Changeling - House Rules
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.
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.
Changelings gather Glamour from the Dreamers they inspire or find along the way. This Background represents value of the Dreamers your character knows and from whom he draws Glamour. These Dreamers can be used to perform a number of services, although they are not nearly as loyal or efficient as a Retinue or Retainer. Players can regain one glamour per month per point of the Dreamers background. PCs can also be Dreamers, which will be explained below. The Rating of the background indicates how much Glamour can be gained from your Dreamers per month - while the core explains Dreamers as being represented by a number of people per point, the system we use is slightly different. Each Dreamer has a maximum value based on their own individual creativity - your average person, no matter how hard they try, can only create an average painting (worth 1 point of Dreamers), while Michaelangelo would create absolute masterpieces (worth up to 5 points); they also have a current relationship which is dependent upon your relationship with the Dreamer. Part of that relationship is their willingness to create in your presence - without which you cannot regain Glamour from them.
Gaining Dreamers works a little bit like gaining influence, it takes a series of rolls as you build a relationship and trust with the individual. Building a relationship with a PC Dreamer works a little differently, as you need to be able to understand them in order to be able to inspire them. Therefore, rather than this background representing the number of people, it instead represents the value of the NPCs who Dream for you.
Musing is slower than Ravaging, and since you Muse your Dreamers, you may regain one point of Glamour per month per point. If you are desperate, you know your Dreamers well enough that Ravaging them is easy, allowing you to gain up to 3 points per point of this background but putting you at risk of destroying your relationship with that Dreamer or Dreamers. Each Dreamer will be jnoted on you, along with their individual rating; if you decide to Ravage that Dreamer, they will be useless to you (you won't be able to regain any Glamour from them) for 3 months. Additionally, you will have to make a Manipulation+Empathy vs 8 roll in order to keep that Dreamer. If you fail, they will lose 1 point of value and you will have to go through the process of regaining their trust (the rolls to gain a Dreamer, but with a +1 difficulty to all rolls). If you botch, you lose the Dreamer completely.
● Regain up to 1 point of Glamour per month.
●● Regain up to 2 points of Glamour per month.
●●● Regain up to 3 points of Glamour per month.
●●●● Regain up to 4 points of Glamour per month.
●●●●● Regain up to 5 points of Glamour per month.
You may also carry around with you an item created by your Dreamer as an emergency source of Glamour; instead of regaining the Glamour by musing them, once per month you may destroy a work of art created by the Dreamer to gain the maximum number of points of Glamour they can grant you all at once. This can't be done in combat, but it can be done at any other time and in any other place. This means that you can use it as an emergency source of Glamour while questing.
To gain a PC as a Dreamer, you must roll Perception + Kenning vs 8. The number of successes dictates how much time you must spend interacting with the Dreamer before you understand him well enough to make him create. This is in game time, not real time.
1 success: 3 months
2 successes: 1 month
3 successes: 2 weeks
4 successes: 1 week
5 successes: 4 days
6 successes: 1 day
7 successes: Instant connection
If you botch this roll, you completely fail to establish a connection with your target and are utterly unable to understand how their creativity works. You must wait 3 in-game months before you can try again.
Once that connection is established, whenever you are present when the Dreamer is making a Crafting/Expression/Performance or other creativity roll (including spell casting), the Changeling makes a Manipulation+Empathy roll (diff 6). The Changeling regains 1/2 of the successes on the roll (round up) in Glamour. For every 2 successes on the roll (rounded down), they reduce the difficulty of the Dreamer's roll for mundane actions (and at storyteller discretion, this can be applied to the mundane portion of casting any kind of magic). If the Changeling botches the roll, they cause the target to experience a creative block, and that person will be unable to carry out the creative activity for 24 hours (whether this affects spellcasting is, again, at ST's discretion).
Even if the character is successful in inspiring creativity, it may be some time before the Dreamer feels the desire to create again. Musing a PC can be done no more often than 7 - (value of skill used) days. So, for example, if the person being mused has a crafting skill of 3, they can be mused no more often than once every 4 days.
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.
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
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.
