The Nightmare Lords: Character Creation

 

This chapter contains all the information needed to create Fomorian characters, either as player characters or for use by the Storyteller. It includes information on new Abilities, Backgrounds, Arts, and the Fomorian social hierarchy.

 

Character Creation:

Think about your character. Most of the rules used to create a Fomorian are similar to those presented in Changeling: the Dreaming 2nd edition, and are not reprinted here. Be sure to understand that book’s rules before embarking in the process of creating a Fomorian. Terms explained in the official rulebooks and sourcebooks are not reprinted here, just referred to. All steps are detailed in the chart below. But, before beginning, picture a mental image of your character. Why is he returning to the Autumn World, instead of sailing the oceans of the Dreaming, never to return? Why is he or she here? How is he like? What kind of things she loves, or abhors? Is he a strong, brave leader? An scheming, tempting sorceress? A reclusive scholar, frightened by the tumult and chaos of the World of Darkness? The possibilities are bound only by your imagination. Who are his or her friends? Does he hate the Kithain?

Character Creation Chart

Step One: Character Concept

Who are you? Choose Court, Dominant and Secondary Mood, Cúram and Concept.

Court: To which Court do you belong?

Dominant and Secondary Mood: Which are the ruling axis of your character’s ethos? Gold, Silver, Bronze, Lead?

Cúram: If you are a member of the Great Courts, choose a Cúram. You can always play a character who does not belong to a Cúram.

Concept: Define your character. How would people describe him or her, in two or three words?

            Step Two: What are your Basic Attributes?

Prioritize your three categories: Primary, secondary and tertiary classes (7/5/3). Apply them to the three categories: Physical Attributes, Social Attributes, Mental Attributes. All characters have a beginning score of 1 in each Attribute. Remember, your Attributes at the end of Character Creation are those both of your dream-form, and your first Shell.

            Step Three: Select Abilities.

Prioritize your three categories: Primary, secondary and tertiary classes (13/9/5). Apply them to the three categories: Talents, Skills and Knowledges.

            Step Four: Select Advantages.

Choose Backgrounds: 5

Choose Arts: 3

Choose Realms: 5

            Step Five: Final Touches.

Record beginning Humour (1 additional point in the Humour of your Court), and distribute (4) points between the Humours. All characters receive a free dot in each Humour. (Remember: Éideagha don’t have a Court Humour, so they don’t get the additional point, and Titans and Jotunns distribute (3) points because they begin with a point in two different Humours).

Record beginning Glamour and Willpower. Beginning Glamour is double the total of your character’s Phlegm + Blood, and beginning Willpower is the total of your character’s Bile + Melancholy.

Record beginning Privileges and Ordeals. You have a pool of Dream points equal to the half your Glamour + the average of your two higher Humours. You can buy additional Privileges and Ordeals later if your Humours change after spending freebie points.

Record Court’s Birthrights and Frailties.

Spend Freebie Points (15), as per the costs in the following table:

Arts                  5 points per dot

Attributes          5 points per dot

Realms             3 points per dot

Humours           3 points per dot (raising Humours raises your Glamour or Willpower scores)

Abilities            2 points per dot

Glamour            2 points per dot

Willpower         2 points per dot

Backgrounds     1 points per dot

Choose Merits and Flaws.

Record your beginning Social Rank.

            Step One: Character Concept

Court: See chapter 3 for details about each of the Courts of the Fomorian Dream.

Dominant and Secondary Mood: See chapter 4 for details about the Moods.

Cúram: See chapter 3 for details about each of the Cúrimí of the Great Courts.

Concept: Let your imagination fly wild.

            Step Two: What are your Basic Attributes?

This step is identical to the one in Changeling: the Dreaming 2nd edition.

The Beauty of the Beast: All Fomorians of the Great Courts (also called the Gaelic or Celtic Courts) are either hideous or inhumanly beautiful. As a result, they must have 0, 1, 4, or 5+ dots in the Appearance Attribute. White and Red Fomorians tend to be beautiful, whereas Green and Black Fomorians tend to be hideous, but these are only statistics, not stone-set rules.

