Meteora

RATIONALE: There have been several attempts to come up with a weather-working Art, including White Wolf’s own Skycraft Art for Mer-folk and Ryan Carden’s Sirocco Art for Eshu, but they all seem too limited. The mythological Fae seem to be strongly linked to the weather, both with the power to manipulate it for those who please them (bringing fine weather and good harvests) and also accompanied by eerie weather conditions that indicate their strangeness. These cantrips try to focus on the underlying meaning of the weather conditions, rather than just creating or controlling meteorological events.

So, how do you handle giving a farmer seven years of bountiful harvests or a ship’s captain fair winds home?

  • Go see a mage. Subordinating reality to human will is really their thing not the Fae
  • Try Wassailing, since if a farmer dreams of harvests a Greenkeeper can make those dreams real
  • Optionally, by using the Time Realm as a Modifier, a changeling might make one of the Scene effects a longer lasting feature, like a field in which the frost never thaws or a meadow which always enjoys beautiful sunshine. The Time Realm can make an effect last for a Scene, the rest of a Story or the rest of a Chronicle or beyond.

The name ‘meteora’ comes from the Greek for ‘high/lofty’, referring to the heavens. Many commoners today call this art ‘Skyfall’, in honour of the only non-banal James Bond film since the Resurgence.

Attribute: Charisma


● Cloak of Manannan

The Changeling draws dank mists around himself or another target. While this does not make the target invisible, it obscures features and outlines, making the person or object hard to identify. Individuals can easily be mistaken for someone else, texts become hard to read, even voices become muffled and indistinct.

System: Although it doesn’t make the target invisible or even hard to see, this cantrip creates uncertainty and confusion about appearances. Rolls to pick out the target in a crowd or realise who or what the target is will automatically fail. If cast on a creature, the subject will automatically fail attempts to identify things clearly or tell one thing from another (this includes working out who to attack or understanding instructions) although the Storyteller might let well motivated or highly trained creatures spend a Willpower point each round to overcome this.

Successes rolled Effect
One If someone knows the target well, they could spend a turn to identify/understand it
Two If someone knows the target well, they could spend two turns to identify/understand it
Three No amount of puzzling will identify/understand the target
Four People will fail to identify/understand the target and will not find this failure strange or alarming
Five People will fail to identify/understand the target and will then forget about it (use the Mists Table)

The effect lasts for one round per success rolled.

  • Actor – Describes a human’s identity that is unclear or uncertain
  • Fae – Describes a Fae creature or even the true nature of a spell
  • Nature – Describes an animal or the true properties of a plant, beverage or foodstuff (very good for disguising drugs or poison)
  • Prop – Describes a recorded text or a device that is difficult to figure out and understand
  • Scene – can be used as a Modifier Realm to affect multiple targets or by itself to cover an area with a mist (Wyrd) that imposes a penalty on all Perception rolls equal to the caster’s rating in Meteora; the caster can see perfectly through her own mist and can extend this benefit to a number of companions equal to her rating in this Realm by spending an extra point of Glamour

Type: Chimerical (or Wyrd)


●● Jack Frost’s Touch

The Changeling draws the elemental power of ice around himself or another target. This causes a chilling and a stiffening of the body, while surfaces become slippery and cold.

System: Although it doesn’t literally freeze a target solid, it creates stiffness in moving parts and slipperiness on surfaces. Affected creatures must make a Strength Test in order to move each round or and anyone must make a Dexterity test to handle an affected object; the difficulty of the test is based on the table below. If the target’s Attribute is lower than the difficulty of the test they can make a Willpower roll (difficulty 8) and lower the effectiveness by one per success. Even if the test is passed, the rolls by the target to move/maoeuvre or be used are at a penalty. On the positive side, the target is protected by the ice, getting a bonus to soak rolls and this bonus can be used to soak aggravated damage from fire (which is why a changeling might even cast this cantrip on herself or an ally).

Successes rolled Effect
One Strength/Dexterity 3+, +1 difficulty on all actions, +1 to soak rolls
Two Strength/Dexterity 4+, +1 difficulty on all actions, +1 to soak rolls
Three Strength/Dexterity 5+, +2 difficulty on all actions, +2 to soak rolls
Four Strength/Dexterity 7+, +3 difficulty on all actions, +3 to soak rolls
Five Strength/Dexterity 9+, +4 difficulty on all actions, +4 to soak rolls

Bors casts the cantrip on Lancelot and achieves 3 successes. Lancelot only has Strength 4, not the Strength 5 needed to overcome the freezing power. Each round Lancelot makes a Willpower check, difficulty 8, and a single success would be enough to let him act that round. In fact, Lancelot botches the Willpower roll, so the Storyteller rules that Lancelot is frozen solid for the whole duration.

The effect lasts for one round per success rolled.

