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A Phoenix Player's Handbook

By Corvus (corvus@eurekanet.com) for Phoenix: The Eternal

Note from the Author


Phoenix has been remarkably well-received since I web-published it not too long ago. I put a lot of effort into making it well-balanced and thought-provoking, not just some new way to kill things with neat powers, with an overlay of a pseudostory. But I've been noticing some things still need clarification and revision, in large part thanks to people like Adam Solis, a contributor to B.J. Zanzibar's World of Darkness archive who I met through AOL. Adam has asked me pointed, direct questions and helped me gain an even deeper understanding of the beings I have created. Many thanks, Adam. One small item. It has come to my attention that there is a game called Nephilim, published by Chaosium, that bears a startling resemblance to Phoenix. I have never seen this game, and Phoenix is not related to it nor drawn from it in any way. I'm now looking for Nephilim, because I'm intrigued and because Chaosium makes some damn fine games, so there is a bright side to this, but my point is -- I don't stoop to plagiarism. Thanks to everyone who's looked at Phoenix and who, without my knowing, has begun using it in their chronicles. The more I hear from you all, the better things will get. The concepts presented here are options for players and Storytellers to make Phoenix a more fully realized game.

Contents
The Elements: Five individual sections, each detailing the universe through the eyes of a particular Element and one of its children. Take with a grain of salt. . . . Also includes a short clarification on the nature of the power of Memory. The Nature of Phantoms: An expansion and clarification of the information on Phantoms, what they are, how they exist, and new Phantom-specific traits, as well as details on the Tyro -- Phantomless Eternal -- and optional systems. Periapts: More details on the treasures of the Eternal, including the dreadful hidden secret of their creation. Fellowships: An optional chronicle addition, giving some structure to the fractious world of the Eternal. New Birthrights: More amazing abilities for Eternal to use with the power of Memory, and some optional rules for use in your chronicles. Credits: Where credits are due. . . . Coming Soon: Previews of some other demented stuff I'm cranking out for the World of Darkness.

The Elements
In order to have a better understanding of how the Elements relate to the universe, it is sometimes necessary to see things as individual Eternal do. Each Element perceives the world differently, through lenses crafted by the nature of the Element itself. A stereotypical look at our world presented by a phoenix of each element follows. Air I am free. I am the wind. I am Zephyri. Air is the Element of knowledge. As your head rides above your shoulders -- unless you've got it stuck somewhere you shouldn't -- Air surrounds the world, above all, the barrier between the Earth beneath you and space beyond. Air is the breath of life, the means by which the vital spark can continue its existence. Nothing is more important. It flows where it will, faster than any wave, overcoming any obstacle. Air cannot be contained. It sees all, reaches all. Like Air, knowledge is free. The more you try to contain it the more it slips through your fingers, something those who would control the world would do well to learn. Air is motion, and everything moves. The entire universe moves, nothing is truly at rest. Air is the spirit of that endless dance. Earth Strong, nurturing, abiding, like the Earth itself, I am Terrati. Earth is the shell which contains all. Without it, nothing would have form. Without it, nothing would last. Without it, nothing could be. Earth is both the substance and the strength of that substance, the most vital of all Elements, for it is present in all things that can be named. Earth feeds Fire, contains Water, gives Energy form and grants Air direction. All things made from Earth can be healed by Earth. The ancients and the lycanthropes are right to worship Earth, for it is our mother, our home and our womb. Without Earth's patience and stamina we would be lost. Energy I am Solari. I am all. In the beginning there was void, and in that void came the primal spark. That spark was Energy, pure and raw. Energy became thought, form, spirit and emotion, all the same and yet different. Energy is the animating force and the essence of all things, tying all together into one coherent whole. Without Energy nothing can be. Energy can take forms, yet eludes them. In this inherent paradox lies the greatest mystery. From Energy we come, and to Energy we return in the endless cycle. Even modern science knows this. Fire

I am the passion and change that drives all things. I am Pyrati. Nothing stays the same. All things change over time, and Fire is the symbol of that change. Reaction, motion, interaction and entropy all play with that which would remain stable, that which has been given form. At its deepest level even matter moves and changes, interacts and reacts. Emotion, the mental representation of change, is Fire's heat within the living mind even as the body itself kindles Fire within the belly. Without fire everything stops. When two things come into contact, Fire is there, in the ways those things interact. Fire is beyond definition, beyond simple heat and flame. Fire is the essence of being. Water I am Aquati, child of the primordial water that gives birth to us all. Water is the essence of life. It fills our bodies, carrying the womb with us all our lives. It surrounds us, in the rocks, the soil, and the air as well as the river beds and oceans. It calls to us, tells us we are not alone. Water symbolizes a mother, nurturing, caressing, providing, yet provokable. Water erodes all barriers, the master of subtle change. Water can take all forms, adapting to that which tries to contain it. Water has long been the symbol of the deepest mysteries, and it is Water that teaches us the secrets of the universe, from life to death to rebirth. The Power of Memory The power inherent in the memories of Eternal is a living, dynamic force. It ebbs and flows, grows and changes as time passes. When a character is strong and full of Memory, the remembrances of the past are vivid, full of sensation, immediate. When Memory's power has faded, the past is dull, vague, misty and indistinct. Basically, the more Memory a character has, the more vibrant her past experiences seem to her mind. As Memory decreases, much of the past is lost, and that which remains becomes like old photographs, torn and faded. Eternal believe that memory is linked to the five Elements because the Elements are truly eternal. Memory allows the phoenixes to experience more of the Elements.

The Nature of Phantoms


Memory is the driving force that fuels an Eternal's Elemental gifts. It is an enigmatic force, Elemental power mingled with experience, flowing out of the past in an inexorable tide, yet serving as a link to the Wheel of life and death. It is tinged with the myriad colors, tones and flavors of the cosmos and is an intimate personal experience to every Eternal. It is also potential, and that potential often gives rise to Phantoms. When a Phantom is Imprinted into an Eternal's Memory, it retains some or all of its

character, from its personality archetypes and its abilities to its bad habits. The strength of the Imprinting, generally determined by the willpower of the phoenix at the time of death, determines how strongly the phoenix's memories of that lifetime echo within her Memory -- the Integrity of the Phantom. Chaotic quirks in the Imprinting can individualize each Phantom even further. These traits, some of which have been categorized by Eternal scientists as "Edges" and "Reins", are unique advantages and disadvantages that many Phantoms exhibit. The Life of a Phantom Existence as a mental ghost isn't easy. Spending eternity remembering sensations that you once took for granted, aching to feel them again and experience the world firsthand, can be trying. But, there's just nowhere to go, and you can't even choose your neighbors. Most Phantoms are resigned to their existence as Memory patterns. They take what they can get, helping or hindering the psyche as they will, but some want more. These Phantoms are a constant thorn in their psyche's side, Subverting at every turn. Other Phantoms want nothing more to do with the world and slumber in the shadows of Memory, resisting contact. Phantoms with strong ethical codes will exhort their psyches to act along those lines, encourage them to live a life more to the Phantom's liking, offering advice and even making the occasional deal. Phantoms have been known to pout when their psyches ignore them or deliberately do things to irritate them, but you can't please everybody. Within a phoenix's head, Phantoms can talk to each other. These intramural relationships can range from friendly interaction to knock-down drag-out verbal wars that can send the psyche running to the drug store for sleeping pills. Eternal have more than once had to discipline their Phantoms like unruly children, whereupon the Phantoms stomped off to their hidden corners of Memory without supper. The most important aspect of a Phantom's existence is simply that -- existence. The Phantom will, over all, attempt to maintain its identity even as the psyche changes. This is not to say that a Phantom can't or won't learn new tricks -- a Viking raider might find the Internet fascinating, the tool of Odin Himself -- but that the Phantom will always remember who it "was," the life that it is the Imprint of, and will act accordingly. The Tyro There are phoenixes who have never lived before. Called "Tyro," these Eternal are new to the Quest -- and they have no Phantoms. These phoenixes must rely entirely own their own wits and luck, but their Memories are remarkably pure and strong for all of their perceived youth and naivet. Tyro make up less than one tenth of one percent of the Eternal population of the planet. They are hunted by many; some see them as a liability, others as potential tools, and still others as helpless infants in a cold and deadly world; either way, the Tyro are seen as children. The Tyro resent their "second-class" status and often go out