            Step Three: Select Abilities

Fomorians have been chained for centuries outside the world of Autumn. As a rule, they cannot buy more than one dot in any ‘Autumn specific’ abilities. This list includes: Human Bureaucracy, Streetwise, Drive, Firearms, Security, Technology, Computer, Human Law, Autumn Lore, Medicine or any of the Autumn Sciences. This restriction may be waived with freebie points but, still, Fomorians are limited during character creation to a maximum of two dots in these, for them, ‘arcane’ abilities.

All other Abilities are described in Changeling: the Dreaming, except:

 

Archery and Ride are described in Dark Ages: Vampire.

Technology is described in Mage: the Ascension and Demon: the Fallen.

Autumn Lore is described in Denizens of the Dreaming. It is a catch-all knowledge that covers what the Fomorians know or try to understand about the mortal world.

Tactics (mentioned in the description of the Warriors Cúram) is described in Earthbound, a sourcebook for Demon: the Fallen.

 

Fhios:

Fhios (Irish for: THE lore) is the lore, history, customs and laws of the Fomorian Dream. It is a rough equivalent of the Knowledge: Changeling Lore, but it is applied to the Courts of the Fomorian Dream, not to other species. Fhios is jealously hoarded by the Fomorians themselves, and any non-Fomorian known to possess this Knowledge is sure to be named an enemy of the Fomorian Courts. Fhios also gives some basic understanding of the depths of Nightmare, the realms of the Dreaming from where the Fomorians originally came.

●          Student: You know the names of the seven Courts.

●●        College: You can name some of the luminaries of the Great Courts.

●●●     Masters: You understand the politics of the Great Courts, and can name some famous Éideagha, Titans and Jotunns.

●●●●   Doctorate: You know most of the secrets of the Fomorian Dream, could navigate fairly well the Nightmare Trods, and can name many heroes and villains of the seven Courts. You suspect there is something hidden in the Heart of the Thistle.

●●●●● Scholar: You know for sure that there is something hidden in the heart of the Thistle, and other Fomorians bow to your wisdom and scholarship.

            Possessed by: Fomorians

            Specialties: History, Law, Myths and Legends, Famous Fomorians.

 

Step Four: Select Advantages

            Backgrounds:

            Fomorians may buy all of the Backgrounds described in Changeling: the Dreaming 2nd edition, with some changes, detailed below. They may also buy four new Backgrounds: Age, Ironworks, Nemgnacht and Shell, and the background Allies (mysteriously absent from Changeling: the Dreaming 2nd edition).

                              

            Age: You are one of those rare Fomorians who got unchained somewhere between the surge of Glamour of the Resurgence and the return of the Adhene, and you have been on Earth since your liberation, moving unseen between the Dreaming and the Autumn World. You have a small advantage over your returned brethren, and they tend to look to you for assistance. This Background is particularly vulnerable to player abuse, so Storytellers should carefully control it.

●          Basic: You have been free since 1993. +6 freebie points. You can buy restricted Abilities up to rank three, using freebie points.

●●        Minor: You have been free since 1987. +12 freebie points. You can buy restricted Abilities up to rank four, using freebie points. –2 to beginning permanent Glamour.

●●●     Useful: You have been free since 1981. +18 freebie points. You can buy restricted Abilities up to rank five, using freebie points. –3 to beginning permanent Glamour.

●●●●   Significant: You have been free since 1975. +24 freebie points. –4 to beginning permanent Glamour.

●●●●● Incredible: You have been free since 1969. +30 freebie points. –5 to beginning permanent Glamour.

 

Holdings: Holdings are incredibly rare among the returned Fomorians, and this Background costs double the usual amount of points, whether bought with freebies or with Background points. As a slight compensation, Freeholds held by Fomorians yield an additional point of Glamour each day.

