rage across pacifica

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Rage Across Pacifica: Dreams and Nightmares a multi-genre LARP chronicle for Changeling: the Dreaming and Werewolf: the Apocalypse Setting Notes We have made a few changes to the White Wolf Game Studios’ World of Darkness canon for this troupe chronicle. For starters, the Changeling: the Dreaming canon has been heavily modified by the Changeling: the Exile Fey setting by Gavin Bennett, as e-published on Ex Libris Nocturnis (www.nocturnis.net ). As Ex Libris Nocturnis’ copies of the Exile Fey documentation were partially lost in a system crash, we’ve had to fill in the gaps where the documents end, unfinished. We’ve also had to do a bit of conversion of the Exile Fey source material to the Mind’s 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 (www.shadownessence.com ), and B.J. Zanzibar’s World of Darkness (www.iu.edu/~adashiell/index.htm ). We’ve 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. Specific Changes Appearance: Every Changeling, no matter what Kith, are somewhat unearthly, and therefore, compelling. Each 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 storyteller’s 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

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Page 1: Rage Across Pacifica

Rage Across Pacifica: Dreams and Nightmaresa multi-genre LARP chronicle for Changeling: the Dreaming and Werewolf: the Apocalypse

Setting NotesWe 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 (www.nocturnis.net). As Ex Libris Nocturnis’ copies of the Exile Fey documentation were partially lost in a system crash, we’ve had to fill in the gaps where the documents end, unfinished. We’ve also had to do a bit of conversion of the Exile Fey source material to the Mind’s 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 (www.shadownessence.com), and B.J. Zanzibar’s World of Darkness (www.iu.edu/~adashiell/index.htm). We’ve 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.

Specific ChangesAppearance: Every Changeling, no matter what Kith, are somewhat

unearthly, and therefore, compelling. Each 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 storyteller’s 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 mother’s 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

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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.

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 Charisma-related 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 honour.

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 Dweomers.

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 generalisation. But certain currents of politics and effect do circulate amongst the hosts.

The Host of the ShadowsThe 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 musics below the wind, the chill, deathly whispers of the dead and the

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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 has fallen, the Sluagh once more walk amongst the Restless, plying their trade. The Sluagh buy Haunts, and dwell there. But they also favour 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 place’s ghostly inhabitants, others merely take control.

BirthrightsShade: 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 access to (and can master) the Dweomers

of Adumbration, Necromancy, and Daimonic Summoning.

The Host of the AbyssThe 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 as members of the Host of Shadows.

The Host of the Stones

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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.

BirthrightsThe 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 access to (and can master) the Dweomer

of Geomancy.

The Host of UnderbridgeThe 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 Billygoats Gruff. The Host of Underbridge are the realm’s defenders. Ogres and Unseelie Trolls make up the lion’s 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, 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 Ogres 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.

BirthrightsThe Ways of Underbridge: Changelings of this Host never get lost in

Underbridge (unless someone uses magics on them).Magic: The Host of Underbridge has access to (and can master) the

Dweomer of Conveyance.

The Host of the WavesThe 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."

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Deep beneath the world’s 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 colours 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 colours 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.

BirthrightsBreathe 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 access to (and can master) the Dweomer of Aquamancy.

The Host of the Deep

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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 colours 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.

BirthrightsBreathe 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 access to (and can master) the Dweomer of Aquamancy.

The Host of the SkiesThe 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 fay, 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 plane 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

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positively glow. As they age, these fey become less and less "solid" becoming almost translucent.

BirthrightsFlight: These fey have an authority over flight, whether it manifests itself as

exceptional pilotage skills, or physically drifting along with the breeze. This flight, for young fey, cannot exceed walking speed. Of the elders, however, there are stories of them screaming across the world at supersonic speeds. ("I’ll wrap a girdle around the world in 40 minutes")

Magic: The Host of the Skies has access to (and can master) the Dweomer of Windmastery.

The Host of StormsThe 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: the Host of Storms has access to (and can master) the Dweomer of Weather Control instead of Windmastery.

The Host of DreamsThese 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-coloured 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 fay, 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." See Path of Morpheus Revised on Ex Libris Nocturnis.

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 Russia’s 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 Host’s 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.

BirthrightsDreamwalking: The fey is born with a power akin to the aforementioned

Path of Morpheus.Magic: The Host of Dreams has access to (and can master) the Dweomers of

Dreammastery, Illusion, and Conflagration.

The Host of MadnessThe 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

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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.

BirthrightsEyes of Chaos: The fae is born with a power akin to the Dementation power

of Eyes of Chaos.Magic: The Host of Madness has access to (and can master) the Dweomers

of Dreammastery, Illusion, and Mindbending.FrailtyMadness: 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 WildsThey dwell in the wildwoods and the Wilderness where mortals fear to thread.

They are the Satyrs and the Unicorns, the Redcaps, the Clurachauns, 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 odour – 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.

BirthrightsShapechanging: 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 access to (and can master) the Dweomers

of Shapeshifting, Spirit Calling, and Totem Link.

The Host of the HuntLegends 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 odour – 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

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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.

Hunter’s 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 huntsman’s 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 access to (and can master) the Dweomers of Shapeshifting, Spirit Calling, and Totem Link.

The Host of DestinyThe 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 Host’s 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.

BirthrightsFortune 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 access to (and can master) the Dweomer of Divination.

The Host of LiesThe 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.

BirthrightsFortune 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 access to (and can master) the Dweomer of Fortune.

The Host of BeautyThe 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

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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.BirthrightsSeduction: 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 access to (and can master) the Dweomers of Fascination and Illusion.

The Host of ErosThe 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.BirthrightsSeduction: 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 access to (and can master) the Dweomers of Fascination, Lifestealing, and Illusion.

The Noble Host: These are the rulers of the fay 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,

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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 Fayrie itself.

