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Sovereign @ Protocol

This cantrip allows nobles to conduct business and


hold court functions without being perpetually
interrupted by noisy childlings or commoners.
Protocol ensures that everyone affected behaves as
noble etiquette requires, although a roll is required
to determine if the target(s) can fathom the dictates
of the proceedings. When this cantrip is cast, no one
may speak out of turn, and sudden combat and tom-
Sovereign
In ancient times, the sidhe used Sovereign to regu-
foolery are out of the question. Duels between per-
sons of equal rank to settle disputes are acceptable, if
Soothsay
Soothsay is the Art of divination, prediction and
larly enforce their noble dictates upon commoner the reigning noble permits it. interaction with Dan, the fae belief in fate.
kith. A few highly conservative (and unpopular) System: The Realms describe the targets affected. Dan is like an immense, complex, shifting tapestry,
nobles still adhere to this custom. The Art of Certain Realms, such as Prop, are useless with too complicated for most to fathom. All beings,
Sovereign forces commoners and nobles of equal or whether mortal, fae or Prodigal, have the threads of
Protocol. their fates caught up within this tapestry. Wormlike
lesser rank to obey the caster’s dictates. Thus, a The number of successes determines how difficult
knight could not use Sovereign on a baron. and blind, they burrow their way along their threads,
the Protocol cantrip is to break by making a resisted until they suddenly realize that they have unwittingly
This Art is the most widespread grievance that
commoner fae have against the sidhe nobility. As
Willpower roll. A botch when resisting this cantrip caused the end they’ve achieved.
such, wise nobles use this Art sparingly, test they risk means the target abases herself by bowing and scrap- Occasionally, the forces of Dan make themselves
a revolt among their subjects. Traditionally, this Art ing to the reigning lord until the cantrip ends. This apparent to a person. The most dramatic of these
was jealously guarded by the nobility, but in recent cantrip remains in effect until dusk, dawn or when incarnations are the Norns, or Three Sisters, but the
visitation can be more subtle. A priest glances down
times this Art has surfaced in some commoners’ use. the lord proclaims, “Court adjourned!” whichever and sees a shiny gold coin. Instead of giving it to the
Some members of the Beltaine Blade blame House occurs first.
Fiona, but the more likely reason is the rise of the church, he pockets it for himself. Years later, he is
Multiple castings of this cantrip are not cumula- caught embezzling church funds.
non-sidhe nobility.
Any time this cantrip is used to affect a changeling
tive. Two nobles who attempt to cast this cantrip at This Art is for thinkers and contemplative Kithain.
of equal rank (commoners are all considered to he of the same time is a minor breech of etiquette to the As such, changelings who specialize in Soothsay can
equal rank), the target can make a resisted Willpower higher ranking noble (of course, the lower ranking often be found as seers and advisors to nobles. Most
roll (difficulty 6) to resist the effects of the cantrip. noble’s Protocol fails). Kithain have widely differing views of those fae
skilled in the Art of Soothsay. Nobles find them use-
Each success reduces the caster’s successes by one. Type: Wyrd ful for court intrigue, and commoners for their knowl-
Any character can spend a Willpower point to be
allowed to make a similar roll, but at difficulty 7.
Attribute: Charisma edge. In general, they are accorded much respect.
Attribute: Charisma Attribute: Intelligence

