Sunday, October 11, 2009

Blood Traits  

Blood Traits    Edit

How to get Blood?

Herd: Each Trait of Herd gives one Trait of Blood per night.

Health: Each Trait of Health beyond the first gives one Trait of Blood per night.

Occult: Every two Traits of Occult Influence, if tapped for a week, grant one Trait of Blood.

Industry: If represented by slaughterhouses (or similar Industries), each two Traits of Industry Influence grant one Trait of Blood per night

Retainer: If represented by Servant ghouls, each Trait of Retainer grants one Trait of Blood per night.

Node: Each Trait of Node Power grants one Trait of Blood per week to Circle members.

Feeding Grounds: Each Trait of Feeding Ground grants one Trait of Blood per night.

Animalism: Beckoning allows a Kindred to acquire one Trait of Blood per Trait of Animal Ken expended.

Dominate: Forgetful Mind allows a Kindred to acquire one Trait of Blood per Trait of Intimidate expended.

Survival: Expending two Traits of Survival in a wilderness setting grants one Trait of Blood.


How to use blood?

Waking for the night costs 1 Blood Trait.  Staying asleep doesn't cost blood.

Engaging in combat regularly, per having Street Influence or being Scourge, costs 1 Blood Trait per night.

Learning Celerity, Potence or Fortitude costs 2 Blood Traits per night.

Permanently increasing one's Physical Traits costs 2 Blood Traits per night.

Permanently increasing one's Brawl, Defense or Melee costs 2 Blood Traits per night.

Teaching Celerity, Potence or Fortitude costs 1 Blood Trait per night.

Learning a new Devotion costs 3 Blood Traits per night.

Discovering a new Devotion costs 3 Blood Traits per night.

Teaching a Devotion costs 1 Blood Trait per night.

Learning a Thaumaturgical, Setite, Assamite or Koldunic ritual costs 1 Blood Trait per night.

Learning Thaumaturgy, Setite Sorcery, Assamite Sorcery, or Koldunic Sorcery costs 2 Blood Traits per night.

Researching a new ritual costs 2 Blood Traits per night.

Researching a new path costs 4 Blood Traits per night.

Teaching a ritual costs 1 Blood Trait per night.

Teaching a new path costs 1 Blood Trait per night.

Spawning Pools cost 2 Blood Traits per night.

Animal ghouls cost 1 Blood Trait per night.

Combat ghouls cost 1 Blood Trait per night. 


Werewolf Rituals

Werewolf Rituals and Fetishes

Rites
There are three forms of Rite. Personal, Pack and Sept
Personal Rites are cast by the garou himself and require no other participants
Pack Rites require the participation of the entire pack. The pack must have at least 3 members
Sept Rites must be cast on a caern or node, they must have the permission of the caern spirit and the alpha of the sept, they must involve the participation of at least 7 garou.

All  personal rites are performed with a Social challenge using  occult as a retest.
All Pack Rites are performed with a Social challenge using Leadership as a retest.
All Sept Rites are performed with a Social challenge using Expression as a retest.

All rites are an extended challenge with a difficulty equal to their level, personal rites take one minute per level pack rites take five minutes per level and sept rites take 15 minutes per level. 

Pack rites and Sept rites can be performed harmoniously or dischordantly.
if performed harmoniously the difficulty category of the ritual drops by one level
to perform a pack rite harmoniously, three of the pack members must be of three different broods.
to perform a sept rite harmoniously, three of the casters must be of the three different broods and one of the casters must be of each elemental essence (not shadow), no garou can count twice towards this total.
Rituals

Level One

Rite of Contrition:  
Individual
This ritual grants the caster a merit level retest for one hour vs. a specific spirit (type defined in the casting of the ritual) in a social challenge.

Lesser Calling:  
Individual
Caster can call forth and communicate with a specific type of spirit (type defined in the casting of the ritual) of no more than power rating five.  Ritual must be cast in a place frequented by such spirits.  The spirit is compelled to remain in the area for ten minutes, provided that is not attacked, in which case the spirit fights back or leaves.

Lesser Item Dedication:
Individual
This ritual is cast on an item which can be worn by the caster.  When the item is worn, it stays on the caster, even if the caster moves into a different umbra.  This ritual lasts one lunar month.  The ritual will not work on any item that grants a bonus of any sort or grants health levels.

Breeder's Rite:  
Individual
This ritual can be cast with the name of a garou, a garou's picture, or the target garou himself, provided he/she is willing to stick around for the ritual.  When cast it determines the target's breeding value.

Dedicating the Pack:  
Pack
This ritual binds a group of garou into a pack, causing the members of the pack to gain a pack totem and its benefit.  This binding is subject to the rules in the totem section.

Rite of the Minor Fetish:  
Individual
This ritual will explain what one needs to do to create a level one fetish of a particular specified type.  Please note that these instructions will only work for the person that cast this ritual.

Moot Rite:  
Sept
This rite must be performed every moon to keep a sept totem at a caern, but it certainly can be performed more often.  This ritual requires that at least three garou from the sept spend a number of gnosis equal to half the werewolves in the sept (round down.)  Werewolves usually take this time to get everyone together and engage the rest of the process of having a society. 



Level Two

Rite of Sept Dedication:  
Sept
This ritual dedicates a sept to a particular totem, causing that totem to take up residence within a caern specially prepared in this rite.  If the caern already has a spirit that could accept the sept as its people to become their totem, the sept may dedicate itself to that totem.  Otherwise, the werewolves must drive off or slay the spirit in the caern prior to commencing this ritual.  This dedication is subject to the rules in the totem section.

Greater Item dedication:  
Individual
The garou enchants an item that, when carried, stays with the caster in the umbra.  Taking the item off, putting it down, etc. causes it to drop into its home plane.

Rite of the Lesser Fetish:  
Individual
This ritual will explain what one needs to do to create a level two fetish of a particular specified type.  Please note that these
instructions will only work for the person that cast this ritual.

Rite of Brotherhood's End:  
Pack
This ritual casts someone out of a pack.  It requires the presence and agreement of at least half (round up) of the pack, but does not require that the target be present.

Rite of Renunciation:  
Individual
This rite causes a werewolf to lose their current essence, and any benefits that go with it.  The werewolf remains without essence until two full moons have passed.  At the passing of the second full moon, the garou selects another essence.  All rank/renown is immediately lost, all totem pacts are undone, and the werewolf must choose a new name for himself.

Call the Baun
Sept
This requires the moot rite have already been cast within 72 hours (same phase of the moon). The Garou that are members of the sept get an additional retest to avoid frenzy on other sept members.

Level Three

Mirror Gate
Duration 1 combat round
The garou
stands in front of a reflective surface and spends a gnosis, the mirror
becomes a passageway into or out of the umbra for 6 seconds.as many
things as the garou can manage to squeeze through in a single round can
go through, things caught halfway take a level of bashing and fall onto
their native plane. This ritual does not cause items to stay in the
umbra or physical world, they fall instantly back into their home plane
unless other magics are used to anchor them.

Call the Great Hunt
Sept
This requires the moot rite have already been cast within 72 hours (same phase of the moon) and that Call the Baun have been cast within 48 hours. The Garou that are members of the sept cannot accidentally enter frenzy but may relent to provoked frenzy or deliberately enter frenzy on each other. The sept alpha selects a target which cannot be a sept member, difficulties to reduce frenzies provoked by that target increase by two.  This requires that the alpha at least make some short speech detailing the target and why it is to be hunted or hated usually no longer than 2 minutes no shorter than 30 seconds.




Werewolf Totem Spirits

Each garou can have up to three totems, a personal totem, a pack totem, and a sept totem.  These totems have the following limitations:
1)  The greater brood incarnae may not be taken as personal totems by anyone less than rank four.  They may not be taken as sept totems for any sept that does not have a majority of members who are in the brood of that totem and they may not be taken as pack totems by any pack that does not have a majority of members who are of that brood.
2)  The greater cardinal (aka elemental) incarnae may not be taken as personal totems by anyone less than rank four.  They may not be taken as sept totems for any sept that does not have a majority of members who are of the appropriate essence and they may not be taken as pack totems for any pack that does not have a majority of members who are of the appropriate essence.
3)  Your personal totem must be one for which you have completed its renown quest.  No exceptions.
4)  Each totem grants a particular ability to garou that have it.  Personal totems grant a minor but notable ability, typically on par with a level three vampire discipline.  Pack totems generally grant each member of the pack the ability to grant some benefit to some other member of the pack.  Sept totems often grant significant abilities, usually on par with a level four vampire discipline or a level five vampire thaumaturgical ritual, but only when the werewolf is within the boundaries of the sept.  The totems of the greater incarnae grant abilities that are notably more powerful.
5)  Each sept may only have one totem.
6)  Each pack may have only one totem.  Due to laws of spirit interaction agreed upon by the Maeljin Incarnae, two packs within a sept may not have the same totem.
7)  Garou with no wolf may be part of sept and pack, thus gaining the grace of a totem, even if they cannot access other werewolf powers.  It is extremely rare, but these kinfolk may also have a personal totem as well.
8)  A garou who violates the bans of one of their totems loses that totem's benefits.  To regain these powers, the werewolf must do pennance (typically a quest on par with those to gain rank/renown, only with no rank benefit.)  After the quest is completed, the werewolf's power will return on the next full moon.
9)  A personal totem will never manifest.
10)  Pack totems manifest at the cost of one gnosis spent by each pack member in unison (spent on the same round.)  Use the appropriate totem's pack stat block to determine abilities.  Pack totems must remain within sight (the spirit's sight) of at least one member of the pack at all times.
11)  Sept totems manifest at the cost of one gnosis spent per each sept member, all spent in one round.  This gnosis may be spent by any combination of members of the sept.
12)  Sept totems may not leave the sept.
13)  The rite dedicating a sept totem causes that totem to be the spirit of that caern/node.
14)  Dedication of a totem has a permanent cost.  Please see the following table:

* Personal, lesser:  One permanent Rage
* Personal, greater:  One permanent Rage and Willpower
* Pack, lesser:  One permanent Gnosis
* Pack, greater:  One permanent Gnosis, Rage, and Willpower
* Sept, lesser:  One permanent Willpower*
* Sept, greater:  One permanent Gnosis and Willpower*


**This cost does not need to be paid by any member of the sept that does not leave the caern.  Leaving the caern will sever the connection to the totem, and the sept member will need to be rededicated.

15)  A pack can have no less than three and no more than seven members.  The rite to form a pack cannot be performed with less than three people (although one will still get the benefits of the totem if membership is brought back up if reduced below three) and cannot be performed if there are already seven members.  The rite to bond a pack totem requires at least one person in the pack to have the totem in question as a personal totem.
16)  A Sept can only support ten times the rating of the caern at its heart in werewolves.  Dedicating the sept to a particular totem requires that at least one person in the sept have the totem in question as a personal totem.


Maeljin Incarnae

Foebok:  Water Dominance (Cruelty)
* Personal:  costs zero rage to change
* Pack:  may trade a rage trigger with a member of the pack for the cost of a will and a gnosis
* Pack totem:  Thunderwyrm
* Sept:  reduce all damage taken by one from each source
* Sept totem:   Hakakem
* Fetish:  Ice talon
                   
Vorus:  Water Cunning  (Paranoia)
* Personal:  may enter Any of the three umbrae (Deadlands, Never Never, Middle Umbra)
* Pack:  may spend two gnosis for another member of the pack to gain one
* Pack totem:  Ooralath
* Sept:  cannot be seen except through use of a level five power or greater (as obfuscate five)
* Sept totem:  Relshab
* Fetish:  Umbral Mirror

Mahstraac:  Water Judgement  (Hatred)
* Personal:  bonus social trait, may take you above your max
* Pack:  may spend a leadership retest to add one social trait to another member of the pack for one hour
* Pack totem:  Hordeling
* Sept:  spirits lose ties on mental and social challenges vs. the garou

* Sept totem:  Green Dragon

* Fetish:  Mask
                     
Bashkai:  Fire Dominance  (Violence)
* Personal:  bonus brawl, may take you above your max
* Pack:  inflict an aggravated wound on yourself.  another member of the pack does two additional levels of lethal damage on their next attack.
* Pack totem:  Gorehound
* Sept:  your attacks do an extra level of lethal damage

* Sept totem:  Malik Harjak

* Fetish:  Klaive
                     
Khaloob:  Fire Cunning  (Independence)
* Personal:  bonus mental trait, may take you above your max
* Pack:  may spend two skill retests to give someone else one level of that same skill for one challenge.
* Pack totem:  Skull Pig
* Sept:  any round in which you spend rage anyone that can see you who does not have this totem and you wish to take this damage takes one bashing damage per round, to a maximum of six from this effect on any single target.

* Sept totem:  Dark Fungus

* Fetish:  Shadowstaff
                     
Kanubia:  Fire Judgement  (Lust)
* Personal:  additional bashing damage done for attacks against one's pack or sept members
* Pack:  may grant any merit or flaw of shape that you have to any other member of the pack at the cost of its value in gnosis for a minute.  If it is a merit, you no longer have it and they do.  You get to keep a flaw granted by this power.  These return to you at the end of the minute
* Pack totem:  Raptor
* Sept:  add two to breeding

* Sept totem:  Empress Aliara

* Fetish:  Bonelash
                     
Gree:  Air Dominance  (Despair)
* Personal:  bonus temporary rage, may take you above your max, if rage is full the first rage spent must be used on extra action
* Pack:  may spend two rage to grant another member of the pack one
* Pack totem:  Nocturne
* Sept:  know the precise location of everything within 200 yards.  This can only be superseded by a level five or greater power

* Sept totem:  Bat

* Excrutiator
                     
Letharg:  Air Cunning  (Apathy)
* Personal:  win ties on all lore challenges
* Pack:  if a member of the pack loses a mental or social challenge, you may take the result on yourself instead of the recipient, provided you do so within one combat round
* Pack totem:  Drattos
* Sept:  when a willpower is spent to ignore a compulsion (including frenzy) the garou functions at full capacity and this lasts for a scene (one hour) rather than a combat round

* Sept totem:  Whippoorwill

* Dreamcatcher
                     
Pseulak:  Air Judgement  (Lies)
* Personal:  Do not suffer the social trait penalty for dealing with creatures without a rage pool.
* Pack:  may spend a willpower to suppress a pack member's frenzy for one round
* Pack totem:  Oasis
* Sept:  may teach as though possessed of ten additional social traits

* Sept totem:  Kirijama

* Labrynthstone
                     
Angu:  Earth Dominance  (Fear)
* Personal:  may spend one rage to heal at double rate for one round
* Pack:  may spend one rage to take the damage inflicted on a pack member by a single source, causing the pack member to take no damage and have you take it instead.  You gain no rage benefit from taking this damage.
* Pack totem:  Bitter Rage
* Sept:  treat all lethal damage as bashing damage

* Sept totem:  Lady Aife

* Fetish:  Anchorstone
 
Sykora:  Earth Cunning  (Greed)
* Personal:  has a discipline level retest on defensive mental challenges
* Pack:  holding a weapon will cause another member of your pack to be holding a similar weapon for as long as you hold yours.
* Pack totem:  Seeder
* Sept:  reduce difficulty to cast rituals by half (round up)

* Sept totem:  The Doge Klypse

* Fetish:  Spirit Pouch
                     
Abhora:  Earth Judgement  (Power)

* Personal:  has a discipline level retest on defensive social challenges
* Pack:  if you can overbid a social or mental challenge in which you are engaged and you succeed in the challenge, you  can cause a member of your pack to win ties on a similar challenge (uses the same ability) undertaken within the next minute.
* Pack totem:  Shade Spider
* Sept:  bonus two willpower

* Sept totem:  Lord Steel

* Fetish:  Ring of Obedience
                     
Brood Incarnae

Typhon:  Dominance
* Personal:  do an additional level of lethal damage with all attacks
* Pack:  may spend a rage to grant a member of your pack an extra action, provided it is used to attack
* Pack totem:  Warbeast
* Sept:  you may spend rage to refresh your brawl, athletics, melee, defense, and firearms instead of spending willpower

