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=Nightmares: The Spires= ==The High-Way Man - Pain 3 (5 when Playing)== Master of the Spires, the High-Way Man is a lithe rogue clad in close fitting leathers with a long, long hood pulled up on his head and trailing down his back that flares out behind him as he runs. His lean face is rough with stubble and a wicked slash of a smile, but his eyes and nose and brow are covered by a stark mask of black boiled leather portraying the visage of a raven in open mockery of the Plague King who ruled before the Jack. On his back he carries a fine lute of black wood worked with silver and a great black sword. The High-Way Man is a Nightmare of Nostalgia and Dreams. With a word or a song or the thrust of his sword, he can cause anyone to recall something precious from their past, whether real or in a dream, and he can steal it. The High-Way Man's Pain rating goes up if he gets a chance to play his Lute while he sings. '''Special:''' All the memories stolen by the High-Way Man collect in his Lute. If defeated the High-Way Man can be forced to return a single specific memory - an Awakened's own, or another's. The one who defeats him must demand the memory to receive it and must allow the High-Way Man to play the lute as the means of retrieving that memory. Once imparted the memory is indistinguishable from the character's own memories, as if they lived it themselves. If the High-Way Man steals a memory with the tip of his great black sword instead of his lute, that memory is destroyed forever and cannot be retrieved. ====The Night Callers - Pain 1==== The Night Callers crowd the rooftops of the Spires, leaping from one to another, shouting to one another as they go through their constant game of motion. They are of a size and shape with little children but have the faces of birds and beasts and might have fur or feathers or tails to match the face, though their main limbs remain more human than beast. For instance while one might have feathers on it's arms that hang down like wings, they are still arms, not actual wings. Not that that makes them any less mobile as they flit about from spire to spire. In particular, when the Night Callers spot one of the Awake in their domain, or other surface dwellers climb up, they let out an odd warbling cry that brings more of their kind and - perhaps more importantly - alerts the High-Way Man. ==The Nightling Gale - Pain 7== With the chiming of the Thirteenth Hour, the Spires become a particularly uninviting place as the Nightling Gale rushes among the rooftops, sweeping away anything not properly anchored as it rages through the hour. The Nightling Gale has no sentience or thought. It will not attack with malice or tactics, but when it arrives it is an unrelenting force of madness. Awake who find themselves in the Spires at the striking of the Thirteenth hour are well advised to find a portal or descend quickly. Those caught in the Gale must roll against Pain 7 or be swept to a random Quarter selected by the GM. In a successful encounter, the character selects the Quarter they land in. Only if discipline dominates on a successful roll can the character elect to remain in the Spires. ----
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