Leegerdeemaiin @ Gimmiix Soothsay @ Omeen


Gimmix permits you to maneuver objects teleki- This cantrip offers a glimpse of the target’s place
netically. You can move, twist, throw, lift and crush within the great tapestry of Dan. Subtle clues of the
things, but fine motor coordination, such as typing ultimate fate of a person, place or thing reveal them-
or dialing a telephone is impossible. Gimmix can be selves to the caster. While too weak to ascertain
used in extremely small places, handling objects that more than a hint of the target’s future, Omen is nev-
ertheless a useful tool.
you couldn’t normally see or reach. The information gleaned by Omen is prophetic.
The Bunk for this cantrip must incorporate some It hints at the target’s future, but is usually vague
hand gesture that mimes the effect of the cantrip.
Leegerdeemaiin
Legerdemain is the Art of sleight-of-hand and illu-
System: The Realm is determined by what the
changeling is trying to affect.
concerning the immediate present.
System: The Realm determines what the Omen is
about. In most cases this will be the Realm of Fae or
sion. Originally based on illusions and “stage magic,” The number of successes indicates the force of Actor, though it is possible to cast an Omen upon an
Legerdemain transcends such parlor tricks, allowing a the telekinesis. For objects thrown, the damage is object and thus learn a little about its future.
changeling to affect physical reality. Changelings determined by the strength of the cantrip (e.g., The successes determine what information is avail-
who are the entertainers Kithain society (jesters, Strength 2 inflicts two Health Levels against a tar- able of the subject. None of the answers provided are
clowns, pooka, etc.) generally specialize in this Art. get). Multiple castings of this cantrip are separate straightforward, Casting this cantrip reveals no direct
While this is also considered a commoner Art, a user information, but rather gives symbolic clues.
of Legerdemain is not as suspect as with Chicanery; and cannot be accumulated for greater strength. Five 1 success - One clue about an immediate plan of
however, an Unseelie pooka armed with this Art successes and the appropriate Realm are necessary to the target,
bears watching. directly affect a human's body with this cantrip. 2 successes - One clue about the Demeanor or
While many of the effects of Legerdemain dupli- The effects last one turn, so the cantrip must be general disposition of the target,
cate Chicanery, use of this Art differs in that it cre- continually recast to maintain any telekinetically 3 successes - One clue about a long-term goal of
ates a substantial illusion that is visible to all lifted object. Alternatively, once a single object has the target
changelings and enchanted beings rather than altering been affected, the character can spend a point of 4 successes - One clue about the inner nature of
a single individual’s perception. There are those claim the target.
that some uses of this Art actually create temporary
Glamour for each additional turn he wishes to main-
tain the Gimmix. 5 successes-One clue about a closely guarded
chimera. secret of the target.
Attribute: Dexterity 1 success - Lift six oz. Strength 0
2 successes - Lift five lbs. Strength 1 Multiple castings are not cumulative, and further
castings are at + 1 difficulty. The information
3 successes - Lift 40 lbs. Strength 2 becomes more vague with each successive casting.
4 successes - Lift l00 lbs. Strength 3 The Bunk used should involve some traditional
5 successes - Lift 200 lbs. Strength 4 means of fortune-telling (Tarot, tea leaves, astrolo-
Type: Wyrd gy, entrail-reading, etc).
Attribute: Dexterity Type: Chimerical
Attribute: Intelligence
A r t A r t
Soothsay Soothsay

A r t A r t
Legerdemain Sovereign

A r t A r t
Legerdemain Sovereign
Naming @ Seek ‘n’ Spell Naming @@ Rune
Use of this cantrip allows you to see the meaning Rune unleashes the abstract mystical power
behind any written text. You can read anything in behind the symbols known as runes. You inscribe a
any language, even tracts written with magical wards symbol on the object yo wish to enchant, in addition
on them (the magic of the ward will oppose the to the chosen Bunk. This cantrip is a enhancement
reader). A new cantrip must be cast for each new to other cantrips or actions, however, you must gain
tract read. at least one success in whatever is attempted before
System: The Realm used determines what subject these extra successes are added - this cantrip does not
matter may be deciphered. If you are unsure if you provide an automatic success. The effect of the
Naming have the appropriate Realm to use for this cantrip
make a Kenning + Perception roll (usually
cantrip lasts for one turn.
System: The Realm determines what is affected.
This is a rare Art guarded jealously among the court Difficulty 7, with higher penalties for Wards, etc.) For example, a rune inscribed on an axe would aid a
seers and few commoner namers of the Crystal Circle. to ken the general subject matter of the text. character in hitting an opponent or a rune inscribed
Rumor has it that entrants into the Crystal Circle are
all taught the secrets of this Art upon their joining - a
The number of successes indicate how much on a wall could aid th character in casting a Wayfare
rumor that august body has yet to deny or confirm. information is gained from reading the tract. cantrip.
True Names hold the essence of Glamour, as well as 1 success- Vague understanding with few clear The successes are added onto any successes gained
the ability to control the soul of the being, if the details. from when taking another action. The effect lasts
namer is powerful enough. A powermongering seer 2 successes - Fairly clear understanding of the one turn.
could well control the flux of power within a court by tract with only a few details. Type: Chimerical
injudicious use of the Naming Art. 3 successes - Full understanding with all details
The Naming Art will not work against someone Attribute: Intelligence
coherent.
who already knows your True Name. Your naming
magic is useless if someone knows your name and you 4 successes- Complete understanding, as well as
don’t know hers. divining the subtext or any hidden meanings
Beginning characters should not know the Naming behind the text (any coded information is also
Art, as it is rarely known to any but members of the revealed).
Crystal Circle or high-ranking nobles. 5 successes - As above, and you can ask up to
Attribute: Intelligence three questions about the author of the text.
Type: Chimerical
Attribute: Intelligence

