Each rank in allies represents either a starting-level supernatural (kinfolk with super abilities is possible) or a starting-level mortal +50 xp. For each rank you spend on an individual ally, you can add +50 xp to them. Allies are your friends and colleagues, but you cannot be assured of their loyalty nor can you give them orders.
You maintain an alternate identity, complete with papers, birth certificates, or any other documentation you desire. Only a few may know your real name or identity. Your alternate persona may be highly involved in organized crime, a member of the opposite Sect, a con artist who uses alternate identities for her game, or you may simply gather information about the enemy. Indeed, some vampires may know you as one individual while others believe you to be someone else entirely.
● You are new at this identity game. Sometimes you slip and forget your other persona.
●● You are well grounded in your alternate identity. You are convincing enough to play the part of a doctor, lawyer, funeral salesman, drug-smuggler, or a capable spy.
●●● You have a fair reputation as your alternate persona and get name recognition in the area where you have infiltrated.
●●●● Your alternate identity has respect and trust within your area of infiltration.
●●●●● You command respect in your area of infiltration, and you may even have accumulated a bit of influence. You have the trust (or at least the recognition) of many powerful individuals within your area.
Changelings walk the edge of what normal people consider reality. Because of their magical nature, they sometimes escape the notice of mortals. Their very existence is an anomaly, and some of them just evade notice. This effect manifests differently for different fae.
Although the Arcane Background doesn't make fae invisible, it makes them less noteworthy. An Arcane fae seems nondescript and not particularly noticeable. Features just seem to slip away from memory, and the fae just never seems to get caught on film. Records disappear, people forget the fae's name or even assume that discussions are about someone different, and witnesses can't garner more than “That guy. Girl. Whatever.” The fae doesn't trigger these effects actively; they just happen. The fae can, however, consciously dampen the effect and allow others to see her as she truly is.
You add your character's Arcane score to any Stealth rolls you make, and your opponents reduce their Perception or Investigation dice pools by a number of dice equal to your score in Arcane.
Note that Arcane only helps when the fae is inconspicuous or absent; if the character is screaming, waving around a sword, or otherwise drawing attention to herself, Arcane doesn't help. Of course, people might give conflicting descriptions later or be hard-pressed to remember her name. When your character is directly involved in combat, this Trait gives her no benefits.
● You blend in with the crowd.
●● You're easy to forget.
●●● You're difficult to follow.
●●●● There are scant photos, papers, or records of you, and people can't even agree on what you look like.
●●●●● In other people's minds, you don't even exist.
- Note: A character with specific, extremely unusual traits – like purple hair, a peg leg, or huge size – won't be able to conceal those traits; they stand out too much in peoples' minds; thus, not everyone will be allowed to take this background. Furthermore, if you enchant someone, you lose the benefit of Arcane, because you have done something to make yourself stand out.
While a few lucky fae manage to have regular careers- as artist, teachers, truckers, what-have-you -a few manage to really get on society's bad side. Some actually are criminals. Others ran afoul of the law. Either way, some nasty paperwork makes life difficult for the fae.
Your Blacklisting indicates that you're barred from certain practices and, furthermore, known for your ineptitude, illegal practices or general stupidity. Hell, they've got papers to prove it. The value of the Background depends on exactly how bad your Blacklisting is; at the high levels, your fae could suffer serious social consequences.
● Trivial Blacklist: Prior traffic offenses; banned from a local union
●● Minor Blacklist: Misdemeanor criminal; suspended license
●●● Moderate Blacklist: Disbarred teacher or AWOL military
●●●● Major Blacklist: Felon (can't vote or own firearms)
●●●●● Overwhelming Blacklist: Convicted sex offender or legally insane
Somebody up there, or down there, or out there, likes you. Maybe you did him/her/it a favor, or it's a relative, or you're its devoted servant and it's given you a perk to help you do your job. Maybe you've made an amazing discovery on your lonesome (not that you're able to recreate the experiment) and you've still got the dividends. No matter. You've been given a taste of power (possibly with a few strings attached) and now it's time to play.
What this means is that you have some ability that other changelings don't, and one which most of the creatures of legend don't, either. Miraculous strength. Immortality. The ability to summon the fires of Hell to your hand. Any or all of these and more … and possibly a few odd problems, like those inconvenient little horns on your head or your newfound craving for spinach. (After all, some blessings can be mixed.) Likewise, cyberware, mystic rubies for your forehead and/or navel, demonic investments and the magically grafted skeletal hands of ancient lich kings also count as Blessings. Pretty much, if it's a Treasure, but you can't take it off, then it's a Blessing (or a mixed Blessing). If you can trade it with your friends, or hide it under the bed when the MiBs come to call, then it's just a Treasure.
As with the empowerment of Treasures, simply go to the lists of Merits and magical powers and select what you want. Calculate the cost of any unlisted capabilities and double it if the effect is permanent, taking no more than one-third of the Blessing's total value in Flaws (if you want a mixed Blessing) with an eye to who or what Blessed you and what they want in return (if you even know). Alternately, you may have your Storyteller choose a few mystery Flaws or negative Backgrounds, which you may discover over the course of the chronicle.
