Alternate Vampire: Lycanthropes

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It turns out I wrote a LOT of words for my game notes, so you may get these for a couple more weeks. For Werewolves, I wanted to move far away from “noble protectors of the Earth” and focus more on “bogeymen for Vampires.” I wound up borrowing from lots of sources, Dresden Files among them, to heavily spin most of the canon tribes to fit that decision.

Occult 0

Perhaps the greatest supernatural threats to Cainites are werewolves. They do not appear to follow the dictates of Hollywood: a lupine can be active any night of the month and even during the day (admittedly less of a problem for the Kindred). It is true that they are vicious killing machines, and they seem to have a particular hatred of confirmed Cainites. Even a weak werewolf seems to have supernatural physical gifts combining the powers of the Brujah and the Gangrel, and they seem undaunted by many disciplines of control.

Kindred of Atlanta are advised that lupines have been encountered in the suburbs, particularly forested areas north of the city. For safety, Kindred are expected to stay within the Perimeter unless given special dispensation by their sires. If you believe you are being hunted by a lupine, or you spot one in the city, contact your sire or the Sheriff immediately and do not return to your haven or any other safe place until you have taken sufficient automotive or public transportation to lose pursuit and erase any trail.

Any Kindred proven to have deliberately used, agitated, or otherwise interacted with lupines without special dispensation will be censured.

Occult 1

There are very few reliable tales of lycanthropes, which is odd given that their nature is so violent. Logic would indicate that they are very rare or somehow keep themselves hidden.

Most occultists believe that aconite is completely ineffective, though some insist that, while it doesn’t help ward against the beasts, it may create an unusual reaction in a lycanthrope in its human form.

Silver seems to be more widely regarded as effective, though most believe that it should be inherited and blessed before it is truly useful. Since someone who tries to use silver weapons that are not effective doesn’t often live to pass on the tale, there is very little useful evidence on this point.

Occult 2

Part of the problem with classification of lycanthropes is that there are so many types, at least in the historical records. Curses, insanity, diseases, deliberate skinchanging, and possession by demons are all commonly listed causes of lycanthropy. Perhaps the most interesting fact is that all of these methods result in such a similar result, perhaps because fear of beasts is deeply ingrained in the human psyche.

Some more new age thinkers have proposed that lycanthropes are a mystical immune system for the planet, as they have decent anecdotal evidence that raging beast men tend to prefer destroying unnatural targets to the innocent. Most laugh at this presumption, as there are clear conflicting examples of terrible things done by weres. If there is a tendency to attack “unnatural” targets, it may simply be that those tend to have the most distinctive smells and appearances to attract the attention of rampaging beasts.

Occult 3

The confusion of blessed, inherited silver is almost certainly due to the different methods of creating a werewolf: those with transformations associated with the moon are sympathetically harmed by silver, those possessed by evil spirits are the most vulnerable to blessed weapons, and those laboring under bloodline curses are similarly weak to inherited possessions (silver or not). Clearly, a weapon with all three traits will harm the widest assortment, but there are more types that might have an entirely different weakness, or none at all. For example, deliberate skinchangers, such as Native American Shamans, have no tie to the moon, traditional demons, or curses, while the plight of the Wendigo is much more likely to render the beast vulnerable to fire than to any material weapon.

Occult 4

The more new agey believers in lycanthropes as some kind of good thing are almost certainly being manipulated by the beasts themselves trying to provide a cover for their transformed exploits. There are hushed rumors of a group calling itself the “Children of Gaia” that seem interested in recruiting lycanthropes of all stripes. This is not more widely known purely because of a grave realization: most of the time, lycanthropes are almost certainly undetectably human, but likely have a vested interest in infiltrating occult groups that might seek to hunt them. Can we trust anything we “know” about them?

Occult 5

I’ve heard many names…

Black Fury, Fenris’ Get, Lords of Shadow, Striders in Silence, Fangs of Silver, Uktena: all of these have a great deal of control over their transformations and can be reasoned with, though they are best avoided.

Gaia’s Children, Fianna, Stargazers, Red Talons: these are less rational, and less in control, but can still be trusted to try to manage their depredations in most cases. Best to avoid, but likely not vindictive in human form.

Gnawers of Bones, Walkers of Glass, and Wendigo: These you must truly fear. If they appear human, it is only a thin veneer. If they suspect you know them, your life is forfeit. If you think one is chasing you, do not stop running until there are oceans between you.

