can be very disturbing to those watching you climb invisible ropes or grapple unseen opponents. Ex Nihilo Tearing through the Shroud between worlds, you can cross into the lands of the dead. This journey is a harrowing one, for many spirits wait to take vengeance on necromancers, and the Underworld is full of hazards unknown to most changelings. Furthermore, there is no way to gather sustenance in the Underworld, and you can become lost in the storms and seas of the Deadlands. Still, this power allows for direct contact with shades of the restless, and it serves as an unusual means of travel. While you are in the Shadowlands, you still see everything that transpires in the mortal world, but your physical form exists in the realm of the dead. You must first mark a doorway with chalk or blood on any available surface, taking a full turn to do so. (You need not actually draw such a door, but you should pantomime the appropriate actions.) You must then expend a Willpower Trait and two Glamour Traits, and make a Static Physical Challenge with a difficulty of eight Traits. If you succeed, you step through the door into the Underworld. Returning to the material world is a matter of concentration; you need only focus your intent to do so and expend a Willpower Trait, at which point you return to the living lands at the end of the turn. Beware, though, for if you wander too deeply into the Deadlands, you may become lost and unable to pierce the Shroud. When you travel into the Deadlands, you take with you only the inanimate objects that you carry. You cannot pull in other living or undead creatures. Furthermore, the laws of physics in the Underworld are not the same as those of the material world; guns do not work, and electrical devices fail. Generally, you must rely on your own powers. Advanced Shroud Path Necromancy Shroud Mastery Your control over the barrier between the living and dead worlds is nearly absolute. Instead of stepping across or watching the events of the Underworld, you can actually manipulate the fabric of the Shroud. By changing the strength of the web between worlds, you can make it easier to cross, or bar wraiths from exerting their influence on the material world. You must expend a Willpower Trait to exercise Shroud Mastery. Then, you may raise or lower the Shroud, as you desire. Each Mental Trait that you expend alters the strength of the Shroud by one point in either direction. A stronger Shroud makes it more difficult for wraiths to interact with the living, while a weaker Shroud has the reverse effect. You can raise the Shroud to a maximum of 10, or lower it to a minimum of 3. The typical Shroud rating for most locations is 7 or 8, though areas frequented by vampires or ghosts (cemeteries, crypts, mortuaries and sites of Elysium) may have ratings of 4 or 5. The rules for the Shrouds effects are explained on p. 161 of Oblivion.

The Skeletal Path The Skeletal Path controls deaths physical ends. Corpses are the medium of power for such a changeling, and they can be imbued with unwholesome energies and animated to perform according to their masters bidding. Zombies and soulless automatons are the hallmarks of the Skeletal Path. Retests of the Skeletal Path use the Thanatology Ability. Basic Skeletal Path Necromancy Tremens You can instill a corpse with a brief jolt of life. Though this power is insufficient to actually animate or control bodies, you can make them start or twitch spasmodically. Naturally, this sight frightens those unaccustomed to the mobile dead. You need expend only one Glamour Trait to use Tremens. The body then twitches or moves briefly in a fashion that you dictate, from sitting up to blinking to flailing an arm momentarily. If you expend a Physical Trait as well, you can implant a command into the corpse instead, causing it to move (once) as you direct when a certain event comes to pass. Corpses twitching in this fashion cannot actually attack or inflict damage, but they can certainly startle the unwary. Apprentices Brooms Your skills in the Skeletal Path allow you to animate the dead, bringing ambulatory motion and a semblance of understanding to a cold corpse. Though they cannot fight, these zombies follow simple instructions, performing tasks that you set to them. You must expend a Glamour Trait and a Willpower Trait to use Apprentices Brooms on one or more corpses, and you must also spend one Mental Trait for each corpse so animated. These corpses have four health levels, and they do not suffer penalties for injuries, but they cannot fight. Corpses animated with this power continue to perform a single task as you direct until they complete the job or until time or damage destroys them. Cadavers continue to rot even after being imbued with this energy, though only at the slow rate of one health level per month. Intermediate Skeletal Path Necromancy Shambling Hordes When you raise the dead to do your bidding, they come in skeletal hordes and withered masses that obey your every command, working and fighting until destroyed. Any body, no matter how decomposed, can be raised to serve your will. You must expend a Willpower Trait to call on the Shambling Hordes, and then invest one Mental Trait and one Glamour Trait for each corpse animated. As long as the skeleton is reasonably intact, the corpse rises to do your bidding. Such guardians can perform tasks or fight for you with no regard to their own welfare. They typically have four health levels (though heavily damaged corpses may have less). They can be given orders to attack people or to guard an area, and they wait tirelessly until destroyed. Decomposition will continue for corpses in varying states of decay, although completely skeletal guardians will be unaffected. Soul Stealing Your mastery of animate flesh and spirit allows you to pull the soul from a living or undead body. With Soul Stealing, you draw out the victims soul, turning it temporarily into a wraith while leaving the body as an empty husk. You must expend a Willpower Trait and engage your target in a Social Challenge to use this power. If you succeed, the soul is torn from the body, forced to remain as a ghost for a full hour or scene. You can then use other Necromancy powers to bind the hapless spirit as long as it is separate from the body. The body itself continues to survive in a comatose state, a perfect host for other possessing spirits. Advanced Skeletal Path Necromancy Daemonic Possession Though you are not dealing with actual infernal spirits, you can cast a willing soul into a fresh corpse or inanimate body. Thus embedded, the soul takes control of the body, turning it into a new physical home. Dead bodies continue to decay, and thus, they last no more than a week, but this trick provides a perfect temporary repose for a free-floating soul or summoned ghost. The body must have died within the same scene in which you use Daemonic Possession, or

