Live Action Changeling

Arts

Chicanery
Social

BASIC
Fuddle
: You may fool, trick and manipulate someone else's though processes by confusing his perceptions. Fuddle's duration is generally a scene. Only life threatening situations give the subject a chance to resist his confusion. This cantrip can never cause direct harm to an individual, though it is possible for a target to inflict accidental injury upon himself because of his confused senses.
REALMS: determines what your subject is confused about. Example: Nature (Feral Animal) A cat may be confused for a dog.
SYSTEM: It requires a Social Challenge to fuddle someone.

Fugue: The character can use this art to warp the conscious and unconscious memories of a victim. After defeating another character in a Social Challenge, the character can eliminate memories concerning a single event. The extent of the information can be as limited by the Realm chosen. Example: Use of the Prop Realm (Crafted Tool) could be used to make someone forget everything they know about the magical sword, Excalibur
REALMS: what memories are changed
SYSTEM: Social challenge
INTERMEDIATE
Haunted Heart
: You may evoke a specific emotion in a target. Any emotion or passion may be evoked, though it does not create passions. Instead, it draws forth an emotional memory. It is more effective if the user knows which of the Target's memories he wishes to evoke.
REALMS: Determines the origin of the emotion. Example: Realm (Crafted Tool) could be used to inspire guilt of a murder by a reminder of the weapon used. "Is this a dagger I see before me?"
SYSTEM: A Social Challenge is required, but if the desired emotion is known, it may be treated as a negative trait for the target. Duration lasts a Scene.
Veiled Eyes: This art allows the character to hide a specific thing, person, or place from another's perception. While this art is activated, other players must pretend not to see you; if you choose to spy on others, they must continue normally, as if you are not there. To engage this power, you must cross both arms in front of you, demonstrating your actions to everyone around you. As soon as you talk to others or otherwise interact with your environment, you instantly become visible to everyone (uncross your arms). If you are moving a Sluagh with Sharpened Senses will detect something is amiss, but must defeat you in a Mental Challenge to actually pinpoint your location and see you. In any case, you can not surprise an Sluagh by using Veiled Eyes. You may attempt to evoke the "Fair Escape" rule with Veiled Eyes by winning a Static Social Challenge. If you win, you have slipped away unnoticed. You cannot use this method of escape if you are currently involved in a challenge
REALMS: Exactly what you may veil from another's sight. Example: Scene (The Cottage) would allow you to veil an entire building.
SYSTEM: This is much like "Obfuscation" and "Blur of the Milky Eye", except that it can shield more than people. A camera trying to see through a veil must win a banality vs. glamour test. The storyteller can use the banality of either the camera's location, or of the recording / viewing station, whichever is higher.
ADVANCED
Captive Heart
: Bending another's mind to your will requires a Social Challenge. If it succeeds, the target becomes very vulnerable to suggestion, and you may issue simple commands to her and even control their behavior for the duration of a Scene. This cantrip can even be used to make someone believe that she is someone (Or even something else).
REALMS: This cantrip may require two Realms, one for the target, and one for the desired transformation. Example: Actor (Complete Stranger) and Nature (Feral Animal) make a police officer he's a Chicken!
SYSTEM: Captive Heart requires a social challenge

Legerdemain
Physical

BASIC
Gimmix
: The Kithain can perform fine and delicate manipulations of items at range by concentrating intently upon them Using Abilities in a challenge is somewhat difficult, however, and the character must risk two Traits instead of one on challenges of this manner. In General, the character may only manipulate objects that could lifted in one hand by the average human. Furthermore, the speed of the objected manipulated is equal to a casual walk. Range cannot exceed 100 feet.
REALMS: What you are manipulating. Example: Nature (Verdant Forest) would allow you to pick weeds from your garden from a distance.
SYSTEM: A Static Physical challenge is necessary to invoke this power.