of their way to prove themselves capable, dangerous and worthy of consideration. Breaking the Shell for the very first time is even more bewildering for a Tyro than for other Eternal. The deja vu sense of familiarity amidst the chaos is not there. No images of the past flood to the present. Instead, a mixture of Elemental images and a strong sense of longing for some indescribable thing fill the phoenix's senses with symbols and patterns, ghostly voices whispering half-understood secrets and premonitions of possible futures that soon fade away, leaving the certain knowledge of what the Eternal is and access to the Birthrights. Of course, these are the only certainties. A Tyro's first lifetime on Earth does not typically become a Phantom. However, in these modern times life is rough, and a Tyro might just find himself coming back with remembered knowledge of just how hard things can get. Non-human Lives and Phantoms While most Eternal are quite familiar with the experiences of the human mind, a rare few carry with them Memory imprints that speak of time spent in another form. The experiences of phoenixes who have spent lives as things other-than-human provide a perfect example of the dangers of Discord. When animal instinct overrides human reason, when the mortal world stops making sense, these things are signposts of the confusion that Discord brings. Forgetting the purpose of silverware and dinner sets, or which pedal is the brake; the overwhelming desire to run from all the noise and motion of a busy intersection, whichever way is possible; when written words become meaningless squiggles and speech becomes alien noise; all these things and more lie in wait for those whose Memory includes such different modes of perception and understanding. Phantoms arising from these lifetimes are even more rare. Most non-human lives become part of the background Memory, occasionally flashing to the fore in moments of Discord. However, by luck, providence or simple mishap, sometimes a Phantom is born. Interacting with such a Phantom is often confusing at best and can be hazardous at worst. An animal-Phantom's subversions can arise from the most incomprehensible motives, at least from the point of view of the phoenix who suddenly finds himself stark naked and baying at the moon or attempting to eat a plastic bottle cap. Even more strangely, some Eternal claim to have memories of being plants or even odder things. For game purposes, non-human Phantoms are flagged with the Non-human Rein, as detailed below. It is strongly recommended that Storytellers keep firm control over the creation of non-human phantoms. They are intended as a story tool, not a toy to be played with for comedic purposes. Try to imagine being taken seriously when you say that you spent a lifetime as a dog, a sunflower or a rock. Edges and Reins Edges and Reins are Phantom-specific traits that make Phantoms more unique, give them special abilities and saddle them with special weaknesses. They are purchased

during character creation and may not be taken later. A Phantom may have as many points in Edges as it has Integrity. No Edge may be taken more than once by a particular Phantom. A Phantom may take one Rein as well. Each Rein has a point total listed, which adds to the total number of points of Edges the Phantom can have. Example: In designing a Phantom with Integrity 2, the player gives the Phantom the Edge Willpower at two points. She then gives the Phantom the Empathic Rein, which is worth 2 points. The player then gives the Phantom the Sensory Override Edge. Another example: A Phantom has three Integrity, but the player wants to give the Phantom the Birthright Edge. By taking the Tired Rein, he can add two points to the Edge point total available to the Phantom, and selects Birthright as the Phantom's only Edge. These paltry few examples of Edges and Reins are not nearly the tip of the iceberg. Storytellers are encouraged to come up with a rainbow of their own colors for Phantoms. Edges Birthright (5): This Phantom is truly strange -- it has somehow managed to keep the use of one of its very basic Birthrights! The Phantom has a rating of one in one Birthright; this power will be different from the Birthrights the psyche has access to. The Phantom cannot teach this Birthright to the psyche. The Phantom can only use this Birthright while manifested, either through Subversion or Anamnesis. Fascination (3): By implanting a thought into the psyche's mind, the Phantom can get the psyche's thoughts rotating around this single thought, distracting the psyche and making Subversion easier. With a successful Integrity roll against a difficulty of 8, the Phantom can implant one repeating thought, like a song or a quote, that will occupy the psyche's mind for a minute per success. While the psyche is distracted, Subversion attempts are one less difficulty for the Phantom. The Phantom can only use this Edge once per day. Relic (2 per relic): This Phantom has a special item that manifests when the Phantom does. This item might be a copy of a treasured object, or a weapon; it is never, however, the real object, nor a magical item. Sensory Override (2): This Edge allows the Phantom to take control of one of the psyche's senses (touch, taste, smell, hearing or sight) for a few seconds with a resisted Integrity versus Willpower roll, difficulty 6, allowing it to protect the psyche, show the psyche something it missed, or implant a false suggestion. Slip of the Tongue (1): This Phantom can temporarily override the psyche's power of speech with a resisted Integrity vs. Willpower roll (difficulty 6 on both). This only lasts at most three seconds, usually a few key words or a phrase. Status (1, 3, 5): This Phantom is known through the Eternal community. This fame (or notoriety) gives it a measure of respect in its dealings with phoenixes. For one point, the Phantom gains one die on Social rolls, for three points, it gains two dice,

and for five points, the Phantom has three extra dice to use in Social rolls when it has manifested through Anamnesis or Subversion. Willpower (1-5): The Phantom has a higher effective Willpower score when it Subverts the psyche or is brought forth through Anamnesis. Each point in this Edge adds one to the Phantom's Willpower rating in these two cases. It does not add to Integrity or have any other application. Example: The Phantom has an Integrity of 3, and 2 points in the Willpower Edge; its Willpower when it takes control through Subversion or Time's Window is 5. Reins Empathic (2): The Phantom can not communicate with the psyche in words, only by images and feelings; it can still influence the psyche with the Slip of the Tongue Edge, however, and may use this to communicate as well. This Rein cannot be taken by Phantoms with Integrity of one, as this is how such Phantoms already communicate. Signature (1): When this Phantom has successfully Subverted the psyche, it has some sort of calling card that lets others know who's in control, beyond simple mannerisms. Resembling the Echoes flaw from Mage or the Death's Sigil Thorn from Wraith, a Signature manifests as a freakish effect, like hair that constantly blows in a wind that isn't there or odd-colored eyes. Supernatural (1): This Phantom represents a lifetime when the character was some supernatural being, such as a vampire or werewolf. The Phantom will continually insist that it is still that type of being and will act according to that creature's manners when it can, including attempting to drink blood or battle the Wyrm. It will rationalize the loss of supernatural abilities, like shapeshifting, or make up for them with the psyche's Birthrights. While this kind of Phantom is useful in relating to other supernatural beings, the Phantom's delusions can be embarrassing at best. It is possible to have a Phantom that represents a supernatural life without taking this Rein, but that Phantom will not retain its mannerisms, just the memory of what it was. Terror (1-3): Beyond even a phobia, there is something so terrifying to this Phantom that it will immerse itself completely in the character's Memory, where it cannot be contacted or even brought forth through Anamnesis. A specific being, like "Fred the Methuselah," or place, like "New York City," is only worth one point, while something like the "dogs" is two, and sunlight would be three points. This Rein is often connected to what ended the phoenix's life when the Phantom was created, or the circumstances surrounding that death. Non-human (2): A bizarre example of Eternal existence, this Phantom comes from a lifetime spent as something . . . else. The most common lives are animals, usually mammalian, but sometimes. . . . The Storyteller will tell you which Abilities this Phantom can possess. Be prepared for a roleplaying experience if you should succumb to a Subversion from this Phantom. Tired (2): This Phantom is tired of existence and just wants to sleep. It is recalcitrant and reluctant to speak with the psyche. The Phantom must make an Integrity roll versus difficulty 8 before attempting to Subvert, and its Subversions are always