* Sept totem:  Typhonian

* Fetish: Grand Klaive
                     
Hagenthi:  Cunning
* Personal:  do not need double traits to overbid, just a greater number
* Pack:  for any challenge that you triple overbid, every member of your pack
automatically succeeds at a similar non-attack challenge
undertaken within the next minute.
* Pack totem:  Devourer
* Sept:  when in frenzy the werewolf may take any action that could concievably lead to the destruction of his enemies, rather than being forced to attack and use the most powerful powers

* Sept totem:  Hagenth

* Fetish:  Hagenthi's Maw
                       
Karnala:  Judgement
* Personal:  is treated as having the ability majesty, only affecting other garou.  Will function on a werewolf in frenzy.
* Pack:  for the cost of a willpower you may give a level of any ability you possess to another member of your pack for the duration of one challenge.  the ability is considered spent
* Pack totem:  Enticer
* Sept:  no one may violate their spoken word to you without first spending your rank in willpower

* Sept totem:  Karnalian

* Fetish:  Tablets
                     
Cardinal Incarnae

H'rugg: Water
* Personal:  heal one extra lethal per round.
* Pack:  spend one gnosis.  instead of regenerating on any given round, you may grant the amount that you could have regenerated to another member of your pack.
* Pack totem:  Hruggling
* Sept:  gain all of the benefits of any form you can take, regardless of the form that you are in

* Sept totem:  Lord Collum

* Fetish:  Blood Chalice
           
Fermas:  Fire
* Personal:  if attacked with a melee or brawl attack, when successfully struck the attacker takes one lethal damage
* Pack:  spend one rage.  your attacks do no damage for the round, but another member of your pack does an additional level of damage on their next successful strike.  you may spend more than one rage on this power.
* Pack totem:  Furmling
* Sept:  if you so choose, all of your strikes of any sort do aggravated damage

* Sept totem:  Lord Kurne

* Fetish:  Dreadspear
                     
Hoga:  Air
* Personal:  gain one extra action per round at no cost.  This action goes last.
* Pack:  spend a defense retest to cause a member of your pack to take one less damage from an attack.  may spend multiple defense on a single attack.
* Pack totem:  Hogling
* Sept:  instead of taking steps, may teleport to any location that can be seen by the garou

* Sept totem:  Lord Choke

* Fetish:  Bottled Night
                     
Lady Yul:  Earth
* Personal:  may spend willpower to defend in a physical challenge as if it were mental/social
* Pack:  spend one gnosis and take a level of lethal damage.  an attack that just struck a packmate does no damage
* Pack totem:  Waakshan
* Sept:  may spend multiple willpower to defend rather than just one

* Sept totem:  Waaksha
* Fetish:  Fulminous Carapace                    

Werewolf Totem Spirits

Each garou can have up to three totems, a personal totem, a pack totem, and a sept totem.  These totems have the following limitations:
1)  The greater brood incarnae may not be taken as personal totems by anyone less than rank four.  They may not be taken as sept totems for any sept that does not have a majority of members who are in the brood of that totem and they may not be taken as pack totems by any pack that does not have a majority of members who are of that brood.
2)  The greater cardinal (aka elemental) incarnae may not be taken as personal totems by anyone less than rank four.  They may not be taken as sept totems for any sept that does not have a majority of members who are of the appropriate essence and they may not be taken as pack totems for any pack that does not have a majority of members who are of the appropriate essence.
3)  Your personal totem must be one for which you have completed its renown quest.  No exceptions.
4)  Each totem grants a particular ability to garou that have it.  Personal totems grant a minor but notable ability, typically on par with a level three vampire discipline.  Pack totems generally grant each member of the pack the ability to grant some benefit to some other member of the pack.  Sept totems often grant significant abilities, usually on par with a level four vampire discipline or a level five vampire thaumaturgical ritual, but only when the werewolf is within the boundaries of the sept.  The totems of the greater incarnae grant abilities that are notably more powerful.
5)  Each sept may only have one totem.
6)  Each pack may have only one totem.  Due to laws of spirit interaction agreed upon by the Maeljin Incarnae, two packs within a sept may not have the same totem.
7)  Garou with no wolf may be part of sept and pack, thus gaining the grace of a totem, even if they cannot access other werewolf powers.  It is extremely rare, but these kinfolk may also have a personal totem as well.
8)  A garou who violates the bans of one of their totems loses that totem's benefits.  To regain these powers, the werewolf must do pennance (typically a quest on par with those to gain rank/renown, only with no rank benefit.)  After the quest is completed, the werewolf's power will return on the next full moon.
9)  A personal totem will never manifest.
10)  Pack totems manifest at the cost of one gnosis spent by each pack member in unison (spent on the same round.)  Use the appropriate totem's pack stat block to determine abilities.  Pack totems must remain within sight (the spirit's sight) of at least one member of the pack at all times.
11)  Sept totems manifest at the cost of one gnosis spent per each sept member, all spent in one round.  This gnosis may be spent by any combination of members of the sept.
12)  Sept totems may not leave the sept.
13)  The rite dedicating a sept totem causes that totem to be the spirit of that caern/node.
14)  Dedication of a totem has a permanent cost.  Please see the following table:

* Personal, lesser:  One permanent Rage
* Personal, greater:  One permanent Rage and Willpower
* Pack, lesser:  One permanent Gnosis
* Pack, greater:  One permanent Gnosis, Rage, and Willpower
* Sept, lesser:  One permanent Willpower*
* Sept, greater:  One permanent Gnosis and Willpower*


**This cost does not need to be paid by any member of the sept that does not leave the caern.  Leaving the caern will sever the connection to the totem, and the sept member will need to be rededicated.

15)  A pack can have no less than three and no more than seven members.  The rite to form a pack cannot be performed with less than three people (although one will still get the benefits of the totem if membership is brought back up if reduced below three) and cannot be performed if there are already seven members.  The rite to bond a pack totem requires at least one person in the pack to have the totem in question as a personal totem.
16)  A Sept can only support ten times the rating of the caern at its heart in werewolves.  Dedicating the sept to a particular totem requires that at least one person in the sept have the totem in question as a personal totem.


Maeljin Incarnae

Foebok:  Water Dominance (Cruelty)
* Personal:  costs zero rage to change
* Pack:  may trade a rage trigger with a member of the pack for the cost of a will and a gnosis
* Pack totem:  Thunderwyrm
* Sept:  reduce all damage taken by one from each source
* Sept totem:   Hakakem
* Fetish:  Ice talon
                   
Vorus:  Water Cunning  (Paranoia)
* Personal:  may enter Any of the three umbrae (Deadlands, Never Never, Middle Umbra)
* Pack:  may spend two gnosis for another member of the pack to gain one
* Pack totem:  Ooralath
* Sept:  cannot be seen except through use of a level five power or greater (as obfuscate five)
* Sept totem:  Relshab
* Fetish:  Umbral Mirror

Mahstraac:  Water Judgement  (Hatred)
* Personal:  bonus social trait, may take you above your max
* Pack:  may spend a leadership retest to add one social trait to another member of the pack for one hour
* Pack totem:  Hordeling
* Sept:  spirits lose ties on mental and social challenges vs. the garou

* Sept totem:  Green Dragon

* Fetish:  Mask
                     
Bashkai:  Fire Dominance  (Violence)
* Personal:  bonus brawl, may take you above your max
* Pack:  inflict an aggravated wound on yourself.  another member of the pack does two additional levels of lethal damage on their next attack.
* Pack totem:  Gorehound
* Sept:  your attacks do an extra level of lethal damage

* Sept totem:  Malik Harjak

* Fetish:  Klaive
                     
Khaloob:  Fire Cunning  (Independence)
* Personal:  bonus mental trait, may take you above your max
* Pack:  may spend two skill retests to give someone else one level of that same skill for one challenge.
* Pack totem:  Skull Pig
* Sept:  any round in which you spend rage anyone that can see you who does not have this totem and you wish to take this damage takes one bashing damage per round, to a maximum of six from this effect on any single target.

* Sept totem:  Dark Fungus

* Fetish:  Shadowstaff
                     
Kanubia:  Fire Judgement  (Lust)
* Personal:  additional bashing damage done for attacks against one's pack or sept members
* Pack:  may grant any merit or flaw of shape that you have to any other member of the pack at the cost of its value in gnosis for a minute.  If it is a merit, you no longer have it and they do.  You get to keep a flaw granted by this power.  These return to you at the end of the minute
* Pack totem:  Raptor
* Sept:  add two to breeding

* Sept totem:  Empress Aliara

* Fetish:  Bonelash
                     
Gree:  Air Dominance  (Despair)
* Personal:  bonus temporary rage, may take you above your max, if rage is full the first rage spent must be used on extra action
* Pack:  may spend two rage to grant another member of the pack one
* Pack totem:  Nocturne
* Sept:  know the precise location of everything within 200 yards.  This can only be superseded by a level five or greater power

* Sept totem:  Bat

* Excrutiator
                     
Letharg:  Air Cunning  (Apathy)
* Personal:  win ties on all lore challenges
* Pack:  if a member of the pack loses a mental or social challenge, you may take the result on yourself instead of the recipient, provided you do so within one combat round
* Pack totem:  Drattos
* Sept:  when a willpower is spent to ignore a compulsion (including frenzy) the garou functions at full capacity and this lasts for a scene (one hour) rather than a combat round

* Sept totem:  Whippoorwill

* Dreamcatcher
                     
Pseulak:  Air Judgement  (Lies)
* Personal:  Do not suffer the social trait penalty for dealing with creatures without a rage pool.
* Pack:  may spend a willpower to suppress a pack member's frenzy for one round
* Pack totem:  Oasis
* Sept:  may teach as though possessed of ten additional social traits

* Sept totem:  Kirijama

* Labrynthstone
                     
Angu:  Earth Dominance  (Fear)
* Personal:  may spend one rage to heal at double rate for one round
* Pack:  may spend one rage to take the damage inflicted on a pack member by a single source, causing the pack member to take no damage and have you take it instead.  You gain no rage benefit from taking this damage.
* Pack totem:  Bitter Rage
* Sept:  treat all lethal damage as bashing damage

* Sept totem:  Lady Aife

* Fetish:  Anchorstone
 
Sykora:  Earth Cunning  (Greed)
* Personal:  has a discipline level retest on defensive mental challenges
* Pack:  holding a weapon will cause another member of your pack to be holding a similar weapon for as long as you hold yours.
* Pack totem:  Seeder
* Sept:  reduce difficulty to cast rituals by half (round up)

* Sept totem:  The Doge Klypse

* Fetish:  Spirit Pouch
                     
Abhora:  Earth Judgement  (Power)

* Personal:  has a discipline level retest on defensive social challenges
* Pack:  if you can overbid a social or mental challenge in which you are engaged and you succeed in the challenge, you  can cause a member of your pack to win ties on a similar challenge (uses the same ability) undertaken within the next minute.
* Pack totem:  Shade Spider
* Sept:  bonus two willpower

* Sept totem:  Lord Steel

* Fetish:  Ring of Obedience
                     
Brood Incarnae

Typhon:  Dominance
* Personal:  do an additional level of lethal damage with all attacks
* Pack:  may spend a rage to grant a member of your pack an extra action, provided it is used to attack
* Pack totem:  Warbeast
* Sept:  you may spend rage to refresh your brawl, athletics, melee, defense, and firearms instead of spending willpower

* Sept totem:  Typhonian

* Fetish: Grand Klaive
                     
Hagenthi:  Cunning
* Personal:  do not need double traits to overbid, just a greater number
* Pack:  for any challenge that you triple overbid, every member of your pack
automatically succeeds at a similar non-attack challenge
undertaken within the next minute.
* Pack totem:  Devourer
* Sept:  when in frenzy the werewolf may take any action that could concievably lead to the destruction of his enemies, rather than being forced to attack and use the most powerful powers

* Sept totem:  Hagenth

* Fetish:  Hagenthi's Maw
                       
Karnala:  Judgement
* Personal:  is treated as having the ability majesty, only affecting other garou.  Will function on a werewolf in frenzy.
* Pack:  for the cost of a willpower you may give a level of any ability you possess to another member of your pack for the duration of one challenge.  the ability is considered spent
* Pack totem:  Enticer
* Sept:  no one may violate their spoken word to you without first spending your rank in willpower

* Sept totem:  Karnalian

* Fetish:  Tablets
                     
Cardinal Incarnae

H'rugg: Water
* Personal:  heal one extra lethal per round.
* Pack:  spend one gnosis.  instead of regenerating on any given round, you may grant the amount that you could have regenerated to another member of your pack.
* Pack totem:  Hruggling
* Sept:  gain all of the benefits of any form you can take, regardless of the form that you are in

* Sept totem:  Lord Collum

* Fetish:  Blood Chalice
           
Fermas:  Fire
* Personal:  if attacked with a melee or brawl attack, when successfully struck the attacker takes one lethal damage
* Pack:  spend one rage.  your attacks do no damage for the round, but another member of your pack does an additional level of damage on their next successful strike.  you may spend more than one rage on this power.
* Pack totem:  Furmling
* Sept:  if you so choose, all of your strikes of any sort do aggravated damage

* Sept totem:  Lord Kurne

* Fetish:  Dreadspear
                     
Hoga:  Air
* Personal:  gain one extra action per round at no cost.  This action goes last.
* Pack:  spend a defense retest to cause a member of your pack to take one less damage from an attack.  may spend multiple defense on a single attack.
* Pack totem:  Hogling
* Sept:  instead of taking steps, may teleport to any location that can be seen by the garou

* Sept totem:  Lord Choke

* Fetish:  Bottled Night
                     
Lady Yul:  Earth
* Personal:  may spend willpower to defend in a physical challenge as if it were mental/social
* Pack:  spend one gnosis and take a level of lethal damage.  an attack that just struck a packmate does no damage
* Pack totem:  Waakshan
* Sept:  may spend multiple willpower to defend rather than just one

* Sept totem:  Waaksha
* Fetish:  Fulminous Carapace                    

Changeling wanderers Rules

FOR MORE DATA ON THIS GO TO malkuthmadness.blogspot.com




      Changeling:Wanderers 



--------------------------

Things to write -
intro
antagonists,
sample characters, 
sample freeholds

Changeling is a game about what lies outside ourselves, our borders. Changelings are those people who have lost their soul and their name to the chaotic depths of the ever changeling Wyld. Some were kidnapped as in the old stories by elves or strange dryad; perhaps they went bowling with some strange men beneath a tree and today they find themselves back in the world. Most commonly these people are escapees who had been kidnapped by the gentry and made to live strange lives as servants, pets, or in some cases furniture and scenery for the fey lords and ladies. The openings that allow escape began in 2001 with an event called the Returning in which the portals, gateways, and paths of the Wyld were once again connected to the tapestry of creation, allowing those who had been trapped to be capable of working themselves free. Characters can be from any time after 1700, but can only have been active on earth since the Returning. Not all changelings are abductees, although most are. Some have found the secret paths and songlines into the land that the escapees have used to find earth and followed them the wrong way. These brave, foolish, or unlucky people find themselves in the Never Never without the dubious benefit of a master to protect them and some few have returned to earth to tell of it. It is a big, strange world that has such people in it.




Table of Contents

Oaths
Fetch
Masks/Mists
Powers and Contracts
Morality
Notes on the changeling condition
Clarity
Wyrd
The Never Never
    Songlines
Dream Crafting/ Dream Riding/ Onieromancy
    Dream Reading
    Dream Tasking
    Dream Weaving
    Dream Combat
    Dream Venom
Freeholds, Waypoints and Places of Power
Seemings and Kiths
Retainers Ensorceled The Dreamwoven and other SMunderlings
Wyld Mutation
The Courts
Character Creation
Tokens and other Wyld Forged Goods
Magic Beans Goblin Fruits and other Plants of Interest
Backgrounds
Orders

Oaths

    Oathcrafting:
 While oaths sworn immediately and under duress can have force enhanced by the Never Never, channeling the Wyld to obey the words and feelings behind them in a manner that even pretends to be predictable is a delicate and difficult thing. No being, mortal or fae can have more magically binding oaths than they have Conviction + Wyrd. Crafting an oath is a Crafts: Oaths extended challenge, using the crafting rules, for the number of total traits you want the oath to grant the parties involved.  An oath standardly imposes a penalty equal to the bonus given when broken, to craft an oath with a more dire or violent penalty, one may exchange a trait for:

             a level of bashing damage,

             2 traits for 1 lethal

             3 for 1 ag. or

             exchange 2 traits per point of a flaw to be imposed.

