By Kit Peters (capchaos@ns.cencom.net) (10 November 1995)
Wilder Preachers often become involved in organizations, paying lip service to whomever is in charge while quietly making their bids for power. At this stage, they begin to dress more flamboyantly.
Grump Preachers are often settled in a highly visible position, basking in the adulation of their followers, while maintaining confusion and infighting among those whose ambitions they feel are dangerous.
Crowd affinity: The preachers are also able to sense the mood of the crowd, and use it to their advantage. They automatically receive one free dot of empathy, which can be increased normally using freebie points.
Unmistakability: Like the Sidhe, Preachers are unmistakable, emanating a larger-than life aura. People will immediately be able to pick them out of a crowd, and they are often the prime targets for an assassin's bullet, especially when their deaths could be seen as martyrdom. Such cases should be arbitrated by the Storyteller, but it is suggested that the difficulty of hitting the changeling be lowered by 1, possibly more if she is of great renown.
Eshu: The wanderers tell wonderful stories, and if the stories are about us, so much the better.
Nockers: We have no need for their flawed creations.
Pooka: Amusing, and good scapegoats. If they didn't lie so much, they might be useful as spies.
Redcaps: Excellent foot soldiers and rabblerousers. Dispose of them when they become inconvenient.
Satyrs: Music can move the masses, and sex is a powerful attractant. Highly useful.
Sidhe: These fools have no idea of the power they are missing out on.
Trolls: They do not trust us, and rightly so. If one can be turned to your service, she will be a valuable ally. If not, dispose of her.