Chapter Three: Cold Iron

Red Blood and Royal Writ The Queen looked into her mirror. Such a lowly hovel she thought. Bare floors and wooden walls with nothing but an iron range for warmth, the moon for light and the woman within. It pained the Queen to talk with one so low, but talk she must.

“The Child has eaten from my table, she is mine by right” The Grandmother stood at her table listening to the Queen's words come from an steel knife wrapped with red ribbon struck into the wood. She thought to herself that it was such a horrid voice. So full of pride and vanity without a shred of warmth. How could such a voice care for a child? The grandmother had raised six herself, and over twenty grandkids so she knew what she was talking about. “By right of your words. Feh. I don't have with words, never did. Words are like lovers, they say only what they think you want to hear. The Child is ours by blood. That meant something before words was words and you know it.”

The Queen wiped a imaginary spot of dirt from her sapphire lips. Who was this peasant to speak to her of blood, her who had a thousand generations of royalty flowing through her veins. She walked around to the second mirror: A pool of crystal clear water. It made a slow music not quite unlike a wineglass as she ran her fingers through.

“You are old and all your sons and daughter have grown. A boy must learn a trade. A girl must debut and find a husband. The Child may be of your blood, but blood is not so fair. All children leave their blood behind, this Child sooner than most. You must be reasonable about this, after the fruits of my table what could you provide for her?” For a moment the Grandmother was still, then she took a bag of sugar from the cupboard, poured it on the windowpane and opened the shutters. The sweet smell drew in her bees. Satisfied she turned back and answered the Queen. “Children, they're all the same. Cover it with salt and ketchup and they'll eat anything. I can raise the Child, but can you? You've got fruits and jewellery but can you give her what she really needs? Can you love her or have you spent too long in front of your mirrors and forgot how to see any heart but your own?”

The Queen drew herself and went to her third mirror. A polished sheet of obsidian with delicate silver filigree.

“And what of yourself? Do you claim to keep her heart? Do you Protect it from all, even the child herself?”

“Of course” replied the Grandmother.

“Oh dear” said the Queen with a smile that did not reach her eyes. “That was the wrong answer”.

The Grandmother froze for just a moment. Then she calmly rested her palm atop the point of an iron nail and brought her hammer down on the back of her hand.

Chapter 3 – Cold Iron '“But when the fairy sang the whole world listened to him. Stephen felt clouds pause in their passing; he felt sleeping hills shift and murmur; he felt cold mists dance. He understood for the first time that the world is not dumb at all, but merely waiting for someone to speak to it in a language it understands. In the fairy’s song the earth recognized the names by which it called itself.”'

― Susanna Clarke, Jonathan Strange and Mr. Norrell '

In the ancient folklore of fairies, the key was always iron. Why? Who knows for sure. Maybe iron is symbolic of Man’s never-ending quest to find reason and knowledge. Maybe there’s a chemical reason, the makeup of iron an alien element to the home of the fae. Maybe it just doesn’t matter. What does is that when iron came into the picture, fairies die.

New Tactics

Tactic: Fate's Champion

Prerequisites: All: Expression 2. Partial (1): Presence 2, Brawl 2 or Weaponry 2 (Primary). Partial (1): Academics 3 or Academics 2 with an appropriate speciality like Faerie Tales or Occult 3 or Occult 2 with a speciality in Fate.

Requires: 3, up to 5

Dice Pool: Primary none. Secondary: Wits + Expression.

Action: Instant

Description: In a hunter's Vigil he is unlikely to meet any monster with a stronger connection to Fate than the fae. This can add a whole new dimension to the Vigil, but one which can be turned to the hunter's advantage.

To perform Fate's Champion the hunter's try to attract Fate's attention and convince Fate that the primary actor is a mighty heroic champion. They take on the roles classic archetypes: The King who names the hunter a Champion and offers his own sword and shield for battle. The Fair Maiden, worried for her love. A Wise Mentor giving one last bit of advice. Should the hunters attract the attention of Fate and convince it that their man is one of the Champions of old he will step into the battlefield with Fate itself on his side.

Hunters can't just call on Fate any time they wish. If winning the favour of Fate itself was as easy as a bit of improvised theatre everyone would be doing it. This tactic only works when something has already drawn Fate's Eye. The presence of a faerie is sure to do it, but perhaps the fae are not the only thing Fate keeps it's eye on. What if the hunters were in the presence of a legendary artifact like Excalibur?

Organisations: The Sons of Cú Chulainn know about the fae and about Fate, with ties to a martial culture they have no shortage of stories about great champions to reenact. The Aegis Kai Doru have the arms of actual legendary heroes in their vaults and their studies into these Relics have revealed key insights into the workings of Fate.

Potential Modifiers: Primary Actor has dots in Fame (+1 per dot); props and costumes (+2); cell are using generic archetypes (-2); cell are enacting a specific story where the details match their current circumstances (+3); Tactic performed in a formal challenge of champions (+3); Hunters look appropriate to their roles, such as Striking Looks for the Fair Maiden, or the Wise Mentor has a long grey beard (+2); Hunters don't look like their role (-2)

Roll Results:

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunter's do attract Fate's attention, but they give it the wrong impression. Perhaps they convince Fate that the champion will rescue the fair maiden, which means she's got to get captured first. Perhaps the Wise Mentor is going to find himself fighting instead of the champion, even if he doesn't know how to fight. A Dramatic Failure doesn't guarantee any outcome, but the Storyteller can apply dice penalties and bonuses to push Fate's Agenda.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Failure: Fate doesn't even notice the hunters' efforts.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Success: The secondary actors step back as their Champion takes the field, backed by Fate itself. Pool the secondary actors' Successes and divide them into bonuses. These bonuses last until combat ends, or until the combat is no longer the domain of a single champion. A Success may:


 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Be added to the primary actor's attack pool.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Be added to the primary actor's Defence.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Grant the primary actor a defence against any supernatural effects. Each success becomes +1 to the roll to resist any supernatural effect, including supernatural Endowments and Dread Powers.

<p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Exceptional Success: With the might of Fate behind the hunter he cannot loose. He may reroll one roll of his choosing. The second roll stands.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Tactic: Legal Analysis

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Prerequisites: All: Intelligence 2, Academics 2, Academics Speciality in Law, Contracts or similar.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Requires: 2; up to 4.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dice Pool: All, Intelligence + Academics.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Action: Primary: Instant; Secondary: Extended, no target successes necessary. Secondary actors may continue to accumulate Successes for the primary actors roll up until the usual limits for Extended Actions.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Description: It's all well and good wanting to get justice, or revenge, upon the faerie who cursed your first born child, but veteran hunters know a simple truth. The easiest way to permanently deal with a faerie is simply to sign a contract with it.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Perhaps the hunter only wishes that the faerie would leave "his people" alone, and is willing to turn a blind eye if the faerie plays his tricks somewhere else. Perhaps the cell will settle for nothing less than the faerie returning to whence it came and never return.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Regardless of what the hunter asks for, he can count on the faerie delighting in every single loophole in the contract. It pays to have someone well read in contract law read the contract before signing your name.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Organizations: The Loyalists of Thule often make bargains and deals using the occult secrets they uncover and when they do they make a point of doing it right. The Office of the Lord Stewards are an organization founded around esoteric contracts and arrangements with the supernatural, with centuries of records and case law to train their members.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Potential Modifiers: Professional Training as a Professional lawyer (+1 per dot of Professional Training). Professional Training as an Occultist with a focus on contracts, must include Academics as an asset skill (+1 per dot of Professional Training). The faerie is also skilled at law (-1 per target's Academics). The faerie has an intimate connection to the underlying force of bargains (-1 per target's Wyrd).

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunters begin patting each other upon the back for crafting an ironclad contract. Regardless of how many loopholes they actually are.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Failure: Though the hunters make some amendments they aren't confident that a better lawman than they couldn't find a loophole.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Success: The hunters add sub-clauses, clarifications and rewords passages to prevent loopholes. Now they just need to get the blighter to sign. If a faerie signs a contract successfully written by this tactic they are at a penalty to wriggle out of it. Whenever the faerie identifies a potential loophole they must beat the Primary Actor's successes on a Wyrd + Wits + Academics or Occult roll. On a failure that potential loophole turns out to have been legally sealed. The target is capped at the Primary Actor's Intelligence + Academics, add one with an appropriate Speciality.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Exceptional Success: Extra Successes are their own reward.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">To Purchase: 15 Practical Experience. 12 for the Loyalists of Thule. 10 for the Office of Lord Stewards.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Tactic: Offer of Refuge

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Perquisites: All: Manipulation 3, Empathy 2. Partial (1): Persuasion 2 (Primary)

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Requires: 2; up to 4.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dice Pool: Primary, Manipulation + Persuasion. Secondary, Manipulation + Empathy.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Description: The fae are infamous for leaving emotional scars as well as the more physical sort. Hunters on the trail of the "Fair Folk" often find that their best witnesses and left in the thrall of madness and delusion.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">It takes time and care to heal a damaged mind, far too much time when the next victim could come at any moment. Most hunters simply patch witness together for long enough to get their information and leave the long term care to whichever doctor ends up with the case.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The most common method is to construct a safe space. Thick walls, strong doors and hand-forged iron can all help convince someone that they are inside and the faeries and the madness are outside

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Organizations: The Long Night practice the merciful teachings of Jesus and are used to lending a friendly hand. The Ascending Ones also follow the merciful teachings of Mohammad and the practice of Sulha requires trust and empathy, and occasionally some of the good anti-anxiety medication.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Potential Modifiers: The target feels safe and hidden from the fae. (+1 per Safehouse Secrecy). The target feels like a prisoner (-1 per Safehouse Secrecy). The hunters do not know the details of the target's history with the fae (-3). Convincing anti-fae defences like Cold Iron (+2).

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunters convince the target that they are either working for the fae, or going to incompetently bring the Fair Folk down on everyone. They are probably very confused as to why they gave such an impression.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Failure: The target fails to see any strong difference between here and anywhere else.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Success: For the duration of the Scene the target does not have to roll to resist one mild Derangement per Success. Not every Derangement can qualify, only those routed in an encounter with some sort of external threat safely outside the refuge may be suppressed.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Exceptional Success: The target may spend three Successes to suppress a Severe Derangement.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">To Purchase: 15 Practical Experience. 12 for the Long Night. 10 for the Ascending Ones.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Tactic: Search Party

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Perquisites: Primary: All: Survival 2. Partial (1): Intelligence 2, Socialise 1 (Primary Actor). Partial (1+) Wits 2 (Secondary Actors).

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Requires: 1 + 1 person for every 20 volunteers.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dice Pool: Primary, Intelligence + Survival. Secondary, Wits + Survival.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Action: Primary: Extended; Secondary: Extended, the hunters keep looking until they find the missing person, their remains or give up.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Description: The fae steal people away. It's perhaps the biggest reason hunters persue them. Any hunter who deals with the fae over time will soon find themselves getting experience with tracking down missing people.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Sometimes you have to track them down to find clues or evidence to the culprit. Sometimes you have a chance of rescue, and sometimes you get lucky. There was no monster, just a bit of bad navigation.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">A lucky few hunters have an endowment that can track down a missing person, the rest have to do it the old fashioned way: Rounding up friends and neighbours to form a search party.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Organisations: Every time someone goes missing Searchlight can be counted on to dedicate their time and effort, and their prayers that it is just a missing person and not a faerie abduction. The Ascending Ones guard the inner cities where the monsters look for people who "won't be missed", their eyes are everywhere and honed to perfection with subtle elixirs.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Potential Modifiers: Good knowledge of the local area (+2), clear area with few hiding spots (+4), area with lots of hiding spots (-4), poor morale (-1 to -5), bad weather (-1 to -3), night time (-2).

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dramatic Failure: Poor planing hinders the group as they waste time sorting out communication difficulties or duplicate each others efforts.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Failure: The hunters fail to turn the collection of concerned individuals into a team greater than the sum of it's parts.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Success: Successes for this Tactic work differently. The Primary Actor uses maps and reports to keep a strategic command of the search. The Secondary actors each take a team of volunteers and keep things organised on the ground.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">This Tactic functions like an inverse of a normal Teamwork action. The Primary Actor adds their Successes to each of the Secondary Actors. The Secondary Actors each add their Successes to their team (For simplicity when dealing with large groups of people, assume that the entire team has a dicepool equal to the number of NPCs + the Secondary Actor's Successes). As with any teamwork action a Dramatic Failure inflicts a -4 penalty to the team.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The NPC search teams Successes are what covers the ground. The Storyteller should set a required number of Successes to find the missing person (and may increase it if the searchers take a break for the night). When the target is reached the searchers find the person, a Fetch, a corpse or some other evidence that clearly shows the search has done it's work. However if there is nothing to be found, or everyone is searching in the wrong place the Storyteller should not set a threshold. The parties will continue searching until they give up.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Exceptional Success: Extra Successes are their own reward.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">To Purchase: 12 Practical Experience. 9 for Searchlight. 7 for the Ascending Ones.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Tactic: Surveillance

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Perquisites: All: Intelligence 2. Partial (1): Investigation 2 (Primary). Partial (2): Larceny 2 (Secondary Actors).

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Requires: 3, up to 6

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dice Pool: Primary, Intelligence + Investigation. Secondary, Wits + Larceny or Intelligence + Computer.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Action: Primary: Extended, target of six Successes; Secondary, Extended, target of 3 Successes per dot of Safehouse Size targeted.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Description: To defeat the fae you must first find the fae. Hunting faeries is a different challenge to many other threats. You might need to step back and plan if you want win a fight with a werewolf, or if you want to kill a vampire without her catspaws coming for you the next night, but you always have the option of grabbing a gun and risking it all. Not so with the fae, they are called the Hidden Folk for a reason and against hunters the fae's primary defence is their invisibility.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">When a cell or organisation isn't privileged to have access to The Sight they must find the fae without the benefit of any tell tell signs like a vampire's cold flesh. A common method among experienced hunters is to learn the psychology and culture of the fae, then keep watch on anyone suspicious and hope they say or do something incriminating. Are they irrationally obsessed about never breaking a promise? Do they show signs of post traumatic stress with no likely cause? Did they actually start talking about true fae, courts or freeholds? Individually any bit of evidence can easily be a false lead pointing to obsessive compulsion or a fan of fantasy novels. This can cause no end of trouble to hunters who pounce on bad evidence but the more traits the more the possibility adds up until the hunters have found the fae. This task gets easier every year as new espionage tools arrive in the grasping hands of the Vigil.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The Secondary Actors’ task consists of setting up surveillance on the target. This can include hiding cameras or microphones using Wits to find good viewpoints and Larceny to hide the gear. Another option is to install keyloggers or steal computer passwords and data to look for incriminating evidence. The roll is Intelligence + Computer. When the info comes in the Primary Actor has the thankless task of going through the data looking for evidence of the supernatural.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Organisations: Network Zero know how to use all manner of recording equipment and often favour using hidden cameras to film the supernatural without exposing themselves to threats. Task Force: VALKYRIE have the best surveillance gear and they don't need to break into your computer to read your e-mails.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Potential Modifiers: Good equipment, the stuff the police might be expected to use (+3). Top quality equipment, the stuff used by intelligence agencies and TFV (+5). Specialist equipment that can detect the supernatural, such as an infra red camera for Vampires or a Kirlian camera to spot a witch's unusual aura, for the fae this means someone with The Sight looking over captured footage and recordings (+5). Target area is defended against surveillance (-1 per dot of Safehouse Secrecy or equivalent)

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunters completely make a mess of things, getting results that are widely misleading.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Failure: The hunters perform an incompetent surveillance operation and get little useful data.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Success: The hunters do a through job, recording the majority of goings on in the target building and identifying most of the suspicious material.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Exceptional Success: If anything suspicious happened at all, the hunters probably heard about it.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Surveillance can only find evidence that's already there. However even the tricksy fae often let their guard down in their homes. A faerie who obsessively avoids speaking about faerie matters should roll to avoid letting anything slip rather than automatically escaping the hunter's notice.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">When all is said and done the Storyteller should tell the player how confident they are that the target is supernatural:


 * <p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Not at all: No one did or said anything even remotely fae like.
 * <p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Unlikely: There's some suspicious traits, but there's plenty of mundane explanations that are just as plausible.
 * <p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Modestly confident: Nothing proves the target is a faerie, but it's a rare human who has this many faerie behaviour traits.
 * <p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Very confident: The hunters observe both faerie like behaviour and insider knowledge usually limited to the fae.
 * <p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Certain: The hunters observe their query entering the hedge, debating faerie topics in depth or someone with The Sight checked the surveillance footage and saw the faerie for what she is.
 * <p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Uncategorised: The hunters are certain something's up, because nobody talks in a mixture of Navajo and Victorian dockworker's slang. However they're not sure what it implies, because they don't speak Navajo or Victorian dockworker's slang.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">One final point. If you leave cameras lying around somebody's house you want to make sure they don't find out. Searching for cameras usually involves a Wits + Investigation – the lowest Wits + Larceny roll among the hunters (a Dramatic Failure gives a +4 bonus to the searcher). Monsters with supernatural senses may have a different roll. Again a search can only find what's present. If the hunters are bouncing a laser of the window from a tower in the distance looking for bugs under your desk isn't going to work.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">To Purchase: 12 Practical Experience. 9 for Network 0. 7 for Task Force Valkyrie.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">New Traits

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">High Iron Content (OOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Studying those affected by the ruling beings of the other dimension known as “Arcadia”, certain groups have discovered that those taken, or claiming to be taken, suffer from iron deficiency, a lack of iron in the body. As iron is essential to organic life, a few have theorized that the force of the Wyrd makes up for this deficiency. Conversely, those with high iron content have been shown to negatively affect the workings of this force.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: Any attack made by a fairy using their Dread Powers results in -2 dice.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Only available during character creation. Character cannot take The Sight, Wyrd Image, or Fated Path.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Faerie Favour (OOO)

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Whether you tracked down dark rites of summoning and offerings in tomes written upon human flesh or just gave your sandwich to a beggar woman, one of the gentry owes you a favour, one single use of it's godlike power to your own ends. The best part is, the faerie’s debt binds it to grant the spirit of your favour.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">At any time the hunter can call in their favour for one single task; they could request that the faerie unleashes it's magic upon one person, friend or foe, even driving a (weaker) member of the gentry back to Arcadia. They could ask for a blessing, halve the exp on one single purchase, and this can even include endowments; after being offered a favour by a godlike being what self respecting member of the Aegis Kai Doru wouldn't ask for a powerful relic? The hunter could also ask for information, or perhaps the simplest favour of all: “Save me!”

<p style="margin-bottom: 0cm">One thing that this favour does not cover is returning someone stolen to Arcadia. That's two favours, one to free them from captivity, and one to bring them home safely. You might however be able to cut a deal for that second task.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Not avalible during character creation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Library (O – OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">There is no weapon more potent in the Vigil than knowledge. If they have a choice no cell would go against the darkness without knowing what they're up against, and many collect lore from any source they can: Old leather bound books, Universal Studios monster flicks, granny's superstitions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Over time a cell's collection of info may become an organized and indexed Library of knowledge. Each dot in this Merit represents one topic on which the hunter has accumulated a solid collection of reference materials. Be it carefully preserved ancient books of arcane lore or a modern indexed database of monsters seen in action. A hunter with Library (OOO) could have books on King Arthur, magical artifacts and medieval history. A Library does not have to concern itself with the supernatural, but let's be frank, when knowledge of the supernatural is a matter of life and death it probably will.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One set of topics deserves special mention. A hunter can place dots in a specific kind of monster for a broad overview or something like vampire politics or faerie magic for specific details, however they may only do so if they can justify where they got this rare and guarded information from. If they are members of a compact or conspiracy who has that kind of knowledge then it's fine, otherwise they will probably have to make do with something like faerie tales or medieval superstitions until they can acquire more accurate material during play.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Putting a Library to use works just like any other Research Task (see WoD core. P55-56) except that the hunter only takes fifteen minuets per roll as they know their way around their own material. Hunters can of course give others access to their Library, but guests take the full 30 minuets per roll. A Successful Research action either finds the desired information, or conclusively discovers that the desired information is not present within the Library. As with any collection of material, information is not guaranteed to be correct and a single Library may have the works of several authors with contradictory points of view.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If a hunter has a Library some thought must be placed into where he's going to keep it. Sure he could just keep it in his home, but a good Library can be both valuable and suspicious. That blood and thunder baptist preacher might have a Library on demonology for the sole purpose of combating Satan's legions, but would he really want to be caught with instruction manuals for virgin sacrifices after young women have been vanishing? Therefore most hunters keep their Library in their Safehouse, protected by Secrecy and any Traps put in place. The hunters may even dedicate dots in Safehouse Cache to keep the rarest and/or most suspicious books safe. Each dot of Cache can protect one dot of Library.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Special: Multiple hunters can contribute to a Library, pooling resources for the common good. If the hunters part ways the cell will have to decide how the Library dots are split as each member takes there share of the books.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Lucid Dreaming (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Prequisite: Resolve 3, not Fae

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Your character has the ability to know that she is dreaming, and can shape her dreams. Perhaps more importantly she can defend herself from faerie (and other) dream travellers, morphing the dream into dangerous attacks of manifesting within to do battle.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The fae cannot take this merit, because they do not need to. Lucid Dreaming is an innate trait of the fair folk.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Second Thoughts (OOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requires: Composure 4

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Your character has a knack for second guessing himself and seeing past his own self deceptions. When against the fae this self doubt can help piece the enchantments that the fae like to weave upon the mind. Whenever the character is the target of a power that affects his emotions or perceptions he may roll Wits + Composure. On a Success the hunter knows that these emotions are unnatural. This does not automatically mean he can resist a powerful artificial fear, but it means he knows he should try to resist the fear. Second Thoughts can also be used to doubt the truth of illusions, however it does not require a Merit to doubt a power that simply bends light into images. Doubting illusions that enchant the mind to become more convincing does require this merit.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Fae-Touched (OOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Perquisites: Mortal (non-Supernatural)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">An individual who was abducted and taken to the realm of Arcadia but has returned and with their humanity intact, mostly. Hunters debate how this is possible. Some hunters claim that some trait can protect a person's mortality, be it a quirk of genetics, moral purity or faith in God. Other believe if you escape fast enough you will be unchanged. The most common theory however is that the faerie captor simply never got around to changing their victim before they escaped.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Fae-Touched mortals have many benefits. They can see the fae, the Sight being part of the Fae-Touched "package". They also have access to the Hedge, by knocking on any portal or mirror they can open a gateway to the Hedge. This costs one Willpower. They don't gain any advantages when trying to navigate or survive in that dangerous maze, but they can gain the same benefits from the native fruits as changeling's. Finally, Fae-Touched mortals live longer and are heather than most people, meaning they have +1 to resist the effects of age and diseases, along with roughly an extra ten years to their lifespan. Fae-Touched do not have a fetch, if they did have one it crumbled into it's component parts when they returned.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Being Fae-Touched does not directly imply any particular lifeplan, but the need to make sense of half remembered moments in Arcadia can push them towards joining either the Vigil or fairy life