    Either way the total penalty cannot be greater than than the bonus granted. Bonuses can be exchanged as follows. 

            1 trait per point of temporary glamour gained

            2 traits per point of temporary willpower gained

            1 trait for Ensorcelment

            2 traits to increase the level of an existing merit.

            2 traits to increase someone's court rank needs approval of person of appropriate rank

            3 traits for freehold membership.



One cannot gain the benefits from multiple oaths on a single challenge. Oaths give equipment bonuses to challenges and thus override but do not stack with equipment. Girding one's self in an oath takes an action.  A person calling traits from an oath can still get the benefit (almost always 1 trait) of an "off hand" piece of equipment. Switching between 'hands' as always takes no time or action. No Benefit from an oath lasts more than a year and a day. the oath ends then and must be Refreshed. All benefits of both parties end if either breaks the terms of the oath. Then the violation conditions apply. 

            

            

    Sample Oaths

        Oath of Ensorcelment Lvl 1

            
Requirements: a changeling and a mortal creature, creature must have at least 3 mental traits (be sentient) the changeling swears to enlighten the mortal and be their guide in the Never Never the mortal swears to do the bidding of the changeling in the mortal world. The changeling invests the mortal with a point of glamour which does not return. The mortal is then unaffected by the mists and can see the world at the level of clarity of their changeling master. The mortal can then learn contracts at twice normal costs although this provides no contracts for free. The ensorceled mortal has a glamour pool equal to their willpower. If either party breaks the oath or renounces their association with the other, the ensorcelment ends. The mortal forgets all of their time interacting with changelings from the moment of the oath on but they retain any skills or contracts they have gained since. this is largely a moot point as their glamour pool goes away. Upon the renunciation the changeling gets their point of glamour back and must make a difficulty 3 compassion test or lose a point of compassion.

        Oath of Induction lvl 1

            
Requirements:  This oath is between a person with a rank of 2 or more in an order or court and someone wishing to join a court or order. The petitioner agrees to follow all of the tenets of the court or order they are joining. Their sponsor agrees to aid them in their task. The sponsor gets 1 glamour per night that their petitioner is in the order. the petitioner gets membership in the order. If the petitioner breaks the oath they are branded oathbreaker, a bruise appears on their cheek in the shape of the fleur-de-lis or a broken symbol of their court or order. The damage (1 bashing) can be healed immediately but the mark does not fade unless they have atoned before a member of the court or order they have broken faith with of a rank equal to or higher than their original sponsor who is not their sponsor. Their sponsor stops receiving the glamour until such a time as the petitioner has atoned.  

        Oath of Service - task   Lvl 2

            
 This is an oath between changeling and changeling or changeling and Dream creature. The Master agrees to pay the Servant in some tangible object, money, or glamour, (not with service in kind, that is a different oath) at a specific time or event. The servant gets a 1 trait bonus to the task, and a -2 trait penalty to all actions that are not in service to the task until the task is complete. The master gains a one trait bonus to leadership. and, if they do not pay the agreed amount on time, loses a pound of their flesh (takes a level of lethal damage that is healable but not preventable, it will keep bleeding though) if they do not pay on time. This pound of flesh is spirited into the hands of their former servant to do with as they will.   

        Oath of Service - Absyssic lvl 3

            
This is an oath between changeling and changeling or changeling and Dream creature. The Master agrees to pay the Servant in some tangible object, money, or glamour, (not with service in kind, that is a different oath) at a specific time, regular interval, or event. The Servant agrees to serve their master for a period of time no longer than a year and a day. The master gets a 1 trait bonus to all leadership challenges, gains a 1 trait bonus to intimidate challenges.  The servant gains a temporary glamour each day of service. If the servant breaks their troth and does not obey their master they are struck with a scourging of whips, doing 1 lethal and a bashing upon their backs. This damage can only be healed at the end of the time of service or at their master's will and cannot be prevented. If the master does not pay his servant they are marked on the forehead with the brand of the bar sinister. Doing 1 ag, unhealable until they have paid their servant or their rightful heirs in case the servant is dead. if there are no rightful heirs the mark persists for 20 years.  

        Oath of Fealty - lvl 4

            
This oath is between a member of a court or order and someone who is a member of said order wishing to rise in rank. Requirements: the Person to whom the oath is sworn must have a rank of at least 2 higher than the one being sought. The petitioner swears to obey the master in all things. The master swears to teach and to protect the servant form all enemies. The servant gains a point of temporary willpower to avoid being swayed from their master's tasks. The master gains 2 points of glamour per day that their servant works for them. If the servant should disobey they have a -2 trait penalty to all actions until their master has forgiven them. If the master fails to protect or teach his servant, his right hand will bleed (taking a lethal) and will not heal until their servant is saved, if the servant has already perished, the wound heals after a year and a day.   

        Corroboree  Lvl 5

        
    Requirements: At least 1 person of Court status 2 from each court. All 4 must pace the perimeter of an estate or the edges of a room or the curtailage of a property while chanting. the spell takes effect when everyone is back in their place.

            Duration:1 month

            Participants: 1 leader, 3 other signatories, assembled multitude.

            Benefit: Leader gets 1 glamour and a +1 to leadership challenges for the night, the other casters each get a glamour

            Sanction: All within the area set by the Corroboree have a 2 trait penalty to any aggressive combat challenges or mental or social compulsion challenges that they initiate. They also have a 1 trait penalty to one other physical mental or social challenge set by the leader during the chant. i.e. -1 to all investigations, -1 to all performance , -1 to everything social challenges done by beast kiths. -1 to any crafts charms performed by redheaded Eskimos. Whatever,

the leader of Corroboree cannot lead the next Corroboree in which they take part.

     



    



------------------------

Fetch


    A fetch is a creature left in the place of a changeling by their fae kidnappers it doesn't show up all of the time but most of it. it lives their life without them. It takes their place and their name. The fetch is tied to the changeling, twinned to their soul. The changeling always knows the direction and distance of their fetch and vice versa. the Fetch is primarily interested in maintaining the deception that they are the changeling's previous self. Its secondary drive is the elimination of the changeling. this it usually accomplishes through a proxy or proxies due to conflicts with its primary drive. A changeling can upon creation take the background Fetch at any rating form 1 to 5. A changeling loses a number of glamour per night equal to their rating in fetch. All changelings start with 1 level of fetch on creation and may buy off this dot for 3 freebie points. When a changeling kills their fetch through game play. they gain a dot of Wyrd.

Taking the Fetch flaw at levels past 1 grants the  user 2 freebies per level. A note to staff, a level 1 fetch has an exact duplicate of the changeling's character sheet. a lvl 2 fetch has all traits 1 higher, all skills 1 higher. a level 3 has all traits 1 higher, all skills one higher and all compacts the player has at 1 higher. A level 4 has  2 higher on traits  2 more dots of skills  one more do of compacts and an additional compact up to level 4. At level 5 a fetch  has any compacts the character has at 5. and 2 additional compacts at 5. All traits maxed and their trait max is two higher than the character. All skills at 2 and any of the player's skills at 5.

ALL Fetches of any level have a Wyrd of 5 and clarity of 5.



-------------------------------------

Masks/Mists

every changeling has a mortal mask and a changeling Seeming. Their seeming gets its own chapter later but the mortal mask is what people without supernatural powers see. A changeling looks like a normal human in all ways. when a changeling attempts to spend a point of glamour for any reason their seeming 'slips' causing them to briefly appear blatantly supernatural. spending an additional glamour when using a power or performing other glamour intensive task can strengthen the mask causing the changeling itself not to appear bizarre and outlandish. however spending an extra glamour when throwing a fireball will keep people from seeing your elven ears but it will in no way disguise the fact that you have thrown a fireball.

The mists are an effect that erode the name of the changeling in the world. Since they have been kidnapped and a fetch placed in their place their names have been overwritten in the tapestry of fate. Any changeling can only be remembered by those they have ensorceled or Dreamwoven into remembering them. sea oaths and dreamweaving respectively. Records of the changelings name including titles and property deeds become blurry and fade, police records, personal memories, all fade. This does not keep a changeling out of trouble. if they are arrested and put in jail the jail will lose the records of who they are and why they're there leaving no way out. their lawyer will lose their case, it's a bad scene. Any changeling that wishes to maintain an influence above 1 must do so through a retainer or enchanted mortal. This has its own problems. A changeling cannot have a number of retainers higher than their leadership nor a number of ensorceled higher than their Wyrd. This forgetting extends to other supernaturals although they may spend a willpower per 3 days to remember the changeling the documents will disappear by the end of the lunar month.

----------------









Powers and Contracts:


Note Re: contracts activation ALL contracts costs a glamour. this glamour in addition to the other cost is what is avoided by the various catches. all contracts unless otherwise noted take an action to activate.





Universal contracts-----



    Contracts of Dream: Uses Craft Dream as a retest. Caster must have a level of fatigue damage on their person, (bashing) per use of the power. 


         lvl 1 Pearl Portal - character automatically succeeds at the challenge to enter a person's dream.




         lvl 2 Piggyback - costs 1 glamour per additional person. character  may take a number of people into a dream with them on a successful Craft Dream Challenge




         lvl 3 Heal the Dream - costs a number of glamour, character spends one glamour per point of willpower provided to dreamer, must make a successful dream tasking challenge.  This cannot take the dreamer above their maximum temporary willpower.




         lvl 4 Purify Dream - Costs a glamour, caster removes all poison from a dream.




         lvl 5 Gently falling leaves - cost 1 willpower 4 glamour. caster takes lethal instead of ag if damaged by ejection from a dream.




    Contracts of Wandering: Uses Streetwise as retest Catch, consumes 1 ounce of mercury per level per use.



        lvl 1 Sounding - spend a streetwise touch a songline you know its key and a 20 word description of the nearest waypoint or freehold on either direction along the line



       

        lvl 2 Quicksilver - spend a glamour per person in your group. link hands everyone in the group is whisked along to the next point along a songline provided there is no intervening person or obstacle. The party stops when they reach a person or obstacle.  




        lvl 3 Whoever Knocks - spend a glamour, touch a waypoint or place of power. know the person who rules there and what if any the laws and bans of the place are.




        lvl 4 Adaptation - spend a willpower, The caster transforms into a form that can withstand the natural effects of an area for an hour. they sprout gills to swim underwater, they turn into living flame in lava this power mitigates the spiritual effects of the Never Never so that they apply hourly instead of per round. This power does not work in the Primal Chaos. This adaptation does not help with things that are not the natural environment. for example a person could use this power to stand in a volcano but still be burned by a cigarette while standing there.



        lvl 5 Lockdown - Spend a permanent willpower touch a leyline or waypoint. A being cannot use the leyline or enter or leave the waypoint/node/place of power/freehold without meeting a catch placed by the owner or paying a glamour and a willpower.






    Contracts of Fate: No Catch ever - can not be used on the same skill more than once per night or lose ties for one full night, note the lvl 5 power can only be used once per interval for the extended challenge or lose ties for a full interval


        lvl 1 Miss step - spend empathy; social challenge opponent is at -1 to next action




        lvl 2 Fortune's Bold Favor - spend empathy target is +2 to next action




        lvl 3 Delphic Inspiration - spend empathy and glamour get a <fate> discipline retest on next challenge




        lvl 4 The Lady's Grace - spend empathy and glamour gain a <fate> discipline retest for the next round



        lvl 5 Strands Rewoven - spend 1 willpower extended static action difficulty reduced by one category




    Contracts of Mirror: Catch, must craft from glass a model of the finished form of a difficulty equal to level of power used, if the model is broken the power ends. glass item must be touched to activate the power. As per vicissitude retests medicine use craft glass instead of crafts body for trait alterations.



                            note: a person's reflection always remains the same



                            


        lvl 1 Gurning - see malleable visage replace glamour for blood



        lvl 2 Ihre Nase - as per malleable visage, works on other




        lvl 3 Resplendant Vanity - see fleshcraft - self only
        lvl 4 Pygmalion's Gift - see fleshcraft unchanged



        lvl 5 Garden of the Body - see bonecraft unchanged






    Contracts of Smoke: power cancels auspex at a 1 for 1 stealth retests, Catch must swallow the eye of a mammal or bird as you activate the power one eye per level of power used


        lvl 1 Hiding in a Teacup - as per obfuscate 1



        lvl 2 Cameo Dissappearance - as per obfuscate 1 works on cameras



        lvl 3 Hidden Between Raindrops - as per obfuscate 2



        lvl 4 Uncredited Extra - as per obfuscate 2 works on cameras



        lvl 5 Alan Smithee As -as per obfuscate 3 works on cameras







Seeming Contracts-----




    Contracts of Artifice: uses crafts to retest. Catch - crafter must create and give away for free an item of difficulty equal to the level of power used to someone he does not know 



                           

        lvl 1 MacGyver - may repair an object without a scrounge roll for materials, repair lats a number of days per level of power.




        lvl 2 Gremlinize - mental challenge vs 10 mentals look a complex mechanical device (must have multiple moving parts) and suppress its function for as long as gaze is maintained



        lvl 3 Shoemaker's Bright Hammer - gain a an additional discipline retest on extended crafting challenge




        lvl 4 Eye of Balor - spend a willpower as per Kuldonic's way of fire Shatter



        lvl 5 Wings of Wax - Spend a willpower and create in one hour, without a scrounge roll needed for materials any object the crafter can normally craft, item lasts a number of days per level of power.  






    Contracts of Darkness:  Uses intimidate as a retest Catch caster must have in their possession a vial of tears of someone they have frightened, the tears are consumed in the casting


        lvl 1 Whistling to the Dark - as per obtenebration 1



        lvl 2 Numbing Teror - as per nightmare lvl 1



        lvl 3 The Following Dark - as per obtenebration 2



        lvl 4 Fell Countenance - as per nightmare lvl 2



        lvl 5 Form of Nightmares - as per obtenebration 3 except player may decide the look of the creature, i.e. the tentacles could be tendrils of vine or lobster claws or whatever, no game effect difference though. 






    Contracts of Elements: uses survival as retest, this is actually seven paths that must be purchased separately the path options are: Earth, Air, Fire, Water, Wood, Metal, Lightning, for damage, lightning and metal do lethal, fire does ag all else does bashing. Catch: character must sit in meditation of their element with that element present for half an hour for each level of the power to be used. This catch lasts one day.  




        lvl 1: Cloak of Elements: spend a survival and take one less damage per attack for the round from that element



                           

        lvl 2: Armor of the Elements: spend a survival, the caster is surrounded by a swirling shroud of their element that does a level of damage to anyone using a non-reach or ranged attack against them, and includes the effect of the lvl 1 lasts one round



                           

        lvl 3: Gladius of Elemental Wrath: costs 1 glamour, the character's weapon is sheathed in substance of their element and adds one level of damage to the damage done by a weapon the character is using. after this level of damage is done the effect dissipates. effect does not stack with other elements or itself. if the damage is not done within an hour or the weapon is sheathed/put down by the caster the effect ends. lasts an hour



                           

        lvl 4: Elemental Passage: Costs 1 willpower 

Caster must step into an amount of their element larger than their surface area and can step 10 feet per level of Contract to another amount of their element of a size larger than their total surface area. note unless other powers are used the caster still takes damage from passing through a fire for example.

If the destination for some reason is not present (i.e. someone knows what you're moving to and extinguishes the fire, turns off the electricity) all people going through transit take 4 levels of appropriate damage type and are spat out at their point of departure.