counted as one level less than normal. Vengeance (2): A common Rein, this means that the Phantom has a longstanding hatred of a particular person or group and will do everything in its power to ensure that person or group's destruction. When the psyche comes into contact with the target of the vengeance, the Phantom must make continual Subversion attempts at Level Five until it succeeds or the psyche breaks contact. The Phantom cannot ignore this vengeance and will focus its entire being on its goal, usually leading to strife with the psyche. Weak Will (1-3): The Phantom's Willpower has lessened over time. Its Willpower rating when it has successfully Subverted or been called forth is less than its Integrity by a number of points equal to the level this Rein is taken at. Weak Will can not reduce a Phantom's effective Willpower below one (meaning Phantoms with Integrity of one may not take it), nor may Weak Will be taken with Willpower (obviously). Psyche Merit Phantom Esteem (2): One of your Phantoms has a particular regard for you, and will devote itself to helping you in your causes. It will not Subvert you without your consent except under extreme circumstances and will argue in your favor against other Phantoms, particularly antagonistic ones. A Phantom so inclined will do its best to "watch your back." This Merit may be taken for more than one Phantom. Psyche Flaws Phantom Antagonism (2): The reverse of Phantom Esteem, one of your Phantoms loathes you passionately; it would rather see you dead and someone else in control of the whole shebang than help you. Such Phantoms will be the first to attempt to Subvert their psyches, even before stronger Phantoms. Phantoms set against their psyches in this way will be predisposed to fighting against Phantoms that support the psyche. This Flaw may be taken for more than one Phantom, but doing so could cause no end of trouble for the unfortunate phoenix. Phantomless (5): This Flaw must be taken by all Tyro. You have no memory patterns strong enough to become Phantoms, just a long stretch of silent Memory or, if you're one of the "newbies," a vague sense that you've come to this plane of existence from somewhere else, but nothing more. You will never be Subverted, but you can't draw on the wisdom of past incarnations, something that all Eternal rely on. Lonely, isn't it? Don't worry, you'll get used to it, some day -- if you're lucky. Phantomguiding The concepts of Shadowguiding and Psycheguiding from Wraith: the Oblivion are wonderful ideas, allowing players to interact with each other on an even more intimate level, as portions of each other's characters. This concept can apply to Phoenix: the Eternal with little adaptation necessary. Phoenixes have more "pieces" to themselves than wraiths, meaning they usually have multiple Phantoms. Each player chooses another player's character, usually by

drawing a name from a hat or going in order around the room, and assumes the role of that character's strongest Phantom. All other Phantoms are portrayed by the Storyteller. In the role of a Phantom, the player becomes a living embodiment of the psyche's Memory, putting an element of realism into the game. The Phantomguide decides when to make a Subversion attempt, communicates with the psyche's player and helps to make the character more three-dimensional. Two options exist regarding Subversions. The first option is that the player of the psyche maintains control of the character when the Phantom played by another player takes over. This option is good for players who like to keep control of their characters' stories, but it has a disadvantage in that the psyche player will have a different interpretation of the Phantom's motives than the Phantomguide. The second option is to let the Phantomguide run the character, as he is the controller of the Phantom. This allows the Phantomguide to keep a consistency in the actions of the Phantom, but if the Phantomguide's actions upset the player of the psyche, the out-ofgame tension could ruin the game for everyone. It is best that Storytellers and players choose which option they think is best before the game begins. Another version of Phantomguiding allows a player to play only a Phantom. This mixes well with the second option of Subversion, but only if the two players get along. A final option allows one player to control all the Phantoms, like a secondary Storyteller, but this requires Storytelling experience and a lot of interaction with the players before, during and after games. All in all, Phantomguiding makes Phoenix an even more enjoyable experience for mature roleplayers. Storytellers reserve the right to get rid of Phantomguiding in their games if they think the players are having more fun messing with each other and being generally silly. Variable Willpower Along the lines of the Variable Memory and Variable Discord optional systems given in Phoenix, this system allows players to lower their starting Willpower and gain more Freebie points. An Eternal's Willpower trait normally begins at five, but players may lower this score and gain a number of extra Freebie points as follows: Starting Willpower 4 3 2 1 Extra Freebie Points +1 (16) +2 (17) +3 (18) +4 (19)

Even though it is recommended that Eternal be allowed to exceed 22 freebie points if the optional systems are used, Storytellers should be advised that players may attempt to overload their characters with freebie points to buy a whole range of powers, by lowering their Memory and Willpower and raising their Discord as well as taking Flaws. Such characters can turn into brainless walking arsenals and are firmly discouraged. If you make the optional systems available and a player attempts this, you are hereby encouraged to screw the character's world as badly as you can, taking

advantage of every dot of Discord, every opportunity for Subversion, and every possible application of those Flaws. Give 'em Hell.

Periapts
As presented in Phoenix, periapts are items with magic properties that are used by the Eternal in the Quest. One of their most important properties is the fact that, if destroyed, they will return in another form to be discovered and used again. But how does this happen? What is the true nature of a periapt? The Nature of Periapts Most Eternal are ignorant to the true source of a periapt's power. Contained within each periapt is the soul of a phoenix, dedicated to a particular purpose and bound to serve whoever wields the periapt's physical form. No one remembers when it was discovered that an Eternal could be forced into an inanimate shell, but the results are clear, as is one other thing: no phoenix has any memory of ever being bound into a periapt. Also unknown is the mechanism which drives periapt "reincarnation." It is known that the "soul" of the object will return within another object, but how the new "shell" is chosen is beyond the ken of any Eternal. Even those who know the source of the power they hold in their hands have no idea what fate the soul bound into the periapt suffers. It is rumored that only a willing Eternal can be forged into a periapt, but that rumor is discounted by others as a rationalization against the fear of eternal entrapment. The ritual for the creation of a periapt from the soul of a phoenix is lost -- it is up to the Storyteller to decide of a periapt can be created by the use of other supernatural powers, such as the fetish-making rites of the lycanthropes. Finding such a ritual could be the focus of an entire chronicle. Learning the true nature of the magical item he holds could be a major emotional turning point for a phoenix. Discovering whether or not an Eternal soul can be released from her status as a periapt can serve as the culmination of an entire story. All these options are born of a single fact, and the great unknown mystery surrounding it. It is not recommended that Storytellers allow Eternal characters who have Phantoms that remember anything about the creation of periapts, especially by having been part of one. This effectively destroys the mystery. The Responsibilities of Periapts "Owning" a periapt is a unique experience for Eternal. Being the possessor of an artifact with a soul, a soul which can return in the shape of another item, brings a responsibility along with great power. Many periapts are known to forge karmic bonds with Eternal wielders. Oftentimes these bonds can resemble Compacts, making the periapt reappear near the phoenix when he reincarnates. Other, more sinister bonds have been recorded as well -- an infamous periapt sword named Arashi no Ryu has been recorded through the ages as

