Harlequin: The Dance Without End

By John Franglen (hewhomustnotbenamed@hotmail.com)

"All their wars are merry and all their songs are sad"
G K Chesterton


Legal stuff

'Harlequin: The Dance Without End' is an unauthorised supplement for 
White Wolf's World of Darkness, using material from Games Workshop's 
Warhammer 40,000. The author does not challenge any of Games 
Workshop's or White Wolf's copyrights, and makes no profit from 
this work. To the managers of those companies and any other companies 
whose copyrights I break: I am not making any profit from this. 
Nada. It really wouldn't be worth it suing me, so please don't. 
This work uses material from White Wolf's 'Werewolf: The Apocalypse' 
and the 'Werewolf: Players Guide'. It also uses Game's workshops 
Warhammer 40,000 Compendium, and a Citadel Journal. 

The original ideas and interpretations in this work are the 
intellectual property of the author. You can print this out, 
show it to your friends and use it in your games, but anyone 
who wants to put it in their Website should email me (it is very 
unlikely I'll say no, but I want to see how it spreads).

All comments, praise, suggestions, criticisms, and requests to post 
this on your site are welcome (no flames please). I would appreciate 
any feedback on this, and all good ideas will be incorporated into the next version, and will make the existence of a next version more likely. My email address is hewhomustnotbenamed@hotmail.com, could any emails relating to this have the subject line 'Harlequin' if possible to help me keep track. The newest rules for Harlequin, based on feedback and random ideas I have will be posted on my website at www.geocities.com/thefragster .

Prelude

The curtain came up, but there was no one on stage. The audience looked around to see what was wrong when suddenly a form entered the stage. The Harlequin was whooping, jumping, somersaulting and cartwheeling around the stage, his costume as wild as he was with ever shifting colours. 

He was the Wyld

A second dancer came onto the stage. In contrast to the Wyld she moved slowly and deliberately. Her costume showed the crystalline strands of the pattern web and she moved in her weaving dance to entrap the Wyld. 

She was the Weaver.

A third dancer joined them. Its costume was half black and half white. It adjusted his dance constantly, sometimes jumping and leaping and aiding the Wyld if the Weaver had managed to corner him, other times he joined the Weaver in her attempts to entrap him if he eluded her. 

It was the Wyrm

Then as they continued their dance around the stage other players entered. They danced the carefree and happy dance of those with their spirits and bodies in harmony , sometimes dancing together, other times staying on their own, with the Trait continuing their dance in, around and through the other dancers

This carried on for some time, but as the audience watched them they could see that something was wrong. The Weaver started dancing faster and faster, and the Wyrm was forced to concentrate solely on stopping her. As she carried her now frantic dancing the Wyrm got slower and slower as she exhausted it, suddenly it tripped and fell, and the Weaver danced round and round him , binding him with threads from her pattern web. Then she carried on her pursuit of the Wyld, and though he did not grow tired like the Wyrm, without the Wyrm the Weaver was slowing his dace bit by bit, while the Wyrm struggled and convulsed within the web binding it.

Suddenly there was a great scream, a scream that was more than just noise. All of the players but the Triat were knocked to the ground. The Wyrm leaped from the floor, it's bindings broken, but now the suit was all black. 

The minor players rose and slowly began to dance again. But now they danced in two rings, one dancing the slow and joyless dance of the Physical World, while the others danced the fast but directionless dance of the Spirits. Some danced between the circles, the clear and savage dance of the Garou. They brought joy to the physical world and direction to the physical.

Now the Wyrm started to dance between the two rings, touching people in each, who then started the dance of the corrupted. Those in the physical world danced the cold dance of the vampire, grabbing some of the other Dancers and laying them at the foot of the Wyrm. Those laid there then joined the vampires in their dance and brought the Wyrm more offerings. The spirits touched began the mad of the Bane. And the worst, the Garou touched began the Savage dance of the Spiral. The Garou moved to stop them, but the Corrupted dodged and rolled, and often the Garou hit one of the uncorrupted or each other. 

The Garou fought but they were being beaten and cornered. The Wyrm began to laugh, and the corrupted joined him. Their laugh echoed through the theatre. It was a laugh of madness. It was a laugh of corruption. It was a laugh of total depravity.

But suddenly in that laugh there was another voice. A clearer laugh, an ironic laugh. A laugh which laughs because it chooses not to weep.

In strolled a new player still laughing, in the brightly patterned suit of the Great Harlequin, his mask showing a great smile. He looked at the distraught spirits and humans, and he laughed. He looked at the Garou who did as much damage as they stopped, and he laughed. He looked at the Spirals Dancers, the banes and the vampires as they bore down on him. And he laughed.

For a moment he could not been seen among the press of the Wyrms minions, but with a cry he flew above their heads, tumbling in flight to land facing them. As they turned he leaped again; two figures dropped as he touched them, and the rest clawed at empty air as he somersaulted across the stage.

His laugh now was one of glee as he leaped and tumbled, evading the hunters and turning now and then to strike back. He picked up the body of one of the fallen, and hurled it at the figure of the Wyrm who reeled slightly at the impact. With a wild cry the Great Harlequin leaped forward and pulled a single dancer from the huddle group of humans. The dancers costume changed to bright colours, and he also began to laugh as he danced the dance of the Harlequin. The two of them put the remaining corrupted to flight, and as the last fell the Wyrm joined the battle.

The confrontation between the Wyrm and the Great Harlequin seemed to go on forever. Other dancers melted away from the stage as the two figures leaped cartwheeled and somersaulted around each other. Slowly, in the background, the other dancers took up the dance, Vampire and Bane against Harlequin Garou, reflecting the movements of the principles in perfect union.

The dance ended abruptly, with the struggle unresolved. It was indeed The Dance Without End. The theatre was quiet. The dancers left the stage. The audience sat stunned.