Chimerical Damage and Death
Chimerical Damage and Healing
The myriad dangers of the Dreaming cause chimerical damage. This may be the claws and teeth of a great chimerical beast, the moon-forged blade of an enemy, or whatever else may be conjured. This damage affects only the faerie mien of the changeling, and not her physical body. As such, individuals who cannot perceive chimerical reality cannot see these wounds. Chimerical damage tends to be much more dramatic than physical damage, with wounds often looking far more serious than they should, with creative descriptions of the damage encouraged.
Chimerical damage heals at an accelerated rate, and healing times are further halved if she recuperates in a freehold. If she is in the Dreaming, these health levels heal at the rate of one per 15 minutes, regardless of their severeity. Changelings reduced to incapacitated outside of the Dreaming must be taken to a freehold, or other strong source of Glamour in order to recover. Aggravated damage must heal at the natural rate, and cannot be enhanced by magic. Even if the changeling recuperates in the freehold, healing times are only halved, with a minimum of one day per health level required - even in the Dreaming, aggravaated damage only heals one health level every 12 hours.
Chimerical death occurs when the changeling suffers more lethal or aggravated chimerical damage than she has chimerical health levels. The changeling passes out immediately, and when she awakens she suffers from the Mists, all memories of her fae life inaccessible. At best she remembers them as a dream, or perhaps a nightmare. Her Fae nature cna be restored after a certain amount of time, depending on her Banality rating. with an infusion of Glamour.
The guttering flames of Glamour that accompany chimerical death draws in Banality like a beacon. A character who suffers chimerical death accrues half her Banality rating (rounded up) in points of Banality.
Death in the Dreaming
The Dreaming makes no distinction between chimerical damage (and death) and physical death. A changeling that suffer either form of death in the Dreaming dies, their soul passing on to a new incarnation or, in the case of Arcadian sidhe, disappearing for parts unknown. For someone with a human body, they are expelled from the Dreaming into the Autumn world at a location determined by where they were in the Dreaming at the time of death. Although the human body is returned to the Autumn world, it falls into a coma and wastes away. The body no longer has a soul, leaving them in a vegetative state and making it effectively impossible to return a Fae from this state.
Non-Fae Death in the Dreaming
Mortals or Prodigals entering the Dreaming bodily obey its laws. Death inside the Dreaming is a great problem, since the Banality inside the corpse may spread and inflict damage. In response to this, the Dreaming automatically expels the remains at a random point near the closest Trod - one that can be used by all or one that can only be used by chimerical creatures.
The Mists no longer cause a coma in someone who has been enchanted. Instead, when the enchantment wears off, they will be disoriented as they readjust to reality, and if their banality score is 7 or higher, will be at a +1 difficulty to all rolls for 30 minutes as they readjust to 'reality'. This is fully at storyteller discretion to lengthen, shorten or disregard this rule in anything they are running, as thematically appropriate; players coming out of enchantment without ST supervision are subject to 30 IC minutes of disorientation. The only time someone will fall into a coma as a result of contact with the Dreaming and the Mists is if they are chimerically killed (which comas will be based on the length of time based on their banality, with the possible exception of player efforts to pull them out early - such attempts are plot and will be run by staff).
That said, the Mists now affect Supernaturals as normal per the book rules (I will copy these out and add them at a later date). This is a new and sudden change, and has no affect on anything that happened previously - there is no retconning of interactions of the characters on grid in the past with the Dreaming. Rather, this is an IC change as well as an OOC one, and will not be discovered by characters (of any variety) until they come across a situation where the Mists affect those around them and are affecting the supernatural characters as well as and identically to the mortals (based heavily on your banality). This rule is in place as of January 22, 2018, anything before it falls under the previous rule that Supernaturals were not affected by the Mists.
This is still be examined by Kestrel and may be altered further. If in doubt as to how much and what kinds of things your character will remember when affected by the Mists, feel free to contact fae staff and ask - we're happy to help explain this to you.
Invoking the Wyrd
These rules are being imported from C20. Though the Autumn World rejects the Dreaming and its children, Kithain are not without recourse. In moments of great need, a changeling can call forth all her magic, bringing her fae nature to the fore. If successful, the Dreaming extends some of its powers nad protection to its descendant, allowing her to manifest fully in the Autumn world. Invoking the Wyrd makes a changeling's faerie mien and any personal chimera (represented by the Background - any chimerical items or companions) fully solid and physical, capable of interaction with the autumn world.