Ensnare: The character can crudely lift and move large object. Against an opponent, this art can hold foes at bay by holding them off the ground or entangling them. This power is too awkward and clumsy to accurately drop objects on foes of hurl projectiles at an opponent.
REALMS: Who is the target, what is used to ensnare the target, or the area to be "fly-papered"
SYSTEM: To successfully snare an opponent, the character must first defeat the subject in a Physical Challenge
INTERMEDIATE
Effigy
: The caster can create a tangible copy of something that they are looking at or touching. This does not duplicate the functions of an item, just the looks. For instance, a toaster oven won't cook, a troll won't have titan's power, etc. If the caster is nearby, he can spend glamour to give the effigy a special effect such as articulation, illumination, or animation. For every physical trait spent by the caster during the creation, the effigy gains one physical trait. The effigy can cause chimerical damage to a changeling if it has more physical traits than the subject has banality. The effigy lasts until the caster ceases to concentrate on it or until it is eroded by banality. Glamour can be spent by the caster to heal one level of damage to the effigy.
REALMS: The realm used describes what is being created.
SYSTEM: To use this, the caster must make a challenge versus the local area's or witnesses banality, whichever is higher, and the one can lend a banality trait to the other just as if this a group challenge.
Mooch: This cantrip is used to instantly move small objects to a nearby place, and is often used to pick pockets. The item moved can be no more than two pounds and be no larger than the size of a fist. The item move must have been seen or touched within the last minute. If an object is taken from a persons possession, such as in their pocket or around their neck, they get a mental challenge to detect the theft. The difficulty to detect the theft is left to the storyteller, but the smaller the object the harder it is to detect, and if the object is not worn on the body, the subject must bid two traits.
REALMS: Either the object to be taken, the person possessing it, or its location.
SYSTEM: The caster must win a static physical challenge if the object is not in plain sight, and must win or tie a static physical challenge if the object can be seen.
ADVANCED
Phantom Shadows: This is similar to Effigy, but is much stronger. The creation is just an illusion, but can operate as if it were the real thing. For example, a toaster oven will cook, but won't come with bread to toast, a police officer will appear with full uniform, but without a gun, you can create a helicopter, but without gas, etc. Shadows created will cause chimerical damage to all those that believe it is real, even normal humans.
REALM: What you can make an illusion of.
SYSTEM: To use this, the caster must win or tie a static physical challenge. Those interacting or viewing the Phantom can get a mental test to disbelieve the illusion only if they think it isn't real or it behaves in an unrealistic way. Those with heightened senses get a free test, but the caster wins ties.

Primal
Physical

BASIC
Willow-Whisper: This cantrip will permit the caster to talk with just about anything that they might encounter. The required bunk is that the user must whisper the question and is the only one that can hear the answer.
REALMS: Describes what is to be questioned.
SYSTEM: Spend a physical trait and win a simple test for one question per social trait. Tie, and you get either unclear answers or half the questions

Heather-Balm: This cantrip allows the caster to restore and object, person or place to its original, proper condition. It is simply the ability to use glamour to heal.
REALMS: Describes what is affected.
SYSTEM: Static Physical Challenge. To heal actual Health traits of damage it requires the expenditure of a temporary willpower trait. To heal chimerical health traits there is no such willpower cost. 1 trait is healed per use of this cantrip.
INTERMEDIATE
Oaken-Shield: Drawing on the mystical power of the oak, you can strengthen or protect a subject.
REALMS: Describes what is being protected.
SYSTEM: Static Physical Challenge. Target receives 1 additional health trait beyond what is already held. Duration is until a month passes, or until it is depleted. Limit to 1 casting on target per duration.
Holly-Strike: With this cantrip one may break objects or cause harm to others.
REALMS: Describes what subject of the attack is.
SYSTEM: Physical Challenge. If successful, target looses 2 health traits. Alternately, 3 Chimerical health traits may be lost.
ADVANCED
Elder-Form: This cantrip allows you to give yourself or something else another shape for a time. You gain all the abilities of the new shape -- for all practical purposes you are that shape.
REALMS: Realm describes either what is changing into what.
SYSTEM: Static Physical Challenge. Duration is 1 Scene. Each time an unenchanted person comes into contact with the subject, there is a chance that the subject will revert. Glamour challenge vs. mortal's banality.