Introduction

The Harlequins are a group of storytelling-warrior-dancers (not necessarily in that order) who follow the Great Harlequin, a Celestine who is also known as the Laughing God. When the Triat fractured and reality was split one of the Great Harlequin set out to remove the Wyrm from the Weavers web, taking only his trusted ally the Incarna eagle Endobai. By stealth he managed to get in, but by the time he had reached the Wyrm it had already been sent mad, and it attacked him. They fought for an age, but the Wyrm was too strong and the Great Harlequin was knocked down. As the Wyrm was about to devour him Endobai flew down the Wyrm's mouth, which allowed the Great Harlequin to escape. Harlequins praise him for this, and rejoice in the fact that he pecks at the Wyrms gizzard for all eternity.

The Great Harlequin realised he could not free the Wyrm, nor could he defeat it in direct battle, so he turned his attention to Earth. He saw the Gaia's warriors, the Garou, and saw that while they fought well they made many mistakes and would make many more. They also did little to teach the humans about how things should be.

He reached down and put a part of himself into some of the humans spread over the Earth. These people who were his Harlequins tried to teach the people about how the world was and how it should be, and they tried to fight the Wyrm, but they were too spread out. Also the touch of a God had changed them, and they could not relate to normal people: their friends and even their family drifted away from them. They called up to the Laughing God, and he heard them.

He gathered them together and joined them into the first Troupe. Each of them had their role, both in their storytelling and in life. The Avatars play the laughing god himself, and other great spirits and people, they are the leaders and judges when not on stage. The Warlocks was the narrator, and are the Magi in battle and day to day affairs, advising the Avatars on Magical matters. The Death Jesters play spirits both of the many kinds, and they are talk to the Spirits, asking them favours and binding them into items when needed, they advise the Avatars on matters spiritual, they are also concerned with security matters. The Mimes play the banes and other daemonic servants of the Wyrm, they are the scouts and spies of the troupe, and they know more of the Wyrm than the rest of the troupe. This means they can advise from this knowledge, but more than one mime has turned to the Wyrm. 

Finally the Solitaires: they are the only Harlequins who can play the Wyrm, for all others go mad if they try. They are even more disconnected from normal humanity than the rest of the Harlequins, anyone who talks to one will probably have forgotten about it within 5 minutes. They do not stay with troupes like other Harlequins, they travel around never staying too long in one place.

The Harlequins were then taught many stories to tell, and sent out in their troupes to teach humanity. They will perform their dances based on human and Garou legends, as well as their own (such as The Dance Without End, above). A troupe may perform together, go out and fight the Wyrm together, they may perform alone, and join other groups, like Garou and the Bête in their quests.

Each Harlequin is born a normal Human, but at some point in their lives (usually 16-20, but not necessarily) their soul reaches out and attains a moment of direct communication with the Great Harlequin. Sometimes this is set off by something specific, other times not. Since the Celestines usually communicate with lesser beings via avatars because of their cosmic nature, this changes the person it happens to forever. All nearby Harlequins sense this event, and will come and collect the new member (frequently in a near cataleptic state). The are then taught the ways of the Harlequin and taken through the initiation ceremony which binds them to their costume.


Rules

"What are you supposed to be a clown or somethin?"
"Sometimes...."
			Sarah and Eric, The Crow

To use these rules you will need the Werewolf rulebook. These rules are all untested and made by someone with little practical experience of the Storyteller system. Remember the first rule of the Storyteller system is that there are no rules, so alter whatever you like, if you think the rules should be changed email me, (hewhomustnotbenamed@hotmail.com) and if I agree I'll incorporate it into the next version. Hey, I'll even credit you with in the Acknowledgements.


Character Creation

Dance, then, wherever you may be;
I am the Lord of the Dance, said he,
And I'll lead you all, wherever you may be,
And I'll lead you all in the Dance, said he.
						Lord of the Dance by Sydney Carter

Concept

First you must choose a concept for your Character. This is general idea of who your character is, and what is important to him. This will include how he prioritises his duties of teaching and fighting the Wyrm. This should be unique, and the storyteller must agree to it.

You should also choose your Nature and Demeanour at this time, while Jesters, Gallants and Show-Offs are common, that doesn't mean you have to choose them. Some Harlequins have the same Nature and Demeanour because they see no reason to hide themselves, while others change Demeanours as easily as their costume.


Choose Attributes

Harlequins get the 7/5/3 points that most of the Supernaturals get; this is because the touch of the Great Harlequin makes them more than human. 


Choose Abilities

Again the usual 13/9/5 allocation, at least 2 dots in both Athletics and Performance, but they get free specialities in Acrobatics and Dancing for them respectively.


Choose Advantages

Choose Backgrounds. Harlequins can choose from Resources, Fetish, Mentor, Past Life, Totem, Rites, Familiar Spirit.


Familiar Spirit: This can be done either as shown in the Werewolf Players Handbook: A spirit that hangs around you in the umbra, choose the type:

* Not very bright very small Gaffling, can store 3 points of Gnosis or Willpower (one at a time). Doesn't know what is happening on earth

** Decent sized, almost intelligent Gaffling. Talk to it with Spirit speech or when you're near it in the Umbra. Knows instinctively where you are, can peek from time to time through the gauntlet to see how you are. Can store 5 points of Gnosis or Willpower (one at a time).

*** Jaggling of average intelligence, you can communicate by talking aloud as long as it's near. Knows instinctively where you are, can see through your eyes and peek through the gauntlet. Can store 5 points of Gnosis or Willpower (any combination).


**** Fairly bright Jaggling, you can speak to it telepathically if it's near, you always know where each other are, you can share each others sight. It can peek and even manifest on earth. Can store 5 points of Gnosis or Willpower (any combination).

***** Intelligent Jaggling affiliated with specific Incarna, Can speak to it telepathically no matter how far away, you always know where each other are, You can share all 5 senses and knowledge of any Gift. Can store 6 points of Gnosis or Willpower (any combination).

The Mage version can also be used

* Weak Familiar (a small talking animal with 1 or 2 occult skills)

** A minor spirit (a small animal with exceptional savvy and occult knowledge)

*** An average familiar (a larger and smarter animal-- wolf, horse, bear [though not suggested in town]-) a supernatural animal (imp, unseen spirit)or a small beast with amazing lore and skill.

**** Strong Familiar (an animal of any natural size or an obvious spirit with 1 or 2 magical talents in addition to its' extensive knowledge and skill.