 

Ironworks: The Fomorian Courts hoard the few remaining ores of chimerical iron remaining in the Dreaming. Chimerical iron works against Changelings and Chimera in a way similar to cold iron, that is, those killed chimerically with chimerical iron are destroyed forever. However, hits with chimerical iron do not drain glamour from the target. Instead, chimerical iron possesses an innate resistance to Glamour, and can be used to forge weapons and armors imbued with a certain resistance to Cantrips and other fey magic.

Each point in the Ironworks Background equals a point in the Chimera Background, for the purposes of buying chimerical iron equipment. Follow the costs in page 288 of Changeling: the Dreaming 2nd edition. Each object made of chimerical iron has an innate resistance to Glamour equal to its costs in the Ironworks Background (that is, a warhammer has a cost of two, and two dice of resistance against any Cantrip cast against it). The holder of a weapon cast in chimerical iron may use up to half that resistance for himself (that is, a Red Fomorian holding a warhammer of chimerical iron may gain a point of ‘Glamour resistance’, from the two possessed by the weapon. He must declare each turn if he is using the resistance). This Glamour resistance works like the Birthright: The Depths of my Spirit of the Green Court, but is not cumulative with it.

Other fey beings, such as Glomes and Redcaps who live still in the Dreaming have access to chimerical iron, as do particularly nasty Fir-Bholg, Goblins, Nockers, and Balor and Dougal sidhe. At Storyteller’s discretion, the Ironworks background could also be accessible to characters with links to these… unsavory groups.

 

Nemgnacht: Nemgnacht is an Irish word meaning ‘study of the heavens’. This Background represents an special tie that some Fomorians have to the stars and the planets, which lets them use the firmament as a support for their magical skills. This Background is only available to Fomorians of the Great Courts, and to Gaelic Éideagha. Once each month, a Fomorian may roll, at midnight of the fifteenth day, his Intelligence + Nemgnacht, with a difficulty of eight. Willpower points cannot be spent in this roll.

Each success becomes an ‘Nemgnacht die’, and Nemgnacht dice are added to all his Cantrip rolls during that month (that is, until the 15th of the next month) Tens got in a Nemgnacht die count twice (as two successes).

If the roll is failed, nothing happens.

If the roll is a botch, a disaster happens. Each one rolled becomes a ‘Nemgnacht die’, which is also added to all the Fomorian’s Cantrip rolls during the month, but ones rolled in these Nemgnacht dice count double (they cancel two successes).

In any case, only one Nemgnacht roll can be made each month.  

●          Basic: You have been slightly touched by the stars.

●●        Minor: Your birth was significant.

●●●      Useful: Your birth was predicted by some Fomorians, and you feel easy to contact the heavens.

●●●●   Significant: Your fate seems to be ruled by the stars. You can easily touch the cycles of the firmament.

●●●●● Incredible: Prophets talked about your birth for years. You have the potential to become memorable.

 

Shell: This Background rates how skilled are you at crafting human-looking bodies for your use. The rating of the Shell Background is added to a basic difficulty of five if anyone tries to notice something odd about the Shell, and it is the minimum number of successes that must be got (so, if a Fomorian has Shell 3, a someone looking at him with X-ray would need to roll Perception + Medicine with a difficulty of 8, and get three successes to suspect something odd). The quality of a Fomorian’s first Shell equal his score in this Background. When crafting subsequent Shells, the Fomorian player must roll Intelligence + Medicine. The maximum number of successes that can be got in this roll is limited to one plus the number of dots the Fomorian has in the Shell background. Read more in chapter 4: Crafting the Mask and Wearing the Mask.

 

●          Basic: You look near-human on the outside. Your body is solid.

●●        Minor: You look similar to a department-store manikin. Your inner organs are a mess.

●●●      Useful: You look completely human. You have functional, if a bit underdeveloped, inner organs and biological systems.

●●●●   Significant: You are a human. Nobody could doubt that.

●●●●● Incredible: Your body is more human than some humans’! Even a M.D. would be hard-pressed to distinguish between your Shell and a human-born body.