Soothsay
Mental

BASIC
Fair Fortune: This cantrip is very much like a reversed curse. The recipient of the Fair Fortune will gain an amount of luck depending on the glamour spent. The storyteller decides what the final effect will be. It could be anything like winning a lottery, a person trying to shoot you has the gun explode in their hand, or a chunk of ice from a latrine on a jet liner comes crashing through the roof and hits a table throwing a spoon at a switch that opens up the jail cell you were thrown in by the local police.
REALMS: The subject of the luck (luck put into a prop transfers the luck to whoever holds it)
SYSTEM: To use this, the caster enters into a series of static challenges with a narrator, as long as the caster wins or ties, the tests continue. The total amount of wins determines the amount and quality of luck gained. If you are trying to have a specific outcome happen, the narrator will set a certain level of successes you must achieve. When using an ability for a retest, you can only have one retest per casting, not challenge. A person can only benefit once per game session by using this.

Boil and Bubble: This is identical to Fair Fortune, but bestows bad luck on a person, item, or area.
REALMS: The subject of the misfortune (bad luck put into a prop transfers the luck to whoever holds it)
SYSTEM: To use this, the caster enters into a series of static challenges with a narrator, as long as the caster wins or ties, the tests continue. The total amount of wins determines the amount and quality of misfortune gained. If you are trying to have a specific outcome happen, the narrator will set a certain level of successes you must achieve. When using an ability for a retest, you can only have one retest per casting, not challenge. A person can only suffer once per game session by using this.
INTERMEDIATE
Tattletale: This permits you to see something far away. The caster must know the subject well, have a piece of the subject, or know its true name.
REALMS: The subject to be perceived.
SYSTEM: This is a static mental challenge, and the caster gets a "snapshot" of the subject if they tie, and can view the subject for a minute if they succeed. The effects of a success and be prolonged for one minute by spending a mental trait.
Augury: This is the fortune telling ability, and grants a limited ability to foresee the future.
REALMS: The realm used when casting this determines the nature of the vision.
SYSTEM: The caster describes to the storyteller what they are looking for, and enters into a mental challenge. The storyteller will pick several minor things to occur if the mental test ends in a tie, and more important parts of the vision to occur if the caster wins. ALL THIS IS AT THE STORYTELLERS WHIM! If the storyteller doesn't want you to use this, you will receive a busy signal on your karmic phone, please try your call again later.
ADVANCED
Fate Fire: This rare power is used to enforce the balance of fate, justice, and karma, known to the fae as Dán. By using this, villains will be brought to justice, while the deserving will be rewarded. : This rare power is used to enforce the balance of fate, justice, and karma, known to the fae as Dán. By using this, villains will be brought to justice, while the deserving will be rewarded.
REALMS: Either the subject of the cantrip, or the mechanism that fate will use.
SYSTEM: To use this, the caster spends a point of glamour and enters into a simple test. If the caster loses, the subject is given a warning or minor premonition about their karma such as a vision in a dream, a coincidental news story with someone that looks like the subject at first glance, or something similar. If the caster ties, the hands of fate are slowly set in motion to even the scales of justice. An example of this could be an ATM camera taking a picture of the person at just the right time to destroy their alibi, or the subject just happens to receive a double headed dime as change from a Coke machine. If the caster wins, the terribly swift sword of justice swings into action. Such events can be as striking as a bank robbers car breaking down at a donut shop as his picture is flashed on the TV, or a long lost loved one misdialing the phone and calling the subject. The effects of this are totally up the storyteller who must balance game play, the story line, and the hands of fate.

Sovereign
Social

BASIC
Protocol: This cantrip allows the user to enforce noble protocol, etiquette, and custom on everyone within its influence. It is a very courtly set of rules that regulates who may approach the liege of a court, who may speak, and what activities are appropriate. Unnecessary talking, pranks and combat are forbidden, although duels are allowed within their proper context.
REALMS: The different realms determine what is being effected.
SYSTEM: Static Social Challenge. Those wishing to resist must spend a willpower trait and win a social challenge against the caster. Duration is until sunup or sundown, or until the caster or reigning noble cancels it.