***** A powerful familiar with otherworld contacts, exceptional knowledge and 3 or 4 magical skills 

You can also use something in between (Storyteller gets final ruling on it though). Eagle familiars are very popular with Harlequins, called Benathi, they are companions to the Harlequins much like Endobai was to the Laughing God

Fetish: The Harlequins use Garou fetishes, and indeed any other fetishes which aren't particular about who uses them, they also have fetishes of their own. Remember that Harlequins have no rage and can't use rage-based fetishes. They also tend not to have Klaives, since many Garou will instantly rip apart any non-Garou with a Klaive. They also use both their own and other talens. Harlequin fetishes and Talens are included in the appendix.

Totem and Rites: The Great Harlequin has asked the spirits to aid his children, so Harlequins may choose totem and rites as a background. There are some Harlequin oriented totems and rites in the appendix.

Past Life: The touch of the Laughing God joins all Harlequins alive or dead, much like Garou, Harlequin souls reincarnate


Dathedi: 

The costume that Harlequins wear is more than just cloth. It is a spiritual entity that is bonded to them during their initiation, it learns through the Harlequins experience. Dathedi ('between colours') is advanced by experience. A new character has one dot in it (before freebies). Harlequins can choose Dathedi Gifts, treating their Dathedi rating as the equivalent to rank.

Harlequins gain bonuses based on their role form Dathedi; Avatars get their Dathedi rating as bonus dice to initiative and social rolls. Warlocks get it's rating as a counter magic dice pool to resist magic cast against them (Storytellers discretion as to what counts) and as bonus dice when attempting a magical effect. Mimes get them as bonus dice on stealth and intimidation rolls. Death Jesters get them as bonus soak dice and bonus dice when interacting with spirits. All these require that the Harlequin be actually wearing the costume at the time

The Costume will not fray like a normal set of clothes, it will sustain damage in extreme situations, e.g. being cut by a knife or being set on fire, but it can heal itself given time. Harlequins almost always have their costumes with them, if trying to be appear normal they may carry it or wear it under their regular clothes. There are gifts for putting on suit at speed or in difficult situations, and due to the empathic connection the Harlequin always knows the approximate direction and distance to his costume, and if in a room filled with boxes he could go directly to the one with it in.

The appearance of a Harlequin's costume changes as they go through life, especially as they change roles. Avatars often wear long coats to show their rank and they show a preference for  face designs, especially the smile of the laughing god. Warlocks tend to like blank or abstract masks, with hooded costume. Mimes costumes are either very cloaked for hiding, or figure-hugging to have less to get in the way, their dace masks range from the purely functional to daemonic visages. Death Jesters usually have bulky armour-like, yet still unencumbering, costumes, with skeletal imagery being almost always there, and many having a skull mask. Troopers who have yet to take up a role tend to have simple costumes. As a Harlequin changes roles they often incorporate part of the old costume with the new role, e.g. an Avatar who becomes a Warlock may have an abstract face on his mask, or just a smile and nothing else.

Due to the empathic connection a Harlequin may change the colours of the suit at will, this can create limited light to see by, or when the Harlequin is trying to hide subtract one from the difficulty of the stealth roll. Imaginative players may come up with other uses for this, e.g. showing a plane where to land on a dark night, spelling out YMCA in neon pink. Given time and no distractions a Harlequin can change the general physical appearance of the suit, this is most often done when the harlequin changes role, but can be done at any quiet time.

Finishing Touches

Record 5 Willpower and 3 Gnosis. Choose Merits and Flaws, most of the Werewolf merits and flaws are suitable, though some obviously aren't. There are Harlequin based merits and flaws in the appendix. Spend Freebie points (base 15) as below

Trait			Cost

Attributes		5 per dot
Abilities			2 per dot
Backgrounds		1 per dot
Gifts (level one only)	7 per gift
Dathedi			10 per dot
Gnosis			2 per dot
Willpower		1 per dot

Harlequins and Caerns

NB Harlequins cannot enter the Umbra like the Garou unless the have the necessary gift, they're following someone who can, or they are at a Caern

The Harlequins sometimes use Caerns of the Garou or others, but they do have their own. Unlike most Garou Caerns they are almost exclusively in public areas, usually theatres, opera houses, etc. The Harlequins will defend them with their lives, and the fact that they are public places can be an advantage because it makes it harder for the Wyrm to act directly there. Harlequins do have moots to recharge their Caerns but they have them less often than the Garou because the Caern is recharged by the performances their any the joy of both actors and audience and they do have equivalents to most of the Garou posts within a Caern. The Caerns Harlequins have may be of any type, but a distinct preference is shown for Wisdom, Enigmas, Calm, Humour, and a new type: Teaching

Teaching - Wisdom Caern

These Caerns epitomise the Harlequins duty to teach. The can be in many places; a great school or college, the place where a great teacher lived, theatres and other places where the stories told teach those who hear
Effect: When opened the Caern will reduce all rolls for learning of any kind in the area by two. These Caerns also have a more subtle effect: people will generally learn more form their experiences there without even noticing it. For example if a Teaching Caern was in a Harlequin theatre those who watched the performances would learn the messages that are frequently behind Harlequin plays. This is one of the reasons that as well as performing plays based on various mythologies, Harlequins often do things like Aesops fables, and they will always allow people who they think have something to teach to use their performing space. Harlequins often become involved in youth programs to get youngsters off the street, and teach them things like theatre arts

Renown

Harlequins use the Werewolf renown chart, though there are many things that do not apply (e.g. they get no extra renown if they defeat people with silver weapons) Storyteller's discretion as to what applies. They also have their own special renown Chart (this is untested, alter as necessary). An apprentice is the person being Mentored (they're your mentor, you're their apprentice). Feel free to add your own as necessary

Activity				Glory		Honour		Wisdom

Teaching a Gift					1+Gift Level	2+Gift Level

Teaching a Rite					Rite Level	3+Rite Level
						(Treat Minor Rites as Level 0)

Teaching an Ability				1-3 per dot	2-4 per dot
						Depends on complexity; e.g. driving could be 1H							2W, Cosmology might be 3H 4W, it's up to the 							storyteller.