Invoking the Wyrd requires the expenditure of one point each of Glamour and Willpower. The player then rolls the character's permanent Glamour against a difficulty of the area's ambient Banality if it has one (most places on the grid do not) or the character's own Banality, whichever is higher. On a success, the character invokes the Wyrd for the duration of a scene. A failure on this roll triggers Banality, while a botch incurs temporary Banality points equal to the number of 1s rolled. Once Unleashings have been added, a character will also be able to invoke the Wyrd by Unleashing an Art.
Invoking the Wyrd has the following effects:
- The character is granted more control over her own destiny; she can steer the events of her story. If a player is dissatisfied with the outcome of a roll, she can spend a point of Glamour and reroll the dice. She can only do so once for a given action, but she can take whichever of the two results she wishes.
- Glamour infuses every action the changeling makes, occasionally pushing results further than anticipated. Whenever dice rolls turn up 10s, the player rerolls them (at the same difficulty as the initial roll). Any further successes are added to teh total and any further 10s continue to be rerolled. The 10s still count as successes as well, and any applicable specialties will still result in each 10 being worth 2 successes.
- All of the character's voile and chimera become solid and visible to non-enchanted eyes. This means that a changeling's chimerical armor can protect her from bullts, and her chimerical sword can cut a mundane opponent.
- The changeling can soak LETHAL damage, as well as bashing, while invoking the Wyrd. (Otherwise, for all intents and purposes, changelings are mortals and can only roll to soak Bashing damage.)
- Though all cantrips become Wyrd, they no longer cost a point of Glamour to cast.
Once the changeling leaves the Wyrd-state, the Mists begin to clear witnesses' minds as normal (how much and how clearly things are remembered is determined by Banality for mortals - current houserules dictate that the Mists do not affect supernaturals.
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.
LEARNING ARTS Common Arts can be learned without a teacher by any Kithain at any time. Rare Arts require a teacher for the first level, after which they can be learned with no further extra actions taken or outside help up to level 3. In order to learn the 4th or 5th level of an Art, you must have 3 judged uses of that Art with some real affect on your character's Story or that of another character (something is judged if a staffer is present or it occurs during the course of a PrP, any use of any level of the art counts even if they occur during the same scene as long as they are a separate cast of a cantrip). 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 and you become able to reach further down the Art causes in the Dreaming to achieve greater powers. Using Arts is how you improve on them. It is assumed that you are practicing the art as you learn it up to 3. After that, the roll must have some significance to a character's Story to count towards the 3 uses required to buy it up. When such a significant use occurs, that Art becomes of greater significance to them, binding them closer to it and making it easier to use (as described above). The exception to these rules is Naming; Naming is different, it is not only part of the Dreaming but also separate from it in a way that allows it to manipulate the Dreaming's most basic levels. 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
NAMING - ART
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.
● 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.
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.
●●● 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.
●●●● 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.
Level 4: Deja Vu Because of the changes to the Time Realm, 'Permanence' is being replaced with this.
Beyond the manipulation of temporal perception, past halting the flow of time around the target, the changeling next learns to relive a recent moment and re-experience the present armed with future knowledge. As time moves forward, the branching possibilities make any long-term application of the cantrip useless, but for up to a few minutes, the adept of Chronos becomes a time traveler. With such undeniable power, the changeling also accepts the risk of becoming overwhelmed with possible futures. Repeated use of Deja Vu during the same scene becomes increasingly more difficult as the threads of fate become tangled.
A piskey courier relives the moments before she is cornered by her rival and avoids the danger altogether; the troll bodyguard sees his client gunned down, but then experiences the moment again to push her out of the way and take the bullet; a dying selkie relives her final breath to kiss her true love one last time.
System: The Realm determines who or what is sent back in time, although anyone subject to Deja Vu without warning will be disoriented and justifiably confused. Even the caster and other masters of time magic must overcome the strain of traveling through time in order to change the future. The turn the player declares her character has used Deja Vu, the target(s) (including herself) cannot take an action while they orient to the current flow of time.
There are two possible ways that this can be used. The first is to allow the caster to see forwards in time and react to what others will do in the near future. The player must describe any bunk her character used while casting the cantrip and the Storyteller lowers the difficulty appropriately. After the player rolls the cantrip, the target(s) receive a –3 to the difficulty of all actions taken. This action allows them to see the branching paths of the future, and so the bonus lasts for a number of turns equal to the number of successes from the cantrip roll, once they are oriented in time.