Faerie passions run deep — love and hatred are never forgotten.Such passion has its price, though. Seelie would rather destroy themselves in

a 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.BirthrightsAwe and Beauty. Players of Noble Host characters add free Gorgeous and

Dignified Social Traits and a free Leadership Ability Trait. Whether they’re 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 access to (and can master) the Dweomer of Fascination.

Character CreationStep 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.

If there's nothing in Changeling: The Dreaming, or Mage: The Ascension that fits, invite the player to come up with one on her own.

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Step Two As usual, this means that you will fill in the dots 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. Encourage players to avoid taking Attribute Specialties that would conflict with Ability Specialties. 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: Werewolf characters still start with one Gift from each of their Breed, Auspice, and Tribal starting lists. Changelings still begin play with three Arts and five Realms.

Dweomer: This is an alternate form of magic employed by the Fae, in addition to Arts. Dweomer are more loose and wild than Arts, and therefore can be bent and manipulated. In many ways Dweomer appear like the Spheres of Mage, especially in that several realms of Dweomer can be joined together to form a grander effect.

The trait listing below is more for explaining how powerful the Fae is at what level of the trait, and is meant to serve as an example of capabilities. Use the listing as a basis for your usage, but remember that the Storyteller has final say in what you can achieve, and she should make good use of her judgement. Glamour fuels Dweomer, but to deploy it the character also needs to understand it. This she does through her Tuigse rating.

Hedge Magic/Mortal Sorcery: Changelings, Werewolves, Kinfolk, and Kinain may all learn and use mortal sorcery. The available paths of sorcery are listed in Laws of the Hunt: Revised. Changelings power it with Glamour, Werewolves use Gnosis, and Kinfolk and Kinain may use Mana and/or Gnosis/Glamour, as appropriate.

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 Mage: The Ascension Revised Edition for more information. It is only available to Changelings, or to Garou 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 available only to

Werewolves and human Kinfolk (for the purposes of this Chronicle), and require that the character has the Kinain Merit from Laws of the Hunt. See The Shining Host Players’ Guide for more details on these Backgrounds.

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 Statuso Knight/Dame/Lady Noble/Valiant (pick

1)oo Baronet1 Loyal

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ooo Baron/Baroness Wiseoooo Count/Earl/Graf/Landgrave/Countess/Grafin 2

Trustedooooo Marquess/Marquis/Margrave/Marquessa3 Influentialoooooo Duke/Duchess4

Exalted/Cherished (pick 1)ooooooo King/Queen (Righ)4 Well-Known,

Esteemedoooooooo High King/High Queen (Ard Righ)4 Beloved,

AdoredNotes: 1. The title of Baronet was created by King James I of England in an effort to

raise funds for a war. He believed, correctly, that wealthy commoners would pay to style themselves Baronet, becoming minor nobles for their monetary contributions. A male baronet is addressed as Sir; a female baronet or the wife of a baronet is addressed as Lady.

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.

Changeling characters with the Supernatural Kinfolk Merit may also take the Equipment, Favors, Pure Breed, and Renown Backgrounds, as detailed in Kinfolk: Unsung Heroes.Step Five: Finishing touches.

Tuigse: Starts at 5 + the Changeling's rating in Remembrance Background, if any. Werewolf Kinain characters gain a Tuigse rating of their Faerie Blood rating plus their Remembrance rating, if any. Tuigse is added to the character’s Traits when casting Dweomers, much like Bunk Traits are applied for the purposes of casting cantrips.

Merits and Flaws: Players may pick Merits and Flaws. Flaws give Freebie Points, but a Changeling 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.

Changeling characters may take the Supernatural Kinfolk Merit from Kinfolk: Unsung Heroes, if desired, to represent ties to the Garou or other Fera; this is a 4 Trait Supernatural Merit, and allows a Changeling Kinfolk to learn Basic Tribal Gifts, if she can find a teacher. Werewolf and Changing Breed characters may take the Kinain Merit from Laws of the Hunt as well; this is a requirement for the Faerie Blood and Faerie Mentor Backgrounds. Changelings and Kinain may also take the following Merits and Flaws, if desired:

Dual Host (4 Trait Supernatural Merit) – By some quirk of fate, you have been accepted as a member of two Hosts of the Faerie Courts. You receive the Birthrights

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(and Frailties, if any) of both Hosts, and you are capable of mastering the Dweomers of both Hosts as well.

Traitor to the Host (2 Trait Supernatural Flaw) – 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.

Life Link (4 Trait Flaw) – 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.

Werewolves and other Changing Breeds may take the following Merits and Flaws, if desired:

The Curse Abated (1- to 3-pt. Mental Flaw) – 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 adjascent auspices: Ragabash-Theurge, Theurge-Philidox, Philidox-Galliard, and Galliard-Ahroun. (So it's impossible for someone to have, say, a Ragabash-Galliard 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 septmates 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 takea 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 adjascent 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

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recognise the werewolf as an ally (and will teach gifts up to Rank 5), they recognise 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.

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 appopriate 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 consistant 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, Ajaba (and according to nasty rumors, some Shadow Lords) often skip the whole free will thing altogether, and keep their "breeders" locked in cages.

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Corax, due to the special circumstances of their conception, have a special version of the Fertile Merit: they must spend only two permanant 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 Shadowlord 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.)

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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 equivilant 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

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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.

(For more information on sorcery and how it relates to Changing Breeds, see Shadow Craft.)

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 tendecy 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 independantly 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 Shadowlord 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

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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 Cost

Host Dweomer 3 points for Basic powers, 6 for Intermediate powers, and 9 for Advanced powers. Master-level powers, when they occur, cost

12 points.

Other Dweomer 1 additional point per level. Note that characters may not

master Dweomer paths not of their Hosts; they cannot learn Advanced or higher powers.

