Changeling - House Rules

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Sheet Supernatural Other

Kenning is perception based talent. In essence it is somewhat of a cross between Alertness and Awareness. With Kenning a changeling can sense glamour in whatever form it takes. This includes but is not limited to quintessence, gnosis, and the blood of a vampire. This is not always through sight. It could be feeling, taste, aroma, or anything else the ST deems to use.

Some uses - Recognizing a changeling who has slipped into the mists, or a future changeling pre-chrysalis.
Sense the relative power of a chimera or treasure.
Sense a trod.
Sense a freehold.
Sense cantrips. This works the same as awareness.
Sensing the Fae mien behind the mortal facade.
Essentially sensing any use or being comprised of or having the stat Glamour.

Crossover uses - Sense the use and chimera created from a Vampire using Chimerstry.
Sensing true magic use within the same grid location, or targeting someone or something in their grid location. This works the same as awareness with +1 to the difficulty. Sensing Wraiths. (Sluagh only diff 9)
Sensing the use and chimera created through Pandemonium.
Sensing manipulations to their or a dreamer's dreams.
Sensing static effects like the powers of a sorcerer, gifts of a werewolf, or the disciplines of a vampire that are in use in the same grid location as they are, or targeting something in their grid location. This works the same as awareness with +1 to the difficulty.
Sensing whether a person or creature is mortal, a prodigal of some kind, or a kinain or kinfolk, including a ghoul. There is code in place to support this.
Note: Unless the Changeling has the appropriate lores, the sensing of other magics and races will read as a "strange form of glamour," or "a prodigal of 'power level'"
Note: All difficulties are reduced by 1 if the changeling is the target of the effect.

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Common Arts can be learned without a teacher by any Kithain at any time. Rare Arts requires a teacher for the first level, after which they can be learned on their own up to level 3. In order to learn the 4th or 5th level of an Art, you must have 3 judged rolls of that Art. The reason is that using the Art makes it part of you - as you and the Art are both part of the Dreaming - and as the Art becomes more a part of you, it becomes easier. Using Arts is how you improve on them. It is assumed that you are practicing the art as you learn it up to 3. The exception to these rules is Naming - Naming is different, it is not part of the Dreaming but separate from it and used to manipulate it. Each level of Naming requires a teacher.


COMMON ARTS FOR SPECIFIC KITHS AND GROUPS: These are common only for the specified Kith or group, for all others they are Rare:
Sidhe: Sovereign (this art is Rare for other Kiths)
Nockers and members of House Dougal: Infusion
Eshu: Tale Craft


This is a rare Art guarded jealously among the court seers and few commoner namers of the Crystal Circle. Rumor has it that entrants into the Crystal Circle are all taught the secrets of this Art upon their joining – a rumor that august body has yet to deny or confirm. True Names hold the essence of Glamour, as well as the ability to control the soul of the being, if the namer is powerful enough. A powermongering seer could well control the flux of power within a court by injudicious use of the Naming Art. There have been a few who tried, like the infamous Malachi Tadcaster. By altering the True Name of Baron Scheiro, he caused that lofty noble to be changed into a horse, which he rode into court. Not long after, three mysterious sisters calling themselves the Norns paid Malachi a visit. Malachi disappeared with them, and he has never been heard from again. It should also be noted that all written accounts of him have gradually faded as well, as though scribed on goblin parchment. His name remains in the spoken word alone, a caveat to injudicious name-users.

The Naming Art will not work against someone who already knows your True Name. Your naming magic is useless if someone knows your name and you don't know hers.

Beginning characters should not know the Naming Art, as it is rarely known to any but members of the Crystal Circle or high-ranking nobles.

Attribute: Intelligence

Seek 'n' Spell
Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language, even tracts written with magical wards on them (although the magic of the ward will oppose the reader, as in the example under Weaver Ward). A new cantrip must be cast or each new tract read.

The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in Latin, for example, can be ready by someone using the Prop Realm. A Fae using the Nature Realm could decipher a manuscript on the flora of South America.

Changelings unsure if they have the appropriate Realm to use for this cantrip may make a Kenning + Perception roll (usually Difficulty 7, with higher penalties for Wards, etc.) to ken the general subject matter of the text.

