Faery: the Game Eternal

by John Biles (94)

You may find this text at the original web page.

Since the Faerie(now Changeling) rules will not be released for at least a year (since the current plan is to release it in 1995 Summer), I am making my own rules for Faerie in the world of Darkness to use while waiting for Changeling.
This project should not be construed as an effort to infringe White wolf's copyrighted term Changeling, or its impending game release under that title. For that reason, the rules have been changed and this warning has been added. It is intended in the same spirit as the many traditions, bloodlines, rotes, items, histories, adventures, etc. that have been posted on Alt.Games.Whitewolf--as a sharing of ideas between players. I do not intend to infringe White Wolf's many copyrights connected to its Storyteller System. This collection of rules does use the mechanics, terms, concepts, etc. associated with that system most or all of which are copyrighted, etc. by White Wolf. Use of this set of rules will in fact not be possible unless one of the Storyteller games:Vampire, Werewolf, Mage, or Wraith is actually possessed as this set of rules primarily regards character generation and powers and integration of these "rules" with the various White Wolf Storyteller games. This file is not for sale or rent :)
I hope you enjoy the following rules.

Currently, the project is titled "Faery: the Game Eternal".
Reasoning: The Faerie live forever. Eternity can get pretty boring unless you find something to do. They don't even have a good excuse to mope around, like vampires do. Therefore, the Faerie play the Game Eternal. They understand the rules, well some of the rules, well sometimes they think they know what they are doing. The objective is to be the faerie with the most victories in the Game under his belt when the Universe ends. Assuming it does. Otherwise they're going to have a hard time determining a winner. There's also the problem that they can't agree anymore on what constitutes a victory or what the winner gets at the end. This doesn't bother them, though.
The fay are divided into what are known as courts. Essentially this is a group of faerie who are all playing by the same rules. A faerie also has a breed which is his bloodline- Phooka, gremlin, alfar, brownie, etc. Breeds within a court tend to stick together, but members of the same breeds from different courts often don't get along, especially because they usually think the other court is cheating. The Fay are the children of the Wyld. This can lead to radical personality and behavioral changes over time. All Faerie fear the coming of Chaos, the state in which the Faerie loses all state of rational purpose and engages in random behavior. Eventually, all Faerie slip permanently into Chaos, and then gradually dissolve as chaos destroys their body. Faerie are often random, but it is consciously chosen randomness. Chaos is total unpredictability. The Faerie have realized over time that allowing a faerie to spend his early years in a more static environment such as the earth helps them to become more stable and stave off the final death by chaos for a much longer time. The faerie will swap children with a human couple, then come for the child when he reaches the age of 16 and return the original child and take theirs. While many changelings then stay in Arcadia, many others return to Earth, for it was the home of their childhood. Player characters come from this group.

The Origins of the Faerie:

From Haarck's History of the Tellurian. Published Seeker Year 6028, at the Court of Princess Tharriol of the Seeker Court.

"One of the most frequently misunderstood elements of the story of Adam and Lillith was the nature of Lillith. Lillith has been remembered by the humans as Adam's first wife. Some legends say she was a demon, others that she was created from the mud like Adam. However, the oldest faerie records assert that she was not human or demon, but the avatar of an Incarna, spawned by Luna or possibly Gaia herself. She mated with Adam and produced the first faeries. She had a second brood by Adam which became some of the first shapechangers. It is also speculated that she may have bred with selected humans later, introducing the race of Immortals into the world.

When Eve was created, Lillith left the garden and took her first brood of children with her to Arcadia, on the moon. There they grew and frolicked and prospered. Lillith taught them the secret of the great game. The game would keep them busy and happy for all of eternity, but something went wrong. When Humanity fell, the fae were spared the direct effects of that fate. They did not lose their immortality, but the curse that came upon the universe effected them too. It was at this time that the final madness became a threat to the fae. Humans live under the shadow of death, the ultimate form of stasis. Fae live under the shadow of instability, a loss of form, purpose and mind. At the same time, Arcadia itself became unstable, threatening to dissolve back into primal chaos. Space and time themselves became warped.

For a time, the fae struggled on. They discovered that the great game gave them a sense of purpose and by playing the game they could stave off the instability that threatened to consume them. But then the humans further wrecked the universe. The curse of Babel struck at all sentient creatures. The fae were plunged into utter chaos by the curse. Many panicked and turned on each other. The true knowlege of the great game, its goals, and its rules were lost and distorted. Where once the faerie had been one people though many breeds, now the faeries divided into courts, each playing the great game by different rules and for a different prize."

From a conversation with Allisande, a Respected Selkie Romany Entertainer:

"So you want to know where we all came from? I'll tell you all about it. In the beginning, there was chaos. It was burbling along happily until one day it discovered that in its random changes, it had made something stable. Ever shuffled a deck of cards? Most of the time you just get disorder, but sometimes, you may get some cards to just randomly appear in a pattern. Well, that's what happened. And this stable thing didn't want to just dissolve away. It started changing more of the chaos into something stable. Planets, stars, birds, wombats, people, etc. Well, the chaos didn't really care. It had no mind after all. But it instinctively reacted to all this making by trying to change things. But the Maker didn't like that. It wanted its creations to not change, just like it. It didn't understand that by taking action, it was causing change itself. It tried to make something that would prevent the Chaos from unmaking and altering its stuff. At the same time, the Chaos tried making something that would be better at unmaking things that were too stable. And lo and behold, they accidentally made the same thing. This thing became the Mediator. It sought to keep the Maker from freezing everything into one big pretty picture and the Chaos from just wrecking everything into one big confused mass again."

"Things burbled on like this merrily for quite a while, when the Maker had a clever idea. It could make lesser creatures that would desire to Make things like it did. These things could go out and help lock down the universe into stability. So it waited for the Chaos to produce some suitable creatures, and it shaped them into humans. Only problem was, the Mediator intervened to keep it from getting too powerful that way. It hid some of the new creatures before the Maker was done fixing them to work his way. Instead, they became us, the Faeries. Luna took a liking to us, and made part of her realm into a paradise and a refuge. She saw that the humans would get out of control one day, and we would need somewhere they couldn't get us. Because the Maker never finished reshaping us, we come in all shapes and sizes, but because we come from the same stock as humans, we all look kinda human and we can breed with them. Also, they've given us some lessons in getting things done... "

From a conversation with Champion Yrynido, a doppleganger of the Dryadic court:

"We are the children of Luna. Luna once lived alone in Arcadia with only the animals to keep her company. She was a little jealous of her sister Gaia who had humans, and shapechangers, and all the other thinking animals to keep her company. So she went to her sister and asked her for the secret of teaching animals to think that she might have company."

"Gaia said to her sister, 'How about if I give you some of my children to keep you company on the moon? I can see how you must get lonely there.'"

"Luna replied, 'I would like to have children of my own. Your children would grow lonely and yearn for you, for I am not their mother.'"

"And Gaia replied, 'Perhaps some of the shifter kin should come to dwell with you. They regard you as their second mother, for you are always in their sight when Helios leaves the sky."

"Luna said, 'Can you not teach me the secret of making thinking animals?"

"Gaia sighed. 'I am not sure how it was done. The Maker, the Breaker, and the Changer helped me birth them. I do not know exactly how to do it. But if you ask them, I am sure they will help you gain the children you desire.'"

"So Luna reached into the sky, and grabbed the loom of the Maker, and pulled herself upon it. She crossed the loom, dodging the Maker's zealous servants, who mistook her for a thread out of place, and sought the workshop of the Maker. And the Maker heard her pleas, and took some of her essence and made nine statues of it. And Luna was dismayed."

"Luna said to the Maker, 'These have no life within them. And none of them look like each other. How can they be one kind, my children.'"

"The Maker replied, 'I make things, not life. If it is life you seek, go to the Changer, for he makes things that change, not I.' So Luna parted the threads of the great loom and fell between them to the ocean of change, where dwelt the Changer."

"Luna sailed the seas of change for many months, seeking the Changer, but she could not find him, for the stars moved in the sky, islands rose and sank without warning, and her maps were never the same from one minute to the next. But she saved the nine statues, hoping that the Changer could bring them to life. Finally, she cried out in despair, lost and alone"

"'Changer, where are you? I have sought long for you? Have you died and departed leaving only this ocean behind? Has my quest been futile?' And Luna cried."

"And a voice spoke from beyond her sight. 'Throw your children into the sea.' And Luna was confused. They were only statues. If she threw them overboard, they would sink to the bottom, and all of her efforts would be for naught."

"'I cannot throw my children into the sea. They cannot swim. They are only statues.' Luna did not understand."

"'Safety precludes change, for change is never safe and always risks loss. They must enter me if they are to ever become more than what they are.' Though Luna feared the undoing of all her efforts, she took the Changer's words to heart and threw the statues overboard. And they changed. They lost their unliving semblance and moved and breathed and swam. One took naturally to the water. Another became a fish. The third grew wings and flew up out of the water. The fourth called down fire from the sun and boiled away the water around him dancing in the steam. The fifth was blown back up on the deck by a wave that happened to pass by. The sixth sank to the bottom, then part of the bottom floated to the top with him riding on it. The seventh hid from the water so she wouldn't get wet. The eighth drew off a little of the Changers power and made his own little Island. And the ninth started fighting with the eighth to stand on the new little island. Luna smiled and drew her children up onto her boat and prepared to leave. She set a course for the Moon and prepared to have a nice talk with her new children. But they didn't understand anything she said, just ran around making a mess and experimenting with things. Luna was confused again. Now what was wrong?"

"As she began to sail into the sky towards home, she called out to the Changer, 'Why do my children not understand me?'"

"And the Changer replied, "I give the gift of life, not of thought. Ask someone else for that.'"

"As Luna sailed her boat into the sky, she turned it to seek the chambers of the Breaker. She remembered that all three had helped Gaia, so perhaps the Breaker had the secret of mind."

"Soon she sailed to a great castle in the sky, where dwelt the Breaker. It was his duty to patrol the border between the ocean of change and the loom of the maker, keeping either kingdom from destroying the other. She soon stood before the Breaker and said, 'Oh mighty Breaker, can you teach my children to think? For I wish to be alone no more.' As she spoke, her children ran amuck, trashing the Breaker's castle, reshaping it, breaking parts of it, setting things on fire, attacking the guards, using them as climbing toys, and so on."

"The Breaker smiled. 'You have rambunctious children. The changer has touched them heavily. It will be hard to keep them under control. Harder still if I give them minds with which to plan and take action beyond their instincts. Often they will disobey and go wrong. Do you still wish me to enable them to think like you and I?'"

"Luna said, 'Yes. For if I had only wished for ordinary animals, I have plenty of those already. I want children who can love me and understand my love for them. And they are beautiful to me.' She looked at her children and smiled."

"The Breaker stood and said, 'Then it shall be done. As Gaia's children have blessed her, so shall these children be a blessing on you. As the humans have more of the Maker's essence, so your children the Faeries have more of the Changer's essence. Now they shall have my essence too. I break their instincts and insensibility and open them to knowing themselves and you. He touched each of the rampaging children, who stopped, blinked, and turned to stare at Luna, the Breaker, and his guards."

"Luna smiled, "Hello, children. Are you ready to go home?" They stared at her and tried to speak. A wide range of garbled language came out. Then they all ran over to her and tried to cling to her, staring at the Breaker and his guards. Luna turned to go."

"The Breaker spoke one last time before Luna and the Faeries left. "Your children will always be a fractious lot. Teach them your wisdom that they might understand that they need both order and change, though change will always come more easily to them. Teach them to treat Gaia's children well, for hers may be more numerous, but yours will be stronger, but often not know to use that strength wisely. I fear there may one day be war between yours and Gaia's children, and much misunderstanding. Go with my peace."

"And so Luna brought her children to the moon, and together they made it a great wilderness of surpassing beauty. And some of her children traveled to meet Gaia's children and vice versa. Together they protected the lands, until the Breaker and the Maker fell into madness and brought corruption upon us all..."

Excerpt from the Writings of Saulot:

"In my quest for wisdom, I sought out the faeries, for it was said that there were those among them who had witnessed the creation of mankind and the fall of man. And my journeys lead me by roads often untraveled into a great mountain range. And atop a mountain was a stone house, within which dwelt a man clad in brown. He was only two foot tall, and wore clothing the likes of which I had never seen. He had a shelf of scrolls and was writing another as I arrived. His apprentices were busily copying scrolls and writing new ones. He looked at me and I felt his gaze pierce me to my very essence. I was an open book to him. He looked at me for a long moment, then said,

"You are Saulot. You seek the wisdom of the Faeries, for you believe we were at the creation of man. You seek to know why humanity fell and how this fall can be undone." He continued to stare through me.

I was amazed. Surely one who knew this much could aid me in my quest for redemption. Then he spoke and shattered my hopes. "We are not that old a people. Do you know what an angel is?"

I was confused. "Are you saying that Faeries are angels? I have heard the Sethites speak of them, but..."

He laughed. "Angels predate the creation of the world. But some of them looked upon the world many years ago and saw that it was good, and desired the daughters of Seth. And they were punished for that, but not before the daughters of Seth gave birth to us, the Faeries. We are part angel, part man. Thus we have power beyond your ken, but forms like those of men."

I was crestfallen. "Then you know not the secret of redemption..."

He laughed again. "I didn't say that. What knowledge can you give me for the knowledge you seek.."