else it must be alive or undead and bereft of consciousness (for instance, if you have removed its soul or if the owner is currently using Subsume the Spirit, Possession, or Psychic Projection). Bodies of vampires in torpor do not make suitable hosts, as the vampires spirit is still inside the torpid body. You need not make any challenge or expenditure with an appropriate host and spirit, the process is automatic once you exert your power.

Oceania
Another of the 4 elemental arts, Oceania governs the manipulation of water, liquids, and ice. It allows characters to do such things as breathe comfortably underwater to outswim racing boats to create huge tidal waves. Challenge Type: Mental. Oceania retests using the Empathy Ability. Damage: Unless noted otherwise, the damage caused by any of the below offensive cantrips corresponds with the below table: Successes # of health levels lost 1 1 2 2 3 4 4 6 5 8 6+ Upgrade damage type Basic Oceania Breathe like a Fish Essentially, by using this cantrip, you can breath comfortably underwater. During the duration of the cantrip, the character grows a set of temporary gills which he uses instead of breathing with her lungs. If the ST desires, the cantrip lasts for as long as the character remains underwater (the gills go away the second he hits the surface again) or, if the storyteller desires an actual time duration, use the below chart: Successes Duration 1 10 minutes 2 25 minutes 3 40 minutes 4 60 minutes 5+ 100 minutes, +50 minutes each additional success Note: if the character uses the cantrip with a actor/fae with scene, he'll have to divide his time limit with each additional recipient of the cantrip. Pure Water Sea water is undrinkable (sometimes polluted or just over salty) but this cantrip allows a changeling to transform a certain ammount of liquid (be it seawater, poison, or even toxic waste) into pure drinkable water. The difficulty for purifying water depends on how polluted and chemical bound it is. For regular sea water, the difficulty would probably be around 4 or 5. Alcohol or poison might have a difficulty of 6-8. For something like Toxic waste, 9 or 10 even would be more suitable. Every success the character gets allows him to affect 10 gallons (or 20 liters; I think in metric terms). Intermediate Oceania Water Runner Ever wanted to race dolphins? This cantrip allows a changeling to swim anywhere from 20 to 60 mph underwater. The cantrip includes better manueverability while you're underwater although to stay underwater the character has to successfully cast the 'breathe like a fish' cantrip. Successes Effect 1 10mph: You could outrace a catfish...sometimes 2 25mph: You could outrace a tanker 3 40mph: You could outrace a whale 4 60mph: You tend to leave dolphins eating your