System: The number of successes indicate how much information is gained from reading the tract.

1 success – Vague understanding with few clear details.
2 successes – Fairly clear understanding of the tract with only a few details.
3 successes – Full understanding with all details coherent.
4 successes – Complete understanding, as well as divining the subtext or any hidden meanings behind the text (any coded information is also revealed).
5 successes – As above, and you can ask up to three questions about the author of the text.

Type: Chimerical

●● Rune
Rune unleashes the abstract mystical power behind the symbols known as runes. You inscribe a symbol on the object you wish to enchant, in addition to the chosen Bunk. This cantrip is an enhancement to other cantrips or actions. For example: Roderic the troll wishes to use Rune to enhance the successes of attacking with his battle-axe. He inscribes the appropriate rune on the axe, acts out the Bunk, and gains three successes from the cantrip. Roderic now has three additional successes on his axe-swing. However, the character must gain at least one success in whatever he is attempting to do before these successes are added – this cantrip does not provide an automatic success. The effect of the cantrip lasts for one turn (the cantrip is used up, even if the axe-swing missed).

System: The Realm determines the target of the cantrip. The successes are added onto any successes gained when taking another action. The effect lasts one turn.

  • Note: You may only have one Rune active at a time, with a duration of 24 IC hours.

Type: Chimerical

●●● Runic Circle
This cantrip inscribes a protective circle around the target or on a charm that can be carried. The circle acts as an invisible buffer that protects against supernatural forces. In addition to the Bunk, you must inscribe a runic circle on either the floor or an object (usually taking a full turn).

System: The realm determines where the cantrip is cast. Each Realm has its own advantages and disadvantages, thus while a Runic Circle case in conjunction with Scene may protect more people, it is not mobile as one cast on a Prop would be. A Prop may be stolen or dropped, though, unlike a Circle cast on a person by using Actor – the possibilities are endless.

The number of successes can be allocated between the strength of the circle and the number of spells it can absorb before it burns out. Until used up, the circle will last almost indefinitely, although extended exposure to high enough banality will slowly wear it down at a rate of 1 success (from either pool) per hour within a foot of someone of banality 9 or 10.

1 success – Protection against all Arts up to level one.
2 successes – Protection against all Arts up to level two/all Sphere magick up to level one.
3 successes – Protection against all Arts up to level three/Sphere magick up to level two/all other supernatural abilities (Gifts, Disciplines, etc.) up to level one.
4 successes – Protection against all Arts up to level four/Sphere magick up to level three/ all other abilities up to level two.
5 successes – Protection against all Arts up to level five/Sphere magick up to level four/all other abilities up to level three.

  • Note: You will need the appropriate lores to protect against supernatural forces that are non-fae.

1 sucess - Protect against a single spell of the maximum level, or two of any level below that.
2 successes - Protect against two spells of the maximum level, or three of any level below that.
3 successses - Protect against three spells of the maximum level, or four of any below that.
4 successes - Protect against five spells of the maximum level or any other.
5 successes - Protect against seven spells of any level up to the maximum based on successes allocated.

Type: Chimerical

●●●● Saining & ●●●●● Reweaving are not allowed on Sheltering Skies.

Art Specific Houserules


Level 3: This cantrip can be cast on a single target once per scene. The extra actions granted by this cantrip last for a scene, not a single round like wayfare 2.

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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.

ALT-IDENTITY 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.

BLACKLISTED (adversarial)
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.

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.

DEBT (Adversarial)
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.

Chimerical Companion
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[1]]

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.

See Remembrance

Feth Fiada
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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Bunks Intro

A Bunk is one of the 3 main components of cantrip casting. The other two are the Art and Realm. So what is a bunk? Changelings are not native to the mundane world as it exists today, their power comes from the dreaming. A bunk is how the changeling metaphysically touches the dreaming to command glamour to do their bidding. Bunks can and do vary from changeling to changeling. This being the case can seem hard to gauge what level to award a bunk.

Main Components

1 - The Art being used. This is probably the primary consideration in designing a bunk. The bunk should reflect the art being used in some way. Example: reading runes or entrails for Soothsay is appropriate while reading entrails for Wayfare is not.