GM Notes

  • Black Furies: Hekate’s matrilineal curse causes these women to turn into wolves whenever they are angry or afraid.
  • Bone Gnawers: Animalistic nature spirits trapped in the stone of the city sometimes possess those already on the fringes of reason and society (street people) and turn them into bestial monstrosities. Their rampages are often random, but occur more often with the moon.
  • Children of Gaia: Some of the other types of lycanthrope have banded together, believing they have a higher purpose to protect the wild spaces.
  • Fianna: Several European curses follow family lines, causing them to transform under the moon or other strange circumstances. These are especially common in the British Isles.
  • Get of Fenris: The Norse berzerkergang traditions are not forgotten, and modern Asatru sometimes wear the bear shirt for their own purposes. They are often mistaken for wolves in their furs and rage.
  • Glass Walkers: Who knows why various corporations sometimes try to make wolflike monsters in their labs? They seem to escape with alarming frequency.
  • Red Talons: Sometimes wolves are born with human-level intelligence… and vindictiveness.
  • Shadow Lords: European warlocks have long held skin dancing secrets to turn themselves into wolves. Sometimes, Gangrel infiltrate such covens.
  • Silent Striders: African shamans have a tradition of skin dancing as well, though they typically do so for more laudible ends than European mystics. Some travel the world and some maintain the tradition from slavery (and used it to good effect to escape).
  • Silver Fangs: A strange line of mystically-augmented, porphyria-suffering Russian nobles still lives in the world and can transform at will into a semblance of wolf shape. This ability almost makes up for their other crippling problems from inbreeding.
  • Stargazers: It is said that Hanuman played a merry trick on this bloodline of Eastern werewolves. Their triggers are strange to Western thought.
  • Uktena: The Native American tradition of skin dancing pays particular attention to using these gifts to protect the holy spaces and police the spirit world.
  • Wendigo: Cannibals in North American blizzards often find themselves transformed into wolflike monsters. Even if they exit their rage with the fading of the snow, they transform again, inevitably, in future snowstorms wherever they may be.
  • Anansi: African trickster shamans
  • Bastet: Shapeshifting descendents of Egyptian priests
  • Corax: European trickster shamans
  • Mokele: A bizarre Florida urban legend that may be shockingly correct…
  • Nuwisha: Native American trickster shamans

The Circle of Silver

Player Notes (Academics or Occult 3)

From The Sunset of the Golden Dawn, 1975

Rival Orders?

The memoirs of one of the members of the London lodge refer to an argument in 1899 between two leaders about refusing advancement to Crowley, suggesting that “If he doesn’t like the decision, he can go join the Argent Moonrise.” The context makes it unclear whether this is a joke, or actually refers to a derivatively named lodge. The name comes up again nearly fifty years later. During the Nuremberg Trials, one of Hitler’s aids refers to a communique he read in 1935 from Thule Gesellschaft listing the assets they could mobilize for the Führer, which included “der Silbern Mondaufgang.” If these references are even connected, it implies that there was such an order, and it was eventually co-opted by Germany. No further reference has been found since, so it is unclear what happened to the order after the war.

GM Notes

The Order of the Argent Moonrise was a tongue in cheek response to the Order of the Golden Dawn. Initially, it was a collection of occult dabblers that couldn’t make it into the Golden Dawn. Over time, its dilettante members became a useful screen for practitioners of black magic to hide from the temporal and occult authorities. By the 1920s, it had succeeded in remaining secret while the Golden Dawn had become public and essentially failed, and it was held together by a global leadership that controlled lodges in several major cities. It also included, known only to its ultimate leadership, several supernatural creatures interested in the networking opportunities inherent in the order.

During the 1920s, the Munich branch of the order was essentially indistinguishable from the Thule Society, and leaders of that cult eventually worked their way into prominence in the Order’s global leadership. They began to encourage the other supernaturals in the order to recruit their peers, and by the 1930s they had a clear goal of organizing a secret occult army for Germany. In the early 1940s, they began deploying these groups to achieve ends against the Allied countries. Most were defeated by the native supernaturals, but not without great loss in some cases.

The order as a whole laid low for the next couple of decades, and the worst of the Nazi leadership died off in this time. But the will to power remained strong among its members, and it has recently begun to recruit and move again. Now referring to itself as the Circle of Silver in casual conversation, its focus has changed to accruing power for its members beyond what they can achieve in their own political groups.