Attribute 1 point per Trait Ability 1 points per Trait

Backgrounds 1 point per Trait Willpower 3 points per Trait

Tuigse 4 points per Trait (max. 3) Glamour 3 points per Trait

Tuigse: This is the character's understanding of the magical, of the spiritual. It is vital for the Fae to comprehend what sort of power she is weaving. Not

only does the power come channelled through the Otherworld, it is also channelled from the Fae's soul. Tuigse is the key that lets the Fae unlock that power and tap into it. Tuigse is no elemental force, nor a force of any kind; it is merely enlightenment about the forces of spirit and dream, of Dweomer and Glamour. Therefore, Tuigse is only a mechanical listing of how well the character understands what she is doing. If she does not understand, she cannot perform (at least not without risk. It has occurred that Fae have tapped into power beyond their understanding, with dramatic consequences; so dire, in fact, that we shall not discuss them here today). 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 are 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 XPAffinity

Dweomer 3/6/9/12 XP

Other Dweomer 1 additional point per level. Note that characters may not master Dweomer paths not of their Hosts; they cannot learn Advanced or

higher powers.Willpower 3 XP

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Tuigse 4 XP per TraitGlamour 3 XP

Glamour & Banality In this variant, Banality is not the crushing weight of reality. It is rather evidence of the long list of the Anathema, the things that can harm the fey. This can be the ongoing corruption of the earth, the aging of the world, the influence of the Church and the Dominion. Standard rules apply, except in the following cases:

Vampires. Vampires with a humanity of less then 4 use the standard Banality rating, as described in Changeling: The Dreaming. The exception to this is Vampires of Clan Toreador, Tremere, Gangrel, Ravnos and Lasombra and the Kiasyd bloodline, no matter what their Humanity rating is.

Churches have a basic Banality of 7. Anywhere Churchbells can be heard has a Base Banality of 6. The church has to be Sanctified, though. This basically means, that in the presence of a church, no fey magic really works. This addition is cumulative. The basic banality of a wraith is 4. Therefore, a Changeling cannot cast a spell on a Wraith, in a Church, whatsoever, (7+4=11 difficulty on a roll) and would be at 10 difficulty to do so when Church bells are ringing.

The inverse is also true. In regions said to be corrupt and Infernal, or Wyrm tainted, Fey magic will not work. These places have a basic banality of 6. The exception, of course, is when the fey in question has given themselves to the darkness. Then these areas are akin to a Freehold or Fey Glen.

Banality is gained and lost in the same way, as the main game. Glamour, or the Source, or Anam (soul), depending on whom you ask, is the

same stuff as the Quintessence of Mage, and the Gnosis of Werewolf. They are interchangeable.

Chimerical Things "Chimera" in this iteration of the game are not dreams. They have no commonality, save that they are things "Of Fay-Rie." And what is more, they are real. Chimerical creatures such as Dragons and Black Dogs and other things are creatures, which followed the fey, back from Arcadia, during the Resurgence, or never left Earth, and lay sleeping beneath the earth. Others are spirits, changed by the light of Arcadia into something different. They are not birthed by dreams, but they can be created by certain Fey magicians, from the dreams of others. "Chimerical" artefacts, such as fey swords, are also real, and can affect anyone, like a real weapon; it is just that they remain invisible until they are used. The usual rules apply, though.

Voile and weaponry. These things do still exist, but in these dark times, subtlety is the key. Fey magic can change mortal clothing, from cotton and nylon to the finest silk, but you would not know, save by touching or wearing the clothes. Weapons exist in invisible, weightless scabbards, waiting the flare into life. This also applies to the armour of the Sidhe.

The "Chimera" details in Werewolf: Storyteller’s Guide do exist, but these are closer to the dream-born creatures previously described. No one knows what they are, and many suspect that they are nothing to do with the fey, whatsoever. Not that this won’t stop some fey using them, though.

Nocker made things, such as a "Chimerical" car, are also real. But again, the Nockers know enough to be subtle.

No, kiddies, this means, you can’t have a Pikachu chimera. Because I am a meany, and I said so.

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DweomersAdumbration

Shadowmancy, or 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 Sc ila was caught in a storm and through it travelled 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. Sc ila helped the creature out from beneath it, and in return the creature crafted her garments out of shadow, so she would not remain uncovered. 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. Basic Shadowtouch The Fae may summon up indistinct and blurry shadows around her, to for instance protecting her from the sun, or blinding others with it.

Shadowbend The Adumbrae can not only manipulate flowing shadows to arise around her, but also form and shape objects as large as a horse, made from pure shadow (only two-dimensional, as the shadow has no substance on this level). Intermediate

Shadowchange The Sc…ilean can cause shadow to take on a solid form, manipulating it to become articles such as clothing, armour, weaponry and the likes. This is limited to inanimate objects that are straightforward, not mechanisms (requires Shadowmeld) or intricate structures. Example: club, sword, tunic, an apple (not edible! It consists of pure shadow), a wheel, etc. Bear in mind that the caster cannot summon this at will, but has to make use of already existing shadows. The stamina of anything created with these powers equals the casters, but can be strengthened at one dot per spent temporary point of Tuigse.

Shadowmeld The Sc…ilean may literally merge with shadow, becoming one with it, and subsequently erupting from any shadowed location in the area (as long as it is big enough. However, the magician may project an arm through a shadow even though his body is too large to erupt from it). In addition, this power allows the Sorcerer to infuse objects (or himself) with shadow, creating horrifying visages and monstrosities. Advanced

Shadowmastery The caster can create objects of pure shadow from nothing. He can also change other objects into shadow, rendering them either useless or controllable by him alone. In addition, the Shadowmaster can "step sideways" into the Realm of Shadows by entering any shadow at any location whatsoever. The caster may also summon forth beings of pure shadow that must carry out his commands. These entities are vaguely similar to Night Shades (see Dark Ages Companion pages 87-88), and Storytellers may wish to use those stats there covered in their games. Bear in mind that where the Obteneration power Shadow Twin can create three Night Shades, Shadowmastery can only create one at a time. Remember that it is not the same power.

NecromancySee Laws of the Hunt Players’ Guide.

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Daemonic SummoningSee Laws of the Hunt Players’ Guide.