Regularly performing in
such a way that teaches 				3/year		5/year
those who watch

Someone who you have
taught does a great thing,
using your teaching. (e.g.		3-6		4-7		5-8
defeats a great Wyrm 
minion, finds a lost Caern)

Mentoring someone 
(usually a Harlequin but not 			2		4
necessarily) 

Your apprentice does a		+1 to above	+1 to above	+1 to above
great thing

When your apprentice
leaves to go and learn on
their own (must be on good terms)			2		4

When an old apprentice takes on	1		3		5
an apprentice of his own

Falling out with your apprentice/			-2		-4
Mentor (is restored if you make up)

Rank

Harlequin rank is worked out quite differently to the rank of Garou and the Bête. They have their Harlequin Rank, which is cased on total renown. They also have four other Ranks; Avatar Rank, Warlock Rank, Mime Rank, and Death Jester Rank. Unlike the Garou the Harlequins easily and often change their roles. It's not a case of getting up one day and saying 'I think I'll be an Avatar today', there is a ritual that must be gone through, but Harlequins do often change their roles. Harlequins can learn Harlequin gifts based on their Rank at any time, but you can only learn Gifts of a role when you're in that role, e.g. Bob is a Harlequin who is currently a Warlock. He is a Rank 1 Warlock and Rank 3 Avatar, for Role Gifts he only learn level 1Warlock, despite the fact he has been a rank 3 Avatar. This does not apply to non-Harlequin Gifts, such as those learned from a Corax, unless those gifts are also Harlequin gifts.

A Harlequin cannot join a Role until they are Harlequin Rank 2 and they must have the required Renown, They cannot gain Rank 4 harlequin until they have reached Rank 5 in one of the roles (such individuals are known as High Avatars, High Warlocks, Master Mimes, or Grand Reapers. They cannot reach Rank 5 Harlequin until they are Rank 5 in all the Roles, these rare people are the Solitaires

The Rank charts are as follows (again this is untested, and probably needs a lot of adjustment)

Harlequin Rank 		Total Renown
1			0
2			5
3			15
4			Rank 5 in at least one Role
5			Rank 5 in all Roles

Avatar Rank		Glory		Honour 		Wisdom
1			1		2		0
2			3		5		1
3			5		9		3
4			8		12		5
5			11		16		8

Warlock Rank		Glory		Honour 		Wisdom
1			0		0		3
2			1		2		6
3			2		5		10
4			4		7		14
5			6		10		19

Death Jester Rank	Glory		Honour 		Wisdom
1			0		1		2
2			1		3		5
3			3		5		9
4			5		8		12
5			8		11		16

Mime Rank		Glory		Honour 		Wisdom
1			2		0		1
2			5		1		3
3			9		3		5
4			12		5		8
5			16		8		11

Changing Role

Harlequins often change their roles, unlike Garou and the Garou's Auspices, changing is considered a perfectly natural thing to do. To change a Harlequin must be at least rank 2 Harlequin, and they must undergo the Rite of changing role (see appendix). Because it would be possible to be a Rank 5 Warlock then join the Death Jesters and go up to Rank 4 Death Jester without doing any work, you must earn at least half the renown for an upgrade in role rank while within that role, e.g. even if you have 20 in Honour, glory and wisdom, it would still take 2 honour 2 glory and 2 wisdom to go from rank 4 to rank 5 Mime.

Gifts

Most gifts Harlequins learn like the Garou, from spirits and other people, though due to the Renown accorded to teachers and their teaching Caerns other Harlequins teach them more than is the case with equivalent Garou. Dathedi gifts are learned from the suit itself; the wearer goes into a trance, it then takes the same amount of time to learn as if from a spirit. The Dathedi gifts that harlequins learn often relate to what they have been doing, because the sprit is learning from their Experiences. These gifts are what I feel are appropriate, feel free to add or alter, and send me any ideas for extra ones at hewhomustnotbenamed@hotmail.com .

Harlequin

Level One: Persuasion (Level 1 Homid, WW:TA), Sense Wyrm (Level 1 Metis, WW:TA), Resist Toxin (Level 1 Fianna, WW:TA), Balance (Level 1 Stargazer WW:TA), Deathdance (see below)

Level Two: Calm (Level 2 Children of Gaia WW:TA), Glib Tongue (Level 2 Fianna, WW:TA), Surface Attunement (Level 2 Stargazer WW:TA), Spirit of the Bird(Level 2 Uktena WW:TA), Brew (Level 2 Fianna, WW:PG)

Level Three: Disquiet (Level 3 Homid, WW:TA), Catfeet (Level 3 Lupus, WW:TA), Coup de Grace (Level 3 Black Fury, WW:TA), Faerie Kin (Level 3 Fianna, WW:TA), The Great Leap (Level 3 Silent Strider, WW:TA), Sky Running (Level 3 Wendigo, WW:TA)

Level Four: Bridge Walker (Level 4 Galliard, WW:TA), Attunement (Level 4 Bone Gnawer, WW:TA), Serenity (Level 4 Children of Gaia WW:TA), Preternatural Awareness (Level 4 Stargazer WW:TA), Circular attack (Level 4 Stargazer WW:TA), Assimilation (Level 5 Homid, WW:TA),

Level Five: Travel the Realms (see end)

Avatar

Level One: Resist Pain (Level 1 Philodox, WW:TA), Truth of Gaia (Level 1 Philodox, WW:TA), Inspiration (Level 1 Ahroun, WW:TA), Aura of Confidence (Level 1 Shadow Lord WW:TA).

Level Two: Staredown (Level 2 Homid, WW:TA), Call to Duty (Level 2 Philodox, WW:TA), Strength of Purpose (Level 2 Philodox, WW:TA), Spirit of the Fray (Level 2 Ahroun, WW:TA), Awe (Level 2 Silver Fang, WW:TA), Word of Honour (Level 2 Silver Fang, WW:PG).

Level Three: Weak Arm (Level 3 Philodox, WW:TA), Dazzle (Level 3 Children of Gaia WW:TA), Hero's Stand (Level 4 Get of Fenris), Sense Balance (Level 3 Philodox, WW:PG).

Level Four: Ignore Death Blow (Level 4 Silver Fang, WW:PG), Roll Over (Level 4 Silver Fang, WW:TA), Scent of Beyond (Level 4 Philodox, WW:TA), Mindblock (Level 4 Silver Fang, WW:TA). Song of the Dire (Level 4 Fianna, WW:PG).