Prop Nature Fae


Prop governs objects that are not natu- This Realm encompasses animals, ele- This Realm covers all creatures of the
ral and crafted from human hands. This ments and non-supernatural creatures of Dreaming.
includes formerly natural objects crafted nature.
into something else (wood sculptures, @ Hearty Commoner:
paper maché, etc.). @ Raw Element: Commoner changeling
The 4 Base Elements (Earth, Air,
@ Ornate Garb: Water, Fire); Inorganic matter; Dead @@ Lofty Noble:
Objects commonly worn (clothing, Organic Matter All Sidhe, any changeling with a title.
rings, tattoos, etc).
@@ Verdant Forest: @@@ Manifold Chimera:
@@ Crafted Tool: Living, organic plant material (not ani- Chimerical creatures or items.
An item with no movable parts (swords, mals)
shields, but not guns or even a morn- @@@@ Elusive Gallain:
ingstar). @@@ Feral Animal: Useful on all Fae beings not catego-
Living, non-sentient animals (self- rized above: Thallain, Gallain, Nunnehi,
@@@ Mechanical Device: aware animals are governed under Actor). Inanimae or anything else unexplainable,
An item with movable parts, but not but related to the Dreaming.
needing fuel to operate (including com- @@@@ Simple Natural
puters which need electricity). Phenomenon: @@@@@ Dweomer of Glamour:
Anything composed of Glamour:
Rain, sunlight, rainbows, etc.
@@@@ Complex Machine: cantrips, treasures, dross, etc. (Note: you
A single item with movable, sometimes @@@@@ Complex Natural need to possess this level to counter any
cantrips cast).
electronic components, but with an easily Phenomenon:
understandable mechanism (toaster ovens, Storms, tornados, volcanoes, earth-
cars and printing presses; no computers, quakes
TVs, etc).
@@@@@ Arcane Artifact:
Any crafted item not listed above,
with complex components.
Realm A r t
F a e Naming

R e a l m A r t
Nature Naming

R e a l m A r t
P r o p Naming
Glamour Cost Bunks
The nature of the Bunk must be chosen first. The
Treasure
All Wyrd cantrips cost 1 Glamour player decides exactly what bunk his character per- Amulet of Absorption
Chimerical cantrips cast on enchanted forms, and the Storyteller decides whether or not it
beings or inanimate objects cost no
is appropriate and what level it is. The Storyteller @@
assigns it a value from 1 to 5, based on the complex- An chunk of highly polished amber
Glamour, though additional Glamour ity and appropriateness. The level of the Bunk gen-
can be spent to lower the difficulty. erally indicates how long it takes to perform. A worked into an engraved amulet set-
Any cantrip cast on a banal target costs Bunk can be anything from dancing a silly jig to ting hanging from a short golden
Glamour (This in not cumulative with a drawing an elaborate portrait of the cantrip’s target. chain. The amulet possesses the abil-
Wyrd cantrip). Banal targets include The Bunk performed should always be appropri-
ate to the nature of the cantrip cast. While dancing a
ity to absorb and hold any cantrip
mortals, unenchanted supernatural beings jig might be appropriate to a cantrip intended to cast at the wearer and release the
and anyone without a Glamour Trait rat- cause the changeling to fly high in the air, drawing a magic again at the will of the posses-
ing (including changelings who have fall- portrait might be more appropriate if the changeling sor.
en to the Forgetting). attempts to use Soothsay to learn specific informa-
tion about a person. Make Glamour roll to catch and
Casting a cantrip without a Bunk
Level-one Bunks can almost always be performed hold a cantrip aimed by directly at the
requires an expenditure of one Glamour. in the same action as casting a cantrip. However,
Up to five points of Glamour can be caster. The amulet may only possess
when a changeling attempts to perform anything
spent to lower casting difficulty. more involved than a level-one Bunk, and seeks to one cantrip at a time, the magic must
Using a modifier Realm costs an addi- cast a cantrip in the same turn, the player must split be released or lost before another
tional point of Glamour his dice pool. So, performing a level-two Bunk cantrip can be caught. The spell lasts
The total Glamour cost for casting a while casting a cantrip causes the cantrip Dice Pool until used or 6 hours have passed.
to be divided by two.
cantrip must be paid before the cantrip To avoid a split dice pool, the character can take The caught spell acts at the direction
comes into effect. If the character cannot the requisite number of turns to cast the Bunk. of the sorcerer possessing the amulet,
pay the total cost (either with his own Cantrips that have a starting difficulty of 10 or though it possesses the effectiveness
Glamour or dross), the cantrip fails, less can be cast without performing a Bunk by
spending an additional point of Glamour, beyond of the one who cast the cantrip in the
though no Glamour points are lost.
those points demanded by the cantrip itself. If the first place. If the spell is not caught, it
cantrip’s starting difficulty is higher than 10, the affects the sorcerer normally.
difficulty must be lowered to at least 10.