Geomancy The powers of Geomancy are one of the earliest manifestations of Dweomer;

perhaps, some might say, the first magic in the world. According to Norse lore, the Dwarven folk came into being as maggots in the Giant Ymir's dead corpse, and used an early form of Geomancy to forge their way out of it. As the Gods created the world from Ymir's remains, the Dwarves remained close to the stone of which Ymir consisted of. Their affinity with the Element of Stone has remained to this day.

X Stonetouch The Fae may instinctively realise the build, texture, type and strength of any stone surface.

XX Cause Fracture: The geomancer may induce any cracks or flaws in stone material the size of a housecat to succumb, causing the material to split or fracture, for instance creating an opening to a cave, splitting a rock, causing landslides or, indeed, releasing a sword from a stone...

XX Stonebend The geomancer can now manipulate stone to move and flow, as if it was a thick, liquid material. With a series of groans and creaks, the stone can bend to give way, form crude stairs, make very slow, yet potent attacks (Str 5 Dex 1 Sta 5), or the likes

XX Recall Fracture The geomancer may now call back a crack or rift, closing it with tremendous force. Note that size is limited to housecat-size

XX Cause Rupture At this level, the caster may cause cracks up to the size of a man

XXX Stonechange This power allows the geomancer to shape stone into objects at will, creating mimics of living beings or usable items. This power cannot be used to sculpt statues, as the objects formed are crude and craggy. These mockeries may attack, through caster's concentration (he may not do anything else while controlling the figure(s)), with the same stats as Stonebend

XXX Recall Rupture As Recall Fracture but encompasses cracks as large as the size of a man

XXX Cause Cleft As Cause Fracture, but encompasses cracks the size of a car XXXX Stonemeld The geomancer may now merge with stone, becoming

literally one with it. He may erupt from any stone surface within the area (Storyteller's discretion, yet consider an area of 60'x60'x60' to be ample)

XXXX Sculpting The Solid The Geomancer may now create life-like creations made from stone. The caster literally sculpts stone as if it was clay. At this level, the creations move more fluidly than earlier powers allow, yet still slower than any human. Stats as above

XXXX Recall Cleft As Recall Rupture, but encompasses cracks the size of a car XXXX Render The Earth By splitting the earth in cracks the sizes of a large

house the geomancer brings forth terrible earthquakes and landslides in the process. This is very dangerous, and might cause the caster's demise in the process.

XXXXX Stonemastery The caster can create objects of pure stone from nothing. He can also change other objects into stone, rendering them either useless or controllable by him alone. In addition, the geomancer has near-absolute control of the element of stone, and may call and recall cracks in the earth the size of a building block. Within stone surfaces, the caster may create his own halls and havens, with no concern of the size of the stone surface he is within; he is now within the element of stone itself.

ConveyanceSee Laws of the Hunt Players’ Guide.

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Aquamancy ("Wetwork") This Dweomer is also one of the more primal forces in the universe. Water is

infused with the magic of creation and strength in itself, and this is reflected in Aquamancy. Its origin is unknown; the Aquae have always possessed it.

X Waterscry The Fae may find water on any non-aquatic surface. X Watertouch The Fae may create waves in the water that can throw small

boats off course, deflect underwater attacks, or lift small objects out of the water This power also allows the caster to condense small quantities (a small

bowlful) of water from the surrounding air. XX Obfuscate: The caster causes water to rise up and create a thick fog, big

enough to cover a boat (or a car). Though it is simply fog, it is impossible for pure light to penetrate it, and anyone caught within it is completely blinded, as it is hopeless to see through it. Even those with magical sight of sorts find themselves lost in this haze

XX Waterbend The Aquamancer is able to shape the flowing water in beautiful water arches and fountainous sprays, usable both for show and attack. Treat attack as Str 3, Dex 1. Since it is only water, it's not possible to harm it. Caster may also part small quantities of water, such as the area around him, to allow dry passage

XXX Waterchange The aquamancer may manipulate shapes and objects from water. The shapes are still liquid the surface is akin to that of a still water and the shapes can be broken through, but as long as the caster concentrates, they remain shaped (a dagger or, indeed, a being, can pass straight through it, and yet it remains). However, the shapes are able to attack (if the caster wishes), with the same stats as Waterbend. Should the access between the Water Shapes and the liquid they erupt from be severed (if they move out of the liquid, for instance) they immediately dissolve into liquid again. This power can also create a wall of water. This wall only exists as long as the caster concentrates (let's make this absolutely clear: By concentration we mean concentration. Walking around thinking about it does not count. This effect is more of an immediate defensive produce than anything else, and is used purely to deflect attacks. Higher levels of this Dweomer can create permanent walls, but this deflective wall is as strong as ice, and only exists for a brief time to protect against an attack. It's unique and immediate.), and immediately dissolves. In this temporary, potent stage, it receives a Sta 3. Of course, the wall can be maintained after its use, but it will not retain its Stamina rating.

XXX Call Rain The aquamancer may call small quantities of precipitation from the surrounding air

XXX Call Waves: The caster can create waves on command. Though this doesn't mean a still water becomes turbulent, it can at least create waves to bring caster ashore. Surf's up!

XXXX Watermeld The caster simply dissolves into liquid, and can arise anywhere in the area from any source of liquid. Note that the caster can be confined!

XXXX Current Control The caster may control sea currents, steering a vessel wherever he wishes

XXXX Part Water The aquamancer may part a large body of water, such as a lake, whereupon he may walk through it. Think Moses...

XXXXX Watermastery The caster can create objects of water from nothing. He can also change other objects into water, rendering them either useless or controllable by him alone. In addition, the watermaster can summon forth spirits of pure water that must carry out his commands. The Watermaster may also rise or lessen the sea at his command, creating towering tidal waves, or maelstroms, or drawing the water out of a flooded city, for instance.

Note: the faces of the moon affect the watermaster. His size will vary (though not extremely; Storyteller's discretion) depending on whether it is high tide or ebb. Calls for interesting roleplaying experiences...