2 - The character casting the cantrip. Make it personal and give it some flair. Creativity does count.

3 - The situation you are in and what you are trying to effect. This is very important when trying to cast cantrips in front of mundane or banal beings. As their disbelief itself may have a lasting effect on not only the Cantrip, but on you yourselves. The more outlandish your bunk is the more it garners attention from those around you. In short use your common sense. REMEMBER: Shall you be interrupted while performing the bunk the cantrip automatically fails, and any glamour points spent are also forfeit.

Storyteller Consideration

1 - The amount of time it takes to perform said bunk. The longer the bunk takes to perform, the higher the level. This can also equate to complexity of the bunk being performed. It goes hand in hand with the time it takes.

2 - Creativity of the bunk. Creativity counts! This is the more subjective of the two main criteria. In general, this augmentation shall allow a variation of no more than 2 to the level of the bunk. There are exceptions to this general rule for outstandingly creative bunks, any variation from this are the ST's call. Be aware of doing repetitive bunks does diminish their effect. If you repeat a bunk in the same scene or during the same +job, the bunk loses levels of effectiveness.

Other considerations - You may opt to take physical damage to increase the potency of your bunks. This damage is non-chimerical and is of the bashing (Good for +1 bunk level) or lethal (Good for +2 bunk level) variety. There is power in blood and there has been in the dreams and sacrifices throughout history and cultures. The dreaming reflects this in this way. As with all bunks - relying on the same thing will diminish effectiveness; if you always hutr yourself, it will cease to adjust bunk level.

Now, let's talk about sympathetic resonance. Let's say you want to throw a Quicksilver Cantrip at your buddy. You cut a lock of hair from his head the night before. You burn the hair and scatter the ashes to the wind as your bunk. This is sympathetic. It has a direct connection to your target, and increases the bunk level by 1. And yes. You can take the health level of damage to further increase it. If this type of thing is done BEFORE the scene you are in, it MUST be Judgenoted like in the example above. However if it is done in the same scene in previous rounds you must inform the ST at the time of the pose or action that this is your intent.

Bunk Levels

What's below is the general guideline for what kind of time requirement per level of bunk. This levels are the base guideline that staff and players should use. Remember that the base is effected by the creativity of the bunk (up to 2), opting to take physical, mundane damage (up to 2), and possibly sympathetic connections (up to 1). It may also be deemed that a bunk is losing it's effectiveness if it meets the criteria for such as outlined previously, the amount is the ST's call.

According to the book, bunk levels go as such:

Level 1 (combat bunk): something fast that can be done within one round which is somewhat appropriate but not really specific to the Cantrip involved. NOTE: this level does NOT require you to split your dice pools. Some basic examples include: a gesture, saying a word, throwing sand, roll some dice, etc.

Level 2: More than one round was spent doing the action, or it's specific to the action that's being attempted. For the splitting of dice pools you would have to split your pool in two. Examples: recite a poem, reading entrails, walk around the target, do a "burpie."

Level 3: More than one round was spent doing this. Pool splitting would be 3 ways. Examples: stating a very intricate curse when using Soothsay 2, hold your breath for 10 seconds, draw a circle and stand in it, Recite your code of honor, recite a monologue.

Level 4: Intricate bunk, which includes multiple actions.Examples: Re-lacing your shoes with blue laces, Create a piece of artwork, Play an entire song.

Level 5: Incredible detail, almost a ritual in itself, spending a great deal of time and effort and energy towards the Cantrip. Example: Crafting a voodoo doll by hand and from scratch, stuffing it, cutting and sewing the fabric, and dyeing parts of it to represent the target.

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Cold Iron
Cold iron is what we know as wrought iron. The best way to think about cold iron is not as a thing, but as a process, a very low-tech process. It must be produced from iron ore over a charcoal fire. The resulting lump of black-gray material can then be forged (hammered) into useful shapes.

Cold iron weapons are heavier, softer, more brittle than steel weapons and lose their edge more quickly. Any cold iron weapon larger than a dagger is very unwieldy, adding +2 to the difficulty number to hit. Botches cause them to break. Cold iron weapons therefore tend to be small - axe heads, daggers, arrow heads, darts, bolts, and caltrops.