Erin O'Connell/NightSong, a Fianna Homid Galliard speaks of the origins of the Fae:

"Long ago, the Weaver decided to adopt one of the species of animals that dwelt in Gaia's bosom as his special children. To them, he would teach his secrets of making and creating order. She looked down and saw the humans, and decided they would be the ones to be blessed. But when the Weaver sent his servants to teach his children these secrets, some of them were not interested in them. They wandered off after learning only a few of the Weaver's secrets. They followed another call. They walked by strange paths and came to the land of Luna, who had called them. For she too wished to have special children. She gave them power over earth, and air, water, and fire. She taught them to draw upon her magic to hide, to fight, to change form like her. She made them lucky, and tied them strongly to their grandfather the Wyld that they might draw strength from him and not easily be forced into the molds made for them by the Weaver. And she named them the Faerie. Long has our tribe and theirs been friends, and long may we frolic together..."

From A Theory of Faerie Origins and Powers.

It is my theory that the Fair Folk, or Faeries were created by the division between the physical and spirit worlds that happened at some point in the distant past. Some humans were trapped on the Umbral side of the Gauntlet and subjected to the increased influence of the magical energies prevalent there. They became increasingly magical creatures, finally becoming permeated with magical energies. They seem especially proficient in the manipulation of Matter, Forces, Mind, Entropy and Life. They dwell in a realm of unstable Time and Correspondence. Some have learned to manipulate Mana, which seems to correspond roughly to Prime. A few can manipulate Spirit enough to enable them to open Faerie rings/Trods/Faerie Circles which enable them to visit the physical plane.

The erratic nature of the faerie folk and the behavior of the Marauders somehow seems to be linked...

Character Creation:

I'm going to assume anyone reading this has access to one of the storyteller games and can use that as a guide to generating their attributes, abilities, backgrounds, etc. New Abilities and backgrounds are defined below. Also, a character sheet will be provided elsewhere in these rules.

A. Determine Your Upbringing, Breed, Court, Nature, and Demeanor.

You can pick one of three upbringings--Faerie Changeling, Half-Fay, or Human Changeling.

Faerie Changeling: Some faeries grow tired of their current identity. These faeries sometimes choose to become new again. They walk into the mists and vanish...and are born again as faerie children...with their old life and problems forgotten. The stork brings them, or they crawl out of a cabbage, or any of a variety of other interesting ways of reappearing... The Faeries have traditionally taken some of their children and switched them with human children shortly after their birth. These children are known as Faerie changelings. They grow up more stable than Faeries raised in Arcadia. They are also the standard character type. Until Age 16, they appear as ordinary humans, at which point the Faeries come to induct them into Faerie society as the glamor that was put on them in infancy wears off. Faerie changelings are immune to Arcadian-Time distortion, take aggravated damage from cold iron, and cannot use any faerie powers while in contact with cold iron. They are also immune to the Delirium and the Fog. Changelings heal one wound a day in Arcadia, the umbra, and the shadowlands, and as Mages in the physical realm.

Half-Faeries: These are created as Hunter characters. They have to buy the seven point Merit "Half-Faery". This grants Immunity to the Delirium, one pip in the breed power of the Faery parent (which can be improved with experience points), causes vulnerability to cold iron (but it isn't aggravated), and allows the character immunity to Arcadian time- distortion effects. They look human, but have a few characteristics that evoke impressions of their faerie blood. They heal at the same rate as ordinary humans.

Human Changeling: These are the humans who are carried off to Arcadia. They are raised to be a member of one of the faerie courts(depending on which one carried them off). They gain some faerie abilities: they can learn Court Powers, they gain invulnerability to the Delerium and Fog, and they can't be trapped in Arcadia by faerie food. They do not take aggravated damage from cold iron, but they can't use their powers while in contact with it. Human changelings also have to worry about Stability. They have no breed power. Due to their upbringing, they can not spend their starting skill points on any technology related skill except Faerie Mechanics. They heal as Mages.

Alfar: Also called the Kind Folk. They are the elves of Nordic legend, the Tuatha De Danaan, and other human-like Fae. They are regal and a bit haughty generally. Their breed power is Mana manipulation.

Brownies: These are short (6 inches to 2 foot) humanoids who typically live underground or in forests. They are usually friendly and helpful, but enjoy playing pranks too. Their breed power is Earth.

Dopplegangers: Their base form is typically either human or like that of another faerie kind. Given that they are shapechangers, they often forget what their original self was like. They are quite varied in motivation and behavior, but usually prefer to trick their way out of trouble. Their breed power is Shapechanging.

Gremlins: Gremlins are about 4 inches tall. They are thin, wiry humanoids with big noses and strange clothing. Many dress in parody of some specific kind of mortal, especially one they are taunting. They usually have odd skin colors like chartreuse, teal, off-mauve...They enjoy pranking people. Their breed power is Luck.

Pixies: Think Tinkerbell. 1/2 inch to 2 inch tall naked winged humanoids. Pixies usually only wear clothing on "formal" occassions. They are flighty, but friendly, and often shy of bigger folk. They have wings and can fly at will. Their breed power is Air.

Phookas: Phookas resemble giant animals or humanoids with strong resemblance to some kind of animal. They are friendly, but often shy. Harvey from the movie Harvey was a phooka. Their breed power is Fade.

Goblin: These are the strongest of faeries. They tend to be crude, violent and strong. They range from the tiny, homicidal Red Caps to the huge and stupid Giants. Their breed power is Might.

Salamanders: They resemble red-scaled, reptilian humanoids. They range greatly in height from tiny 1/2 inch ones to 7 foot tall. They love fire and are most easily found at the sight of a major fire dancing in the flames. They are easily angered, but also easily calmed. Very passionate. They have Fire as their breed power.

Selkies: These are blue-skinned water faeries. They range in appearance from ordinary, but blue-skinned humans to mermaids or fish. They are quite moody. Their anger is much to be feared. The women seem to outnumber the men quite a lot in this tribe, but noone is sure why. Their breed power is Aqua.

What are faerie courts? Faerie courts are groups of like-minded faeries who share a common interpretation of the rules of the great game, the game Eternal. There are nine major courts. Each court is organized into bands of cooperating faerie who control a particular dominion of arcadia. They are loosely allied with each other in their competition to win the great game. Each band is usually led by a Faerie Noble. Courts are organized around a set of rules and behaviors that are believed to be the key to winning the great Game. Faeries use the term court both to refer to the leaders of the various faerie dominions, and to the overall alliances of faerie groups that share common philosophies.

Each court has a code of behavior which it believes is the key to winning the Game eternal. Some use an elaborate point system, while others keep track of how far along they are in other ways. By obeying these rules, Faeries gain certain powers, these are the court powers listed with each court. The powers of a given court can only be gained by members of that court... It flows from their identification with their internal philosophy.

The Seelie Court: Victory is to be gained through honor and strength, and your word is your bond. The codes of Chivalry must be observed. The Virtue of Honor is stressed. The Flaw of the Seelie Fae is their extreme devotion to Honor. They will never break their word. To even twist it requires the expenditure of a WP point and the failure of a Honor Roll(diff 6). This also causes them to lose one stability point.
Powers:Fae Sight, Kensai.

Quote: My word is all the guarantee you will ever need.

The Unseelie Court: Victory is to be gained by causing suffering. Physical, mental, and spiritual pain are to be savored. Obey your superior until you can cast him down. The virtue of Fearlessness is stressed. The Unseelie are repulsed by Holy symbols, even in an unbeliever's hands. They must make an opposed roll: Their WP vs the Target's WP+Faith. In the presence of a religious ritual, they must make a Diff. 6 fearlessness check or flee screaming
Powers: Glamor, Wrack.

Quote: Bastard! I will rip out your heart at my leisure.

The Dryadic Court: Victory is to be gained by helping, controlling, and protecting the wilderness from enchroachment. We speak for the trees. The virtue of Compassion is stressed. Fire does aggravated damage(And +2 difficulty to soak) to dryadic Fae. They must make a Diff. 6 fearlessness check or run away from fire.
Powers: Flora, Fauna.

Quote: I speak for the trees. (Dr. Seuss--The Lorax)

The Tinker Court: Victory is to be gained by whoever builds the ultimate machine. If you can think of it, we can make it. The virtue of Fearlessness is stressed. Tinkers are insanely curious. They must make an Intelligence check at Diff. 6 or try something new regardless of danger.
Powers: Tinker, Machine Master.

Quote: This is the alarm that goes off if the alarm to tell you it is malfunctioning doesn't go off.

The Romany court: Victory goes to the one with the most toys! Lie, cheat, romance, and steal your way to a bigger pile of stuff. And have fun too. But try to do it without hurting anyone, because violence is no fun. Fearlessness is stressed by the Romany. They are rather kleptomaniacal. They must fail an Honor check(diff. 6) not to take advantage of an opportunity to steal without getting caught if they see something valuable/pretty.
Powers: Persuade, Speed.

Quote: Your eyes shine with the glory of a night sky, my dear.

The Seeker Court: Victory goes to whoever knows the most. Through learning we gain wisdom and power. The primary Seeker virtue is Honor. Seekers often become lost in Thought. Seekers suffer +2 to perception difficulties outside combat situations because they are usually just not paying attention to what is going on.
Powers: Fae sight, Machine Master.

Quote: Hmm. I wonder what that Tremere keeps in this rune covered box...

The Aesthete Court: Victory goes to whoever creates the most beauty. They range from those who are beautiful themselves, to singers, painters, and other artists. All focus on the creation of beauty. Their primary virtue is compassion. Like Toreadors, they often become lost in the contemplation of beauty.
Powers: Glamor, Beauty.

Quote: A thing of beauty is a joy forever, but this is an agony forever.

The Ascetic court: Whoever perfects himself wins. They seek to master their body and appetites. Most faeries see them as quite crazy for doing this. They are the tiniest court, for they go the most strongly against innate faerie nature. Their primary virtue is honor. Their flaw is that they are repulsed by excess. They must make a WP diff. 6 roll to avoid fleeing the sight of excess.
Powers: Kensai, Self-Mastery.

Quote: Your life is nothing but gluttony. I would be disgusted if I allowed myself to have emotions.

Guardian Court: Victory comes from helping others. The guardians do things ranging from helping with household chores to fending off supernatural threats to those under their care. Their primary virtue is Compassion. They are very compassionate. They must fail a Compassion check (Diff 6) not to try to help people who are worthy.
Powers: Persuade, Wrack.

Quote: Whistle while you work.

Nature and Demeanor
I am going to assume you have a copy of one of the Storyteller system games to pick your nature and demeanor so I don't have to waste bandwidth listing them all.

B. + C: Determine Attributes and Abilities

This uses the standard storyteller attributes and abilities, so I won't waste bandwidth on them, except to list and explain the new Abilities used by Faeries. Faeries get 7/5/3 in attributes, and 13/9/5 in abilities.

Art: This reflects your ability to create and appraise art, everything from computer animation to line drawings to sculpture...
  1. Novice You like to doodle.
  2. Practiced You took Art classes in High School
  3. Skilled You have a reputation as an artist among your court.
  4. Expert You could make a living off your art. If you are not a member of the Aesthetic court, they wish you were.
  5. Master You will be remembered for your art even after you die. You are already inspiring artists who imitate your style. The Aesthethes love you.
Faerie Lore: This reflects overall knowlege of the breeds and history of the faeries. It also reflects one's ability to obey faerie etiquette and experience with the geography and rules of Arcadia
  1. Novice Can recognize faeries. Well, sometimes.
  2. Practiced Knows the traditional faerie weaknesses, breeds, and habits
  3. Competent Could visit Arcadia without making a fool of herself
  4. Expert Knows more than most faeries
  5. Master Oberon comes to you for advice.
Specialties: Breeds, History, Faerie Circles, Arcadia, Faerie Customs
Possesed by: Faeries, half-faeries, Mages, occult scholars, students of Medieval Culture, Malkavians
Gambling: This covers games of chance or partial chance that are typically bet on. Dice, cards, Lotto, Roulette, etc... You know how to calculate the odds, bluff, cheat, and detect cheating.
  1. Novice You know how to play poker...and even win sometimes
  2. Practiced You can win a back-alley craps game
  3. Competent You enjoy your trips to Vegas
  4. Expert The casino owners fear your trips to Vegas
  5. Master You'd dice with the Devil, but you've already taken him for all he's worth last week.
Specialties: Casinos, Bluffing, Cheating, Dice, Cards, Machine games
Possessed by: Romany Fae, Gypsies, Con men, Gamblers, street punks
Gamesman: This covers games of skill and strategy. Chess, Go, Wargames, etc... You know how to size up your opponents, deduce their strategies, and find the best strategy to defeat them.
  1. Novice You enjoy an occassional game of Checkers
  2. Practiced You were in the Chess club
  3. Competent You win wargame tourneys at Cons
  4. Expert You are a Go master.
  5. Master You enjoy playing multiple games of Kriegspiel simultaneously while blindfolded.
Specialties: Go, Chess, Wargames, Checkers, Blindfolded
Possessed by: Seekers, Ventrue, Gamers, Chess players
Court Lore: This encompasses knowlege of the politics of Arcadia, and the philosophical systems of the Faerie courts.
  1. Apprentice You usually remember your own court's rules
  2. Journeyman You usually remember what the other courts are.
  3. Master You know the purposes and powers of all courts and have some knowlege of faerie politics
  4. Scholar You know the rules of the courts better than most of their practicioners and know most of the intrigues of the courts
  5. Sage Faerie Queens and Kings come to you for counsel.
Specialties: Court Rules, Court Powers, Intrigue, History, Philosophy
Possesed by: Seekers, Faerie leaders, Magi, Malkavians, Seelie, Unseelie
Faerie Mechanics: The rules of Science are different in Arcadia. Some would say Arcadia has no logic, but you know better. You know how to build machines and exploit the physical "laws" of Arcadia.
  1. Apprentice You can operate a Tinker's machine without being guaranteed to die.
  2. Journeyman You can figure out what most Tinker machines do.
  3. Master You understand how to build common Faerie machines...like giant ornate spring powered clocks, or steam powered temple door openers.
  4. Specialist You could build a spring and clockwork powered car.
  5. Sage You could build a clockwork computer.
Specialties: Vehicles, Chemistry, Arcadian Physics, Clockworks, Steam, Springs
Possessed by: Seekers, Tinkers, Sons of Ether, Malkavians, Kiyasids, Steamologists.