 

Title:

Fomorian titles work similarly to Kithain ones, with some slight changes. In addition to changes in nomenclature, Fomorian titles are elective, not hereditary, and they are only available to Fomorians of a given Social Rank (see Social Rank, below).

●          Basic: You are a warrior.

●●        Minor: You are a war-leader.

●●●      Useful: You are a knight. Only those of Journeyman rank or higher may be knights.

●●●●   Significant: You are a chieftain. Only those of Expert rank or higher may be chieftains.

●●●●● Incredible: You are a king or queen. Only Masters may be kings or queens.

 

            Arts and Realms: Consult chapter 6: Matters of Magic: Arts and Realms for a list of available Arts for Fomorian characters. They use the same Realms than Kithain and Adhene do.

 

            The Fae Realm: Fomorians and Kithain (and Adhene) need Fae 3, Elusive Ghallain, to affect each other., by the rule in DoD, page 77. Fomorians need Fae 2, Lofty Noble, to affect nobles of their own kin.

 

            The Fomorians are known to use two Arts which reflect their connection to the forces and cycles of nature. These two Arts, known by their Gaelic names, Maoin and Dòlum (Maoin, Scottish Gaelic Wealth and Dòlum, Irish Galeic Poverty), or by their Old English equivalents, Blæd (Wealth) and Ierm’u (Misery), were used with prodigality during the War of Trees, and can evoke memories of those ancient times if their effects are seen by Kithain with high scores in Remembrance. These Arts are called Dark Arts because they were invented by the Fomorians, but Maoin is anything but evil or malicious.

 

            Maoin (Blæd)

Maoin is an Art of generosity, prosperity and welfare. Maoin was used by the Fomorian kings to ensure the prosperity and richness of their kingdoms, measured according to each kingdom’s characteristics (that is, a kingdom which considers an abundance of ravens to be a virtue, would acquire more with the use of Maoin).

Users of Maoin were given a wide berth, similar to the one enjoyed by traveling Saoithe. Maoin Cantrips can be used on their own, or to counter the use of Dòlum on a one success-for-one success basis.

Attribute: Stamina

 

● Feast

Feast is a simple Cantrip used to purify water, condiment food, and assure its user the edibility of food, even that which has begin to rot or spoil. Feast is fairly useful when traveling, when it lets the traveler enjoy edible and tasty foods anywhere in the world, or in the Dreaming. It cannot be used to make edible the inedible (such as radioactive uranium), but it will give anything edible a much more satisfying taste, will remove bugs and bacteria, and will improve the quality of rotten or spoilt food, making it safe for consumption.

System: The Realm used determines what will be made tastier. Usually, Nature and Fae are the Realms used with Feast, but nothing forbids Redcaps or Green Fomorians the use of the Actor Realm to make a human victim tastier…

Type: Chimerical or Wyrd

 

●● Fertility

Fertility is a Cantrip of moderate complexity that affects the target’s reproductive capacities. It doubles the probability of procreation, ensures a healthy development and a birthing free of troubles, and (in the case of animals and women) smoothes the pains of birthing. Fertility also improves slightly the future health and constitution of the new born creatures. That is, fruit from trees blessed with Fertility is tastier and the tree itself is healthier, animals and babies are more beautiful, etc… This Cantrip cannot evade the Curse of the Empty Cradle, but it halves the probability of abortion.

System: The Realm used with this Cantrip determines what will be made healthier. Due to obvious reasons, Prop cannot be used with Fertility, unless the Fomorian happens to be in a place where clockwork gives birth to clockwork!

Type: Chimerical or Wyrd

 

●●● Prosperity

Prosperity is a Cantrip that lets the user multiply amounts of things. With Prosperity, a king can fill his coffers with gold, provided he has some gold already, and his silos with grain, provided there is some grain already inside. It is a fairly powerful Cantrip, because anything created with Prosperity is identical to the ‘real’ thing until the duration of the Cantrip ends, and Prosperity can multiply grain and gold, but also arrows and suits of armor. However, things created with Prosperity cannot be further multiplied with Prosperity. Prosperity cannot duplicate unique things (such as individuals or Treasures).