The other use literally sends the character backwards in time. Each success rewinds a single turn (or a single minute outside of combat). If, after the player rolls the cantrip, they are still in combat, the target(s) receive a -3 to the difficulty of all actions taken for a single turn before the changed behavior alters the future and prevents them from anticipating the actions of others. This version of the cantrip requires the use of 1 point of Glamour when in the Dreaming, 2 points in the "real" world, because it is an inherent altering of the world. Each turn rewound or minute gives the actor a point of temporary banality (not affected by the sidhe frailty).
Each use of Deja Vu increases the difficulty of the next use during the current scene by one. In either case, the character(s) affected by the bunk experience a strong sense of having already seen or done this.
Type: Chimerical (in the Dreaming or when Wyrded) or Wyrd
ONEIROMANCY (This is the version used on Sheltering Skies, not the version found in the Denizens book; Oneiromancy is a Rare Art) Cut off from Arcadia and one step removed from the Dreaming, changelings seek out connections to their fae selves through the Glamour in dreams. Every person and animal reaches through the Mists at night to touch the Dreaming, even if they have no control or memory of the journey the next morning. Students of Oneiromancy explore the link forged between slumber and world of the fae, but gain fearsome powers to spread the chaos of the Dreaming to their victims or set it loose upon the mortal realm. Some consider this Art to be evil, especially those who know where it eventually leads. It is largely taught by Denizens and members of the Shadow Court, although it does exist among the general Changeling population.
● Dream Walk
After learning the first cantrip of Oneiromancy, a changeling can forge a bridge between the Dreaming and her target's mind, allowing her to fully enter a dream. She must target someone or something asleep she either knows well or can see. The character then wholly enters teh target's dream and disappears from the mundane world. The subject may or may not realize the changeling is something more than a part of her dream, but she will remember the dream upon waking.
Learning Dream Walk may be an initiation for Oneiromancers, but all come to respect the utility and power in the first step to mastering dreams. Changelings can pass messages to the dreaming subject, hide from enemies or nosy interlopers, or seek insight into the dreamer's mind. The character does not risk any physical harm while in the dream, but dcan sustain chimerical damage. She laso does not rest herself while Dream Walking, so after a night spent in another's dreams, she will likely need sleep of her own.
System: The cantrip can be used to enter the dream of any sleeping creature, provided the changeling knows the appropriate Realm. The Oneiromancer brings nothing with her when entering the dream and will reappear in the same place she cast the cantrip when she willingly leave s the dream or when the dreamer wakes. The first time a character casts the cantrip on a subject, she must be able to see the target, but the player can also spend a point of Willpower to forge a connection allowing the Oneiromancer to enter her dreams from anywhere in the future. The subject remembers the dream upon waking, making Dream Walk an effective way to pass messages and send warnings. All other Oneiromancy canrips first require successful casting of Dream Walk.
●● Dream Craft
Some dreams stay with dreamers even after waking, coloring the mood and tone of their day. No longer limited to entering the target's dreams and having minimal interactions, the Oneiromancer can exert control over the dreamscape to create peaceful tableaus in the sleeper's mind or inflict dreadful terrors that will haunt her the following day.
System: Dream Craft can only be used as an extension of Dream Walk while inside of someone else's dreams. The changeling can shape the target's dreams and employ Realms to create aspects of the dream. Any part of the ream molded with an appropriate realm becomes a trigger for the target after she wakes. The Oneiromancer decides if the dream becomes inspiring or terrifying, which determines the impact of those triggers when encountered.
If the dream was positive and restful, the target gains a point of Willpower from sleeping and also gains two bonus dice during any scene where she encounters the trigger created by the Oneiromancer. A nightmare caused by Dream Craft drains a point of Willpower from the subject instead and inflicts a two-die penalty during any scene with the trigger. The effects of the trigger last one day per each success rolled when casting the cantrip.
●●● Dream Portal By exploiting the tin divide between dreaming mind and the Dreaming itself, an Oneiromancer can overlap the two to create a portal. The subject's dream becomes a waystation within the Dreaming that connects the caster's location with the sleeper's.