Dictum: This cantrip is the power of command. Use of the cantrip is simple, simply phrase a command in the form of a direct request. One cannot request that someone place herself in direct danger, although you can request that she guard a place or person.
REALMS: The Realm determines who is being affected.
SYSTEM: Social Challenge. Duration is limited to a Scene. Most beings affected by this cantrip will know that it was used on them.
INTERMEDIATE
Grandeur: This cantrip imbues you with an unearthly grace and supernatural beauty. So awe-inspiring are you that none may strike you or take any violent action against you without first overcoming the Grandeur. Other changelings tend to fall deeply in love with those who manifest this cantrip; and for this reason many nobles are loath to perform it in public. Also, it is impossible to hold court while manifesting Grandeur, for virtually no one can so much as speak while under its power.
REALMS: The Realm determines who is affected.
SYSTEM: Static Social Challenge. Duration is one scene or until voluntarily abandoned by caster. Those wishing to resist must spend a willpower trait and win a social challenge against the caster.
Weaver Ward: This cantrip allows one to lock or seal a door, entrance or object, preventing it from being used or picked up, touched, passed through or used by anyone but those designated by the caster. Optionally, a password may be used to deactivate the ward temporarily.
REALMS: The Realm determines who cannot pass and is being protected.
SYSTEM: Static Social Challenge to establish. The Wayfare cantrip Portal Passage opposes this cantrip (Should this occur, it is a Mental (Wayfare) vs. Social (Sovereign) challenge). No other proof against the Ward is available. Duration is until the next new moon, or until it is destroyed by cantrip or banality.
ADVANCED
Geasa: This cantrip creates Quests or band, and restrict or control an individual in some way. Some are created by an oath that a changeling swears; others are magically enforced. If the quest or ban is not fulfilled to the letter the subject is afflicted by some form of curse, usually named at the time of casting. An impossible task becomes null.
REALMS: The Realm describes the thing, place or person your Geasa affects.
SYSTEM: Social Challenge to create Geasa. The greater the task, the greater the curse. Once the Geasa is laid, it is extremely difficult to break. The only safe way to do so is to fulfill the task required. Banality may also be used to avoid the effects of Geasa, or the victim may try to avoid the effects by expending a permanent willpower trait and winning a social challenge vs. the caster.

Wayfare
Mental

BASIC
Hopscotch: This cantrip allows the user to make fantastic leaps and jumps. By using this power you can jump to the top of a building and down again safely.
REALMS: The realm defines the subject or area of effect of the jumping ability.
SYSTEM: Static Mental Challenge. May be used for a Fair Escape if not already involved in a challenge.

Quicksilver: This cantrip allows you to move as fast as a flicker of light. For a brief instant you can move at incredible speeds.
REALMS: The Realm determines what is being affected.
SYSTEM: Static Mental Challenge. Allows an additional action.
INTERMEDIATE
Portal Passage: This cantrip opens a portal through a barrier. The portal will either conform to the barrier (at its smallest) or be as large as a normal door (at its largest).
REALMS: This Realm determines what can pass through the portal.
SYSTEM: Static Mental Challenge. Maybe used for Fair Escape if not already involved in a challenge. Duration of passage is as long as the caster desires, not to exceed a scene in length.
Wind Runner: You can use this cantrip to make yourself or other objects fly. This can be anything from a momentary levitation to a full-rising-up-in-the-air. Note that humans viewing you will be under the memory-numbing effect of the Mists and will probably not remember your flight.
REALMS: This Realm determines what is lifted up, or who can fly.
SYSTEM: Static Mental Challenge. Duration is 10 minutes, subtract one minute for every additional member. Maybe used for Fair Escape.
ADVANCED
Flicker Flash: This cantrip allows you or a subject to blink out of existence in one place and reappear in another. Both the subject and the destination should be known to you, or you should posses a partial image of them. As long as these are known/had, there is no chance that the sending will go astray. If the sending is attempted without these things, the Storyteller should feel free to have the subject end up in the most dramatically interesting place possible.
REALMS: The Realm describes who or what can be sent.
SYSTEM: Static Mental Challenge. Maybe used for Fair Escape. Travel time is 1 minute.

