Skycraft (Art)

Skycraft is the ancient and rarely-seen Art of command over the wind and the thunder. Once upon a time, or so the eshu say, the lords of the fae rode chariots of the winds and hunted the lightning so they could forge it into fine blades and gleaming finery. They called the North Wind to hand, and spoke with the voice of the tornado. Such sheer power has long been lost to the fae, save in the depths of perilous Unleashings, but they retain even now the rudiments of their mastery over the forces of the sky.

Skycraft is a rare Art, favored by its practitioners as a more refined alternative to the common magic of Primal or Wayfare. It is primarily practiced by trolls, and rumored to be much prized by the merfolk and selkies, though some eshu find it a stylish Art that lends them a certain storm-tossed flair.

## Unleashing Skycraft

Skycraft Unleashings are unsubtle affairs of sudden storms, gale-force winds, booming thunder, dancing lightning, and ravaged electronics. They might be deployed to run a ship to port (or send it to the bottom of the sea), paralyze the streets of a major city for an hour with torrential rain and punishing wind, to damage or destroy a building, or to fry a major electrical network.

## Skycraft Bunks

Skycraft bunks focus on sound, electricity, open air, and the old ways. Examples include: Clap your hands in a silent room, rattle a sheet of tinfoil, carve a rune into your flesh, draw lightning-bolt streaks on the object of your cantrip, short out an electrical device, whirl a bullroarer, paint yourself blue, howl to the open sky, climb onto a roof in the midst of a storm, turn an umbrella inside out, lick a battery’s terminals, pound a drum, smash your hand into a bowl of water, forecast the weather, run with a windsock until it streams behind you, fly a kite, smash a delicate electronic device, or flip the breakers in an old house.

## Skycraft Cantrips

### Howling Gale

An eshu makes a truly dramatic entrance, hair and coat flapping around him. A troll holds the top of a staircase, sending a punishing wind against those trying to climb up and fight him. A pudgy boggan runs like an Olympic sprinter, pushed by the wind itself.

The changeling may call forth a powerful wind, using it to speed the movement of herself or her allies, to confound her enemies, or simply to blow as she desires.

**System:** The Realm selected determines who the wind aids, or from whence it blows. If used to target a person, the changeling may place a powerful wind at their back, doubling their movement speed for every two successes rolled, or she may cut their movement speed by half for every two successes rolled by setting the wind against them. Such winds last for (Glamour) minutes. If an object is targeted, the changeling may push it along at (Glamour) miles per hour for five minutes per success rolled, directing the wind as she pleases. Alternately, she may make an object or person the source of a powerful wind that roars out in all directions, making it difficult for others to approach the one so enchanted (treat all who approach as though the changeling were setting the wind against them; lasts for one minute per dot of Glamour). Finally, with proper application of Nature, the changeling may simply cause the wind to blow in a certain direction as she wills, with each success gaining her 10 miles per hour of wind speed or 10 minutes of sustained wind, distributed as she sees fit.

**Type:** Wyrd

### Electric Gremlins

An office manager curses as the eighth system of the day crashes. With a sigh, he orders everyone home for the afternoon—no work can be done like this. Sitting at a window and looking at the beautiful day outside, a satyr smiles and leaves her desk.

This cantrip summons a host of gremlins — minor chimerae that play havoc with electrical devices. Gremlins are tiny greenish-yellow creatures blessed with the ability to hide behind anything, no matter how small, when directly observed, whose presence disrupts complex electronics. An individual plagued by a host of gremlins finds complex electronics impossible to manage, as modern technology balks at his presence and refuses to function.

**System:** The Realm determines who or what the gremlins stalk and harass. Fae and Actor inflict a host of gremlins that disrupt any complex electronics the one so marked attempts to use, or even spends more than a few minutes in close proximity to. Nature and Prop can be used to inflict gremlins on objects and phenomena with similar results, ranging from directly destroying a computer by targeting it, to creating “cursed” stones, coats, and so forth, which play merry hell with electronics in their vicinity.

Electronics targeted by gremlins experience crippling glitches, hangups, errors, short outs, signal disruptions, and even contract mysterious and confounding viruses for no apparent reason, rendering them unusable.

The more successes rolled, the longer the gremlins persist, as outlined below:

 2
 3
 4
 5

**Type:** Chimerical

### Hurricane Speed

A troll grins, cornered and impossibly outnumbered. “You want the Count’s blade? Then fetch,” he cries, hurling the ancestral Treasure over the horizon. The Count’s seer will be able to find it, but from the expressions on their faces, the gang of redcaps and satyrs possess no such talents.

The changeling calls down the very essence of the wind itself and infuses it into a person or thing. Those infused with Hurricane Speed not only gain the swiftness of the wind, but also its expansive perspective, quickening their reflexes and reactions. Objects become as one with the wind, carrying themselves tremendous distances once impelled to movement.

**System:** The Realm used determines who or what is enchanted. If used to enhance an object, each success reduces the object’s weight by half and doubles the distance it can be thrown, pushed, or otherwise impelled. If a person is targeted, each success raises her Initiative by one each round, and every two successes raise her Dexterity by one. This cantrip lasts for the changeling’s Glamour in rounds.

**Type:** Wyrd

### Storm Shroud

A troll bangs his fists together, and they crackle with deadly power. A sidhe raises his shield, and its surface crawls with electricity. A fleeing clurichaun slams a door behind him, scratches a lightning-bolt zig zag onto it with his pocket knife, and is gratified to hear the howls of his pursuers as they hit it a moment later, provoking a burst of painful sparks.

The changeling calls down the essence of lightning into the target of this cantrip, surrounding it with a flickering nimbus of electrical destruction.

**System:** The Realm used determines who or what gains a crackling aura. Anyone who comes into contact with this bar - rier, either by touching an object or person or being touched by them in turn (which may require a Brawl or Melee attack) suffers three dice of bashing damage. Storm Shroud lasts for one round per success. The changeling who casts this cantrip is always immune to its effects, and thus can enchant her own weapons or clothing without any danger, although no other characters enjoy such immunity.

**Type:** Wyrd

### Lord of Levin

A master of Skycraft commands the very fires of heaven, and may send the lightning to strike down her enemies. This cantrip normally only works under an open sky, but a changeling who has enchanted herself with Storm Shroud may use Lord of Levin to throw lightning bolts from her fingertips so long as Storm Shroud persists.

**System:** The Realm used determines who the lightning strikes. Lord of Levin’s activation roll is also treated as an attack roll. If successful, this cantrip inflicts 5 dice of lethal damage plus one die per extra success on the activation roll, and stuns the target such that they suffer a –2 penalty to all dice pools until the end of the next turn.

**Type:** Wyrd