The lodge in Atlanta includes several lupines and elves, as well as a couple of sorcerers. It formerly included three Cainites, but they were lost to the sabbat (which the Circle is still interested in learning more about, as its members refused to share such power). They have their fingers in several areas of occult significance in the city, and are willing to obliterate anyone that gets in their way (though they’ll try to suborn first).

Devin joined the society on a lark back in the 1920s but abandoned it and worked against it once the Thule control became apparent. The city’s leadership is still aware of her and unsure how much she knows about them.

Empress Anna

Player Notes

  • Title: Harpy
  • Coterie: None
  • Generation: 9th
  • Clan: Nosferatu
  • Sire: “Some Ottoman troublemaker…
  • Childer: Adam, Brett
  • Concept: “Our Imperial will…” (Pride)
  • Trouble: “I will not be spurned!” (Vengeance)
  • First Impression: Towering, annoyed, out of style and overdressed, illusory mask clearly some moderately famous fashion model oddly stretched across her size
  • Other Notes:
    • Scouts for talent at (The Tabernacle)
    • Has knowledge about (The Galilee Codex)
    • The Bishop: Obsessed with
    • She frightens him (The Fire-Drinker)
    • The Gunsmith: Spurned and shot her

GM Notes

Anna would have been a classic Nosferatu punishment-embrace if not for her own dark secret. Embraced in 1739 by a Cainite whose descendents had been badly hurt in her reign, he had no expectation that she would wake from her death, transform into a slavering wolf creature, and diablerize him. It was unexpected that the embrace of a Silver Fang would work so seamlessly, or that she would retain her powers through death; it was only his use of Animalism to render her pliable that had kept her from slaughtering him before the embrace.

Now powerful in mortal life and two supernatural spheres, Anna “died” and began to govern Russia from the shadows, becoming a persistent power behind the throne. She was instrumental in forming the Shadow Lords alliance of lupines, and at one time controlled most illicit activities in Russia. That was before the twofold punch of Rasputin and Communism broke much of her powerbase in the early 1900s. When she tried to recover, she found new Kindred in power and mortal criminals being carefully manipulated by a shadowy figure behind the scenes known as The Bishop. Despite her best efforts, she was able to acquire only a modicum of her previous power, and found all of her attempts to expand thwarted at every turn.

And for a time, a small piece of a superpower was sufficient as she bided her time, but the fall of the USSR shattered her influence once again. Annoyed and ready to try again in greener pastures, she moved to Atlanta, which she heard was newly devoid of Camarilla to get in her way. She was shocked then, to see a strong leader already in place, and shortly thereafter to see a familiar face from Moscow, Sinclair, as well as hear rumors about The Bishop moving to Atlanta as well. Convinced they’re both deliberately maneuvering against her, she has begun to seek for allies wherever she can to uncover their plot and punish them for the past century.

LARP Lessons: Dreams of Darker Days

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Dreams of Darker Days (DDD) was a crossover LARP of Werewolf: the Apocalypse and Changeling: the Dreaming that ran from 2000-2001. It went for 13 monthly sessions (including two camping overnights) along a pre-planned “year and a day” storyline. We had four main GMs, and I was in charge of the Changeling characters and plots (plus any Corax, because I looooove Corax). It was the sister WoD LARP to Night’s Children, a Vampire/Wraith game (no crossover, we were just hosted by the same production company), and there was little GM crossover: most of the DDD staff played in NC and vice versa.

Game Background

We’re big fans around here of the story structure where the protagonists unwittingly break something in Act 1 and have to fix it by Act 3. So DDD was essentially a European Ignorance Cautionary Fable.

Sometime in the Middle Ages, when the Dreaming and the Umbra were both closer to the physical world, a greater phoenix entity with ties to both realms got itself Wyrm-corrupted, effectively becoming a greater Bane. It terrorized Europe for a while before getting driven off to the Americas. The native Garou and Fae managed to put it down eventually by pinning it under hundreds of Rock Giants and locking them into a binding ritual made by Uktena mystics. We call the spot where it’s trapped Stone Mountain. To keep the ritual and the living giants that made up the mountain fed, they linked the binding to a bunch of local sources of Gnosis and Glamour, the keystone of while was a powerful caern/freehold in what would become Atlanta.

