Here you will find the rules for playing a Dauntain in “The Wasteland Chronicle”. A copy of “The Shining Host” will also be necessary to create a Dauntain character. For the most part, Dauntain are created just as other Fey are, with a few exceptions;
The Lost- After going through Chrysalis, it was just too much to you. You’ve come to understand that all you see is an illusion. A sort of mental genetic disorder, but one shared through an widespread line of individuals. You’ve managed to “cure” some of this insanity before with treatment, and you’re out to cure more..
The Cursed- You had an enemy, an elusive one that you came to hate. You would do anything to be rid of them, even slaughtering them with cold iron and admitting the truths of your existence. Your ruthlessness, and acceptance of banality to crush your enemies has brought you a new perception of the world. It’s changed you. But what does that matter? What matters is only that you see those who would oppose you driven before you..
Black Magicians- Once, somewhere.. sometime.. you had a taste of the power banality gives. Power is everything. So your turned to banality, accepting it’s forbidden arts. And now you use them ruthlessly, even as you use your own. Some people might be hurt in the process, some souls destroyed.. including your own.. but.. you are fully aware of the price you have paid. Or perhaps you weren’t. But now it’s too late, isn’t it?
Nihilists- You were like the others, once. You danced.. skipped.. played. But the modern world does terrible things to a person. It opens their eyes. Eventually, everyone has to grow up. You’ve accepted that it’s inevitable, and given up the fight. But still, there’s a tiny part of you that doesn’t want to let go. Won’t let go. And so, you simply do.. nothing. There is nothing of a fight inside you. You just don’t want to let go of that little shred left, keeping it as a memento of what used to be.
Apostates- It came to you one night, during a time of deep contemplation. You finally understood. What’s happening is natural. They Fey simply fear what they do not understand. All that banality is doing is taking Fey away from Earth and placing them back into Arcadia. You have to make this transition happen as quickly as possible.. and every Kinain slain is another soul resting safely back in Arcadia.
Typhoids- Sometimes, Fey just slip to banality. Sometimes, they just accept it. And when Autumn People and Vampires are involved, that makes it that much easier. Banality is a disease that is easily spread. And.. oh boy.. have you ever caught it. Now you understand the universe like you never did before. Maybe you like it this way. Maybe you don’t.
System for all powers: The user expends a Temporary Banality Trait and engages in a static social challenge with a Narrator against the target’s number of social traits. The effects last for one session. Nothing odd will be noticed by the target(s), providing the power is used conservatively.
Mindblock supports placidity in the mind of others. It will prevent the target from thinking about one subject of the user’s choice. This can be used from causing an accountant to not be able to think about math, to causing a swordsman to lose his skill in fighting.
System: The target can simply not think consciously about that subject. This should be roleplayed. Characters may still engage in challenges related to the skill in question, but ability retests are not allowed. No more than one use of Mindblock may be affecting a single target at a time.
When heartbind is used, the target is prevented from feeling one emotion of the user’s choice. Loves lose their flame, and killers dull their hatred.
System: The emotion will not be felt by the target. Two Temporary Banality Traits must be spent to dull the emotions of a character with a “Hatred” or “Vengeance/Vengeful” related flaw. Three Traits are needed for a character with the True Love Merit or a Blood Bond. The emotions of a character with both the Blood Bond and the True Love merit cannot be felt. If the emotions of a Blood Bound character are dulled, they are still bound by the control of the bond. The control simply becomes sterile and direct as opposed to emotional. No more than one use of Heartbind may be affecting a single target at a time.
This power causes the target to become obsesssed with collecting samples of anyone type of object of the user’s choice. These objects can vary from “Archie” comic books to pennies of differing dates.
System: The target will actively pursue their collecting. If they are made to collect something that makes little sense to the individual in question(Such as a Sidhe Knight made to collect different brands of tampons) they will notice something is amiss. No more than one use of Acquisition may be affecting a single target at a time.
The target will lose all motivation towards the old subject they followed and become obsessed with a new, extremely boring hobby such as Bingo or Unix programming.
System: The target is down two bids on all social challenges for the duration of this power. The target will follow their hobby for the duration. If the hobby makes no sense to the individual(Such as a Sabbat Paladin with a new fondness for painting the various characters on “Teletubbies”) they will notice something is amiss. Two Temporary Banality Traits are needed to cause a character go act against their Nature, “Higher Purpose” or a “Driving Goal”. No more than one use of Geek Out may be affecting a single target at a time.
System for all powers: The user expends a Temporary Banality Trait and engages in a static mental challenge against the target’s number of mental traits. The effects last until the end of the session.
The target rexamines a topic they previously despised and instantly sees merit in it. They are likely to attempt to show others this merit they have discovered and spread their “wisdom” to others. This topic is chosen as appropriate by the storyteller.
Examples– “I really don’t mind Kid Rock. I think his music has a lot of spirit and energy in it.” “I changed my mind about Melrose Place. They have some really good scripting on that show.”
This causes a target to repeatedly perform one harmlessly dull, non-embarassing task chosen as appropriate by the storyteller. The target may perform other activities in the process but will physically resist all attempts to stop them.
Eample- An individual is obsessed with pumping iron non stop, thinking that a moment away from the weights will make them weak.
This must be used on a target already affected by “Dull Impulse”. The target will now go out of their way for the remainder of the session to get others to participate in their dull task.
Example- “Come on, pansy boy. Lift weights with me. Do you want to be weak for the rest of your life?”