                          

        lvl 5:Form of the Elements: costs 1 glamour 1 willpower. Character becomes a living embodiment of their element, gaining an additional healthy health level and a discipline retest (like might) on all situations where might would apply. they also gain the benefits of the armor of the elements. character does not actually entirely become the element but their hair may turn to fire, skin to steel etc. lasts one hour          



 


    Contracts of Fang and Talon: this is actually 8 different disciplines that must be purchased separately but the beast seeming discount applies to all of them even those not of their specific kith. these eight disciplines govern the eight kiths of the beast seeming: broadback, hunterheart, runnerswift, skitterskulk, steepscrambler, swimmerskin, venombite, and windwing. all use animal ken as a retest. Catch: character must care for and feed an animal of the appropriate type for a day per free use of the power. these free uses all disappear when the character stops taking care of the animal.


        lvl 1 beast speech - as per animalism but only communicates with the specific group of animals related to the seeming.



                           

        lvl 2 beast's keen senses - costs one animal ken as per auspex 1 heightened senses



                           

        lvl 3 pipes of the beast caller - as per animalism beckoning



                           

        lvl 4 borrowing - as per subsume the spirit



                           

        lvl 5 cloak of borrowed form - character can turn into any animal in the appropriate group. All attributes remain the same. 






    Contracts of Stone: has no appropriate retests  Catch: Character must be outnumbered by 3 to 1 or better. these powers do not take an action to activate. when active they activate for one hour. a glamour must be spend for each.


        lvl 1 Strength of the Wold - as per potence 1



        lvl 2 Enduring Stone - Caster does not suffer wound penalties beyond bruised.



        lvl 3 Strong as the Hill - as per potence 2



        lvl 4 Hale as the Stone - Caster has an additional healthy health level.



        lvl 5 Redcap's Hungry Maw: Must spend one hour devouring all food in sight, and must devour at least one's head's weight in food. heal 3 health levels.



                            


    Contracts of Vainglory: retested with leadership Catch: Character must have exchanged bodily fluids of some sort with subject(s)within the past month. a kiss will do.



                           

        lvl 1 Mask of Superiority - lasts 1 hour character gains +1 social trait as per potence's physical trait



        lvl 2 Splendor of Arcadia - as per awe lasts one hour



        lvl 3 Fanfare - character gains an additional social trait, stacks with lvl 1



        lvl 4 Mantle of Terrible Beauty - everyone in sight of character must make a Courage test difficulty of the character's level in the power or flee. spending a willpower will automatically cause the challenge to succeed.



        lvl 5 Echoes of the LLano - as per Melpominee Siren's beckoning using leadership



                             



Court contracts--------







    for all court contracts one must have status 1 for that court to learn the fleeting contracts although they retain their function after one has quit. to learn the eternal contracts one must have a status equal to the level of contract and said status must be current for the contract to work. The powers do not disappear once one loses rank but they cannot be used unless one has rank equal to level of power. 






    Contracts of Fleeting Spring: Fleeting spring uses Awareness as a retest. Catch: caster must burn a heartfelt (writer had intimacy towards intended) love letter that has been seen and read by its intended for each casting of the power.


        lvl 1 Cupid's Eye - social challenge against 10 traits, success reveals one of the victim's intimacies, victim's choice, successive uses of the power on the same target reveal additional intimacies at 15, 20 etc trait difficulties. 


        lvl 2 Pulling Heartstrings - costs one awareness, Social challenge success suppresses the bonus trait gained from an intimacy for an hour.



        lvl 3 Binding or Red Thread - costs one awareness one glamour, social challenge with target, cannot be used on self target gains for one hour an intimacy of the caster's choice.



        lvl 4 Golden Apple spend a willpower while crafting an item. anyone who holds or uses that item has an intimacy towards it/when using it. item lasts 28 days no more than the user's Wyrd in items may be active at once. when an item becomes inactive it falls to sparkling dust, even if it were made with the sturdiest of materials.



        lvl 5 Young Man's Fancy spend one willpower  2 glamour. engage a social challenge with target, Target suffers a -2 penalty on temperance checks.



                            



                                                     


    Contracts of Eternal Spring: Uses survival Catch: caster must sacrifice animal with a number of blood traits equal to the level of power used.



        lvl 1 Bright new day - spend a survival touch a subject, can be used on self. all penalties and damage associated with fatigue, poison, or starvation vanish, it is as if the recipient has received a full meal and a good night's sleep without the concurrent regain of will.




        lvl 2 Planting stick - Spend a survival, walk around a farm, field or patch of growing plants. must be able to be paced around in an hour. running is fine as are travel powers but no steeds, bikes, or conveyances of any kind. crops and animals treated this way are cleansed of blight, disease, parasites, infestations, the land is made healthy and nutritious and plants grow as if it were spring for a day. crops yield their maximum possible bounty, livestock is healthy and clean. Three days of this treatment is enough to reverse the effects of Witch Blight.



        lvl 3 Graceful Hand of Renewal- touch target wound, spend one glamour wound is downgraded one stage from ag to lethal or from lethal to bashing or bashing to healed.



                           

        lvl 4 March of Passing Days- spend a willpower, touch a subject, subject grows as if they had a season of perfect health, nutrition and exercise in a day. this provides 3 months of 'convalescence' for healing times. works on plants, the season for plants is as per their growing season. counters Ache



                           

        lvl 5 Grass Underfoot - spend one willpower and 5 glamour. Grass and flowering plants spring up under the feet of the caster. All plants in the room bloom and grow as if they have had a season of growth. Everything in the room with the caster except the caster himself, friend or foe, for good or ill, is cleansed of toxins and diseases and regains one bashing health level, if they have no bashing a lethal is downgraded to bashing, if they have no lethal an ag is downgraded to lethal. this effect costs 2 glamour per round to maintain.



                            


    Contracts of Fleeting Summer: uses intimidate as retest Catch: character must sacrifice the liver of a rabid animal per level of power used. must have made sacrifice within 3 days of use. each sacrifice only works once and is expended.


        lvl 1: Find Flaw: engage in mental challenge with subject, if successful, know their lowest virtue.



                           

        lvl 2: Object of Scorn: point at a subject and loudly and in a clear voice deride them. engage a mental challenge subject is down 1 social trait for an hour.



                           

        lvl 3: Mockery and Pointless Obfuscation: caster must engage subject in conversation for a full minute, incites a difficulty 3 anger frenzy in the target resisted with self control, even if subject is in no way subject to frenzy a killing rage overtakes them, aimed at the caster in which the frenzy rules apply. get a staffer. 



                           

        lvl 4: Tripping Your Fellow Man: Mental challenge expend a glamour and change the target of any existent occurring frenzy.  You decide who someone is frenzying on.



                           

        lvl 5. Outrunning The Bear: spend a willpower caster cannot be frenzied upon for one hour, frenzies still occur as normal but choose another target. caster cannot be target of effects produced by a frenzying creature, this includes creatures in permanent frenzy.






    Contracts of Eternal Summer: uses occult as retest. Catch:character must give away an ounce of pure 24 karat gold per level of power to be used. Per use. said gold cannot come into contact with the character again. lest his powers cease functioning for one day per ounce.



        lvl 1: Home and Hearth: expend one occult retest. the room is toasty and warm or cool and pleasant for one full hour, brought to the comfort level of the caster, if caster is outdoors field goes for 50 feet.


 

        lvl 2: Brilliance of Hyperion: spend an occult character glows with the light of the sun for 200 feet in every directions, cannot engage in stealth challenges, gains 2 trait equipment bonus to leadership. light is not true sunlight  but reflected doing merely 1 lethal per round to those affected by sunlight. and triggering a difficulty 3 fear frenzy.



                           

        lvl 3: Prometheus Fist: spend an occult and a glamour. character's hands glow with unearthly light. does an additional unarmed damage of solar fire. (1 ag) lasts one hour



                           

        lvl 4: Sunray: spend 1 willpower 3 glamour. for one hour caster manifests a beam of sunlight. the bolt is a weapon that does 2 ag, can be fired once per action and grants 1 physical trait. uses firearms.



                           

        lvl 5: Unblinking Eye of Appolyon: spend 1 willpower and 5 glamour, all illusions, all obfuscate, concealment or stealth magics, ends unless the caster of the illusion spends a willpower for the round. as the caster radiates sunlight for 100 yards in every direction. elder level powers (6 and up) are maintained at no cost, all things or people hidden through mundane means are revealed. costs 2 glamour to maintain, 




    Contracts of Fleeting Autumn: uses empathy retest. subject must not have ever seen the character's face.



                           

        lvl 1: as per cupid's eye (fleeting spring) except reveals a number of mental flaws or derangements(if any)



                           

        lvl 2: Phobos Kiss: spend a glamour social challenge with subject applies a -1 valor penalty to the subject.



                           

        lvl 3: Whispered Mantra: expend a glamour touch subject, subject has a +2 bonus on valor checks.



                           

        lvl 4: Fear of The Reaping: character gazes upon a target, target is subject to a 3 trait valor check or fear frenzy with the caster as stimulus. this happens even if the subject is of a creature type not given to frenzies. stimulus lasts for one round



                           

        lvl 5: Barghest Mien: spend one willpower, character is a 2 trait fear frenzy stimulus to all who behold her. must spend 1 glamour per round to maintain. this stimulus affects even those creatures of a type not given to frenzy.






    Contracts of Eternal Autumn: uses survival Catch: caster must sacrifice animal with a number of blood traits equal to or greater than the level of power used.


        lvl 1: Feast of famine:caster must touch subject, expend a survival. subject loses one glamour/blood/etc and if human takes one level of bashing from fatigue/starvation



            

        lvl 2: Witch Blight: spend a survival, walk around a farm, field or patch of growing plants. must be able to be paced around in an hour. running is fine as are travel powers but no steeds, bikes, or conveyances of any kind. crops and animals treated this way are stricken with blight, disease, pests and the soil is turned to salt. nothing can grow upon this land for a full season. attempts to cause any kind of growth are 2 difficulty categories higher.



            

        lvl 3:Fester: Spend a single glamour when you touch a wounded person, a single existing bashing becomes a lethal a lethal becomes an ag. touching unmarred flesh produces a bashing but frankly you could just have spent your effort punching someone for that effect. Does not work multiple times per strike. This effectively makes a character's strikes one wound category more deadly on any victim that is already wounded. e.g. they gain a bashing from the punch you are now throwing and turn a previous punch into a stab.



            

        lvl 4:Ache: spend a glamour touch a creature already wounded. the creature cannot be healed by time, non supernatural medical help or convalescence for a full season.



            

        lvl 5: Killing Frost - spend a willpower and 5 glamour all plants in the room wither and die, frost lines the room. Everyone except the caster, friend or foe must spend an extra willpower to heal or activate or maintain healing magics until the effect ends. costs 2 glamour to maintain. 







    Contracts of Fleeting Winter: no skill retest, Catch: Each use consumes one pounds of ice per level of power used. per use. caster must be in contact with said ice.

        lvl 1: Evito - as per celerity 1



        lvl 2: Guidiamo - expend a glamour, your steed or vehicle gains an additional step per round or 10% of its speed whichever is higher.



        lvl 3: Colpisco - as per celerity 2



        lvl 4: Progredico - as per celerity 3 except each level of fleeting winter must be paid for separately still, this just removes step penalty. 



        lvl 5: Morite - as per celerity 4






    Contracts of Eternal Winter: uses Science as a retest Catch: character must giveaway Permanently a level of resources. and cannot have their resources rise above this new level for one month lest they lose their powers for one month.  burning this resource allows use of the power for free for 72 hours






        lvl 1: bank the blaze: a chill breeze whips through the room, extinguishing or dampening all fires or sources of heat. every fire (not sunlight, fire) is suppressed, doing one less damage, fires reduced to 0 levels go out. at the end of the round, those not extinguished return to their former size.



         

        lvl 2: heart of ice: spend an science, touch a subject, their temperance gains a 2 trait bonus.



        lvl 3: numbing touch: spend a glamour touch a subject, subject is not affected by wound penalties for one hour



         

        lvl 4: Winter's Sabre: spend one glamour, for one round the character's weapon gains 2 lethal of cold damage and one trait offensively



         

        lvl 5: Armor of Frost: spend a willpower and a glamour, the character's skin is covered in armor of ice, granting 2 defensive traits and an additional health level. fire and all heat (including sunlight) does lethal instead of ag



                                    



-------------------------



Cantrips



    all Cantrips are learned separately and have some sort of flaw attached to them. they all cost (3 times the level of the contract) - 1 experience to learn. You do not need to learn them in any particular order on may star with a level 3 then progress to 2 then 4. as with all contracts they cost a glamour to use in addition to any other price listed.







Level 1 cantrips







    Trading luck for fate: refreshes one skill as per a willpower refresh, this still cannot refresh the same skill a second time but can refresh an additional skill that round. Catch: must lose the temporary use of resources 2 gambling that evening. Flaw: lose 2 temporary willpower next round.  







    Shooter's Bargain: caster gains 1 trait on next firearms challenge. catch: must be firing a silver bullet. Flaw: simple test (must win) or gun jams irreparably when next fired (the shot after the shot with the bonus)







level 2 cantrips





    Diviner's Madness: cost 1 investigation. Effect:as per the thaumaturgical ritual Scry with no casting time Catch: must use silver basin worth resources 3 and fill with squid ink Flaw: caster suffers a 1 trait penalty to conviction until sunrise the next day, multiple uses of the spell increase this penalty.







    Fair Entrance: Cost 1 security. Effect: character wins ties on all security challenges to break in to an area. Catch: must sing  while power is in effect, if they stop singing before the break in is over the power ends. note this is a security not a stealth challenge, guards will likely hear singing. Flaw: Character loses ties on any attempts to break into their property for 1 day per use of power.







    Fool's Gold: Cost 1 Academics. Effect: create from random crud, cash worth the temporary expenditure of resources 1 i.e. leaves to dollars, buttons to coins. This cash returns to its true form at dawn the next day. Flaw Character suffers a -1 mental trait penalty until the cash regains its true form. multiple uses of this cantrip, and its concurrent penalty stacks.







Level 3 cantrips





    Burden of Life: Cost 1 glamour. Effect: Caster must touch a damaged target within 15 minutes of their wound occurring. (older wounds are not healed) the wound is transferred to the caster along with any other wounds the target takes for the next hour. If the caster takes enough damage to die, the wounds in their entirety leave the caster and reappear at once on the target. the caster is unharmed. if the hour passes without the caster taking enough wounds to kill them the wounds stay on the caster. Catch Target must be related by blood or marriage to Caster. Flaw power cannot work on anyone the caster has harmed itself.  




    Doom of Damocles: Cost 1 Glamour. all of the damage up to 20 levels is negated from a single attack. the next attack that hits the character does all of the damage of both hits put together, if the character is not hit a second time the damage appears at midnight that night. Catch:the damage being absorbed by the power is from the caster being attacked from surprise by a trusted friend. Flaw: Cannot delay damage done by Cold Iron







Level 4 cantrips





    Haruspex aka "Gut Feeling": Cost 1 willpower. Effect: caster can ask one simple question that can be answered in 50 words or less to the staff and get a straight, informative, useful answer. Catch : must read the answer in the entrails of one's enemies. Flaw: they cannot attempt to communicate this information to others for 24 hours and are struck mute for the same time.







    Cry of Terror: Cost 1 willpower. Effect:caster summons as per the power summon up to 5 people with whom she must share a court, kith, or oathcircle. Catch: subject must have caster as an intimacy Flaw:caster cannot be at full health when cry is activated.







Level 5 cantrips




    Best Friend Forever: cost 1 willpower each and resources 3 worth of tattoo inks. Effects both participants in this cantrip must know the cantrip in question and must get matching tattoos. At any time either one can spend a willpower and if their friend spends a willpower the initiator teleports to the recipient's location tattoos touching each other regardless of intervening space, barriers or constraints. when this is done the tattoos fade. the tattoos are a complexity 3 crafts challenge. Catch: teleporting character is spending their last willpower. Flaw both characters take a level of bashing as the inks rip out of their flesh 







 -------------------------------



Morality







Morality - In place of one's nature and demeanor, a changeling regains willpower from their motivation. A motivation must be a goal or task. When achieving a portion of one's goal, or action in the furtherance of their goal a character may at the staff's discretion regain a willpower.  Changelings have four virtues. 



