Bequaine
By Mitchell Kelly (mitch.kelly@tesco.net), for the Keenai bloodline.
Description
The Discipline of Bequaine involves many powers associated with the Unseelie Faeries, the Dark Court traditionally said to reside in Scotland. With each increase in the level of Bequaine attained, the Keenai gains a minor Geas. This is not sufficient to be a fully-fledged Flaw, but is an important Characteristic nonetheless. The higher level powers of this Discipline are best left to the imagination, but are dangerous indeed.
* Fay Sight
This power allows the user to see through faerie glamours and illusions, and to recognise faerie Trods. In addition, it will reveal the true form of shapeshifters or reveal hidden things. To do this, the user must gain more successes on a Per + Occult roll that the target has in her power. For Kindred this is the Discipline rating, for Mages, the Sphere, and for Garou, their rank.
** Minor Mischiefs
This power allows the Kindred to perform some of the minor, annoying, but not truly dangerous, tricks of the Unseelie Fairies. The Character must roll Manipulation+Occult versus the target's willpower. Each success allows one minor problem to beset the victim. Examples include: broken shoelaces, holes in pockets that allow keys to fall out, or finding one's car has a flat tire.
*** Sidhe Wisdom
By rolling Charisma+Faerie Lore, difficulty 8, the Keenai can contact the Lorekeepers of a faerie Sidhe, and quiz them about mysteries. Each success on the first roll will gain a piece of information. A failure results in the faeries spending several hours berating the Kindred for her poor manners, and a botch forever denies her this power. The Lorekeepers are wise in most things concerning the occult or the Awakened, but require payment for each piece of information. This payment may be as simple as sugar or as sinister as one's own blood. The information is usually in the form of couplets of rhyme or quaint little sayings.
**** Unseelie Path
Allows the Keenai to move along the magical paths of the Unseelie faeries. The caster must spend a blood point and roll Charisma+Faerie Lore, difficulty 7. Any successes mean that the Kindred has been move to within 10 miles of her target (determine distance and direction randomly). A failure leaves the Kindred where she was, and costs a point of willpower, and a botch condemns the Kindred to eternity in the service of the Unseelie...
***** Faerie Curse
By rolling Manipulation+Occult, difficulty 7, the Keenai can place a curse upon another. These curses last a varying time, but are usually quite horrible: examples including reducing a person's Appearance or Charisma to 1, placing someone in an unbreakable sleep, preventing a person from ever resting etc. To activate the curse, the Keenai must confront the victim, speak the curse and spend three blood points. To affect the Awakened, or those with True Faith, a willpower point must be also spent. Each curse can be cancelled by the caster, and must have a "let-out clause," such as being kissed awake by a person of royal blood.Number of Success | Duration |
Botch | Curse affects Keenai, one day per botch. |
One | One day |
Two | One week |
Three | One month |
Four | A year and a day |
Five+ | Permanent, unless lifted. |
****** Faerie Majesty
This power allows the user to call upon a significant favour from the Unseelie Court. Typically this means the services of a faerie guardian (a troll, a faerie knight or a pack of faerie hounds), to serve him for a year and a day or a faerie "army" to give the user aid in one struggle. The user rolls Charisma+Ettiquette, difficulty 8, to send the summons. The exact nature of this is, of course unpredictable, but it is of the correct general sort (i.e. a group of faerie shoemakers don't turn up to take on the Garou, and a dragon will not appear to clean up a mess in the user's Haven. The other side of this power is that the faeries can call upon the user for aid in their turn. Caine help anyone who reneges on the deal...
******* Blood of Kings
This power allows the Kindred to convert all or part of her blood to faerie blood. This allows the Kindred several powers: the user can step into the Umbra, and be seen as a normal spirit or person; the user can perform Faerie magic at no cost and the user can summon faries to her aid by simply rolling Charisma+Faerie Lore, difficulty 6. However, there are problems: the user is susceptible to iron, as Garou are to silver, and difficulties to avoid frenzies increase by two. Also, when the effect ends, a Self Control check (difficulty 6) is necessary to avoid a bad attack of severe depression (Harano).System: The Kindred rolls Stamina+Faerie Lore. The difficulty is one less than her current willpower. A botch is fatal. Each success converts one point of blood for one day, and successes must be divided between the length and power of the change. The more blood is converted, the greater the usable powers (assume that each blood point converted gives access to one level of thaumaturgical ritual or pathway.)