Cut to 2000, when in the middle of all the late-era WoD metaplot, a collection of Changelings and Werewolves take over a long-ignored minor combo caern/freehold that everyone thinks has more potential than it’s currently expressing. They start tapping the energy from the site, using it to deal with all the usual WoD metaplot stuff (War in Concordia! Pentex! Fomorians waking up! Sabbat in Atlanta! Technocrats!).

Meanwhile, of course, they’re siphoning off the key energy used to keep the binding ritual working. The first clue of this is a weird “Iron Plague” that’s unmaking Changelings in the area (the loose ends of the ritual occasionally earthing and sucking a Changeling dry of Glamour to try to fuel itself). The next is the upswing in weirdness showing up in town (agents of the Wyrm being drawn to the near-waking Bane). The third was several characters randomly awakening as Rock Giants (that had broken off the main mass) and fire-themed Wyrm spirits appearing. Finally, prophecies and lore start falling out just in time for the characters to mount a frantic battle and ritual to refresh and reinforce the binding, sacrificing several of their own in the process of keeping an ancient evil from walking the world once more.

The Technique

One thing that our production company did that I don’t think was otherwise at all common was to treat long-running LARPs like one-shots, in that we’d pregen most of the characters. When you showed up at one of our games, you’d get asked what kind of character you wanted to play and we’d give you the closest character we had that hadn’t been cast yet. If we knew you were coming, we might write you something specific. You got a page or more of background, a character that started with higher-than-starting stats commensurate with the background (e.g., if you were a powerful Baron, you had the stats to back it up), and a list of goals, allies, and enemies. After that, you were on your own to develop the character further. Here are the Changelings as examples (all the ones that list experience spent at the bottom are customized by their players).

This practice probably started because most of us had been heavily involved in various convention LARPs where pregens were a necessity to run a game in a few hours or days, so it just seemed natural to continue the pregens in longer-running games.

The cool thing about it was that it allowed us to hit the ground running from session 1, and give new players rich connections even if they showed up later. There was no period of “Who are these people? What do I want? Why am I here?” Instead, you were pointed at several characters you’d know for good or ill and given a list of starter ambitions (which we knew were attainable and usually involved getting you to create drama with other player characters).

I don’t know how most WoD LARPs handle filling the power structure, but I assume it’s similar to most boffer LARPs I’ve played: the power structure starts out with NPCs until leaders have naturally emerged among the PCs and they gradually take over authority. This method allowed us to hand most of the authority roles to PCs on day 1 (and if they didn’t wind up having the charisma to stay in charge, we’d also handed several other players goals of “take power through whatever means necessary!”).

That latter aside was another key use for the technique: even though our games did tend to feature heavy plot and NPC antagonists, we were also able to seed deep conflict among the PCs rather than hoping it would emerge organically, and social PvP conflict is important when you’ve got a 10:1 or worse ratio of players to GMs at a normal session. We wound up giving the Shadow Court oathcircle and the Shadowlords pack to players we knew would have a great time being thorns in the sides of the more traditionally heroic PCs (mostly the GMs from our sister Vampire game).

The Drawbacks

Of course, the technique has several fairly large problems.

The first is just all the work involved. I obviously can only turn out a couple of posts for this blog a week, and every PC in the game had a background nearly the length of one of my normal entries in addition to a set of stats generated to match. Every two-page character with “Player: Uncast” on it hurts me a little: those were generally a thousand words that went completely to waste. The ones that only got used for one session because the player never came back may hurt a little bit more (even though we were pretty shameless about recasting roles… “Remember your packmate? Well he’s that guy now.”). I doubt it’s something I’d have had time for if I wasn’t a student at the time.

The second is that it demands much more GM attention to what players have available. It’s one thing to have a stable of starting-level PCs that don’t have anything they haven’t earned in game over several sessions, giving every GM time to remember and adapt. It’s another to have a player you’ve never seen before asking you for resources he claims he should have access to, but you weren’t the one who wrote the character (even though you’re almost 100% sure none of your other GMs are crazy enough to give an untested new player the Demolitions skill).

And the third is key to that last aside and probably the real reason we don’t do it anymore: it’s a policy that can lead to favoritism. When you’ve got a stack of plot-important characters, as a GM you’re more likely to hand those out to players that you know are going to stick around for several sessions and can stay alive (and possibly in charge). So you hand them out to your regulars and friends, and the untested new players get the PCs that don’t have anything vital to lose if they die or stop showing up. Especially since plot-importance is correlated with how much higher than starting your stats are, it’s probably a formula for discouraging new players from trying your game.