    Compassion - the character's empathy and forgiveness



    Conviction - a character's resistance to physical or mental pain and hardship



    Temperance - a character's self control and clearheadedness



    Valor - a character's bravery and courage           



A person's starting Clarity is their Conviction plus Temperance



Starting Wyrd is 1



Glamor - Valor+Compassion+Wyrd



everyone starts with 9 dots of virtues, with one free in each.



A character can spend as much of their glamor pool as they like per turn.



Willpower starts at 3 + lowest virtue and has a maximum of 7 + lowest virtue.



Characters have a number of intimacies equal to their compassion. an intimacy is a noun, person place thing or ideal, a character is up one trait on challenges dealing with their intimacies. intimacies cannot be changed except by losing a point of compassion and when a new point is purchased a new intimacy is chosen.



Trait max = 12 +2 for primary +1 for secondary.

 



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Notes on changeling condition
.


changelings take an additional level of damage from cold Iron and also continue to bleed from lethal damage. 



They also heal as per changeling healing chart.

Changelings have no soul and no True name. effects targeting  either fail utterly for no discernible reason. A changeling who has no fetch still has gained something in place of a soul so diagnostic and various sensory powers that sense the soul can function however the soul is a little "off" to the reader. Powers that affect the soul however (obeah, soul steal, etc) still have no effect for good or ill. A changeling that has reduced their Wyrd to 0 Has both a true name and a true soul. A changeling cannot reduce their Wyrd to 0 while they still have a fetch.







------------------------------------



Clarity

Clarity is the connection between the changeling's senses and the tapestry of creation. an average human sees the world as if they had a clarity of 6. Clarity works as a measure of sanity as well as the capacity of the changeling to see what is really going on, mundane or otherwise.



Clarity is equal to conviction + temperance to start but can change with play.



A changeling's clarity cannot exceed 10 - their Wyrd



Clarity has breaking points. If a character performs an action listed as a breaking point they face a temperance challenge equal to the difference between the point and their rating. For example if Sam has a clarity of 7 and kills a changeling (a lvl 5 problem) it is a difficulty 2 Temperance challenge or lose a clarity. Anyone who takes a Code of Honor loses a point of clarity, no test if they break the tenets of their code.







10 - Bodily entering the Never Never, Dream Crafting, Using magic to accomplish a task when it could be done just as well without. Minor Unexpected life changes i.e. the canceling of one's favorite tv show.



9 - Knowingly using Tokens or other magical Items, Going a day without human contact,



8 - Breaking mundane promises or commitments, Having someone else break a commitment to attend to faerie matters. Changing courts, Major life changes, being Threatened with eviction, being fired, breaking up, injuring a mortal.



7 - Taking psychotropic drugs. Serious unexpected life changes e.g. sudden illness, house is broken into



6 - Revealing one's true form to a mortal, going a week without human contact, obvious displays of magic in front of witnesses, being injured.



5 - Killing another changeling, killing a fetch



4 - breaking formal oaths or pledges, Extreme unexpected life changes such as pregnancy or losing one's home.



3 - Ravaging, Being Ravaged (see dream crafting), Going a month without human contact. Kidnapping, Being Kidnapped Having No mortal or mundane world intimacies.



2 - Killing a mortal, having no intimacies



1 - Going to the ever after, one month of contact with a true fae or intimate contact with a true fae Abandoning one's current mortal identity. torturing or being tortured.







Clarity consequences



10 - +3 traits to perception Kenning Power, 3 retests per kenning use



9 - +2 traits to perception Kenning Power, 2 retests per kenning use



8 - +1 traits to perception Kenning Power. 2 retests per kenning use



7 - Kenning Power



6 - Kenning Power



5 - -1 to all perception



4 - -1 to all perception -1 to all empathy challenges 



3 - -2 to all perception -1 to empathy, -1 to all socials interacting with mortals



2 - -2 to all perception -2 to all empathy -2 to all socials interacting with mortals



1 - -3 to all perception -2 to all empathy -3 to all socials interacting with mortals 



0 - Catatonia, Wyld Madness, Generate New Character, your former fae master is alerted to this and may react.







The Kenning power is an automatic discipline retest on any awareness challenge. It also can be called for actively to tell what creatures/items/circumstances in the area are supernatural in nature. Kenning will also tell the user the nature of the spell/item/creature as per auspex 2.







Regaining lost clarity - spend exp, teaching helps as normal.



---------------------------



Wyrd



    Wyrd costs 8 exp times desired level to increase, Wyrd can only be increased by spending a month in the Never Never in an area at least as deep as the dreamtime. A changeling 's Clarity cannot exceed  10 - their Wyrd. Wyrd costs 10 points per level to buy down. A character can buy off their first point of Wyrd for 30 exp and upon achieving clarity 10 become mortal. They must not have any supernatural intimacies, and must not have a living fetch in the physical world. At a Wyrd of 6 a changeling's trait max increases by 1 and they gain access to lvl 6 powers, and lvl 6 abilities. at Wyrd 8 they get access to level 7 powers, at Wyrd 10 they become a Denizen, their mortal body crumbling before the might of their glamour.  







A changelings Can only have a number of vows active equal to Wyrd + intimacies. Any attempt to forge a vow beyond the character's maximum causes all involved to know the vow has failed. A changeling's Wyrd rating







A character ages at a reduced rate per point of Wyrd, 1/2 speed at Wyrd 1.  1/3 at Wyrd 2, 1/4 at Wyrd 3 and so on.







Creatures of Wyrd 6 and higher cannot catch mortal Diseases



Creatures of Wyrd 8 and higher cannot be poisoned by mundane means.



Creatures of Wyrd 6 or higher must gather their Wyrd -5 in glamour per night or their Wyrd drops by a level permanently.



---------------------------------------





the Never Never



0 reality  Regain 0 glamour per night



1 Dreamtime Regain 1 Glamour per night



2 Hedge/Looking Glass Regain 3 Glamour Per night



3 The Realm Fantastique/Neverland/The Ever After/Mirrorlands Refill Glamour Completely each night.



4 The Outer Edge/The Far Side



5 Primal Chaos 



The first edge of the never is the dreamtime. it is the echoes and reflections of the dreams of the world . this is similar to the penumbra effectively except for the small pearls formed when someone is asleep or actively dreaming. These pearls can be entered through oneiromancy but otherwise are bubbles of dream that surround and protect sleeping mortals. Throughout the Dreamtime and the entire never never are songlines. travel is easier along songlines (takes only 75% of time) and if the traveler knows the right key to a given songline they may find themselves moving up to 100 times their speed along their journeys. All changelings even in the physical world if they travel along the place where a songline runs in the border dreaming move more quickly. Permanent songlines are worn into the landscape between places of great power or great emotional importance. large crowds, festivals or great events can generate temporary songlines pulling the creatures of the never never into their orbit. Any changeling that sets upon these border songlines may be pulled aside into these happenings. The Dreamtime covers the whole world in width but is only one realm deep, in some rare places 2 realms deep anyone pushing deeper into the Never Never heads into the Wyld proper.



Songlines also lead deeper into the Never never, out of the Dreamtime and into the edge of the Wyld. 







    The first stage of the Wylds, second stage of the never never for those keeping score, often called the hedge or the Looking Glass Realm. The Looking Glass realm is much like our own except twisted and warped in some ways. Fires may burn Green, the Trees may be made of bone, a garden could grow fragrant crystal flowers.  it is in these places mutations begin. more on that in mutations section. Here there are waypoints places devoted to an emotion or aesthetic. a lover's garden of opal and ruby, an ancient battlefield where the hearts of the fallen grow on strange trees. The land between waypoints still exists and there are approximately one waypoint every 30 miles or so, travel along a songline though will cause one to get to the next waypoint in anywhere between an hour and a round key dependent. Leaving the songline's however is not only possible but a way of construction new waypoints. the land is mostly stable and changes only occur over the span of months. a hill will not become a mountain overnight, not a desert to a lake. Over the course of a month A hill might become a heap of garbage in a dump, or grow to be a fairly sized cliff.

Songlines can lead one deeper into the Never Never, 20 waypoints deep. On the whole it is about 20 waypoints wide as well. The Millions of places of power in the dreamtime winnow down to the mere hundreds in the Hedge after you do 20 waypoints in, the 21st is in:







     the Realm Fantastique, Neverland, the Ever After. this is the closest to reality the True Fae can come without taking crushing damage. This is the area from which most of the characters escaped. Places between waypoints are no longer relevant. The journey from one to another is "a maze of twisty corridors all alike", or "a multi hued pebbled highway. Here one should not step off the path. Never step off the path. Travel that is not along a songline leads to instant mutation and calls dark and terrible things to devour the unwary traveler. even should they survive the things the Wyld itself eats the character's Clarity at a rate of a point per round. Travel along a songline is comparatively safe one only meets the various denizens of the waypoints and freeholds of the fae. In this realm, the one glamour cost to activate any contract is waived. Here the realm changes constantly except when nailed in place by the will of a Lord. The hills skip like rams, the mountains like lambs. over the course of a day a volcano may become a geyser then a fountain and finally an asphalt parking lot.  The hundreds of Looking Glass waypoints choke down to a mere 6 or so waypoints wide. Almost every  waypoint here is occupied or was once occupied by a fae lord. Those places not under the thumb of a being of such power tend to drift apart and lose importance. The fey that choose to live such a base and physical existence are few.

The songlines do not end here. Neverland is 60 waypoints deep (although this number varies it is never less than 50 or more than 66).



The Outer Edge, The Far side,  A thin band around the edge of the Mirrorlands maybe 2 to three waypoints deep hold the last skin on reality before the very end. Here are no distinctly different places or waypoints., A tree might flower in a moment, drop its leaves which become birds that are devoured by a chorus of aerial singing pigs. the area defies description save that large swaths seem to have a theme of some sort. The Fae here are truly at home, answering to no logic form or continuity, they change with the protean landscape. Things here are entirely defined by their virtues, their physical form has no true meaning. Beings here know nothing of the humdrum realm of Earth and care even less. Clarity immediately drops to one for all present. Contracts have no cost.  The ragged edges of songlines still run. All the way into:





     Primal chaos, even the Fae do not send their consciousness to this place. it is a realm of unreason, to gaze upon it is to be dissolved. All virtues are lost at a rate of one per round. Clarity becomes 0.







Song Lines



All song lines can be used for the activation cost of one glamour. All song lines have a catch that can defray this cost. The catch can be anything from a song to a feeling to a rose. every song line has a power rating the rating is the average of the  power ratings of the two points it connects. Travel time along a song line is divided 2 at rating 1, divided by 3 at rating 2, 4 at 3 and so on. Large crowds or important events can deform a song line like gravity distorting space or a whirlpool pulling water. These major events essentially form temporary waypoints of varying power, feeding a song line.



================================================





Dream Crafting/ Dream Riding/ Onieromancy:



    Dreams each have a strength usually equal to the dreamer's willpower/2 round up, which is the amount of glamour that can be harvested from the dreams without damaging the dreamer. Glamour is harvested from dreams by spending the night in the dream. Twice this amount can be gathered at the cost of a permanent willpower on the part of the sleeper.  Sleepers have defenses to prevent this from happening.  See later sections, combat and weaving for more details.  



    Entering a dream, the dreams of one's fetch can be entered at any time for free.  The dreams of anyone you have an intimacy towards or has an intimacy towards you can be entered for free.  All other dreams require a challenge using the worst of the dreamcrafter's mentals or socials vs the best of the target's mentals or socials, craft dream can be used as a retest.  In order to make the test you must touch the desired dreamer's pearl, which exists in the dreaming.



    When inside a dream a caster can perform dream combat, dream weaving, dream tasking, and dream reading.  



Dream reading are all perception based mental challenges with empathy as a retest.  



    Dream Reading In order to perform any dream reading the caster must engage in an opposed mental challenge with the dreamer.  Failure of this results in expulsion from the dream without damage.  The information gained from the dream reading are the presence/absence of dream poison, the presence/absence of any derangements, though each derangements must be checked for by relevant virtue and each derangement check is a separate challenge.  You can learn the value of one of the virtues of the dreamer or their nature, demeanor, or motivation.  Dream reading also allows the caster to determine the strength of the dream after they have entered it without any challenge or cost.  



    Dream tasking is a social challenge using craft: dream as a retest.  Dream tasking can do the following four things; healing sleep, stress relief, sleep teaching, ravaging and nightmares.  Healing sleep reduces the time required to heal any one wound level by one category, ag to lethal, lethal to bashing, or a single level of bashing to zero.



    Stress relief causes the subject to regain an additional willpower for that nights sleep.  Social challenge is required as stated above.  



    Sleep teaching allows the crafter to teach the dreamer one subject as per the teaching rules.  You cannot gain XP reductions such as equipment or live fire, but you can learn overnight.  



    Nightmares! With a successful social challenge and a successful difficulty two compassion check the crafter can demolish the dream landscape so that the dreamer does not regain willpower for that night's sleep.



    Ravaging With a social challenge using dream craft as a retest, the taskmaster does one bashing level of damage to the dreamer. The dreamer can spend willpower as a retest. the Taskmaster gains one glamour. 



    Dream Weaving 



        Dream weaving does not require a challenge.



        Dream Binding - The caster must spend a willpower and invest a point of glamour. this point of glamour will not return, lowering their permanent pool until the effect ends. They bind this will and magic into an item in the subject's dreams that will persist until the item is broken. Upon binding someone's dream  the caster can choose one level of one of their contracts to grant the sleeper access to. While the sleeper is bound they can perceive the world as a changeling does and have access to a glamour pool equal to their highest virtue. The bindings loose themselves on the next new moon and must be renewed. The changeling does not lose the contract just the glamour. Multiple powers can be given at the cost of multiple glamour. Mortals cannot learn contracts on their own.      



        Mind Sharing - A changeling can play for the dreamer a scene from their own memories. No game effect. This is narrated by the player not the staff as it is the character's capacity to re-enact the scene.



    Dream Combat:aka. Onieromachy



        A character engages in dream combat not with the dreamer, but with other creatures such as a fey beast, another changeling, or possibly one of the True Fae.  Regardless the sleeper loses a temporary willpower once per hour of combat at the beginning of the hour.  So at the beginning of combat the dreamer loses a willpower and if the fight is still going on an hour after that they lose another willpower.  If the sleeper is dropped to zero willpower during this process the crafter and whatever the crafter is in combat with take the dreams strength in aggravated damaged and are ejected into the waking world, dead or alive.  The dreamer takes one bashing from this ejection.  There are three types of dream combat, shaping the self, shaping the environment, and shaping the opponent.  When a person shapes themselves they spend a point of glamour and for their next action use the greatest of their attributes with the normal skill appropriate to the action.  For instance if you have socials as your highest attribute and wish to stab someone you make a social challenge with melee as a retest.  



    In shaping the environment the crafter reaches out to shake the dream itself, their opponent must make a virtue test equal to the caster's Wyrd using the virtue of the caster's choice or be ejected from the dream suffering two levels of aggravated damage.  This causes the dreamer to lose a point of temporary willpower regardless of outcome.  This damage stacks with damage suffered if combatants are ejected out of the dream due to the dreamer losing all willpower.  



    The last and most risky option is shaping your opponent.  The caster engages a challenge with the virtue of their choice, the loser of the challenge also loses a permanent point of that virtue.  In the case of a tie, both opponents lose a permanent point of that virtue.  Dream craft is the skill retest and willpower can be used defensively.  