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Windmastery Windmastery comes naturally to the Celestials, as they roam the high skies

from morrow to dawn. It is said they learned the gift from an eagle that one Cuilegan saved from a wolf; it had broken its wing. The Cuilegan mended his wing, and bore him to the top of a mountain, whereupon the eagle leapt from and soared across the skies, using wind to keep it up despite the wounded wing. The Cuilegan cried out for it, but when he saw that it did not fall, he was perplexed. He called out for the eagle, asking to learn the gift, and from high above he heard the eagle call out to him that he should rather throw himself from the cliffs. Angered by this mockery, the Cuilegan went home and got his bow. Then he went back and shot the eagle, and took his wings as his own. Before he cut the wings from the eagle, he also devoured its heart. Though he had the knowledge and also the means, he could not manage to fly. However, many smaller birds then approached him. A whole flock of them, who had been pestered by the nasty eagle. Since he had killed their great enemy, they offered to help him learn how to fly. It was a falcon that took the obligation of teaching him, and therefore many Cuilegan still hold falcons as their affinity.

X Windfall The Fae may summon and control small breezes at will. These may be warm or cool, whatever the caster wishes. This is possible through the caster's limited mystical knowledge of how wind works and how temperamental differences causes it. This effect can be used to cool off foods, call on a pleasantly warm breeze on a cold day, or steer a toy boat on the water. It may not steer actual boats, nor is this power strong enough to tip over objects heavier than five pounds. It is very basic, and reflects the caster's brewing knowledge, yet not complete understanding, of the power. In sheer mechanics, the velocity of this wind can be up to six knots.

X Quiver: This power allows the caster to will objects to quiver as if physically shook. The power is limited to objects up to five pounds mass. Fragile objects may fracture from this effect

XX Zephyr: This effect is similar to Windfall, though the caster may create and control gusts of wind instead of just breezes. Zephyr is merely stronger in effect. In sheer mechanics, this means velocity up to 16 knots. Now a caster may for instance move objects of up to one kilogram (roughly two pounds) through the air in series of gusts. The force may send heavier objects through the air, but cannot control objects larger in mass than this. This effect is known as Windbearing. At this level, the caster may actually inflict small sunburns on people, as he can control the intensity of temperature used to fuel the wind.

XX Tremble: As Quiver but may rock objects up to fifty points in mass, or several (no more than ten) smaller objects at once. This effect can for instance be used to fake minor earthquakes, though the more ingenious players may device even more cunning uses for this power

XXX Windchange: The ventomancer may manipulate wind in such a manner that it can actually take shape, in a sense. Gusts of wind form as invisible shapes in the air; shapes that are almost constant, but requires the concentration of the caster to remain. For example, a table created with this power could hold items for the caster, but would drop them at once should he let go of his concentration. Likewise, figures created for combat could inflict damage (Str 4, Dex 3), and would be quick and agile, but could only exist as long as the caster concentrated on their existence and their moves. A hard task indeed. The higher Tuigse score of the caster, the easier it is to use. For attack purposes this power holds no stamina; it is only air, and cannot be hit. But this power can also be used to raise a temporary wall of air to for example deflect missile attacks. In game terms, this wall is akin to that of Waterchange, with a Sta of 3.

XXX Call Waves: The caster can create waves on command. This power is virtually identical to Call Waves for Watermastery. The only difference is that where the aquamancer calls the waves though manipulating the actual water, the ventomancer does it "naturally".

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XXX Windmill At this level the caster can control winds up to 33 knots, lift and move objects up to his own weight through the air (including himself), and even create small whirlwinds, up to six feet tall

XXXX Windlaw: The caster can now control and create winds at great forces, with velocity of up to 55 knots, or 10 on the Beaufort scale, signifying a whole gale. This is an extremely powerful force, and the ventomancer can lift and control objects as large as a truck

XXXX Vacuum: The caster can create a vacuum that he can confine within a sphere. The sphere may vary in size, but the smaller the more compressed and also powerful. The caster may release this formidable force for example by throwing it at an opponent. This will cause the opponent a total of ten dice of damage, at difficulty of eight. If the roll is botched ten new dice of damage is rolled, this time against the caster herself, also difficulty eight. If this roll is botched as well the vacuum caves in on itself

XXXX Windparting: This is a magnificent power indeed. The caster literally dissolves into seemingly nothing, actually becoming wind. The caster appears to be some sort of gas in high motion, as her features meld with the air and create coloured wind as they rush by. This effect is, however, very dangerous, as the caster risks being blown apart if she cannot control the winds she uses. Wind is extremely hard to classify, as it merely consists of air in motion, and this power allows the caster to break into a series of gusts of wind to materialize at a different location. Travelling as wind is almost impossible, because it requires the caster to control as many as ten different gusts of wind at a time, and to hold them together so they won't "spread in the wind", so to speak. An unexpected gust of wind is enough to send part of the caster far adrift, and without every part of herself, the caster may not materialize, instead becoming a wind spirit unable to remain corporeal. Without so many words, this power works best under controlled and limited environments.

XXXX Windblast The Cuilegan sends forth a magnificent blast of wind from the palm of her hand, delivering ten die of damage to a target, difficulty eight.

XXXXX Windmastery The Cuilegan has now near-absolute control of the element of wind. She may create elementals of wind to do her bidding (Str3, Dex 2). She may also summon up and control hurricanes and tornados at will, making her immensely powerful (however, controlling such winds require a massive ten successes to conjure, and then additional seven successes, difficulty nine a round to maintain control over! Just imagine the crisis of losing that control...). Otherwise this power is much the same as other masteries.

Note: The Windmaster has difficulties restraining his affinity with the element of wind, and therefore generally tends to both have a "windy" personality as well as a windy being. In other words, as he strides into the room, he is followed (or perhaps preceded!) by gusts of wind, in the same way as a violent draught.

Weather ControlSee Laws of the Hunt Players’ Guide.