causing its current wielder soul-rending nightmares, health loss and even death if it is ever taken from the wielder's possession! Higher-level periapts can sometimes make demands of the phoenixes who use them. These required services can range from regular cleaning to transport to a place significant in the periapt's history on a certain date and time. Generally, the more powerful the periapt, the stronger, more dangerous and more frequent the demands it might make. For the phoenix who fails to meet these demands, the consequences can range from increased difficulty in accessing the periapt's powers (higher difficulties on activation rolls) to a complete loss of the periapt's power, or worse. Another danger comes from the jealousy and greed of other Eternal who covet the power that periapts can grant to those who hold them. There are those who seek for periapts at any cost, regardless of the inherent dangers many of the artifacts they seek would bring upon them. Expanded Periapt Creation The main Phoenix rules are rather vague on periapt creation, allowing Storytellers to decide what periapts are and can do. Storytellers looking for "crunchier" information, however, can consult the following. Every "dot" in the "level" of a periapt is an increasing indicator of the object's magical strength. The powers of periapts are based on this strength; the higher the level, the more and stronger the powers the periapt can possess. A periapt can have a number of powers whose levels total up to the level of the object. In other words, a level 4 periapt can have two level two powers, four level one powers, one level four power, a level three and a level one power, or one level two and two level one powers. The powers of periapts can either be taken directly from the Birthrights or created to have similar effect levels (especially if the Storyteller is using Freeform Birthrights). Storytellers might also wish to create other effects. In the example of the infamous Arashi no Ryu, the sword adds two levels to the wielder's level in all five basic Elemancies and adds three dots in the Melee Skill! Needless to say, Arashi no Ryu is an exceptional case -- more than likely a level 6 periapt or higher, beyond the scope of normal characters and chronicles -- but such nonBirthright-based powers serve as an example of what is possible. Storytellers should only be limited by their imaginations. If players or Storytellers want to add hindrances to their periapts, such as required services or karmic bonds, they can reduce the "cost" of a periapt. A periapt's cost can be lowered no more than two steps, and cannot be reduced below one. One-point hindrances added must be severe enough to have an effect on the Eternal's life; twopoint hindrances should be twice as bothersome, dangerous or painful. Some examples are: One point hindrances: The periapt attracts bothersome spirits; the owner must thoroughly clean the item several times a week or the periapt becomes more difficult to use; the periapt must be taken to a specific place once a month or it stops working (it needs a "recharge"); if the periapt is ever used to harm a certain type of person (women, children, etc.) it will never work again for the current owner.

Two point hindrances: If the periapt is ever taken from the wielder's possession or given away, the wielder begins to suffer nightmares, willpower or Health Loss, and eventually death; the owner must keep the periapt on her person at all times or it stops functioning until the owner takes it to a specific hard-to-reach location; if the periapt is ever used to cause harm to any living being it will never work again for the current owner. Personalizing Periapts Players and Storytellers should treat periapts like characters. After all, these "magic items" are more than just powerful toys. They have souls, and most have names. Each periapt should come with a history, more detailed as the level of the periapt goes up. Owners of periapts should discover even more about them as time goes on. Storytellers should reward players who create detailed histories for their periapts with a bonus freebie point or two (unless the history of the periapt is even more detailed than the character's own -- this ain't no free munchkinizing lunch!).

Fellowships: Eternal Societies


Sundry and varied lot that they are, the Eternal tend to be loners, moving through the world without the companionship of their own kind. Some take up with groups of other supernatural beings, especially if they have blood ties, and the Compacts keep certain bands together, but many remain on their own all their lives. This is a perfectly acceptable path among phoenixes, since Memory makes no demands and causes no drive toward association with other Eternal, but some phoenixes desire more and seek out others with similar beliefs. These Eternal gather in groups known to phoenix society at large as Fellowships. Each Fellowship is as unique as its members, but several factors remain constant. Membership is either limited, by Element, sex, strength of Phantoms or Birthrights, location or blood, or open to all who can discover the Fellowship. Each group has a creed, a core set of beliefs or practices and a purpose that differentiates it from others. Membership in a Fellowship group grants an Eternal certain benefits and makes demands upon the phoenix's time. As well, each Fellowship has conditions for leaving the circle. Some groups permit members to leave with so much as a goodbye, while others permit egress only through death. Fellowships are, in large part, the most stable structure within the fluid society of the Eternal. Compacts may last longer and may have memberships that are just as voluntary, but Compacts are sometimes formed for hostile reasons and may war upon other Compacts, or upon themselves; Fellowships rarely attack each other, and intramural conflict is greatly discouraged. Another difference lies in the forces holding each type of group together. Compacts are held by the mystic threads of the Binding, where Fellowships are mere clubs by contrast. Escaping a Fellowship is easier than escaping a Binding, and betrayal by a Fellowship partner causes no surge of emotion and Memory. A phoenix belonging to a Fellowship can often belong to

another Fellowship at the same time and can certainly enter into a Binding, but Compacts are exclusive with each other -- no phoenix belongs to more than one Compact. Entering a Fellowship often resembles joining a club or a fraternity. Once the entry standards have been met, the phoenix is welcomed into the gathering through a ritual unique to that Fellowship. After this is over, the phoenix is a full member of the Fellowship and can call upon its resources, as well as answer calls for help from other members. The Fellowships make up only a small portion of the worldwide Eternal society. Perhaps no more than ten percent of all Eternal belong to or have had some association with a Fellowship at some point in their current lives. The Fellowships do not recruit, even if their membership is open to all. Eternal must seek them out to prove their desire to belong. Game Terms Fellowships are a useful game mechanic to give Eternal access to contacts and allies, as well as being nice plot devices for stories. Belonging to a Fellowship gives players ideas for roleplaying and makes characters more unique. The game mechanics of a Fellowship are simple. Membership Each Fellowship has membership criteria that must be met to admit a phoenix to the circle. Some of these criteria are based on static factors that can't be changed, but others can be met by hard work or a little luck. Once these criteria are met, the phoenix will be initiated into the group according to the Fellowship's own ritual. After that, the phoenix has full membership rights. In game terms, to enter a Fellowship costs a certain number of freebie points at character creation, or experience points during the course of a chronicle if the character meets the entry criteria and can find a member of the Fellowship. The details of the initiation ceremonies are left up to individual Storytellers. Creed The creed of each Fellowship represents the reason it has gathered. Members are expected to hold to this creed, though personal interpretation of the beliefs and practices is acceptable. The creed gives the Fellowship purpose. Benefits and Demands Belonging to a Fellowship gives a phoenix benefits of various types, from allies to call upon and contacts to gain information from to resources to tap and ideals to fall back upon (represented by bonuses to Dice Pools or difficulties and ways to regain Willpower beyond holding to Nature). The Fellowship will also expect contributions from its members; this is where the resources come from in the first place. Fellowships can also demand other things, like complete secrecy from their members.