D. Pick Powers, Virtues, Willpower, Backgrounds, Merits, Flaws

Faeries receive three points to distribute among their breed and court powers. The Powers are described in the power section.

They receive a free pip in each of the virtues, and seven discretionary points.

There are three faerie Virtues:

See the section on Stability for the description of how these virtues work.

All Faeries get three points of Willpower for free. The rest must be purchased with Freebie points. (See Section E.)

Faeries can have Arcane, Allies, Contacts, Dream, Fame(in Arcadia or mortal world...count seperately), Influence(Ditto), Mentor, Resources(Ditto), or the following special backgrounds:

Companions: This is supernatural contacts. Each pip represents one supernatural friend, such as a werewolf, mage, wraith, or Vampire known by the faerie.


  1. Known
  2. Respected
  3. Hero
  4. Champion
  5. Knight
Faerie Merits and Flaws:
Most Merits and flaws can be drawn from the mage, Werewolf and Vampire player's guide. Only Merits and flaws that need mod. for these rules or that are unique to faeries are listed.

Honorable(M1) You are a faerie who is honorable almost beyond belief. Add three extra dice to any attempt to resist supernatural persuasion to break your code of honor(your Court path)

Brave Heart (M2) This merit adds two to the difficulty of any effort to inspire fear in the faerie, and subtracts two from the difficulty of any Fearlessness Check to resist fear.

Phobias... Faeries resist Phobias with Fearlessness...

Artistic Inclination (M1) You have a knack for art. Reduce all art-related difficulties by two.

Seeker trained(M3) You have been well educated by Seekers. Gain -1 to the difficulty of using any knowledge you possess. (This can be combined with Jack-of-all-trades to get -1 to the diff. of any know. skill.)

Romany "trained"(M3) You have lived with the Romany and learned what they can teach. Gain -2 to difficulty of pick pocketing, picking locks, stealth, and seduction.

Arcadian navigator(M3) You understand how Arcadia is interconnected better than most. You have a -2 to any attempt to find your way about arcadia. You are immune to the ritual Shroud the ways.

Anachronism is a common flaw of humans raised in Arcadia...

Immunity to Faerie Food(M2) This is a half-faerie merit only. It renders the half-faerie immune to the strange effects that Faerie food has on non-Arcadians.

Second Sight(M3) You can learn the Fae Sight power even if you are not from the appropriate court.

Strong Breed (M3) You have a knack for your breed power. -2 to all difficulties with it.

Powerful breed (M5) You have a -2 difficulty with any breed power you learn. You can learn breed powers without needing a teacher who knows the power. A half-faerie with this merit can learn other breed powers, but gains no reduced diffic. with them, unless she buys the power twice.

Iron Tolerance (M5-7) Some faeries have less vulnerability to Iron than others. As a 5 point merit, you no longer fear the sight of it, and can touch it without taking damage...but a blow is still aggravated. With the six point merit, even a blow inspires no fear, but the damage is still aggravated. With the seven point merit, Iron does no worse damage than any other weapon.

Banished by Church bells(F1) You must make a fearlessness check at difficutly 6 whenever you hear churchbells, or flee.

Unable to Enter Holy Ground(F2) You are unable to enter consecrated ground. You must make a fearlessness check to do so. You must check every round you are on the consecrated ground. If confronted by someone with True Faith on consecrated ground, you must flee. (You can spend a WP to get a fearlessness check.)

Bound By Iron(F5) You suffer from the curse of being vulnerable to being controlled by someone who touches or binds you with iron. If they know to take advantage of it, they can attempt to command you while touching you with Iron. They roll WP vs. Your WP (Difficulty 6). If they get more successes, you have to obey the first command they give you. After a number of days equal to their successes, you can roll again to shake off the command. If they botch, they can never attempt to command you again. If you botch, you must obey them until someone else successfully binds you with Iron. This flaw does however give you the benny that you do not suffer damage from touching Iron. However, you still fear it, and it still does aggravated damage to you.

Powerless on Consecrated Ground(F5) On Consecrated ground, you cannot use any faerie powers or sorcery. You still heal as normal.

Night Faerie(F7) You are a faerie of the night. Daylight is painful to you and possibly fatal. Exposure to sunlight for you is like being on fire for other people. (Use normal fire damage rules.)

E. Spend your Freebie points:

Ability                       Starting                  Freebie cost to raise 
Virtues               1 free in each; 7 discretionary     2 per point 
Stability                  Varies by Court                1 per point 
Attributes            1 free in each; 7/5/3 discret.      5 per point 
Abilities                 13/9/5 discretionary 
Willpower                        3                        1 per point 
Powers (note 1)            3 discretionary                7 per point 
Backgrounds                5 discretionary                1 per point 
Freebies                   15 points 

Note 1: Faeries can't buy the powers of other courts with freebies, but they can buy the powers of other breeds.


Stability reflects how far the Faerie has been able to stave off the decline into sheer randomness and pointless behavior that usually claims most faeries eventually. Their link to the Wyld eventually consumes them.

Each Court teaches you to build stability in different ways. They have different "Hiearchies of sins". Faeries who voluntarily breach their Court's code must make a check on the appropriate virtue (Difficulty 6). On a failure, they lose no stability. On a success, they lose a point of stability and of the virtue. If they get a success on all their virtue dice, they get a derangement as well.

Given that Faeries are creatures of great passions, they must use their virtues to control those passions. Otherwise they may act on impulse, rather than on common sense. Faeries do not actually frenzy, but go into a state of obsession that is similar in some ways. They will ignore everything but the goal of that obsession until they have accomplished it. They must spend willpower to turn aside from that goal. One Willpower point can be spent to negate a fear obsession, to set aside a revenge obsession for a scene, or to resist an anger obsession for one round. Obsessions last until you achieve your goal or spend five willpower points. You need make no more obsession checks while you are obsessed. At the end of a scene you can make a check again on the virtue to break out of the obsession.

The Virtues

Faeries are noted for vengeful rages when they have been tricked or robbed. They don't appreciate such things. A failed compassion check results in an obsession with getting revenge on that person, to the exclusion of all else.
Someone accidentally thwarts part of your plan.
Someone deliberately thwarts part of your scheme.
Someone robs you.
Someone goes out of their way to wreck your life.
They destroy something important to you
Faeries respond poorly to provocation and insults against their honor. But the more secure a faerie is in his honor, the more he can bear with such insults if it is necessary. A faerie who fails a Honor check falls into a vengeful rage....similar to a vampire or werewolf frenzy. She no longer suffers from wound penalties until she comes out of the obsession. The obsession ends automatically if the target is rendered unconscious or killed.
Insulted by someone you consider above you
Being provoked to violence by someone
Insulted by an equal Target of Prolonged Taunting
Insulted by an inferior
Faeries fear two things...Iron and the Power of True Faith. Holy items empowered with True Faith can force faeries to flee, as can the presence of Iron. (Although not Steel...) A faerie who fails the check will flee until he can no longer sense what has caused his flight.
Know that the substance is nearby, but unable to see/hear/smell it.
Sense Iron/True Faith within 100 yards
Sense Iron/True Faith within 10 yds.
Touched by a person/Item with True Faith
Touched by Iron
Injured by Iron/An Item blessed by True Faith/A person with true faith

A faerie with a Stability of 6 or less makes mortals, most Garou (except Fianna), Mages, and Vampires uncomfortable. He loses one die off social interaction for every point of stability under 7.

Stability itself is used to resist Arcadian time distortion, to create or maintain Arcadian realms, and certain other purposes.

The Courts

Seelie Court
The Seelie play by a medieval code of chivalry. Armed Robbery is okay, but theft by stealth or deceit is not. Loyalty, and your word and oath are all important.
Stability is Compassion+Honor
Violating the spirit of a promise or oath, even one extorted from you
Accidental wrongdoing
Failing in a task assigned by your Lord or to protect innocents
Violating the word of a promise or oath, freely given
Failing to aid those less fortunate than you
Abandoning the defense of a post assigned by your lord
Breaking any law of your liege
Failure to accept a surrender, Committing a Theft
Murder or Rape
Betraying your Lord, Violating the spirit of a promise or oath

Unseelie Court
The unseelie follow a darker form of Chivalry. Vengeance is their highest virtue. They believe that gaining personal power is the way to win the game, but they are organized in feudal fashion. They also enjoy exploring pain and the darker emotions in an aesthetic sense.
Stability is Honor+Fearlessness
Mercy to an enemy
Not torturing an enemy before he dies
Passing up an opportunity to gain power
Failing to seek revenge for a broken promise
Breaking the Spirit of a Promise
Breaking the word of a promise
Helping someone without an ulterior motive
Stopping someone else from committing torture
Forgiving an enemy
Acts of Charity without an ulterior motive

Dryadic Court
The protection of the wilderness is the key to victory. You must protect the wilderness and its inhabitants from unnatural threats, like hunters, urban development, etc. Those who act in attunement with the wilderness are okay, anyone else is unimportant and can be disposed of at will if they threaten the wilderness and its creatures. The dryadic court has strong ties to the Garou and other shifter-kin.
Stability is Compassion+Fearlessness
Any failure to defend the wilderness from desecration
Starting a fire in a forest with wood that wasn't already dead or failure to properly take care to avoid a forest fire
littering in the wilderness
Failure to speak in defense of preservation of wilderness
Hunting an animal for fun or just for a trophy
Destroying a plant, other than for food or self-preservation
Cruelty to animals
Destroying Wilderness to build something
Plundering the wilderness
Destroying wilderness for fun

Tinker Court
Whoever builds the best/biggest toy wins! The key to the rules for the Tinkers is the invention of new devices, and the improvement of old ones. Tinkers are discouraged from interfering with each other's work...This is just too dangerous when Tinker devices are concerned. What you do with the rest of your life is your own affair...but you should always strive to learn more about machines, and not destroy the machines of others.
Stability is Honor+Fearlessness
Failing to spend at least three hours a day working on inventions
Failing to explain your inventions whenever you demonstrate them
Failing to take apart at least one of every new machine you find
Not trying to learn more about new machines you encounter
refusing to share your knowlege about machines
Not spending at least 30 hours a week tinkering and experimenting
Destroying a machine without studying it first
Solving a problem with brute force where a machine could do it
Sabotaging anyone's experiments with machines.
Sabotaging a fellow Tinker's experiments

Romany Court
What's yours is mine, and what's mine is yours, if you can get it away from me... The game is to be won by showing you are the best trickster of all. If you can fool someone, it is your moral duty to do so! But you shouldn't hurt people. Never leave a poor man penniless or steal someone's only food...But if they can afford to lose it, it is okay to take it. The Romany hold very much to the traditional faerie concept of possessions (See Faerie customs section)
Stability is Honor+Fearlessness
Failing to prank someone who deserves it, regardless of danger
Failure to be charming
Being caught lying, stealing, running off with someone's man/woman.
Failure to prank someone when it involves no risk
paying for something you could have stolen without hurting anyone
losing your temper
Hurting someone who wasn't trying to hurt someone
Accidentally killing someone
Stealing from the poor

Seeker Court
The seekers see the key to victory in the game as being gaining knowlege. The two most important things are to learn new things and spread the knowlege to others...Do whatever it takes to gain knowlege....Killing is frowned on, although sometimes necessary.
Stability is Honor+Fearlessness
Failing to take an opportunity to learn
Refusing a request for knowlege from an enemy
Failing to spend at least an hour a day writing down things you have learned that day
Avoiding a learning experience because it is dangerous
Concealing Knowlege
Refusing to share Knowlege with a friend
Murder for Knowlege
Hiding Knowlege from fellow seekers
Spreading False information (about anything besides yourself)

Aesthete Court
It is through the creation of beauty, in yourself and other things that the Game will be won. The more beauty you create, the better. The highest pursuit is the creation of art. Art must be judged for its own sake and on its own merits, not that of the creator of the art.
Stability is Compassion+Honor
Failing to be personally attractive
Behaving in an aesthetically unpleasing manner (Spitting, throwing up, smearing dirt on yourself, etc)
Badmouthing worthy art for personal reasons (such as dislike of the artist)
Failure to spend an hour a day in creative pursuits.
Destroying Art for a greater good
Concealing Art from public view
Injuring an artist or Aesthete
Destroying Art needlessly
Killing an Artist or fellow Aesthete

Ascetic court:
The ascetics are seen as complete weirdos by other faeries. They try to deny their faery nature by being in control of their bodies and emotions at all time. They stress control of your emotions and bodily desires. It is by winning over temptation that you will win the game.
Stability is honor+Fearlessness
Any display of emotion
Eating or sleeping more than is necessary
Drinking any liquid with stimulant or depressant effects (Coke, Alcoholic beverages, tea, etc.)
Failing to attempt to discourage others from overindulgence
Display of anger, hate, greed, jealousy, or confusion
Display of love, lust, hunger, fear (and other primal emotions...)
Wearing elaborate clothing or owning luxury goods
Killing other than in self-defense
Indulging in physical pleasures (sex, drunkeness, gluttony, etc.)