Common origins for Blessings include benevolent ancestors, demons, devils, gods, powerful spirits, Totems, saints, ghosts, faeries, powerful mages, random accidents, strange mysteries and occasionally irreproducible personal discoveries. All of these sources have limitations inherent in them and this will often be the source of your Flaws.
Typically, a Blessing is some property that's inherent to you, which grants good luck or a single supernatural capability. You might have the Blessing that your clothes never get dirty, but you couldn't have the Blessing that you own a very powerful magical item (that's the Treasure Background). However, you might have a Blessing that powerful items tend to pass through your hands or come within your grasp - a mixed Blessing indeed, since powerful items tend to be followed by powerful enemies. To generate a dice pool for a Blessing - use an appropriate Attribute + Blessing. If you have a Blessing that your skin is tough as iron (giving you an extra soak die), no roll would be necessary as a permanent Blessing. As a non-pemanent Blessing, you would roll Stamina+ Blessing to activate it use the successes to generate duration. Activating a conscious Blessing like this typically requires a full action, although it might be reflexive (as in the iron skin case).
Your Blessing may also be in the form of the Fates, or faeries at your Christening, or even some old woman smiling and weaving the threads of your Destiny into a happy pattern -like never losing at cards or always being lucky in love. This is not the same thing as the Destiny Background itself, which is an earmark of someone being Fated to do something important in the grand scheme of things. While being a whiz at poker and always being able to get a date are extremely useful abilities, they're generally not anything that the Fate of the world hinges upon. If your Blessing is a matter of a happy Fate, design it yourself using the following as benchmarks:
● You always find a parking spot right in front of your destination with money still left in the meter.
●● No matter how much you drink, you never get a hangover.
●●● Everything you buy outlasts the warranty by at least 10 years.
●●●● Every one you dislike moves away within the week.
●●●●● No matter how badly you screw up, no lasting harm comes of it, and no one finds out unless you tell him or her.
CEREMONIAL TATTOO (Eshu only)
See Eshu book
Each contact represents a person in a particular field that will trade you information for money or other considerations. You must select an area of influence where this contact exists. Information you ask from him or her is limited to this sphere of influence. Spheres of influence are listed here: Bureaucracy-Inf. Church-Inf. Financial-Inf. Health-Inf. H-Society-Inf. Industrial-Inf. Legal-Inf. Media-Inf. Occult-Inf. Police-Inf. Political-Inf. Street-Inf. Transportation-Inf. Underworld-Inf. University-Inf.
Although it's easy to make money with just a few simple magic tricks, it is also possible for a character to be in Debt, whether to student loans, loan sharks, Technocratically-tampered records or ridiculous credit card bills. Debts require monthly payments equal to the allowance that the character would get with the same level of Resources and a total sum equal to the liquidation value of the same rank of Resources to pay them off. The character could have Resources and Debts both, with money coming in one hand and going out the other, or he could be destitute and on the run from creditors. A character who doesn't pay debts can face legal actions, legbreakers or just the problems of living on the street.
As with any adversarial Background, overcoming this Background isn't easy. Even if the character coughs up the money to clear up the debt, he may have to fill out interminable paperwork, explain himself to some less-than-upstanding loan organization or just be haunted with bad credit. Therefore, overcoming Debt requires good roleplaying, hard work and the expenditure of experience.
● Trivial debt: Pay $50 per month. Clear debt for$1,000.
●● Moderate debt: Pay $1,200 per month. Clear debt for $8,000.
●●● Major debt: Pay $3,000 per month. Clear debt for $50,000.
●●●● Crushing debt: Pay $9,000 per month. Clear debt for $500,000.
●●●●● On the run: Owe $30,000 per month. Clear debt for $5,000,000. Good luck.
The Chimera background from the core book has been split up into two backgrounds. The Chimerical Companion background represents the first of two options, allowing the players to get a chimerical companion built with a set number of points as determined by the background stat in the book. The chimera will be built by the approving wizard, however the player is encouraged to give the idea and direction they wished or the chimera.
The Chimera background from the core book has been split up into two backgrounds. The Chimerical Item background represents what is functionally the changeling version of 'Dreaming Resources' in the sense of what you can own that is Chimerical. (This is not the equivalent of Dross, which is more akin to the coin of the realm). A guide of things that can be owned is given on page 288 of the Core book. However, due to existing items on the game and this background otherwise being a little underwhelming some Chimera will be following guidelines suggested in Dreams and Nightmares to give Chimera more oompf. This is represented on the sheet by the notation of 1/1 to indicate that the player has level 1 chimerical item, with 1 point of 'magic' chimera item. 0/1 represents no points of magic item. Thus if a player buys Chimera 5 and the approving ST allocates points to a Chimerical item to give it some extra special kick, this will be shown on the sheet as 3/5.
The level of these extra bonuses will not be game-breaking, but will give the items a little extra personality, effect, and character to represent the unique background. For example; A gun that does not use bullets, armor that is easier to wear and more productive then normal armor, or clothing that helps you blend into a crowd.