Leaving Finally, every Fellowship has its own set of guidelines for leaving the group. Many also have set up standards for expulsion. These guidelines are as varied as the Fellowships themselves. Sample Fellowships These groups are only examples of what a Fellowship can do. They are not fixtures in the author's personal chronicles nor even recommendations to Storytellers or players; they are fully functional examples, however, and can be used in a game with ease. The Epicureans Membership Criteria: Epicureans are, one and all, Pyrati. No other Eternal are admitted into the Fellowship. (Cost: 2) Creed: Epicureans follow an ancient belief that life is hard, and that essential to survival is the "pleasure principle." To get through this rocky world, you need to experience and be happy. Epicureans nominally believe that intellectual and spiritual delights are the highest form of pleasure, but in modern times the physical has often become more important than the spiritual or mental. Benefits and Demands: The Epicurean philosophy may seem like an excuse for hedonism to some, but it grants those who hold to its tenets a point of Willpower each time they experience some new delight. As well, when experiencing pleasure, Epicureans make Social rolls at -1 difficulty. The Epicureans make few demands upon members of the Fellowship. Stifling boredom or active displeasure can put the Epicurean at a +1 difficulty on Social rolls until the situation is escaped or resolved. Epicureans must seek some form of pleasure each day, such as indulging an urge, practicing a hobby or engaging others in mental or physical activities. Failure to do so makes the Epicurean irritable, moody and susceptible to whims, making all Willpower rolls +1 difficulty the next day. Leaving: Leaving the Epicureans is simple. All the member needs to do is tell another member that he's left the Fellowship and word will spread. The moment the Epicurean makes this decision, he loses all Benefits and Demands. The question is, why would anyone want to leave? The Amnesiacs Membership Criteria: The Amnesiacs do not recruit, but anyone who wishes to follow their (incredibly peculiar) path is welcome to join. Despite this, the Fellowship finds itself consisting of mainly Aquati, seeking to get to the bottom of a new mystery, and Pyrati, who crave fresh experiences. (Cost: 3) Creed: To the Amnesiacs, memory is a rein on experience. Everything becomes old, people become jaded, nothing is left new. The Amnesiacs seek to forget -- and that means giving up their Memory. Even as they revel in the powers their Memory gives

them and their limitless futures, these phoenixes seek to leave Memory behind, to forget and reexperience everything. Amnesiacs will burn through their Memory at an incredible rate, rarely if ever seeking to regain its strength. Needless to say, those Amnesiacs who do not fall to Discord or leave the path will retreat into their Shells eventually. The strange thing is, this contralogical Fellowship's willing loss of Memory seems to grant its members a strange resistance to Discord caused by Memory loss. They also band together in the face of adversity, coming to each other's aid readily. Benefits and Demands: The most obvious demand that the Amnesiacs make of their Fellows is that they actively seek to leave their Memory behind (see Leaving). Experiences can only have value if they are new, and the force of Memory retains much; therefore, that Memory must be used up and gotten rid of. If given a choice between using a Willpower point and a Memory point, the Amnesiac will always use a Memory point. If the Eternal is able to spend Memory points in other ways, she should always spend at least one. Amnesiacs may call upon others of their Fellowship in times of need, gaining an effective rating of three in the Allies background. An Amnesiac who gains discord by loss of permanent Memory only gains half as much Discord (rounded down, minimum one) as a non-Amnesiac. Since they are seeking new experiences and eager to forget the past, the loss of Memory does not bother them nearly as much. Amnesiacs may never have the Humanist archetype as a Nature. This may seem contralogical at first, but the Amnesiacs revel in their form of immortality (it offers limitless opportunities for experience); they just wish to keep their experiences new. Leaving: Leaving the Amnesiacs is a risky proposition at best. Abandoning the philosophical path leaves a phoenix open to greater Discord from Memory loss, and his Memory is probably considerably low to begin with. Amnesiacs are known (by those who know them at all) to be weaker in Memory than other Eternal. Amnesiacs may be ejected from the Fellowship for several reasons. Holding on to Memory (by refusing to spend Memory points when able) or actively seeking to gain a higher Memory are two major causes. Betraying the Amnesiacs to outsiders who wish to prey on their "forgetful" state could be cause for the entire Fellowship to "eject" the member by a rather nasty death. The Wild Hunt Membership Criteria: The only Eternal accepted into this Fellowship are those of full Irish descent with a burning hatred of the English. Outsiders who discover the Hunt are usually put to death, if they are not accepted into the Fellowship. (Cost: 4) Creed: The Wild Hunt are dedicated to ejecting the English presence from Northern Ireland through any means necessary. No sassenach influence can be allowed to remain on the Emerald Isle. And when this has been accomplished, Scotland could use a hand throwing off its shackles. . . . Benefits and Demands: The Hunt demands complete, utter loyalty from its

members; its concerns come first, last and always for the Fellows. The life is hard, dangerous and (usually) unrewarding, but the fight is a good fight and the Hunt must be ever-willing to go on. The Wild Hunt takes care of its own, and its members all contribute their resources to its cause. Members of the Hunt gain Allies and Contacts at three, and may call upon an effective Resources of four to further the cause of the Hunt. All members must respond to calls for aid from other members, and must contribute what resources are asked. Leaving: The only way out is death, either at sassenach hands or by members of the Hunt. Traitors don't live, and are hounded to the ends of the Earth as surely as the English. Suspected traitors are tried by the Hunt, and a guilty verdict means immediate execution. Those acquitted have their every moves watched for years following. False accusation of a fellow Hunt member is frowned upon -- doing it more than once could bring a trial down upon the accuser. The Illuminati Membership Criteria: This elite, hidden Fellowship is open only to those with great wealth and power who still remain hidden in the shadows. In game terms, the character must have the Influence and Resources Backgrounds at five each, and the Arcane Background at a minimum of three. The character must not have the Fame Background. (Cost: 5) Creed: The Illuminati are a Fellowship dedicated to guiding human society to a "state of enlightenment" from behind the scenes. Though not the Illuminati of popular myth, this Fellowship wields its influence to great effect. The Illuminati band together against elder vampires and the machinations of the Technocracy in their fight to "free humanity." Benefits and Demands: The Illuminati have a combined Resources beyond possible calculation, over 10 on the 1-10 scale; if a member needs something, he or she can get it. Only the most ludicrous of requests are denied -- like a carrier battle group sent to attack England. The Influence of the Illuminati is likewise beyond calculation. A force in global politics, the Fellowship has its hands in governments worldwide. However, the grand scale of such influence is its very own hindrance -- affecting huge changes could take decades, if not lifetimes. Fake passports, alternate identities, diplomatic immunity, the small things are easy; swaying pending legislation is a little more difficult, but still possible. Beyond this, things get tough, but the Illuminati are working. Each Illuminatus has an effective rating in both Allies and Contacts of five, no matter where they are in the world. The Illuminati work in complete secrecy, often behind two or three shells of lies. Any member who compromises this security is eliminated and the damage minimized with ruthless efficiency. All members must keep completely silent about their endeavors. Leaving: The only way out is death. The power the Illuminati have at their disposal is intoxicating and deadly at the same time; this heady mix becomes addictive to almost

all members of the Fellowship. So far, no one has ever quit and survived. The Illuminati maintain a vigil against Phantoms of previous members compromising their security as well, using coercion, threats and assassination against the reincarnated psyches to make them keep their secrets.