Level Five: Totem Gift (Level 5 Metis, WW:TA), Geas (Level 5 Philodox, WW:TA), Strength of Will (Level 2 Ahroun, WW:TA), Avatar of the laughing god (see end).

Warlock

Level One: Create Element (Level 1 Metis, WW:TA), Mothers Touch (Level 1 Theurge, WW:TA), Scent of the True Form (Level 1 Philodox, WW:TA), Control the Simple Machine (Level 1 Glass Walker, WW:TA), Sense Magic (Level 1 Uktena, WW:TA).
Level Two: Curse of Aeolus (Level 2 Black Furies, WW:TA), Summon Talisman (Level 2 Silent Striders, WW:PG), Heat Metal  Sense the Unnatural (Level 2 Lupus, WW:TA), Sight from Beyond (Level 2 Theurge, WW:TA).

Level Three: Call Flame Spirit (Level 3 Uktena, WW:TA), Elemental Favour (Level 3 Glass Walker, WW:TA), Reshape Object (Level 3 Homid, WW:TA), Wisdom of the Ancient Ways (Level 3 Philodox, WW:TA), Gremlins (Level 3 Ragabash, WW:TA), Mental Speech (Level 3 Metis, WW:TA), Tongues (Level 3 Homid, WW:PG), Chant of Morpheus (Level 3 Children of Gaia WW:PG), Ley Lines (Level 3 Fianna, WW:PG), Conundrum (Level 3 Stargazer WW:PG), Scrying (Level 3 Uktena, WW:PG).

Level Four: Avoid Fate (Level 4 Stargazer WW:PG), Spirit Ward (Level 4 Homid, WW:TA), Ultimate Argument of Logic (Level 4 Theurge, WW:TA), Shadows by the Fire Light (Level 4 Galliard, WW:TA) Phantasm (Level 4 Fianna, WW:TA), Call Elemental (Level 4 Uktena, WW:TA).

Level Five: Wisdom of the Seer (Level 5 Stargazer WW:TA), The Thousand Forms (Level 5 Black Furies, WW:TA), Feral Lobotomy (Level 5 Theurge, WW:TA), Elemental Gift (Level 5 Lupus, WW:TA).

Death Jester

Level One: Spirit Speech (Level 1 Theurge, WW:TA), Mothers Touch (Level 1 Theurge, WW:TA), Fatal Flaw (Level 1 Shadow Lord, WW:TA)

Level Two: Umbral Tether (Level 2 Theurge, WW:PG), Command Spirit (Level 2 Theurge, WW:TA), Name the Spirit (Level 3 Lupus, WW:TA), Sight from Beyond (Level 2 Theurge, WW:TA), Dreamspeak (Level 2 Galliard, WW:TA), 

Level Three: Spirit Friend (Level 3 Children of Gaia WW:TA), Exorcism (Level 3 Theurge, WW:TA), Pulse of the Invisible (Level 3 Theurge, WW:TA), Spirit Path (Level 3 Theurge, WW:PG), Umbral Sight (Level 3 Theurge, WW:PG) 

Level Four: Spirit Ward (Level 4 Homid, WW:TA), Grasp the Beyond (Level 4 Theurge, WW:TA/WW:PG), Spirit Drain (Level 4 Theurge, WW:TA), Sideways Attack (Level 4 Uktena WW:PG).

Level Five: Song of the Great Beasts (Level 5 Lupus, WW:TA), The Malleable Spirit (Level 5 Theurge, WW:TA), Fabric of the Mind (Level 5 Galliard, WW:TA), Wisdom of the Seer (Level 5 Stargazer WW:TA) Spirit Vessel (Level 5 Theurge, WW:PG).

Mime

Level One: Smell of Man (Level 1 Homid, WW:TA), Blur of the Milky Eye (Level 1 Ragabash, WW:TA), Open Seal (Level 1 Ragabash, WW:TA), Scent of Running Water Eye (Level 1 Ragabash, WW:TA), Shroud (Level 1 Uktena WW:TA). Silent Stalking (Level 1 Bastet, WW:PG), Enemy Ways (Level 1 Corax, WW:PG), Cloak of shadows (Level 1 Ratkin, WW:PG).

Level Two: Curse of Aeolus (Level 2 Black Furies, WW:TA), Trail of Pain (Level 2 Black Furies, WW:PG), Mimic (Level 2 Galliard, WW:PG), Alter Scent (Level 2 Ragabash, WW:PG), Obscure the Truth (Level 2 Ragabash, WW:PG), Jam Technology (Level 1 Homid, WW:TA), Scent of Sight (Level 2 Lupus, WW:TA), Blissful Ignorance (Level 2 Ragabash, WW:TA), Sense of the Prey (Level 2 Ragabash, WW:TA), Howl of the Banshee (Level 2 Glass Walker, WW:TA), Power Surge (Level 2 Glass Walker, WW:TA) Call of the Wyrm (Level 2 Galliard, WW:TA), Nights Passage (Level 2 Bastet, WW:PG) 

Level Three: Invisibility (Level 3 Uktena WW:TA), Clarity (Level 3 Stargazer WW:TA), Control Complex Machine (Level 3 Glass Walker, WW:TA), Venom Blood (Level Get of Fenris, WW:TA) Eye if the Cobra (Level 3 Galliard, WW:TA), Gremlins (Level 3 Ragabash, WW:TA), Eyes of the Cat (Level 3 Metis, WW:TA), Secrets (Level 3 Uktena WW:PG), Summon Stormcrow (Level 3 Shadow Lord, WW:PG).

Level Four: Doppleganger (Level 4 Glass Walker, WW:TA), Venom (Level 4 Lupus, WW:PG), Shadowplay (Level 4 Theurge, WW:PG), Infest (Level 4 Bone Gnawer, WW:TA), Balors Gaze (Level 2 Fianna, WW:TA), Quicksand (Level 4 Red Talons, WW:TA), Open Wounds (Level 4 Shadow Lord WW:TA).