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Sight (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A person with The Sight is naturally able to see past fairy illusions. The Sight is rare and no one is quite sure what causes it, it is known that certain people are more likely to have The Sight including: The insane, the seventh son of a seventh son, very young children, people who grew up in proximity to the fae and people with The Sight in their family. Possible triggers that might grant The Sight (especially to one of the likely people above) include heavy exposure to faerie magic, a trip to the Hedge, psychological trauma, losing your virginity (especially to a fae) physical head trauma or a trip to Arcadia (which always grants The Sight, if not deeper effects).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Sight can also be lost, though anyone who encounters the fae at least occasionally is practically guaranteed to retain The Sight. Possible triggers that can remove The Sight include: Puberty, taking psychiatric medicine, losing your virginity, recovering from mental illness, consistent stress for an extended period.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Strength of the Mask

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Anyone who’s ever encountered the fae can tell you straight that, when they don’t use their magic, they look just like you and me. Maybe hunters get lucky sometimes and one of their cellmates has the Sight, but more often than not, it’s just blind luck. A hunter might get a glimpse from the corner of their eye (and was that a real glimpse or is the Vigil just making you jumpy?) but to truly see the fae for what they are requires The Sight. Even other supernatural Endowments and Dread Powers that can see through illusions cannot be truly relied on, few illusions are as tough as the Mask. The hunter rolls with a -3 penalty vs the Faeries Wyrd + Resolve. The faerie’s roll is automatic, she doesn't even have to be aware of the hunter. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Of course, Storytellers get a little more flexibility when it comes to such matters. So, if you say the Mask isn’t as thick as we’re making it out to be, hell, go for it. Remember the story you’re trying to tell. If it’s one where your hunters are wrapped up in enigmatic mysteries that need a lot of investigation to solve, odds are the Mask might be nigh impenetrable.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If you’re just trying to have a nice little shoot’em-up session where the players are gunning down monsters left and right, a decent Kirlan camera or exposure to iron can show the Fae for what it really is.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Wyrd Image (O)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Creatures of the fae seem to jump to conclusions about you, and usually the same conclusion. Choose a one or two word description like “wise teacher”, “chivalrous knight” or “sorceress”. Creatures of the fae will naturally treat you according to your Image. The fae aren't the only ones who jump to conclusion, it seems your life agrees. The opportunity to fulfil your roll comes around surprisingly frequently. A wise mentor will meet students (regardless of if she can help them), the chivalrous knight will constantly bump into damsels in distress (even if they just need directions). Once per story you may (and the opportunity is likely to occur at least once per story) regain a point of Willpower by acting as appropriate to your image.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The fae may take Wyrd Image (in fact they have it far more often than Hunters).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: It's hard to break your role. If you act outside of character you suffer a -1 environmental penalty to all actions for the scene from a whole host of random coincidences. Acting directly opposed to your image, such as an innocent maiden making the first romantic move, increases the penalty to -2. It can also get very confusing, the captain of the football team won't be surprised when people assume he's physically fit, but why on earth do people keep assuming he can wield a sword? If you dramatically and publicly break character, or if you deny it in minor ways for an extended period of time, your Image vanishes.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Fated Path (O - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Perquisite: an appropriate Wyrd Image. This Merit may also be given to the fae (in fact they have it more often than Hunters).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Wyrd is a force of Fate and narrative, and over the years several well told stories have become thick reoccurring threads in the tapestry. The hunter's life resonates with one of these stories, in essence his path has fallen into a well warn grove in the Wyrd. One which is easy to follow to it's traditional conclusion, and hard to escape. Not all Fated Path's are good for the character, but only buy this Merit for Paths the character is glad to walk.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The player (not the character, who is probably unaware of this Merit) may spend a willpower point and roll Fated Path + 3. Every success gains the character one hint, ally, item or other benefit that helps them follow the path to it's fated conclusion. You may do this as frequently as you wish. When the character fulfills their destiny remove this merit, any lingering supernatural effects fade while more mundane consequences such as dots of Allies formed through an unlikely fated coincidence remain or fade according to mundane fate-free logic.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: Every use of Fated Path, even if the player rolls no Successes, always comes with some sort of test. If the character fails the test then they instantly lose all use of this merit. Keep the dots on the sheet however, and add them as a bonus to all rolls made to prevent the hunter from fulfilling their formerly Fated goal. Failing a test normally moves the character onto one of the variants of the basic story, one that ends in failure and an overly dramatic ironic fate. The Wyrd loves ironic fates.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Beware of faeries, for they often seem able to recognize a Fated Path and aren't above using their knowledge of how this merit works against ignorant mortals.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Example: Alison is recently married and has the Wyrd Image of "Dutiful Wife". When she sees a horseman with the face of a stag swoop out of the sky and carry her husband off she immediately resolves to rescue her husband before admitting she has no clue where to even begin looking.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Fortunately for Alison she has just recreated the opening of several classic faerie tales and so her player buys a dot of Fated Path with the Path ending in her rescuing her husband. Spending one Willpower she rolls 4 dice and gets 3 Successes, it must be Fate! The Storyteller declares that that night a small bird appears and says it's her husband who managed to steal a pinch of the Faeries magic to send her a message and a magic seed. It will guide her to him, but she must never let anyone harm the tree that grows from the seed.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Planting the seed soon grows a lemon tree with three beautiful fruit. Alison eats the first fruit and tastes "If you want to learn about faeries, they hold a market at the nightclub 'Neon Lady' every new moon". Alison goes to the Market and is overwhelmed by the bustle and weird sights. She needs help and decides to eat the second lemon, she tastes "One of the shoppers called Gentleman Jack will aid you".''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Unfortunately for Alison, as she discreetly inquires about Gentleman Jack, a changeling loyal to the horsemen sees her and realizes what path she walks. Surely his lord will reward him for making sure nothing comes of this. Taking advantage of Alison's ignorance he introduces himself as Gentleman Jack gaining her trust. How hard could it be to find and destroy one tree?''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: The Paths you walk.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''The Aarne-Thompson index classifies faerie tales by their common plots. It is a one stop resource for authentic Fated Paths a hunter might find herself walking down.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">New Endowments

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Advanced Armory

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The freaks love to think they’re part of a story, putting themselves as princes, princesses, courtiers, etc. It’s always about them, their needs, and their struggles. That’s why many TFV agents love using their Advanced Armory. Sometimes nothing is better than using science to tear apart a badly written story. It’s mostly experimental, a little dangerous, and under extreme scrutiny, but when the tools work, they work masterfully.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One problem, though, is that, despite constant clamoring from field agents, the methods used to track fairies cannot actually see them for what they truly look like. Despite all methods and experiments, TFV has not yet found a foolproof way to pierce the veil of secrecy around a fairy.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Urban Unmanned Reconnaissance Drone (OO-OOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drones. They can go anywhere, track anything, and can even be equipped to kill a man in the time it takes for him to blink. They are the next generation of war, and TFV sees them as a God-send.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The earliest drones were, frankly, unofficial and improvised. RC cars fitted with cameras or model airplanes that would distract the target from the sniper. Now, with the advent of purpose-built drone technology, VALKYRIE has a tool on it's hands that can monitor it's targets, and never even give away it's presence.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The U.U.R.D., nicknamed "Heimdallr" by agents who seem to take a shine to TFV's Norse naming schemes, is a miniature quad-rotor drone, equipped with a fully functional video/etheric camera. Since it only gives off a slight electrical signature thanks to it's battery, the U.U.R.D. is able to get in close, observe, and return to the controller without the enemy even knowing it was there. In situations when it is discovered, though, the Heimdallr still makes it's money worth it; a lost drone is more easily replaced than a lost agent.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The Heimdallr is a popular tool against fairies, as a drone does not have human emotions, and spells affecting the drone rarely affect the user. Due to the success of the Heimdallr, a second model has entered production, with a directional microphone as well as IR and Kirlan camera attachments. Though a larger size, it also means that the drone has expanded capabilities against the enemy.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Description: The U.U.R.D. comes in a two-part package; the drone itself, and the tablet control device. The battery life of the drone is about an hour and a half in-game. The two-dot drone and the tablet are Size 2, the four-dot drone Size 3.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Special: Some TFV ops are about combat, not surveillance, and need a little extra punch. So, they’ve petitioned command for mods to the drone that would enable them to secure an extra piece of tech for firepower. This means that the drone has a variable loadout, and can change it’s equipment if the cell has requisitioned the proper gear. Due to size constraints, only the four-dot drone can be modified in this manner.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">U.U.R.D. Combat Package: Video camera, SMG: Damage: 2 Range: 100/300/450 Capacity: 30+1 Strength: 2 Cost: O

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">U.U.R.D. Surveillance Package: Directional Microphone, IR/Video Camera Cost: O

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">U.U.R.D. ENE Package: Directional Microphone, IR/Kirlan Camera, C4 explosive charge: OO

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">U.U.R.D. P/S-ENE Package: Etheric/Kirlan/Thermal Camera, C4 explosive charge Cost: OO

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Iron Dust Grenade (OO, Renewable)

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The fae often bring illusions and trickery to the battlefield. A simple thing such as creating an illusionary ally can turn the tide of an entire battle. In retaliation Task Force: Valkyrie has created the Iron Dust Grenade. A device specifically designed to spread tiny iron particles around a wide area, tearing faerie illusions to shreds and preventing the Fae from creating a new one across an cubic area of about thirty foot a side. Only the Mask is strong enough to be unaffected.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Iron dust isn't enough to actually hurt a faerie, though they do find it irritating. For actual combat Valkyrie uses conventional shrapnel grenades modified with chips of iron ore. While deadly, they are considered regular equipment and not an Endowment.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Electromagnetic Pylon System (OOO)

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">When Valkyrie first fought against the fae they approached battle it like they would with any other supernatural foe. They went in heavy using shock and awe tactics to try and neutralise the fae before they could call upon their magic. It worked perhaps a little too well; the fae panicked, ran and promptly vanished into thin air.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Valkyrie scientists tasked with finding a solution failed to prevent the fae from pulling off their vanishing act, but they found a workaround. Studying the reports they discovered that to disappear the fae needed some form of portal; a door, a window, even a mirror. Keep the fae away from any doors, and they're stuck.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">“Brynhildr” Pylons were the answer. A backpack containing a core of meteorite iron surrounded by powerful computer controlled electromagnets designed to create a directed magnetic field between pylons (for this reason the first purchase of this Endowment per cell comes with two Pylons). The fae find the thought of even crossing the barrier uncomfortable, changelings and hobgoblins must spend an instant action gathering their courage and succeed on a Resolve + Composure – their own Wyrd roll and more powerful fairies cannot even try for as long as the Pylons are in place (though against any being that powerful, relying on it being unable to shut down the Pylons without a plan B is a fools move). Curiously the fae who do manage to cross the barriers seem to suffer no ill effects.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">After a few teething problems where cells would damage a Brynhildr Pylon by rapidly dropping the backpack in a tactically useful location Valkyrie engineers added shock absorbers and a gyroscopic self righting mechanism.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Special: While valuable, the cost for the Brynhildr assumes that there’s only one route of entry and exit for the enemy. For times when the target has a multitude of exits, teams can requisition additional pairs of pylons to either run the EDEs into a cattle trap, or simply keep them contained.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Additional Pylons: Cost: OO

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Benediction

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The light of the Lord is the most powerful force in existence, and it was in His wisdom that he shone the light of knowledge on His children, that man would know how to fight His dark enemies with the Lord’s guidance.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Maternity of St. Brigit

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The first thing any shepherd learns is to protect their flock, and the Shadow Congregation knows the lambs in their flock need protecting the most of all. Though powerful the Maternity is a tough Benediction to invoke and the effort drains the user, for this reason it's users attempt to bless all the children among their charges in one sitting.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Only mortal children under twelve can benefit from the Maternity of St. Brigit. Children with a strong tie to faeries, such as an active Pledge or the Merit Fae-Touched, cannot benefit either.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower Dot which can be recovered for 8 exp. Only the first activation in a Scene requires payment, after which the hunter may continue invoking The Maternity for as long as they have the energy to continue saying payers.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant, a roll is a single prayer about a minuet and a half long.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Composure + Benediction

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The target shines like a beacon, becoming exceptionally attractive to faeries.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The protection does not take, the hunter does not need to spend Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The child fades from the eye and mind of faeries. To see or remember the child a fae must exceed the hunter's Successes on a mundane Perception or memory roll. Being partially human changeling’s have an easier time, they may add their Clarity to the Perception roll solely for the purpose of overcoming The Maternity of St.Brigit. The effects last one year, or until the child's 12th birthday. Whatever comes first.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: In addition to the bonus for many Successes the hunter may trade in five Successes to invoke The Maternity of St Brigit without spending a Willpower Dot. This does not remove the cost from further activations of The Maternity.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Child has The Sight (-5), The Maternity of St. Brigit always removes The Sight, though the possibility remains for The Sight to return after the Benediction wears off. This is about as likely as the child acquiring The Sight as though he had never had it before.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The child has recently broken some rule faerie tale rule associated with naughty children like sneaking into the forest, leaving “the path” or forgetting to say his prayers (-2).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The child is well mannered and well behaved (+2).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The child is a practicing Christian (+2).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The child is a practicing Catholic (+3).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Benediction Performed on February 1st (Feast day of St Brigit) (+5).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Shoulder of St. Christopher

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In the service of Christ St. Christopher carried travellers across a raging river. The Malleus Malificarum rarely have that much problem crossing rivers but they rather often find they need a helping hand travelling to safety. By invoking the name of St. Christopher the hunter can know the road to safety.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">This Benediction can only help the hunter find the way to safety. If they want to rescue someone, or slay a monster first they'll have to do their own navigation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended, each roll represents one minuet of praying and chanting. The target number is four Successes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Composure + Benediction

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunter becomes exceptionally lost, incurring a -3 penalty to all navigation rolls.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The blessing fails to take.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Successes are accumulated, when the hunter reaches four Successes they instantly know the safest path to the nearest place of safety. Be aware that the safest path is not always the quickest path and "safest" is relative. The bridge guarded by an grumpy troll is safer than the path through the hungry dragon's home. If there is no way to travel from the hunter's present location to a safe place on foot then the Benediction fails.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: In addition to activating the Benediction the hunter is given a brief idea of the dangers she might face upon the road.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Performed in a place where the usual rules of direction and travel do not apply (-5).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Performed in another plane of existence; this does not stack with the previous penalty (-3)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Benediction Performed on July 25th (Feast day of St Christopher ) (+5).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Vows of St Valentine

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">According to Catholic theology every soul has obligations to God, but God allows for free will and disobedience. The fae, however, enforce their agreements with powerful magical sanctions. When the two collide the Hammer of Witches invoke the name of St Valentine, who was martyred for worshipping Christ in defiance of the pagan priests of Rome as a blessing and absolution upon those who would honor their Catholic obligations in defiance of the magically binding pagan pledges of the Fae.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To qualify as a vow for the purposes of this Benediction it must fit three criteria: The vow must have been agreed to in word or writing, if perhaps unwittingly. Secondly the vow cannot directly control anyone’s actions, they must be free to obey or not. Finally if the vow is broken there must be some magical consequences. The Vows of St Valentine will even work after the vow has been broken, whereupon it will lift any lingering magical sanctions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Vows of St Valentine works on any supernatural vow (except vows with heaven, obviously), not just the fae. A witch's fate weaving spells qualify if they fit the criteria, as would a demonic pact. Even other hunters are not immune: This Benediction can shatter the geasa that empower the Sons of Cú Chulainn and negate the Arrangements made by the Lord Stewards. Few hunters would appreciate the Hammer of Witches striking at the source of their power. The Vows of St Valentine cannot permanently remove dots from a character sheet, but when those dots represent a vow itself they are removed for the duration of a single scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In the case of vows that cover multiple people such as the tithe between Hell and Faerie, or the treaties between the British government and Britain, this Benediction can only exact individuals from the agreements. It cannot unmake the vow itself unless every last party is absolved one by one, and when only one party remains, the vow fades away.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended, each roll represents one minuet of praying and laying on hands. The target must remain still or be tied down for this time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Benediction.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunter offends the mystical forces behind the vow. They may become cursed by the force (probably with the vow's official sanctions) or draw the ire of a vengeful demon.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No successes are gained.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Successes are gained, the target Successes are three times the Power Stat of whoever sealed the vow (for hunters, use their Status). When the threshold is reached the target is extracted from the vow, they are free from any obligations and loose any benefits or penalties that spring from the vow itself. Nothing prevents anyone from reaffirming their vows, but they must wait until the next scene before they may do so.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Successes: Lots of successes are gained.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The vow is compatible with a Christian life (-5).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The target has never been baptised or formally accepted into a Christian church (-5).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The target has been baptised or formally accepted into a Christian denomination other than Catholicism (-2).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The vow is obviously against Christian morals or a Christian life, such as a vow to commit murder or a vow to never enter a church (+3).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Benediction is performed on February 14 (Feast day of St. Valentine / Valentine's Day) (+5).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Castigation

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Hellfire. Few others in the world can control this substance gained straight from the innards of the worst place in the universe. The fae aren’t one of those others. With demonic familiars to fight against them, and the fires of Hell burning them, the fae won’t stand a chance against the Seventh Generation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Deal with the Devil

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Demons and faeries both love a good bargain, but demon bargains aren't quite like faerie pledges, for the one thing the demon has to do the work itself. The Wyrd isn't quite so helpful. For another thing demons are worryingly interested in your soul.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Because demon's have to provide their side of the deal by hand a Child of the Seventh Generation can't really offer much an ordinary human couldn't, but if they really want to this forbidden Castigation lets them deal in souls. Naturally it is utterly forbidden by the Lucifuge and even knowing of it's existence implies a hunter has both status and dire need, or more likely that she been going behind the Lady's back.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To activate Deal with the Devil requires a signed contract that specifies the conditions for a soul to change hands. Most commonly as payment for goods or services rendered, or if certain contractual obligations are broken. Enforcing a monster’s terms of surrender against it’s soul is the closest thing to a justifiable use of this Castigation. It also must state when the transfer of souls occurs, most commonly they transfer immediately or at the point of death. The contract can be written in dense legalise, dead languages or even the dialects of Hell but it must be possible to read it with the naked eye: No microscopic fonts or invisible ink are permitted.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Once the deal is signed in blood the Lucifuge spends one point of Willpower to send a copy to Hell's "collection agency". Should all the conditions be met a demon is dispatched to retrieve the soul. This has the unfortunate side effect of meaning the legions of Hell are aware of every use of this Castigation. It also means that a Child of the Seventh Generation who sends plenty of souls Hell's way can gain status and allies among the infernal hierarchy. Another reason why the Lady of Milan has forbidden it utterly.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Faerie Slave

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The faeries tithed to hell are a valuable commodity, a status icon traded between the archdemons and dukes of hell. Sometimes one will be given to a member of the Lucifuge as a gift from a doting demonic ancestor (and that's pretty much the only way to get one short of breaking into Hell to steal a faerie, and that's not likely to happen).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Faerie slaves are without exception psychologically broken. All the fae are prone to madness while no one, no matter how mentally tough, gets out of Hell unscathed. Yet faerie slaves often show absolutely fanatical loyalty to their master or mistress. No matter how cruel a descendant of demons can be, it's not one thousandth of what they suffered in Hell, and probably leagues better than what they endured in Arcadia. So long as they're bound to a member of the Lucifuge (or a member of Le Enfants Diabolique) they are safe from Hell. From this flows an insane loyalty that the leave the Lucifuge complaining that their slave's constant attempts to win favor cause more trouble than a scheming fae attempting to get revenge on a cruel master.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Freeing a faerie slave would require finding someone able to break a faerie pledge. It would also require the Lucifgue to go through with something that drives their slave to near suicidal fear and hysterics. After all, if they don't belong to the Lucifuge are they “free for the taking”? An all round impossible situation that might be resolvable with promises of sanctuary from an angel, a replacement payment to Hell or some other unlikely or unethical solution.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">It is important to be aware that the Faerie Slave Castigation refers exclusively to the fae who were tithed to hell, if a Lucifuge is able to acquire the loyalty of any other fae the Retainer Merit should be used instead.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Faerie Slave stats:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Attributes: 5/4/3 (divide among Mental, Physical and Social)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Skills: 9/6/3 (divide among Mental, Physical and Social)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Willpower: Equal to Resolve + Composure

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Glamour: 5 (10 max)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Initiative: Equal to Dexterity + Composure

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Defense: Equal to lowest of Dexterity and Wits

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Speed: Strength + Dexterity + 5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Virtue: Any

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Vice: Any

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Wyrd: A Faerie Slave starts with a Wyrd of 1.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Morality: Faerie Slave have morality 0, they might not be evil but they're certainly broken individuals after a time in Hell.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Size: 5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Health: Equal to Stamina + Size

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dread Powers: Assign eight dots among Dread Powers.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Madness: Put five points into various Derangements, with a minor Derangement being one point, a severe derangement being two and an extreme derangement being four. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A Midnight Kiss

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A succubus, and it's male equivalent, an incubus, are demons that manifests in dreams of sexual temptation. Through the act of seduction they would feed upon the life-force of their dalliances leaving them weak, and in some cases dead.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">More than a few of the Lucifuge were born from such a illicit night of passion and the tricks of their infernal parentage still lie within their tainted blood. By touching a sleeping person a child of the Seventh generation can invade their dreams.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Resisted

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dicepool: Manipulation + Empathy - Resolve

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The power rebounds on the hunter who immediately falls into a nightmare ridden sleep.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The Castigation fails to take effect.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The hunter enters the targets dream. They cannot control the dream directly but they are free to interact with anything within the dream. They can communicate with, or combat any other travellers within the dream and the dreamer herself if she has the knack of Lucid Dreaming (remember, the fae always do). Castigations work as normal but cannot interact with anything outside the Dream, so for example Calling Forth the Pit cannot summon a Demon, but it can create a fake demon out of raw dreamstuff. There is a drawback: Any dream entered by the Lucifuge always shifts into a nightmare based around the dreamers Vice.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: As above, but the Lucifuge can also assign some broad traits to the dream. They cannot prevent it becoming a nightmare, but they could choose to set the nightmare in a frozen wasteland or decree that the dream will be full of serpents.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Elixir

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Rueful Eyes (O)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Rue has long been associated with faeries. To the Ascending Ones they grant a way to brew The Sight in their alchemical laboratories. They make a paste from Rue, mix in thorns from the Hedge ground to a fine dust and smear it on their eyes to see beyond faerie illusions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Ascending One suffers a single point of lethal damage. The consequence for anyone who rubs Hedge Thorns – no matter how finely ground – directly onto their eyes. Until the damage is healed they are blind.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The character suffers itchiness and rashing on the eyes. This causes -1 to vision for the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: For the remainder of the day the Ascending One possesses The Sight and can see the fae for what they truly are.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The Ascending One gains some mild ability to see past other illusions, gaining +1 to resist illusions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Tutu's Grace (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Tutu was an Egyptian god who protected the sleeping from dangers and bad dreams. When hunting the fae this is a god you want on your side.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Tutu's Grace is formed from goblin moss cut with traces of arsenic, it must be formed into a candle or incense and left to burn where the Ascending Ones intend to sleep.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Ascending One is treated as though she inhaled a Toxicity four poison. In addition, expect nightmares.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The Ascending One only has to contend with the nightmares.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The Ascending One gains the Lucid Dreamer merit for the night. Curiously if multiple Ascending Ones sleep in the same room they share a communal dreamscape and any attackers must contend with the cell as a group.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The Ascending One dreams that he is in a quiet oasis in the deserts of Egypt. Tutu patrols the borders of the oasis. Tutu is probably just a figment of the Ascending One's dream, but any fairies invading the Dream still have to fight past him to reach the Ascending Ones. A single Exceptional Success grants this benefit to any Ascending Ones sharing a candle of Tutu's Grace.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Tutu, Guardian of Dreams