From The Players Guide:
Pyretics
Physical

Basic
Will-O'-the-Wisp: This creates a magical ball of light about the size of a fist that will lead the caster to something. This could be referred to as ball lightning as well.
REALMS: What the caster is looking for. If the caster wants the Wisp to lead someone else, he must use an additional realms describing the others that will follow the wisp.
SYSTEM: This requires a static physical test, and if the caster ties, the Wisp will show the way, but possibly a roundabout route that might not be the best or safest path. If the caster wins, you get a quicker, safer path.

Willow Light: This causes an item, person or area to either glow as if showing auras, or to be illuminated. If used on the sea, it is called Saint Elmo's Fire.
REALMS: What it to be illuminated
SYSTEM: The caster enters into a static challenge. If the caster ties, the amount of light created is like that of a night light (about 3 or 4 candles brightness). If the caster wins, the amount of light is enough to read by comfortably (150 watt bulb). The effects last for one hour, or until eroded by banality. The "health levels" of the glow are equal to the glamour rating of the caster during the time of casting. Spending another glamour extends the time by another hour, or brings the light up to full health.
Intermediate
Prometheus Fist: This creates a magical flame around the subject, doing no damage to it, but great damage to all the touch it, except the caster. This will not catch other items on fire, but will cause chimerical burn wounds.
REALMS: What is to be set aflame
SYSTEM: The caster enters into a physical challenge vs. the targets banality. The effects last for one turn per glamour spent. If trying to light an area ablaze, and the area's banality is higher than the changeling's glamour, it gets a free retest.
Burn and Boil: This is almost identical to Prometheus Fist, but is much hotter and will burn the target.
REALMS: What is to be set aflame
SYSTEM: The caster enters into a physical challenge vs. the targets banality. The effects last for one turn per glamour spent. If trying to light an area ablaze, and the area's banality is higher than the changeling's glamour, it gets a free retest.
Advanced
Star Body: This transforms the target into living flame, keeping all its abilities. For instance, a troll would still have Titans power, and any weapons or armor it wore during the transformation, a Frisbee would be able to fly (and wouldn't melt). The fire created by this does not ignite items or cause wounds unless the casters wishes it, or the creature so transformed. The flame causes the same wound levels as does normal fire.
REALMS: What can be transformed or where those to be transformed are.
SYSTEM: The caster must spend a physical trait, and enter into a glamour vs. banality test. If more than one object is to be affected, the highest banality rating is used, with the others lending. If the total banality is higher than the caster's glamour, banality gets a free retest. If the caster wins, a simple test determines the duration of the cantrip. A lost test lasts only for one turn, a tie for one scene, a win for one day.

Spirit Link
Mental

Basic
World Site: This is a form of divination that let the caster perceive objects, creatures, or places in the upper or lower worlds, even if they are at a great distance. It also grants the ability to see the spirit nature of things in the middle world. This would tell if the subject were supernatural, cursed, possessed, or an apparition. The amount of Medicine (glamour) or spirit power possessed by the subject can be told as well.
REALMS: The object or place to be sensed
SYSTEM: The caster enters into a mental test. If the test is lost, the subject can be determined to exist or not, as if seen on an old black and white TV with the contrast turned down. Great good or evil, curses or luck can sometimes be felt as well. This vision lasts for only a brief moment. If the caster ties, the vision lasts for a full scene, and appears more vividly. Colors are present, but muted, sounds can be heard, but not distinctly enough to listen in on conversations. If there is danger to the subject present, or near, that can often be felt. If the subject is in the middle world, it can be determined that a curse hangs over it, or that the subject is supernatural due to the image of the Beast superimposed over it. If the caster wins, he can see through the eyes of the subject, and can tell the nature of a curse, relative strength of a vampire, which of the changing breed the subject belongs to, the camp the changeling belongs to and such.