New Birthrights
These new Birthrights, both alternate powers for existing Rights and whole new paths of power, are some examples of the vast capabilities of manifest Memory. All of these Birthrights are optional -- if a Storyteller feels that one of these powers won't fit into her chronicle, she doesn't need to use it; on the flipside, if the ST loves it, he can grab it, use it and modify it as he pleases. Cryomancy An offshoot of Hydromancy and Pyromancy blended with the forms of Terramancy, this "para-Elemancy" utilizes the forces of frigid cold and stasis. * Chill Touch: The phoenix's body temperature drops drastically with this power. The Eternal can withstand extremes of cold without risking exposure. By touching another, she can induce mild hypothermia, causing the target to shiver uncontrollably (the target must make a Willpower roll to be able to take any action). (Stamina + Cryomancy, difficulty 5. Only one success is needed to activate this. When using this power, the Eternal is immune to extreme cold temperatures.) ** Stasis: The target of this power will become temporarily "frozen," unable to move. Living beings are paralyzed, inanimate objects become stuck. Objects in motion will not change their state of motion, but things such as birds will be unable to control their flight. (Strength + Cryomancy, difficulty 6. Successes determine the number of turns the subject is frozen. Beings with Willpower can roll Willpower, difficulty 6 plus the number of successes gained by the Eternal [maximum 10] to attempt to break free of the paralysis. This roll can only be made once.) *** Mercury Falling: The Eternal can now drop the temperature of the air around herself. The intense cold can send even opponents used to arctic temperatures into convulsive fits of shivering, and ice-over the ground to make movement treacherous. (Dexterity + Cryomancy, difficulty 7. Those within twenty feet of the Eternal must make a Stamina roll, difficulty 8. For each success less than the Eternal, the other suffers a -1 penalty to all dice pools from shivering due to the intense cold, even if the other leaves the area of cold. These penalties last for a number of combat turns equal to the successes rolled. The ground around the Eternal in this area will become slick and treacherous from ice, raising difficulties of all movement-based actions by one. This ice melts as normal when the cold ends.) **** Ice Weaver: This power allows the phoenix to freeze great amounts of water very quickly, even in the air. This can be used to create ice bridges across water,

condense and freeze water to trip or bind opponents, or create a slick surface for fast getaways. With a successful attack, this power can even freeze blood. This Right can also be used on existing ice to "weave" its shape as the Eternal desires. (Dexterity + Cryomancy, difficulty 7. If used to freeze water, the successes rolled determine how much water is frozen; one success will freeze a gallon, while five could block a river. When shaping ice, the number of successes determines how well the Eternal achieves the desired shape. More intricate shapes and larger amounts of ice will increase the number of successes needed to achieve the desired goal. Ice Weaver can be used as a contact attack if an Eternal has extra actions or splits a Dexterity + Brawl dice pool. Each success inflicts one health level of damage as the target's blood freezes. Vampires suffer an additional harm -- each success freezes one Blood Point. To use a frozen Blood Point, the vampire must spend an extra Blood Point to melt the frozen blood.) ***** Rage of Wendigo: By summoning the power of the great frozen wastelands the Eternal can trap her foe in a blinding, tearing ice storm that can rip flesh, shatter bones and armor and chill even the hottest blood. (Strength + Cryomancy, difficulty 8. Rage of Wendigo has two forms -- an assault against a single target, which can be dodged as a firearms attack at +2 difficulty, or an area of effect equal to five feet in radius for every point of the Eternal's Memory, which can be resisted with Willpower, difficulty 8. Remaining successes determine damage on the Elemental Attack Damage Table; this damage is aggravated.) Doppelganger A truly bizarre Birthright, this power allows the Eternal to copy the powers of other supernatural denizens of the World of Darkness. Doppelganger does not have its own, individual powers (though the phoenix must spend experience points to advance in levels the same as any other Birthright). Instead, at each level the Eternal can attempt to "doppelganger," or copy, a power he has witnessed or is witnessing from other supernatural beings, such as Disciplines, Gifts, Arcanoi and Arts. For the first power at each level, the phoenix must first succeed on a Memory roll of difficulty 8. Then she must roll Intelligence + Doppelganger, difficulty of five plus the power's level. Three successes are needed on this roll. If the rolls are successful, the phoenix can now duplicate the power by spending a number of Experience points equal to the power's level times 7. Sphere magick effects can be copied, but they are only copied one effect at a time, and the highest Sphere level in the effect determines the effect's "level." Copied Sphere effects are not susceptible to Paradox. Also, changeling cantrips that are copied are considered to have the same Realm "attached" to the Art as the initial effect, no matter the level of the Realm. Only the Art's level is counted. For example, Sasha attempts to copy a changeling's Primal 1, Prop 2 cantrip. After making her Memory roll, she must roll her Intelligence + Doppelganger against a difficulty of 6 (the Art's level plus five) and then spend 7 experience points. Sasha's player makes a note that the Art effect uses the Prop 2 Realm.

More than one power can be learned at each level, but the experience point cost is doubled at each level for each power beyond the first at that level (for instance, an Eternal trying to duplicate a vampire's Dominate 1 when he already has a level one Garou Gift must spend 14 experience points to copy the Discipline; the next power will cost 28 points! This might lead to some interesting situations where higher level powers cost less than lower level ones, but such is life). Also, the cost for raising a level in the Doppelganger Birthright is current level times 9. During character creation, Doppelganger can be taken at a cost of one dot for each two initial dots assigned to it, or fourteen freebie points per dot. When utilizing copied powers, an Eternal will not have some of the Traits called for. When an expenditure is called for, replace Rage, Gnosis, Pathos and Blood with Willpower or Memory, player's option. When a trait roll is called for, replace Rage, Gnosis and Arete with Memory. When rolling for a wraithly Arcanos, replace the Arcanos rating with Doppelganger. Hemomancy Considered by some to be an Elemancy and not by others, this Birthright unlocks the powers of blood. Links between this ultra-rare Birthright and the vampiric Discipline of Thaumaturgy's Path of Blood are often rumored but never have been proven. * Chiron's Eyes: The Eternal can discern medical knowledge about the "patient," including latent problems like asthma and heart trouble. It can also, with closer examination, reveal supernatural details, such as Clan, Tribe and the like. It can also identify blood type, the person the blood came from and relative age of blood stains. (Perception + Hemomancy, difficulty 5. One success will reveal basic information like blood type and age. Two successes will tell if the target is a supernatural creature in addition to routine mundane medical knowledge. Three successes will reveal relative power levels of supernatural creatures, such as "low rank" or "elder" in addition to giving a complete medical picture of the target, as if the Eternal had performed a medical examination. Four successes will reveal the Clan, Tribe or other group of the target as well as medical conditions that would require in-depth tests. Five successes will tell the Eternal the exact generation of a vampire as well as its lineage, the Pure Breed rating of a werewolf and its ancestors and the like, as well as revealing medical information no modern medical test can yet show.) ** Blood Rush: The Eternal, utilizing the techniques of "biofeedback," can release great amounts of endorphins and adrenaline into her system. This can boost Physical attributes, reduce or cancel dice penalties, and temporarily raise Willpower. (Stamina + Hemomancy, difficulty 6. Each success can raise a Physical Attribute by one, reduce a Health Level dice penalty by one die, or give one extra temporary point of Willpower, even if this goes beyond the character's maximum.) *** Purify Blood: The phoenix can cure diseases within himself and others, remove toxins and purify supernatural taint (to a limited degree). This can not heal damage, but used in combination with healing powers or medical attention, this Right can assure a complete return to health free of infection or complication.

