Tales of New Camelot
RATIONALE: Naming is supposed to be an obscure Art but there is no reason why any character who knows it should not pass it on. There needs to be a different reason why such as powerful Art is not more widely used, especially by the Shadow Court. Also, the Saining cantrip from the Players Guide has very little use, other than providing the information about a True Name needed for ●●●●● Reweaving, so new applications are suggested below.
Treat Naming as a Seelie Art, usable only by Fae currently in the Seelie Legacy. This is because of the archaic nature of the Art, based as it is on the ideas that letters and names can have magical power.
●●●● Saining (revised)
Here are two new applications for the cantrip.
- Reduce the difficulty of the roll by 1 (although this will not alter the maximum number of successes that can be achieved)
- Add 1 to the maximum number of successes that can be achieved
If Morgan uses Saining to find out Gawaine’s True Name the difficulty would normally be 9 (he has a title) and up to 4 successes could be achieved. By rolling 6 successes using Saining, Morgan could reduce the difficulty to 4 and increase the maximum number of successes to 5, or reduce the difficulty to 6 and increase the maximum number of successes to 7, or some other combination.
Saining can also be used to create a Dweomer on a changeling’s Fae Mien called a Woad. These arcane symbols confer powers on the wearer but fade as soon as it is used.
Unseelie Fae associate Woad with the Seelie Court, especially Seelie purists like the Beltane Blade, the Order of the Crystal Circle and House Beaumayne. Although any Kithain can wear Woad, anyone doing so will be met with hostility from Unseelie Fae.
|Successes||Woad Effects||Reaction from Unseelie|
|One||1 dot in an Ability; -1 difficulty on a single Ability roll||Suspicious, -1 dice for Social interaction|
|Two||2 dots in any Ability; -1 difficulty on a single Attribute roll or type of roll (combat, initiative, soak, cantrips, seduction, etc); heal one wound||Suspicious, -1 dice for Social interaction|
|Three||3 dots in an Ability; -2 difficulty on a single Ability; +1 armour or damage or actions; heal two wounds||Hostile, -2 dice for Social interaction|
|Four||4 dots in an Ability; -2 difficulty on an Attribute or type of roll; +2 armour or damage or actions; heal three wounds||Hostile, -2 dice for Social interaction|
|Five||5 dots in an Ability; +3 armour or damage or actions; heal four wounds; one-off powers||Inflammatory, -3 dice for Social interaction|
A character can only benefit from one Woad of each type and if there are two, the most powerful will take effect rather than the two adding together. Each Woad adds Bedlam Points equal to its successes.
Woad fades when it is used. However, the changeling can spend a Temporary Glamour to turn it into a Woad Dweomer that doesn’t fade. Unfortunately, this makes the Bedlam permanent too. The power in permanent Woad can be used once per Story but a character can ‘reactivate’ Woad by spending a point of Glamour. Woad can be removed by spending a Willpower point and the Undoing or Fading will remove any Woad – this removes the Bedlam too.
Morgan rolls 7 successes on a Saining cantrip to put Woad on her minion, Accolon. A ●●●● Woad would give Accolon 2 points of armour against a single attack and ●●● could give him an extra action on one turn. Alternatively, ●●●●● could enable Accolon to fly for a Scene while ●● gives him two dots in Firearms for one roll. Accolon gets 7 points of Temporary Bedlam. If Accolon wants to make a Woad permanent he must spend a point of Glamour. If he chooses to gain the ability to fly then he can fly once per Story (or more often if he spends extra Glamour to reactivate the Woad) but he suffers 5 permanent points of Bedlam.