You have access to a source of dross like a faerie glade, a crystal cave, a particularly eccentric antique/junk shop or even a fount. This allows you to periodically gather dross that you can use for casting cantrips and for your Faerie Gifts rather than having to use your own limited amount of Glamour for them.
Dross can also give you a valuable edge in changeling society by giving you some ‘coin of the realm’ to exchange for favors and aid on occasion, but you will have to keep the source of your dross a well-guarded secret against the Kithain and other kinain who will desire to seize it for themselves.
The rating of the background indicates how much dross can be ‘harvested’ from the source at any given time.
● 1 point of dross available per week.
●● 2 points of dross available per week.
●●● 3 points of dross available per week.
●●●● 4 points of dross available per week.
●●●●● 5 points of dross available per week.
- Note: Dross from Dross Background can be collected once per week and only two times the Dross Background can be 'horded' in stored Dross. +spend drossstore can be used in lieu of +burn
Per the write up of the background, this is a Spirit Ally: one that has a strong connection to you, and thus offers up some special benefits. Familiar-Spirits must be declared as one of Glory, Honor or Wisdom. Once a month per dot in the background, you can draw on your Familiar-Spirit in a Physical (glory), Social (honor), Mental (wisdom) dependent on your spirits type OR borrow a charm the Familiar-Spirit possesses (the charm is for a single use, or in the case of certain charms like shapeshifting, last one scene, if a scene moves through lots of rooms, Storytellers can at their discretion call an end to charm use). You can overuse your rolls and charm access, but doing so can anger the spirit unless you give it compensation. This Spirit while loyal to you cannot be ordered around. Like an Ally, it can be lost if it is mistreated or over used.
All Familiar-Spirits have the Charms Air Sense and Reform. For each dot in this background, the Numen gains one additional charm. A level 1 the Spirit has 8 points to spend between Rage, Gnosis and Willpower. A level 2 has 12, a level 3 has 16, a level 4 has 20 and a level 5 has 24. Please keep in mind, Familiar-Spirits are not with you 100 percent of the time. They are spirits, and as such have their own duties and agendas to see too. Storytellers can, if they determine a Spirit's presence is inappropriate, rule you either calling a favor to your Allied spirit, or rule that the spirit will not agree to be with you at that time.
GOLEM (Nocker only)
See Nocker book
You are particularly close to a group of mortals, who may or may not be aware of your faerie nature. They regard you as a special person, perhaps even a holy one or a shaman, and act as your allies and protectors. In return, you aid and counsel them and regard them as your closest mortal kin. Although they are not under your direct control, they will usually follow your direction, since they realize that you are in touch with a world beyond their ability to comprehend (unless you have enchanted them at one time or another). Members of your household will not be infallible. Each should have a particular strength as well as weakness. For example, one might be a brave warrior, but have poor judgement, while another may be talented dancer but possess a fear of water. Household members are intended to be individual personalities in and of themselves. They should not be abused, or else they may turn against you. Dots in this background are as per the Player's Guide.
● 2 members
●● 4 members
●●● 8 members
●●●● 16 members
●●●●● 32 members
a magical or technological object that is more trouble than its worth. A Jinx may be nothing more than a pole of Flaws, negative backgrounds and other curses, but the more interesting Jinxes are the ones that have some useful powers - though over twice as many flaws to balance them out.
Occult Libraries can teach Arts and Realms within limits. These need to be jnoted at character creation or acquisition of the library. If the library is acquired post chargen, what you can learn from the library will be decided by the Fae Staff. An occult library can teach as many dots in the following way:
● Learn 1 Art to level 3, with 1 Realm to level 3
●● Learn 2 Arts to level 3, with 2 Realms to level 3
●●● Learn 3 Arts to level 3, with 3 Realms to level 3
●●●● Learn 4 Arts to level 4, with 4 Realms to level 4
●●●●● Learn 5 Arts to level 5, with 5 Realms to level 5
Though the book suggests a mentor could be a group, on Sheltering Skies we will be limiting it to a single Kithain/Nunnehi who acts as your Mentor. While Mentors will offer advice, they will not come to Pokoh's Peak to fight alongside you as they handle matters at whatever location they call home. Ranks for mentor are as per the corebook. Mentors will need to be statted out, in addition to rank, they gain 75XP per dot purchased, to flesh out the Mentor. Mentors will not live on grid in Pokoh's Peak unless they are a preexisting NPC. They will occasionally require your assistance. Failure can result in loss of Mentor background.
Please see: [Retainers]
This functions in all ways exactly as Retainer, except for Kithain and Kinain only.
A PC may, as per certain books, purchase a Personal Totem. It will be up to your Wiz on if this will be allowed on an individual basis. For non-Garou, a Personal Totem will cost as much as a regular background point, for garou a personal totem costs double. You may receive the Boons and Bans from your totem per your wizards discretion for cross sphere.
This is the same as Arcane but does not affect Changelings and anyone or anything that can currently perceive Chimerical Reality without being enchanted.
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