Dreammastery (Oneiromancy) Perhaps the strangest and most uncontrollable power possessed by the Fae,

this Dweomer grants the power to manipulate dreams and nightmares, and to summon the power and intensity of it. Few can explain how this power works, but the Oneiromancers of the Host of Dreams have mastered the ability of delving into the subconscious and bring back memories, dreams and nightmares and weave wondrous creations and enchantments from them. For thousands of years the Morpheans have monitored humans and influenced their dreams, with many a marvellous or gruesome dream, and some have even taught some of their powers to mortals. These Hermetic mages handed these secrets down through the ages, and

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gradually they served as the foundation for the Vampiric Thaumaturgical Paths of Morpheus and Oneiromancy.

X Silverthread This power allows the Oneiromancer to access her own dreams and subconscious self during trances or sleep. In this state the Oneiromancer receives visions of what is to come. The Fae brings the essence of the Dreaming into her own body, as all Fae are connected to it in spirit.

X Sense Dream The Fae can sense any dreams or dream-creatures nearby. XX Bend Dream The Fae may shape her own dreams and influence the

surroundings while she is in this way dormant. She can create beings of Dream that she can use with other powers. She can also access other, dormant, beings' dreams, and read them, though she is not able to weave these yet

XX Dreamwalk The Fae may travel to any place she has before, simply by going to sleep and accessing her dreams. However, her body does not follow, and only an astral form, incapable of physical action, actually performs the journey. The Dreamwalk is automatic, and is not dependant on time to be performed.

XX Enter Dreamtime The Australian Aborigines believe that the Dreaming flows through every living soul in the universe. The Dreamtime is the collective forewarning awareness of all sleeping souls, and all they dream are here represented. Unlike the Dreaming, the Dreamtime is a place of omens and prophecies, and though it is near impossible to discern the future from the infinite amount of signs represented, the Oneiromancer may or may not find ways to utilize these portents. The Dreamtime is a bewildering place; if it really is a place. Some scholars claim it to be not a place, but a state, and that the feeling of being in a physical location is merely emotional. At this level, the Dreamweaver may not move within the Dreamtime

XXX Shape Dream The Oneiromancer is now capable of shaping not only her own dreams, but of those whose dreams she accesses. In addition, the Dreamweaver is able to conjure forth items or creatures of Dream for a limited time. These may not possess any physical quality, but are still perfectly visible by anyone

XXX Dreamweaving The Oneiromancer can intertwine dreams, connect them, and create greater dreams with up to four subjects. By doing thus, the Dreamweaver is able to create powerful visions of the future, or maybe just deliver a very powerful message. Omens have always been revered pretty powerfully, even more so if several people have received the same one

XXX Walk The Dreamtime The Dreamweaver may now undertake mental journeys through the Dreamtime

XXXX Conjure Chimerical Dream The Dreamweaver is able to afflict Dream in conscious condition, meaning that she may allow subjects to dream and be affected as if they were dreaming. The dreams become real, as they are the actual stuff of the Dreaming. These are not ordinary Changeling Chimera; they are not beings and items shaped from imagination; they are beings and items shaped from the Dreaming.

XXXX Dreamwalking The Dreamweaver may now physically enter the Dreamtime and exit anywhere he likes. It has to be done by entering the dreams of a dreaming subject (only sleeping does not count, nor does the casters own dreams; she has to be conscious). The Dreamweaver has to locate a dreaming subject through the Dreamtime, and exit there; she cannot re-emerge at any location; simply where there is a dreaming subject. Still, this is a very powerful ability.

XXXX Become Dream To Dreamwalk, the Dreamweaver has to become one with Dream. Legends say that many centuries ago the Dreamtime and the Dreaming were one. Sometimes one could travel from the physical realm to the Dreaming, the Spirit World, and the Dreamtime; a place where concepts and ideas are real. But at some point, the four were blocked off from each other. Because of that, only that which is dream may enter the Dreamtime, because the concepts that shape the future and the past are dreams. There is no present in the Dreamtime; only past and

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future. Unlike the High Umbra of the Mages, the Dreamtime is the place of scrying and divination, not facts and physics. It is a place where everything that will happen and has happened is already happening, at once. There are no real beings in the Dreamtime, just concepts of things that have and will be. Thus, it is a terribly treacherous place, and it is very easy to become lost. The Dreamweaver might even meet herself, ages past, or long into the future. Because the future is a very unstable concept like a dream, all the different futures overlap each other, which makes it very difficult to decipher. Ventures into the Dreamtime are like dreams reality might suddenly shift, but you don't notice it, because it seems completely natural. If this happens, the Dreamweaver is on the first step towards being lost. A being lost to the Dreamtime will eventually dissolve and change with it, unless she is conjured back by another Dreamweaver

XXXXX Dreammastery It is difficult to describe a Dreammaster. She is constantly seeing the Dreamtime as well as the real world, which makes it obstinate to interact with her. In game terms, it is pretty darn difficult to play a Dreammaster. This power basically renders the character unplayable, because she sees everything, but is too mentally lost in the Dreamtime to actually interact with others. This may seem like a stupid power. You might say "Oy! Whaddahell dis crap?! Where my kewl powerz?!". But the point is that not all powers lead to something good. Dreammastery rends a person insane for all purposes, except for making one hell of an Oracle. She speaks in constant riddles, so enigmatic that even a Qualmi werecat would have difficulty interpreting what she says. The Dreammasters were the Oracles of Ancient Greece, and many other ancient civilizations, most prominently the Australian Aboriginal. To the Dreamweaver, Dreammastery is still a goal, because to her, this is a pretty wonderful state. She understands everything, and can read and interpret the past and future perfectly. However, most Dreamweavers also possess a second Dweomer (generally Conflagration, Ignomancy) in which they receive no penalty in developing, and most never achieve Dreammastery, a state that not only requires the amount of experience points to purchase, but an extensive journey into the Dreamtime; a voyage that may take several years. Needless to say, not many promising Dreammasters return, as spending several years in the Dreamtime without being lost is about as hard a task as anyone can perform.

