Weave a likely fate into a character's near future. Predict the most seriously charged event waiting in the subject's likely near future. Roll an action twice and choose the result through premonition. Temporarily inflict a chosen derangement on a groupĮmbed a chosen temporary derangement into a victim, waiting for a chosen trigger event. Temporarily inflict a chosen severe derangement. Temporarily aggravate or multiply derangements. Suffer a derangement, or after first use in a scene Transform into a mechanically simple inanimate object. Manifest an unnatural bodily feature, which may provide a bonus or act as a natural weapon or armor. Take the appearance of another seeming or kith,ĭisguise one bodily feature as that of another. Suffer a breaking point at Clarity 2.Īs that of a changeling you've dined with this week Temporarily penalize Clarity, Initiative and Defense, and provoke a derangement roll. Subject expressed doubts of sanity within the hour Presence + Intimidation + Wyrd - Willpower + Tolerance
Make only one breaking point roll for the next scene, plus another at Clarity 4. Spend the hour with more regular humans than fae Subject lost Clarity in the last half of the day Presence + Clarity + Wyrd - Resolve + Composure Stand on one foot, eyes shut, for a minuteīriefly increase Clarity. Investigation + Wyrd vs Composure + Tolerance Must not recur upon a recipient for a year and a dayīless an action with guaranteed exceptional successįreeze an object outside time for a sceneĭamage an object with the weathering of ageĪlter the time differential between the Hedge and mortal world Must not recur upon a recipient for a dayīless an action with guaranteed minimal success Must not bless a similar type of action until next dawn or dusk Must not recur against a victim for an hour Leave a handcrafted item behind in dreamsĮnter a sleeper's dreams to exit through another's elsewhere Gain Wyrd as a bonus to oneiromachic attack or defenseĭraw a single item or phenomenon out of a dream briefly Touch hands to your temple and the dreamer'sĬontrol the contents of a sleeper's dream Through a game you've played against someone who's died recentlyĬheat an entire side of a conflict out of fate, inflicting -4 briefly Manipulation + Wyrd vs Composure + Tolerance Tactically coordinate a conflict by playing a game against yourself Prepare custom pieces representing each player Predict tactical developments in a conflict by playing a game against yourself +4 to your next roll to oppose someone you've competed against in something Know whether someone is cheating at a formal competition Set aside your desires in service to Iremite worshipĪgainst someone you've caught cheating without this clause
Learn the ruling truths behind the supernatural and metaphysical Provoke and share in a mortal's sinful deedsīirth a creative expression to shared admiration Make others submit to your will despite their desires and interests The higher yearnings of these chthonic beings do not resemble what most humans would call "virtue." (Dec 35) The mummies who call themselves Deceived juggle their passions and desires with those of the inhuman presence entwined with their souls. Sample Keys: Bankers, Blasphemy, Darkness, Daughters, Clergy, Corporations, Earth, Families, Fire, Flesh, Government, Lovers, Military, Prophecy, Soldiers, Steel, Treachery, Union, Vengeance, Witching Hour (Inf 49) Temakh Virtues A demon's Malapraxis thirsts for a human Vice and a Key whose character permits the demon to feed on sins of that Vice committed by others. The demons of Hell are fueled by the weakness and venality of others, not anything within themselves. Hold yourself in check when goaded to extremes Shun dangerous risks and easy temptationsĪvoid risk and push responsibility onto others Pursue a righteous creed at any personal costĮxert yourself to push your ways on others Use and exploit others to sate your desires Stand for your principles and resist doubt Satisfy self-destructive whims and desires
Sacrifice for the sake of compassionate aidĭedication to realizing a proper and meaningful world A character's Vice is a quick fix, easy comfort, or instinctive defense to fall back on, but only recovers a single point of Willpower when indulged. A character's Virtue is a higher ideal or heroic drive they must push themselves to extremes to live up to, restoring all lost Willpower. A character's Willpower is undergirded by their defining strength and weakness of character, as represented by a Virtue and a Vice.