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Attributes: Intelligence 2, Wits 3, Resolve 3, Strength 7, Dexterity 5, Stamina 5, Presence 4, Manipulation 2, Composure 3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Skills: Athletics 2, Brawl 4, Stealth 2, Survival (desert) 2, Animal Ken 2, Empathy 1,

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Intimidation 4,

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Merits: Brawling Dodge

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Dread Powers: Dread Attack 2: (Teath, Claws). Sleep 3 (requires a successful bite from his cobra tail). '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Elixir of the Ice Cold Heart (OOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Many of the monsters the Ascending Ones face in the night can use emotions as a weapon, the fae most of all. To combat the fae the Ascending Ones have created an Elixir that removes their emotions entirely.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Elixir of the Ice Cold Heart is vial of frozen TTX droplets suspended in a 100% ethanol solution. A single draught can entirely remove all emotions turning the drinker into a paragon of Vulcan logic, though the Ascending One may retain emotionally based beliefs out of habit. This effect forces no particular goals on the Ascending One, she may apply logic to following the prophet’s teachings or protecting her cellmates just as she may apply ruthless logic to defeating the monsters at any cost.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Elixir of the Ice Cold Heart has a Drawback, so long as the Ascending One's emotions are dead she may not spend, regain or risk Willpower. At the storyteller's discretion uses of Willpower external to the character may be permitted.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Ascending One suffers the effects of a Toxicity 4 bashing poison. In addition they gain the full effects of the Elixir until it wears off, at which point they'll suffer weeks of violent mood swings during withdrawal. The solution is off course another draught of the Elixir, potentially leading to a lifetime's addiction to the toxic potion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The hunter is affected as though he had taken a potent (-3 to social rolls, no bonus to Strength or Stamina) dose of cocaine. It gives the impression of distance and aloofness rather than paranoia.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: For the rest of the scene the Ascending One's emotions fade to nothing leaving him a paragon of icy cold logic. Only Supernatural powers can force him to feel emotions, and only if they score more successes than his Elixir rating.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The Ascending One is also instantly aware if anyone attempts to manipulate his emotions.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Serapis' Breath (OOOO)

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The pharaoh Ptolemy united the Greeks and Egyptians in his realm by encouraging belief in the god Serapis, depicted as a Greek figure but adorned in Egyptian symbology. The Ascending Ones often feel kinship to the Pharaoh and see his actions as a kind of fable, by spreading beliefs they can bind people together with sulha.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Serapis' Breath is an incredibly fine iridescent powder extracted from the ash of several goblin fruits, mixed with LSD and the breath of sleeping people in the midsts of a pleasant dream (collecting breath without letting it's mystical potency escape is arguably more impressive than the Elixir created from it). The roll for Serapis' Breath is somewhat unusual: The Ascending One chucks the Elixir upon a flame and everyone who breathes the vapours must make a Stamina + Elixir roll. The intent is for the targets to fail the roll (remember that without dots in Elixir all Failures are Dramatic Failures, but for once don’t apply a penalty to the dicepool for missing dots). Assume that the vapours fill an ordinary sized room.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Dramatic Failure: In addition to the effects of a failure for the rest of the Scene the character becomes prone to extremely convincing hallucinations that play off suggestions. Someone only has to say they will see something and provided it is theoretically possible they will begin to hallucinate that it is true. Examples include: “This briefcase is full of cash”, “you don't want to threaten me, I've got a gun under my coat”, “this looks like an ordinary house, but it's decorated like the sultan’s palace inside”. Completely impossible statements, like “I can turn into a three story giant black dragon who's jaws are a gateway to Hell itself!” require a Manipulation + Expression vs Wits + Composure roll.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Failure: The character's vision goes a little odd, suffering a -1 penalty to all Perception rolls.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Success or Exceptional Success: The character is immune to the effects.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Anubis' Scale (OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The god Anubis weighed the heart of a dead against a feather of truth. The Ascending Ones find that they too often have cause to weigh the hearts of they need in a more metaphorical sense, and usually before anyone has died.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Anubis' Scale is brewed from a particularly' disturbing hobgoblin tree that is covered in eyeballs. The eyeballs must be harvested (without getting eaten) and killed by drowning them in a solution of vinegar and sea salt.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Ascending One vomits up the frankly disgusting elixir, bile emerges from his mouth, nose and even his tearducts. Purging his body does not prevent him from a Toxidity 5 lethal poison.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The hunter is affected as though he had taken a potent dose of hallucinogens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: For the next six hours the Ascending One suffers a curious change of perception. He cannot see people, the storyteller should avoid describing faces, voices or even obvious traits like sex or ethnicity to the character. Instead the Ascending One sees people as a one sentence summery that describes their role in Fate's tapestry. If they have the Merit Wyrd Image the Ascending One sees their Image, otherwise the Storyteller is encouraged to use a character's role in her plot as the character's role in Fate's tapestry.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The Ascending One's abilities extend to inanimate objects. He can tell at a glance if an object is important to Fate, and gain a one sentence summery of it's roll. Though most things look like “not important” rather than “a chair” the Ascending One retains enough awareness to avoid walking into objects.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Relic

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Faerie Relics

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''The Shield and Spear has noticed something unusual about relics containing faerie magic. Though certainly useful each comes with some sort of cost and the magic is always twisty inflicting some Drawback. The fae themselves do not need to pay the cost, but still suffer the Drawback. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Elfshot (O)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Elfshot look like small flint arrowheads, to anyone who has The Sight they are made from a strange unearthly and altogether untrustworthy looking metal. To use elf-shot the hunter must fire it as with any arrowhead, this normally requires fixing it to a proper shaft which must be made entirely of natural plant materials. With a little craftsmanship Elfshot can be fired from a bow, crossbow or even a speargun. (When using a bow an Elfshot increases the damage by one, standard arrows are made for sport not combat, but has a -2 penalty against a hard or armoured target.)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">When an Elfshot arrow is fired it instantly vanishes from the eyes of anyone without The Sight. A hit won't cause any damage directly, but when the target next goes to sleep they will catch a fever that causes the exact amount of damage the arrow should have done. As for the arrow itself, an arrowhead will turn up in the general area it was shot after a few days to a few months.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: After the arrow is fired and until the target falls asleep the user becomes fearful that everyone saw the shot and are now tracking her down. She gains the Suspicion derangement, if she already has Suspicion or Paranoia all attempts to resist it are at -2.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dreamcatcher (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One of the rarest and most valuable sorts of relics are the ones any human can reproduce. The Shield and Spear will stop at nothing to add such knowledge to their libraries. They certainly stopped at nothing to steal the secret of making real working dreamcatchers from the Lakota Nation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">By placing a dreamcatcher by their bed a hunter can ward off faeries and other creatures who prowl the halls of sleep. Any attempt to navigate into the hunter's dreams suffer a -4 penalty, a Dramatic Failure indicates that the being has become trapped in the dream catcher for a few hours. Powers that work on sight or touch in the waking world are not affected by dreamcatchers.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Elvish Shoe Box (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Shield and Spear has come across several of these Relics. Each resembles an ordinary cardboard shoe box but always from some expensive and high class brand, or a brand that used to be expensive and high class. Elvish Shoe Boxes produce faerie gold, and lots of it.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Anyone can put legal currency into the Elvish Shoe Box and close the lid, when they open it the box will be filled with gold and gems worth one hundred times the value of the cash on the open market even if such an amount clearly couldn't fit into a small box. Elvish Shoe Boxes also accept cheques and credit or debit cards, they always drain the entire card's account and never accept a cheque that will bounce.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower, cash.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: After one day all riches taken from an Elvish Shoe Box turn into dry leaves. If the hunter has cheated someone by paying with faerie gold they instantly know who has cheated them and how.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Masque of Empty Beauty (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A Masque of Empty Beauty resembles a single item of make up such as eyeshadow or lipstick. Most have their brand names and Masques usually come from one of the cheaper high street stores. Applying the makeup always works wonders, granting the user Striking Looks 4 for a scene. They tend to be fussy about sex and will either work on women or men (defined by genitalia) but never both. Women's makeup works on women and, you get the picture. Be careful though, while the ones given to Guardians for use are temporary most of these relics have permanent effects.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower, one dot from your highest Mental Skill. Lost sdots regain at a rate of 1 per week, in the case of a tie the player chooses.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: While under the effects of a Masque of Empty Beauty people instantly perceive the user as a pretty face with no brains or personality. This applies a -2 penalty to all social rolls where such opinions are a disadvantage. The storyteller remains the final arbitrator, the guardian may face no penalty when asking for the university to fund the next archaeological dig if the funding officer is the sort of person who would approve a large expense for a chance of sex. Alternatively the penalty may apply to seduce (where it balances out the +2 from striking looks) someone who finds bland personalities a turn off.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Neither the Striking Looks or the drawback apply to someone who can see through the Mask.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Hungry Glass (OOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Despite it's terrifying power this relic looks like nothing more than a cheap mirror with a pink plastic frame, simple electronic light and sound effects, a couple of butterflies and basic decals. It's even got a battery casing and the Barbie brand name right on top. For all it's cheap tackiness experienced hunters of the Aegis Kai Doru hesitate to even go near this unholy abomination. Used properly Hungry Glass can steal a person's soul in a flash. The hunter holds the mirror so their target is reflected within and rolls Presence + Larceny vs Resolve + Wyrd.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower. The hunter must also pay with his reflection, he will not appear in Mirrors for the rest of the day.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The glass shatters revealing nothing but an empty void between the frame. The surrounding air immediately begins flying into the void and may suck in small debris, never to be seen again. Reaching into the void has no effects beyond a normal total vacuum. Only complete destruction of the Hungry Glass ends this effect, but blocking the frame can suppress it. Any human (including humans with a supernatural template, but not ex-humans like changelings) who is within the vicinity must succeed on a Morality (or equivalent) roll or gain the Melancholia Derangement at their current Morality level; they are convinced that their soul has been sucked away and destroyed. It hasn't really, they still have their soul. Well most of it.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The relic fails to have any effect.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The target's soul is yanked from their body and trapped within the mirror. From their perspective they're floating in a pure void before a tiny window that lets in light and sound. This lasts for one day, unless someone on the outside releases them early or rolls a Dramatic Failure to use Hungry Glass. During that time the prisoner is likely terrified out of their mind and are ripe for threats or interrogation. The target's body carries on as normal, but suffers all the usual penalties of being temporarilly without a soul.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The target can be imprisoned for up to a week.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: Upon being freed from the mirror the target remembers everything that occurred, within the usual limits of their memory. No memory erasing relic can affect someone trapped by the mirror, the Hungry Glass blocks such attempts (and if a stronger relic overpowers it, the Hungry Glass shatters as though a Dramatic Failure was rolled).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Loaded Die (Beyond Measure)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">This relic looks simple, a red plastic six sided die. A closer look will reveal the edges are shaved and the weighting is slightly off to favour rolling a six. No one would be fooled into thinking it's simple, not when they see the extensive security the guardians put it under, and the elaborate contraption designed to make sure that even if an earthquake hit the vault there is no way in Earth this die could roll.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The effects seem simple enough; once per day rolling the die grants the user a short burst of impossible luck. Maybe just a little if you roll a one, maybe a lot if you roll a six (despite the shaved edges the odds are exactly one sixth for every side). This isn't why the Aegis Kai Doru locks it away. They lock it away because the die comes with it's own destiny, the moment you make a roll your fate is sealed.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If the Guardian rolling The Loaded Die rolls a six sided die, for the Guardian's next roll the target number for a Success decreases by the result. This means that you could get a Success on a two or above if you roll a six. The more Successes you gain as a direct result of the die the more outlandish the results. A bullet could go wide, ricochet and hit a gas main bringing an entire building down on the target.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower, the user also pays in future luck. Remove Successes from all future rolls until the user has paid back a number of Successes equal to the number rolled with The Loaded Die.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: Every hunter who has ever rolled The Loaded Die has at some point found themselves in dire straits. Fate itself arranges it and in this it seems unstoppable. When things seem like they cannot get any worse the guardian finds themselves face to face with a mysterious stranger. It's a different stranger each time but they all resemble a ratty poverty struck old man who loves to gamble and is willing to wager exactly what the guardian needs to fix their predicament. The Stranger never mentions the Loaded Die but he makes it clear he wants a fair game. Then he rolls first and rolls very well. The Guardian could play fair and if they win he'll hand over their winnings without a fuss (assume that 2 Successes with two dice wins). If the Guardian tries to cheat the old man immediately spots them and leaves in a huff.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The results of this meeting depends on the guardian's actions. If they refuse to play or loses fair and square then they suffer no consequences but are still in an awful predicament. If however they win fairly the Stranger gives them what they need. If they try to force the Stranger to hand over what they need or prevent him from leaving he collapses into a pile of trash appropriate for the surroundings. If they try to cheat with The Loaded Die then roll it as normal, the result is the number of days for which every Failure becomes a Dramatic Failure (other forms of cheating default to one day). Regardless of the guardian's actions, from this point they have completed The Loaded Die's destiny. It will not trouble them again, after all they couldn't possibly be foolish enough to continue using it, could they?

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Thaumatechnology

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">There’s secrets in the fairies. Medical. Scientific. Philosophical. Okay, the third one, corporate could care less, but the first two? Sweet Mother, is there a payoff to those. Maybe there needs to be some quality control first, but that’s why there’s so many cells to use those new parts on.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Second Shadow (OOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In defiance of all logic Cheiron's surgeons have discovered a way to transplant shadows. They nail it to the ground and drag the faerie away until the shadow rips free (screaming most of the time; anaesthetic isn’t cheap), then they stitch it onto Cheiron agents. After a brief bit of acclimatization the shadow becomes as meek and obedient as a little lamb.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Benefit: No this doesn't make all that much sense but it works all the same. The shadow functions like an extra pair of arms, ones which twist and stretch in supernatural ways. For all intents and purposes this can be treated like telekinesis using the hunter’s regular Attributes and Skills and a range of 20 foot or so. Faeries and hunters with the Sight can see a second shadow following the hunter and performing her wishes, everyone else just sees objects floating around, like regular telekinesis.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Silvered Tongue (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Silvered Tongue might look like a perfectly ordinary tongue but out the corner of your eye, was it actually pure silver? When surgically grated in place of the hunter's own tongue it certainly lets the hunter speak temptations and lies with a smooth silvered tongue.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Benefit: The hunter gets a +2 to all Subterfuge rolls he is using the truth to deceive. He can lay on the jargon three foot deep or tell the truth in the most pedantic and literal sense while intentionally giving the exact opposite impression but he must be using the truth as a deception. The hunter's kisses also taste of honey.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Spinner's Fingers (OOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Not all faeries are graceful effeminate sidhe with pointed ears. The fae come in all shapes and sizes. The Spinner's Fingers are taken from spider-like fae who like to hang around in infested and condemned buildings. They're long and thin but look human enough, unless you have The Sight, and most importantly they have silk glands in the tips.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Benefit: The hunter can begin weaving a super strong invisible silk, just perfect for capturing monsters made of all sorts of expensive parts for Cheiron. This silk is invisible to anyone without The Sight (even the hunter who created it) but it's position can be given away if something visible rests upon it. The silk has a durability of 4, except to hunters with The Spinner's Fingers (and the fae from which the Fingers are harvested) to whom it has the durability of an ordinary spiders web.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The hunter may make one weaving roll per dot of Stamina until they run out of silk, afterwords it takes a good meal and about an hour to replenish the supply. If the hunter specifically eats to produce extra silk (protein shakes work best) they may make one extra roll.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Dexterity + Crafts

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The hunter makes a complete mess and ruins their previous work.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The hunter makes a mistake and has to undo a little work. No progress is made.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The hunter accumulates Successes. Every 4 Successes covers an area of around 6 square foot. After a couple of hours the silk turns into nothing more than ordinary spiders silk.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Great progress is made.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Anyone but a hunter (or faerie) with this ability who touches the silk is stuck fast. They must succeed on a Strength + Stamina - 4 roll to break free. One roll may be made per turn, but after Stamina rolls a calculative -1 penalty is applied for any additional roll. A Dramatic Failure means the character is stuck fast until someone cuts him down, or the silk reverts into mundane spiders silk. Bonus dice can be awarded if the hunter is aided in their escape, has a knife or other sharp object, or is able to burn the web down, the number of which is at the ST's discretion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sons of Cú Chulainn – The Warrior’s Code (Cód an Trodaí) (O - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The ancient Celts of the British Isles were a martial culture, known to history for sometimes charging into battle stark naked, covered in tattoos as a symbol of their fearlessness in the face of their enemies. These Celts were feared warriors to their enemies, and the time spend in the Hedge by the village warriors so honed this skill, that the Hounds have taken to calling it “The Warrior’s Code”, which they claim inspired the name of a particular punk album, but that is neither here nor there. What is important is that the Warrior’s Code is vital to their operations against the unseelie.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">How does it work? It is because the Sons train themselves. On their meeting nights, they not only discuss their charitable business, they practice with their swords and train with weights. They clean their weapons and read up on their enemies. Many spend their free time doing the same, whether in the clubhouse or their own homes. It is essential they are at peak when fighting the enemy, and their Code has given them the ability to fight in superhuman ways.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">It is also, however, a code of conduct for those inside the Sons. Written in 1963, the code describes how a true Hound must conduct themselves according to their beliefs. They must show kindness to those in their community less fortunate with charitable deeds. They must never knowingly reveal the secrets of the organization to non-members, especially those that are known to be enemies of the group. They swear to uphold their own duties, and to never knowingly wrong or harm an innocent. To break this code is to forfeit a Hound’s abilities, as any and all of these will vanish the instant a Son breaks the code. The ancient Irish called this “geasa”, a taboo against certain behavior that the ancient Irish found unworthy for a warrior to partake in, a way for the ancient warriors to be held to a higher standard in the eyes of the gods and their fellows. In this manner, the Sons emulate those ancient warriors of Eire, and maybe become legendary themselves.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If codes, training and traditions are the source of the power, iron focuses the power. It is through iron that the geasa bestows power on a warrior and armours his soul against the trickery of the fae. To use this Endowment the hunter touches a piece of iron (cold or hand forged) and swears a geasa upon himself. This geasa has two parts: What the Son swears to do, and what condition he deems his task complete. An example would be “I swear to hunt the unseelie who cursed my son” with the victory condition “My oaths are fulfilled when the unseelie is dead”. Finally the Son chooses how many dots of Warrior Code to invest in this oath. He may invest any number of dots but each dot may only be invested in one Oath at a time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Until the Oath is completed the power of the geasa grants two bonuses. Firstly it becomes hard to sway the hound from his course; any faerie magic that would befoul his emotions, muddle his senses or otherwise attempts to influence his action away from filling his oaths takes a penalty equal to the number of dots invested in this oath. Secondly he gains a bonus to using the iron that the oath was sworn upon as a weapon when it helps fulfil the oath, +1 die per dot of Warrior Code invested in the oath. For this reason the Sons like to swear upon a hand forged iron sword, not a lump of cold iron they keep in their pocket.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">If they should break or abandon this pledge, or if the terms become impossible to fulfill, they immediately lose the dots invested into the oath and cannot gain them back until they make amends. These can be anything from donating a considerable amount of money or time to a soup kitchen to giving a confession to a member of the Catholic Church. What’s important is that they make their amends well. If the leaders of the cell deems it worthy, the Hound regains the lost dots.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Wilde Society – Beautiful Madness (O - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Endowment of the Wilde Society is one that other compacts envy, fear and believe the Society frivolously wastes on writing poetry. It is simple, yet potent. Members of the Wilde Society can understand the fair folk, they can even think like them.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">To climb to the heights of Beautiful Madness the society uses artistic techniques, and often drugs, to open themselves to faerie glamour on a level beyond all others. A musician can hear the emotion within music, in time she learns to hear the mad turmoil of Arcadia deep within a faerie’s pipes. A painter’s keen eye for inner beauty expands to see hints of the gentry’s terrible intentions in the faerie forms of it’s victims. A method actor knows how to enter the mind of his roles, by entering the mind of the fae he learns to see the world behind the Mask.

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">Opening your minds to Glamour is beautiful, it’s inspiring, and it gives the Society an indescribable intuition into all things fae while so many hunters must fumble in the dark, searching for the least hint to help them predict their faerie foes. Yet it comes at a price, opening yourself to faerie Glamour will always, always, (have we mentioned always?) drive you mad.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Members of the Wilde Society have a pool of Beauty and may hold an amount of Beauty equal to their dots in Beautiful Madness. They may spend a point of Beauty to:


 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Add their current Beauty score (before spending) to every roll used to create art for the rest of the scene.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Add their current Beauty score to a single roll or all rolls in an extended action where understanding the Fae is helpful, this manifests as mad insight. Applicable rolls include but are not limited too: Research rolls, tracking or investigating the Fae, noticing the effects of Fae magic, social rolls with a Fae, and navigating the Hedge.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">So long as they have at least one dot of Beauty a member of the Wilde Society has The Sight, some madmen can naturally see the Fae and the Society have the right kind of mad.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Example: After a trip to the Hedge Oscar has a full five points in Beauty and wishes to write a poem of his experiences. Oscar's player spends one point of Beauty, for the rest of the scene he adds 5 to all rolls to create art. The next scene Oscar decides to paint a picture to go with his poem, Oscar's player spends another point of Beauty and adds 4 to all rolls to create art.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In addition, on every roll benefiting from Beautiful Madness the hunter can ignore up to their Dots in Beautiful Madness worth of penalties for being drunk or on drugs.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To recover Beauty the hunter must seek inspiration from the fae. Consult the following Table:


 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Eat a goblin fruit: Refill up to the first dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">See a changeling or hobgoblin: Refill up to the second dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Do something artistic with a changeling or hobgoblin, such as paint it's portrait: Refill up to the third dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">See a large group of changelings or hobgoblins: Refill up to the forth dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Do something artistic with a large group of changelings or hobgoblins: Refill up to the fifth dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">See a true fae: Refill up to the fourth dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Do something artistic with a true fae: Refill up to the fifth dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">See the Hedge (from inside or outside): Refill up to the first dot.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Traveling the Hedge: Refill up to the second dot every ten minutes according to time within the Hedge.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Do something artistic with the Hedge: The Storyteller must use her judgement. Painting the standard path between two walls of vine and thorn refills up to the third dot while a beautful vista can provide up to the forth or even fifth dot.

<p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">As Beauty is refilled at the end of the action but may be spent at the beginning, a member of the Wilde Society may spend beauty on their artwork and regain it from that same endeavour. Yet another reason they prefer to base their art upon the fae.