Level Five: Fetish Doll (Level 5 Uktena WW:TA), Riot (Level 5 Bone Gnawer, WW:TA), The Thousand Forms (Level 5 Black Furies, WW:TA), Thieving Talons of the Magpie, (Level 1 Ragabash, WW:TA), Head Games (Level 5 Galliard, WW:TA), Bind Wyrm Minion (see below)

Dathedi

Level One: Shed (Level 1 Metis, WW:PG) Razor Claws (Level 1 Ahroun, WW:TA), Passing Between Colours (See below), Call costume (see below), Lambent Flame (Level 1 Silver Fangs, WW:TA) NB Harlequins would have bright colours rather than just silver for this.

Level Two: Luna's Armour (Level 2 Children of Gaia, WW:TA) NB this has nothing to do with Luna for the Harlequins, but the effect is the same.

Level Three: Adaption (Level 3 Silent Striders, WW:TA), Fly Feet (Level 3 Ragabash, WW:PG), Woading (Level 3 Fianna, WW:PG) 

Level Four: Cocoon (Level 4 Homid, WW:TA), Gift of the Porcupine (Level 4 Metis, WW:TA), 

Level Five: Kiss of Helios (Level 5 Ahroun, WW:TA), Survivor (Level 5 Bone Gnawers), Halo of the Sun (Level 5 Children of Gaia, WW:TA).

New Gifts

Death Dance (Level 1 Harlequin): After a moments meditation the Harlequin can erupt into a blindingly fast, yet still controlled attack. They become even faster as the advance in experience, meaning that the Solitaires are truly to be feared. 

System: If the Harlequin spends a turn meditating (doing nothing), they may spend a Gnosis point and roll Gnosis against difficulty 6, and gain as extra actions equal to their Harlequin Rank times the number of successes. They may spend these free actions in the following turns, but the maximum number of extra actions is equal to their stamina. If this roll is botched the Harlequin falls unconscious for the rest of the scene. An avatar of the Great Harlequin teaches this Gift.

Travel the Realms (Level 5 Harlequin): When a Harlequin has attained this degree of mastery he can literally go anywhere. The Solitaire may shift to the Umbra with but a thought, and needs no special items to travel to or function in any of the strange realms of the deep Umbra.

Avatar of the Laughing god (Level 5 Avatar): If in a truly desperate situation the Harlequin can transform into an energy being, empowered by the Great Harlequin. This gift can only be used in such a situation, otherwise it will automatically fail. If the situation is both incredibly dangerous and earth-shakingly  important the Laughing God may grant extra bonuses (Storytellers discretion). There are rumours that some Solitaires are permanently in this form.

System: If in a worthy situation (Storytellers choice) then the Harlequin can roll Gnosis against a difficulty of 8. If successful they turn into an energy being, which confers the following advantages: Strength +2, Dexterity +4, Stamina +1, a base of 3 actions per turn, his attacks cause aggravated damage, he can pass though solid objects, and fly at a maximum speed of his running speed and he radiates light which causes    -2 from all dice pools for Wyrm creatures, and counts as sunlight for vampires. However he can use no physical items, those on him at the time of the change will be transformed and therefore unusable to anyone until he changes back. This effect will last for one scene, after which he will be incredibly tired, and have   -3 on all rolls.

Command Wyrm Creatures: This risky gift allows the Mime to attempt to control some Wyrm creature (Banes, Fomori, Black Spiral Dancers, vampires with humanity less than 7) usually to turn it on its companions. While this Gift is powerful entering the mind of the Wyrm creature slightly taints the Mime, and those who overuse this Gift often turn to the Wyrm. This knowledge of this Gift must be stolen from a defeated Wyrm spirit.

System: The Mime spends a Gnosis point and rolls Manipulation+Wyrm lore against a difficulty of 6-10. 6 would be a weak Kalus, and 10 would be a powerful Nexus Crawler. Each success grants the player one turn of dictating what the creature does, directly suicidal actions are out (e.g. cutting own throat), but indirectly suicidal actions are OK (e.g. making the neonate vampire charge a pack of Garou with no support). After using this gift the Mime will be slightly Wyrm tainted (showing up on detect Wyrm gifts), and should go through the rite of cleansing.

Passing Between Colours (Level 1 Dathedi): When a Harlequin uses this gift the shifting colours of their costume shift out onto the air around them, and as they move their form is broken up into a cloud of multicoloured fragments, when they stop it emulates the surroundings.

System: Spend a gnosis point and roll gnosis, it lasts for one turn per success. The effects are +1 difficulty to all ranged attack rolls when the Harlequin is stationary rising to +2 and +3 when the Harlequin is walking and running respectively. Melee/Brawl opponents also get a +1 difficulty to their attack rolls.

Call Costume (Level 1 Dathedi): This Gift allows Harlequins to don their suit at speed or in awkward situations. Roll Gnosis against variable difficulty, if 3 or more successes are rolled then the Harlequin can still act normally as well as using this gift. The difficulty depends on the situation; wearing it under your normal clothes would be difficulty 5, in laid out in front of you would be difficulty 6, laid on a table while you're in a cell on the other side of the room would be difficulty 8 and nailed to a wall that is out of your sight while you are tied up in a cell would be difficulty 10.
Rilletann


This is the Harlequins special attack form; it is a graceful yet deadly dance. Rilletann, unlike most equivalent fighting styles, embraces both armed and unarmed combat; a Rilletann master may make a cut with his sword or a kick with his foot, as the circumstances demand. The word Rilletann simply means 'Harlequin', and someone proficient in this art is know as a Rilletannarhya. 

Skill: Rilletann 

* A new Harlequin. 
** The basics are well understood. 
*** Improvisation used well. 
**** Skilled practitioner. 
***** Able to adapt to any situation. 

Know by: Harlequins. 
Specialities: Armed, Unarmed, Improvisational, Specific Manoeuvres. 

Possessing at least one dot in Rilletann allows you to use Dex+Rilletann for your melee and brawl attacks. For each dot you may choose one special manoeuvre, additional manoeuvres can be learned for 2 experience points. Obviously to increase the number of dots you have you need a teacher with more dots than you, and to learn a manoeuvre you need a teacher who knows that manoeuvre. 

