
This art was submitted by Cavan, a Canadian changeling player.
Radiance:
Although used by the sidhe recently returned to the mortal world,
commoners have named this art, due to the use of it against them to
establish a foothold. Radiance is based on the use of an aura to
attract and distract, allowing control over many. Although it is a
straight foward idea, many changelings have quickly realized the vast
power and far reaching potential for all realms that this art holds.
Base Attribute: Appearance
Level 1: Hold the stand
The time of war is at hand, and like it or not, every changeling (and
those they associate with) is involved in the struggle. But there are
those who arent used to the battlefield, and this art helps hold them
fast to do the job they need to do.
System
The realms define the targets. Fae seems common, but actor and nature
are strong runners up in the fight to keep allies at ones side. Scene
can be used, with successes being divided evenly.
Each success adds one automatic success to help resist fear or intimidation effects.
This gives nonsentient chimera a greater chance of overcoming such
emotions where normally the odds would be slim. Although members of
house Fiona might not benifit directly from this art, they do love the
idea of troops willing to actually follow them in their crazed battle
Effect: Chimerical
Level 2: Elfin Might
This art follows the example of something that comes as second nature
to the sidhe, namely the ability of overwhelming the instinct of those
whom oppose them with the "awe and beauty" birthright. With this art,
the caster may weave glamour around the subjects, making them more
resistant to enemies.
System
The art defines which object or person you wish to protect. Scene can
be used, but succeses must be divided evenly.
With a single success the caster give the target or targets the aura,
making any opponent forced to roll willpower against a difficulty of
(4) to attack it. Sidhe, having a natural affinity for this due to the
fact it stems from their birthright have the base set at (5).
Each further success adds on to the base, to a max of +4. With enough
successes few opponents could hope to attack the subject.
Smart users have cast this on young wards or priceless objects to guard
against ill feelings of those they face. The power protects againt ALL
those who approach it. It functions in all respects to the awe and
beauty birthright, but only for this purpose. It in no way adds
additional appearance or lowers social difficulties.
The effects last for one scene.
Effect: Wyrd
Level 3: Snap To (Wake the Slumbering)
This art might seem simple at first, but only to a novice at the magic
of the fae. Snap To is the the use of waking up ones comrades to fight
at a moments notice. At least that is what is was developed for, but
when applied to different Realms, this arts true power and versatility
begin to show through. One must be careful in using this art as
sometimes its effects are more far reaching and dangerous then they
might first appear. Even slumbering ghosts and spirits can be roused
with it. With enough effort, even changeling souls may be rewakened
from the comas caused from chimerical death.
System:
Almost ANY realm may be combined with this art, and in fact thats the
point. Time is most useful when cast upon oneself, as it acts an alarm
clock. When cast upon an object with prop this can rouse any wraith in
their fetter tring to slumber for corpus, or any spirit filled artifact
made by mages. The same goes for Inanimae in their anchors. This will
NOT stop possesions, as those bodies are still active.
Waking up those around you comes at a price, as sleep deprivation still
lingers. When woken with a single success subjects suffer a -4 die
penalty to all actions, decreasing by one for every turn after that as
the bodies become more aware. With every success in addtion from the
casting this penalty is lessened. Those with the merit "light sleeper"
half the penalty to be awakened.
When trying to awake changelings from chimerically caused comas or
vampires in torpor (what ARE you trying?) the successes must add up to
the banality of the sleeper, or (11 - path rating/humanity) for the
vampire.
Even more clever changelings have awakened viruses left in computers,
or even inactive volcanoes. Of course the latter was followed by a
liberal use the Time realm.
Effect: Wyrd
Level 4: Vertigo
The application of this power is truely where the art got its name
from. A sickening feeling comes over those effected, disorienting them
to their knees.
System:
The realm is almost always Fae, Actor or Nature, although Scene can be
used to effect multiple targets with an even distribution of successes.
Each success gives a one die penalty to all actions made by the target,
lasting one round for every two successes rounding up. In addtion, all
movement rates are slowed to half unless the target succeeds at a
Perception and Alertness roll (difficulty equaling 4 plus the successes
rolled) due to the stomach turning disorientation.
Effect: Wyrd
Level 5: Gather the Crop
]The ultimate power of this art is one unforseen by the returning sidhe
(as they could not have used it in the dreaming), but one that they
could now not do without. By drawing up all the beauty of the inner
soul of the dreaming inside of the changeling, she can now attract
ambient glamour to her. The caster can turn any site that is suitable
(deemed worthy by the story teller) into a glade for one night. With
even harder concentration and personal sacrifice a place may be turned
into a freehold for just as long.
There is a few caveats though. Firstly, the site can only be used for
this power for one night a week, and after that a new place must be
found. Secondly, any one with even the slightest gift of magical sense
(kenning, awareness, auspex etc) can tell that something is happening
to the glamour in the area. Thirdly, the rules of the glade (or
freehold) must be followed. The first to sleep in a glade gets the
whole bundle, and the freehold can only support twice its rating in
successes. More then a few unseelie have used Snap To to wake those in
the artifical glade so they may get the reward while the disoriented
try to muddle through what happened.
It goes without saying that this kind of slap together glade/freehold
can not be reaped by any means to get MORE glamour out of it, although
daredevil mages can certainly try to steal what has been collected in
the first place.
An alternate power exists for places where glamour has already
gathered. This power stabilizes glamour, making it maleable to the
changeling. When used in places where glamour is the prevaliant force,
it instead readies the other half of a changeling, namely the body and
human mind. This alternate power helps prevent Bedlam from taking over
or further corrupting a changelings mind, although it is in no way a
cure OR an absolute solution.
System:
The system is simple. When using Gather the Crop to make a
temporary glamour source Scene is the only appropriate realm to make a
freehold, and it must be large enough to hold all those who wish to
partake of the glamour. To make the freehold one must expend a point
of PERMANENT glamour. To feed an army, sacrifices must be made. The
freehold gives out one glamour point to every person there up to twice
its rating. Any excess glamour is WASTED.
Nature Realm must be used to make a gladestone (or other suitable power
point), and gives one point of glamour per success to the first person
to dream there. This use costs one point of temporary glamour.
When used to protect oneself from glamours powerful effects on the
mind, on point of glamour must be spent, the target being the realm
being used. The effects will cancel out the effects of being under
constant effects of glamour of the "checklist" although any other
points on the list will remain.The effects last for one night for every
success past the required level on the table below.
1 success: Protects to mind when in a freehold
2 successes: When in a rath or on a trod
3 successes: In a Near Dreaming realm
4 successes; In any Far Dreaming realm
5 successes: The deepest of dreamrealms
Effect: Wyrd
![]()
Copyright © 2000, Beau Brown