<p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Beauty doesn’t last forever and inspiration fades over time. If the hunter goes as many days as their Wits without seeing something related to the fae deduct a point of Beauty.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Faerie muses and Faerie Muses

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''If you are playing with the rules for Changeling: the Lost we would be remiss in our duties if we did not mention the interaction between Fairest Muses and Beautiful Madness. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''When a Muse unleashes The Tyranny of Ideas upon a member of the Wilde Society completely refill the Beauty pool, however this benefit only applies once per day per Muse. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: It's called Beautiful Madness. The more points of Beauty a hunter has the more unhinged they are. In small doses the hunter merely seems eccentric, perhaps even charmingly eccentric or possessed of a dark mystique. As they accumulate more Beauty they become more visibly unhinged, and perhaps even more darkly attractive.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">At one point they gain the Derangement Fixation. Further Minor Derangements occur at three and five dots. Two minor Derangements may be traded for a Severe Derangement but Fixation can only be traded for Obsessive Compulsion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If the hunter spends or loses points of Beauty the Derangements vanish, for a time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Searchlight – Moral Compartmentalization (O - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Stable or fanatical? It's all in the eye of the beholder. The hunters of Searchlight rely on a system of emotional training to help them deal with their loss, and like any emotional training, it is in its own way a system of indoctrination. By participating in their group support sessions, Searchlight hunters receive reinforcement of their emotional compartmentalization, training to deal with their feelings of guilt and trauma, and certainty that they are on the right path.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">By participating (including sharing) in a Searchlight group session, a hunter gains a number of "Support points" equal to his rating in the Endowment. These points can be spent in a number of ways.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: As much as Searchlight tries to keep it's emotions in check, people slip up when emotions run high. In times of high emotion, such as a bad fight or a moment of crushing despair, roll Composure plus whatever Moral Compartmentalization dots are left (Don't treat this as spending them). On a Failure or Dramatic Failure, any benefits from the endowment vanish.
 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Spend 1 Support point to add +2 to a roll to resist Morality loss, provided it was in the cause of your search, or helping a group member with their search. With their training to deal with feelings of guilt and trauma Searchlight members tend to be very skilled at separating their actions on the Vigil from their everyday persona and leaving their own "stolen lives" to return to unblemished by whatever justified acts they've had to commit.
 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Spend 1 Support to suppress a Tell. This applies until the hunter next commits the Sin that's replacement lead to the suppressed Tell or until she next actively pursues the Vigil.
 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Spend 1 Support to suppress the social penalties caused by The Code. This applies until the hunter next commits any of the Sins that have been modified by the Code or until he next actively peruses the Vigil.
 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Support points convert into 2 xp points that can only be spent on purchasing Morality through their group support. When doing so you must replace the Sin you committed with a replacement according to The Code. The hunter washes herself clean of guilt by retroactively applying The Code to her actions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Office of the Lord Stewards – Arrangements

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Stewards have been upholding ancient treaties with the land for centuries. Many of these Arrangements entitle the Stewards to various privileges and favours which they may call upon to assist the Vigil.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Every Arrangement is a formal contract negotiated and signed. A Steward who intends to use one had better uphold her end of the deal. To represent this every Arrangement has a Requirement that either be fulfilled to activate the Arrangement or limits how it may be used. In some cases a hunter may find a loophole in the Requirement. Using loopholes is considered exceptionally bad form by the Stewards, who take their reputation for dealing in good faith very seriously. Any member caught doing this can quickly expect to lose Status. If the Steward tries to cheat and fails the roll he is caught: Failures are upgraded to a Dramatic Failure and he cannot use that Arrangement again until reparations have been made.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Stewards are not the only group who make use of Arrangements. Odd traditions or family superstitions can point to a well maintained pact, some occultists know how to negotiate new ones on their own behalf or on behalf of their clients. For the most part the Stewards are not concerned with enforcing a monopoly on Arrangements, when they find an independent user of Arrangements they attempt to record what deals are in-place and only if they deem it necessary for their mandate will they offer assistance in maintaining the deal or nip it in the bud. However the Stewards are very keen to make sure no one else is negotiating on behalf of the government or the public. That could lead to no end of trouble.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Each Arrangement is purchased as a separate Merit. In addition to other modifiers all Arrangements have the following Situational Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">+1 to +3: The Steward has recently made some attempt to give back to the land. Picking up litter, cleaning and maintaining his home, gardening. The exact benefit depends on the effort and passion involved.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">+2: The Steward is genuinely honest and reliable in his bargaining.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">+1: The Steward genuinely likes the part of the country he is in.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">-1: The Steward doesn’t like the part of the country he is in.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">-1: The Steward has shown some minor disrespect to the land, like littering.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">-1 to -3: The Steward has recently broken a deal (mundane or magical).

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">-2 to -4: The Steward has shown some major disrespect to the land, like chopping down a tree without receiving permission from the Land or Tree first. The local zoning board doesn't count for anything to the Land.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">For there is much to see (●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The common rue has long held strong associations with sight and the Lord Stewards know well that if you ask it nicely a taste of rue can open your eyes to the hidden sights of the fae. The Stewards usually take their rue as a tea. Rue as actually a slightly dangerous herb to drink, fortunately this arrangement covers that too. The Stewards don't actually digest their rue tea, just drink it. That's enough for the magic.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">No roll is required for this arrangement, each activation makes enough for six cups of tea which can be stored and carried for a day without loosing it's potency. That's enough to give one hunter The Sight for six scenes (they don't have to be consecutive) or six people the sight for one scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: While the Steward is under the effects of this arrangement they cannot deny the existence of faeries. The closest they can come is saying something like "no comment".

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Key to the City (●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">With a polite word a Steward may ask any door to open. This only works on doors, not locked chests, cabinets or similar. Key to the City will not work on any supernatural, or even slightly enchanted door, simply because they never signed the treaty.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To invoke this arrangement the steward takes a key, identity card or some other object that symbolically opens a barrier, crosses it over his heart and promises that she is acting for the good of the country.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: One Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Persuasion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: A man's home is his castle. Doors to a persons home (it must be owned, not rented or a squat) are exempt to this Arrangement.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: When the Steward is confronted with advanced security, the arrangement works as normal but the entry is fully logged under the Steward's real name, as though she was fully registered and opened the door in the mundane way.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Steward sets of every alarm attached to the door she wishes to open.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing happens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The door unlocks and every attached security system gives the all clear as though the correct passwords were entered, cards were swiped or fingerprints checked out. Any logging systems records every detail it usually would, with the Steward's correct details where appropriate.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: As the Steward walks through the door it gives him a word or two of advice. Of course being a door it's perspective is somewhat limited. It might proudly mention a recent failed attempt to pick it's lock, or that someone walked through looking shifty or carrying stolen goods. Unsurprisingly doors are not omniscient, their advice isn't always useful.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward is entering their own home +5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward is entering any other door she has full permission to enter (some safe-houses are designed with doors that cannot be unlocked without some kind of magic): +3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The door has been mistreated: +2

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The door is in use exclusively by people who aren't supposed to: +2

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The door has been neglected (ignored squeak, flaky paint, etc): +1

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The door was built and installed by people who would disprove of what it's currently being used for (it was built by a law abiding construction firm, and is now used to hide a criminal gang) +1

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The door is loyal to it's owners: -1 to -3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward is lying about acting for the good of the country: -5 <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Neither Snow nor Rain (●')

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The postal service was once the backbone of an empire, carrying messages around the world. Without the royal mail trade and governance would flounder. Times have changed and new technology eclipses the humble letter, yet enough of the old power remains to deliver a message.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Send a message by placing it in an envelope with the feather of a pigeon. Some form of identification is of course required. Something like “the faerie who I bumped into on Thursday” might be enough, but it's easier to use a full address and post code. When the particulars have been arranged just stick it in a post box.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Messages sent with this arrangement can be intercepted magically and they can be blocked by magical wards. Most wards can recognise these messages as harmless (because the are) and for that reason some let them through.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Persuasion

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The Steward must pay the full price for postage and place their message in an envelope with the proper stamps.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The message is delivered to the wrong person, or the right person at the wrong time, probably causing a serious hardship to the sender.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing mystical happens and the letter remains in the post box, revealing it's presence with a thump. The post man may attempt to deliver it, or not if there is no delivery address.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: As the steward posts his letter it vanishes. The recipient will get the message within the time frame for the service the steward paid for. It may arrive as graffiti, by written onto the ground by a sudden burst of rain, be scrawled onto the back of a receipt or even arrive in the morning post. It will always be some form of writing and it is either portable or vanishes after the recipient has read the message.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The message arrives in the earliest time advertised by the service the steward paid for.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward does not know the recipient's name or address: -3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward uses a full address and post code belonging to the recipient (regardless of whether the recipient is likely to go there): +3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Wanderer's Wayfare(●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One of the nice things about being on speaking terms with the land is that it's very hard to get lost. By lightly smearing earth, dirt, sand or whatever on the soles of his feet a Steward can navigate even the most unfamiliar part of the nation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Presence + Socialise

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The Steward is outdoors or in a natural cave.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The land tries to lead the Steward astray. Remove 10-Agains and deduct 1s from successes. Roll Wits + Survival after each failed roll to realize what is going on, since the Steward doesn’t have to follow bad advice this removes the penalty.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The Steward listens but hears nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The land speaks to the Steward without words, guiding his path. It seems everywhere he looks he spots landmarks and trails. All navigation rolls get 8again.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: As above, and the player may reroll the first failed Navigation roll.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Famous Landmark in view +3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">On a road or man-made path +2

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A small navigation marker like a street sign or milestone in view: +1

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Vox Loci (●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Before she negotiates with the land a Steward is best advised to learn all she can about it. By taking an ambulatory stroll and opening her eyes to the voice of the land a Steward can take measure of her surroundings.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended, each roll is three minuets of walking around. Listening to the birds, reading the graffiti or exchanging a few words with the locals. Threshold: 4 Successes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Wits + Socialise (uninhabited areas) or Wits + Streetwise (inhabited areas)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: While invoking this Arrangement the Steward must be barefoot.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: Sometimes the land itself can become corrupted, such as when a demon inhabits a location. When this power is used in such a place not only does the Steward alert the malign being of her presence but opens herself to retaliation depending on the creature's abilities.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Steward accidentally opens her mind too far and senses the land at a deafening volume. She suffers -2 from a headache for the next few hours.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The Steward makes no progress to learning the lay of the land.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The Steward makes progress. When she reaches the threshold the Storyteller should reveal the current atmosphere in one or two sentences. Such as “The people are frightened; several students have gone missing.” “The forest is calm. It is enjoying the sun but hopes for a little rain soon”.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The Steward also learns if there is any supernatural beings in the immediate area. They gain no details, just a single “yes” or “no”.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Vox Britannia (● to ●●●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Vox Loci is a small measured power that lets the Steward safely learn about his surroundings. Vox Britannia is anything but, by invoking this Arrangement a Steward connects his consciousness to the whole of the land, from Cornwall to Scotland. A vast expanse of godly intellect and power.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To listen to Britannia the Steward must allow the land to overwhelm his senses. Stand on a windswept moor and let the wind, rain and cold seep into every fibre of his being. Lose himself in the noise and scents of a dark moonlit forest. Row against the river until every muscle aches then drift down the stream with the sun on his cheek.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant, but it requires one to ten minuets to get into the right mood.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Wits + Composure.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The steward must swallow an acorn whole. (It helps to soak it for a few days first).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The steward opens his mind to the land, and can't close it again. Everywhere he looks he sees messages; in the stones. The pattern of sunlight through the trees, the movement of birds. These messages are completely real but the overload can be represented by the Schizophrenia derangement and a careful choice of behavioural triggers. This lasts until five Successes are assimilated on an extended Composure roll. Sit down with a nice cup of tea, because each roll takes half an hour.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">At the Storyteller's discretion this state might come with benefits, possibilities include: Increased navigational abilities. The ability to spot hidden details of the land like spiritual resonance or purely supernatural features like Hedge Gates or Graveyard Gates. Complete immunity to magical effects that target perception like Mind spells or the Mask. Or the effects of a Success in addition to the drawbacks. If the Storyteller offers an advantage they may also allow characters to intentionally turn a Success into a Dramatic Failure. The downsides to doing this should be sever enough to make this an act of desperation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing happens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The Steward opens his mind to the entirety of the land. It's a profoundly humbling and sometimes terrifying experience. He realizes how small he is, and how big the country is, how easily it could shrug and crush them to bone dust. Fortunately the land doesn’t do much more than offer advice; the Storyteller gives one clue about the current story per dot in Vox Britannia. If the Steward has three dots or more they can instead ask a specific question, and get one clue per dot about that question.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: In addition to the benefits of a Success the Steward is also given one warning or advice to look out for. Before making any roll the player can at any point declare that they have reached the event they were warned about and turn that roll into a Rote Action. Only one Rote Action may be stored at a time, and it will expire after a number of scenes equal to dots in Vox Britannia. Use it or loose it.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Status (Lord Stewards): +1 per dot.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Previously ignored advice from Vox Britannia: -1 to -3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The land is currently upset with the Steward: -1 to -5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Used within the last week: -3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Used within the last day: -5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Walk With the Wind (●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The people and the land may be able to coexist well enough, but like slightly awkward roommates they both have their habits that annoy the other. A cold wind, a heavy rain, a thick layer of mud. Again like awkward roommates ways of accepting and coping have developed: Coats, umbrellas and Wellington boots.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Stewards like to have a little arrangement, it shows that they are making effort to talk about these things rather than just put up with them. To protect himself from the weather a Steward ties three swallow feathers to a small piece of oak. When the oak calls like a swallow the arrangement has been invoked.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Persuasion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The Steward cannot be carrying an umbrella.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Steward comes across as unsympathetic and demanding. She gains a penalty equal to their Presence on all rolls for the rest of the scene as the Land (plus any nearby oak trees and swallows) throws a huff at him

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing Happens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Each Success reduces environmental penalties for perception and movement caused by natural weather by one for the scene. In addition the user is immune to Temperature Extremes, again it must be natural.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Extra Successes are their own reward.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Loqui ad Animalum (●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Lord Stewards have agreed with the birds and the beasts that they may be permitted to understand their languages. Animals can make useful allies, affectionate pets and in some cases party to the pacts the Stewards maintain. Ravens and crows for example both have abilities relating to fortune which they are willing to offer for a price.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Animal Ken

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The Steward offers the animal a small tasty treat.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Seward makes a grave insult. It will be impossible to get anything useful without making amends first.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The arrangement does not take.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The Steward gains the ability to talk to the target. They only gain the ability to talk, aquring useful information or favours requires social rolls as it would with everyone else.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: As above and the Steward gets a +2 bonus on social rolls against the target for the rest of the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Highly intelligent species (+2)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Species native to Briton (+2)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Species introduced to Briton in the last 50 years (-1)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Very unintelligent species (-2)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Species introduced to Briton in the last 10 years (-3)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Species has no sustainable wild population in Briton (-5)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Once Loquere Animalibus is successfully activated the Steward may talk with it's target as they would any other human. This means that with the exception of Animal Ken in place of Empathy they should use the same Social Skills that they would if they were talking to a human. The animal responds to the Stewards request as appropriate for it's personality and the Stewards social abilities. In general the Stewards have learned from experience that it pays to have Arrangements in place rather than trusting your ability to sweet talk and bribe animals.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Loqui ad Terram (●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Loquere Terrae is rightfully considered the most important of all the arrangements used by the Lord Stewards for it allows one to talk directly to inanimate objects. This is the arrangement that makes it possible to create other arrangements and negotiate the very treaties the Stewards were founded to protect. It's obviously not the only way to talk to the land, someone had to negotiate Loquere Terrae, but it's the method the Lord Stewards use.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Socialise

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The Steward must make gesture of friendship for the object she wishes to speak too. The object will make a gesture of it's own.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Seward makes a grave insult. It will be impossible to get anything useful without making amends first.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The Arrangement does not take.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The Steward gains the ability to talk to the target. They only gain the ability to talk, acquiring useful information or favours requires social rolls as it would with everyone else.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: As above, and the Steward gets a +2 bonus on social rolls against the target for the rest of the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an object that looks like a human, such as a doll or statue (+3)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an object that looks vaguely like a human, such as an oddly shaped tree (+2)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an object that looks vaguely like an animate living being (+1)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an object that was once alive, like a bone or a wooden chair. (+1)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an object containing computer chips without any dots in Computer (-3)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an object with mechanical parts without any dots in Crafts (-3)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Talking to an natural object without any dots in Survival (-3)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Once Loquere Terrae is activated the Storyteller should treat the target like a NPC, depending on what the Steward asks social rolls may be required. Generally put natural objects like a tree or rock are reasonably intelligent and each has it's own personality, though they can be accurately stereotyped. Artificial objects tend to be have slightly more rigid personalities that revolve around the purpose they were created for.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A Steward isn't limited to just talking, she can ask for favors too. Generally objects are happy to perform actions that are natural to them. A tree will happily drop a piece of ripe fruit into a Stewards waiting hand. A tap will gladly dispense water. However artificial objects are incredibly stubborn about not betraying their purpose: A computer will not tell you about it's files without the proper password, a vending machine will not dispense drinks without being paid. Resolve 5 is a minimum for measuring how stubborn an object is.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Natural objects by comparison are usually open to doing something a little unusual if asked. However they are intelligent and have their personalities. Most react much like you would expect if a person came up and started asking for favours: They might oblige their friends (An unusual but valid use of Allies for a Steward) but strangers will be perceived as rude without good social rolls, probably combined with some form of payment.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Put together you get the reason the Stewards favour premade arrangements. It's a lot less hassle and a lot more reliable in the long run.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In both cases an object is limited by it's fundamental capabilities. A door can open itself, but it won’t double it's size when you want to move bulky goods. No matter how nicely you ask a typical desktop computer isn't going to hack into the MI5 databases; it could try but it's unlikely to get very far. However in the World of Darkness some things have additional abilities. Rowan wood is quite capable of aiding or hindering magic. But in general the rule is simple; things can only do what they can do.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Loqui ad Manes (●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The British Isles have been densely populated for a very long time, and a large human population leads to a large population of ghosts.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">By the Stewards' standards ghosts are model citizens. They rarely cause any trouble – they rarely do much at all – and so the Stewards are content to just let them be. However when a ghost is causing trouble, or when the last memory of an important bit of folklore was taken to the grave, then it is necessary to communicate with the dead.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To perform such necromancy the Stewards turn to blood. If there is a physical form of life itself then blood is that form. The steward procures a small measure of blood, then she waves a knife above it to ward of all ghosts. Finally she invites one ghost by name to drink from life, and appear within the land of the living for a short while. If the ghost dose not wish to talk then it can resist the summons and the temptation of blood by rolling Resistance.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Presence + Persuasion vs Resistance

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The steward must know the ghosts name (or be willing to manifest a ghost on a first come first serve basis) and must offer the ghost a tablespoon of human blood, or a cup of animal blood. The blood must be fresh, it cannot be stored for over a day.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: Any ghost in the area may consume the life within the blood, gaining the ability to Manifest and +1 on all Numina for the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The arrangement does not take.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The ghost manifests, for the remainder of the scene it may be seen and speak to anyone in the area, even if it does not normally possess the Ghost Speech Numina.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Drinking from life restores some of the mental faculties lost to death and the degradation of time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Manifestation modifier (see WoD Core p210): +3 to -3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Honest Atlas (●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Maps know things, it's their purpose and they're rather good at it. However maps don't always tell the truth. Some places are omitted, some have changed since the map was written and some mapmakers include trap streets to protect their copyrights.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">While they may deceive the public, maps have agreed they'll reveal the secrets they know to the Lord Stewards. The Steward asks a question then takes a single drop of ink and splashes it onto a map from a height. The inksplashes will cover the exact locations that answer his questions. This Arrangement can only provide answers in the form of locations.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">This arrangement can only reveal secrets on the open pages of a map – simply because ink cannot pass through solid paper.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Intelligence + Persuasion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: Maps will not reveal secrets they were specifically created to protect nor will they reveal secrets that are directly tied to love.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The steward spills ink everywhere ruining the map.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The ink makes a perfectly normal splash on the map, the steward is aware the srrangement didn't work.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Every success reveals the location of one secret that answers the stewards question. Additional Successes are wasted. If there aren't any locations that answer the steward's question the ink flows right off the page.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The Steward also sees one still snapshot of every location from a birds eye view. Anything that has moved in the last three days is not present in this snapshot.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Asking about something that could be found just by reading the map: +5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Asking about something publicly known, just not shown on the map +2

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The answer is a location protected by Safehouse Secrecy, Haven Security or similar (-1 per dot).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The answer is protected by Occulation or similar (-1 per dot).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The answer is protected by an active supernatural power, such as Space Arcana wards. (Use appropriate mechanics for the power. Or default to making an appropriate Contested roll)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Asking about something that has been lost to time, like where is Excalibur? (-1 per ten years. This may go beyond -5. Using a map from within 100 years the item was lost reduces the penalty by one. Using a map from within 10 years reduces the penalty by 3).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Pact of Protection (●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Pact of Protection is a generic arrangement meant to represent dozens, if not hundreds of different pacts. In times of yore, long before John Dee presented his recommendations before the crown, protection from the supernatural was one of the most common boons people would ask of the land.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Lord Stewards have inherited, to put it simply, an ungodly mess. Dozens of pacts all asking for the same thing, all of which have to be paid for separately. Monstrously inefficient. Over the years the Lord Stewards have been keeping records of which pacts are no longer needed by members of the public and can be safely allowed to expire. When the opportunity arises they have encouraged occult groups, magic dabblers and superstitious but ordinary citizens to switch to a few centrally managed treaties but the process of standardisation is slow going and often interrupted by more pressing emergencies. (Which pacts they have chosen to standardise on is up to the gaming group to decide.)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Regardless of which pacts the character knows, they all use the same system to defend against monsters.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Reflexive, activate after a Dread Power is targeted at the character.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Composure + Resolve vs Supernatural Advantage + Resolve.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: No pact can protect against one's own wickedness. If a Steward bargains for personal gain – anything advantageous that is added to his character sheet qualifies – and fulfilling of the pact requires a Morality Sin of 7 or less (normal Morality not the Code) or the pact is with an inherently evil being such as a demon. That creature bypasses Pact of Protection when targeting the character. This vulnerability does not expire after any amount of time, if there is a way to atone it should be treated as an entire plot.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Steward struggles to invoke the clause, spending the turn futilely.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The monster gets more Successes: The Clause invokes, but with insufficient strength to protect the Steward.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward gets more Successes: The power targeted against the Steward fails to have any effect.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward gets more Successes and an Exceptional Success: The Steward also gets +2 to all attempts to invoke this Arrangement against the same target for the rest of the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Traditional protections

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Here is a list of objects a Steward might use with a Pact of Protection or a Warding organised by what they defended against.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Generic / Unknown: Witch bottles - usually buried

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Written Charms

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Mummified Cats 

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Old Shoes - hidden on the property

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Witches: Rowan wood or Rowan berries.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Carvings – often simple geometric or letter carvings on or around chimney flutes. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Birch – prop against a stable door to protect horses. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Hawthorn, Yew trees – in churchyards. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Beans – keep one in your mouth to spit at the first witch you see. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Horseshoes – hang above the door. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A sheep or bullok's heart stuck with pins – place up the chimney.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Faeries: Iron

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A daisy chain – to protect children against faerie kidnapping.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Bells – particularly church bells, 

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Bibles

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Bread – sometimes dry bread, 