Conflagration (Ignomancy) X Fire Affinity This is a special power reserved only for those who have

Conflagration as their affinity Dweomer. This power grants the Ignomancer a certain relief from fire; it increases her tolerance to its scorching heat. In game terms, damage that is a direct result of her own Ignomancy does not afflict the Flameworker. All other fire, including attacks from other Ignomancers still delivers normal damage. Again, this ability is only available for those Ignomancers whose specialty Dweomer (or "affinity", if you will) is Conflagration. This includes Oneiromancers with two affinities. An Ignomancer with this ability can only become a master in Conflagration, no other Dweomer.

X Call Heat The Fae may heat up the palms of his hand by calling on the force of fire. By doing thus she may use this force to, for instance, boil liquid (at a rate of one cubic foot per turn), or make an elemental attack against someone.

X Sense Heat Pretty basic; the character has the ability to sense heat. And no, we don't mean that he can sense there's a fire three feet away from him, this power implies that the character can, for instance, sense body heat in a person (as in the equivalent to "see infrared" for instance), or a lesser heat source in the proximity. In short, it allows a greater sensitivity (though it does not entail any greater vulnerability) towards heat.

XX Flameworking: Flameworking allows the Ignomancer control over fire. He may bend, sway and steer lesser flames and fires at command. This power easily gets out of control, however...

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XXX Create Flame The Flameworker may now conjure forth bursts of fire from nothing. Though only simple fireballs may be conjured, it can be considered a starting point for further actions

XXXX Summon Flame Beasts The Ignomancer may now summon fire elementals. These dangerous beings have to remain in contact with a source of fire; when that source is broken, they vanish (but may be re-summoned). These elementals have no physical stats treat as Dexterity 2 for the purposes of moving and can therefore not be harmed by physical attacks. They are, however, beings of fire, and may therefore be fought like any other fire.

XXXX Firewalking The Flameworker may leap through fire and emerge at another fiery location. This power is not without peril, though; the Ignomancer risks burns. The number of successes required to pull this stunt is 4, at difficulty 8. For every number of successes lesser than four, treat as one health level of damage (i.e. three successes grants success but with one HL damage, two successes grants two HL damage, grants three HL damage, and finally, one success entitles the hap hazardous character to a stunning (no pun intended) three Health Levels of damage. A botch results in catastrophe; either the manoeuvre simply fails, or the caster is caught within the flames. However, if the caster possesses Fire Affinity, she does gain its benefits when using this power, hence avoiding its damage. Hey, didn't your mother teach you not to play around with fire?

XXXXX Firemastery Now the Flameworker has complete control over fire. She can now meld with fire, becoming one with it, and summon gigantic firestorms at will. The Firemaster is quite dangerous to her environs; not only is her physical form warm, and can even cause ignition on its own, but the caster is also very hot-tempered.

IllusionSee Laws of the Hunt Players’ Guide.

MindbendingSee Laws of the Hunt Players’ Guide.

Spirit CallingSee Laws of the Hunt Players’ Guide.

ShapeshiftingSee Laws of the Hunt Players’ Guide.

Totem LinkSee Laws of the Hunt Players’ Guide.

DivinationSee Laws of the Hunt Players’ Guide.

FortuneSee Laws of the Hunt Players’ Guide.

FascinationSee Laws of the Hunt Players’ Guide.

Life-StealingSee Laws of the Hunt Players’ Guide.

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New KithsDark ElvesBy Nuada Silver-Arm ([email protected])Description

There are creatures that live in our dreams, beings that guide our unconscious minds to their desire. While we sleep do things hover over us? Do they guide our dreams to their pleasure? Nightmares, erotic dreams, prophetic dreams: all these can be guided. All these are the realm of a forgotten kith.

Once the fae did not inspire the waking fantasies of mortals. In a time long forgotten the connection between humans and the fae was the dreams that came while mortals slept. It was these early, unformed, unrecalled dreams that gave the fae their form. In these dreams the fae used to ride, but over the ages they grew away from this. The waking, formed and believed fantasies of humans became more important to them. But one group remained true to gaining glamour from the sleeping minds of man. These strange beings are now known only as Dark Elves.

Dark Elves appear to be kith much like a combination between the Sidhe and the Sluagh. In fact they are often mistaken for members of one kith or the other (though it would be strange if one individual could be taken for both types). They are well formed, often tall and very attractive both in face and from. Also there is a dignity about their carriage that seems to imply they are noble. However, they are silent -- much as the Sluagh, rarely speaking. (However they are not bound to whisper as the Sluagh are). This strange combination of features seems to indicate that this race shares a common ancestor with both Sidhe and Sluagh -- but this remains a guess only.

Members of this race often hide among kith, acting as either Sidhe or Sluagh as their natures dictates. Most of them are never discovered, as they take human bodies as changelings do, they have forms and thoughts and a nature much as the changelings do. In fact they are much like all other kith except that they gain glamour from a different source.

Dark Elves have returned to the ancient practice of Dream Riding. They gain glamour by entering and manipulating the dreams of mortals. In order to do this they must have some level of familiarity with their hosts, usually about the same level as another kith trying to gain an epiphany from a mortal. The Dark Elf must then wait for their hosts to fall asleep -- and it must be a deep sleep in which dreams occur naturally; the darklings can only manipulate dreams, not create them. When this state has been reached Dark Elves must make physical contact with their hosts. Those who use this technique to ravage often transform themselves into mundane objects such as feathers or pillows, so that if their hosts awaken, or if they are intruded upon, they will not be discovered. Once contact has been achieved Dark Elves enter the dream of their hosts and can began to manipulate them. They can either make the dreams pleasant, giving joy or insight or confidence, or they can make them into a night terror that saps the strength and will of their victims. In either case the process usually takes all of a night, as the dream riding must have some time to take effect. However, there is one massive advantage to gaining glamour this way -- the host of a Dark Elf needs not be a dreamer. Any human who is not an autumn person, any person who has some bit of humanity in her soul can be used for glamour from dream riding. Of course dreamers, with their deeper connection to the dreaming produce more glamour more consistently -- but they are not necessary to the process.