Guardian Court:
The guardian court believes the faeries have a duty to protect and aid those who perform the traditional rites associated with seeking the protection of faerie kind. Typically, this involves leaving some of whatever you produce for the faeries to take, leaving food for them, periodically thanking them for their assistance, and helping them when they need your services. In return, the Guardians will help you in your labors, clean your dwelling, perform various special services, and defend you from supernatural threats. Those who abandon these duties lose the protection of the guardian court. They "earn points" by helping those who are worthy...
Stability is Compassion+Fearlessness
Ignoring a person in need when it would take minimal effort to aid them.
Inflicting accidental injury to people, property, or land.
Ignoring a worthy person in need when it would take minimal effort to aid them.
Failing to aid someone who has performed the traditional duties of those who expect faerie assistance when it would not require much effort.
Damage to the property or land of someone who has performed the traditional duties of those who expect faerie assistance.
Failure to protect those who have performed the traditional duties of those who expect faerie assitance.
Failing to aid someone who has performed the traditional duties of those who expect faerie assistance.
Theft from those who have performed the traditional duties of those who expect faerie assitance.
Assaulting those who have performed the traditional duties of those who expect faerie assitance.



  1. Divine Visage: Add Beauty to your Appearance score
  2. Beautiful Creation: Add Beauty rating to your dice pool for any use of an Artistic skill (Performance, Expression, Sculpting, Painting, etc.)
  3. Aura of Beauty: This ability is the same as Awe (Presence)
  4. Beautiful Vista: You can imbue an area with Beauty for one hour per success on a App+Beauty check (d. 6) All in area are calmed and Awed (spend WP to resist).
  5. Inspire Beauty: You can give a person a bonus to Appearance equal to the number of successes recieved from a Per+Beauty roll(d.6) for a number of days = your beauty rank-- Their Appearance can't rise above your Beauty rank
  6. Divine Aura: Others worship your beauty. You can command them by making a Beauty+Leadership vs. WP+(Self-control: Humans/Vampires, Gnosis: Werewolves, Spirits, 1/2 WP: Mages, Faeries(or Beauty if it is possessed)
  7. Inspire Love: Anyone who sees you must roll WP vs your App+Beauty or fall madly in love with you
  8. Preserve Beauty: You can prevent anything from losing its beauty ever for a number of decades =# of successes gained on a roll of Beauty (D. 8)
  9. Radiate Beauty: Everything in a 1 mile radius gains a bonus to App=your Appearance
  10. Glimpse the Transcendant: Grand yourself or someone else a vision of the Transcendant Ultimate of Beauty. Requires spending a permanent WP point. The vision lasts a number of Hours=Target's highest Artistic skill. The Target recovers all WP, gains a number of skill pips for artistic skills=the number of hours the vision lasts, and gains Artistic aptitude(-2 Difficulties to Artistic skills). They also can gain the answer to one question. This vision can only be experienced once in each being's lifetime. Anyone who has seen the transcendant can now improve artistic skills up to 10.

Elemental (Air/Aqua/Earth/Fire)

  1. Sense Element: Per+Alert (d.6) to detect and analyze the nearest quantity of your element
  2. Shape Element: On a roll of Int.+Elemental Power(d.6), the character may reshape an amount of available element--1 success: 1 pound, 2 successes: 10 pounds, 3 successes: 100 pounds, 4 successes: 1000 pounds, etc.
  3. Move Element: Character can move existing elements or use them as a weapon (Use appropriate skill as if character was physically lifting/moving it)
  4. Conjure Element: On an Int+Elemental power(D.8), the character can conjure an amount of the appropriate element (as per shape element--or (fire/air) 1 success: a tiny amount, 2 success: 1 cubic foot, 3 successes: 1 cubic meter, 4 successes: 10 cubic meters, 5 Successes: 100 cubic meters...
  5. Elemental Resistance: Add your elemental power rating to stamina for soaking the elemental type.
  6. Elemental Walk: You can teleport via the appropriate element: Per+Alertness (D.7) You can Go 10^Successes miles.
  7. Elemental Form: Become the Appropriate element (1 wp/change). You retain a human shape, even if not normally appropriate for that element. By spending wp, you can reshape yourself in that form, but must return to a human like shape before reassuming flesh. You cannot speak unless your element is air or earth in this form, and you take double damage from the opposed element (Air-Earth, Fire-water) and half damage from the same element.
  8. Elemental Alteration: Spend 1 WP and Roll your Elemental power rating in dice at difficulty 8 to transmute your element into different forms of itself (granite into basalt, oxygen gas into nitrogen, an oil fire into a wood fire, water into coke).
  9. Transcend Element: You can now walk through mundane forms of your element without harm--walk through walls, breathe underwater, stand in a bonfire, etc.
  10. Elemental Lord: You gain the power of command over elementals. You can roll your Elemental power+Manipulation to control any elemental of your type (D.6) resisted by their Willpower(D.6) 1 success: 1 turn 2 successes: 1 Minute 3 successes: 1 hour 4 successes: 1 day...Also, you can not be harmed by any elemental and can travel anywhere via that element by spending 1 wp


  1. Hide: Add level of Fade to Stealth Rolls
  2. Disappear: Turn invisible when no one is observing you. You can't move while anyone is looking and stay invisible, but if you don't move, they can't see you.
  3. Vanish: Move while invisible, and even attack invisibly at a cost of 1 WP/Round
  4. Invisibility: Vanish even while being watched.
  5. Out of Sight, Out of Mind: Vanish from recent memory of people (Stealth+App, vs. Int +Alertness)
  6. Hide in Plain Sight: (Man+Acting vs. Per+Alert). Look like whoever you want to.
  7. Conceal: Spend 1 wp and turn an object invisible, even if you leave--anything up to house size. At this point, you no longer show up on electronic devices or cameras, either.
  8. Mass Invisibility: Extend up to power level 4 to other people.
  9. Fade away into nothing: You can Fade right out of the realm you are in and into the other side of the Gauntlet. At a Faerie Ring/Trod, you can Fade right into Arcadia.
  10. Unseen Presence: No one ever sees you unless you want to be seen. And your aura can be masked however you like. If you appear, you can take whatever appearance you want.

Fae Sight

  1. Magic Sight: Per+Alert (diff. 6) to sense magic. 1 succ.--Know it is there, 2 succ-- Know where the magic is, 3 succ.--Know what kind it is (Disc, Gift, Fae, True Magick, etc), 4--Know what effect, 5--Know best way to break it.
  2. Pierce Glamor: See through any lower level illusion, gift, Obfuscate, or Glamor
  3. Detect Deception: Empathy +Perception(D.6) vs. Man +Subt.(D.9) to detect lies and half-truths
  4. Aura Perception: Same as Auspex 2, but the difficulty is only 6
  5. See Weakness: Per+Approp. Skill(d.6) to find the weak points in anything. Each success lets you do one extra damage die to that thing.
  6. Pierce the Veil: See through the Horizon or Gauntlet on a Per+Awareness (Difficulty- Gauntlet)
  7. See the Known: You can scry anyone/thing/place you have seen before. Spend 1 WP and roll your Fae Sight (D. 6 for a place or thing, WP for a person). You can see them for: 1 succ: 1 turn, 2 succ. 1 Minute, 3 Succ: 1 hour...
  8. See the Unknown: You can scry anyone/thing/place you have ever heard of . Same as level 7(+1 to difficulty).
  9. See the Truth: No one can lie to you ever. And you become immune to Persuade below level 10
  10. Vision of Ultimate Reality: By spending a WP, you can see anyone/thing anywhere for as long as you want, even in other realms. You can also once in your life see the answer to a single question in a transcendant vision of the whole of reality. This requires a Stability check (D. 10) to avoid loss of a stability point and getting a derangement, but if you make it, you gain a Stability point and a point in one of your primary virtues. You can't spend WP on this check. Botching it leaves you transfixed by the vision until someone figures out some way to cut off your vision. Then you lose a stability point and gain a derangement. However, anyone who does this can now build knowleges up to 10 and gains 1 point of intelligence. (and 10 skill pips for knowleges).


  1. Fauna Knowledge: Identify any animal and its abilities/habits/etc. on a successful Intelligence+Fauna+Animal Ken roll.
  2. Fauna Speech: On Charisma +Fauna (D.7) you can talk to animals. One roll to establish contact with a particular animal.
  3. Animal Sentinel: Roll Per+Fauna (D. by visibility) to sense if a predetermined event takes place within 50' (per success) of that animal.
  4. Animal Allies: On a Charisma+Animal Ken (D. 4-8, depending on friendliness of animal) to get animals to do what you want (one animal per success)
  5. Call Animals: Summon one kind of animal from a one mile radius per success on Charisma+Animal Ken
  6. Animal Form: On a Sta+Fauna roll, become any animal for one hour/success
  7. Animal Feature: Assume animal features at will (like a dog nose to track by smell or cat ears to hear well. Usually gain 3 extra dice with the appropriate skill or lower diff.)
  8. Full Shift: Become any animal whenever you want for as long as you want
  9. Forced change: Turn others into Animals (Sta+Fauna vs. WP (or their Sta+Fauna or their WP+Shifting/Protean/Vicissitude). One hour/success.
  10. Animal Lord: Control any animal you see for WP hours.


  1. Flora Knowledge: Identify any plant and its properties on a successful Intelligence+Flora+Animal Ken roll.
  2. Flora Speech: On Charisma +Flora (D.7) you can talk to plants. One roll to establish contact with a particular plants.
  3. Plant Sentinel: Roll Per+Flora (D. by visibility) to sense if a predetermined event takes place within 50' (per success) of that plant.
  4. Plant Guardian: On a successful Char.+Flora Roll (d. 8) you can animate and control plants
  5. Plant Walk: Step into a plant and step out of any plant of the same species you have ever seen
  6. Plant Form: Become a plant. (Sta+Flora D. 7) one hour/success
  7. Instant Plant Growth: Grow plants to maturity in 1 minute (1 WP/Acre)
  8. Attunement: Merge your perceptions with 10 mile^2 of plants/ success on a D. 6 roll on your Flora level.
  9. Forced Change: Turn others into Plants (Sta+Flora vs. WP (or their Sta+Flora or their WP+Shifting/Protean/Vicissitude). One hour/success.
  10. Bless/Blight: Kill all plants or speed Growth in a 100 mile radius per success on Man.+Flora (d. 6)


  1. Mask: Roll Per+Glamor (d.6) to cloak yourself in the guise of another type (farmer, vampire, woman, accountant, etc). 1 success is enough for that. Impersonating a specific person takes three successes.
  2. Shadow Creature: Create 1 illusionary object or creature per success on Per+Glamor vs. Per+Alertness (D.6) 1 Success:Visual only 2 successes: Sound included 3 successes: smells added 4 successes: thermal added 5 successes: taste added 6 successes: You can touch it. Each round not spent concentrating on it causes it to lose one success level.
  3. Faescape: The Fae may alter his surroundings. Roll per+Glamor vs Per+ Alertness (Target is 5+x where 10^X is the radius area of effect in feet) The level of sensory alteration is the same as for Shadow creature.
  4. Massmorph: As Mask, but one person per success.
  5. Masquerade: As Mask, but it shields your aura also and your mind (Mentally, you seem to be that person if Telepathed)
  6. Glamor Creature: Roll Int+Glamor (d. 6). The creature has the following characteristics. (It lasts for 10 minutes/success).
                      Primary              Secondary         Tertiary 
    Attributes           X                    X-2              X-4 
    Abilities           X+5                    X               X-5 
  7. Chaos: This power allows the character to (roll Man+Glamor vs. WP) plunge an area into a giant tide of hallucination. Each success subtracts one die from all Dex, Str, Char, and Man. action pools of those in the area of effect.
  8. Mind Storm: As Chaos, but effects all dice pools except Stamina
  9. Nightmare: (Man+Empathy vs WP (diff=Target INT+3)) Victim must make a courage or Willpower/2 roll or flee. (Diff=your Man+Empathy). They must check each round (power lasts 2 rounds/success).
  10. Mold Reality: (Glamor roll, diff=local gauntlet). If successful, reality is your toy(in an illusionary manner) in a radius of 10^successes feet. (use shadow creature table for degree of illusions generated).


  1. Defense: By Forfeiting all attacks, the character can defend against one attacker per point of Kensai with his entire dice pool.
  2. Weapon Break: On a successful hit(using Str+Kensai+Melee), the opponent's weapon is broken (no damage to target unless weapon was part of his body--natural weaponry unaffected by this, but cyber-weapons, or the classic pirate hook, etc. are)
  3. Mighty Blow: The character adds his rating in Kensai to his damage dice pool with melee weapons for one attack a round.
  4. Defensive Wall: The character no longer need forfeit all attacks to use Defense.
  5. Missile Deflect: On a successful Melee+Dex (d.6) roll, the character can deflect ranged attacks (each success reduces the attacker's successes by one)
  6. Ultimate warrior: Use Dex+Kensai to attack anyone.
  7. Whirlwind Attack: The character recieves 1 extra attack per point of dex (if all attacks are used on different targets)
  8. Slay Foes: As Mighty blow, but usable on a number of attacks=your kensai per round.
  9. Disarm Foes: Spend 1 wp and break a number of weapons = your dex+kensai if you can reach them with your melee weapon that round (magic weapons/fetishes get to resist using their wielder's WP vs. yours). You must forfeit one action to use this power
  10. Weapon Merge: You and your weapon are one. It heals all damage done to it, just like you do (You can instant fix it by spending a wp). You can summon it to you at will. It does Aggravated damage to anything. By spending 1 wp, you can animate it, and it fights for you for rounds = your kensai.