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A cock's crow

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">St John's wart

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Scissors hung above a cradle to to prevent kidnapping. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''The fathers trousers laid over a cradle to to prevent kidnapping. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Birch – prop against a stable door to protect horses.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Evil: A holly hedge. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Rowan. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Peoneys – planted in a garden. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''St John's Wart – hang over doors. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''The skin of an owl – nail to a barn door. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''A cockerel – bury in the foundations. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Mistletoe – hang in the doorway. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Gargoyles or fearsome door knockers.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Warding (●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">An Englishman's home is his castle. A threshold divides two worlds. These are not just empty words, they hint at some of the oldest pacts on record; pacts that can turn the simplest cottage into a fortified castle against the supernatural.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Warding is a generalized Merit to represent the combined use of a large number of Arrangements designed to protect people’s homes against invasion by the supernatural. By constructing wards and invoking guardians the Stewards can endow the threshold of a building with mystical defences able to keep all but the most powerful monsters at bay. The steward first chooses how strong to make the wards, anywhere between one to five. Then they must build the wards physically, by planting holly or nailing up iron horseshoes, and mystically, by speaking to the new defences and requesting their aid according to the old treaties.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 3 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended, each roll is ten minuets of work, nailing up horseshoes, building a hedge of holly or other labour. Target number is Safehouse (or equivalent) Size times the strength of the desired wards.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Strength + Crafts

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The steward must have permission from the owners of the building, or own it himself.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The Wards fail to take, and the steward runs out of or somehow spoils the necessary supplies.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No progress is made.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Progress is made, when the required successes are reached the building is warded.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Great progress is made, additionally if the action is completed with an Exceptional Success increase the rating of the wards by one.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To enter a building protected by Warding by any means, or to project a supernatural power across the Threshold requires that the monster has a higher Wyrd (or equivalent) than the strength of the wards. If the monster has a sufficient Wyrd then it may enter freely. However the so long as the invader is inside the home or projecting powers across the border she suffers a penalty to activating any Dread Powers equal to the strength of the wards. An alternative way to enter is to get an invitation from a family member, resident, staff member, or similar. This allows full entry and removes all penalties.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Wardings may be constructed as a Teamwork action. People who do not know any variation of Wardning can serve as secondary actors by working on the physical part of the wards, at a -3 penalty.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Not only is significant progress made, but the final wards will be have a strength one higher than planned, to a maximum of six.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The building has strong feelings of safety or comfort to those who use it: +3 to +5.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Solid, defensible building: +2

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The building is naturally welcoming to the supernatural (e.g. it contains a Locus or a Hedge gate; note that the wards prevent entry through such means) -2.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The building is easy to breach -2.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The building is not a home -2.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The building is neglected or otherwise poorly maintained -3.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The building’s inhabitants have no strong feelings for it -3.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Messenger's Protection (●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To walk into the lions den is a terrifying prospect, and for good reason. Is it any surprise therefore that no sooner than the Stewards were informed it would be their task to negotiate with monsters they set about crafting a powerful arrangement to protect themselves.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">By requesting aid from the doves, who have long been a universal symbol of peace, the Stewards can travel without fear.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Composure + Socialise

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Duration: One scene

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The steward carries a branch adorned with white dove feathers, the Stewards may not attack anyone, nor may they carry arms or armor for the duration of this arrangement.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The steward begins to project an palpable aura of treachery and danger.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The arrangement fails to take.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: For the remainder of the scene the steward cannot be attacked by anyone, human or monster. Should the steward attack another or take hold of a weapon the arrangement instantly ends.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The steward also begins to project an aura of trust. Everyone in the vicinity gets +1 to empathy.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: The Messenger’s Protection is powered by a sacred vow of truce, breaking it has enormous consequences. For the duration of any scene in which The Messenger’s Protection has been invoked, if the Steward intentionally attacks another or intentionally takes any weapon then she must roll for degeneration as though they had committed a Morality one sin, what’s more they may never use this arrangement again.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Should the Steward be attacked then the Drawback ceases to apply for the scene, however breaking the Requirement will still end the Arrangement.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Arrangement is invoked with any intent other than to facilitate honest negotiations: -5

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Steward travels with a live and uncaged white dove: +2

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Arrangement is invoked for negotiations that aim to end some form of hostilities: +3

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Ley of the Land (●●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In the World of Darkness Britain's earliest travel network were the lay lines. A network of straight travel routes that criss-crossed the country passing directly through sites of importance. By invoking the ancient pacts that aided travel across the lays a Steward may travel enormous distances in a remarkably short time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Even without this arrangement the lays are still bound by their word to aid travellers. Travelling along a lay grants +1 to navigation rolls and +2 speed, the more scenic routes are very popular spots for a hike. Many Wardens de L'île think that these treaties should be expanded to cover railways and the more important roads, but little progress has been made; rail lines need tickets, roads need tolls.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Invoking Lay of the Land isn't difficult, but it's one of the more complicated arrangements invoking not only the lay itself but a few entwined treaties to ease travel and stay safe on the road. First the steward needs the following things: A handful of salt and grain, water, some wool for warmth on the way, and a candle to make the road plain. To open a passage onto the lay the steward closes his eyes, recites a short six line verse, and when he opens his eyes he will see the lay by candle light.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Stewards recommend using a long lasting candle since no matter how well lit the lay seems; without candlelight any travellers are completely blind. Modern candles can last for hours, far more time than needed. The wool symbolises a travellers cloak and while upon the Ley it offers some protection from misfortune and if necessary the elements, it can be worn as a garment or pinned to one’s jacket. The grain and salt are payment, the grain is for the trees who keep the path and the salt is food for the birds who keep the way safe. Without proper payment a traveller suffers the effects of a Dramatic Failure.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 2 Willpower or 3 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Persuasion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The lays hold to antiquated ideas about travel, chiefly the sanctity of hospitality which they wish to encourage in the modern day. From the moment a steward invokes this arrangement to the moment his journey ends – defined by when he next sets foot in his own home – he cannot pay for his bed, his dinner or his breakfast (lunch is ok) with coin, service or demand either by virtue of Status. He must rely on the hospitality of friends or strangers or pack heavily.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The steward somehow gets terribly lost and winds up in a random part of the country.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The arrangement fails to take.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: From an outside perspective the steward walks around a corner and vanishes. Supernaturally enhanced senses might reveal the steward in twilight, or the presence of a mystical road. From his own perspective the steward has stepped onto an isolated road between hedges, hills or even a back alleyway – it's form reflects the real world around it. The sounds of the real world are close but always just around a corner. If the steward spends an extra point of Willpower he may lead a number of people equal to his Resolve or a small vehicle. However the lays were never built for vehicles, anything larger than an off road quadbike or a horse is impractical.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">On this path of the lay, all the normal rules of geometry and travel apply but distance is compressed by fifty times. The steward simply walks to his destination. The network of lines and their interconnections are the same here as they are back in the material world and conveniently they are as well landmarked as the day they they were built. When the steward arrives at his destination he simply states his intent to leave, and a doorway, steps or some sort of path will appear leading through the walls. The steward always arrives outdoors.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: When the steward enters the lays he leaves behind a false trail that might lead trackers astray.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roads Beneath Roads, Doors Within Doors (●●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">You could write entire books on how cities work, how they fit together. The important thing to the working of this arrangement is that geographical is just one of kind of closeness. It's not just a play on words either, two areas on the other edge of the city could be very intimately linked. What happens in one affects the other.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">What would be a play of words is saying politically close is as good as geographically close for travel. At least, it would be if you didn't have magic.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Before a steward can use these secret paths they have to first know where they are, if they don't already have a map or directions this takes research. There are a variety of possible skills a steward could use: Academics, Politics, Occult or Streetwise, each skill finding different connections. Intelligence is used for trying to work out likely spots from books and maps. Wits is used for walking around and feeling out a place. Or the steward could cut out the middle man and copy a map from the office.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Once the steward has found a connection between her current location and where she wishes to go she simply finds a convenient door, places a few scraps of birch bark in a semicircle surrounding the door, draws a few chalk symbols on the door describing the road connection plans to use, turns the handle widdershins and steps through.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">It's generally believed that these roads exist between cities as well as within them. But this arrangement is signed with individual cities (as well as towns and villages) and they are not able to offer travel between cities.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: One Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Manipulation + Persuasion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: A person's home is their castle. Paths leading into someone's home (it must be owned, not rented or a squat) are exempt to this arrangement.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The steward opens not a path, but a crack in the city and falls through. It's not quite as simple as saying she ends up in Twilight, though that's true. The steward can make himself visible for a turn by spending a point of Willpower and doing something attention grabbing but quickly fades from memory. However other people who have fallen between the metaphorical cracks, such as the homeless and some long term unemployed can see the steward just fine. What's more every day the steward remains lost she loses one dot of Social Merits like Allies, Contacts, Retainer or Status, though these dots return at a rate of one a day after the steward is restored. Status (Lord Stewards) is the last to go and first to return. Fortunately doors that lead back to normality are common and found in places like homeless shelters or job centers. So unless the plot mandates a detour the steward should be able to use this arrangement again to return to safety.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing happens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The steward steps through and arrives at her destination.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Additionally the steward arrives in a fortuitous circumstance.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sealing the Deal (●●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Lord Stewards make a lot of treaties, but a treaty is only worth the parchment it’s written on if the signatories are willing to keep their ends of the bargain. To this end the Wardens de L'île have arranged for a little help in enforcing treaties.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Stewards can bind any signed contract with magic. Should any of the signatories break their word the magic reaches out, inflicting the agreed sanctions upon the one who broke the treaty. Invoking this arrangement is simple. First the treaty is written up including all the sanctions, then after everyone has signed their name the steward adds a red wax seal bearing the emblem of the Lord Stewards. That’s all it takes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The following penalty clauses are known to the Lord Stewards:


 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Ill fortune. Once you break your word everything starts going wrong. The effects depend on the severity of the penalty: A minor plague of ill fortune removes 10-again. A moderate effect removes 10-again and eights no longer count as a Success. Finally a greater effect removes 10-again, only counts 10s as Successes and turns every Failure into a Dramatic Failure. Appropriate Dread Powers or Endowments can counter Ill Fortune. A power that grants 9-again will reduce the severity by one, 8-again reduces the severity by two and a rote action reduces the severity by three. The difference between the two becomes the final bonus or penalty.
 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Flaws: Shortly after breaking your word a stroke of bad luck will inflict a Flaw upon you.
 * <p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Death: This Arrangement was negotiated long before the death penalty was abolished and the ability to enforce a treaty with the threat of death remains, though it is rarely used today. The steward must pay one Willpower Dot per person killed for breaking the treaty.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Any combination of penalty clauses can be added, and different parties can be held to different penalties. It all comes down to what was agreed.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Stewards find this arrangement very useful, but they try to avoid writing clauses that come across as revenge on those who break their word (at least in their own treaties; the Stewards are willing to seal treaties for others). Instead they usually favour a two step solution, if you break your word you must make some form of reparations. Only if you fail to make reparations will you be considered to have broken the treaty, and face any magical sanctions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">There is one final useful bit of magic. Every time somebody breaks the treaty a crack forms upon the wax seal. When the treaty expires the seal crumbles to dust. Some Stewards use this arrangement with no sanctions at all simply so they can see if anyone is breaking the treaty.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: One Willpower, add a Willpower Dot if the treaty lasts over one year.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: All parties are aware and have agreed that the contract is to be enforced with magic. In the case of groups only the agreement of an official representative with the authority to deal in her organisation’s name is required to agree.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: None

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Hospitality of the Hearth (●●●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One of the simplest yet most powerful arrangements allows the Stewards to uplift a promise of hospitality into a sacred oath. In times gone by a traveller rarely had any option but to rely on the hospitality of strangers. By necessity a variety of rituals, superstitions and moral codes evolved around the concept of hospitality. They evolved into powerful treaties which have passed down into the modern age, where the Lord Stewards make good use of them, primarily to host diplomatic conferences.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To make a promise of hospitality is as simple as you'd expect. The steward offers his guest food, drink and guides his guest to a seat warmed by a hearth with a wood fire. If the guest accepts all three, that's all it takes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 2 Willpower; subsequent activations in a scene are free.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Presence + Socialise

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The steward must own the building in which he is offering hospitality.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: Aghast, the building swears that the steward will never find rest hear again. Within the walls the steward will be unable to eat, drink or cook at the hearth. He will always find the building freezing cold.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The arrangement does not invoke.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Hospitality is offered and accepted, but anyone who breaks hospitality by attacking or using a hostile supernatural power on the host or any other guest suffers the following effects.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">They are no longer protected by hospitality.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The host and other guests get 8-again on any action made against them until the next sunrise.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">They lose 10-again and 1s remove Successes on any action against the host or another guest until the next sunrise.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">They are physically marked by their crime, and clothing will not hide the effects. Though they can explain the mark however they want, anyone who looks at it instinctively feels this person is not to be trusted.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Finally breaking a sacred oath is not particularly good for the soul. It qualifies as a Morality 2 (or equivalent) Sin.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One unusual effect that usually goes unnoticed is that the hearth itself is party to this agreement. People won't feel too hot and it won't burn anyone.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: As above but everyone gets +1 on social rolls with the host and other guests. It becomes easy to get along.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Good food and Drink: +1

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Good ambience: +1

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Burial at the Crossroads (●●●●●)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Crossroads have long been important to mythology. Liminal places. They mark borders, where the community ends and the other begins.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suicides and murderers were burred at the crossroads to prevent them from returning to haunt their communities. In the World of Darkness they still are, despite the practice being officially over, as sometimes it's simply necessary to safely dispose of dangerous things for the greater good. The Stewards have discovered that the technique works for more than just dead bodies, whether it's the traditional murderer back as a vengeful ghost or a cursed artifact it's dangerous to even be near. Things are still burred at the crossroads.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 3 Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended, Threshold 6 Successes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Intelligence + Expression

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requirement: The thing being buried must have significantly hurt someone or enabled someone to hurt someone. Physically, mentally, spiritually, the precise details are not important. In the case of ghosts and their anchors, actions in life qualify.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: It seems like the arrangement has activated successfully.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No progress is made.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The steward makes progress, when sufficient Successes are reached the ground is prepared and shovelling may commence.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Anything burred at the crossroads is prevented from projecting mystical energies. They are scattered harmlessly in all directions. In the case of a ghost's anchor (or some other fetter that allows a supernatural being access into the world) the ghost becomes lost and confused, even if it has other unburied anchors.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The protection offered by the crossroads is not infinite, so anything strong enough can power it's way through. Generally the better the modifiers for the arrangement the more effective the protections will be, but digging up motorways is expensive and unpopular so the Stewards need to demonstrate a significant need before they are allowed to sign out a road crew.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Great progress is made.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Suggested Modifiers:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Number of roads: +1 for every road above 3, maximum of +5.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Density of Traffic: -5 for a deserted country lane to +5 for a busy intercession.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Number of people who consider this area part of their community: -5 for the middle of a residential area to +5 for a busy motorway that everyone explicitly thinks of as non-residential.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Undoing the arrangement is as simple as digging up whatever was buried, though most occulists eager for a little loot understand that things burried at the crossroads are often best left that way. Or at least that safety precautions should be taken before digging anything up.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Bonus Material: Public Superstition

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Office of the Lord Stewards were founded when John Dee realised that the subjects of Elizabethan England had forgotten many of their old alliances and remembered the rest only as superstition and traditions. The office was founded to oppose this trend, to keep the useful alliances alive. How might this have affected the public attitude to superstition?

<p style="margin-bottom:0cm;line-height:100%;page-break-before:auto;page-break-after:auto">The default assumption for the World of Darkness is that on the surface things look much the same as they do in the world outside the reader's window. In the back of her mind the average person may well be aware of the supernatural dangers hiding in the shadows but she still wont be carrying around a bit of Rowan wood for protection. That would make the world look different to our own. This could be because only the Stewards (and maybe a few of their allies, some isolated hedge witches and a handful of occult groups) can use arrangements. The public benefits could have long since expired leaving nothing but debts to be paid or else, and a few smaller arrangements the Stewards made for their own use.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">This could be played neutrally; technology has in many cases replaced the need for pacts. It could be played for Gotterdammerung, the loss of the wonders from a more magical age. It could be played for tragedy, with loss and heartache that could have easily been prevented. It could of course be played for horror; the ancient pacts are the only thing protecting the public from a deadly threat and the Stewards are powerless to reverse their decline in everyday life.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Alternatively the Stewards could have steadily been centralizing, anticipating the cultural shift and renegotiating allegiances to compensate. The public doesn’t have to acknowledge the supernatural to benefit. For a story focusing on the Lord Stewards having an effective centralized set of pacts could make a nice justification for why the Vigil is diplomatic affair, and of course centralising the arrangements around themselves means more work for the Lord Stewards which should keep any players from the Wardens de L'île busy.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Or maybe the public is far more likely to keep to the traditions, and why wouldn't they? They have objectively provable benefits (which may be represented by Situational Modifiers or giving average people some Arrangements that help in everyday tasks). This doesn't automatically make the Stewards job easier, any more than computers becoming common household objects gave IT workers an easier time explaining things to their bosses.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Depending on how far you choose to take things this could be as little as people observing the forms but pretending they are doing it for a non supernatural reason. “My grandmother believed in this stuff, I do it to remember her.”, “The horseshoe? It came with the house.” If you prefer public acceptance could go all the way to the top, with safety inspectors checking for horseshoes above every door and children taught to always wear daisy chains and never to pick Cuckoo Flowers in school (and depending on how things work in other countries, a lot of extremely baffled foreigners).

Under The Hill
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Imagine a world where everything was alive, where everything would speak to you if you could only find the right words.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Imagine a world where anything could be negotiated. Where you could bargain with stones, bribe the moon and seduce fire.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">This is the world of the faeries, and they have learned from their world well. Faerie magic is subtle and often indirect, full of odd subtleties and compromises from the negotiations. Being exposed to faerie magic is an otherworldly experience, one feels as though the world has become much thinner and all that they were sure about is now under question.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Dread Powers of the fae can be found in this section: Everything you’ll need to build a suitable faerie antagonist, from a humble brownie to a mighty sidhe lord is presented.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Changeling: the Lost

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''For those who don’t have Changeling: the Lost, most of this section discusses the fae from that game in broad terms. The systems used are simpler because in all honesty, if you’re reading this then chances are you’re planning to play as hunters, not changelings. The rules here are in many ways simpler and more focused on creating antagonists than protagonists. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''If you own Changeling the Lost, feel free to ignore anything below. The new Merits have all been written to interact with Lost without causing any mechanical contradictions giving you the maximum possible flexibility when designing your campaign. However some alternative possibilities are presented in this section which can keep the players guessing or help mold the themes to your desires. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Merit: Wyrd (0 – 00000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A person's Wyrd is their personal destiny, to the fae their Wyrd is the source of their power. Their connection to Fate and the tapestry of contracts which the fae claim underlies all of reality. A faerie's Wyrd is added to all contested rolls to resist supernatural effect, but more importantly possessing dots in Wyrd allows the fae to form pledges and benefit from contracts with aspects of reality. A fae gets Wyrd dots in Contract for free and may have three + Wyrd active Pledge at any one time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: Like demons the fae have Bans, a lot of Bans. Every fae starts with at least one Ban at Wyrd 1, and gains an additional Ban at Wyrd: 4, 6, 8, 10.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In addition to the regular Bans of Task and Bans of Torment the fae may also have Bans of Vulnerability. A Ban of Vulnerability allows combatants to bypass any and all Dread Powers that the fae might use to protect himself from harm in combat. Magical armour falls apart and protective enchantments shatter against the Ban. If the Ban is particularly obscure or hard to trigger the Storyteller may rule that qualifying attacks also cause Aggravated Damage. Example bans of Vulnerability include: Blood relatives of one you have harmed, attacking the fae while looking at it in a mirror instead of looking directly, using a weapon coated in human tears, using a weapon held in the left hand.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Merit: Contract (0 – 00000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To the fae reality is negotiable. Fire burns... Well only most of the time. Walls are solid... not to put a fine a point on it. Bullets hurt... that's negotiable.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Each dot of Contract represents one aspect of reality the fae is able to negotiate with. These aspects be reasonably narrowly defined. Dogs is too broad, but stray dogs is ok. Weapons is too broad, but a type of weapon like knives or handguns is ok.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">By negotiating a contract with an aspect of reality the fae can create quick spontaneous effects or even change how they relate to that aspect of reality. A contract can let a fae breath water like air, have a tree hide the fae in it's branches from her perusers or make the changeling immune to bullets. All the fae has to do is pay back in kind.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">First the fae must decide what they are asking for, this is measured in dots of Dread Powers. A 1 dot Dread Power is worth 1, a three dot Dread Power is worth 2 and a 5 dot Dread Power is worth 3.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The value is increased depending on how long the benefits will last for. An effect that takes place once adds nothing. Anywhere between a day and a week is worth 1. Between a lunar month and a season is worth 2. From a season up to a year and a day is worth 3. A lifetime contract is worth 3 and a Willpower dot (a lifetime contract must also have a reoccurring task or permanent restriction, fae never swear such oaths lightly).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To pay the Wyrd back for it's favours the fae must swear to perform a task, or live under some restriction for a while. The difficulty of the task or restriction defines how much it is worth on the same 1 to 3 scale and the value of the tasks must match the benefits and duration. A simple task such as giving a treat to every cat you see is only going to be worth 1, while a swearing to hunt down and kill one of the gentry is almost certainly worth 3. Failing the task instantly removes all benefits and inflicts a fitting curse upon the changeling, the strength and duration of the curse is based on the potency of benefits from the contract.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">There is one rule: No faerie can have contracts that bypass their own bans or their weakness to iron. If a changeling is hurt every time he hears the name of his father, he cannot ask the air to keep his father's name away from his ears. The ban is written into his Wyrd, it would be like asking the bank for a million dollar loan with no credit history. No one will sign to that.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Example. Grandma Pleasence finds herself being perused through the streets by a cell of the Ashwood Abbey. As she runs she spots a run down charity clinic. Grandma Pleasence is a skilled healer who knows all sorts of faerie remedies, because of this her Wyrd has formed a connection with clinics. Running inside Grandma Pleasence forms a contract with the Clinic: “Accept me as your own and I shall use my magic remedies to heal one person here every day for the week”.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''Grandma Pleasence gains 3 dots in the Dread Power New Face. This is worth 2. The power can only be used once, this is worth 0. Because healing people with faerie remedies takes skill and resources it is worth 2, balancing out the contract. The Storyteller also agrees that because of it's unusual origin this version of New Face will shift her into a generic nurse rather than a specific person Grandma Pleasence has seen before. ''

Such Glamorous Rapture
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Faeries are beings of wild passions and debaucherous excesses. They delight in strong emotions of any form and love to incite them within mortals.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">An old widow loves to gossip; she can make even the most ordinary tale seem exciting and scandalous. She cares nothing for gossip itself but her audience’s curiosity is delicious.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A strange wizened man has a reputation as the best marriage councilor in town. He enjoys sharp spices of anger followed by the velvety chocolate of loving reconciliation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A creature like a gargoyle uses tricks with light and sound to make people think they’re followed. He scares people half to death, but he never hurts them. All he’s interested in is their fear.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">A young woman projects such an air of innocence and vulnerability that most men and some women can’t resist the thought of corrupting her. Their illicit desire is like a fine smoky wine and their eventual satisfaction adds the perfect sweet aftertaste.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Emotional Harvest Dread Power represents the fae ability to feed of emotions. By default this is harmless to their targets. Faeries are not vampires, they do not need to harm people to survive. Hunters have plenty of reasons they might wish to bring a fairy down, but feeding on emotions isn’t one of them, or if it is there has been a misunderstanding somewhere.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Or maybe feeding on emotions is a reason to hunt faeries. All it would take is a slight tweak to the rules of Emotional Harvest. After each successful Emotional Harvest deduct one Willpower per Success and mark a dot above rightmost Willpower point consumed. Until that Willpower dot is refilled the mortal falls into ennui, feeling gray and lifeless. Mechanically this can be represented by the Depression derangement and applying a penalty to all Crafts and Expression rolls that require creativity: Remove 10 again and deduct 1s from Successes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Or maybe that’s a little too obvious for the subtle and hidden fae. Maybe you want emotional harvesting to be bad, but not so obvious, so try this: After every time a mortal is successfully harvested from, make a mark above the leftmost unmarked Wits dot. Remove one mark every 6 - Resolve days. When all the Wits dots are marked the mortal falls into ennui until the last mark is removed. So long as the mortal is in ennui they cannot be harvested for glamour, so they are guaranteed to recover given time.