Is it more discouraging than what you get naturally after several years of a 5+ year campaign, though? It’s hard to say; most of the players I still keep in touch with are ones that got the good characters…

A Bonus

I don’t know if anyone has a use for nearly 80 Changeling: the Dreaming chimerical items and treasures statted in Mind’s Eye Theatre format. But if you do, here they are.

Dresden Files Homebrew: Racial Perks

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Originally posted January 2009

This one is perhaps the most Dresden-specific. I had previously provided Fate-specific pricing for these traits, but the relative value of each trait will vary from system to system, so price as you will.


Not a race per se, a wizard is anyone who possesses a natural facility with magic, expressed as a Power trait (called Wizardry, here).

Wizards can purchase the full range of occult skills and advantages and use them to cast magic. The higher the character’s Wizardry rating, the more likely he or she is to inadvertently destroy nearby technology in a stressful moment. As a general rule of thumb, the character has a hard time using any technology developed more recently than a decade per level of wizardry with any safety at all. Many wizards play it safe and assume that anything newer than the 1920s will explode at the worst moment.

If the system has a specific expendable trait linked to Wizardry (e.g., Quintessence), it refills to after every night’s sleep and can be recovered during periods of strong emotion.


This race is intended for characters such as Knights of the Cross, but also can be used for very talented, dedicated secular individuals such as Murphy.

A knight is a mortal imbued with the ability to direct purpose or faith to nobler ends. The most well known knights are the Knights of the Cross, but any mortal with the ability to direct faith to occult ends can be considered a knight. The character buys the powers below a la carte as advantages. Abuse of the power for selfish ends can make it fail or can result in losing it altogether.

  • Dedication/Called to Serve – The character has a Faith/Purpose trait that can be used to power other knightly abilities or for any other standard uses of Faith in the setting. Price this trait at whatever is reasonable for the rules set.
  • At Peace with the World/All God’s Creatures – Any natural animal (that isn’t being supernaturally controlled) will never attack the character unless the animal feels seriously threatened. The character’s Purpose/Faith trait can be used as a skill to convince friendly animals to take actions slightly beyond their normal capabilities or intelligence.
  • Instincts/Right Place – The character can spend a point of Purpose/Faith to get an impression of where he or she needs to go next to achieve a defined goal. If the scene stops focusing on the character, he or she can spend the aspect point to re-enter another scene when needed.
  • Intent/Right Time – The character can spend a point of Purpose/Faith to get an impression of when a particular event will occur or to show up in time for something that it seems improbable that the character could make.
  • Determination/Shield of Faith – The character can spend a point of Purpose/Faith to add his ranks in that trait to his armor rating for one attack, after the attack has been rolled.
  • Iron Will/Higher Authority – The character adds his or her Purpose/Faith rating to rolls to resist all attempts to influence his or her mind or soul supernaturally. The power rating can even be rolled against powers that wouldn’t normally allow resistance. This ability does not prevent the character from being manipulated by mortal means.

The Purpose/Faith pool refills to full after every downtime and can be recovered when a test of the character’s purpose or faith is passed. In addition to the powers above, points can be spent on any roll that is directly related to a mission that the purpose or faith made unavoidable.

Finally, the trait can be rolled when channeled through a symbol of the character’s beliefs to drive off or harm supernatural creatures that are weak to such faith.

White Court Vampire

White court vampires are mortals that, from birth, form a symbiotic relationship with a non-sentient Nevernever entity typically referred to as the Hunger. They need to drain the psychic energy from other subjects via strong emotions, and court families break by their preferred emotion (the Raithes use lust, the Malvora prefer fear, etc.). Their skin and blood is pale.

All members of the race have an expendable trait called Hunger. When spending points of Hunger, their eyes turn white and they radiate cold. Despite these unnatural occurrences, White Court vampires are not harmed by the sun, are not harmed by faith anywhere near the levels of other vampires (though powerful manifestations can still harm them), and they have a soul. Conversely, their dependency on creating and feeding on impure emotions leaves them vulnerable to pure love. They have no ability to use occult powers to influence the thoughts of someone in love (though amplified beauty may be enough to have some effect) and cannot feed on such an individual without burning themselves (It is unclear in the books whether this is specific to the Raithes’ use of lust, and whether the Malvora might have a similar weakness to courage).