Ancestor Speech: The caster can use this cantrip to contact an ancestor spirit, or the spirit guide for ancestor. If the ancestor is a changeling, this only works if the immortal fae soul of the changeling has been destroyed and cannot come back.
REALMS: Either describes the ancestor, or something closely associated with him.
SYSTEM: The caster enters into a mental challenge with the subject spirit. If the spirit relents or the caster knows its true name, the caster wins ties but the test must still be performed. If the caster ties, the answer can often cryptic depending on the spirits disposition toward the caster. If the caster wins, the advise given is complete and understandable. All answers are from the ancestors point of view, and they are not all knowing.
Intermediate
Vision Quest: This cantrip is used to gain insight into the future or a particular dilemma. The vision gained will be seen as if viewed in the Upper World. The vision will be full of symbols and can be difficult to decipher. If the caster is looking for the answer to a problem, it will be answered by their totem spirit to the best of the spirits ability. Visions in which animals talk to the caster, or that major spirits such as the White Buffalo appear are considered to extremely important.
REALMS: This can be either the focus of the quest, or the realm relating to why the quest was undertaken.
SYSTEM: A simple test is all that is needed. If the caster loses, an instantaneous glimpse like a half remembered dream is all that is seen. If the caster ties, an entire scene is viewed, and more like a fable or parable. It is up to the caster to interpret what the images mean. If the caster wins, the vision lasts for as long as the caster wishes, or until it reaches its natural conclusion. Images of the vision can be recalled as the circumstances relating to it happen, such as the image of a weasel suddenly being superimposed over someone that is dealing less than honorably with you.
Placate: This is used to contact hostile or restless spirits for the purposes of arranging the spirit being put to rest. This grants no power over the spirit, but it is typical for spirits to appreciate the respect shown in the effort appease them.
REALMS: Either the spirit personally or an item or place associated with it.
SYSTEM: A social challenge vs the spirit is required. If the caster has anything in common with the spirit such as the same totem, tribe, or problems, that can be used as if it was a negative trait of the spirits. If the challenge is lost by the caster, the spirit will reluctantly tell what will appease it for a day or so. If the caster wins, it will share the secret of what will appease it . If that mission is accomplished, the spirit will rest easy. The better the achievement, the longer the spirit will be appeased.
Advanced
Ghost Dance:

 

From Nobles: The Shining Host

Chronos
Mental

Wyrd
Backward Glance
Dream time
Permanence
Reversal of Fortune

 

Dreamcraft
Mental

Find the Silver Path
Determinism
Attunement
Dream Weaving

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Realms

Actor

Basic: Close associate - You must know the person fairly well
Retest - Subterfuge

Intermediate: Familiar Face - This is someone you have seen several times, and have talked to.
Retest - Subterfuge

Advanced: Complete Stranger - Someone you are totally clueless about
Retest - Investigation

Nature

Basic: Vegetable - If you don't know what this is, you can't use it.
Retest - Survival or Science:Botany

Intermediate: Animal - Non sentient animals
Retest - Animal Ken

Advanced: Mineral - Raw elements, earth, air, fire, water, electricity
Retest - Science

Fae

Basic: Commoner - Changelings that do not hold a title.
Retest - Performance if aren't nobility, Leadership if you are

Intermediate: Noble - Sidhe and other fae that have noble titles and chimerical items
Retest - Leadership

Advanced: Dream Dwellers - Prodigals, Gallain, cantrips, inanimate, and chimerical creatures
Retest - Occult, or Keening for chimera

Prop

Basic: Crafted items - Simple objects that have no moving parts, such as jewelry, clothing, hammers, etc.
Retest - Repair

Intermediate: Simple Machines - Mechanical devices that do not use electricity
Retest - Repair, Firearms, Science (mechanical engineering)

Advanced: Complex Machines - Devices using electricity, radiation, and other weird modern stuff
Retest - Computer, security, science

Scene

Basic: The Cottage - Small dwelling or room.
Retest - Investigation

Intermediate: Great Outdoors - City block, park, road, lake, forest etc.
Retest - Streetwise, Survival

Advanced: The Castle - Large building or series of buildings. Townhomes, condominiums, library, mall
Retest - Law, Bureaucracy

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