  1. Predict Chance: This power can predict any random event's outcome on a Per+Luck roll (difficulty varies by complexity of event--3 to predict a coin flip, 6-roulette or poker hands, 8-lottery, 10 for putting every name of a living human in a hat and picking one)
  2. Control Chance: Roll Man+luck to control simple random events.
  3. Jinx: Give a person bad luck for a scene on Man+luck (diff.6). Power lasts until target accumulates botches=# of successes). The victim rolls a number of extra dice on every action = your successes in using Jinx. These dice only count towards 0nes, not towards successes.
  4. Wreck Machine: Make machines malfunction (Man+Technology/science/security or repair). Diff 6 usually. Haywire for hours=your successes.
  5. Curse: Roll Man+Luck vs WP. For a number of days= your success, the target is plagued with ill occurances for a number of days equal to the number of successes. (ammo runs out at wrong time, you step on the CEO's foot in the elevator--five times, etc.)
  6. Lucky: At this level you gain the Luck merit
  7. Charmed Existence: At this level you gain Charmed Existence.
  8. Life of Misery: As Curse, but it lasts for months = your number of successes
  9. Cause failure: Roll your Luck vs. target WP. If you succeed, the power lasts for hours= your successes or until you release it. You can choose (before dice are rolled) to Jinx a specific action. The action has a number of botches added to it = your number of successes.
  10. Implausible Chance: Cause things to happen (Man+Luck) if they are at all possible under normal laws of physics (or faerie mechanics). Difficulty is 6. One success can control any random event, three can causes lapses of physical coordination, combustion, five can cause spontaneous combustion, conjure wind from nowhere, make rain in a desert, seven can cause virtual particles to create an object of your desire for a few rounds, nine could cause that object to stick around as long as you want it.

Machine Master

    Duration Table  
    Successess   Duration 
    1:           1 round  
    2:           1 minute 
    3:           1 hour 
    4:           1 day 
    5:           1 week 
    6:           1 month 
  1. Control Simple Machines: Control Simple Machines(mechanical, non-self powered) with a touch (roll Man+Machine Master diff 6)
  2. Control Electric Machines: Control simple electronic devices(Calculators, digital watches, remote controls, Tvs) with a touch (Man+Machine Master, diff 6)
  3. Control Complex Machines: Control complex Mechanical and electronic devices with a touch (Man+Machine Master d. 7)
  4. Remote Control: On Manipulation +MM (diff 8), you can control simple machines within your sight range.
  5. Complex Remote Control: On Man+MM (diff 9) control any machine you see
  6. Wreck: Wreck any machine with a roll on Man+Machine Master (diff 9) For the duration, any effort to fix it will fail.
  7. Program Machine: Once you establish control of a machine you can program it to take actions in your absence. (Diff 6 for simple machines, 8 for complex ones.)
  8. Animate Machine: spend 1 wp and animate any machine. It moves as if it had your Int as its dex. It stays animated for one hour per success on a Machine Mastery roll (d. 8)
  9. Distant Wreck: Wreck any machine you've ever seen (spend 1 wp if out of sight, no willpower if you can see it)
  10. Machine Lord: Spend 1 WP and control every machine you see for an hour

Mana Manipulation

  1. Sense Mana: The Fae can sense the presence of Mana and its use (Roll Per+Mana Manipulation vs. opp. skill being used or a difficulty if just the prsence is being sensed.
  2. Tap Mana: The Faerie learns to absorb mana at Faerie Rings and Wells. They must roll their Mana Manipulation at difficulty 6. They get one point per success. It takes one hour to tap a Faerie Ring or well.
  3. Channel Mana: The Faerie learns to channel Mana into Sorcery or other faerie powers. Each point lowers the difficulty of a power/spell by one when spent, or adds one success to a spell for the purposes of preventing counter-magic/dispelling/or deflection.
  4. Transfer Mana: The Faerie learns to transfer Mana to other Faeries. (They can hold Mana=their Willpower)
  5. Destroy Mana Use: the Fae can spend his own mana to block mana use by others on a point for point basis--but must succeed in a sensing roll.
  6. Improved Mana Absorption: You now recover 3 points of mana a day automatically
  7. Steal Mana: You can take other people's Mana (Your Mana M. vs. Theirs) Each success is one point.
  8. Awaken Faerie Ring Site: Takes one hour per roll. Roll Mana Manipulation at difficulty 10. Each success lowers Gauntlet by one. When it hits four, the site is awakened. On a Botch, take aggravated wounds = Gauntlet's original strength--Also, site can not be awakened for one year. This power can only be used on solstices or Equinoxes or Sabbats(Lammas, Beltaine, Walpurgis, Samhain). It must be used after the sun sets and before it rises.
  9. Disrupt Powers/spells: The Fae can wreck the use of a power or spell by spending one point of Mana for every success the power or spell had. But the person can spend his own mana to counter the disruption (one for one)
  10. Mana Sink: Recover your Mana Manip. in Mana per day and store any amount of mana---the more the merrier.


    Might counts as automatic successes on any strength check = your might.


  1. Glib: Add +1 to your Manipulation
  2. Sly: Add +2 to Manipulation
  3. Oratory: Sway mobs with this power (100 X 2^Persuasion people). Roll Man+Subterfuge (Diff=Wits+3 of person with most wits to be affected). Five minutes per level of persuasion needed to affect whole mob must be spent.
    1. success: gets crowd to do what its inclinations call it to.
    2. successes: overcome mild scruples (get a mob of people to swear repeatedly in unison or wear ugly clothing).
    3. successes: Crowd will break the law or face mild threat to their safety (go on a looting spree or rush a few well armed men)
    4. successes: Crowd will be willing to face high threats and take big risks(Burn down the town, rush a line of national guardsmen)
    5. successes: Crowd will do anything not obviously suicidal (attack the white house, rape, murder, burn, pillage, strip naked and run around in circles, etc)
  4. Eloquent: Add +3 to Manipulation
  5. Command: Make someone do something on Man+Leadership (diff= their WP). (as oratory)
  6. Silver Tongue: Add +4 to Manipulation
  7. Belief: Convince a person that some statement of affairs is true. Roll Man + Subterfuge (D-6 if they are likely to believe, 8 if unlikely, 10 if impossible or clearly untrue). 1 success: 1 day, 2 successes: 1 week, 3 successes: 1 month, 4 successes: 1 year, 5 successes: 1 decade, etc.
  8. Snake Oil Salesman from Hell: +5 to manipulation
  9. Conversion: Persuade a person to change their demeanor or nature with a Man+Subterfuge (Diff=Target's man). Duration as Belief
  10. Voice of Apollo: +6 to manipulation.

Self Mastery

  1. Endurance: Add your rating in self-mastery to your stamina for resisting long term fatigue.
  2. Trance: Go into a trance at will. In the trance you need no food/water/air for a period =Sta+Self-mastery in days.
  3. Self-Control: Add Self-Mastery to any effort to resist mind-effecting powers and abilities
  4. Body Weaponry: Add Self-mastery to your damage dice pool for unarmed combat
  5. Self-healing: Purge toxins and heal damage to self by spending one hour in a trance. Roll Int+Medicine (Diff. 6) Each success heals three wounds or purges one toxin or chemical from the body.
  6. Deep Trance: Go into Trance for as long as you wish if you succeed in rolling Stamina +Meditation (diff 9)
  7. Transcend Hunger: Even in a waking state, you can fast for years = your WP.
  8. Empower body: Do aggravated damage with your bare hands to anything.
  9. Transcend Flaw: You can now soak cold iron
  10. Inner Calm: -2 difficulty to Stability and virtue checks. You are also immune to emotion affecting magic, frenzy causing magic, etc.


  1. Face Lift: Alter your facial features.(Man+Disguise. diff 6)
  2. Disguise: Alter skin, hair and eye color. Change your clothing. (Man+Disguise diff 6)
  3. Body Warp: Rearrange your body mass(Diff 6--Man+Disguise)--height, sex, limb length, etc.
  4. Mass Warp: Rearrange your body Mass(diff 7--Man+Disguise). Become any animal or look like any human/humanoid). (The less human, the more successes--human 1, Mammal--2, Bird 3, Insect/reptile/amphibian 4, Aquatic critter/invertebrate-5)
  5. Plant Warp: On Man+Disguise (Diff 7) become any plant
  6. Object Shape: On Man+Disguise (Diff 8) become an inanimate object (Change your height by 50% per success)
  7. Mind Warp: Shapechange your mind to have a fake identity. Mind readers lose more successes than you get on Manipulation + Subterfuge (d. 6) to see it is fake
  8. Impersonate: Become anyone/thing you have ever seen (Man+Disguise d.9)
  9. Energy Warp: Character can become coherent energy (Man+Disguise d. 10)
  10. Total Shift: You are now a T1000, more or less. You can regenerate 1 wound a round, even aggravated., You must be destroyed by acid, fire, magic, molecular dispersal, throwing into the sun/abyss or a similar means of breaking you down and chemically reacting you into inertness.


    Speed gives you a number of actions per round = your speed+1 when you spend a WP. It lasts for one scene.


  1. Improvise: You can build simple machines with inadequate parts
  2. Repair: Add Tinker to any skill use to fix a machine
  3. Improve: Improve any machine's performance by 10% per success on an Int+Tinker roll
  4. Imbue: The character can imbue machines with up to his own skill(1 pip per success on Int +Faerie Mechanics diff.6). The machines can then be used by other people in place of their own skill with something. On a botch, the machine operates okay for 1-10 uses, then botches horribly on the next use. It takes one day per success needed. (you can halve the time by adding +1 to difficulty. This can be repeated as necessary)
    Example: Fineous the Brownie Tinker is trying to build a Machine to help his friend Gina the Selkie Romany play chess. Fineous has Gamesman skill of 4, Intelligence of 5 and Tinker at 4. He gets 3 successes. The machine now has skill 3 of Gamesman, which Gina can use with her Int of 2 to play chess, instead of her Gamesman skill of one.
  5. Endow: The character can imbue a device with one of his own powers up to his rating in it. (He must get a number of successes= the level of the power chosen on Int +Faerie Mechanics (diff. 8).On a botch, the machine operates okay for 1-10 uses, then botches horribly on the next use. It takes one day per success needed. (you can halve the time by adding +1 to difficulty. This can be repeated as necessary)
    Example: Fineous the Brownie Tinker has been practicing his powers, and now has Tinker 5, Earth 4, Machine Master 4, Aqua 2, Air 3, Shifting 2. He has been hired by Lord Alexander of the Seelie court to dig a moat. He decides to build a digging machine with the Earth 3 power that his apprentice can run for him while he works on more interesting projects. He has Int. of 5 and Tinker 5 now. He needs three successes to build the digging machine with Earth 3 (and will roll ten dice at difficulty 8.)
  6. Invent: The character may invent a machine to confer skills he does not possess. The max level of these skills is his intelligence. He needs some source of knowledge of that skill. It takes one week per needed success. Roll Int+Faerie Mechanics D.9
  7. Magic Engine: You can build an engine for a machine that runs off the background count of magic. (Int+Faerie Mechanics--diff 9) If you botch, it seems okay, but explodes after a number of hours of use = your Intelligence. The explosion does 2 times your INT in wound levels.
  8. Advanced Endowment: Build a machine to confer any power if a consultant with that power is available. It takes one month per wanted success. Roll Int +Faerie Mechanics (d. 9)
  9. Supreme Invention: Make a machine that confers any skill, even with no source of knowlege on it, and at any level (not limit. by INT). It takes 1 month per wanted success. Roll Int+Faerie Mechanics--Diff 10.
  10. Master Maker: Given time and materials, you can duplicate any machine you have ever seen.


  1. Irritate: With a mere touch, the character may trigger an irritating rash. The victim loses one die from all actions per success on Sta+Wrack vs. Stamina (lasts 5 rounds per success)
  2. Pain: on a touch, make target writhe in agony for 1 round per success on Sta+Wrack vs. Stamina. Target also takes one wound.
  3. Agony: As Pain, but five rounds per success.
  4. Torture: Like Pain, but in Line of Sight
  5. Wrack: Like Agony, but Line of Sight
  6. Pain Trigger: On a touch, set a condition that automatically triggers the power Pain.
  7. Neutralize Pain: Roll Int+Medicine (Diff=# of wound levels target suffers from or a (the power level + 1)if a pain causing power is being negated). This removes wound penalties or negates a wrack power for five minutes per success.
  8. Torment: Roll Sta+Wrack vs. Stamina. (touch required). Does 1 wound per success and immobilizes one day per success
  9. Remote Agony Trigger: (WP vs WP). Success lets you set a condition to trigger Agony on the person.
  10. Break Will: Enslave a person through pain: Wrack+Manip vs. WP (Diff 6). Each success strips a WP and gives a -1 die penalty to their dice pools. When they hit zero, they are your slave until they get WP back. The pain penalties can be removed or reinstated by the controller at will. If you get any failures in a round, the lost WP returns(except one point) and you must start over. On a botch, you Agony yourself.