dust 5+ 80mph: Can we say 'olympics'? Ice Storm Essentially, the character creates a barrage of icicles from the size of a needle to that of a large stalagtite. Another offensive elemental cantrip although in the right instances it can be fairly useful such as against fire-based creatures. Successes: Use the damage table at the top for the amount of damage caused. Advanced Oceania Tsunami Alert! In order to cast this cantrip, the character must be somewhere near a large body of water: a lake, ocean, large river, etc. That aside, this cantrip is a legendary cantrip of sorts used by some changelings, according to fairy tales, to cause massive destruction to towns by creating one humongous tidal wave of godly proportions. A tsunami created by this cantrip can destroy large oil tankers, trash ports, and crush houses as if they were made of twigs. As you can see, this cantrip is quite lethal. Storytellers may want to keep this only for NPCs and use it very rarely in typical faerie tale style. Difficulty usually depends on how much water is in the area or the banality of any witnesses. Successes: Every success does 3 health levels of damage. Also counts as structural damage (see Earthquake Chaos under Earth molding).

Oneiromancy
The Art of Oneiromancy is retested using the Kenning Ability.

Petros
The Sliver of Petros is retested using the Athletics Ability.

Primal
The Art of Primal uses the Gremayre Ability for retests.

Pyretics
The Art of Pyretics uses the Occult Ability for retests.

Pyros
The Pyros Sliver uses the Empathy Ability for retests.

Seasons
Seasons gives the Changeling the ability to tune in and effect the natural world. It is not a common art, but many legends are based upon its cantrips. It is primarily a noble's Art, though certain commoners have learned it. Challenge Type: Physical. Seasons retests using the Medicine Ability. Basic Seasons Long Winter's Night: This cantrip allows the user to put someone to sleep. The target suddenly becomes quite sleepy and looks for a good place to lie down and sleep. With more successes, the target will go to sleep faster and for a longer period of time. The target may resist the sleepiness with Willpower (diff. 7) Realm: The realm determines who is affected. Actor - Describes the subject of the cantrip. Fae - Describes the subject of the cantrip. Nature - Describes what you must touch to cast the cantrip. Alternately, the cantrip can be used to set natural things to sleep (Animals go to sleep, flowers and plants close up, bricks become hypnotised...). Prop - Describes what object must be wielded to use the power. Scene - Describes the area you must be in to use the cantrip. Spring to Life: This cantrip fills the user or target with vim and vigor, putting off the time

needed to rest or heal as if she had slept for a full night and is ready to face the world again. The subject gains all of the benefits of resting a full night, including the regaining of Willpower (1 pt. for every two successes gained), healing of chimerical wounds, and at the discretion of the Storyteller, only if they are in a Freehold, the gaining of a point of Glamour. Realm: The realm determines who is affected. Actor - Describes the subject of the cantrip. Fae - Describes the subject of the cantrip. Nature - Describes what you must touch to cast the cantrip. Prop - Describes what object must be wielded to use the power. Scene - Describes the area you must be in to use the cantrip. Intermediate Seasons Summer Days: (Originally posted as Long Summer Nights)Remember how those childhood days of summer seemed to go on forever? This cantrip is powerful, especially when combined with Spring to Life. Those affected do not seem to notice the slowing of time, but instead enjoy a precious gift: more time. Note: the effect ends when the Changeling goes to sleep. Realm: the realm determines who is affected. Actor - Describes the subject of the cantrip. Fae - Describes the subject of the cantrip. Nature - Describes what you must touch to cast the cantrip. Prop - Describes what object must be wielded to use the power. Scene - Describes the area you must be in to use the cantrip. Successes: The number of successes determines the number of people affected by the cantrip, one per success. For those clock-watchers, judge the effects of time loosely, but once you feel that the Changeling should be getting tired (through exertion or just lateness) start making stamina rolls (Diff. 6 to start, rising as time wears on) and if necessary giving the Fae fatigue modifiers. Note: this does not gain the Changeling extra actions, just extra time; everyone the affected comes in contact with tends to get swept up, temporarily, in the effect as well). Autumn Wears On: This cantrip allows the Changeling to age things. It is a dangerous cantrip because it tends to bring forth banality. It can be used to age a person, place or thing the number of "years" equal to successes. These "years" are subjective to the object being affected - A human or fae actually ages in years, a small plant ages in seasons, etc. This power can be used to age objects to the point where they break. If the power is used to age a person, a point of temporary banality should be gained. If used to age a Fae (resisted by Glamour Diff. 6) a permanent point of Banality should be given. Realms: Determine what is effected. Actor - Describes the subject of the cantrip. Fae - Describes the subject of the cantrip. Nature - Describes the subject the cantrip. Prop - Describes the subject of the cantrip. Scene - Describes the area you must be in to use the cantrip. Advanced Seasons Turn of the Seasons: This cantrip allows the user to change the season for a brief time. It allows for summer weather in the wintertime and snowball fights in the summer. The effect "fools" nature into believing it is another season for a time determined by the number of successes. The longer it is another season, the more effect the change in weather will have on the surrounding area. General effects: Summer - the days become long and hot; autumn - the air becomes crisp and leaves change color; Winter - the days become short and cold, snow starts to fall; Spring - The earth begins anew, flowers bloom and passions run high. Realm: the realm determines who is effected. Actor - Describes who you must be with to cast the cantrip. Fae - Describes who can cast the cantrip. Nature - Describes what you must touch to cast the cantrip. Prop - Describes what object must be weilded to use the power. Scene - Describes the area effected by the cantrip. Successes: The number of successes determines the length of time the cantrip lasts:

1 Success - Only a day 2 Successes - Two days 3 Successes - A week 4 Successes - Two weeks 5 successes - A month.

Skycraft
The Art of Skycraft uses the Occult Ability for retests.

Skyfaring
The Art of Skyfaring allows one to sail through the skies of the Dreaming and, occasionally, through the skies of the Autumn world, though this is highly risky. Type of Challenge: Physical. Skyfaring retests with the Survival Ability. Basic Skyfaring Skywater Sight Skywater Sight allows the user to perceive the currents of Skywater which run through the skies of the Dreaming, making navigation of the streams possible. Expend a Glamour Trait to activate this power; once activated, it lasts for an hour or a scene. Change Skywater With the expenditure of a Glamour Trait and a successful Physical Challenge, the user can make one simple change to an existing body of Skywater speed of the current, thickness of the water, etc. Additional changes can be made with the expenditure of additional Glamour Traits. These changes last for a scene or an hour. Intermediate Skyfaring Skywater Buoyancy Skywater Buoyancy allows the user to make an object not designed to float on Skywater able to do so. Each success on an Extended Physical Challenge makes the object buoyant in Skywater for one hour; six or more successes make the effect permanent. Sail Without Skywater With an expenditure of three Glamour Traits and a successful Physical Challenge against 10 Traits, the user can make a vessel which can navigate Skywater float where there is no Skywater in the Autumn World, for example. This is VERY risky; success makes it possible for a scene or an hour, but in the Autumn World, Disbelief can bring the ship crashing down if it doesn't have alternative means of maintaining lift. Advanced Skyfaring Create Skywater This power ONLY works in the Dreaming, but it is potent indeed. With an expenditure of five Glamour Traits and an Extended Physical Challenge, the caster can create new currents of Skywater where none existed before, opening new routes. Each success on the challenge causes the new Skywater to last for one hour or scene.

Songs

The Fae are known for their songs and the power of music. Legends of mermaids leading sailors to their doom and of screaming banshee come from this art. The prohibition on this art is that the caster must sing for the art to work in addition to any bunk he draws. Type of Challenge: Extended Social. The Art of Songs is retested with Performance. Basic Songs Caught in a Melody This cantrip allows the caster to stick someone else with a song and have that song replay over and over in the target's head. The affected loses concentration easily and is less perceptive as the song plays over and over again. The Changeling must whistle or sing a line of the song in addition to the Bunk used in order for the person to be caught. The afflicted is down three Mental Traits for the duration. (Note: if the person starts humming the song where the Banality is low, this