Dream Venom aka The Withering aka Morphean Bile



    The True Fae and some of their minions can poison the dreams of men.  With the investiture of a willpower and glamour a Denizen can poison the dream of a corporeal creature.  This poison infects a dreamer with a virtue penalty of -1 to all virtues, this penalty increase once every month, unless the poison is removed, until one of their virtues is effectively zero.  At that time the Denizen can ride the host, dreamer, in the waking world.  The dreamer can also relent at any time to the Denizen allowing the Denizen to possess the dreamer.  The Denizen has access to all of the Denizen's and mortal's powers, abilities, and willpower, but is limited to the mortal's attributes.  The Denizen replaces the virtue which was dropped to zero with its own, but uses the other virtues of the mortal.  If the dreamer relented to the Denizen the mortal chooses which virtue will be replaced.  A Denizen can be exorcised by dropping their virtue which is active rather than the mortal's to zero.  This banishes the Denizen to Neverland and cannot come closer to reality for a year and a day. A Denizen can also leave if it chooses to, perhaps it was persuaded, the body its possessing repeatedly beaten, etc. If the host dies, the Denizen is free to resume its activities at sunset the next night using a different host.  







----------------------------------------



Freeholds, Waypoints, Places of power



    All freeholds have a rating from 1 to 5. All freeholds have a Ban and boon. If a character meets the ban of a freehold and enters into a pact with its spirit or owners. They can gather glamour there at a rate of the freehold's rating per night. The boon is in the form of a skill retest in a the skill to which the freehold is dedicated. If a changeling is Attuned to a freehold (spends a lunar month sleeping there with no nights missed) and obey the ban each night they get the boon, even if it takes their skill maximum above their limit.  The dawn after the first night they spend away from home they lose this power. Freeholds are all in the physical world or the dreamtime.



    Waypoints are freeholds in the dreaming none may touch the physical world, They are attuned differently. A waypoint is attuned to one and only one being. that being must have a Wyrd equal to or greater than the Waypoint's rating. people can only gather Glamour in a Waypoint with the lord's permission. The lord gains the Waypoint's rating in Glamour per hour. This does not function more than one realm away. i.e. a Neverland freehold helps in the looking glass but not the dreamtime or the physical world.







-------------------------------------------



Seemings and Kiths







    Seemings are the shape of the character's soul in broad terms. The shape into which they were forged by their Fey Masters. They come in six varieties, these are: Beasts, Darklings, Elementals, Fairest, Ogres, and Wizened.







    Beasts: Beasts all have some sort of animal feature. The Blessing granted by their bestial nature are a merit retest to any  challenge versus an animal (nonhuman), They can also spend glamour to raise their social traits as per vampires spending blood for physicals. Their Curse: the character suffers a 3 trait penalty on all mental challenges not involving animal ken or survival. Yes they get screwed on defensive mentals. Their Contract is that of Fang and Talon.



        Beast kiths:



            Broadback - big dray beasts, Camels, Elephants, Horses, Mules, Etc. 



                Blessing: +2 traits on all defensive physical challenges



            Hunterheart - Large Predatory, Wolves Bears, Wildcats Crocodiles 



                Blessing: All unarmed attacks do Lethal instead of bashing



            Runnerswift - Fast Prey, Hares, Rabbits, Antelopes, 



                Blessing: 3 additional steps at no penalty.



            Skitterskulk - Creepy Insects, flies, spiders, centipedes



                Blessing: Additional <skitter> Discipline retest to defense/dodge



            Steepscrambler - arboreal critters monkeys, raccoons, squirrels, geckos



                Blessing: can climb any surface at no step penalty



            Swimmerskin - aquatic critters, fish, otters, mermaids



                Blessing: can breathe underwater and swim at full running speed



            Venombite - venomous critters spiders, snakes, platypus



                Blessing: must make a grapple, when in a grapple can spend a glamour for an unarmed attack that does additional damage equal to characters Wyrd



            Windwing - flying critters, birds, butterflies and bats



                Blessing: can fly, poorly 1 step per round



       



   Darklings: insubstantial wispy creatures of smoke shadow and darkness. Blessing A merit retest to any stealth or subterfuge challenge. can spend glamour on mentals as per vampires spending for physicals. Curse: 3 trait penalty to all actions performed in daylight. -2 penalty to all actions performed during the day. Their contract is Darkness.



        Darkling Kiths:



            Antiquerian: scholars and historians 



                Blessing: Discipline retest on all academics or investigation challenges



            Gravewight: goths, necromancers



                Blessing: for 1 glamour, shroudsight as per necromancy for one hour



            Leechfinger: horrible swamp things like leeches



                Blessing: on a successful unarmed attack, drain a point of blood from creature touched, Leechfinger turns an ag to a lethal or a lethal to a bashing or heals a bashing from himself.



            Mirrorskin: creepy putty people, Dopplegangers



                Blessing: Discipline retest to any disguise attempt as their body and face shift to look different.



            Tunnelgrub: gooey worm people



                Blessing: spend a point of glamour and become a liquid for a round, still susceptible to damage but can slip through cracks or around things.







    Elementals: people who are part element Blessing:can spend glamour on physicals as per vampire. adds their Wyrd rating to their health levels. Curse -3 to all non intimidate social challenges. their contract is the contract of elements.



       Elemental Kiths



            Air: Blessing: +3 steps at no penalty



            Earth: Blessing: Discipline retest on defense as per skitterskulk 



            Fire: Blessing: Discipline retest on offense as per might but works on firearms and not on any defense.



            Metal: Blessing: can learn contracts of artifice at ((3xdesired)-1) an additional crafts skill retest even if this takes the character above 5



            Storm: Blessing: discipline retest on all leadership and intimidation tests.



            Water: Blessing: can breathe underwater and swim at running rates as per swimmerskins



            Wood: Blessing: Discipline retest on all survival or animal ken 







    Fairest: they're pretty and artsy. lute elves, Tolkien elves. Blessing can spend glamour on socials as per blood, Merit retest on all expression and leadership. Curse:-2 to all challenges on a virtue chosen at creation. Their contract is Vainglory.



      Fairest kiths



            Bright Ones - made of light, sparkly pixies, lantern archons glowy people



                Blessing:they glow giving a 1 trait equipment penalty on socials, they can spend a glamour to on a successful mental vs physical challenge blind a person for a round



            Dancer - music box people, jugglers or courtesans



                Blessing: Defense only discipline physical retest as per earth kith and skitterskulk



            Draconic - exactly what they sound like



                Blessing: offense only discipline physical retest as per fire kith



            Flowering - flower faeries, pixies, sexy dryads



                Blessing: offense only social discipline retest as per awe



            Muse - exactly what they sound like



                Blessing: Can grant a mortal, must be mortal and no way supernatural, a discipline retest on any extended static craft or expression challenge.




    Ogres: about what they sound like, trolls too so they could be short. Blessing:Can spend glamor for physicals as per vampire. gets a merit retest on intimidate challenges and challenges to resist intimidate. Curse -2 penalty to all temperance challenges and -1 to all compassion challenges. Contract is contracts of stone.



            Cyclopean: mutated big guy, missing a foot or an eye or has an extra eye or something



                Blessing: Discipline retest on all survival or investigate challenges



            Farwalker: yeti, sasquatch etc



                Blessing: Discipline retest on all stealth and subterfuge, also character cannot be photographed without spending a willpower as per vampires.



            Gargantuan: giants, big guys+gals, paul freaking bunyan



                Blessing: 2 extra health levels



            Gristlegrinder: redcaps, rakshasa, jason



                Blessing: Bite does aggravated damage



            Stonebones: Stone type trolls, rock trolls



                Blessing: defensive only discipline retest as per earth elemental



            Water dweller: Bog critters, swamp hags, bridge trolls



                Blessing: can breathe underwater and move at full speed as per other water kiths



  



    Wizened:rumplestiltskin, shoe gnomes, servant beings and crafters. Blessing: can spend  glamour on mentals as vampires do on physicals. gets a merit retest to crafts and etiquette (can call etiquette as many times as they like) . Curse -3 socials on any non-etiquette social challenges. Their contract is artifice.



            Artist: makes art objects. Blessing: discipline retest on expression challenges



            Brewer: Makes drinks and drugs. Blessing: Cannot become poisoned or intoxicated



            Chatelain: Butlers, servants. Blessing: discipline retest on empathy and politics.



            Chairurgeon: doctors. Blessing: discipline retest on all medicine challenges, all patients heal as though they had the benefits of the best equipment during convalescence



            Oracle: seers, astrologers, Blessing: Discipline retest on all perception based challenges



            Smith: smiths Blessing: all crafts challenges are one category lower in difficulty.



            Soldier: soldiers Blessing: Character is considered to have a specialty in any weapon they are wielding including improvised ones.



            Woodwalker: wardens, rangers, Blessing:Discipline retest on all survival or animal ken challenges







  ---------------------------------------------------------------------

Retainers, Ensorceled, The Dreamwoven and other Smunderlings,


All changelings have 3 kinds of creatures working for them. mortals, other changelings, and dream creatures. One cannot have more retainers than their level of the leadership skill unless one of their retainers is a majordomo to keep an eye on the other retainers, each majordomo increases a character's retainers limit by 2. e.g if I have leadership 4 and one of my retainers is a majordomo I count him as one of my four retainers but I do not count the 2 retainers he oversees allowing me to have 5 retainers besides the 'domo.

Retainers can come in 4 varieties. Majordomo, Influence, Guardian, and Gatherer. The Majordomo requires no additional glamour unless some is invested in them through ensorcelment, but any retainers they have that require glamour must be paid by the character. The influence Retainer looks after a realm of mortal influence for the changeling allowing them to take the influence above 1. The retainer's maximum in a given influence is 5 + the number of influence retainers attached to the influence in question. Influence retainers also require no additional glamour beyond that dictated by their species. Guardian retainers are bodyguards, combatants or people who guard a changelings things. They require no additional glamour beyond that dictated by species. and gatherers are retainers that either have a bounteous supply of personal glamour beyond their will or engage in glamour gathering for the changeling in question. They GIVE their master 1 glamour per night.

  

All three can be Dreamwoven, that is, invested with a piece of the changeling's power, see [[dream Weaving]] and [[Dream Binding]]. A creature that is Dream Woven may or may not have the ability to see into the Dreamtime  or to perceive the changeling and the Wyld as they truly are. the weaving itself provides no understanding. the Woven however do remember the changeling them self and are not affected by the mists with regards to that particular changeling. They are still affected by the mask unless some glamour is spent near them though. A dreamwoven requires 1 more glamour per night than they would otherwise cost

 

The ensorceled Have their own glamour pools but no way of refilling them except rest. they regain 1 glamour whenever they would normally gain a temporary willpower but are already full on willpower. As a rule they require about a glamour a week to keep them 'topped off' The ensorceled can however if taught the skill, dreamcraft and gather their own, this means they can be set to gather but this takes them away from their other duties, whatever they might be.



Creatures of the Never Never can be oathbound to follow changelings with the [[Oath of Service]]. If they are to operate in the Dreamtime or the physical world they require 1 or 2 glamour per night respectively, if they are also Dreamwoven this cost can get prohibitive quickly. In the Looking Glass, Hedge, or deeper however they require no glamour. They cannot be set to gather or feed themselves unless their creature type allows it.

 



-----------------------------------------------------------      



            



Wyld Mutation



Layer of reality        interval        difficulty        levels of mutation



Earth                    0                0                    0



Dreamtime                0                0                    0



Hedge/Bordermarch        2 weeks          2                    1



The Ever After           3 days           4                    3



The Outer Edge           hourly           6                    5



Primal Chaos             Per minute       8                    10   







    The difficulty listed is the difficulty of a conviction test made by the subject to not mutate. Any Person place or thing made of or containing matter from the physical world (Earth) can mutate.



    A person can attempt to shape the mutation of an object or person with an Extended Craft :Wyld challenge difficulty of twice the difficulty of the conviction challenge. Boons fade away after a month unless purchased with experience for 2xlevel, marks after 2 months, blights stay forever unless bought off with experience at 3x per level.



once a mutation has occurred there is a test, win they get a boon, tie they get a mark, lose they get a blight.



almost all mutations can happen multiple times. the names are mostly guidelines, for example claws/fangs could instead be retractable shark teeth or something.



    When a character would normally be subject to 7 points of boons they may instead spend their experience points to buy a level of Wyrd When a person has successfully resisted 10 levels of mutations they may buy down their Wyrd with experience points. 




Boons:



lvl 1    


    claws/fangs - your attacks do lethal damage, the claws and fangs are retractable



    enhanced sense - +1 mental to perception challenges, also non obvious



    working tail - +1 to athletics




lvl 2



    chameleon - +2 trait on all stealth challenges



    Mer-gills - can breathe comfortably on land or water as one sees fit, no visible mutation except when underwater.



    Prehensile tail - gains a 2 trait, grappling weapon that does 1 bashing, does not take up a hand.

 



lvl 3



    true omnivore - character can get nourishment out of any digestible material, it need not have nutritive value but it cannot be toxic.



    enhanced cognition - gain 1 mental trait




lvl 4


    Gigantic - as per huge size merit



    Poison - character can at will secrete a poison that coats their hands or mouth that they themselves are immune to. the poison converts 1 level of damage to ag



wall climbing - character can cling to walls like spiderman for no discernible reason. moves at 1/2 speed rounded down



    Blind sense - allows character to see in complete darkness but not fog or smoke or other obscuring conditions



    quick step - has additional step per round 


    
Aura of inspiration
- character has an additional social trait.




lvl 5 



    Armored hide - skin acts as lvl 1 soft armor. 



    Wings- flies at 1 step per action



    Spiked - retractable quills can exit the character's skin causing their unarmed damage to be lethal and any who grapple them or attack them bare handed to take a level of lethal damage



    Wellspring - character regenerates 1 lethal health level per day



    Redundant organs - character has an extra health level



    Enhanced fecundity- if the creature has a gestation cycle it is reduced to 1/4 time. if it does not, it gets one with a rate  of 1 child per year.




Marks:




lvl 1



    Skin and hair changed color - no game effect, just bring some manic panic to next larp



    Fur and feathers - very obvious. lose one social trait gain 1 physical trait even if this takes one above maximum.



    Tail - purely cosmetic, just a tail



    Talons, Tusks, Horns - Attacks do lethal damage, these natural weapons cannot be retracted. 




lvl 2



    frog tongue -  creature grows a tongue or if it has a tongue it grows to be a 2 trait reach weapon that does 1 bashing and can be used to grapple. they however take a 1 trait social penalty as their speech is slurred.



    Amphibian Gills - can breathe comfortably underwater and on land, suffers a -2 physical trait penalty on all challenges to resist toxin



    Third eye - character loses a social trait but gains a mental trait on perception from an extra functional eye on some point on their body.




lvl 3



    Possum tail - grappling weapon that does 1 bashing, does not take up a hand. using it gives a 2 trait penalty to actions performed with Tail.


    Extra mouth - provides a creature or object with the ability to speak if it does not already have it.



    Rock eater - character eats something that isn't standard food, wood, small rocks, blood, fire etc. they cannot digest regular food. their requirement must be capable of fitting in the character's mouth and not be immediately fatal to humans.  




lvl 4



    Toxin - can make a toxin coat their claws or teeth  that converts one level of their damage to ag. toxin affects the creator so must be spat out or used within 1 round of secretion or the creator takes an ag



    Extra legs - character is up 4 traits against being moved against their will and has an additional step per round.



    Lemur Eyes - character's eyes grow to the size of saucers, they can see in complete darkness as the eyes softly glow. they  however are 1 trait down on resisting supernatural powers that require eye contact.



    Gender change - character changes gender to male, female, both  or neuter from whatever they are now. 




lvl 5 



    Rhino hide - skin acts as lvl 2 hard armor, with all associated penalties



    Glide - does not have a bruised health level as they have hollow bones but may also glide from high places or from a jump , gliding 1 step per action and taking no damage from falling. 



    Barbs - character has spines barbs or quills growing out of their skin, their unarmed damage is lethal, anyone hugging, contacting or grappling them takes a level of lethal damage.



    Gecko feet - character can climb walls and ceilings if on all fours and without gloves or footwear. they must have at least 3 limbs touching the surface at all times or they will plummet. can move at 1 step per action. -2 traits to manipulate fine objects like keyboards, pencils, etc







Blights





lvl 1
 



    Diminish - lose one physical trait



    Moon mood - lose one social traits while the moon is in the sky.