System: Dream Portal is always used in conjunction with Dream Walk. The REalm now dictates what the caster can transport through the target's dream, although the successes rolled limit the size and volume of what gets through. Dream Portal can be cast as an extended action to accumulate additional successes, with each roll beyond the first costing one point of Glamour. Each success represents the mass or volume of an adult human that the Oneiromancer can bring through the dream.
●●●●Manifest Under the Oneiromancer's command, elements of a dream may spring to life in the waking world as chimera. She maintains limited control over sentient chimera for a time after the dreamer wakes, but without the caster's Glamour, the chimera will fade as the dream is forgotten. By pouring her will into the manifestation, the Oneiromancer can even pull the chimera into the mundane world, though it will fade even faster.
System: The cantrip's Realm determines what transfers from the dream world into chimerical reality. As soon as the cantrip completes, the target disappears from the dream and manifests in the waking world. The chimera retains its nature from the dream, though the extent of its power is dependent on the number of successes rolled for the cantrip. The Oneiromancer automatically gains insight into the nature of the chimera, but the more powerful and sentient the manifestation, the less control she can exert.
Normally, a Manifest chimera will fade and disappear when the dreamer whose mind spawned the chimera falls asleep and begins to dream again. In order for the Manifested chimera to gain permanence in the waking world, the caster must infuse it each day with a point of Glamour. At the Storyteller's discretion, a chimera kept active in the waking world by the Oneiromancer over a long period of time couldd become permanent, though a sentient chimera may feel no loyalty to the Oneiromancer once it becomes established in the waking world.
The caster can also force the chimera to become real in the mundane world, though at a steeper cost. Manifest becomes Wyrd when used in this way, and the player spends a point of Willpower. The chimera then only remains in the waking world for a scene and cannot be kept active with Glamour.
The table below describes the power level of chimera brought out of dreams with the cantrip. Refer to Chimera (via Kestrel) for more.
1 success: Facsimile of the target with no real power or intelligence, like voile, with the equivalent of 5 chimera points, inanimate and non-sentient.
2 successes: Minor chimera, sturdy but with no special power; equivalent to a simple crafted item or a chimera with 10 chimera points, can be animate but not sentient.
3 successes: An advanced crafted chimera or the equivalent of 20 chimera points, can be animate and sentient.
4 successes: Complex crafted chimera or having 30-35 chimera points.
5 successes: Master crafted chimera or having 40-50 chimera points.
Type: Chimerical or Wyrd
●●●●● Dream Puppet Some students of Oneiromancy abandon the path when the culmination of their training becomes clear. No longer limited to the manipulation of dreams or their intersection with the Dreaming, a master Oneiromancer can invade a target's mind and assume control of their form while they sleep.
System: The same Realm used for the initial Dream Walk is used when rolling Dream Puppet. The player must spend a point of Willpower to cast the cantrip on any target with at least human-level intelligence, and the success of the cantrip determines how long the caster can keep the target asleep and maintain control of their body. The focus of the cantrip experiences a distorted version of what is happening to them in the waking world as a dream.
The target of the cantrip can resist by first realizing their dream was invaded with a Perception+Kenning roll (Difficulty 8, Awareness may be substituted for Kenning). The target must then make a resisted roll with Willpower (Difficulty 8) against the successes rolled for the cantrip.
While inhabiting the target's body, the caster uses his target's physical Attributes (including Appearance), but retains her own social and mental Attributes, as well as all her own skills. The Oneiromancer can use her Arts, but does not gain access to any special abilities or powers known to the target. She cannot use Dream Walk to enter another person's dreams while also using Dream Puppet.
1 success: Target wakes from any strong stimulus, such as loud noises or pain.
2 successes: Target wakes from any bashing damage.
3 successes: Target wakes if she takes any levels of lethal damage.
4 successes: Target will wake if she sustains aggravated damage.
5 successes: Target only wakes up by resisting the effects or when the caster leaves her dreams.
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.
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.
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.
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.
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, they are affected by Actor.
Adding Modifier Realms Adding Time or Scene to a cantrip increases the difficulty by +1 for each modifier realm (so adding Time ups it by 1, adding both Time and Scene by 2). These can be reduced back down by spending Glamour like any other difficulty increases. Adding other Realms to the cantrip has no cost.