System: The Realm used with this Cantrip determines what will be multiplied, according to the following table. Successes must be divided between effect and duration.

 

2 successes       (x2)                  1 success          1 turn

3 successes       (x3)                  2 successes       1 scene

4 successes       (x4)                  3 successes       1 week

5+ successes     (x5)                  4 successes       1 month

                                                5 successes       Permanent

Type: Chimerical or Wyrd

 

●●●● Generosity

This bizarre Cantrip lets the caster share his or her capacities with those around him. The user of Generosity may, for a brief period of time, ‘lend’ Attribute, Ability, Arts and Realms dots to other people. Glamour, Willpower, Backgrounds and Humour dots cannot be transferred 

System: The Realm used with this Cantrip determines who will be affected (Actor, Fae, or Nature are the most common Realms used with this Art. Prop is not usually used at all, and if Generosity is used with Scene, successes must be divided between all people affected. Each success got in the Cantrip roll let the caster ‘lend’ one Attribute, Ability, Art or Realm dot to the target. He cannot use these dots until the Cantrip ends. Generosity lasts for a scene. Multiple castings of this Cantrip are not cumulative, unless targeting different Traits.

Type: Chimerical or Wyrd

 

●●●●● Abundance

Abundance is a Cantrip of true creation. Abundance lets the user create anything he can picture in his mind, with the following limits:  Abundance cannot create true sentience (it can create animals, but not humans), and it cannot create iron, either real or chimerical. Basically, if used to create beings, Abundance gives the caster Chimera points, following the rules in pages 220-224 of Changeling: the Dreaming 2nd ed. If used to create materials, Abundance creates pounds of material according to the rules in pages 119-120 of Dreams and Nightmares. Finally, things created with Abundance cannot be duplicated with Prosperity. Things created with Abundance last according to the following table (successes must be split between duration and amount of material/chimera points). If used as a Wyrd Cantrip, Abundance can create Treasures.

 

1 success          6 pounds           10 chimera points          1 turn

2 successes       12 pounds         20 chimera points          1 scene

3 successes       18 pounds         30 chimera points          1 week

4 successes       24 pounds         40 chimera points          1 month

5+ successes     30 pounds         50 chimera points          Permanent

Type: Chimerical or Wyrd

         

Dòlum (Ierm’u)

            Attribute: Strength

Dòlum is an Art whose mere mention still gives the Kithain chills and goose-bumps to the present day. Time and the Mists have erased the memories of the use of Maoin, but Dòlum is an Art so dark and evil in its essence (it is hard to conceive of a way to use it for good ends), that it still appears, distorted and veiled, in the nightmares of many Kithain. Known users of Dòlum tend to be looked with suspicion by the Courts, and are carefully watched by the Judges and the Warriors.

 

● Fasting

Fasting is used to spoil and rot food and any type of edible matter. Fasting breeds cockroaches, gnats, flies and worse things inside food, and makes it so repulsive that even Redcaps and Sluagh would feel nauseated after munching even a bit, much more forcibly a mouthful. Eating food spoilt with Fasting can lead to all kinds of diseases, from diarrhea to typhus, cholera or something worse, depending on the number of successes got by the caster. Instead of poisoning food, Fasting can be used simply to make it taste like ashes, fecal waters, or anything disgusting and repulsive.

System: The Realm used determines what will be affected. Usually, Nature and Fae are the Realms used with Fasting. Fasting cannot be used on living things to inflict damage on them (no clouds of flies bursting under the skin!). As a rule of thumb, eating or drinking anything poisoned with Fasting causes as many health levels of damage as successes got by the caster. This damage can be soaked with Stamina, and is affected by Merits such as Poison Resistance.

Type: Chimerical or Wyrd

 

●● Sterility

Sterility is a particularly cruel Cantrip, which attacks one of the pillars of Fomorian culture: parenthood. In the War of the Trees, it was viciously used against the children of the Tuatha de Danaan, and it may be responsible for the lack of childbirth experimented by the fey in later years. If used against a pregnant mother, Sterility may cause abortion (the mother must make a Stamina + Survival roll against the number of successes got in the casting roll). It worsens childbirth, causes meager harvests, and, in general, disturbs and sickens anything related to birth and growth. The use of Sterility against a Fomorian is a crime punishable by the Dlíthe.