Currently there is no policy towards the Dark Elves, as very few know of their existence. Those who do know of them find them to be confusing. Other than their method of glamour gathering they seem much like the kith. They even often live among the kith, sometimes not even knowing how different they are. Many of them use their dream riding to ravage mortal minds, but not all. Until more is known about these beings nothing definite can be said.

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One of the reasons for this is the Dark Elves' view of the world. To the Dark Elves our waking world seems shallow and without much meaning. You have not lived, they will tell you, until you have ridden in the unbounded world that hides behind human eyes. There in that world your power is all; you can make anything happen. Mortals can be inspired, can be terrified even unto death. That world is more real, more vibrant than this shallow earth. Perhaps the Dreaming that has been lost could equal this vista -- but most among the Dark Elves doubt it. To ride free while the Dreaming of the other fae rots and the World becomes bound down -- such is the glory of the Dark Elves. It is no wonder that they consider the affairs of humans and kith alike as shallow and trifling.

AppearanceThere are two different types of Dark Elves. One type is fair to look upon,

upright and beautiful. They walk with nobility and confidence and are very, very attractive. They are often confused with Sidhe, or occasionally Eshu. They tend to dress as nobility in order to continue the misperception.

The other type of Dark Elf is much like a Sluagh in appearance. They are not so thin or snakelike as the underfolk, but they have the same pallid skin and haunting eyes. Thin, white, and almost skeletal this type of dark elf often dresses in black and loiters softly in shadows.Seemings

As a Sluagh or Sidhe of the same seeming. Lifestyles

Dark Elves have no known culture of their own. Many live among the fae, hiding their natures as best they can. Many wander, playing at being knight errant or exiled Sluagh. These often move into an area and invade the dreams of as many as they can. At the first sight of notice from the kith of the area they move on. No one knows if they avoid revealing themselves from fear of persecution, or for some more insidious reason. Affinity

Actor Birthrights

Dream Riding: Dark Elves have the ability to dream ride. Rather than inspiring or ravaging they actually enter the sleeping dreams of humans and manipulate them. During this time the human is unable to wake without expending a temporary Willpower trait and succeeding in a Static Mental Challenge against 6 Traits. There are two different forms of this. The first is Morpheus' Blessing -- to do this the Dark Elf must make contact with a dreaming human. She then enters the dream and manipulates it in ways that give the human joy, peace, and/or understanding. She engages in an Extended Static Social Challenge (retest Empathy) against a number of Traits equal to 10 - the number of hours spent riding the dream. The number of successes is the amount of glamour gained. However, any non-dreamer can only have this used on him once. Dreamers can be blessed as many times as the Dark Elf wishes. The second type is known as Night's Terror. Once again the Dark Elf makes contact with the dream of the mortal and rides it, but this time into nightmares, fear, and unconfidence. There are two different systems that can be used for this. The first is the same as ravaging – see The Shining Host for rules. However, as with ravaging, a botch indicates that the character gains a permanent point of banality. The other method removes the danger of banality; the Dark Elf engages in an Extended Static Social Challenge (retest Empathy) against a number of Traits equal to 10 - the number of hours spent riding the dream. However, this method exhausts the victim so badly that he can not be used again until a day has passed for each success gained. If the Dark Elf ever gets 10 successes (or more) the poor victim dies of fright.

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Exactly what happens while the Dark Elves are Dream Riding is up to the ST. It is possible that they enter the dreamrealms of the sandmen. It is also possible that they don't, but instead have a direct link into human minds and dreams.

Truth or Beauty: This birthright depends on which type of Dark Elf the character is. One that seems to be a Sidhe gains 1 Appearance-related Social Trait and a free Etiquette Ability Trait. One that seems to be a Sluagh gains the Heightened Senses of a Sluagh and a free Alertness Ability Trait.

Shape of the Mundane: All Dark Elves have the ability to transform their bodies into 1 ordinary seeming object. To do this they must be unobserved and spend a point of glamour (much like a Pooka), changing back is automatic, but still must be unobserved. This shape is often used to keep from being observed while Dream Riding. Common examples are feathers, pillows, sheets, or anything else that might logically be in contact with a sleeping person.Frailties

Shape's Weakness: When in their mundane shape Dark Elves are very vulnerable. They are bound by the physical limitations of their new form. They cannot move or exert themselves in any manner that a common pillow, feather, sheet, etc., could not, nor can they speak -- although they can still use arts. Also they have the health levels of the object they have become and suffer damage as it does. So a Dark Elf in the form of a small feather could easily be ripped in half and killed.

Cut from the Dream: Because of the connection between a Dark Elf and the sleeping dreams of humans this race is cut off from the Dreaming much as the nunnehi are. They cannot gain glamour from Reverie, Ravaging, or Rapture. Also sleeping in a freehold gives them no glamour. Finally they can never learn the dream-craft art or operate trods (although they can walk them if another opens them).

Runaway: For some unknown reason the Dark Elves fear being discovered. Whenever another, be they mortal or fae, finds out what the Dark Elf is, or discovers them dream riding an uncontrollable fear overcomes them. Whenever a Dark Elf is discovered for what he is he must expend a temporary Willpower Trait and succeed in a Static Mental Challenge against 8 Traits to avoid fleeing.

Leanan-SidheBy Chris O'TooleDescription

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 colour. A leanan-sidhe's 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 favour quite revealing clothing; in all, it is far from difficult to find a dreamer or "victim" to satisfy a leanan-sidhe's sanguinary desires.Seemings

Childling: Undoubtedly the prettiest little girl in the class; "an absolute dolly."

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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 favour 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

ActorBirthrights

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-sidhe's 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.