Integration
Or so what happens when my Malkavian tries to see through your Glamour
with Auspex!
Vampires
Faerie Sight or Auspex will pierce Glamors, Fade, or Obfuscate of a lower
level.
Vampires using Dominate can attempt to dominate any Faerie or human
changeling, but must spend 1 WP to do so to Faeries.
Immunity to/protection against Presence or Persuasion blocks either
power. People with Shifting can resist any use of Vicissitude on them,
adding their level in Shifting to any normal resistance roll.
Human Changelings can be vampirized as if ordinary humans. They lose
all faerie related powers and the ability to perform Sorcery. Half-Faerie
must roll a WP 8 check or go mad. In either case, they lose their school
powers, but retain their native breed power and can improve it. Full blood
faeries must roll a stability check at difficulty 10. A botch causes them
to dissolve away into chaos. A failure causes them to become some sort
of horrible rampaging monster with both faerie and vampiric abilities and
weaknesses. A success causes them to simply come back to life as an ordinary
faerie. They suffer the loss of one pip off a physical stat and one mental
stat.
Drinking Faerie blood: Faerie blood is more potent than mortal
blood. It has several effects.
-
The Vampire can't get out of Arcadia (if in it) until the faerie releases
him or he spends the point of blood.
-
A vampire with Faerie blood in him can astral project with Auspex 5 into
Arcadia at a Faerie circle.
-
All self-control checks are at +2 to difficulty.
-
Prolonged drinking of faerie blood on a regular basis has mutagenic affects.
-
It frequently causes hallucinations or uncontrollable discipline usage.
-
Once per scene, when under stress, the vampire must make a willpower check
with a difficulty equal to 5+# of Faerie Blood Points in his system, or
begin to hallucinate until the stress stops, he frenzies, or he gets the
blood out of his system.
-
Any other failed willpower checks have the side effect of some discipline
'going off'.
Garou
Fae Sight can pierce gifts that disguise or hide the user. It only works
against gifts of a lower level than the level of Fae Sight possessed. Roll
Fae Sight vs. the Gnosis of the user of the gift, Difficulty 6. If the
Fae gets more successes than the Garou, the difference between them is
subtracted from the number of successes the Garou got on that gift with
regard to the Faerie.
A Garou using Faerie Blood is vulnerable to Mana Manipulation. Any use
of his powers triggers Mana Sense. Mana theft (Level 7) can rob him of
Gnosis. Roll Mana Manip. vs. Gnosis. Each success drains one point of Gnosis
and converts it into Mana. Mana Manip. Normally has no effect on Garou.
Magic sense does not detect the use of Garou gifts, but it will detect
the use of rites.
Mages
Mages cannot directly countermagic faerie powers. They can however use
magick to protect themselves from powers or negate their effects. Mind
1 (or 4 for others) can be used to shield yourself (or others) from Persuasion,
Beauty and Glamour. Each success on the Magick roll takes one away from
any attempt by a faerie to influence you using those powers. Life 4 can
screw up the powers of someone using Self-Mastery. Forces and Matter are
required to block or dispel Machine Master effects. Life for Flora and
Fauna. Wrack requires life and mind to counter(Usually Life 4, mind 4).
Fade is countered with Mind 3. Level 7 and up may require forces 2 as well.
Luck is countered with Entropy.
Mana vs. Prime: Mana is not quite equivalent to Quintessence.
It is a filtered form of Quintessence. Mages with Prime 1 can sense the
presence of Mana in a faerie circle or in a Faerie. Prime 2 can disrupt
a faerie's efforts to recharge himself with Mana. Prime 3 can drain mana
out of a faerie or transfer it between faeries. At Prime 4, the mage can
filter the Mana and convert it back into Quintessence, storing it in himself
or a Talisman. He can also convert Quintessence into Mana and transfer
that Mana into a faerie. At Prime 5, a mage could block a Faerie Circle
from providing a source of Mana for faeries, or prevent a faerie from absorbing
Mana long-term.
Wraiths
Faerie Sight can see through Phantasmagoria, but only at Level 6 and higher.
If a machine master and an Inhabiting wraith try to control the same machine,
they make opposed rolls on their respective powers, taking the higher difficulty
for both. Soulsight (Basic castigate) can be used to determine the degree
of stability a Faerie has. Enshroud, Phantom Wings both work in Arcadia
(Argos). Flicker, Jump, and Oubliette (Argos) go up in difficutly by two.
A wraith cannot embody while in Arcadia...but is treated as being fully
present as if embodied while there. Arcadia has no "shroud" nor are faeries
affected by the Fog. Puppetry only works on Faeries who are in the physical
world...or if you skinride with them into Arcadia. Usury works on faeries...but
it will make them angry if they figure out what happened. Fae sight six
can pierce the Shroud...