    Broken horn, Long nails - as per talons tusks and horns but no effect, the bone is still brittle fingernail and is entirely unhelpful.




lvl 2



    Wither - lose 2 physical traits



    Moon mercurial - lose 2 social traits while the moon is in the sky



    Cat tail- user gets +1 to balance but loses 3 traits on any subterfuge or etiquette. tail is not useful for anything and is in no way under the user's control.




lvl 3



    Short - as per short flaw in lotn    



    Moon babble - lose 3 social traits while the moon is in the sky



    Ugly - lose 2 social traits on any non intimidate social challenge



    Hungry maw - lose 1 mental trait as an extra mouth whispers foul blasphemies to the character at random intervals from some point on their body, 



    Extra eyes - character loses 2 social traits from having extra eyes at various points on their body, these eyes are non functional



    Infertile - exactly what it sounds like




lvl 4 



    Dulled Lustre - cannot raise social traits above 10 



    Fish Gills - cannot breathe on land, lungs atrophy, must breathe water



    Envenomed - character's body at various intervals becomes toxic and rots off, acting as a permanent aggravated wound. if it is healed it will come back in 24 hours



    Bizarre diet - character must eat some rare, hard to get, or disgusting material to survive. silver, jade, the flesh of the innocent. 



    Night blindness - character cannot see at all in darkness, is considered blind (2 traits down and a retest against them).  also in actual pitch darkness they are 3 traits down instead of 2.



    Allergy - character takes an extra health level of damage from some substance




lvl 5



    Glass hide - character suffers a 2 step penalty and -2 on all physicals as their skin has turned to glass.



    Vestigial Wings - character has hollow bones removing their bruised health level they also are down 2 physicals as they have useless wings sprouting from their back, these wings are purely vestigial and cannot even assist a character in gliding.      



    Pierced - the character's body is run through with thorny vines, jagged glass or bits of nails, any attempt to move faster than 2 steps per action will cause them a level of lethal damage. also any bashing damage done to them is instantly converted to lethal.



    Katamari - things randomly stick to character. they stay stuck for 1 to 3 hours. if the thing is heavier than the character can lift they are stuck. when a character comes into contact with an object or surface, there is a test, win or tie they do not stick. keep in mind a character suffers trait penalties when burdened.



    Decomposing - character loses 1 physical trait per day spent outside of the never never



    Extra head - no particular game effect it's just another head growing out of somewhere. If one of the heads is cut off you still die.





---------------------------------------------------------

The Courts
.

    The four changeling courts give protection and power to changelings. The true Fey understand the world in a very specific way. In the primal chaos, things are either always the same and immune to the change of their environment or once they change they are changed. A dog may turn into a lamppost and that lamppost into a lemur but it will likely never turn into a dog again, there are so many other shapes it could be. The idea of Cyclical change is as bizarre and alien to the Fey as time travel paradox is to humans, Some of they Fey may talk about it but they don't get it and definitely wouldn't know how to go about making one. The courts may not like each other and may fight over succession or the order of passage of power but all of them know deeply that whatever power they have they must regularly pass to their rivals in the other courts lest they all fall. The Wheel of the seasons may turn forward or backward or out of order but it must turn.

    Each court has a virtue associated with it. Winter is Temperance, Summer exemplifies Valor, Spring drinks deeply of Compassion and Fall draws their strength from their Conviction. In order learn the Fleeting contracts of a court you must be a member of a court of have a court's favor of 4 or higher. Every rank can bestow a number of points of favor equal to their rank. To become a member of a court one must have 5 points of favor from that court. To rise in rank in a court one is either promoted by someone of Rank 4 or higher or earns their place by making pacts with the spirits of the seasons themselves. This is a difficult and dangerous process. 

    Ephemeral court members have no rank in the court, not even a rank of 0, they can be ephemeral members of several courts and their ephemeral contracts will continue to function for as long as they have a single point of court favor in the appropriate court. Ephemeral powers return when favor returns. 

    Eternal court members have access to all ephemeral contracts and access to eternal contracts equal to their level of rank. To be ennobled of a rank the character must have that court's governing virtue equal to the rank they are gaining. not all of those with virtues at such levels gain rank, and once a character gains a rank their virtues might fall due to trauma  they will not lose rank for this drop in virtue although they are encouraged to maintain a virtue equal to their rank. 

    In Delaware in specific, the Court of Diamond has decreed that those that Host a Freehold are a rank higher while they host. Meaning whomever leads a Corroborative has their rank increased by one until the next Corroborre. This increase of rank can only take place if the changeling to be increased has an appropriate virtue at the appropriate level.

    All courts must obey the right of rescue, No matter what court another belongs to, they are bound by oath to rescue a member of a court from kidnapping from anything be if Fey, mortal Police, or whatever else may kidnap a changeling >cough< Lasombra >cough<. There are seven other laws, unique to each court that all members must swear to. Their oaths are not binding with glamour but they may as they see fit take each court's code as a Code of Honour as per the Vampire Codes of Honor with the virtue protection and willpower that comes with said codes.

    Each rank has its own titles for each court as follows:



summer winter spring fall



0 - citizen, apprentice, lantern, Acolyte 



1 - knight, journeyman, Midwife, deacon



2 - baron, Master, Nurse, brother



3 - count, Doctor, Doctor, father



4 - Duke, Enlightened, Cadecus, Grandfather 



5 - Prince, Sophont, Angel, Patriarch 





As a note - if one takes these as codes of honor, their eight rules are the rule of rescue and  these other seven codes. With a code of honor, the changeling gets 2 willpower per night to spend in the defense of their code. violating their code provokes a challenge vs the virtue of their court or else lose a point of clarity.



    The Court of Summer is a Military order Devoted to slaying monsters and fighting against impossible odds. They believe in honesty loyalty and above all Valor. Their seven Tenets are as follows

    1. Never Refuse an Honorable Challenge

    2. Always Speak the Truth

    3. Always Keep Thine Oath

    4. Always Respect and Protect your Lessers in the Court

    5. Always Respect and Obey your Betters in the Court

    6. Do Not Show Fear Before a Foe

    7. Allow an Honorable Surrender



    The Court of Spring is an order mendicant, healers, scholars, counselors and social workers. They believe in Caring, Love and above all, Compassion

    1. Heal all those in Need

    2. Your Blade is a Scalpel not a Sword, Cut the cancer not the patient.

    3. Never take a mortal Life

    4. Protect the dreams of the innocent

    5. Stop Those Who Would Ravage, Do not become A Ravager yourself.

    6. Remove The Withering (Dream Venom) Wherever You Find It

    7. Do not allow the Ephemeral to Usurp the mortal Clay


    The Court of Winter is a society of Philosopher Warriors, Scholars and Scientist soldiers. They believe in the triumph of Reason over madness, of Order over chaos, and Temperance over passion

    1. Destroy all manifest creatures of the Never Never in the true world

    2. Understand the ways of your enemies. Teach others to defend themselves.

    3. Do not succumb to overwhelming passion or frenzy

    4. Suffer not the Life of those who would Challenge the Supremacy of the True World and call the Fey to Earth

    5. Protect the dreams of mortals from the Morphean Bile (Dream Venom)

    6. Increase the knowledge of the court, study the world both magical and mundane.

    7. Maintain Clarity of Thought, do not allow your senses to deteriorate. 



    The Court of Autumn contemplates the loss of their lives and the loss of others. They are penitents seeking to purify themselves and atone for the sins of the world. Some instead are scourges seeking to make the world repent. They believe in sacrifice, asceticism and Conviction.

    1. Do not Reveal the existence of the Fey to the Waking World

    2. Do not Reveal the location of the places of power in the waking world to any outside the four courts

    3. Tell no one a secret given in confidence

    4. Do not succumb to addiction, cure others of their dependencies

    5. Do not Violate an oath

    6. Aid others on their path to redemption.

    7. Do not tempt another to violate their code.



--------------------------------------------------------------

Character Creation

     
All changelings start with the standard rules for character creation for vampire, with the following exceptions:



Morality - In place of one's nature and demeanor, a changeling regains willpower from their motivation. A motivation must be a goal or task. When achieving a portion of one's goal, or action in the furtherance of their goal a character may at the staff's discretion regain a willpower.  Changelings have four virtues. 



    Compassion - the character's empathy and forgiveness



    Conviction - a character's resistance to physical or mental pain and hardship



    Temperance - a character's self control and clearheadedness



    Valor - a character's bravery and courage           



A person's starting Clarity is their Conviction plus Temperance



Starting Wyrd is 1



Glamor = Valor+Compassion+Wyrd

A changeling cannot hold in their system more than their Glamour in points of Glamour. All excess must be somehow stored, usually in oaths.



everyone starts with 9 dots of virtues, with one free in each.



A character can spend as much of their glamor pool as they like per turn.



Willpower starts at 3 + lowest virtue and has a maximum of 7 + lowest virtue.



Characters have a number of intimacies equal to their compassion. an intimacy is a noun, person place thing or ideal, a character is up one trait on challenges dealing with their intimacies. intimacies cannot be changed except by losing a point of compassion and when a new point is purchased a new intimacy is chosen.



Trait max = 12 +2 for primary +1 for secondary. 



Changelings start at 7, 5, 3 in their Attributes. They get 10 levels of Skills

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Tokens, Other Wyld Forged Goods

    All Tokens or other magic items must be made of some physical earth substance which is then treated in the Wyld. There are 2 extended static checks for any item. the first is to make the physical object. The requires a crafts or scrounge challenge of a level of complexity equal to the level of the item. There is then a Craft Wyld challenge of a level of complexity equal to the level of the item to make sure you get the item properties you want. e.g a sword which wields itself instead of a dancing sword that tap-dances.  The item must then be placed in the Wyld to gather a number of mutation points equal to the level of the item. some sort of guard or precaution should probably be taken to ensure the crafter does not also mutate and to ensure the item stays put and is not stolen by goblins or something. A character Must Attune all items before use. A character may have a number of attuned items no greater than their Valor + Wyrd. It takes 1 hour per level of the item to attune it. A point of glamour may be spent to reduce this time by one hour per point. Once an item's effect is activated that item slot is full until the effect ends. e.g. if a person has a sealing wax block attuned and a Wyrd +valor of 2. They cannot attune their level 2 sword until all of the seals have been broken or removed.



Lvl 1 Items



    Sealing Wax - This wax is stuck to the inside of a door or window which is then closed then pressed with a seal or at least the initials of the person doing the sealing. The door or window becomes a complexity 5 (25 trait 5 retests) security challenge to open. One block of wax contains enough for 20 uses. Also works on envelopes, pouches etc. does not work on living subjects. The seal can only be removed by the person holding the stamp used to seal it. if the stamp is broken...tough. Once the aperture is open a new use of the wax is required to seal it. 

    

    Saining Mirror - Looking into this mirror a person can see anyone who is currently claiming their identity and their immediate surroundings (the room they are in). This is most often used by changelings to see their fetch. At the cost of a glamour they can talk for a number of minutes equal to their current willpower with the subject. if the wielder has no glamour they can instead cut themselves with the edge of a mirror and use it by taking 1 health level for 1 minute conversation.



    Carma Charm
- this is a pair of fuzzy dice, a Japanese parking charm, or some other form of lucky object hung from the rear view mirror of a car or stuck to the dashboard. This item refreshes a person's drive retests once per day, said person must be driving the car. if they do not have the drive skill it provides one level of the drive skill. In addition any travel time along song lines in this car is cut in half and consumes no gas or other fuel.



    Glamour Woven Armor
- Must be a mundane set of armor, it has all the penalties and benefits of the appropriate type of armor it merely looks like regular clothing. This can be done with level 0 armor and regular clothing solely to produce a suit of clothes that when activated look like a different suit of clothes, good for you.



    Bargain Hunting Coin
- this coin or set of three coins can be used to help find needed useful items once per month. once per month this item provides an additional 2 levels of the scrounge skill for a single challenge. The items found through this use cost one resource level lower than they normally would. 



Level 2 items


    Home Sweet Home - this piece of needlepoint must be hung in a prominent place in a room or small outdoor clearing. Anyone present that can see the item gains a +1 equipment bonus to all defensive mental or social challenges as a feeling of homey comfort suffuses the area. The person to whom the item is attuned gains a 2 trait bonus.







    Paper Ghost Lantern
- This paper lantern is lit and placed in a room or outdoor area. It bobs and glows softly giving as much light as a standard paper lantern. When lit the Attuned user names or describes a being they have met. If that person comes within the light of the lantern it begins howling, screaming, pulsing with flashes of bright multicolored light and floating after the person named at a rate of one step per round. The lantern can see the spirit lands and can perceive anything hidden automatically as if it had auspex 1. It loses ties against those with level 1 hiding powers. it has 1 health level and when it dies explodes, doing 1 ag to whatever struck it. It has 3 physicals, 1 mental for non perception challenges, 10 mentals for defensive or perception challenges, and 1 social trait. It has no skills and 1 willpower. The lantern burns and is animate for 8 hours before needing to be inert for 4.







    Milady's Favor
- This white ribbon is fastened to the weapon arm of someone going into battle. The person it is attuned to can then lend glamour to the person it is tied to this lending takes no action on either part but is limited to the attuned's compassion per round. This effect only works in combat. If the attuned has no glamour they may instead lend 1 willpower per hour.







Level 3 Items





    Cats Eye Marbles
- A pair of marbles, one green one yellow. The attuned can look into the yellow one and see out of the green one so long as they are not separated by more than 10 miles. If they are the holder of the yellow can tell the direction and distance of the green one.







    Deerskin Boots - increase the user's movement speed by three steps at no penalty.







    Anygown - Attuned can spend a glamour and turn their clothes into any other clothes giving an equipment bonus of no more than 3 to any social skill. It cannot replicate armor. if the attuned has no glamour they must instead burn 12 roses worth of petals.







    Ice Slide - A one inch cube of ice that stays cold even in the hottest fires. with the expenditure of a glamour the ice melts. Quenching all nonmagical fires within 20 ft of the user and sliding the user 10 steps with no penalty to the wielder, others that are forced to move this distance will take the step penalty.. This destroys the Slide. if the user has no glamour they can instead place it in a wound and bleed 1 health level (lethal but does not bleed further) into it. 







Level 4 Items







    Tiki God - Ghastly and frightening visage of a tiki idol. The attuned rubs the head of the tiki and burns 13 hairs form the head of a desired victim. The face of the tiki then appears in the dreams of the victim using the Dream Tasking ability Nightmares. The tiki has 20 socials and 4 retests for this purpose. It has 10 socials and 3 intimidation retests to scare people. The tiki has 2 socials 2 mentals and 2 physicals for all other purposes and 2 health levels. The attuned must burn 13 hairs from the victim's head for each night they wish to infest the victim with nightmares. The if the Tiki Idol's dream visage is destroyed the item is rendered inert. It can still be used as the mundane crafted item but it needs to be re-infused with Wyld energies. 







    Larval Darts - These hypodermic needles can be thrown into targets. When they successfully hit a target and would do damage they instead release their payload of fluid into the person's bloodstream. at any point the wounded and swollen area can be healed of the fluid by doing 1 ag to the area or with a successful medicine challenge difficulty 10 traits 2 retests a lethal can be used instead to cut out the infection. At the end of the following round  The site of the wound Swells giving them a -1 to all physical mental and social actions. At the end of the round after the swelling grows and gives a -2. At the end of the third round the penalty becomes -3. At the end of the fourth round  the swollen area bursts and biting flies pour forth out of the wound. The action penalty fades after one hour. The dart is then inert. it can be re infused in the Wyld and used again once it has gathered the requisite 4 mutation points.







    Jackalope's Foot the attuned can stroke this mummified furry extremity and spends a willpower the user gains a lucky merit retest on a single challenge. This dissolves the extremity into dust. A person cannot cannot own more than one of these items per month.







Level 5 Items



    



    Blood Pennant - The item is hoisted on a pole by the attuned and waved about for a full round in which they can move but initiate no other challenges. All those in the scene the pennant waver chooses are considered to have declared the bomb on all combat challenges. the effect ends at the end of the next round. The effect begins during the action when the standard bearer starts waving.   