The target so thoroughly examines one activity they are taking part in to the extent that all related activities take twice as long. The activity in question is chosen by the Dauntain.
Examples- A Tremere goes to perform a thirty minute ritual, but remembers how volitile thaumaturgy to be. Each step is examined and reexamined so that the ritual takes an hour instead. A Gangrel leaves to track their target, but the Gangrel wants to make sure they do it right. They are extra careful in the tracking, making sure every clue is picked up before proceeding along. Of course, by the time they get to where they are tracking so much time will have passed that it may not matter anymore anyway.
Webcraft relies directly upon stasis and conformity of the Weaver.
Weave Web enhances the strength of the Weaver within a non-living object.
System:
The will of another is subtley coaxed away by the Dauntain.
System:
The Dauntain may choose to make their actions so complicated and difficult to understand that those attempting to follow or pay attention become confused or distracted.
System:
The Dauntain summons a Weaver spirit into their presence. The spirit is under no obligation to obey the orders of the Dauntain, though they will likely be inclined to aid another servant of the Weaver. Or, the Dauntain might just accidently summon a Nexus Crawler in a particularly bad mood..
System:
All Dauntain begin with one stigma. Additional stigmas may be purchased at the cost of 6 experience points each. Each additional stigma raises a Dauntain’s permanent banality by one trait. A Dauntain with a permanent banality of 11 is undone.
Disbelief-
Erasure-
Hatred-
Iron Ward-
Numb-
Ravage-
Wilder- 8 Permanent Banality, 2 Willpower Traits, 3 Glamour Traits. T. Max-13
Grump- 10 Permanent Banality, 3 Willpower Traits, 2 Glamour Traits. T.Max-15
Dauntain gain back Temporary Glamour trough a process known as “Rending”, and Temporary Banality through a process called “Tedium”.
Whend Rending, the player must leave the general playing area and go out of character for 30 minutes for each trait of Temporary Glamour gained.
Tedium is easier, and requires only 15 minutes for each Temporary Banality Trait.
Vampire-
Werewolf-
Dooms
Agendas
Burnout
Basic- Mindblock
Basic- Heartbind
Intermediate- Acquisition
Advanced- Geek Out
Stultify
Basic- Rosetint
Basic- Dull Impulse
Intermediate- Proselytize
Advanced- Procedural Addiction
Webcraft
Basic- Weave Web
The Dauntain may expend two Temporary Banality Traits each to give a non-living object additional health levels, to a maximum of two additional health levels. The Dauntain may also expend Three Temporary Banality Traits to cause a weapon to inflict an additional level of damage. These effects last until the end of the session.
Basic- Warp Will
The Dauntain engages in a Static Mental Challenge against a target. If successful, the target loses one Temporary Willpower Trait. This power may only be used against a single target once every fifteen minutes.
Intermediate- Wend Your Way
The Dauntain gains an automatic free retest in challenges related to investigation, tracking or other attempts to discern the nature of their activities.
Advanced- Cry “Woof”
The Dauntain engages in Static Mental Challenge, difficulty depending on the power of the spirit to be summoned and expends a number of Temporary Banality Traits. The more Temporary Banality Traits expended in the summoning, the more likely the spirit will be benevolent to the summoner.
Conversion-
This fearsome stigma is a line of sight power and is only usable on Kithain. The Dauntain must spend a Temporary Willpower Trait and engage in a Direct Mental Challenge with the target. If successful, all the target’s Temporary Glamour Traits are converted into Temporary Banality Trait.
This power protects the Dauntain from the powers of Chimera and Fae. Whenever the subject a chimerical or chimerically originated power the Dauntain gains a free retest in an attempt to resist it, and may also make up to two “Willpower” retests in defense of such powers if they so choose as opposed to one.
This power requires the Dauntain to physically touch their target, and is only usable on targets with Glamour. The Dauntain must engage in a Direct Physical Challenge to initiate the power, and if successful all Temporary Glamour Traits in the target are removed. The Dauntain gains a Temporary Banality Trait for a successful use of this power.
This is a line of sight power and is only usable on Kithan. The Dauntain directs his rage at them and engages in a Direct Mental Challenge. If successful, the Dauntain may spend one Temporary Banality Trait for each Temporary Glamour Trait it wishes to remove from the target.
This stigma protects the Dauntain against their natural vulernability to iron. A simple test is done for every level of aggravated damage caused by iron weaponry. On a win or a tie, that damage becomes normal damage. Mere contact with iron no longer harms the Dauntain.
This power is not consciously used by the Dauntain. Emotion and sense of self are automatically drained in the Dauntain’s presence. Whenever someone, anyone, enters within ten feet of the Dauntain they must WIN(not just tie) on a simple test or lose a Temporary Willpower Trait. This has no effect on targets with no remaining Tempoary Willpower Traits.
Ravage allows the Dauntain to steal Glamour from anyone or anything who has it. The Dauntain engages in a Static Mental Challenge with the target. If successful, a Temporary Glamour Trait is transferred from target to Dauntain and both the Dauntain and target gain a Temporary Banality Trait. If a Kithain is undone by this power, the Dauntain gains a Permanent Banality Trait instead.
Starting Statistics
Rending and Tedium
Crossover Errata
For purposes of crossover with vampire powers, Dauntain are detected as Fae and their aura is no different. The Stigma “Disbelief” may be used in defense against Chimerstry.
Dauntain are creatures of the Weaver, not the Wyrm(That’s the province of the Unseelie). “Sense Wyrm” will not locate a Dauntain, though “Sense Weaver” certainly will.