<h3 style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Hidden Folk

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Monsters walk among us, blending into humanity like a wolf in sheep’s clothing: To the naked eye a witch appears like you or me, a vampire’s network of minions and slaves can allow it to interact with human society and a werewolf is human some of the time.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The fae also walk among us, but they have earned their title of the hidden folk because they protect themselves with the Mask. A protective glamour that disguises the fay as ordinary people.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Mask is one of the most potent illusions a hunter is ever likely to encounter. It is a fully comprehensive illusion that covers all five senses and more, the fae’s aura covered by an illusion of humanity, as is their appearances to other mystical perceptions. Yet even the Mask is not perfect; there are three ways to see the truth behind the Mask:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Sight: For some lucky, or unlucky, people the Mask may as well not exist. The fae themselves can see each other for what they are, but in the right circumstances so can ordinary humans. A Merit, The Sight, exists for hunters who can see the fae.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Supernatural perception: Against all natural and technological senses the Mask is impenetrable but against supernatural senses the Mask is merely exceptionally tough. When someone with a Dread Power or mystical Endowment that grants supernatural senses or penetrates illusions looks upon the fae they may roll to see through the Mask. Roll the ability's usual dicepool, or Wits + Composure if it doesn't have one, with a -3 penalty. The roll is contested by the Fae’s Resolve + Wyrd, this defence is Reflexive and automatic.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The corner of your eye: Ordinary senses cannot hope to defeat the Mask, but sometimes they catch a glimpse of the truth. Such glimpses are always from the corner of your eye, when you’re half asleep, or for some other reason not paying attention. Such glimpses can be next to impossible to tell from your mind playing tricks, at least, impossible to tell with the surety a Hunter should have before they decide if someones not actually human. Experienced hunters are the worst affected; the more you look for monsters hidden in the corner of your eyes, the more you see them even if they’re not actually there. Some hunters wonder if the Mask was intentionally designed to make them start double guessing what should be their most potent tool, their intuition. Given how the fae operate, it’s a possibility.

<h3 style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Lost Amongst Endless Thorns

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Standing firm between Earth and Arcadia is an infinitely large endless maze of ever shifting paths. The walls are vines and brambles, barbed wire that grows like ivy, ivy with thorns like rock and windcarved rocks that bite like caltrops. It is a world, some fey call it home, others pass through. Few Hunters ever see the Hedge, and of those who do many are never seen again.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Entering the Hedge:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">One of the nice things about the Hedge is that it's remarkably hard to get there. That this is considered one of the nice things says a lot. Yet there are a few ways for the brave and foolish to enter the Hedge.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Follow the Fae: The fae can enter the Hedge from just about anywhere, when they open a doorway into the Hedge it remains long enough for someone to follow them in. The Dread Power Knock Knock provides more details on the fae's ability to access the hedge.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Keyed Doors: If the fey make frequent use of one of the gateways created by Knock Knock it can start to develop keys. A key could be anything, a gesture, an emotion, being truly lost, somebody wearing red and blue under a cloudless full moon. A skilled occultist could track down keys and find a way for her cell to enter the Hedge. Most doors that have keys provide easy access to something useful, or at least something the fey consider useful, after all there had to be a reason for all that traffic.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Vices: No one knows why, but the Hedge tempts humans in through their Vices. Anyone who indulges in their darker desires within sight of a gateway into the Hedge risks being lured into the Hedge. The doorway opens for them alone, and on the other side is a tempting illusion.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">

Navigating The Hedge:

<p style="margin-bottom: 0cm; font-weight: normal">The biggest threat to hunters within the Hedge is not the strange inhabitants or the terrible thorns, it's simply getting lost. The Hedge and any rational understanding of distance or direction might nod to each other in the street but they wouldn't shake hands. The fey have their methods of navigation, but without appropriate Endowments such as The Shoulder of St Christopher or Beautiful Madness is it even possible for a hunter to find their way?

<p style="margin-bottom: 0cm">Saying that the Hedge is simply impossible to navigate for ordinary humans helps build a feeling that the player's have really gone down the rabbit hole this time. They've broken faerie tale rule number one. It also opens up plot hooks, the need to find a guide can open up all sorts of complications. However if the Hedge is nearly certain death to hunters chances are your players will stay well away, allowing hunters to navigate the Hedge makes it far easier to include it within your story. In addition the Hedge is a potent advantage to the fey, an avenue of retreat in through which, without the ability to navigate, hunter's cannot follow. If the fey's tendency to run becomes more frustrating than challenging think about allowing hunters to peruse.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Trods

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Whether or not you decide that hunters are able to navigate the Hedge in most circumstances, trods are the exception. When a path through the Hedge gets enough traffic it becomes stable. The fey call these paths trods and make great use of them for the (relative) safety and convenience they provide. Because trods are stable navigating one is not much harder than navigating a road here on Earth.''' <p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto;">If you allow hunters to navigate the Hedge, or if the hunters have an Endowment that allows Hedge navigation without magically finding the way for them, then you may use the following system:

<p style="margin-bottom: 0cm">Visualising the Destination <p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">The hunter's begin any attempt to transverse the Hedge by building a clear picture of their destination in their mind, this picture is vital to any attempts to navigate the Hedge.

<p style="margin-bottom: 0cm">Visualising the destination is an instant action; roll Resolve. The cell may work together with a Teamwork action.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Dramatic Failure: The hunter’s botched attempts to visualise their destination makes navigation impossible, and they do not realise it. When they attempt to navigate they will assuredly end up in the Throns.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Failure: The hunters fail to create a clear focus on their destination, they can navigate the Hedge but they will never reach their destination. If the hunters roll an Exceptional success on a subsequent navigation roll they will realise this, and may attempt to visualise their destination again.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Success: The hunters can clearly visualise their destination.

<p style="margin-bottom: 0cm; page-break-after: auto;">Exceptional Success: The hunter's exceptionally clear focus provides a +1 bonus to all navigation rolls.

<p style="margin-bottom: 0cm">Walking the Path

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">The path through the Hedge is rarely a nice straight road. It twists and turns. It connects to other paths leading the wrong way. Sometimes the correct path is hidden behind a large rock or looks like a wall from the wrong angle. Therefore once the hunters must make navigation rolls to correctly follow it ("Look! A ticket stub for the Flyers, we must be on the right OW! It bit me!"). The target Successes depend not on how far the hunter's wish to travel, but how specific their destination is. Trying to navigate to Germany might require only six Successes, Germany is a big place, but trying to travel to "somewhere near my Safehouse" would require quite a bit more.

<p style="margin-bottom: 0cm">There are many techniques that hunters (and Faeries) could use to navigate the Hedge. The common thread is that all methods of navigating the Hedge are as much about forcing order on that mad and chaotic world as they are about finding good directions. Here is a selection of possibilities:

<p style="margin-bottom: 0cm">Sidebar: Time per roll

<p style="margin-bottom: 0cm">'''The more familiar a hunter (or faerie) is with this part of the hedge the faster it is to navigate. In their own backyard a faerie may know that the wind blows from Earth, so walking into the wind is the fastest way out. Therefore when making an extended roll to navigate to a destination, or to traverse the Hedge without a destination, the interval between rolls depends on the travellers familiarity with the local area.'''

<p style="margin-bottom: 0cm; margin-left: 24px;">Somewhat familiar area: ten minuets per roll. Infrequently visited area: half an hour per roll. Area only visited once before or heard described: One hour per roll. Completely unknown area: Three hours per roll

<p style="margin-bottom: 0cm">'''This interval refers to the time within the hedge, not the time that passes on Earth. '''

<p style="margin-bottom: 0cm">With the ritual method (Dicepool: Composure + Academics or Occult) the hunters create a list of rules to follow. If a couple of lost children share their lunch with a faerie hag and are given instructions to follow as a reward, they've just began to follow the ritual method. The rules can be taken from traditional faerie tales (an appropriate speciality applies to navigation rolls) but in a pinch even simple rules like “always turn left” or “always take the wider path” will suffice. So long as the hunters believe that following a long list of rules will take them safely to their destination then their certainty will twist the Hedge and make it so. A dramatic failure implies that the hunter, intentionally or an accidently, broke their own rule. This lands them in a perilous situation, or perhaps in the Thorns themselves.

<p style="margin-bottom: 0cm; margin-left: 24px;">Optional rule: The ritual method not only helps navigate, but keeps the users safe. Every time the Storyteller wishes to include a hostile or dangerous encounter in the Hedge roll the lowest Morality in the group. On a Success they are confronted with a moral test instead of a hostile encounter. The test is quite safe, so long as they pass. Failing the test counts as a dramatic failure on navigation.

<p style="margin-bottom: 0cm">With the surveyor’s method (Dicepool: Intelligence + Survival) the hunters treat the Hedge as though it were bound by sane geometry. This is objectively untrue, even the stable Trods can connect in geometrically impossible ways, but drawing a map, taking notes, even remembering that the waterfall is fifty paces beyond the gallows tree, can force The Hedge to remain stable and obey geometry for the duration of a single journey. The secret to the surveyor's method is to fill the map with landmarks (and if they roll well, they will find such landmarks). Each landmark is like a thick nail that pins the Hedge to Earth (or to itself, if they are navigating to somewhere in the Hedge), spreading it out like a transparent overlay above a map of their destination. Then; with landmarks and the Hedge forced to obey geometry, the hunters extend he boundaries of their little bubble of order until they reach their destination. A Dramatic Failure at navigating means that the hunter has misremembered or drawn their map wrong, and they are now in unmapped territory where the Hedge is wild, the paths shift, and they may have no options but to enter the Thorns.

<p style="margin-bottom: 0cm; margin-left: 24px;">Optional rule: The other methods force the Hedge to lead the hunters to their destination, the surveyor's method simply forces the Hedge to make enough sense that the Hunter's can find their own way. The Hunter's do not need to visualise their destination, and it is far easier to change destinations mid journey: The first five successes (the ones that enforce order upon the Hedge) apply to every destination, in addition the Hunter's can backtrack across any path they clearly remember or have included on their map safe in the knowledge that the path hasn't shifted while their back was turned. Though it may be a long and potentially dangerous walk. If the hunters leave the Hedge, roll a Dramatic Failure on navigation, enter the Thorns, or even spend a significant time without using their map (for example: They spend the night in a faerie inn) the Hedge changes and the map becomes worthless.

<p style="margin-bottom: 0cm">With the trance method (Dicepool: Wits + Composure) the hunters use altered states of consciousness: Hallucinogenics, religious fervour, meditative states, even raw panic. The aim of the trance method is to enter a state where the hunter is easily guided by the Hedge; creating a cyclical feedback loop as the Hunter's visualisation of the destination warps the Hedge, which then reinforces the hunter's focus, which warps the Hedge further until finally the hunter finds himself within a small bubble of Hedge that practically is her destination, then she can simply pick a door and step out. A dramatic failure implies that the hunter snaps out of their trance, and realises she is lost deep within the Hedge with no idea how she got here. The Thorns may be the only choice.

<p style="margin-bottom: 0cm; margin-left: 24px;">Optional rule: The trance method is just faster than other techniques, the hunter decreases the time per roll by one step, to a minimum of one minute per roll.

<p style="margin-bottom: 0cm">Finally the puzzle method (Dicepool: Intelligence + Investigation) treats the Hedge like a puzzle to be solved. Every random item has some sort of meaning, a cluster of different coloured mushrooms is a colour sequence that will open a door later. A strange brass contraption will open a secret door if you position the arms just right. Essentially proponents of the puzzle method treat the Hedge like an old interactive fiction game, and the psychoreactive Hedge obliges. The trick to the puzzle method is to assume with the final answer is your destination, and work backwards until the clues become directions and the reward for a solved puzzle is a shortcut. A dramatic failure means that the hunters have given the wrong answer to a puzzle, or misinterpreted a clue, and are headed into dangerous territory. They may soon be forced to enter the Thorns.

<p style="margin-bottom: 0cm; margin-left: 24px;">Optional rule: Not only does the puzzle method force the Hedge to become navigable for a while, it also forces it to make some small measure of sense. Every success on navigation rolls, to a maximum of the highest Intelligence + Investigation in the group, is added to a pool. When the hunters have an encounter on the road (see below) they may take dice from the pool and add them to any roll using a mental skill. This represents something they saw before turning out to be a useful clue, players are encouraged to make up cool cryptic clues that the brains of the cell can interpret. Once the hunters leave the Hedge, or even spend a significant time without navigating the Hedge changes and the clues become worthless. Dice cannot be taken from the pool to use on navigation rolls.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Sidebar: And as for the fey

<p style="margin-bottom: 0cm; page-break-after: auto">'''The systems presented for Hedge navigation can also be used for the fey with just a couple of minor tweaks: Firstly the fey add their Wyrd to all the listed rolls relating to Hedge navigation. Secondly the thorns aren't nearly as dangerous to fey creatures. Every hour removes a point of Willpower instead of Morality, and there is no special danger if the fey is reduced to zero Willpower.'''

<p style="margin-bottom: 0cm">Traversing Without a Destination

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">A hunter in the Hedge does not have to travel to spots they know well. They could just look for a way out, any way out, and run though back to the sweet embrace of their home reality So long as the hunters are close to earth (see below), and if hunters are able to navigate the Hedge than finding an exit requires three Successes on an Extended Wits + Investigation Teamwork action. If you have decided that humans cannot navigate the Hedge then perhaps this is still an option, so long as they have not left the path. You don't really need to navigate. Just wander the paths randomly until you find what looks like a door, window, or some other portal that feels like part of Earth. However if you really want to play up the dangers of the Hedge the exits could be as hard to open as the entrances.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Looking for a way out is not the only option for hunters without a specific destination in mind, though it is definitely the most sensible. Perhaps the hunters are wandering the paths looking for fruits or items of magical power. They could be travelling to a spot they don’t know at all, like the home of a capricious faerie. If you allow hunters to navigate the Hedge, or they have an appropriate Endowment, then the hunters can search for their bounty with an Extended Wits + Investigation Teamwork action.

<p style="margin-bottom: 0cm;">As a general rule exploring has a reasonable chance of finding something that is both non-specific and common, such as fruits. Trying to find something specific is usually a fool’s errand, but it might be possible if what the hunter’s seek is what passes for near to their current location. If the hunters know there’s a fae market near the gate under the 3rd street bridge then it might be possible to find it by entering that gate and exploring.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Distance from Earth

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">When a hunter enters the Hedge they are considered to be close to the mortal world. They might hear the sounds of the city in the distance, or they may see skyscrapers towering over the thorns. So long as the hunter's remains focused on the mortal world: They're trying to navigate to somewhere on Earth, looking for a way home, or even attempting to reach a part of the Hedge located close to the mortal world, then they will remain close to Earth.

<p style="margin-bottom: 0cm">However the moment the hunters lose their focus on Earth: They try to navigate to a goblin market deep within the Hedge, they leave the path and enter the thorns for any reason, or they see a faerie stealing a baby and give chase (unless the faerie is focused on Earth of course). Then they turn a corner and realise they can no longer see or hear the traces of Earth.

<p style="margin-bottom: 0cm; page-break-after: auto">Once the hunters have lost sight of Earth they suffer a -1 penalty to all Resolve rolls to stabilise a path (not cumulative with the -3 for being lost among the Thorns) and they can no longer start searching for exits with Wits + Investigation. There aren't any exits just lying around this deep into the Hedge. If the hunters navigate back towards Earth, when they have less than 3 Successes left on their navigation rolls, then they once again catch sight of the mortal world.

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">Encounters on the Road

<p style="margin-bottom: 0cm; page-break-after: auto">If all goes well the hunters will eventually find they way to their destination but the journey is unlikely to be safe. The simplest solution is for the storyteller to eye up the dice, the characters, the time interval for rolls, and the feel of the story and decide what encounters are appropriate. If you prefer to let the dice decide than each navigation or searching roll comes with one encounter: Be it a combat scene, a moral test, a puzzle, friendly conversation or something else.

<p style="margin-bottom: 0cm">The Thorns

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">If things don't go well, if they go very badly indeed. The hunters might find themselves tracking through the thorns. They might have chosen to brave the thorns after an encounter on the Hedge left them no better options, or perhaps they rolled a Dramatic Failure on an navigation roll. Once the hunters are in the thorns then the first thing they must do is find their way back onto a path. Use Wits + Investigation rolls to search for a path, with a -3 penalty for everyone for being lost among the thorns. After three Success the hunters have found a path, and may attempt to travel to their destination starting from the very beginning. The hunters had better find a path quickly because the longer the hunters wonder among the thorns the more time the thorns have to tear strips from their flesh and soul. Every hour spent lost among the thorns tears away a dot of Morality, each time this happens the hunter's may roll their new reduced Morality to try and notice what is happening.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Technology in the Hedge

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Mundane technology in the Hedge is unreliable and prone to failing in the most bizarre ways. A car might gradually lose the ability to travel in each direction one by one. What sounds like static turns out to actually be a swarm of buzzing insects that somehow got inside the radio.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">As a general rule apply a -1 to -5 penalty to all technology with any components more complex than a couple of moving parts. The deeper in the Hedge the hunters are, the worse the penalty. The Storyteller and players are encouraged to come up with elaborate, weird and creepy ways for technology to go wrong on a Failure. If the penalty is equal or greater to the equipment bonus every failure removes a point of Structure. This damage is often bizarre and idiosyncratic. A gun might lose the ability to fire every third shot but be otherwise undamaged.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In the Hedge no communication technology can connect to Earth; it may on occasion connect to strange and often dangerous faerie signals.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Time in the Hedge

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">...is weird.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In the Hedge time never actually flows backwards. If you meet a hobgoblin a dozen times you will both agree on the order of those meetings but how long went between each encounter? He says an hour, you say a year?

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">There are no guarantees how long any trip into the Hedge will take. Going for a short lunch with a faerie (you did get a promise that the food comes with no obligations right?) and returning home to find everyone you know dead and buried is a classic element of faerie lore. However repeating the story of Rip van Winkle is taking an enormous risk with your player’s emotional investment in the game. Instead, we offer the following mechanics. They are a bit too predictable to really capture the chaos of faerie time, but they are unlikely to destroy your game.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Providing the characters never lost sight of the mortal world, the time in the Hedge and the time on earth will match up perfectly. Otherwise: When returning to Earth add up all the time spent on actions that are important to either the story or to character development. If your hunters spend 13 minutes solving a Sphinx’s riddle, 5 minutes haggling with a wondering hobgoblin merchants, six hours navigating of which about ten minuets were interesting, and 15 bantering while walking between these events then that comes to a base time of 28 minutes, ignoring the banter and the uninteresting navigation.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Next the Storyteller rolls one die per person in the group, and increases or decreases the base time by 10% per Success in whichever direction she desires. If there are any faeries in the group the Storyteller does not roll, instead each faerie rolls Wyrd. The faerie with the most Successes will increase or decrease the base time by 10% per Success (or less if they prefer), in whatever direction brings the faerie closest to his desired arrival time. This is an natural effect of the faerie’s Wyrd outside of conscious, or even subconscious, control.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If, God forbid, there is a true fae in the travelling party they use the same rules as lesser fae but instead of rolling dice, they have one automatic Success per dot of Wyrd.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Risk and Reward

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Ok, let's be honest. Even if you're a faerie the hedge is a dangerous place to go, for a hunter it could be unthinkable. So why on Earth would a hunter leave the safe domains of Earth and step into an endless maze of vicious thorns and madness? The truth is that most hunters don't even know the Hedge exists, only the smallest minority ever set foot inside. Those who do enter the hedge may do so for one of the following reasons:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">To Stop Monsters: Fighting werewolves. Tearing up a vampire's network of influence. It's not like anything else a hunter does is safe, so why should hunting faeries be any different? If the faeries hounding the hunter's community retreat into the Hedge at the first sign of trouble then your only choices might be to enter the Hedge, or let them get away. Hunting the monsters is often a lot less dangerous than other reasons to enter the Hedge. Faeries with interests in both worlds often have a door (or doors) leading straight from Earth to their homes in the Hedge. Find the faerie's personal door and you can avoid all the trouble with navigation. If you can't find the faerie's door it may be worth asking if there are trods in the local area, if you're lucky the faerie's home is connected to the trod. It's probably well hidden, but exploiting a trod is a lot safer than the alternatives.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Resources: The Hedge is at least the size of Earth, and it's absolutely full of interesting resources that might attract the attention of the right conspiracy. The strange fruits of the Hedge might not normally have any supernatural effect on humans, but prepare them right and they can form potent alchemical elixirs. Cheiron's health and safety policies are lax enough that the Field Projects Division could organise a hunting trip to see if they can bag any of the natives. In the Hedge magical items can be just found lying around, in fact if you leave something lying around then it will become magic (this quite empathetically does not mean it will become useful). The Aegis Kai Doru can find this quite tempting, and though they know simply carting in piles of junk and hoping rarely works (and the natives usually nick any good stuff while you're waiting on Earth) cells left alone near a trod with nothing to do occasionally start rummaging through garage sales looking for items with interesting stories that might turn into a useful Relic. Hunters of all stripes may benefit from a goblin market, but they're covered seperately.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Hedge Itself: Some hunters may wish to study the Hedge itself. What could the Null Mysteriis learn about physics in a world where distance and direction would be flattered to be called guidelines? Occultists seeking to learn about the subtle and hidden fey could do worse than to observe the rules of one of their two worlds. How would the world dismiss Network Zero's footage as just special effects if Michael Bay or James Cameron would have to admit there's no budget big enough? The Wilde Society finds the Hedge to be extremely inspiring (and for a group of drug addled artists, they seem remarkably adapt at finding their way around). Hunters interested in the Hedge itself are the most likely to survive, simply because there's often no need to leave sight of the exit.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Travel: With aircraft, trains and cars travel is not that hard. Yet hunters are often well armed vigilantes or members of world spanning conspiracies, and it's not quite so unfeasible that they might have a good reason to want to travel or transport goods in secret. Taking one of the international trods is dangerous, (honestly, most hunters who come up with a scheme like this use the Underworld. Even the land of the dead is safer.) but sometimes there's no choice. Hiring hobgoblin couriers (there's usually someone, or someone who can put you in contact with someone, at a goblin market) is no more reliable than making the trip yourself but it does mean that only the goods are at risk

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">

A sample trip through the Hedge
<p class="western" style="margin-bottom: 0cm">

<p class="western" style="margin-bottom: 0cm">''Things have not gone well for the cell, of the seven members only three survive. What remained of their support network has vanished after the cell's enemies managed to frame them for ritualistic child abuse. With the police closing in Alfred convinces his companions, Jennifer and Brian, they must flee. The three are some of those rare hunters who have some knowledge of Hedge Navigation, after making sacrifices to Janus, the Roman god of doors, the cell enters the Hedge. ''

<p class="western" style="margin-bottom: 0cm">

<p class="western" style="margin-bottom: 0cm; font-style: normal">It is up to the individual Storyteller to decide if it is possible for Hunters to navigate the Hedge (without Endowments), for this example it is assumed that anyone can navigate the Hedge, if they have the proper training. The sacrifice is to open the Hedge Gate, but the cell are devout followers of Janus. Is there any truth to their beliefs? That's is an excellent question.

