they made certain decisions, encouraging them to follow their Dán. A moiræ following this drive also explores unfulfi lled dreams in her target’s psyche, sometimes draw- ing them out and fulfi lling them, sometimes suppressing and discouraging them. Giving mortals what they want in their dreams can be very inspiring or debilitating, depending on the mortal.
• Apolliae (Oracle): This aspect is the oldest and original face of the moiræ before they were further changed by mankind’s dreams. Typically, the moiræ
appears as a veiled or blindfolded oracle in a white robe, or
as an angel of light. Moiræ fol-
lowing this Ariá are usually at their most benevolent. They bring luck and hope and, even if paired with an otherwise malignant Legacy, they usually believe them- selves to have (ultimately) good intentions. When a moiræ senses great Dán for a person, she may visit him in his dreams to give him guidance or to rescue him from the banal rut in which he’s been living. A moiræ in this aspect instills in the one she visits the belief that she won’t harm him — this time around.
Affi nity: Actor or Fae
Birthrights
•Aural Perception — The moiræ retain this ability from the Mythic Age when they served primarily as oracles to both fae and humanity. Moiræ can see a person’s Dán as ethereal images swirling
around his head or body. These images reveal
what the individual is fated to do, what he has done or what larger con- nection he may have in the tapestry. Some people have more to do with Dán than others, and they aren’t always the most visible people in so- ciety. An “average person” may have more infl uence in the world than an important leader. These images do not reveal all; they merely give clues. Dán is not a chain of predestined events and
can change. This Birth- right is always in effect at a low level and can be somewhat disorienting in a room full of people. To get anything useful, the player must spend a point of Glamour and roll her character’s current Glamour (diffi culty 7). If successful, she may divine one “snap-shot” image per- taining to the person’s past or future actions per success.
Denizens of the Dreaming
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This Birthright may be used on any given target only once a scene. Because the Norns gave them free will, they also made it diffi cult for the moiræ to predict their own individual fates with this Birthright (-3 penalty to any attempt to do so). Finally, because of their connection to Fate, moiræ gain an additional die to their dice pool for casting any Soothsay cantrip.
• Fata — Serving such powerful creatures as the Three Fates has its perks. The moiræ enjoy an exemption from the Silver Ban and may walk the Silver Path. Few question Fate’s prerogatives; through ancient pacts the Dreaming exacts vengeance against any that interfere with its messengers. The punishment usually takes the form of the Flaw: Cursed and varies in severity and dura- tion depending on how touched by Fate the perpetrator is and the seriousness of the crime. Minor interference such as extreme disrespect exacts only a minor penalty (a 1 point Curse for a full day). Imprisoning, badly wound- ing or otherwise hindering a moiræ (while she is on a mission) earns a 2 or 3 point Curse until she is released or otherwise escapes. Killing a moiræ while she is “off- duty” may result in a 4 point Curse for a year or more. Killing one while she is on a mission for the Norns may result in a 5 point Curse and may last forever. Alternate punishments may result in the offender temporarily or permanently gaining the Flaws: Nightmare and/or Chi- merical Magnet. This Birthright applies only so long as the moiræ remains a neutral messenger, however. The moiræ annuls this pact by attacking or otherwise directly damaging someone, either physically or with Arts. Lastly, because of their connection with the Wyrd or Fate, moiræ have -1 diffi culty when Calling Upon the Wyrd.
Frailties
• Superstition — Creatures of Fate, the moiræ are more susceptible to some of its whims, including human superstition. They must avoid nearly all things that purportedly bring “bad luck” or suffer Nightmares (see Changeling: The Dreaming). This taboo includes minor superstitions such as stepping on cracks in the sidewalk or a black cat crossing her path as well as major transgressions of fortune such as taking a stone from a sacred island. If a locale has a “bad luck” legend attached to it, moiræ will be forced to observe it or suffer the consequences. Storytellers are encouraged to be creative. Moiræ can absolve themselves of Nightmares or lessen the severity by reversing what they have done or atoning (subject to Storyteller discretion). In addition, any violation of
a Geas, Ban or other oath by a moiræ incurs an extra die of intensity to the usual penalty. Note that the most common wielders of Sovereign, the sidhe, have their own traditions against manipulating Fate in such a manner. Moiræ forced to perform taboo actions either through mental manipulation or physical coercion have only half as diffi cult a time reversing it, while those who forced them to do so may be cursed as per the Fata birthright.
Stereotypes
Acheri — A necessary evil. They are a refl ection of what is.
Aonides — Contemptible hedonists, they steal our Dreamers for their own worthless ends!
Fir-bholg — Some are worthy and some are not.
Fuaths — Many see them as mindless ani- mals, but they will play a vital role in the fi nal fate of the Dreaming. Treat them with respect.
Keremet — Many of these were taken by our hands; they reap what they have sown. They had best not give us cause to elaborate on the lesson.
Naraka — They, too, know the meaning of vengeance, but their current fallen state places their collective destiny beyond our sight for the time being (though individuals are not hard to read). We must watch them carefully.
Changelings — Some respect the preroga- tives of Dán; others shall suffer for their iniquities. The sidhe, in particular, think they are the shuttles in the loom of Fate’s tapestry. They do not control
us and have much for which to answer.
Humankind — Our charges have been separated from us for too long! See how they languish without our guidance. We have a duty to help them untangle the mess they have made for themselves.
Quote: We are vengeance and our teachings are often
painful. Remember that when next you seek gratifi cation of your basest desires.