White Court vampires treat the system’s attractiveness advantage as two points higher than it is naturally. By spending Hunger, this rating can be made temporarily even higher on a one for one basis. The character can dominate a target with this unearthly beauty: if the character focuses on a particular subject, the target must make a contested roll of an appropriate resistance trait against the character’s current appearance rating to take any offensive action or to resist the character’s sexual advances.

The two points of extra attractiveness plus any gained from Hunger expenditures can even be used to seduce targets that wouldn’t normally be attracted to the character. However, a character seduced in this way will often feel violated; it is often more expedient to seduce the target via mundane means.

Again, Malvora vampires may be able to become more terrifying rather than attractive. It is unclear from the current books.

The character can exert minor mind control upon subjects that he or she has fed upon recently or often and can generally get a good idea of the location of a subject that has been fed upon repeatedly (this connection works both ways). When dealing with the vampire, reduce the subject’s resistance trait by the number of times the character has fed upon him or her (to a minimum of 0). The character rolls Hunger to make mental commands (these are almost always audible and in close proximity, not psychic or at range).

The Hunger is recovered by feeding on the emotions of a seduced or otherwise dominated subject. The character must have physical contact, and must advance to intimate contact to take more than a single point from a target. The vampire can generally take a number of points from a target equal to that target’s willpower-related trait before he or she becomes brain damaged, insane, or dead. If the character ever runs out of Hunger points and is not able to feed immediately, he or she quickly becomes irritable and will go insane or lose control of the hunger if the emptiness persists long enough.

In addition to amplified appearance, the vampire can spend Hunger points for bonus or extra success on any physical or social roll. He or she can also spend a point of Hunger to heal a wound of their choice (only once per turn).

Without spending Hunger, White Court vampires heal at the speed of a human multiplied by their Hunger level.


Werewolves are mortals that use a specialized magic spell to transform into the form of a wolf. Foregoing standard thaumaturgic techniques, they internalize the spell until they can shift back and forth with little effort. Though they take the form of a wolf, werewolves gain none of the instincts that go with the body. This means they do not risk being trapped in a feral state, and can use their full human intelligence, but they must learn the form from scratch.

Werewolves use an expendable trait called Instinct. This trait is restored to full after a good night’s rest, but cannot be increased in any other common way. Roll a simple test of Instinct to change forms; the roll total subtracted from 10 is the number of seconds it takes to change forms.

Instinct points can be spent on any physical roll when in wolf form, and on sense-based rolls.

In wolf form, a werewolf is assumed to have second tier weapons and armor (equivalent to short sword damage and leather armor), and can smell and hear better than a human as well as moving somewhat faster. Werewolves using pack tactics and taking advantage of a large target can gain additional bonuses in combat.

Werewolves do not heal any faster than a normal human does.


A lycanthrope is a human that is a natural channel for a spirit of bestial rage. From birth, they are very much like animals in human bodies with human intellect. They are stronger and faster than humans and heal quickly.

Lycanthropes use Instinct, much like werewolves. This trait is restored to full after a good night’s rest, but cannot be increased in any other common way. Roll a simple test of Instinct to cow other lycanthropes and natural predators, or to scare away prey. Instinct points can be spent on any physical roll and on sense-based rolls. They can also spend a point of Instinct to heal a wound of their choice (only once per turn). Without spending aspect, lycanthropes heal at the speed of a human multiplied by their Insticnt level.

A lycanthrope has no natural weapons, but does have senses somewhat greater than a human.

The GM can offer a lycanthrope player refreshed Instinct for succumbing to violent urges when in an emotional state.


Changeling are children born to one mortal and one fae parent. Typically, they have a normal mortal childhood and awaken their fae natures at puberty. The fae side calls stronger and stronger over the years, and ultimately the changeling must decide whether to become a full mortal or a full fae. Until that choice is made, the changeling is beholden to the same court and chain of command as his or her fae parent.

Changelings use an expendable trait called Wyld. This trait is restored to full after a good night’s rest and can be recovered when spending time in Faerie.

Pick a single archetypal quality such as great strength, beauty, or ability with machines and crafts. Wyld points can be spent on any roll related to this archetype. Additionally, a point can be spent to invoke a special effect related to this archetype that isn’t normally possible with related skills (such as crashing through a wall, entrancing someone with beauty, or making a
seemingly impossible device).

Unless it is part of their archetype, changelings do not heal any faster than a normal human does.