Legerdemain @@ Ensnare Soothsay @@ Treasure


This cantrip has two major uses: you can cause a Fair Is Foul and Foul Is Fair
large object to move about quickly, or you can
entangle an opponent with any scenery at hand. With this cantrip, you can affect the target’s Dan.
Onyx Dragon’s Tooth
If you are attempting to trip an individual, any vines,
rope or other small objects suddenly move to trip and
You can curse the target with misfortune, or throw
a ray of good fortune into their path. In either case,
@@
bind the intended target. If no such objects exist, the the change is not usually major; the target’s situa- A 3" long black onyx dragon's tooth
target believes that there are, tripping over his own feet tion usually only affects elements not already decid- that increases the wearer’s Willpower
and becoming bound by chimerical vines or rope. ed one way or another. Powerful enemies will not
The other use allows you to cause an object suddenly die, but with a bit of good luck, the target by 1 as long as it is possessed.
weighing up to 300 lbs. to spin and whirl at high may find a piece of information that changes her This may be part of a larger treas-
rates of speed. Such objects can be targeted at anoth-
er person or object. enemy’s mind about her, or (with bad luck) the tar- ure of a Dragon’s paw, in which case
System: The object being affected determines the get’s closest ally suddenly decides she is not trust-
worthy and joins the enemy camp. Whatever hap- it isn’t a tooth, but rather a dragon’s
nature of the Realm needed.
An object directed to smash into a person, inflicts pens, the change is usually unexpected. nail...
three Health Levels for every success in casting. To System: The Realm determines the target of the
hit the target with the object, make a Willpower cantrip, the elements affected and any other charac-
roll (diff. 7). The target is allowed a Dodge roll. ters involved. Multiple castings are not cumulative;
For Ensnaring, the number of successes deter- they only cause multiple effects. Furthermore, all
mines how well the target is Ensnared. successive castings upon a target are at + 1 difficulty,
1 success- Causes target to trip; target must roll and successive bad-effect castings on the same target
Dex. + Athletics (diff. 6) to avoid falling. have a tendency to rebound on the caster.
2 successes - Target is Ensnared; must succeed in a The number of successes determines the amount
Strength roll (diff. 6) to escape. of good or ill fortune the target receives. For
3 successes - Target is Ensnared and must exceed “quick-and-dirty” fortune, the caster can either raise
the Ensnare’s successes by three or more in an or lower the difficulty of any one roll no higher
extended Strength test (diff. 6) in order to escape.
4 successes - As above, but the target must gain than 3 or lower than 5.
five successes. 1 success - Find or lose a small thing.
5 successes - As above, but 10 successes are 2 successes - Find or lose a valued acquisition .
required. 3 successes - Find or lose something treasured.
Targets Ensnared remain trapped until they can 4 successes - Find or lose a major element.
break free, Multiple castings of this cantrip are not 5 successes - Find or lose something critical.
cumulative. Type: Chimerical
Type: Wyrd Attribute: Intelligence
Attribute: Dexterity
T r e a s u r e T r e a s u r e
Onyx Dragon’s Tooth Amulet of Absorption

A r t
Soothsay Bunk

A r t
Legerdemain Glamour

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