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<p class="western" style="margin-bottom: 0cm">''Like many Hedge Gates with a Key, this one leads directly onto a Trod, this close to earth the occasional lump of asphalt can be seen beneath the mud and vibrant plant life. Other traces of humanity are visible. The two towering walls of vine and thorn grow in unusual shapes, which suggests at the presence of walls, windows, even a fire escape buried beneath the foliage. Even as they get their bearings the wind blows a sheet of paper into their hand, it's a wanted poster for the cell, listing their "crimes". The Hedge has already began to react to the Hunter's presence. ''

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<p class="western" style="margin-bottom: 0cm">''By unspoken agreement the cell decide to head to Rome, it is unlikely that anyone will think of placing an international arrest warrant. The Trod is useless, it leads away from Earth, so the cell look for another way. As they travel Brian begins drawing a map, clearly labelling both the Gate and the Trod as fixed landmarks. Before long the cell finds a narrow path leading away from the Trod, there is no sign of the buildings it supposedly cut's through. ''

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<p class="western" style="margin-bottom: 0cm; font-style: normal">Now that the cell have left the Trod they must roll to navigate. They are using the surveyor's method, and in this example the optional rules are in full effect. However because the cell are both fleeing in fear for their lives and abandoning their duty the Storyteller also rules that this potent mix of negative emotions will make the trip more danger dangerous and inflicts a -3 penalty to all Navigation rolls. Travelling to Rome will take seven successes, but with the penalty the cell only get one success on their first roll.

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<p class="western" style="margin-bottom: 0cm">''Away from the Trod the hedge seems wilder, only the occasional piece of rubbish or snatch of sound assures the cell they haven't wandered deep into the Hedge. For lack of any better plan the cell take random routes when the path branches, making sure to keep every turn on their map. After a while Alfred notices a mailbox sticking out of the thorns, the flag raised. After some debate the cell open the mailbox to find a letter addressed to them, the gist is that running away only makes things look worse and if they turn back they can make some kind of plea bargain. The cell burn the letter, but it's not all lost. The mailbox has an Florida postcode, the cell at least are further south and west than they started. ''

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<p class="western" style="margin-bottom: 0cm; font-style: normal">After an uneventful encounter with a mailbox the cell make their second roll and score two successes.

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<p class="western" style="margin-bottom: 0cm">''The cell mark down the mailbox as their second landmark. As they still don't have any better ideas for directions, they continue heading in the same way hoping that it will continue to be roughly south west. Before long the Hedge turns from green into a foggy swamp and the cell are wading through thick still water between islands of razor sharp grass, tangles of broken thorny brambles, overturned trees covered in thorny vines, and other swamp themed thorns. ''

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<p class="western" style="margin-bottom: 0cm">''After a long, miserable but uneventful three hours the cell find themselves at the base of a granite cliff. The walls are climbable but razor sharp, unwilling to brave the Thorns just yet the cell follow a path along the base until they see a narrow set of footholds carved into the cliff face that have been carefully cleared of sharp rocks. At the top the cell find that the Thorns have been cut back to make a large but foggy clearing. There are lights moving within the fog, this place belongs to somebody. The cell looks for a hiding place, but visibility is poor and they Jennifer steps on a branch. Knowing they're found the cell reveal themselves and hope to make a good impression. ''

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<p class="western" style="margin-bottom: 0cm">''It turns out they needen't have worried. The locals, small wrinkly Hobgoblins wearing nothing but long scarves, are friendly and frequently refer to the cell as though they were kindred spirits or part of a secret brotherhood in a thick Scottish accent. The cell are lead back to what passes for the Hobgoblins encampment: A pile of boxes and loose goods scattered on the damp grass and a solitary cooking fire. More Hobgoblins are busy unloading and loading set of three rickety carts. Most worryingly is a seven year old girl huddled in a too-small cage. Their hosts seem exceptionally proud of the disarray, and offer the cell a chance to shop before anyone else sees these goods. The cell tries to buy the girl, naturally they intend to set her free, but it turns out the only thing they have of value on them are their keys. Not nearly enough for a child, and they're outnumbered eight to one. Hating themselves every moment but unwilling to give offence the cell end up buying an ancient revolver of dubious quality; as a “special offer” they get a chance to eat and rest. ''

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<p class="western" style="margin-bottom: 0cm; font-style: normal">As given away by the Hobgoblins' accent, if the cell was to leave the Hedge around here they'd end up in Scotland. Which means their plan to continue in the same direction failed, they've been travelling west and north. The latest encounter continues the theme of the Hedge reacting to their “crimes”, they are recognised as fellows by other criminals who actually do prey upon young girls. The cell are given a roll to try and rescue the girl, but with a hefty penalty for not having anything nearly as valuable, they failed. Combat is an option, but they were too heavily outnumbered. The cell had to settle for buying lunch and a revolver that fires Beatles. Eating a faeries' food is never a good idea, but having brought it the cell are actually eating their food; the revolver was brought simply to keep their hosts happy; if the cell had actually asked they'd realise it's not particularly special but can be fired for 1 bashing damage instead of bullets and (like all Faerie devices) isn't affected by the Hedge.

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<p class="western" style="margin-bottom: 0cm; font-style: normal"> Now that they're clearly in Europe the cell have three options: They could press on to Rome, they could change direction for Edinburgh, or they could stop navigating and start traversing without a destination.

Traversing without a destination would sacrifice the accumulated successes in the hope that there's a Hedge Gate nearby (for the Hedge's usually incomprehensible ideas of nearby).

If the Cell navigate to Scotland they'll start with their three successes, and the Storyteller rules it requires six successes: The cell haven't yet enforced a sane geometry on the Hedge, but once they do all the Hedge Gates in Scotland will be forced into whichever area corresponds to Scotland on their map, making it easy to find an exit.

The final option is to press on to Rome, which would only require one additional success (but probably more walking) than looking for Scotland. As they have little money and no documentation the cell choose to brave the hedge rather than border control. The next navigation roll scores another two success, the cell have a total of five successes.

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<p class="western" style="margin-bottom: 0cm">''After their meal and a short rest the hobgoblins point the cell on their way, along with the advice to head downhill. The path here is marked by a bunch of lanterns hung on rickety wooden poles, a small path of light between enormous walls of fog. After another long trek the cell find themselves once again back on a dirt road between two walls of vines. Their next landmark is not much further, a small window half buried among the Thorns. Though too small to climb through the cell can see a small village on the other side. After a bit of debating the cell decide to open the window, and half scare a passer-by to death but they do manage to learn that the window opens to a village in central France. Thanking their benefactor the cell head onwards, the path here has only one direction, and aren't particularly surprised to hear the sound of breaking glass behind them. ''

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<p class="western" style="margin-bottom: 0cm">''After a short bit of walking the path splits in two, seeing smoke in the distance the cell decide to take the left path and after a steep climb they find the source of the smoke. A Changeling who looks mostly like a walrus standing on two legs and wearing an old fashioned naval captain's uniform; he's smoking some fish. To cell's surprise the Changeling recognises the symbols of Janis they each wear, and he's not pleased. In fact he looks like he's choosing whether to run or to fight. After some fast talking Alfred convinces the walrus they mean no harm and he agrees to tell them where they are, if they agree to depart peacefully. Accepting the Pledge the cell learn they're in a village on the northern coast of France. In fact there's an exit nearby, but it would break the Pledge if they do. ''

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<p class="western" style="margin-bottom: 0cm">''It's not all for nothing though, Brian has had a brainwave. It seems as though on this hedge trip east and west correspond to the four cardinal directions, but north and south correspond to elevation. With this they should be able to find their way to Rome. ''

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<p class="western" style="margin-bottom: 0cm; font-style: normal; font-weight: normal">The Storyteller suspects that the cell will find their destination soon, and so she decreed the cell's map now has enough landmarks to force a somewhat consistent relationship between the Hedge and Earth, and that a successful roll revealed the secret to the cell. With this the cell should be able to find their way. They only need two more Successes.

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<p class="western" style="margin-bottom: 0cm; font-style: normal; font-weight: normal">However they only score one.

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<p class="western" style="margin-bottom: 0cm; font-weight: normal">''The cell still feels pretty horrible for abandoning their duties in America, and for abandoning the girl to the hobgoblin slavers. These emotions now turn against them. Turning a corner the cell find themselves face to face with an open air temple of Janis. Cautiously they move closer. A hobgoblin congregation of all shapes and sizes attends to a faun delivering a sermon. She is covered in scars, crude keys and staves, and wears a mask on both the front and back of her head. To the cell's expert eye this ceremony is clearly not the proper rites for Janis. As is to be expected by now, a young girl is tied up on the altar. She looks like the girl they left with the hobgoblins, but the cell cannot tell if it's the same person. ''

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<p class="western" style="margin-bottom: 0cm; font-weight: normal">''Unwilling to abandon a second girl, or the same girl a second time the cell enters the temple. The priestess bids them welcome and offers seats in the congregation, but after some theological debate and persuasion she agrees to let them lead as visiting priests. The cell approach the alter and Alfred graciously accepts the ceremonial knife, then the three move as one. Alfred cuts the prisoner's bonds while Jennifer and Brian go for the priestess, Jennifer scores a solid hit that knocks the priestess of the dais buying the cell time to run. ''

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<p class="western" style="margin-bottom: 0cm; font-weight: normal">''Unfortunately the congregation manages to reach the exits first, surrounded and outnumbered the Cell have no choice to dive for the thorns. After a forcing their way though a solid, but thin layer of brambles the Cell, and the girl, find themselves in what appears to be a wild forest. Brambles grow around the trees, hang from the branches and snake across the ground. No matter how cautiously the group move the Thorns cut at their bodies and tangle with their clothes and hair. ''

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<p class="western" style="margin-bottom: 0cm; font-weight: normal">Even if the group manage find a path they will have to begin navigating from the start.

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Was it all a Dream?
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The fey can strike at humanity with an ogre’s brute strength, strange twisty magic or deadly arrows tipped with unearthly stone. But perhaps the most insidious way the fey can attack humans is through their dreams. The following rules are written to be applicable to any monster with the correct Dread Powers; for the fey use the rules as written but add the faerie’s Wyrd to any dice roll while in a dream.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Mechanically speaking, play in a dream works much the same way as play in the physical world. If Sgt. Kane, a Lucid Dreamer working for Task Force: Valkerie is defending his dream from a faerie, Spinning Jenny, he might remember watching Inception and think bigger than his sidearm. With a thought he summons the Enola Gay to drop The Bomb on Spinning Jenny. It sounds impressive but when all’s said and done, he still rolls an Attribute + a Skill (in this case Wits + Empathy) and counts the Successes. If he rolls well, it is The Bomb. If he rolls badly then it won’t do much damage after Spinning Jenny dives turnwise to escape the blast area.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: It Came From Your Nightmares!

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Some monsters known as incubi or succubi seem to exist only in dreams, travelling from one sleeping mind to another. Occultists are divided upon their relationship to faeries. Whatever the truth is an incubi can be represented by giving a monster the Dreamflesh Dread Power but not the ability to leave dreams and become material. '''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Inflict Nightmares: Any monster with two dots of Dreamshaper can inflict a nightmare upon somebody by rolling Wits + Empathy vs Resolve + Supernatural Advantage. A nightmare denies the sleeper the Willpower from that night’s rest. A single nightmare is unlikely to do much, but a vicious faerie can come night after night until their victim begins to seriously suffer from a lack of proper rest.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Spy on people: By rolling Wits + Empathy a dream traveller can learn information about the sleeper. A dream of drowning in paper, correctly interpreted, can tell you that he is stressed by a deadline for next Thursday. If the monster has two dots of Dreamshaper they may construct an empty framework for a dream then analyse whatever the subconsious mind fills it with. This framework should be describable in a couple of words: School, the office, Bob from accounting. Be warned, if the roll to shape a new framework scores less Successes than the dreamers Wits the sleeper will remember it vividly as well as feel that it was just plain weird. They might even become suspicious if they are aware of dream or mind affecting monsters. Constructing the proper frameworks can even be used to draw out and thus detect the presence or remnants of mind control and emotion influencing powers.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Subliminal Influence: By making subtle changes to a dream a monster with two dots of Dreamshaper can plant subliminal cues that will push the dreamer in a certain direction. These cannot control a person’s actions, people do not make important decisions based a dream (at least, most people don’t) but it can provide situational modifiers. The monster rolls to activate Dreamshaper like normal and each Success becomes a situational modifier to ordinary social rolls that activates when the sleeper is exposed to a chosen stimuli. Potential examples include: When you next see me, you will become aroused - a situational bonus to seduction. When you next see the smiling killer you will become scared - a situational penalty for the smiling killer to get the sleeper to let her guard down.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Monsters who have mind affecting Dread Powers (that can work in dreams, they can’t require pheromones or similar) can go further, leaving their magical effects buried in the subconscious until a later time. To do this roll for subliminal influence like normal, then immediately make an activation roll of a mind affecting Dread Power with a dot value equal or less than the successes rolled. For example Red Riding Hood creates a subliminal trigger “When you next see Mrs. McClusky, my worst enemy, you will fly into a rage” and gets two successes. Red can then roll Manipulation + Persuasion + Fury (adding two dice for Fury, even though she actually has four dots). When the sleeper next sees Mrs. McClusky the effects of Fury trigger and the sleeper must roll to resist Red’s original successes.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dream Combat

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Lets be honest; most people and most monsters do not want people poking and prying in their dreams. Fortunately none of the previous abilities will work until the invader has dealt with any and all opposition. Opposition can come from the dreamers friends and allies, or the dreamer herself. With even one dot of Dreamshaper or the Lucid Dreamer Merit a character may make a contested Wits + Empathy vs Wits + Subterfuge roll to detect any other active minds inside a dreams. They may make an additional roll every time the intruder makes a change to the dream, and may notice automatically should the change be dramatic or obvious.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If an invader is spotted within a dream battle is likely to follow. Dream combat works mostly like normal combat with the following changes:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">No one has Health in dreams; damage is deducted directly from Willpower. At 0 Willpower an invader is thrown out of the dream while the sleeper will sink into unconsciousness.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">All attacks use the highest of the three power traits + any of: Athletics (for thrown weapons), Brawl, Firearms or Weaponry.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">All combatants have a Defence equal to their highest finesse trait and Armour equal to the highest Resistance trait.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">At two dots of Dreamshaper a character may attack with changes to a dream, such as turning their opponents clothes into stinging scorpions. This uses Wits + Empathy for a dicepool.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Beyond these changes combat works just as normal. The fighters may be summoning dragons, dual wielding rocket launchers or turning themselves into giants and stomping on their foes but it works out to much of the same thing as normal combat.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Mortal Dreamers

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''The Merit Lucid Dreamer allows an ordinary mortal, hunter or a monster without supernatual powers over dreams to defend their dreams from invasion. Mechanically Lucid Dreamer works identically to having two dots in Dreamshaper, but only within your own dreams. '''

<p style="margin-bottom: 0cm; page-break-before: auto; page-break-after: auto">'The Lucifuge can also enter other people's dreams through the Castigation A Midnight Kiss''. While A Midnight Kiss is only equivalent to a single dot in Dreamshaper the Lucifuge may use their Castigations freely inside a dream. Their presence also warps a dream significantly, which may be enough to disrupt the invaders plans, in such a situation the invader should probably have a chance to contest the roll.'''

SUBCLAUSE 13.2.b: Honeyed Milk Every Day.
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Anyone who has read a faerie tale knows that the fae love to make deals and bargains. The reason for this is Pledges, one of the most powerful forms of fae magic. Health, wealth, even happiness. The fae can offer it if you just sign on the dotted line. That's not even the impressive part. A faerie doesn't need to have money to offer or anyway of getting it. If you keep your end of the bargain the money will just turn up, a gift from Fate, and if you break your word...

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Don't break your word.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The first step in constructing a pledge is to choose what the tasks are. What you must do, or what you are forbidden from doing. The difficulty of the task or restriction defines how much it is worth on a 1 to 3 scale. An easy task such as leaving a bowl of milk outside your door every night is only worth 1, while a swearing complete obedience is worth 3. A pledge may consist of many separate tasks, and each party may have their own unique set of tasks.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The second step is to choose the benefits. Unless stated otherwise a benefit lasts the duration of the pledge and vanishes instantly if you break your word. A pledge may offer:


 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Skill: an additional dot of any Skill is worth 1. No one may ever have more than one dot in any single skill from Pledges.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">The Sight: It might be exceptionally rare for a ordinary human to be able to see the fae, but every last faerie can grant The Sight through a pledge. A faerie may grant the sight to her pledge bound servants so they may better fulfill their tasks. Others may wish to show their friends and family the truth in an attempt to regain part of their old life. For most hunters this is the only way they could gain access to The Sight, but if the hunter is not working with the fae, few will offer such a powerful tool to those who have not earned their trust or pledged not to “misuse” their gifts. A cunning hunter could trick or force a fae into making a deal, but be careful. The fae know deals better than most, and a less than cunning hunter could discover they’ve brought more than they bargained for. The Sight is worth 2.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Merits: a pledge may increase a merit, or even grant them outright. A one dot increase is worth 1, three dot increase is worth 2. A full five dot increase is worth 3. This cannot increase a merit past five dots, nor can any Merit benefit from two separate pledges. Supernatural beings, including the fae, get less from pledges. They only gain: one, two or three dots instead of one, three or five. In addition a pledge cannot grant endowments of any kind, status in any organisation that consists of supernatural creatures or has close ties to the supernatural (including all compacts and conspiracies), or any merit which is supernatural in nature (such as Fated Path). The only exception to these limitations is The Sight.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">A Favor: It goes without saying that perhaps the most useful benefit of Pledges is not what the pledge itself gives you, but the security that the other party will uphold their end of the bargain. When making a pledge you can ask for a Favour worth 1, 2 or 3. Some time afterwords you can call in your favour, creating a single Task of an equal or lesser value to the favour within whatever limits were agreed upon in the pledge.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The third step is to define the sanctions that fall upon any who breaks the pledge. Any combination of penalty clauses can be added, and different parties can be held to different penalties. The duration of a sanction is equal to the duration of a pledge, beginning the moment somebody breaks their word. Possible sanctions include:


 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">A curse: Fate itself marks the oath breaker as a pariah. Her word is worth nothing, so her works shall come to nothing. Removing 10-again from all rolls is worth 1. Removing 10-again and no longer counting eights as a Success is worth two. Finally removing 10-again and only counting 10s as Successes is worth 3. Appropriate Dread Powers or endowments can counter Ill Fortune. A power that grants 9-again will reduce the severity by one, 8-again reduces the severity by two and a rote action reduces the severity by three. The difference between the two becomes the final bonus or penalty.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Forfeiture: Whatever benefit the pledge bestowed is taken back, with interest. Someone who gained two dots of Resources looses four dots of Resources, leaving them two dots worse than they were before the pledge, and possibly bankrupt. Someone who gained a dot of a skill loses two dots in that skill.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Flaws: After breaking your word Fate will soon cause you to suffer from a flaw agreed to in the pledge. These flaws are often ironically appropriate.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Vulnerability: If you break your word the other parties have the right to punish you personally. You either gain a Vulnerability to physical harm and cannot benefit from Defence and supernatural Armor against the other party, or you gain a Vulnerability to supernatural effects. You do not subtract your resistance attributes or get to contest any Dread Powers used against you by the other party.
 * <p style="margin-bottom:0cm;line-height:115%;page-break-before:auto;page-break-after:auto">Death: The most powerful sanction of all calls for the life of the oath breaker. When the oath is broken all the parties involved know who broke their word, any of them may pay a Willpower Dot. Should the price be paid, Fate will soon kill whoever was foolish enough to break their word. A sanction of Death is worth 3.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The forth step is to choose the duration of the pledge. From a day to a week is worth 1, a month to a full season is worth 2, a year and a day is worth 3. Finally a lifetime pledge is worth three but also demands a dot of Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Finally the fifth step is to pay the price. Add up all the costs from the previous four steps, counting each person individually: if two people swear to leave each other in peace then that is two separate tasks each with their own cost. Next divide the total cost by five, rounding up. This is the amount of Willpower that must be paid to seal the pledge. All parties to the pledge may contribute willpower, in whatever division they wish.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sidebar: Tricked into a pledge

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">“I'll finish this project by the end of the week, I'll work all night if I have too.”

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Oh dear, you didn't just make a promise you can't keep in front of Mab; she's still jealous you caught the handsome young man in marketing. Now you have to do three weeks work in one week, or else.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''As an optional rule the Storyteller may allow the fae to trick people into pledges they never intended to agree to (as opposed to twisting the meaning of a pledge they did agree to). The fae must make a Manipulation + Persuasion + Wyrd roll which is contested by Composure + Occult + Wyrd. If the faerie wins the roll he may construct a pledge which is binding upon his victim. No single aspect of the pledge may have a value greater than the difference between the two results.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''The Storyteller should discuss with the players the possibility of using unwitting pledges; imposing severe limitations on a player character’s choices can ruin a player's fun. There's not much to do when a hunter has sworn not to hunt monsters on pain of death. It is important to take into account your player's dispositions and other factors such as if the cell has access to counter-measures like The Vows of St Valentine before deciding if an odd word can trap a hunter for good.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Innocent mortals are another matter, they are always vulnerable to a slip of the tongue. Which is why they need hunters to rescue them from the fae in the first place. '''

I Don’t Believe In Faeries
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Iron passes through the fae's mystical defences as though it was not even there. A protective enchantment parts to let iron past. The finest faerie forged armour has no more consistency than smoke when struck by an iron weapon.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Therefore you might expect the fae to hate and fear iron. In truth they don't, or at least not all of them do. Changelings know no enemy greater than their former slavers and eagerly seak out iron weapons. A fetch will often has a need to defend itself against changelings and is just as happy to use an iron weapon.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The gentry themselves do find the use of iron revolting, and are affected by it to a greater degree than the lesser fae. A hand forged iron weapon (or even a lump of iron ore) that has never been worked by automated tools will do aggravated damage to the fae.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">SIDEBAR: Iron And Steel

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''Iron is dangerous to fairies. Unrefined, it’s like holding up a piece of uranium to their heads. Refined and machined, it’s still dangerous, able to strike them no matter how well defended they are. If that iron was worked by hand, well, game over for the fairy.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">'''So what about steel? Well, the weapons made out of steel are still dangerous, but not to the level of supernatural. Some theorize that the combination of carbon and iron deprives iron of a crucial subatomic element that might harm the fairies. Others claim that the fae have agreements and contracts with all the elements but iron, and that the carbon nullifies that bargain. Whatever the reason, steel weapons do not do aggravated damage to fairy targets.'''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Doesn’t mean they can’t be killed by steel, though.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Other faerie weaknesses

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">As befitting creatures who have been written and reinterpreted by generations of authors a whole number of weaknesses and frailties have been associated with the fae. The large number of bans that faerie character faces is intended to represent the many, and sometimes whimsical, weaknesses of the fae.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Below you will find a collection of faerie weaknesses from mythology and fiction that can inspire a faeries ban. If you like you can apply them to the fey as a whole, but with Iron, Bans and more weaknesses be careful not to make the fey to easily defeated, or make it unnecessary to research a faerie's bans.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Deals: It is a common concept that the fae cannot break a deal, though they are only bound to the letter of the contract and may gleefully break it's spirit. The rules for pledges cover this aspect of faerie lore, but it is not inconceivable that some fae might be magically bound by their agreements even if nobody invests Willpower into a pledge.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Honesty: In many stories faeries cannot tell a direct lie. They are free to twist and warp the truth in any way they see fit, and are often better at deception than a human, but if you put a gun to a faerie's forehead and ask "Did you shoot Colleen, yes or no”, then it is trapped.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Music: The fey are sometimes presented as being fascinated, even hypnotised, by the sound of music. This trait is sometimes tied to the idea that the fae have no creativity of their own, and so are fascinated by human arts. However plenty of other stories portray the fae as artistic geniuses.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Pride: Faeries are often strongly associated with the vice of pride; their common epithet of "The Fair Folk" is in fact an attempt to avoid giving them any offence. Pride can be blinding, and a cunning hunter could take advantage of that, but do be careful not to offend one unless you're prepared for the consequences.