condition is infectious!!) Realms: Actor - Determines who is affected Fae - Determines who is affected Nature - Determines what element you must have for the cantrip to work Prop - Determines what must be held for the cantrip to work Scene - Determines the area affected by the cantrip Successes: Each success increases the amount of time the victim is afflicted with the repeating song. 1 success: 1 turn 2 successes: 10 minutes 3 successes: 1 hour 4 successes: 1 day 5 successes: 1 week (Check for Bedlam at this point!!!) Lure of the Siren By use of this cantrip, the caster may enchant one or more people. Much like Grandeur, this power often causes people to fall in love with the Fae. The affected will make every effort to get close to the Fae with the intent of listening to him sing and will not notice anything going on around him. With enough successes, the affected would walk through fire to get to the Fae, just to listen to the song. Realms: Determine who is affected Actor: You can call mortals Fae: You can call changelings and other enchanted creatures Nature: What the subject must be touching Prop: The object you must wield Scene: Where you must be. Successes: Successes indicate how thoroughly enthralled your subject is and how many successes it takes to break out of the spell. Intermediate Songs Soothe the Savage Beast This song gives the caster the ability to calm anyone. It can stop a rampaging animal or a frenzying Vampire or Garou (though for these, you better hope for an easy Bunk!!). Unenchanted Prodigals automatically add their Banality to their resistance Traits. Realms: Determine who is affected. Actor: You can calm mortals Fae: You can call changelings and other enchanted creatures (included at the Fae level are other supernaturals) Nature: What the subject must be touching Prop: The object you must wield Scene: Where you must be. Successes: Successes indicate how quickly the person is calmed. (1 success = 5 turns; 5 successes = instantaneously). Scream of the Bean-Sidhe This power requires the Changeling to make a godawful noise, though it must be nearly lyrical to work (Think bad heavy metal bands with no guitars). The power is offensive magic that either causes everyone to flee, stand shock still with terror or even become deaf from the piercing wail (causing Health level damage). Realm: Indicates who is affected Actor: You can affect mortals Fae: You can affect changelings and other enchanted creatures Nature: What the subject must be touching Prop: The object you must wield Scene: Where you must be. Successes: Successes indicate how frightened the target becomes, and can be resisted by Banality (diff. 7) 1 success - the target is scared; 2 successes -- the target wishes to leave via the nearest possible exit; 3 successes -- the target runs blindly away from the sound; 4 successes -- The target is either scared stiff or faints dead away; 5 successes -- the target faints and takes damage (1

Health) from the piercing sound. Advanced Songs The Gift of the Bard This is the most powerful of song magic. It allows the caster to rewrite history to his liking. The caster sings a song about the adventures that they had that day, and they become true. There must be a basis in truth for the song, but it may be embellished and changed a bit. The number of successes determines the degree to which reality conforms to the song. This power is truly phenomenal, because a creative and lucky songwriter can change nearly anything within the past day (or alternately, adventure). Use with caution. Realms: Determine the thing, place or person your song affects. Actor: Describes the subject of the song Fae: Describes the subject of the song Nature: Describes an element to be changed or subject of the change. Prop: Describes an object affected by the song Scene: Describes the place where the adventure took place.. Successes: Successes indicate how thouroughly reality can be changed. 1 success: means that minor events will conform to the new reality (The person was wearing a different set of earrings, etc.) 2 successes: A significant change can be made (Andy wasn't hurt at all in the fall he took (that actually cost him a broken leg) 3 Successes: A important thing can be changed (We soundly thrashed the bad guy, when he walked away cackling) 4 successes: A monumentous thing can be changed (We retrieved the Star of Asteroth -- its in the Pooka's purse!) 5 successes: An earth-shattering change can be made. (Candor was gravely injured by the sting of the Vampire's bite, but survived to fight another battle; in "reality", he died...)

Soothsay

The Art of Soothsay uses the Kenning Ability for retests.

Sovereign
Sovereign uses the Leadership Ability for retests.

Spirit Link
The Art of Spirit Link is retested with the Etiquette Ability.

Stratus
The Stratus Sliver uses the Athletics Ability for retests.

Verdage
The Sliver of Verdage retests with the Gremayre Ability.

Wayfare
Wayfare is retested using the Athletics Ability.

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