  • Actor – Describes a human’s movements
  • Fae – Describes a Fae creature’s movements or even the process a spell
  • Nature – Describes the movement of an animal or the ability of anyone to travel through or pick up certain terrains or plants
  • Prop – Describes the moving parts of an object or the ability of anyone to pick up and handle an object
  • Scene – can be used as a Modifier Realm to affect multiple targets or by itself to cover an area with an icy rime that imposes a penalty on all movement rolls equal to the caster’s rating in Meteora and necessitates creatures in the area to make soak rolls each round to avoid taking a wound from frostbite; the caster can move unharmed through her own frost and can extend this benefit to a number of companions equal to her rating in this Realm by spending an extra point of Glamour

Type: Wyrd


●●● Bag of Aiolos

The Changeling draws powerful winds to himself or another target. The target is battered forcefully or swiftly propelled in a particular direction.

System: This cantrip opposes attempts to move against the wind, but boosts attempts to move with it. This includes rolls to run, jump, steer vehicles and fire projectiles. Attempts to move into the wind are automatically blocked and actions (like firing a missile) against the wind are at a dice penalty equal to the number of successes rolled or the caster’s Realm, whichever is higher. Movement speed with the wind is doubled or, with 3 successes, tripled and, with 5 successes, the target can take off and fly so long as movement is in the direction of the wind (creatures heading into the wind can make no headway with 5 successes). Actions may (at the Storyteller’s discretion) get a dice bonus equal to the successes rolled or the highest Realm. The effect lasts for one round per success rolled.

  • Actor – Describes a human’s movement
  • Fae – Describes the movement of a Fae or a chimerical projectile or vehicle
  • Nature – Describes the movement of an animal, natural force or weather feature (eg a cloud or a river)
  • Prop – Describes the movement of a projectile or vehicle
  • Scene – can be used as a Modifier Realm to affect multiple targets or by itself to cover an area with a howling wind that blows down any creature that fails a soak roll, and also blows down simple barriers (like doors, windows, fences, walls); blowing down fortified barriers requires the caster to spend an extra point of Glamour. The caster can stand securely in her own winds and can extend this benefit to a number of companions/objects equal to her rating in this Realm by spending an extra point of Glamour

Type: Wyrd


●●●● Lamp of Helios

The Changeling draws the illuminating power of the sun to himself or another target. The target is seen clearly by everyone, mystically spotlighted, or else acquires cleared perceptions, seeing clearly things that are hidden.

System: The subject automatically detects hidden or disguised things, or a hidden or disguised thing is automatically made visible to everyone. Although it doesn’t make the target literally light up, it creates a strong aura, making things ‘stand out’ in sight. Alternatively it empowers a creature to detect anything hidden, disguised or invisible. If the concealment is magical, the cantrip’s successes (or the caster’s Realm, if higher) must exceed the level of the Cantrip or power (vampiric Discipline, werewolf Gift, etc) producing it. The effect lasts for one round per success rolled.

  • Actor – Describes a human’s perceptions or the ability to locate or identify a human
  • Fae – Describes the perceptions of a Fae creature or even the power of a perceptive spell (like Omen or Tattletale); using Fae-4 on a vampire will trigger a Rötschrek check and the vampire must equal or exceed the cantrip’s successes or flee
  • Nature – Describes the perceptions of an animal or the ability to locate or identify a plant or natural substance (like prospecting for gold)
  • Prop – Describes the sensitivity of surveillance equipment (telescopes, CCTV, IR goggles) or the ability to locate or identify an item
  • Scene – can be used as a Modifier Realm to affect multiple targets or by itself to cover an area with bright sunlight (Wyrd if indoors or by night) which burns away the mist or frost effects of the earlier cantrips. Any creatures trying to hide or any concealments suffer a penalty equal to the caster’s Meteora rating. Vampires will take aggravated wounds from this equal to the caster’s rating in this Realm each round they are exposed.

Unseelie Fae know a variant of this cantrip, the “Candle of Selene”, which focuses the power of moonlight. This moonlight frenzies or damages were-creatures in the same way sunlight affects vampires.

Type: Chimerical


●●●●● The Fire Celestial

The Changeling draws the power of elemental energy to himself or another target. In nature, celestial fire manifests as lightning but this is truly the power of life itself.

System: This cantrip invokes the raw power of nature as fiery electricity. The effects last for one round per success rolled.

  • Actor – creates a burst of vital energy that can bring someone back from death, healing one health level per success; dead bodies get one “soak dice” against the healing effect for each round they have been dead
  • Fae – converts successes into points of Glamour that infuse a Fae target (or power a spell); these points must be used before the cantrip expires otherwise they fade
  • Nature – creates a lightning bolt that will strike down any target within sight, doing aggravated damage equal to the successes rolled
  • Prop – energises a tool or machine, increasing its power, speed or range by +50% with one success, doubling it with 2 and tripling it with 5; weapons that are energised will do aggravated damage
  • Scene – can be used as a Modifier Realm to affect multiple targets or by itself to cover an area with celestial energy: in the affected area chimerical reality becomes real and unenchanted mortals can interact with it; effectively an entire area becomes Wyrd

Type: Wyrd (except for Fae Realm)


Meteora Bunks

Throw something into the air
●● Lick your finger and test the wind
●●● Whistle a tune or swing a bullroarer
●●●● Stir water in a cauldron
●●●●● Burn a specially concocted incense of heather

Meteora

Tales of New Camelot Jon_Rowe