The fetch can consume the shadows of living beings in order to heal itself. Capturing a shadow requires a roll of Dexterity + Wits – the victim’s
Resolve + Wyrd. The victim loses a point of Willpower from the shock. The shadow regenerates itself within one scene, or sooner if the victim regains Willpower before the scene is over. Once the fetch has captured the shadow, the fetch can consume it. The shadow begins at the same Size rating as the person who cast it, but loses one point of Size per turn whether the fetch is eating or not. The fetch heals one level of bashing damage per turn spent eating the shadow, one point of lethal damage for every two turns and one point of aggravated damage for every three turns. The fetch can choose what order to heal this damage in, if applicable.
For example, a fetch battles its changeling and does poorly, suffering three points of bashing damage and one lethal. Fleeing, the fetch finds a man waiting at a bus stop and rips his shadow away. The man is Size 5, so the shadow begins at Size 5 as well. It takes the fetch one turn to get
to an alleyway to eat in peace (Size 4). The fetch spends two turns eating the shadow and heals one level of lethal damage (Size 2). A drunk man stumbles into the alley and vomits into a trash can; the fetch is startled and stops eating, and the shadow fades a bit more (Size 1). Annoyed,
the fetch finishes the shadow (healing one level of bashing damage), and stalks after the drunk who distracted him to tear his shadow away.
The fetch can only shadows only from living beings with souls. This means that werewolves, changelings and mages are fair game, but vampires are not. Stealing a shadow from a supernatural being has a benefit, though; add the being’s power trait (Gnosis, Primal Urge or Glamour) to the effective Size of the shadow.