Faerie Magic

The standard form of Faerie Magic is the art of sorcery. The use of sorcery requires that the hands and arms of the sorceror be free to move and he or she be able to speak freely, although they can whisper.

Any Faerie can learn sorcery, as can half-Faeries and Human changelings. It can be purchased during character generation with your starting points for power or with freebie points. (7 freebies buys one rank of sorcery.) You start with one path for every point of sorcery beyond the first. The primary path starts with one less pip than your sorcery rating, the secondary with two less, etc...

It takes a year to learn the basics of sorcery. This year must be spent in Arcadia. Vampires and true mages are incapable of learning sorcery. Garou can learn it, but are unable to store Mana, which greatly limits their ability to do anything with it. The exception is a garou with Faerie Blood gift, who can absorb and store mana for the duration of the gift...An ordinary human can learn it...but it will mark him forever. Ordinary Humans who perform sorcery become vulnerable to paradox unless they spend a decade in Arcadia attuning themselves to its energies, eating the food,etc...After which they will become equivalent to a Human changeling. Faeries rarely teach anyone other than Faeries and human changelings the art of sorcery, however.

Sorcery costs 4 times your current rank to improve and 10 XP to learn.

Schools of Sorcery cost 2 times your current rank to improve your first School, 3 time current to improve all others beyond the first and 5 XP to learn.

Sorcery and Schools both require a knowlegeable tutor, except that you can learn a new school without a tutor whenever you increase your sorcery.

All Sorcerors can attempt to absorb mana at Faerie Rings and Wells. They must roll their sorcery at difficulty 6. They get one point per success. It takes one hour to tap a Faerie Ring or well.

Sorcerors also automatically absorb one point of Mana per day up to their Max--Which is equal to their sorcery rating +WP+Power


  1. Sense Magic: Roll Per +Sorcery (diff. 6) to sense Magic. Sensing magical beings requires 2 successes if native to Arcadia, three if not.
  2. Cast Spells: You can now use Sorcery Schools. You get one School for free at rank 1. (starting characters get this School at their Sorcery-1).
  3. Spell Defense: The character can counter-magic spells directed at them if he has that school. It takes one action and the character must roll Sorcery +School. Each success negates one success of the spell to be countered.
  4. Dispel Magic: Break Spells by rolling Sorcery(Diff = the original spell). Successes= the successes of the original spell must be gained.
  5. Reflect Magic: On Sorcery vs. Sorcery (spend an action), you can reflect spells back on their caster, if you know that school.
  6. Spell Shield: You can try to countermagic any spell, whether you know the School or not.
  7. Empower Item: You can create magic Items. Put your skill with a spell in an item (1 day/die of skill). Roll Sorcery+School (diff 6). The Device remains empowered for months=your number of successes.
  8. Anti-Magic Shell: Create a zone that gets spell defense = yours for a number of hours = your successes on a Sorcery (d. 8) roll. The area has a 10 meter radius for every success you get. You must spend mana=your successes.
  9. Permanent Magic Items: At this point, your items made with level 7 last forever if you don't botch a roll on Sorcery at difficulty 8. (number of successes= number needed to dispel the item with level 4).
  10. Sorcery Master: At this point, you can duplicate any sorcery effect you've ever seen-- +1 to difficulty, however. Also, you learn new schools with only 3 XP and no tutor needed, and improve any school at 2 * its current level.

School of Circe

  1. Evil Eye: Roll Man+School (D.6) vs. WP. Each success reduces the target's APP by one for every success for 10 Minutes * Your School rating. (Spending Mana will increase the duration by 1 hour per point.)
  2. Beauty: Roll School (D.6) Each success increase the target's APP by one for every success for 10 Minutes * Your School rating. (Spending Mana will increase the duration by 1 hour per point.)
  3. Alter Visage: This lets you change your clothing and appearance. Roll School (D.6) If you succeed, you can keep your altered form for 1 day/success. Others can be altered, but they can resist with WP. If they succeed, you must spend 1 MP to try again before a day has passed. Mass stays the same.
  4. Animal Form: This lets you become an animal by rolling School (D.7) You can stay an animal as long as you want.
  5. Curse of Circe: Turn others into animals on Man+School vs. WP (D.8) It lasts one hour per success. Every point of Mana expended adds one hour to the duration.

School of Distant Sight

  1. See the Possessed: Roll School (D.6) and scry for 10 minutes/ success any place you have something from.
  2. See the Known: Roll School (D.6) and scry for 10 minutes/ success any place, person, or object you are familiar with.
  3. See the Represented: Roll School (D.6) and scry for 10 minutes/ success any place, person, or object you have a picture or map of.
  4. Sight through Reputation: Roll School (D.6) and scry for 10 minutes/success any person, place or object you have a description of.
  5. See through the Gauntlet: Roll School (D.6) and scry for 10 minutes/success any person, place object you have a description of in another realm.

School of Flight

  1. Jump: Add your School level to your Athletics dice pool when jumping
  2. Levitate: Roll Sorcery +School Difficulty 6 to levitate. You can levitate (Int+Successess )* 10 Feet/Round for one hour per success.
  3. Fly: The character rolls Sorcery+School (diff.6) to Fly at a speed of Successes * 10 MPH for one hour per success.
  4. Mass Flight: The Character rolls Sor+School (diff 5+# of extra people) to fly with multiple people.
  5. Swift Flight: Difficulty 8 on Sor+School. Fly at successes * 100 MPH.
  6. Mass Swift Flight: As Mass Flight, but go at Swift Flight Speed (Diff. 6+# of extra people.
  7. Lightning Flight: Sor+School (diff. 9) Fly at Successes * 500 MPH.
  8. Mass Lightning Flight: (Diff: 7+# of extra people)
  9. Fly the Void: Enter Space or Deep Umbr without Ill Effect. Or go underwater.
  10. Flight Like Thought: (Sorcery + School diff. 9) Fly at Successes * 1000 MPH.

School of Mars

  1. Fetch Weapon: Call any weapon you own to you at the expenditure of 1 MP.
  2. Enchant Weapon: Enchant a weapon to do aggravated damage to anything for one day per point of mana you spend into it.
  3. Break Weapon: On a Successful melee hit, the character can break an opponent's weapon by succeeding in a Str+school+melee Vs. Str+Melee roll.
  4. Flaming Weapon: Roll Sorcery +School (diff. 6). Each success means the weapon does one extra die of flame damage for a number of rounds = your school level.
  5. Weapon Dance: Spend 1 Mana Point, and animate a weapon to fight for you for rounds=your School level.
  6. Create Weapon: Roll Sorc+School, diff. 8 and create any weapon you've ever seen from nothing. It lasts 1 hour per mana point you spend on it+ 1 round for every success.
  7. Weapon Bond: Spend 1 Mana Point and make your chosen weapon unbreakable. It cannot be removed from your grasp against your will either. Lasts 1 day.
  8. Weapon Sight: (Sorc+School d. 8) See any weapon you've ever seen and its environs (10' radius per success).
  9. Weapon Invulnerability: Spend 1 Mana and make a weapon unable to heart you (Must win an oppossed School vs. Willpower test).
  10. Weapon of Doom: Spend 3 MP and all damage you do with the enchanted weapon can not regenerate or be healed for ten rounds unless the victim/healer wins a (their skill or Stamina+fortitude if a regenerator or vampire using blood points) Vs. (Sorcery+School) test.

School of Morpheus

  1. Cause Sleep: The character can make one person in line of sight sleep with a successful roll of Man + Emp. (Diff. Will.+3). The character needs three successes for slumber. One or two successes will result in the victim losing that many dice from all actions. Magical creatures require the expenditure of a Mana point.
  2. Mass Slumber: This power puts a number of non-magical creatures = Int+School rating to sleep. It requires three successes on Chr. + Lead. (Diff. 8)
  3. Enchanted Slumber: As Cause Sleep, but victim cannot be awakened for the duration of the slumber or until a condition (set by caster) is met. Duration: 1 succ: 1 turn, 2: 1 night, 3: 1 week, 4: 1 month, 5: 1 year. As Cause Sleep, Mana must be spent to affect Magical creatures.
  4. Dream Scape: The character may enter the dreams of others. Roll School vs. Difficulty = Target's willpower.
  5. Dream Weaver: The Character may control other's dreams with a successful roll on Man.+School (dif. Will). Control lasts until the sun next rises.
  6. Dream Traveller: Enter the Dream Zone at will.(spend 1 WP). Roll School (Difficulty 6) to change facets. Roll Per+School to find the specific facet you are looking for. (See Umbra: The Velvet Shadow for more details on the Dream Zone)
  7. Mass Enchanted Slumber: As Enchanted Slumber, but it effects Sorcery+School of Targets.
  8. Zone of Sleep: As Enchanted Slumber, but effects all in a (100*# of successes) foot radius.
  9. Slumbering Land: As Enchanted Slumber, but effects all in a radius equal to the number of successes in miles.
  10. Dream Lord: As Dream Weaver, but effects 100 people per success or all of the people under the influence of Slumbering Land.

School of Mystic Flame

  1. Resist Flame: Spend 1 Mana and add your school rating to resist fire for the scene.
  2. Scrying Flame: On Per+School (Diff. 6), you can see what is around the nearest source of Flame.
  3. Control Flame: You can reshape or douse the nearest source of flame on Man+School (Diff. 6) --1 success: a match 2 successes: a torch or stovetop, 3 successes: an campfire, 4 successes: a bonfire, 5 successes: A burning building, 6: A block of burning buildings, etc.
  4. Ignite Flame: The character can cause combustibles to ignite on a School roll. (Difficulty 6). This can do up to two wounds per success.
  5. Conjure Flame: Create Flame from Nothing on a School roll (Difficulty 7). Two Wounds per success. This creates up to 10 cubic feet of flame.
  6. Enhanced Conjuration of Flame: You can conjure 100 cubic feet of flame. It does 2 wounds/success (Difficulty 7)
  7. Enhanced Conjuration of Flame: You can conjure 1000 cubic feet of flame. It does 2 wounds/success (Difficulty 7)
  8. Enhanced Conjuration of Flame: You can conjure 10000 cubic feet of flame. It does 3 wounds/success (Difficulty 8)
  9. Enhanced Conjuration of Flame: You can conjure 100000 cubic feet of flame. It does 3 wounds/success (Difficulty 8)
  10. Enhanced Conjuration of Flame: You can conjure 1000000 cubic feet of flame. It does 4 wounds/success (Difficulty 9)

School of the Storm

  1. Call Wind: Spend 1 mana point, and summon high winds. Winds increase by 10 MPH for every success on a Man. + School roll, difficulty 4.
  2. Obscure Sky: The character can cover the sky with clouds that block the sun or moon. This takes 5-# of successes on a (Man+School, diff. 6) in rounds to occur.
  3. Driving Rain: Spend 1 WP and call down rains and winds from prexistent clouds for 1 hour. Additional WP or Mana will increase the duration by 1 hour.
  4. Call Lightning: Spend 1 WP to call lightning down from clouds on someone. Roll Dex+ School to Target the person (D.6). Damage is three wounds per success on a roll of School vs. D.6.
  5. Battle Storm: Spend 1 Mana and 1 WP to perform levels 1-4 underground for rounds = your School rating.
  6. Create Tornado: Spend one MP and 1 WP, and roll Sorcery+School, Difficulty 8. The Tornado lasts for 1 hour per success and can start up to a mile away for every point you have in this school. You can try to control its movements(Roll School at difficulty 8.)
  7. Temperature Control: (School at Difficulty 8). Alter Temperature by 10 Degrees F, for every success in a radius = your School rating in miles for a number of hours = your school rating.
  8. Create Hurricane: Spend 2 MP and 1 WP. (Sorcery+School Difficulty 9). The storm lasts for one hour per success and is 10 miles* # of successes in radius.
  9. Control Weather: (School+Sorcery Diff. 8) Totally control the weather in a 10^Successes in miles radius. Lasts 1 hour/success.
  10. Weather Lord: Spend 1 MP and 1 WP and control the weather in a 1 mile radius anywhere you have ever seen for a fortnight (two days). (Sorcery+School Difficulty 7).

School of the Unseen Hand

With this school you can move objects with magic. Your level in this school determines how much you can lift: You can lift 10^(School-1) pounds: 1 pound at level 1, 10 at level 2, 100 at level 3, etc.

The difficulty(on Sorcery+School) is 5+(School/2) rounded up: 6 for levels 1 and 2, 7 for levels 3 and 4, etc.