System: The Realm used with this Cantrip determines what will be made sicker. Normally, Prop cannot be used with Sterility.

Type: Chimerical or Wyrd

 

●●● Misery

This Art is primarily used to counter Prosperity (see above). On its own, the effects of Misery are extremely unfortunate, and this Art has a bad reputation. Misery affects probabilities and fortune, and may make a hell of even the most ordinary activity. Misery is a very aggressive Art; the Dlíthe condones its use, but it is not used against anyone except dire enemies.

System: Misery affects probabilities. For each two successes got in the casting roll, the target suffers increased botching probabilities. That means, e.g., that one hit with a Misery Cantrip (4 successes) will count not only 1s as ‘ones’ (reducing successes in an one-to-one basis), but 2s and 3s as well. Fortunately, Misery lasts only until it causes a botch. Misery is usually cast on an individual through a link, that is, either a possesion (a piece of cloth, a book, a jewel…), which uses the Prop Realm as a secondary realm or something from his body (one hair, pieces of nails, etc…), which uses the Nature Realm as a secondary realm.

1-2 successes:            2s count as ‘ones’

3-4 successes:            2s and 3s count as ‘ones’

+5 successes:             2s, 3s and 4s count as ‘ones’

Type: Chimerical or Wyrd.

 

●●●● Greed

A twisted version of Generosity, Greed lets the caster steal other people’s capacities. The user of Greed may, for a brief period of time, ‘borrow’ Attribute, Ability, Arts and/or Realms dots from other people. Glamour, Banality, Willpower and Backgrounds dots cannot be transferred. Dots borrowed with Greed may be transferred to third parties with the use of Generosity (see above). All dots return to its original owner at the end of the Cantrip’s duration; additionally, Greed cannot kill targets, even if their Attributes are reduced to 0. Targets reduced to 0 in any Attribute (except Appearance), collapse in a coma, babble incoherently, stare aimlessly, etc… The user of Greed must know what to affect; he cannot point to the target, use Greed and hope to get something sweet, such as Naming.

System: The Realm used with this Cantrip determines who will be affected (Actor, Fae, or Nature are the most common Realms used with this Art). Prop is not usually used at all, and if Greed is used with Scene, successes must be divided between all people affected. Each success got in the Cantrip roll let the caster ‘borrow’ one Attribute, Ability, Art or Realm from the target. The target cannot use these dots until the Cantrip ends. Greed lasts for a scene. Multiple uses of this Cantrip are not cumulative, unless they target different Traits.

Type: Chimerical or Wyrd

 

●●●●● Scarcity

Like Misery (above), Scarcity is primarily used to counter Prosperity. On its own, Scarcity is very powerful but highly costly to use, because (if not used to counter Prosperity) it requires the spending of a permanent point of Glamour or a permanent point of Willpower (caster’s choice). If successful, the target of Scarcity is permanently erased from existence, and nothing known may bring it back.

System: The Realm used with this Cantrip determines what will be affected. Even one success is enough, but since sentient beings tend to ‘prefer’ existence to eradication, anything sentient may resist this Cantrip with a Willpower roll (7). Treasures resist Scarcity with their owner’s Willpower (6). Un-sentient entities cannot resist this Cantrip at all, unless they are being willfully gripped by a sentient being; in this case, they resist with their owner’s Willpower (8).

Type: Chimerical or Wyrd.

 

Step Five: Final Touches.

Record beginning Humour: All characters get a free point in each Humour. Then, Fomorians of the Great Courts add one to the Humour of their Court (Blood for Red, Phlegm for White, Bile for Green, Melancholy for Black). Titans add one to Blood and one to Phlegm, Jotunns add one to Bile and one to Melancholy, and Éideagha do not add any dots. Finally, Éideagha and Fomorians of the Great Courts get (4) additional dots, arranged at player’s whim, and Titans and Jotunns get (3) additional dots, arranged at player’s whim.