(Intelligence + Hemomancy, difficulty 7; required successes are based on the toxin, disease or taint level. Common colds and ailments, minor poisons and alcohol and minor Wyrm taint require only one success. Venereal diseases, drug overdoses and stronger Wyrm taint require three successes, and life-threatening diseases, nerve toxins and Bane possession require five. A vampire's ghoul can actually be "cured" with this power, but the difficulty is 8 and four successes are needed.) **** Transfusion: This power allows the phoenix to manipulate blood from a distance, transferring it from one person to another in a mystical, invisible transfusion, from a person into a vessel, or from a vessel into a person. It can also cause damage by making the target bleed (this is particularly effective against vampires). (Dexterity + Hemomancy, difficulty 7. Each success allows for the transfer of one Blood Point [see Vampire; normal humans have 10 Blood Points]. When used as a weapon, each success causes the loss of one Blood Point (normal humans have 10) and one Health Level of damage because of this loss; the damage can be soaked as normal by vampires [but the loss of Blood can not] but humans must suffer the Health loss.) ***** Vengeance of Varnae: The final power of Hemomancy ruins and destroys blood by evaporating it or turning it into toxic sludge. Those targeted by this power had better have friendly gods. . . . (Strength + Hemomancy, difficulty 8. Damage caused by this power can be soaked, but the difficulty is 9. Remaining successes determine aggravated damage on the Elemental Attack Damage Table in Phoenix.) Zoanimism Probably developed by Eternal dealing with the Lycanthropes and Gangrel parasites, Zoanimism grants the phoenix understanding of and command over animals. * Understanding of St. Francis: The first Right gifts the Eternal with the ability to empathically understand the animal mind and communicate through impulse and image. Animals (gifted with different, not necessarily lower intelligences) do not communicate with words and sequential thought patterns; they can give answers to properly put questions, but only about things that would concern them. (Perception + Zoanimism, difficulty 5. Three successes are required to hold a "conversation" with the desired animal. Less will allow the Eternal to communicate, but the conversation will be short and the animal's speech will seem strange or garbled. More successes will allow the Eternal to understand shadings of meaning beyond just the words and images. This Right must be used each time the Eternal wishes to communicate with a different individual animal.) ** Call of the Green Man: By concentrating upon the kinship of spirit all living things possess, the Eternal can send out a mystic call to a specific species of animal and bring those animals to him. (Charisma + Zoanimism, difficulty 6. As with the Beckoning power of the Animalism discipline, the number of successes gained determines the maximum number of

animals of the particular type called that come to the Eternal, though the phoenix can be more specific. Successes 1 2 3 4 5 Animals summoned A single animal One-quarter of those present Half the animals present Three-quarters of those present All the animals respond

The Eternal has no special control over the animals that respond to the Call, but the animals will at least be favorably disposed.) *** Medicine Aspect: This Right allows the phoenix to adopt one aspect of an animal, such as a cat's balance, a wolf's sense of smell, a hawk's eyes or a bat's ears. This causes a partial shapeshift in the phoenix's body, causing the affected body part to resemble the animal's. (Dexterity + Zoanimism, difficulty 7. Three successes on this roll allows the Eternal to raise one Attribute by one for purposes of one application only [such as a cat's balance for Dexterity, a hawk's sight for Perception, or a wolf's endurance for Stamina], taking on the features of an animal associated with the quality. This change lasts until the Eternal wishes to dismiss it. A botch on this roll means the Eternal gains the feature of the animal, but not the associated quality. This lasts for one scene.) **** Kinship of the Beast: The Eternal's understanding of animal thought has developed to the point where the phoenix can meld her mind to an animal's, effectively shifting her consciousness to the animal and "borrowing" the animal's body. The Eternal can then use the animal's body as her own, leaving her own body in a state of deep trance. The minds of the phoenix and the animal blend to a greater or lesser degree, melding rational thought to instinct. (Intelligence + Zoanimism, difficulty 7. Each success allows the Eternal a greater degree of access to her own powers and free will. 1 Cannot use Birthrights, nearly total animal instinct. 2 Cannot use Birthrights, animal instinct, can use Willpower to override instinct for one turn. 3 Can use level one Birthrights, can override instinct with Willpower roll, difficulty 7. 4 Can use Birthrights up to level three, rational thought. 5 Can use all Birthrights, total rational thought. Upon returning to her own body the character must make a Memory roll, difficulty of her Discord to avoid thinking in terms of the animal she has left for a number of hours equal to her Discord.) ***** Zoomorph: The final Right of Zoanimism allows the phoenix to adopt the

shape of an animal. Several major differences are present between this power and Kinship of the Beast. First, the Eternal retains use of all Birthrights and rational thought. Second, the phoenix can come back from this shape without having to make a Memory roll. Third, the Eternal does not leave a vulnerable body behind. A phoenix using this Right can maintain animal form for one hour per dot of permanent Memory. (Stamina + Zoanimism, difficulty 8. Three successes are required for a one-turn shapeshift. For each success less than three, one more turn of time is required. Reversion takes one round.) Alternate Powers for Existing Birthrights The powers given in the Birthright listings are not the only Rights; many others exist, some created by small groups of phoenixes, others by individuals. To learn these new powers from others costs the same as learning the "main" powers; Eternal developing their own new powers must spend two extra experience points when developing the Right. Aeromancy: * Noxious Vapor: The phoenix can summon up a putrid odor to gag opponents. This odor is harmless but pervasive and noisome. The vapor can be dispelled by strong wind or Aeromancy-style powers. (Stamina + Aeromancy, difficulty 5. Each success will fill an area of roughly 5 cubic feet. Those caught in the vapor are at -1 to all dice pools until the smell dissipates, usually three or four turns. Natural winds or Aeromancy-created breezes can disperse the vapor more quickly.) Electromancy: ** Shadow Play: Related to the vampiric Discipline of Obtenebration, this power allows the phoenix to weave and warp areas of darkness. (Dexterity + Electromancy, difficulty 6. Successes determine the size of the shadow controlled and the degree of the Eternal's control over it; a shadow the size of the character's own requires two successes. A shadow can not be used to attack or move objects, but the visual effects can serve as distractions or cover.) Hydromancy: ** Legacy of Moses: The phoenix with this power can control liquid substances, shaping them and moving them up, down and around with will alone. Liquids can be "levitated" with this Right but cannot be "phased" or "teleported". (Dexterity + Hydromancy, difficulty 6. One success can shape a puddle, three a large bathtubful, five a small swimming pool. Those with great degrees of skill can control even larger bodies.) Pyromancy: ***** Morph Warp: Fire is the Element of change. This power calls upon that association in a nearly uncontrolled shift of form. (Dexterity + Pyromancy, difficulty 8. The character may spend a Willpower point to control some aspect of the change, for instance, mineral into animal or red to blue; more than one point may be spent this way. The target may resist Morph Warp with a Willpower roll, difficulty 8. Only one remaining success is needed for Morph Warp to take effect; success indicates that a radical change has occurred in the target along