The objects move as fast as you personally can or are moving. Thrown, they do twice your level in damage dice. (Use your Dex+School to hit)

School of World Walking

  1. Open Gate: At a cost of 1 WP, the character may cross into Arcadia or the physical world from a Faerie ring. By spending 1 MP, he can open a gate for others to cross, which lasts a number of rounds = to his school rating.
  2. Dimension Door: The character may open a short range gate of 100 feet per success on a Man+School Roll (Diff.6). The door lasts for one round per WP or five per MP spent.
  3. Faerie Walk: Each success the character receives on a Per+School (Diff. 7) halves travel times for him and his companions for 1 hour.
  4. Teleport: For 1 Mana point, the character may go anywhere in the same realm that is within line of sight, or that he has something from. (a pencil from an office, a rock from a garden, etc.)
  5. World Walk: This power creates a gate to an adjacent realm that lasts for 1 round per Mana spent (Physical Realm-Umbra-Arcadia)
  6. Will-o-the-wisp: Warp reality so people get lost. Affect 5 people per WP or MP spent. Roll Per+School (D.7) Each success doubles their travel time to get anywhere.
  7. Opener of the Way: Spend 1 WP and enter Arcadia from anywhere. Spend 1 MP, and open a gate for others to cross, which lasts a number of rounds = his school rating.
  8. Fleet Arcadian Travel: Spend 1 WP and create a path to any Arcadian realm you have ever visited or know the true name of its ruler. The path can be used by others, but the access point at your current location only lasts one hour.
  9. Umbral Jaunt: Cross the Gauntlet at will. You can open a portal for others on a School roll vs. the difficulty of the Gauntlet (Werewolf chart). It lasts up to one hour per success.
  10. Universal Traveler: Spend 1 WP or MP and go anywhere in any realm that you have seen or have something from, even if this involves crossing the gauntlet. You can also travel to objects or people. You can bring others by spending 1 WP or MP per person.

Ritual Sorcery

Faeries have developed rituals for certain special purposes, and for facilitating difficult magics. Rituals are performed using Sorcery. Most take fifteen minutes per level of the ritual. Many faerie rituals are similar to those developed for thaumaturgy, but there are several Faerie rituals unique to Sorcery. Faeries with the sorcery skill start with a number of levels of rituals = their sorcery skill.

Shroud the Ways: Level 2:
This ritual protects a Faerie ring from discovery. Roll Sorcery + World Walking (Difficulty 6). Within a 100 feet (per success) of the Faerie ring, anyone except faeries and human changelings, must make a Per+Alertness roll (Difficulty = 6), and get a number of successes >=the caster's successes or get lost and wander back out before finding the faerie ring. This ritual lasts until the next Equinox or Solstice.
Mask of Mortality: Level 2:
This ritual enables a faerie to take on the appearance of a mortal for 24 hours. She still retains faerie strengths, weaknesses, and powers, but appears to be an ordinary human to any of the five senses.
Make Elf-Shot: Level 3:
This ritual enables a faerie to enchant arrows to be elf-shot: They gain the power of Enchanted Slumber when they strike a target. The enchanter can enchant one arrow for every success on a Sorcery+School of Morpheous check at Difficulty 6. The arrows have his skill at causing Enchanted Slumber. They must be invested with Mana if they are to affect enchanted creatures. The arrows retain their enchantment for a year and a day. This ritual takes one hour.
Ritual of Contagion: Level 4.
This ritual enables a faerie to use Sorcery at a distance on a place, person, or object which he has a part of.(A rock or object from a place, A body part or possession of a person...Hair or fingernail clippings will do.) It takes one hour+(15 minutes/level of the School or Sorcery spell. The sorceror then rolls his Sorcery at Difficulty 7. He cannot get more successes on his spell than he got on this roll.
Ritual of the Changeling: Level 5:
This ritual transforms an immature Faerie (below age 16) into an apparently human infant, until it reaches the age of 16. Some traces of its faerie heritage always remain. At midnight on its sixteenth birthday, it will revert to its true form.
Ride into the Shadowlands Level 6:
This ritual enables the faerie to open a path into the Near Umbra or the Shadowlands (or into the physical realm from one of those two areas) that stays open until the sun rises. The faerie must either have seen or have something from the point the road will open onto if he is performing the ritual in arcadia. If performed in the Physical realm/the Umbra/or the Shadowlands, it will open to the point that corresponds in the area being entered. The path is 10 feet wide for every success that the faerie gets on his Sorcery roll. (Difficulty = Local Gauntlet or Shroud, or 7 in Arcadia.) This rite will not open a path into Arcadia if performed in the Shadowlands, Physical world, or Near Umbra , but if used in Arcadia does allow two way travel. This rite can only be performed at night.

Sorcery vs. Other Forms of Magic

Vampiric Disciplines and Thaumaturgy:
Sorcerors cannot block/dispel/counter-magic Vampiric Disciplines with Sorcery except through various forms of ritual magic. Efforts to scry an Obfuscated vampire require the use of a higher level of the School of Distant Sight than the level of obfuscate possessed by the vampire. Even then, you need Faerie sight to actually see him/her, rather than just his/her general location. Vampires cannot be affected by the lower levels of the School of Circe. Vampires with shapechanging abilities can use them as normal to escape the effects of the higher levels.

Thaumaturgy, however, is somewhat different. Faeries with schools similar to various vampiric paths can attempt to countermagic/dispel Thaumaturgical effects, as if they were the results of sorcery.

Garou Gifts:
Sorcerors cannot block/dispel/counter-magic Garou gifts. Various Ritual magics can protect against certain of them.

Garou Rituals cannot be dispelled/blocked/countermagicked, but they can be detected.

A faerie Circle can be blocked against Moon Bridges. This requires a level five rite. It lasts for a year and a day.

Caerns make Faerie magick easier. Divide the level of the caern by two, and lower the difficulty of all sorcery magic by that number. In a Fianna caern, or in a caern that is also a Faerie circle, lower the difficulty by the rating of the caern.

True Magick:
Sorcerors can attempt to protect themselves against True Magick effects that parallel Schools that they know. They can attempt to dispel or counter-magick such effects. The normal procedures for such defensive measures are followed, but the number of successes gained by the sorceror are halved before comparing them to the successes gained by the mage. Mages can counter-magic sorcery, but often not very efficiently. They use their normal counter-magic rules, but their difficulty is = to the difficulty of the Sorceror's roll. They must possesses spheres correlating to the Sorcery effect, as usual.

Prime sense will detect Faerie Rings and Sorcery effects. Mana sense will locate nodes. Nodes lower the difficulty of Sorcery Effects the same as they do Magick effects. Faerie circles do not lower Sorcery or Magick difficulties. Faerie circles do not collect tappable quintessence as do nodes, but they do generate one to five points of Tass a month (Usually depending on how ancient the Circle is), and Mages can meditate there to refill their avatars.) A Faerie circle is easier to convert to a node than most locations. Lower the difficulty by two. It is also easier to make a node into a Faerie Circle as well. Lower the difficulty of that by two.

Mana is a filtered form of quintessence. If a sorcery taps a Node that is not a faerie circle for Mana, he must make his check at difficulty 9. He gets Mana as usual from it. If he drains off more than the rating of the node in Mana in a day, he will drain off some of the quintessence normally available there. (The Quint he drains is then converted into Mana).

Sorcerors cannot countermagic/dispel/reflect Arcanos. Sorcery does not work through the Shroud unless the Ritual of Contagion can be used. However, Mana/magic sense will reveal the presence of a Haunt or Fetter.

Use of the School of Morpheus on a Wraith will send her into Slumbering, as per the normal rules for Slumbering. Wraiths with Phantasm can try to block or cancel the level 4 and five Morpheus spells, using the appropriate Phantasm powers. Sorcerors cannot exploit the power of Haunts in any known manner, except in the use of the Ritual Ride to the Shadowlands. The Shroud does drop to 7 in the day, and 6 at night in a Faerie Circle, however. On Equinoxes, Solstices, and Sabbats, the Shroud drops to 4 in Faerie Circles.


Faerie Circles

A Faerie Circle is a place where the faeries maintain contact with the physical world. It's manifestation is always circular in some manner....a circular cloud, a spiral current, a round pond, a ring of toadstools or monoliths...maybe even a road that is a circle. Within the circle, it is easier for Faeries to travel back and forth between the mortal and Arcadian realms. On the two equinoxes, the two solstices, and on the four sabbats (Walpurgis, Samhain, Beltaine, and ) some sort of pathway to Arcadia will open at the site when the sun goes down and last until the sun rises again. This path can be used by both man and faerie. On these days, the faerie revel and flood forth to harrass the mortal world. The local gauntlet drops by 4 within ten miles of the circle. (or by 2 needed successes for Magi...) Faerie circles are normally hidden away in secluded places to remove them from prying eyes.

Faerie Regios

Some faerie circles are powerful enough to generate regios...areas where the gauntlet thins and unwary travellers can cross over into the umbra. This is easiest around the sabbats, equinoxes, and solstices. This usually happens when the circle is old and powerful and faeries have moved into the umbral area corresponding to the circle and its environs. To enter, or leave a regio, each person who enters the area in the physical world rolls a certain number of dice--determined as shown below:

The Difficulty is 9 in the day, and 8 at night normally. On Sabbats, it drops to 6/5. On Equinoxes and Solstices, it drops to 5/4. Botch the enterance roll and you can't enter the regio until the next equinox or sabbat. Botch the exit roll and you are trapped for that long. You can try once an hour to enter/exit the regio.

The regio resembles an enchanted version of the area in the physical world. Everything is more perfect and magical enchantments abound. Many Circles with Regios have a permanent gate to Arcadia...which is the most common cause of a regio.

Areas with Regio have an effective gauntlet/shroud of three for Garou and other shifters and wraiths, or a 1 success gauntlet for mage purposes. Technomagic is always vulgar in a faerie regio unless it resembles a tinker device....

Arcadia, the land of the Fae

The true nature of Arcadia is a mystery. It is known that it corresponds in some way to the dark side of the moon, and mages and Garou who travel to the umbral darkside have had success in entering Arcadia from that point. It also connects to a near umbral realm known as the Arcadian gateway. Some faerie circles have temporary or permanent gateways to Arcadia, and all of them correspond to a circle in an arcadian domain.

Arcadia seems to be a chaotic dreamworld to most travellers, but there are some laws to its apparent madness. Arcadia is divided into domains. Each domain is fairly stable within its own set of rules. Domains are created by the united will of the faeries and others who dwell there. A domain that lost all of its inhabitants would dissolve back into chaos. Domains range from the size of a single room to entire continents. The larger the domain, the more powerful the faerie lord or lords who rule over it. The High Kings of the Faerie Courts rule over continent sized domains...

Arcadia cannot be mapped, because geography is not stable. But if you find a river, you may be able to get to any domain that has a river running through it. It is easier to pass from one yew forest to another rather than from a forest to a desert. It is easier to travel between realms that have "correspondences" or similarities. Some domains also have special qualities. The celestial domains are in the sky, so you have to move upward to get to them. The aquatic domains are underwater...so moving down into water helps you get there. The seelie domains tend to be in the east towards the rising sun or to the south where it is warmer, and the unseelie in the west towards the setting sun, or the north where it is colder.

While Arcadia has no fixed geography, there are several major "regions" of Arcadia: Celestial Arcadia, Aquatic Arcadia, Terrestrial Arcadia, The Lands Forgotten, Subterranea, The lands of the fallen, The great fire, The mists.

Celestial Arcadia:
This is the realm of the sky faeries, a sea of cloud islands and cloud castles. It is most easily reached from mountaintops and by those with the power of flight. The pixies are often to be found here, along with dopplegangers, and bird-related pookas. Some Alfar sorcerers dwell in cloud castles here. (And perhaps a legendary goblin Giant...)
Aquatic Arcadia
This is the realm of the sea faeries. Nixies, dopplegangers, fish related Phookas, and gremlins dwell here. It can be reached from any body of water in Arcadia. Any mortal brought here by the water faeries can breathe water for as long as he or she keeps their blessing.
Terrestrial Arcadia
This is the great wilderness of Arcadia. It resembles the surface of the earth before the coming of man. It is full of perfect ancient forests, huge trackless deserts, pristine swamps, uneroded mountains, etc. It is marked by the cities of the Alfar and other "civilized" Faeries. These cities are larger and more organic than human cities. The buildings seem to be grown out of the rock and trees from which they are made. They are beautiful almost beyond human understanding. They are connected by Faerie Trods. (see below in the navigation section....) Virtually every kind of faerie can be found somewhere in Terrestrial Arcadia. It is the special home of the Alfar and land animal related Phookas. Most Faerie circles are located in Terrestrial Arcadia. It also contains many places that resemble the major spiritual/historical/magical sights of earth...revealing their true nature in some way.
This is the great world of the caverns of Arcadia. It is most easily reached by descending into caves, canyons, sea trenches and other holes in the ground. It is a great maze of tunnels. The Brownies and Goblins make this their special home.
The Great Fire
This is the home of the Salamanders. It is a world built out of flame. Those who have the blessing of the Salamanders will not burn. It is much like Terrestrial Arcadia, except that everything is made of different kinds of fire. It can be reached from any flame, but Volcanoes, forest fires, and burning buildings provide the easiest access. It is said that those with a salamander to guide them can travel from flame to flame across other realms by taking short cuts inside The Great Fire.
The Lands of the Fallen
This realm contains many legendary homes of the dead. It is not known for sure if it is inhabited by faeries who believe they are the spirits of the dead, or if those who dwell here really did live upon the earth at one time. It is known that few new dead have arrived in many centuries. Still, the Elysian fields, Annwyn, and the Happy Hunting Grounds can all be found here. The dead are unable to leave, whatever they are. Wraiths who are brought here will have to lose all their corpus or get the aid of a sorceror to leave. But while they are here, their Shadow is silenced and powerless.... These lands are ruled by various "gods" of death...their true nature is also unknown. Faeries slain in Arcadia by non-mortals will awaken here within days or months (The more stability, the sooner they awaken). The lands of the fallen are most easily reached by travelling West, towards the setting sun.
The Lands Forgotten
Many lands and peoples of myth and legend can be found here. When they were defeated/destroyed, some of the survivors found a way into Arcadia, where they slowly became faeries and recreated the land they had known in mortal life. Others were created by the belief of mortals in their existence, or who were so touched by their stories they wished they were real. Atlantis, Lemuria, Mu, the isle of the Amazons, the kingdom of Prester John, Lilliput, Utopia, the kingdom of Cockaigne, Hobbiton, and Sherwood forest have all been seen by people who have visited the Lands Forgotten. Many of the faeries here seem completely human, using Iron freely in some areas, and in many other ways not acting like faeries. Most suspect that the inhabitants of this area are indeed largely human, touched by faerie power, but not fully faeries. (or maybe everyone just has iron tolerance...)
The mists
There is a region of faerieland that is without form...The mists. They can be reached from any region of arcadia. No one knows what lies beyond them. But they can be reshaped by those with creativity to create new arcadian domains. Anyone who enters the mists can try to shape them to match hir own desires. This works best when a group of people work together. It is much easier for Mortals or human changelings to shape the mists than it is for Faeries, because faeries have too much creativity. They have a hard time limiting themselves to a single vision of a place for long enough to make it stable. They need humans to pick and choose between the infinite possibilities they see. This is the highest goal of the kidnapping of humans as changelings. They can combine the self- control and focus of humans with the creativity of the Faeries, and help to give birth to new faerie domains.