The above is taken from Changeling: The Dreaming p 247.

Note: Most popular 'wrought iron' is not real wrought iron, but rather 'mild steel'. It is not produced at all today for commercial use.

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Changeling Flaws

The following are house rules regarding the Echoes Flaw. There are five Echoes lists in the following files. Each list has been given a point value, and Echoes must be chosen from the lists according to the following chart.

Echoes 2: A total of 2 points from lists A and B. Echoes 3: A total of 5 points from lists A, B, and C. Echoes 4: A total of 9 points from lists A, B, C, and D. Echoes 5: A total of 14 points from all lists.

List A: 1 point each 1) Salt or bread thrown over a non-Kithain's shoulder offers them protection from your powers. If they do so, you cannot use cantrips on them for the rest of the scene. Any attempt at a cantrip on someone who has done this results in a 50% chance of the cantrip backfiring. There is a 0% chance of the cantrip working correctly.

2) You may not enter someone's home without an invitation, unless you perform some sort of favor for the owner. The invitation to enter doesn't need to come from the homeowner.

3) Cold Iron or religious symbols will prevent you from entering a home, even if you have an invitation.

4) The sound of church bells causes you physical pain, just as cold Iron would. You will begin to steam but no actual physical damage is taken.

5) If a non-Kithain possesses a 4-leaf clover, you cannot use any arts on them, be they good or bad. However, any four-leaf clover that you pick will bring good luck (eg: you cannot botch, you temporarily gain the favor of a powerful person) for as long as the clover remains intact. The clover must be worn or carried in order for the luck to remain.

6) You may not cross running water, except by a bridge.

7) Any physical money you give to non-Kinain turns to leaves (or monopoly money, or blank paper, etc) within 24 hours. This includes cash used to purchase things.

8) If you give any of your personal possessions to someone, they return to you within 24 hours.

9) You need a Milk and Saffron mixture as sustenance. While you can eat other foods, they offer you no sustenance whatsoever, and if you go too long without your Milk and Saffron mixture, you will starve.

10) You need the delicate perfumes of natural flowers and trees to survive. You can eat food, but without the perfumes, you will starve.

List B: 2 points each 1) You cannot harm a person wearing a religious symbol either magically or physically.

2) Any non-Kinain wearing their coat or jacket inside out is invisible to you.

3) Religious symbols literally repel you. As soon as you see it, you start to back off.

4) The shadow of a cross falling upon you causes 1 chimerical health level of damage per turn the shadow touches you.

5) Any non-Kinain who knows your full name (not your True Name) can demand three tasks of you, which you must accomplish before you are free of their influence. However, you only need to follow the exact wording behind the request, not the desire.

List C: 3 points each 1) The sound of church bells causes you physical pain, just as cold Iron would. If you have Echoes 4 or 5, you gain 1 point of temp banality for every turn you hear the church bells. You will start to smoke, but no physical damage will occur.

2) You cannot enter holy ground without suffering chimerical injuries (1 health level per turn), though the damage may be soaked.

3) Wherever you live, mushrooms tend to bloom in a faerie ring.

4) You need a Milk and Saffron mixture as sustenance. Just as a vampire, if you consume any other form of food, you will vomit it back up violently.

5) You must sleep within a Faerie ring (of stones from the land you were born on). If you don't, you will lose 1 point of temporary glamour for each night you are away from your ring. Once your temp glamour reaches 0, you lose a permanent glamour.

6) You have no power over any non-Kinain who is on a journey of mercy (ie: priests, nuns, people who are feeding the homeless, etc). This means neither arts nor birthrights will work on these persons.

7) You need the delicate perfumes of natural flowers and trees to survive. Just like vampires, if you consume any food, you will vomit it back up violently.

List D: 4 points each 1) The mists no longer hide your powers. Chimera become more real to you. Their attacks cause real and permanent injury. By the reverse, your chimerical weapons can cause damage to anyone, even mundanes. People with willpower lower than 5 will likely follow you if you ask them, even into dangerous situations. Your difficulties for casting some cantrips can be significantly reduced, but those wearing cold iron or religious symbols are completely unaffected.