the guidelines set by the phoenix. If no guidelines are given, the change is completely random; Storytellers are welcome to be . . . creative.) Terramancy: **** Wraithform: This power gives the Eternal the ability to become "insubstantial," controlling his solidity and shifting "out of phase" with the world around him. This renders the phoenix immune to physical damage, but incapable of affecting the physical world. In this form, the phoenix moves by exerting her will, allowing her to "phase" through objects, walls, floors and ceilings while also allowing her to remain standing on floors or sit in chairs. (Stamina + Terramancy, difficulty 7. Success allows the character to remain insubstantial for one turn; the phoenix may choose to become solid again sooner. Actions that would require rolls of Strength, Dexterity or Stamina in this state call for Intelligence, Wits or Perception, respectively.) Akasha: **** Fetish Binding: With this power the phoenix has the ability to bind a spirit into a prepared item, thus creating a magickal tool known as a fetish. See the Werewolf Storyteller's Handbook for more details. (Intelligence + Akasha, difficulty 7. Only one success is needed, but five successes might cause an unexpected and beneficial side effect. As with all Akasha powers, this only works with spirit denizens of the Middle and High Umbras, not with wraiths or chimera.) Anamnesis: **** Phantom Speech: With this Right, an Eternal can speak with and hear the Phantoms of another Eternal. This power has been developed in recent centuries as an attempt to unify Eternal, but it finds its main use in locating Tyro phoenixes. The psyche of an Eternal generally does not notice anything untoward when this Right is being used upon him, unless the user must go rooting around in the target's Memory. The range for this power is only ten yards. (Charisma + Anamnesis, difficulty varies. If the Eternal knows the Phantom she wishes to contact and has had contact before, the difficulty is only 3. If the Eternal knows of the Phantom, but has not had contact, the difficulty is 5. If the phoenix is contacting a Phantom at random, the difficulty is 7. In this case, the psyche may make a Perception + Awareness roll, difficulty of the intruding phoenix's Willpower to notice the intrusion. This Right's effects last as long as the target Eternal is within range. Should the target leave range, the contact is broken and must be reestablished. This Right might also be used to contact the past lives of mages with the Past Life merit, or shifters with the Past Life background.) Concord: *** Watchtower: Rather than dealing with existing Discord, this Right allows a phoenix to fight off its advances in himself by erecting a mental fortress of Willpower. (Intelligence + Concord, difficulty of the phoenix's Discord +3. Each success allows the phoenix to fight off a point of temporary Discord as if he had spent a point of Memory.)

Nemesis: **** Cassandra: Not everyone who uses Nemesis is doing so out of the goodness of her heart. This nasty power inflicts a terrible curse upon soothsayers, whether Eternal, fae, magi, mortal or otherwise: no one will believe the prophet. Used on normal people, this makes targets look like terrible liars and can ruin their reputations. (Manipulation + Nemesis, difficulty 8. For one scene per success, the target will not be believed by anyone he or she speaks to. This means any prophecies will be ignored, advice will go unheeded and attempts to convince anyone will automatically fail. When the effects of this Right end, no one will remember anything having been strange no matter how much the former target tries to insist that something was wrong.) Psyche: * Freudian Slip: By causing a momentary confusion in the target's mind, the phoenix can cause her to blurt out secrets, embarrass herself or force her to bungle important concentration. (Manipulation + Psyche, difficulty of the target's Willpower. Interesting slip-ups are the part and parcel of this Right, and the Storyteller is encouraged to ham it up in the effects.) New Backgrounds A Storyteller wishing to generate a certain "flavor" in his chronicle can open up new backgrounds to Eternal characters in an effort to bring them more into line with the established "theme". For example, an ST running a Werewolf chronicle might wish to allow phoenixes access to the Totem or Jamak backgrounds. Some of the backgrounds that might be appropriate are as follows: Vampire: Herd (a group of people who help the Eternal regain Memory), Clan Status (for a particularly successful parasite impersonator, perhaps one with Hemomancy). Werewolf: Totem or Jamak (spirits that have allied with the Eternal in question), Secrets (everybody learns something useful), Umbral Maps (some Eternal spend a lot of time in the spirit worlds). Mage: Avatar (a particularly strong connection to the Elements, perhaps useable in the Umbra somehow). Wraith: Memoriam (something that helps a phoenix regain memory, perhaps something the character created in a past life). Changeling: Dreamers (the same as Herd, above), Retinue (fae or fae-allied people like Dreamers or Herd), Title (the character is particularly important to the dreamchildren). Freeform Birthrights This is an expansion on the system mentioned in passing in Phoenix. It is an optional system that can replace the standard power-per-level method. This method is very reminiscent of the Sphere magick of Mage or the Wu Tan of the hsien, found in Land of Eight Million Dreams.

Instead of having individual, standard Rights, the Eternal has control over a certain aspect of the universe. By combining influences the Eternal can cause a change in the world around himself. With Terramancy, the phoenix has reign over Earth and solid things; with Aeromancy he can control air and gaseous substances. The method for defining an "effect" is a multiple-step process. The player must describe what she intends to do. The Storyteller must then determine which Elements are being affected, and then set a difficulty for the change in each Element. For example, if the player wishes to change a pine board into a stake and throw it at a vampire with a gust of wind, the Storyteller would determine that this is a combined effect of Earth, to transform the wood, and Air, to throw it. Difficulties are set according to how drastic the change is in the established situation. Transformations would have difficulties based upon how much of the substance is being transmuted, and how different the end result is. Damage difficulty would be determined not according to a strike roll, but how much damage the player wishes to inflict; the more damage, the harder it is. Movement and manipulation difficulties would be determined by how much of a substance is being manipulated, how long and how far. A difficulty must be set for each Element used in the effect. Once the difficulties are set, the player then rolls the character's rating in each Elemancy against the set difficulty for that Element. Complete success means the change happens just as the player describes. Failure on one Elemancy roll means that the effect is only partially complete. Total failure means nothing happens. A botch means something happens, just not what the Eternal wanted. A further expansion of this system toward complete freeform magic treats nonelemantic Birthrights as controlling a particular "element" of their own; Akasha controls spirit, Anamnesis controls memory, Concord controls emotions and Discord, Nemesis controls luck, fate and entropy, and Psyche controls minds. By adding these factors to the philosophies of each Element a player can create non-physical effects as well. This system is only recommended for experienced Phoenix players and Storytellers, or those familiar with Mage or the hsien. Ideas for effects and difficulties can be found in those two sourcebooks.

Credits
No work is truly complete without credit being given where it is due. Phoenix is lacking in this area; that is corrected here. For Phoenix Player's Handbook Written by: Corvus Additional Material by: Theadeus Shaffer, Adam J. Solis Playtesters: Corvus, Theadeus Shaffer, Tessei Masters, J. D. Stephens

For Phoenix: The Eternal Created by: Corvus Written by: Corvus Additional Material by: Theadeus Shaffer, Tessei Masters, J. D. Stephens Playtesters: Corvus, Theadeus Shaffer, Tessei Masters, J. D. Stephens

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