Rilletannarhya and Kailindorani tend to get on well because their fighting styles are fairly similar, and they both have a desire to teach. Because of this Rilletannarhya may purchase (non shapeshifting) Kailindo manoeuvres for 4 experience points per manoeuvre, and visa versa for the Kailikdorani, providing they have someone willing and able to teach them. However, due to the differences in the fighting styles they must add one to the difficulty of a manoeuvre that is not of their fighting styles (i.e. Rilletannarhya are at +1 difficulty on the roll for the Kailindo manoeuvres they know and visa versa).

If a manoeuvre needs more than one action then it can only be done using the Deathdance Gift or some other way of getting multiple actions in a turn. If a character always uses one form of Rilletann (e.g. always uses his sword) then the storyteller should raise the difficulty when he uses other forms (e.g. punches and kicks), until he balances his training. 

Special Manoeuvres 

(more are needed, send me your suggestions) 

Quick Dodge: This allows a Harlequin to dodge without sacrificing their other actions. Otherwise it is like a normal dodge 

Roll: Dex+Rilletann, 
Difficulty: (Difficulty of a normal dodge in the current situation) +2, max 10. 
Damage: Resists an opponents successes. 
Actions: 0 

Striking Scorpion: The Harlequin charges in on his opponent and delivers a blindingly fast attack. Unless the target has unbelievable reflexes (storytellers discretion) this manoeuvre cannot be dodged. This manoeuvre can be performed with a weapon strike, a punch, or a kick. 

Roll: Dex+Rilletann 
Difficulty: (Normal difficulty for the attack you're doing)+1 
Damage: (Normal for manuver)+1 
Actions: 2 

Swooping Hawk: The Harlequin jumps high into the air and executes a powerful kick to his opponents face. This often stuns opponents and knocks them down, making them easier to deal with. Remember that if you take more damage levels than your Stamina in a turn then you are stunned (unless you are a vampire or something equally inhuman). For stunning purposes the opponents Stamina is counted as one less than normal for this manoeuvre. If an opponent is stunned then they are also knocked down and must spend an action to recover from stunning, and another to get up. 

Roll: Dex+Rilletann 
Difficulty: 8 
Damage: Strength+2 
Actions: 2 
  
Custom Manoeuvres 

Players are encouraged to come up with new manoeuvres to suit situations (e.g. swinging from chandeliers), indeed improvisation is one of the main tenets of Rilletann. It is up to the story teller to determine damage, difficulty, the number of actions needed, and anything like that. If you use a custom manoeuvre a lot then you should create a proper manoeuvre for it (and send it to me!). 


Appendix

The Curse

This is the reason that Harlequins cannot lead normal lives; any normal person (sleeper) who knows the Harlequin will drift away from them, slowly forgetting them, this even applies to their family. Awakened beings are not affected however. As far as came rules go, this means that harlequins minus their add their Harlequin rank to the difficulty of all social rolls with sleepers, it also means that Harlequins may not choose allies or contacts as Backgrounds as they are near impossible to maintain. Less technically any normal people the characters befriend will drift away from them, a character may be able to keep up a friendship, but it will take a HUGE amount of work. An equivalent is the Arcane Background from Mage, but for Harlequins it is often unwanted. NB I think the arcane background is too severe for Harlequins, so the below will give you a general idea of how things would progress

Rank 1 Harlequin: People have difficulty recalling details of the individual after an encounter. Recorded information and physical evidence of his presence has a tendency to be misplaced.

Rank 3 Harlequin: People tend to ignore the individual and recall only the most general information about him afterwards. Records and evidence of his existence are becoming increasingly difficult to locate and retain.

Rank 5 Harlequin: People completely ignore the individual unless it is unavoidable, and later only vaguely recall having met someone at all. Personal records and evidence are nearly impossible to locate, requiring ridiculous efforts to procure and maintain.

Healing

Because of their special nature Harlequins heal faster than humans do, they are no match for Werewolves, but they are better off than the average sleeper. Harlequin characters are advised to have lots of Dexterity and Dodge. Here is the table (as usual it is cumulative).

Health Level	Time
Bruised		One Hour
Hurt		One Day
Injured		Three Days
Wounded	One Week
Mauled		One Month
Crippled		Three Months

Harlequin Fetishes

Pockets of the Magpie (Level 2 Gnosis 7): This fetish is a small bag with a pair of magpie feathers tied to it. It will become part of the Harlequins suit when they attune to it. It will manifest on the suit as many pockets (number and position chosen by player). They are 'bottomless pockets' and can hold a total of 10 cubic feet of material, up to 100 pounds (which would bring the effective weight up to 1 pound). Objects can be added as you please but to remove them requires either a Gnosis roll or a Gnosis point spent, one object may be removed per success on the roll, but only one roll can be done every 10 minutes (as many points as you want may be spent though). A botch will result in the contents of the pockets showering over the nearby area. Uncovered blades, unbottled acids, etc. will not damage the pockets or the suit, but they may damage other objects in it. Creatures requiring air will quickly suffocate if placed inside. Only the total volume and the size of the pocket mouth limit the maximum size of objects. If sufficient trauma is caused to the suit the objects will shower over the area. Searches (non-magical) by people other than the wearer will indicate empty pockets. This Fetish can be removed from one suit to be put in another, but it will take a while. Only Harlequins can be use this Fetish. This is based on the Magpie bag Fetish by Amy Luther.

Hood of the Warlock (Level 4 Gnosis 7): This fetish appears as a Hood on it's own when not connected to a suit, but when the user attunes to it, it becomes part of their suit, and their suit now has a hood. The appearance of the hood can be changed, but the costume must have a hood. When activated this adds the number of successes rolled on the activation roll to the users countermagic dice pool, and the user can make minor illusions (golden glowing balls, phantom voices etc.) by a Performace+Warlock Rank roll, the complexity of the illusions determines the difficulty and the number of successes determines how real it looks. Only Harlequins who are at least Warlock Rank 1 can use this Fetish.