2) You must make a willpower roll at difficulty 7 to enter holy ground. Even if you succeed on the roll, you take 1 health level of damage for each turn whenever you are on holy ground (may be soaked).

List E: 5 points each 1) There is a human female to whom you are linked. You must protect her with your life. If harm comes to her, harm comes to you. This is the equivalent of a Ward with the exception that if your 'Ward' suffers physical harm, you do too, and if your Ward dies, you can die too

One Eye The following is some clarification on the One Eye flaw vs. the Chimerical Disability of one eye.

One Eye - 2 points
Chimerical Disability (one eye) - 2 points
One Eye PLUS Chimerical Disability (one eye) - 3 points

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Cross Over Rules

COUNTERING MAGIC Mages can attempt to resist the power of Kithain cantrips, if sensed. The flipside of this is that a Kithain can use her glamour to counter a mage's power as well, if it has been sensed. Doing this removes a bit of magic from the world and risks giving the changeling more banality.

When a Kithain performs a cantrip that will affect a mage, the mage can use her Arete to counter the cantrip (Arete vs. highest level of Art being used in the cantrip + 3). This is the formula regardless of whether the mage is using countermagick, unweaving, or anti-magick.

To resist mage magic, a changeling player must roll (Glamour against a difficulty of the highest Sphere rating used in the effect + 4). If successful in countering the effect, the changeling receives a point of temporary Banality for having removed some small bit of magic from the world.

MORTALS TREASURES Mortals in possession of a changeling treasure will become enchanted after one hour of continuous contact with the treasure. Once the treasure is removed, the enchantment will fade after one hour as if the enchantment wore off normally, and all usual effects will apply.

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For all intents and purposes the mists will NOT effect Supernatural critters, kinain, mortals with psychic ability or sorcery path at 3 or above in most instances. The Exceptions for this involve the Dreaming, being chimerically killed, or other special instances as warranted by Staff. General rule of thumb is if the mists effects a changeling, it will effect another supernatural critter.

So if you are in the Mortal sphere, the Mists will still effect you.

My rationale for this is that there is far too many mentions in various splat books across all the other spheres and within changeling itself of people knowing of, being allied with, adversely against, the fae. Far too often in these interactions would not be remembered and therefor not mentioned at all if the mists stole them away. In the spirit of promoting RP, this ruling has been made.

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Oaths between changelings require a job to be submitted to staff so that the oath can be properly recorded. If a changeling wishes to alter an oath, Gremayre can be used (ST discretion) to tailor or adjust oaths.

Supernatural creatures that are immune to the mists are also capable of being oath'd. These oaths will be handled on a case by case basis, and any expenses will be paid by the changeling if they are unable to be paid by the supernatural.

A mortal can only be oath'd if he can perceive the dreaming, and the oath will only last while they can perceive the dreaming. So enchant and oath a mortal if you dare, but the oath may not hold once the Mists take over. The dreaming is a mysterious beast.

Some oaths will not be allowed period. Some oaths will only be allowed between Changelings and kinain.

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Interactions with other spheres are seriously limited by the level of realms that players posses. While I like that realms are incentivized over higher level arts by having requirements for targeting, they are made very challenging to judge. The following realms have their targeting needs removed.




This means you can affect anyone that is not Fae with actor 1.

This means you can affect any object that is not alive with Prop 1.

Please note: vampires, and other undead are NOT considered props.

Additionally, the TIME realm allows you to set a time at which the cantrip will go off (maximum based on your rating in the realm). By houserule, you can also create a trigger which will allow you to trigger the affects of the cantrip before this time has run out. This does not allow you to control the cantrip at that time, the entire cantrip must be cast as per the rules of Time (the entire thing is set up, it will simply go off when the alotted time runs out). All this rule does is allow you to choose to trigger the spell early using a set thing (a snap, a phrase, spitting, throwing a handful of confetti - whatever you choose, it simply must be set up at the same time as the cantrip is set).

Realm Affinities

Whenever a changeling casts a cantrip using the realm that is their kith's affinity, their difficulty is lowered by one.

Because it's simply silly that Sidhe are not given a realm affinity, I am houseruling it so that their affinity is Fae.

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