Record beginning Glamour and Willpower: Beginning Glamour is double the total of your character’s Blood and Phlegm; beginning Willpower is the total of your character’s Bile and Melancholy.

Record beginning Privileges and Ordeals. Check chapter 6, In service to the Dream, for a list of Privileges and Ordeals.

Record Court’s Birthrights and Frailties.

Spend Freebie Points.

Choose Merits and Flaws.

Record your beginning Social Rank.

In addition to the Background: Title, which measures the actual degree of political power and leverage held by a Fomorian, Fomorian society defines five social ranks, into which everyone falls, and a special one, for visitors. These ranks are:

Servant: All non-Fomorians are servants, according to Fomorian law. This means they have no rights under the Dlíthe, and can be abused, maimed, exploited or killed at whim. The status of ‘servant’ can only be imposed on a Fomorian if he or she is guilty of breaking the Dlíthe, and is a punishment not thrown around lightly, because a servant can only become a freeman if released by a Fomorian holding a title of knight or higher (rank 3 or higher in the Title Background). Even non-Fomorians can become freemen through this grace, but this is a very uncommon event. In Fomorian culture, Servants suffer a +3 to the difficulty of all Social rolls against Fomorians of any other Social Rank.

Guest: Those non-Fomorians housed as guests in a Fomorian freehold or household get the social rank of ‘Guest’. Guests are expected to know and respect the Dlíthe, to not fraternize with servants, and to respect Journeymen, Experts and Masters. Even someone with the requirements to be an Expert will always be a ‘Guest’ in the eyes of traditional-minded Fomorian, unless he or she swears the Oath of Kinship (see chapter 4: New Oaths).

Freeman: Young or inexperienced Fomorians are Freemen. The rank of Freeman has no special requirements, and gives no special privileges. Freemen have full rights under the Dlíthe. Freemen get a -1 to the difficulty of all Social rolls against Servants, a +1 to the difficulty of all Social rolls against Journeymen, and a +2 against Experts and Masters.

Journeyman: A Journeyman is a moderately experienced Fomorian. Journeymen must have rank 3 in at least one Ability or Art, and a total of twenty dots in six other different Abilities. Journeymen gain a -2 to the difficulty of all Social rolls against Servants, -1 to the difficulty of all Social rolls against Freemen, and +1 against Experts and Masters.

Expert: An Expert is a fairly experienced Fomorian. Experts must have rank 4 in at least one Ability or Art, and a total of thirty dots in eight other different Abilities or Arts. Experts gain a -3 to the difficulty of all Social rolls against Servants, -2 against Freemen, -1 against Journeymen, and +1 against Masters. 

Master: Masters are the intellectual leaders of Fomorian society. Masters must have rank 5 in at least one Ability or Art, and a total of forty dots in ten other different Abilities or Arts. Masters gain a -1 to the difficulty of all Social rolls against Experts, -2 against Journeymen, -3 against Freemen, and -4 against Servants.

 

Social Rank Table

Rank

Requirements

Social Bonus/Penalty

Servant

Non-Fomorian or Criminal.

+3 (All)

Guest

Non-Fomorian

-1 (Servants), +1 (Freemen),

+2 (Journeymen, Experts & Masters)

Freeman

None

-1 (Servants), +1 (Journeymen),

 +2 (Experts & Masters)

Journeyman

3 in one Ability or Art, 20 among 6 other different Abilities.

-2 (Servants), -1 (Freemen),

 +1 (Experts & Masters)

Expert

4 in one Ability or Art, 30 among 8 other different Abilities or Arts

-3 (Servants), -2 (Freemen),

-1 (Journeymen), +1 (Masters)

Master

5 in one Ability or Art, 40 among 10 other different Abilities or Arts

-4 (Servants), -3 (Freemen)

-2 (Journeymen), -1 (Experts)