Mask of the Mime (Level 4 Gnosis 7): This mask just looks like a nasty  Halloween mask when unactivated, but when activated it changes into a daemonic visage that causes delirium in sleepers and adds 3 dice to any intimidation attempts against non sleepers. When in this mode it causes all malevolent spirits (especially Banes) to treat the wearer as if he was a kindred soul. The wearer can choose for it to instead give him infrared or nightsight vision (change at will). However when using infrared or nightsight the eyes of the mask will glow red. This mask can be put on and taken off at will, but if taken off it must be activated again before using its powers. The user must be a Harlequin and have at least Rank 1 Mime to use this fetish.

Avatars Blade (Level 4 Gnosis 7): Most of these fetishes are swords, though some are bladed gloves, etc. They can be incorporated into the costume so that they are easily hidden and will be available when the suit is put on (either physically or by a gift). When activated this fetish adds one to the users Harlequin rank for the purposes of working out Deathdance attacks, it also grants that Gift if the Avatar doesn't have it. It does Strength+2 damage that is aggravated if it is activated. The user must be a Harlequin and have at least Rank 1 Avatar to use this Fetish.

Jesters Bones (Level 4 Gnosis 7): When dormant this fetish appears to actually be a skeleton, however when a Death Jester attunes to it, it becomes part of his suit, his suit now has a skeleton being part of the design, unless the fetish is removed from the suit the suit must incorporate the skeleton design. The details of the design are up to the user. When activated the user gains the Gift Dead Talk (Level 3 Corax, WW:PG) and an additional 2 dice when doing any activity involving spirits of the dead. The user must be a Harlequin and have at least Rank 1 Death Jester to use this Fetish.

Rites

I have not come up with any Rites, except the rite of initiation and the Rite of changing roles, the Harlequins can use most of the other rites that are around, as long as they aren't specific to one set of people for whatever reason

Rite of initiation: During this rite the Harlequin is presented with their Dathedi costume. It comes from the place at the centre of the Caern where the suits of dead Harlequins are placed. It first appears as a white, almost ectoplasmic substance, but it quickly gains colour and form when put on by the new Harlequin. Since all characters will have gone through this rite to be characters I am not putting down level or difficulty.

Rite of Changing Roles (Level 3 Harlequin): Charisma+Rituals, difficulty 7. In this rite the rite master first ask the Harlequin what he has learned and what he has taught in his old role. Then he asks what the Harlequin believes he will learn and teach in his new role. The Harlequins suit then morphs to the white overall it was in his initiation, and if the rite is successful it becomes a costume suitable for his new Role, if not it changes back to it's old appearance, showing that the Great Harlequin believes that he should not leave his current role at the moment. Particularly good statements what is/will be learned/taught can make this easier or automatic, at the storytellers discretion. Unimaginative ones can have the opposite effect.

Totems

Endobai: Totem of Respect

Background Cost 7

Endobai was the Eagle companion of the Great Harlequin who saved the Laughing God's life when the Wyrm was about to destroy him. He stopped the Wyrm by flying down its throat, and he pecks at the Wyrms gizzard to this day. He epitomises loyalty beyond all else.

Traits: Endobai's children gain wings when in the Umbra and they have -1 difficulty for pursuit of any creature. Any mind control attempts (or similar) that will force them to betray something/someone they are loyal to are at +3 difficulty. He sometimes sends his Benathi spirit eagles to aid his children, and many of them have a Benathi as their spirit familiar.

Bans: Endobai demands his children be loyal to those who matter to them; they must be prepared to give up all, even their life, to protect their comrades.

Cegorach (the Great Harlequin): Totem of wisdom

Background Cost 5

The Laughing God is patron to all Harlequins, but some choose to follow him even more closely. They are well respected by their fellows for their ability at teaching.

Traits: Cegorach's Children get -1 to all teaching rolls, they also gain the ability to always be able call their suits to them automatically, no matter where they are.
Bans: Cegorach's children must never turn down the chance to teach (within reason , not "All right Mr Methuselah Vampire, I'll put down my weapon and help you with that crossword.........AAAAARGGGH" [slurp]    [thud] ).

Merits and Flaws

It should be fairly obvious what is appropriate to harlequins and what isn't. So far only one flaw listed here:

Emotional Isolation: (1 pt Flaw) You have seen too many friends disappear because of the curse, and now wish to spare yourself the pain by avoiding becoming close to anyone. You often seem cold and without feeling, but you are now safe from pain. You have a +1 modifier to all Social rolls involving emotions, and cannot spend experience points on the Empathy Talent.

Crossovers

Vampire: Harlequins cannot be embraced, nope, sorry, no way. They all just die peacefully.

Mage/Changeling/Werewolf: Harlequin souls are Harlequin souls, Garou souls are Garou souls, and never the twain shall meet. Harlequins can be Kinfolk but not Garou. Ditto Changeling and Mage, though some Harlequins learn Hedge magic and similar things.

Wraith: Usually Harlequin souls reincarnate, but a very few that have some Wyrm taint on them and unfinished business may become wraiths. I leave it up to the Storyteller to determine what happens next, because I know little about Wraith

Adoption: NB All of this part is very much the Storytellers choice, if he doesn't want adoption, then no adoption. 

Other awakened beings sometimes befriend Harlequins, some of them express the desire to learn the Harlequins ways, a tiny fraction of these are deemed worthy and are taken through the Umbra to the Great Harlequin. Those who return with their sanity intact then learn more about the Harlequins ways and the undergo the Rite of Initiation, and become Harlequins

Systemwise it is entirely up to any Storyteller foolish enough to allow this as to how it works, and which powers they gain and lose.

Roleplaying Tips

Avatars: Be charismatic and energetic. Your character has so much energy he'll explode if he doesn't use it. [BOOOOM} too late....

Warlocks: Be all knowing, even when you're not. Nod wisely and go "Hmmm, interesting" rather than answer any questions put to you

Death Jesters: Be morbid. Make (bad) jokes. Grin all the time. Combine these, and soon you'll be scaring people more than the Mime. Never ever do anything with custard pies. No.

Mime: Say nothing unless you have to. Move quietly. Let the Jester be the scary one; that way people aren't watching you. Avoid scorpion pits and people called Vetinari.

Acknowledgements 

To David Hemming and Martin Wilkerson for both providing ideas and being people who would tell me if a rule was silly.

And finally to my brother Matthew for telling me it couldn't be done. So I did it.

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