<p style="margin-bottom: 0cm">Religion: When Christianity spread to Europe, faerie lore was reinterpreted to fit it into Christian mythology, in the reinterpreted tales faeries are vulnerable to Christianity. They can be driven off by the sound of church bells, and even feel pain when they hear the name of God or Jesus. The Benediction - The Vows of St Valentine - was inspired by this weakness and allows the Hammer of Witches to strike at the heart of faerie life or undo pledge based curses. Those of you who own Compacts and Conspiracies may also find The Casting Out of Witches (appropriately petitioning St Patrick) to fit the mythology. Storytellers who wish to play up the importance of religion may wish to grant additional powers to priests, or even the faithful, rather than extra faerie weaknesses. Consider adding dots in Professional Training as a religious leader to resist faerie magic, or if you own compacts and conspiracies then you could use points from the Long Night endowment "The Prayer" and a quick prayer to break faerie curses or force a faerie to flee for a scene. Those of you who have read the Changeling: the Lost books will know how important stories are to the fae, one possibility is to make the reinterpretation of faerie tales a key part of why the fae have these weaknesses.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Sunlight: Sunlight has never been a general weakness of all faeries, but subsets such as dwarves or trolls have been portrayed as adverse to sunlight. These faeries are often portrayed as turning to stone when exposed to sunlight, but sometimes they return to flesh when the night falls. Which might turn out messily if your players have access to a decent sized sledgehammer.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">True Love: Want to break a faerie curse? True Love’s kiss. Want to find a loved one stolen by a faerie? If you love them then fate’s on your side. True Love has been used as a faerie weakness since before Disney came upon the scene (though it has gotten more popular afterwords). If you do not want to make True Love universally applicable than in special cases the Merit Fated Path can be used to give a potent advantage to someone trying to aid their true love.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">True Names: It is often said that knowing a faeries true name (which is probably not what he usually goes by) gives you protection from that faeries magic, or even power over it.

This Little Piggy Went To Market
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Most places with more than a few faeries have a goblin market. Sometimes they spring up over night, growing out of the walls like fungus sprouting from the ground like a faerie ring. Others have been in place for generations, leaving well hidden hints in folklore and local stories that advertise their wares.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">For that is the thing about a goblin market. The merchant’s want people, or rather a certain sort of people, to find them. They want customers. Their largest market is of course their fellow fae. Nearly every customer is some sort of faerie, but anyone plugged into the supernatural underworld is as welcome as their wallet is heavy. What would a vampire pay for a chalice that is always filled with that other red wine? What would a hunter pay for the weapons needed to defend his community? It's all for sale, lets talk price.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Finding a goblin market is never easy, this is the fae we are talking about. Markets are well hidden in deserted areas or squatting in buildings closed for the night. Others are hidden within the Hedge (though usually on a trod; you can't make a market too hard for your customers to find). Once you've found it entrance could be hidden behind elaborate mystical defences or burly ogres who ward off all without the proper password.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">All this is designed to keep the market secret for customers only, the merchants don't want to waste their time with yuppies trying to buy their daughter a unicorn with a credit card, (it's not that they mind the inevitable disaster, but credit cards are mistrusted even to the hobs), and they certainly don't want to have to deal with people trying to destroy the market, though hired muscle aside a market is not a military organization. A market wants customers however, so anyone who is connected to the faerie community or successfully spies on them is likely to learn where the market is to be held.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Market Law

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Every goblin market has it's rules and all customers and merchants are expected to abide by the market law. Each market is unique and has rules ranging from the sensible to the simply bizarre. In some markets visitors may be bound to follow the rules by powerful faerie pledges, others rely on good faith and burly guards. Remember that the rules are for the merchant’s benefit, they only help you because a happy customer is a repeat customer. Some aspects of market law are universal, and in all markets the following rules are bound to be in effect.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">No violence: This is simple, while at market you are expected to avoid violence of any sort. Check your weapons at the door.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">All goods as advertised: Anything sold at the market will do everything the merchant promised, no exceptions. A weapon advertised as being able to cut through any armor will cut through any armor. Yet caveat emptor; there is no law saying the merchant has to tell you everything, and there never will be. That same sword may shine like a beacon showing the fae your location.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">All deals are final: The rule is simple, if you agree to make a payment you must make it. It cuts both way too, if the merchant agrees to sell something then he must provide the goods. No ifs, ands, or buts.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">No refunds: This rule is simple, if you sell something and want it back then you have to pay for it, probably at an inflated rate. Same goes for what you bought, if you want to return it; well there's handling fees, wear and tear, sales tax and whatever other reasons the merchant makes up to explain why he's paying less than he sold it for. If you're really unlucky you might have to pay the merchant to take a bad purchase off your hands.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The Goods

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Goblin Markets have a whole range of strange and impossible merchandise to sell, much of which may be tempting to hunters.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Goblin Fruit: The bounty of the Hedge is one of the most common and cheapest goods passing through a Goblin Market, all manner of Faeries, hedge witches, ascending ones, and weirder creatures can be found buying Goblin Fruit for it's mystical properties, or their groceries. Stalls selling all manner of fruit can be found at any market, other merchants often give fruit away to sweeten the deal on their actual merchandise, they wouldn't object if someone was more interested in buying the fruit directly.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Magic: One goblin merchant sells strange relics, another is a “tutor” who can teach dark powers. A third sits behind a shabby booth, nothing but a single quill on his table. Pay him right and he'll write magical powers on your very skin. For many hunters a goblin market is the only way they'll ever even the playing field with monsters; more than one vampire has been surprised to meet her final end when the group of average joes she casually defeated last week return shooting fire from their fingertips. When the fae are in town certainties vanish and the rules are broken, for a price.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Self and Destiny: Are you unhappy with who you are? For the right price you can be somebody else. Sometimes it's easy. Are you unhappy with your hair? Your gender or sex? Somebody's probably sold theirs to the market and you can buy it, physical transformation is easy. Entire lives are harder, but they can be done. Want to be a celebrity? Luckily for you someone fated for fame and fortune died last week in a car accident and the merchant bottled up the destiny. Want to buy that fame? The singing voice? It's for sale, buy both and you might get a discount, but try to figure out what you're buying. You don't want to be destined for drug addictions and failing celebrity marriages do you?

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Skills: At a goblin market you can find all sorts of tutors. Want to learn how to operate heavy weaponry or build a bomb without showing up on the government's watch lists? Maybe you'd rather learn to run a business from home so you have more time on the Vigil. Or perhaps you just always wanted to learn the piano. Goblin tutors work much like buying skills the normal way, except there's no need to spend time or effort studying. It is considerably easier to find tutors for old or timeless skills than more modern and mundane ones.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Services: Does your cell of police officers lack an expert in the occult? Are your kids feeling neglected and starting to act out? Many goblin markets double as a job fair, anyone from domestic aid to skilled sorcerers may be employed. Sadly skilled sorcerers are extremely expensive while trained ten foot guard serpents are prohibited in most apartment leases. Hunters often have real trouble finding hobgoblins willing to work on Earth, most can't survive there, and if they do employ someone it’s going to look very suspicious to any other hunters. Still, knowing where to get a good deal on hired muscle has saved more than one cell.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Slaves: You all knew it was coming, it's true. Goblin markets deal in slaves. If their customers will object it may be well hidden. It might even be forbidden if the market simply cannot get away with slavery, in other markets you can find people bidding on slaves in-between a stall of goblin fruit and booth selling music memorabilia. Slavery is of course immoral and a Morality four sin (abusing a slave can be even worse). Some hunters get the bright idea of buying slaves to set them free. It works if your goal is to rescue someone specific, but in the long term it's expensive and loyal repeat customers simply encourage the merchants to acquire more people to sell.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Esoterica: Beatles memorabilia, or a stall selling nothing but watches taken from car crashes. Garments spun by live spiders while you wait. Not everything in a goblin market has any mechanical effect, some are just part of the flavor. Buying a lunch of cockatrice eggs fried in honey for a coy smile while you debate the relative merits of buying a sword forged from moonlight or a replica of the gun that killed Abraham Lincoln (it even replicates being the gun that shot Honest Abe) can help set the scene. Above all remember to keep it surreal, dreamlike and occasionally horrific.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Paying up

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">No one is surprised to know that hobgoblins aren't all that interested in money, but what there are interested in doesn’t really make much sense. Some hobs like to buy abstractions; the memory of your first video game, or an hours worth of sorrow. In mechanical terms these are points of Willpower (for when what you are buying doesn’t go on the character sheet) or experience (for when it does).

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Other hobs respect the long and noble tradition of bartering. They buy items that have a strange and often nonsensical form of value that nobody else understands. Which is why one day a powerful magical item might cost the president's pyjamas and the next day it could be as cheap as a bag of dead flies. Unfortunately for hunters, they're not faeries and are unlikely to ever get a clue on what's this moment's hot merchandise. But try to avoid having too many goblin merchants agree on a quest to fetch odd items and instead focus on the setting the mood with all sorts of odd transactions. You never know, the players might get lucky and discover for the next five minuets belly button fluff is in enormous demand.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Conflicts with the market

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">There are at least two good reasons why hunters might want to attack a market. The first is that it's the market where faeries, witches and all sorts of unsavory types stock up on the tools of the trade. The other is of course slavery. So what happens when hunters attack?

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If the invasion gets past the front door it will be chaos, like a band of well armed attackers opening fire in a busy shopping mall. This is because, well, that's exactly what just happened, and may just be where it happens. A goblin market might have some guards, but they're mostly expecting shop lifters. Quite a few of the merchants stock powerful magic or supernatural weapons, but it is unlikely that they'll have any experience of actual battle. The customers are a wild card. A raid could be devastatingly effective but a prolonged battle is far riskier due as the attackers will have to deal a numerically larger foe.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">And how will a market counter attack? What will they do if hunters start patrolling the entrance to the market, scaring off customers? They'll use their mercantile skills of course. A goblin market could do a lot of damage by having the merchants go door to door with special offers on weapons to the hunter's enemies, cursed items to the hunter's loved ones, or just dumping potent and dangerous magic around town and waiting for the fireworks to begin.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">In a direct conflict a goblin market is at a disadvantage, but like so many things fae the question is can you force a direct conflict before it's too late?

Tricksy Tricks
<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If they can help it the last thing a faerie will do is play fair. The sheer verity of the fae is reflected in their Dread Powers, from industrious dwarfs and ingenious gnomes who have a superhuman mastery over machines. Strange boogiemen and lurkers in the night who fade into the darkness, emerging to steal or terrify. Beings formed of, and with the ability to command the very elements and of course impossibly graceful faeries. If there is a common trend, it is the faeries mastery of finesse and deception.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">The following new Dread Powers can help you create the perfect faerie antagonists. Note though, that unless stated otherwise all of the following Dread Powers can be used for any monster that you please.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Animate Device (00000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 2 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice pool: Intelligence + Crafts

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The fae calls for the aid of a mechanical object, causing it to spring to life. The object acts as though it was controlled by Strength and Dexterity equal to the Successes rolled on this Dread Power and with any Skill required to operate itself (Drive for a car, Firearms for a gun) equal to the monster's Crafts. Animated objects are fully mobile with a Speed of 5 + Strength + Dexterity, they cannot fly but they can glide along the floor or throw themselves through the air. Objects remain under the monster's command for a full scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The device turns wild, it obeys no one and acts on strange instincts.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing happens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The device awakens and obeys the faeries orders.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The device awakens and obeys the faeries orders, with an additional die to all actions.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Change Details (0000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 2 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice pool: Wits + Crafts

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The fae alters the state of reality to bring themselves favor. They loosen the bars of their cage, remove themselves from an incriminating photo, or even change the contents of their pockets. The changes they make must be realistic however; bars can be loosened, but not made to explode, and nothing can be conjured which would not fit from where it was drawn. Objects whose details are simply changed can only be changed into similar objects. An apple might become an orange, but not a cannonball.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Dreamshaper (O – OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Free

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Permanent

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: When the fae has entered a dream they may influence it towards their own desires. At one dot they may only manifest within the dream and interact with it “physically”. At two dots they may warp the dreams as they wish. With a thought walls melt away, or a squad of F-16s piloted by colorful ponies arrives to destroy their enemy.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Making modifications to a dream is an Wits + Empathy roll. A bonus or penalty is applied based on how symbolically appropriate the change is to the dream.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">By itself Dreamshaper only allows the monster to shape it’s own dreams, however most monsters with this Dread power also possess Dreamwalker which lets them enter, and thus shape, other people’s dreams.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Dreamwalker (O – OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster may invade dreams. At one dot they can enter a dream by touching a sleeping person and spending one Willpower. At two dots they may exit their own dreams and travel to the dreams of any sleeping person. It takes an Extended Wits + Occult roll to navigate the passages between dreams. The required Successes depend on how well they know the target.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Intimately: 2 Successes

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Acquainted: 4 Success

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Described: 6 Successes

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dreamwalker only allows the monster to observe the dreams they invade, most monsters with this Dread Power also possess Dreamshaper, which allows them to control the dreams they invade.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Dreamflesh (OOOO - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requires Dreamwalker (OO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 2 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: None

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster is not only able to invade a target's dreams. It can transform it's body from flesh to dreamstuff to enter people's dreams physically. The monster could dive into a sleeper's dreams to hide from her enemies and even reenter the world miles away.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">If the dreamer wakes while a monster is physically inside his dreams than that monster is thrown randomly into the underlying web of dreams, and must find their way out using Dreamwalker. Rumors of monsters who can permanently reside in a single person's head as a base of operation or a nearly unfindable long term hiding spot are a little too common to discount. This ability is covered by the five dot version of this Dread Power. When the sleeper wakes up, the dream remains though the monster within cannot affect his host, or exit in any way until the mortal starts dreaming again.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Emotional Harvest (O – OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: Free

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster is able to feed on strong emotions once per day. Roll an appropriate Attribute + Skill + Emotional Harvest to create strong emotions, such as Presence + Intimidation + Emotional Harvest to create fear. Alternatively when exposed to ambient strong emotions, such as by attending a sports match, roll Wits + Resolve + Emotional harvest. Each success regains one point of Willpower.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Immunity (OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: None

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: None

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: This ability is always on.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster is completely immune to one source of damage. It could be something specific; a monster of living fire is not going to be hurt by a flamethrower. It could also be broader, such as an incorporeal being of living shadow that can only be hurt by light. Immunity cannot be taken to protect against any natural vulnerabilities such as Bans, or a faerie's aversion to iron.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Drawback: The monster's immunity to one source of damage comes with a vulnerability to another. Depending on how broad and useful the immunity is this could be as little as losing Defence and/or supernatural Armor against a certain source of damage. A more useful Immunity could cause the monster to take Aggravated Damage from it’s vulnerability. Exceptionally potent immunities could even cause the monster to drop dead the moment they are hurt by their vulnerability.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Examples:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Davy Jones, a slasher who has been trapped in a diving suit since the 1930s, takes no damage from drowning or water pressure, but his suit is conductive and gives him no armor against electricity.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''The Faerie Lord Prince Elladan of the Shining Blade is such a skilled combatant that no one has ever landed a blow against him in close combat (except with an iron weapon, which throws him off his game). However, he suffers from a faerie curse not too different from hemophilia, which is in fact why he trained his defence to perfection, and so if somebody does land a blow which draws blood damage is Aggravated.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">''The necromancer Satabous travelled deep into the Underworld and made a bargain with a god of death. In exchange for his service the god agreed that Satabous would not die from any weapon but a solid golden knife. Nothing else can hurt Satabous, but the slightest scratch from a golden knife would kill him instantly.''

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Invisibility (OOOO – OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 3 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Wits + Stealth

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The faerie is able to achieve true invisibility, hiding in plain sight. At four dots they are “merely” invisible to sight, smell and sound. At five dots they are undetectable by all mundane means except touch. Even occult paraphernalia like Kirlan cameras will have no effect. The monster can be noticed if they interact with their surroundings, so lace curtains or cans of spray paint make an effective countermeasure, as do mystical Endowments such as the True Sight of St Abel.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The fae makes himself supernaturally noticeable.  

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The fae remains completely visible.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The fae vanishes from sight.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: No further benefit.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Knock Knock (O)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Requires: Fae creature

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower or Free

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: By knocking on any door, window, portal or mirror and asking for entry the monster can open a doorway to the Hedge. New doors cost 1 Willpower. Existing doors can be opened with a point of Willpower or by successfully rolling Wyrd.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Knowing Touch (0-00000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice pool: Intelligence + Crafts + Knowing Touch

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: With a successful roll, the monster gains an intimate understanding of an inanimate object. He sees in an instant the history of that object, as well as its internal mechanisms. The fae who uses this power gains a bonus to the repair and use of the item equal to his dots in the dread power.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The fae gains inaccurate information.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: The fae learns nothing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The fae learns the history of the object, and gains a bonus to using it equal to her dots in Knowing Touch.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: No further benefit.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Luck Manipulation (OOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Wits + Occult

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster can manipulate Fate itself, bestowing great or terrible luck. The monster touches the target or targets itself and rolls. On a Successful activation the next time the target rolls they must roll twice and take the better or worse result, depending on if they have been blessed or cursed.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: Regardless of what the fey was trying to do, he curses himself.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No effect

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The fey either blesses or curses the target. Either way roll their next action twice, for a blessing take the better result, for a curse take the worse result.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Instead of creating luck, the fey moves it. The next activation of this Dread Power is free, providing it has the opposite effect: The luck stolen from an enemy is used to bless an ally.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Mechanical Repair (0-00000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Dexterity + Crafts + Mechanical Repair

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: With a simple bit of tinkering and magic even the most battered machine can be fixed up in record time. Tools and appropriate spare parts provide the normal equipment bonus, but are not required. A good thump or cursing the air blue can work just as well for the right kind of monster.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The targeted device looses a point of Structure and this Dread Power cannot be used on that device for the remainder of the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No effect

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Every Success restores one point of structure, this lasts for the rest of the scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Extra Successes are their own reward.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Mirage (O – OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1+ Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Wits + Expression

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster can create illusions, and these may be free standing or cover up an existing object. These illusions cover sight, sound and smell but not touch, taste and have no heat signature or aura. The cost is equal to the Size of the illusion created divided by the monster's dots in Mirage, to a minimum of 1 Willpower. If the monster dedicates a full action it can control the illusion like a puppet, rolling Wits + Expression to make it convincing. The monster can also program the a predefined behaviour into the illusion however unless the illusion is directly controlled then it cannot react in any way. An illusionary guard dog can run down the path barking furiously, but it cannot change direction to chase the intruders.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The fae loses all access to Mirage for a scene.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No image appears.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The desired illusion manifests under the direction of the fae.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: The illusion is especially detailed and convincing.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Scarper (O – OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Instant

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Wits + Expression + Scarper

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: To escape pursuit the faerie conjures up illusionary duplicates to confuse it's persuers. First the fae chooses what strategy they wish to use: If they simply leg it, attempt to flee into the Hedge or some other tactic. The monster then rolls, with every Success creating one illusionary duplicate of the faerie. All the duplicates immediately try to escape using the same strategy but they all go in different directions. The illusions created by Scarper have sight, sound and smell but cannot be touched, tasted and do not have auras or heat signatures. They are capable of duplicating the appearance but not the effects of other dread powers: If a changeling tries to escape to the Hedge and covers his tracks with Scarper, all the illusions will attempt to escape into illusionary Hedge Gates.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The fae makes himself supernaturally noticeable.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: Nothing happens.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: The fae splits into several duplicates, one per success. Each duplicate then runs in a different direction, confusing any pursuers.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Exceptional Success: Extra successes are their own reward.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Sublime Skill (O - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Elvish archers, Dwarven smiths, the fae have long been associated with impossible skill beyond mortal ken. The monster can spend a point of Willpower to add their dots in Sublime Skill to boost a single skill by the number of dots they have invested in Sublime Skill.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Relic Crafter (O - OOOOO)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 1 Willpower per dot of the item to be created. In addition the monster needs a workshop, tools and component materials. This could require an entire story of gathering rare and potent components, or the monter could live in a workshop churning out relics at the end of a well oiled supply chain.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended, target of the new relic's dots * Five.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice Pool: Strength + Crafts

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The fae have long been associated with the creation of strange items with great and terrible powers and it is this Dread Power that allows a monster to craft Relics. The maximum potency of the monster's creations is limited by the number of dots they have invested in Relic Crafter. If the monster is a fae than their creations will always have the tell tell twists of fae magic, see the sidebar about fae relics on page xx. A dwarven smith with three dots of Relic Creator could create items of comparable power to any of the Aegis Kai Doru's three dot relics, or a creation costing three dots under the Endowment RnD rules. If the monster can only create items from a single theme, such as jewellery or a blacksmithing, then they get +2 to all relic creation rolls. If the monster can only create duplicates of one specific item the bonus increases to +4.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto"> Unlikely Device (0-00000)

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Cost: 4 willpower

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Action: Extended

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dice pool: Dexterity + Crafts + Unlikely Device

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Effect: The monster works its influence on the world to cause a set of random objects to become something useful. The objects used for this dread power must be thematic, though not necessarily realistic; a set of batteries and a revolver might make an electro-pistol, but a cantaloupe couldn't repair a car (Unless that car was made of fruits, but that's for another sourcebook). Tools provide the normal equipment bonus, but are not required. Each roll takes 10 minuets per point of Size in the desired device, and the target number is equal to twice the Resources cost of the device's nearest mundane equivalent. Truly impossible devices may have a "cost" beyond five dots.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Roll Results:

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Dramatic Failure: The device falls apart, wasting time, effort and materials.

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Failure: No progress is created

<p style="margin-bottom:0cm;page-break-before:auto;page-break-after:auto">Success: Successes are gathered, when the target number is reached the device is created and lasts for 24 hours before falling apart.

<p style="margin-bottom:0cm">Exceptional Success: Lots of Successes are gathered. </li> </li>