    



    Thirsty Knife - This blade grants 1 trait on attack and defense and does one level of lethal damage. When used to successfully damage a creature the wielder heals one level of damage.







----------------------------------------



Magic Beans, Goblin Fruits and other plants of Interest







    Every plant has a fecundity rate allowing it to produce enough fruit or berries or roots or whatever in a certain period of time. In addition to needing food, water sunlight et cetera they need one level of mutation points per level of the plant per month.  finding these fruits are a survival challenge difficulty category equal to of the level of the plant. Note plants cannot occur naturally in layers where they could not sustain their mutations. Preserving each fruit is a survival challenge of a difficulty equal to the level of the plant per month. The difficulty increases by a category after a year.



 



    Level 1





        Bile fruit - A greasy oblong fruit, that is bitter and horrible. Eating the fruit allows the changeling to spend as much glamour as they like without their mask slipping and dissolving. The effect of the fruit lasts for 4 hours. Produces 2 fruits per fortnight.







        Glimmerbraid - this golden hair like climbing ivy is found along the sides of towers and ruins in the hedge. The pod of the glimmerbraid can be broken open to make a rope of any length up to a mile. the rope is unbreakable but only lasts for an hour before rotting away. The fiber of the rope is indistinguishable from human hair. Produces 6 pods per month on the first night of the full moon.







        Stingseed - these sticky seeds when placed in a wound cause plants to grow in it giving a -1 trait penalty to all physical actions. The seeds can be applied to a weapon and only last for a single strike. this effect does not stack with itself. Produces one strike worth of seeds per night.







        Love-Lies-Bleeding when the flowers of this plant are boiled and mixed with a drop of blood and a teaspoon of sugar then drunk. The drinker knows the current health, direction and location of any creature they have an intimacy towards. Produces enough flowers for one dose per month







        Gearnuts - these steel legumes taste of motor oil and copper filament. After cracking the steel shell and swallowing the metallic slimy nut inside the user can use their subterfuge skill in place of the appropriate crafts skill to repair, but not create an item. This effect lasts for 4 hours. Produces 40 nuts per month.







        Cuddlyfruit - This is a tree that grows hamsters and other small domesticated cuddly rodents at a rate of 1 per day. They have the lifespan of plants (basically will not die of old age so long as they are fed and watered and given sunlight), however. one in 20 cuddlyfruits bury themselves after a month of running around and become new cuddlyfruit trees.







    Level 2





        Silvertongue - a tea made from the leaves of this plant grant a +2 equipment bonus to all social challenges this bonus lasts 1 hour. The plant produces enough for 12 doses on the morning of Imbolc. then does not flower for another year. 







        Tumblefruit - this fruit must be caught by cracking open tumbleweeds exposed to the lookinglass. The springy blue fruit tastes like the sounds of shattering glass smells. After eating the fruit for the next hour the user takes no damage from falling. Each tumbleweed contains one dose and must be caught with a physical challenge with an athletics retest difficulty 10 traits with 2 retests. The bush that produces tumbleweeds makes a weed per day but the fruit inside the weeds takes a week to mature. The bush does not produce weeds in the spring or autumn.          







        Whisperthorns - This shrub  has berries that steal the voices of the birds that eat it, those that eat the berries find themselves mute for 8 hours. Anyone scratched by the thorns of the bush has their voice stolen as well and they can only whistle with the voices of the birds the bush has caught. This effect lasts 4 hours. Each Bush has 7 branches each branch has 7 berries each branch also has 7 thorns.  The bush regenerates completely on Samhain and not at all before that.







        Travelgrass - this bamboo-like grass grows to a height of 5 to 7 feet and resembles oaken staves. When used as a walking stick the user does not suffer penalties from fatigue while walking and can use the stick to vault 3 times their normal jumping distance or 14 steps, Whichever is further. Produces 10 staves on the first day of spring. Each staff planted in the ground by the  longest night of the year will grow to a bush of 10 staves on the the first of spring. 







    Level 3



        



        Amaranthine - this greyish rose heals a level of aggravated damage form those who eat the buds. Each plant produces one bud per season. Grey in winter, Grey with a red center in spring, Red with grey fringe in Summer, and blood red in fall.







        Coopnettle - Devouring an entire coopnettle plant does a level of bashing damage as the nettle sting the throat. the eater gains a point of temporary willpower. Coopnettles split and reproduce in clusters of 14 per year.







        Hungry Grass - A seven foot diameter patch of this grass is necessary for the grass to have its powers but it can grow to cover massive fields. Those who step on the grass move at one step slower each round they stay on the grass. Those that stand on the grass if reduced to 0 steps begin taking 1 level of bashing fatigue damage per round. This continues until their bodies are absorbed completely. The grass has a rudimentary intellect and sometimes waits until travelers have stepped a fair distance into the field before striking. The grass doesn't usually wait more than 3 or 4 rounds before striking though. The grass has 10 health levels per 1 foot section. The grass grows at a rate of one inch diameter per day and heals its health levels at a rate of 1 an hour regardless of type.







        Jermalaine - tea made from the plant causes a being to function as if they have had a full night of sleep and healing including will recovery. a second dose within a 24 hour period causes unconsciousness for 12 hours and a -3 trait penalty to all actions if awakened or forced to act within this unconscious time. Each bush of the plant makes enough leaves for 3 doses of tea per month during the dark of the moon.







        Nightcap - Requires a category 3 survival challenge to distinguish from Jermalaine. Tea made from this plant however causes immediate fitful sleep in which the drinker falls unconscious and has a -3 trait penalty to all actions taken during the time when they were supposed to be unconscious. The sleep caused by this plant restores an extra willpower if allowed to run for its full 12 hour course.







Level 4




    
   Pit Moss - found lining the walls of oubliettes and cesspits in the dreaming this moss drains the will to live from those who are injected or injured with the substance. If a weapon  treated with the moss successfully strikes and successfully does lethal damage the person afflicted by the moss cannot spend willpower until the beginning of the next round. If the attacker misses or the damage is absorbed or negated the moss is still expended. Enough moss to cover a small weapon can be harvested once per year per plant on all hallows eve. One dose is need per size category of the weapon to be covered. Any fire  damage being done by the weapon being used cooks off the venom.







        Century Leaves - Oaths written on these leaves and sworn can last up to 3 years and three days instead of a year and a day. Each plant produces a leaf per year on the night of the first full moon of the new year. 







-------------------------------------------------



Backgrounds







    Retainers - see retainers and smunderlings section.



    Resources - As per vampire



    Influences - as per vampire, capped at 1



    Herd - replaced by Dreamers, functionally identical



    Mentor - as per vampire



    Contacts - as per vampire



    Allies - as per vampire



    Court Rank - See courts section, each level gives a level of rank



    Court Favor - Must be gained during play from other pcs or from other pcs with backstory



    Freehold - Produces 1 glamour per level of background per day, see places of power section



    False Face - each level of this background gives a changeling a mortal identity that could hold up to most general scrutiny. Identities gained with the false face background cannot be legitimate legal identities unless the character has no levels of the fetch flaw.



    Treasures - Character starts play with a magic item  or number of magic items with a combined level equal to the level of the background. 



---------------------------



Merits + flaws



    1-5 point flaw Fetch - see fetch section, everyone starts with one level of the flaw, gives 3 freebies per additional level.




    Code Of Honor  2 point merit - Changelings can have any code of honor humans can have plus a code for each court and some orders. the 8 rules for each court are the right of rescue and the seven tenets of each court.



          



    Slipped seeming - 1 point flaw Changeling does not have a mortal mask. they must physically or magically disguise themselves from the eyes of mortals. The mists are still in effect however.



---------------------------------



Orders



    Orders, societies, houses, all of these are names for certain subgroups of changelings bound to a common cause or outlook. The creation of an order is a level 6 oath that has no other purpose or benefit besides defining the order as existing. All orders must have at least 5 members. All orders have must have a statement of purpose. ( to fight crime, to cure cancer, etc) and a set of requirements usually a skill set (mercenary orders require an amount of melee or firearms, occult societies requiring occult or lore). All orders grant a boon and have some ban or rule that a member cannot violate lest they lose their boon. All orders must also have seven additional rules that in addition to the ban can be purchased as a code of honor. Many orders choose to symbolize their boon in an item of office or special focus through which their boon manifests. For example a mercenary order might have a boon that their members receive an extra melee trait when fighting creatures of the inferno. this might manifest as a silver sword they carry as a symbol of office.







     



The Concordat of Worms



    Titles: The Diviners, the oracles, the augurs.




    Prerequisite: Investigation 2 occult 3 at least one lore at 1 The Haruspex contract




    Purpose: The concordat of vorms study divination in all of its forms. They journey to distant lands seeking oracles, they  read the future in the flights of birds, they make wickedly complicated computer models of possible outcomes. it is their desire and intent to know the fate of the world before it happens. They hope by understanding what will happen they will understand what is happening and perhaps divine some pattern to the desires of the Wyld.




    Boon: Each member chooses some method of divination and an item to perform that divination (a deck for throwing tarot, bones for casting bones, an oven baking bread etc) by using this method they may gain an additional skill retest once per day on any one skill challenge even if this takes them above their maximum.




    Ban: If their divinatory focus is taken they lose a point of clarity per day until they have retrieved it. When it has been retrieved it returns at a rate of 1 per week.




        Code: 1. I will dutifully record my prophecies for all future scholars to see.



              2. I will make my predictions before the event, not after, nor will I muddy the waters of divination with the charlatan's tools



              3. I will let my predictions be known by all that they affect. 



              4. I will not share a person's future with them if they do not wish to know.



              5. I will not lie nor  bear false witness to events lest the curse of Cassandra fall upon me and twist all listeners from my words.



              6. I will not cull a childe of man below the age of the warrior no matter what future has been foreseen for them



              7. I will speak only when invited to lest my words bring sorrow to the hearts of all assembled.



  



Keepers of the Icebound Heart



    Titles: snow maidens, ice queens, snow misers




    Prerequisites:Subterfuge 2, leadership 2, 12 social traits




    Purpose: some changelings were seduced across the hedge by the ethereal beauty of the fey. Some have simply been hurt by their rejection by the mortal world for the crime of having been kidnapped. The Icebound are a secret order of infiltrators bent on cutting away and freezing all human sentiment and emotion from their lives to become like the capricious fey or uncaring world that has spurned them and to instead become master manipulators, pluckers of heartstrings. 




    Boon: Each Keeper after breaking the hearts of a dozen others is given a heart hook. If the heart hook is plunged into a creature's dreams the creature becomes a step blood bound to the wielder of the heart hook. this means the heart breaker must tear the dreams of their chosen victims for three nights minimum to make the bond permanent. the blood bond is a sick and twisted dependent mockery of love that will never fade without the kind of therapy that can successfully deal with heroin addiction (see vampire [[blood bond]])




    Ban: The Keeper cannot gain the benefit of any intimacies as they have forsworn the deep emotions that well up from within the fey-touched.



        Code: 1. I will not love, passion is the enemy of precision, and if I do love I will not suffer the object of my love to live. 



              2. I will not hate, hate is a cloud to judgment, and if I do hate I will not harm nor slay the object of my hatred I will learn to live with the scars.



              3. I will not fear and if I am brought to fear I will master the object of my fear until only I am left.



              4. I am the spider in the web, I will not do what I can cause another to do.



              5. I will keep no bondsman nor thrall for more than a year and a day. lest the people I own end up owning me.



              6. I am the chameleon I will not let another know my true motivations and passions.



              7. I am a cipher, I will appear at all times to be a warm and vital piece of the world. 



                  



Tabula Mundi



    Titles: The Flat Earth Society, the Seekers, 



    Prerequisite: survival 2, Lore:fae 2, Athletics 2



    Purpose: Its a great big universe and we're all really puny, Some who go through the hedge are left with an inexplicable yearning to once more see the endless vistas of unbridled creation. Some who enter the Never Never for the first time do so not at the behest of the fey, but do so when seeking out new frontiers and places where the world has not yet been codified and bound into form. these brave men and women are devoted to exploring and mapping all of creation and the lands beyond. 



        Boon: Mutations and all of the environmental effects of the Never Never happen to these explorers as if the realm they are in is one step closer to earth.



        Ban: they each must deliberately expose themselves to and keep 3 points worth of blight which they cannot buy off.



        Code:  1. I will seek out new places, new vistas, new horizons



               2. I will rescue fellow travelers and explorers in need



               3. I will record my findings so that a trail may be cut across the world



               4. I will return home again and share the information from my journeys with all who ask. 



               5. I shall grant others shelter from storm if I have it, and obey the rules of my host if I am given it



               6. The paths that I share will be safe from treachery, I will not lead another along a false trail or trapped path if the have employed my talents.



               7. I will not lead my enemies nor the enemies of man back to the waking world.







Ghost Hand Society



    Titles: Villains, Masterminds, FuManchu!



    Requirements: 12 mentals, subterfuge 2, Wyrd 2, retainers 3



    Purpose: It is amazing what a person can get up to when no one remembers their name. This order is devoted to the exercising of their nameless status for crime, mischief and personal fun. Whether old Asian wizened running opium dens or mad darklings leading uprisings of mole people these people are devoted to one cause, Super-villainy! Crimes so absurd they cannot be believed and are then hidden by the mists. They take advantage of the fluid nature of records amongst the fey to  escape the almost inevitable failures of their plans.



        Boon: The clever wax mask. Whenever the character would normally enter combat they can burn a permanent Wyrd and sacrifice one of their retainers. this must be declared at the beginning of the combat. they tell the staffer running the combat privately and the combat runs as normal. If the Villain should die it turns out it was not the villain at all but instead one of his henchmen in a clever wax mask. if this takes their Wyrd to 0 this does not return their name or soul, it must be bought down as normal.



        Ban: Cowards all, the villains cannot take their valor above 3.



        Code: 1. Laws are for lesser mortals, I will not abide by the jurisprudence of another



              2. I am the unmoved mover I will not perform a task that I could cause my henchmen to perform in my stead



              3. To live is to dream I am an artist I will commit no crime that is not artful and beautiful



              4. A mastermind  is a gentleman or lady, I will not appear in public in less than finery unless it is a disguise for one of my schemes.



              5. A criminal is a nation unto himself, I shall not swear fealty or loyalty to another save under duress



              6. The Ghost hand does not forget I will avenge any slight against me or my brethren with a terrible vengeance.



              7. Our names may be lost but our deeds will be spoken. Be great or be not.







(a note to staff the above is pretty much taken from the book Winter masks, from the phantom tong but without all the racism)







The Society of Imhotep



    Titles: secret gardeners, mazers, Labyrinthians



    Prerequisites: lore:fae 2 occult 3 craft architecture 3 academics 2



    Purpose: For as long as there have been buildings there have been stories of secret doors, hidden rooms, labyrinths hidden under castles and cities in sewers. these are the people who build such fantastic places.



    Boon: the Society can destroy the name of a place. they must work on a place or structure for 1 week per complexity level of the structure, sacrificing enough money to purchase the structure from its rightful owner. this is best done during its creation and when the changeling is its rightful owner. When they are finished they have destroyed the name of the place. People interact with the building or room or door as if it were protected by the mists. They mostly ignore it unless its doing something loud and impressive in front of them, records of the building disappear, etc.



    Ban: Buried plans - the architect cannot share the plans or designs for any of their unnamed buildings with anyone and can build no two alike. if they attempt to do so they will be struck blind.



    Code: 1. I will not reveal the secrets of my employer nor the purpose for which I have been hired



          2. I will not unname the home of another. 



          3. I will make places of mystery. The sun will not set on a day in which I have not worked with my hands upon stone save for the sabbath.



          4. My fortresses shall be secure I will not knowingly build in any weaknesses or secret ways into or out of that which I design without the consent of my employer



          5. I will respect the places of the dead and will never desecrate a tomb so long as a living man remembers the name of its inhabitant.



          6. I will protect the rest of the dead and not allow another to desecrate a holy site or tomb



          7. I will repair the ancient sites and standing stones, that they may regain their former glory.