Creating a realm in the mists

To create a realm requires several steps. The person must enter the fog and face their own fears. This requires a difficulty 8 fearlessness or Courage check. Failure forces the person to run away. They will be unable to return until a 10-WP days have passed.

The second step is to express one's creative vision. This requires a roll on Cha+Performance or Per+Expression at difficulty 9. The more successes, the more the realm will resemble what you want it to be.

This process can also be used to reshape a realm which has not been stabilized with permanent WP...Or to try to warp someone else's not yet stable realm...

The realm remains intact as long as its creator remains in it. If he or she leaves, it loses size levels at the rate shown below...That is also the rate at which it forms from the mists. Your stability (or WP, whichever is lower) determines how big a realm you can create. You can create one with inhabitants...but you can't guarantee they will like you.

The realm can be made permanent by spending permanent WP = to its size....Or ownership can be transfered to another being...but he/she must have as much stability as you or the realm will shrink. Also, the new owner will have to spend permanent WP too...or the realm will lose its stability if you die. The ritual of transference takes 1 day per size level. Unless a realm is made permanently stable, nothing native to it can leave or be taken out of the realm.

Stability               Size              Time 
1                      10' Circle         1 round 
2                      100' circle        1 minute 
3                      1000' circle       10 minute 
4                      1 mile Circle      1 hour 
5                      10 mile Circle     6 Hours 
6                      100 mile Circle    1 day 
7                      500 mile circle    1 week 
8                      1000 mile circle   2 weeks 
9                      2000 mile circle   1 month 
10                     3000 mile circle   2 months. 

Navigating in Arcadia

There are several ways to navigate around Arcadia. Some domains are connected by Roads, known as Trods. These roads often resemble some road in the physical world. As long as you stay on the path, it will eventually get you where you are going. But if you leave the path, it will vanish and you will get dropped into some domain you were not looking for. Per+Faerie Lore at Difficulty 6 will identify where a Trod goes...the more successes, the more precise the identification. A Trod is easy to follow, but creatures often lurk along it, striving to lure you off the path so they can amuse themselves with you.

The second technique involves using correspondences. The more you know about what/who you are searching for, the easier this is. You simply search for examples of those correspondences, moving always in the direction where they become more intense. This may require a lot of traveling through various realms. Roll Per+Faerie Lore (Variable difficulty--Storyteller's discretion). If you botch, you wander into the wrong kind of realm and get in trouble usually. If you succeed, you reach a more similar domain to what you want. You need to accumulate usually five to thirty successes to get where you are going.(Five to get from one mountain guardian realm with a river to another...ten to descend to a foothill guardian realm...30 to go from an underwater Seelie court in the far south to a celestial Unseelie court in the far north....)

If you are unaware of any correspondences, you can try to create one. This is done through artistic activity. You must create art or stories which attribute the desired correspondences to the thing,place, or person to be found and spread them about. The difficulty of this is pretty hard....and only non-faeries can create correspondences, so you may have to get some help. Human changelings, Vampires, ordinary humans, Garou, and Mages can create correspondences...To do this requires a creativity of at least three on the part of a vampire(see Toreador book). It requires five successes at difficulty 9 on a Art+Wits or Cha+Expression roll and publicity of the same...It is hard, but you can wreak real changes in Arcadia by this method...although it tends to make court leaders irritated with you...

Arcadian Time Dilation

Time flows strangely in Arcadia. Different realms have different time-flows. It is hard to keep track of days or even hours. Clocks and watches malfunction. The effects are entirely up to the storyteller, and should be hand designed for each trip. Keep in mind that long trips will seem to pass in minutes if nothing happens--in dream like time. Time in Arcadia flows like a dream...fast when nothing is going on, slow when things get busy.

Faerie Food in Arcadia

It is unwise for mortals to eat the food or drink offered to them in Arcadia. A mortal who does so cannot leave until the faeries release him. Any effort to remove him or her from Arcadia will fail unless the magic used to get him out gets at least 5 successes, and the difficulty will go up to 10.

If a Garou eats faerie food, he must get five successes to get out, but the difficulty remains the same. Anyone with Faerie Blood gift can eat faerie food with no ill effects.

Faerie drinks tend to be highly intoxicating. Roll Stamina at Difficulty 8 or be intoxicated. Each additional drink adds one to the number of successes needed to resist.

Combat in Arcadia

Arcadian combat is usually like combat anywhere else...when mortals participate. If a mortal takes part in a combat in Arcadia, it is run just like combat anywhere else. Faeries can only die in arcadia if mortals(Humans, Garou, or Magi) participate. Vampires and Wraiths do not count as mortals...

When non-mortals fight in Arcadia, they cannot permanently die. Wounds heal at the rate of one wound a turn(even for Vamps and Wraiths...). A non-mortal brought to the point where they would die appears to die, but they will awaken one day later in the lands of the fallen. Vampires find themselves in the same condition they were in at the start of the battle, as do Faeries. But they lose everything they were carrying. Wraiths discorporate when "slain", and reform in the Land of the Fallen. But they cannot get out without the help of a sorceror or knowlege of Argos. They appear completely solid while there. They function as mortals, although their Arcanos remain active. A wraith with Argos can get out of the land of the fallen, similar to entering the tempest. Fallen Faeries dissolve away in about an hour...then reform a day later in the land of the fallen. Any possessions not taken from them will reform with their new body. This can sometimes destablize the poor faerie...He/She must roll their stability at difficulty 7. If they fail, they lose one point of stability. If they botch, they get a derangement also.

Faeries sometimes bring mortals to Arcadia for the sole purpose of making a battle permanently fatal. Wars between fae can drag out for centuries if no mortals get involved...because the armies keep rising from the dead the next day. Only if Mortals get involved can faeries die permanently in Arcadia. This is another reason why faeries bring changelings to Arcadia...

Mixing with other creatures of the World of Darkness

Faerie Sight or Auspex will pierce Glamors, Fade, or Obfuscate of a lower level. Vampires using Dominate can attempt to dominate any Faerie or human changeling, but must spend 1 WP to do so to Faeries. Immunity to/protection against Presence or Persuasion blocks either power. People with Shifting can resist any use of Vicissitude on them, adding their level in Shifting to any normal resistance roll.

Human changelings can be vampirized as if ordinary humans. They lose all faerie related powers and the ability to perform Sorcery. Half-Faerie must roll a WP 8 check or go mad. In either case, they lose their school powers, but retain their native breed power and can improve it. Full blood faeries must roll a stability check at difficulty 10. A botch causes them to dissolve away into chaos. A failure causes them to become some sort of horrible rampaging monster with both faerie and vampiric abilities and weaknesses. A success causes them to simply come back to life as an ordinary faerie. They suffer the loss of one pip off a physical stat and one mental stat.

Drinking Faerie blood: Faerie blood is more potent than mortal blood. It has several effects.

Fae Sight can pierce gifts that disguise or hide the user. It only works against gifts of a lower level than the level of Fae Sight possessed. Roll Fae Sight vs. the Gnosis of the user of the gift, Difficulty 6. If the Fae gets more successes than the Garou, the difference between them is subtracted from the number of successes the Garou got on that gift with regard to the Faerie.

A Garou using Faerie Blood is vulnerable to Mana Manipulation. Any use of his powers triggers Mana Sense. Mana theft (Level 7) can rob him of Gnosis. Roll Mana Manip. vs. Gnosis. Each success drains one point of Gnosis and converts it into Mana. Mana Manip. Normally has no effect on Garou.

Magic sense does not detect the use of Garou gifts, but it will detect the use of rituals.

Mages cannot directly countermagic faerie powers. They can however use magick to protect themselves from powers or negate their effects. Mind 1(or 4 for others) can be used to shield yourself(or others) from Persuasion, Beauty and Glamour. Each success on the Magick roll takes one away from any attempt by a faerie to influence you using those powers. Life 4 can screw up the powers of someone using Self-Mastery. Forces and Matter are required to block or dispel Machine Master effects. Life for Flora and Fauna. Wrack requires life and mind to counter(Usually Life 4, mind 4). Fade is countered with Mind 3. Level 7 and up may require forces 2 as well. Luck is countered with Entropy.

Mana vs. Prime
Mana is not quite equivalent to Quintessence. It is a filtered form of Quintessence. Mages with Prime 1 can sense the presence of Mana in a faerie circle or in a Faerie. Prime 2 can disrupt a faerie's efforts to recharge himself with Mana. Prime 3 can drain mana out of a faerie or transfer it between faeries. At Prime 4, the mage can filter the Mana and convert it back into Quintessence, storing it in himself or a Talisman. He can also convert Quintessence into Mana and transfer that Mana into a faerie. At Prime 5, a mage could block a Faerie Circle from providing a source of Mana for faeries, or prevent a faerie from absorbing Mana long-term.

Faerie Sight can see through Phantasmagoria, but only at Level 6 and higher. If a machine master and an Inhabiting wraith try to control the same machine, they make opposed rolls on their respective powers, taking the higher difficulty for both. Soulsight(Basic castigate) can be used to determine the degree of stability a Faerie has. Enshroud, Phantom Wings both work in Arcadia (Argos). Flicker, Jump, and Oubliette(Argos) go up in difficutly by two. A wraith cannot embody while in Arcadia...but is treated as being fully present as if embodied while there. Arcadia has no "shroud" nor are faeries effected by the Fog. Puppetry only works on Faeries who are in the physical world...or if you skinride with them into Arcadia. Usury works on faeries...but it will make them angry if they figure out what happened. Fae sight six can pierce the Shroud...

Adventures with the Faerie

So, you are now thinking...what do I do with all this. Well, beyond helping you develop the faerie to pester those stodgy ventrue, Silver fangs, hermetics, and wraiths...You could run a faerie focused chronicle!

The theme of Faerie is finding meaning for one's life. Many faeries find their meaning through joining a court, playing the Game Eternal through its rules, and adopting its philosophies. Others try to construct their own set of rules for the Game. Some reject meaning altogether...but their passions soon consume them and final chaos takes them. Faerie society encompasses a wide range of solutions to the problem of what to do with eternity.

While Faerie society is somewhat hiearchical, it is less so than the Camarilla or even the Garou. Faerie leaders hold sway through charm and their ability to come up with interesting entertainment. And if you don't like where you are...you can always leave or go create a realm...if you dare.

Major Chronicle concepts

Merry Pranksters:
This kind of campaign focuses on the Faerie wrecking havoc in the lives of mortals, supernaturals, and each other. It is most appropriate for Romany, Aesthetes, and possibly Seekers and Tinkers(wanting to see how people react to various pranks.) Some faeries see it as their duties to shake up the rest of the world out of their old ways of thinking. In alliance with Malkavians, Marauders, and other testers of the boundaries of reality, the characters do battle with the forces of boring normality, whether it be by ruining the best laid plans of mice and men or by forcing people to just break their ordinary routine...
Faerie Politics:
If you thought the Jyhad was bad, just remember that the faerie have been playing the political game even longer (due to Arcadia Time Distortion). If nothing else, it is great for staving off the boredom that is one of the most feared enemies of the Fae. This could revolve around personal intrigues, court rivalries, power plays within courts, or playing political games with mortals and other supernaturals...which is rewarding but potentially very dangerous. And the long war of the Seelie and Unseelie continues. The Seelie and Unseelie courts are the two most caught up in political games.
Faerie Protectors:
Many groups of Faeries place groups of mortals or supernaturals or a place that they love under their protection. This chronicle focuses around a group of Faeries who have chosen to remain largely involved in mortal affairs to protect some place or people that they care about. This is a good choice for a cross-over campaign, as the Fae will certainly become entangled in the rivalries of other groups. This is good for Dryadic, Ascetic, Aesthete (to protect Art and artists) and Guardian fae.
Faerie Explorers:
The Tellurian is a strange place, and many faeries want to see all they can of it. Some form bands to explore the strange reaches of the Umbra, Arcadia, and the mortal world. Perhaps they may even find the true rules of the Game Eternal somewhere out there....This is good for Romany (who love to wander) and Seekers (Who HAVE to know what is out there).