Time Realm Time is one of the two modifier Realms. It cannot be used to ground an Art on its own, but must instead be used in conjunction with Actor, Fae, Nature or Prop. Time allows the changeling to manipulate a cnatrip in various ways, winding the Glamour thorugh time in increasingly complex permutations. Using Time always raises the difficulty of a cantrip by 1. The Kithain chooses which level of the Realm to use to modify their cantrip - they may only use one of the following at a time, up to their current rating in the Realm.
● Three Fold: The duration of the cantrip is tripled.
● ● Suspended Sands: The cantrip's effect is delayed, and will activate at a time of the player's chosing (set when the cantrip is cast), up to a year and a day in the future.
● ● ● Fateful Trigger: Rather than being delayed by a set amount of time, the cantrip may be set to "hang" until a specified trigger occurs, set by the player. Examples include "the next time a Kithain walks through the door," "the next time Bill the Sluagh walks through the door," or "the next time the door is opened." The character must use the appropriate Realm or Realms for the target of the trigger.
● ● ● ● Bright Echoes: After the cantrip ends, it automatically reactivates a second time. The second activation applies the cantrip's effects as though it rolled only a signle success, no matter how many successes the original cantrip generated. If the first use of the cantrip failed, so does its echo.
● ● ● ● ● Glorious Renewal: The Cantrip becomes seasonal and reactivates after being dormant. The specific circumstance for the Cantrip reactivating is dictated by the player , but must involve a significant marker (such as an equinox, eclipse, birthday, etc.) and there must be significantly more time between activations than the duration of the cantrip.
Because each level of Time does something different (unlike most Realms), using different powers of the Time Realm can be done on a single bunk by spending an additional Glamour (in addition to the cost of the Cantrip); this works exactly like spending a Glamour to substitute for a Realm you don't already have; by spending the point of Glamour, you may use a second power of the Time Realm on the same cantrip.
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.
When crafting an item, submit a job to staff with a description of the object you wish to create. Staff will then tell you what pool you will be using and the difficulty. Before rolling, you must choose the number of rolls you wish to make (maximum of 10). Each roll represents 2 days worth of crafting (on the assumption that you are doing things other than non-stop work on the item, as you are out RPing and otherwise interacting with others, not to mention eating, sleeping and so on). Once you have chosen the number of rolls, you will roll to the job.
10 successes creates a serviceable item of the type you described.
20 successes creates a well-made item that is strong and well put together.
30 successes is a masterwork.
50+ successes is an artwork, and at staff discretion this may open alternative options up to the player.
Masterwork items have a reflection in the Dreaming; if you choose not to spend points on it, that is all it is, a visual reflection; this reflection is just a shadow, it has no affect on its surroundings. You can opt to spend points on the background 'chimera' (representing choosing to infuse the work with Glamour), which will allow the item to affect the Dreaming as well as the real world. If you carry an item with a chimerical reflection into the Near Dreaming, it will be visible but useless, while an item that has been purchased with the chimera background can affect its surroundings. In the Deep Dreaming, the chimerical reflection disappears completely, while the chimera background item exists but carries a faint taint of banality with it, since it still has its mundane half. The creatures of the Deep Dreaming may or may not find this taint offensive.
To create Treasures requires mundane and chimerical materials crafted into a Masterwork item, as well as Dross. Any item being turned into a Treasure must be a masterwork. All Treasures can be used by anyone provided their internal Glamour store is not empty, and they will enchant anyone who is not kithain, kinain or already enchanted on contact; if the Treasure has sufficient Glamour, this will last for 24-hours, if not then it will last so long as they are in contact with the item. There are 2 types of Treasures: those which duplicate a cantrip (a level of an Art), usually in a very specific manner, and those which do something else entirely. For a Treasure which duplicates an Art, you will need at the very least mundane materials to make an object to channel this ability, chimerical materials appropriate to the Art, and 1 point of Dross for each dot of the Art required to reach the Cantrip you are attempting to infuse into the Treasure (which is also the level of the Treasure). For a Treasure which does something more rare than duplicating a cantrip, you will need either a chimerical or mundane item of some significance that is appropriately related to the power you are attempting to relate (good examples for mundane examples of this are the various Artifacts found in Warehouse 13, with their history of being owned by famous people and involved in their stories or being new inventions of something considered 'mundane' now but which was new and revolutionary at the time; chimerical items would be things from fairytales, folktales, myths and the like). Additionally, such a Treasure requires 2 points of Dross per level of Treasure to create. Here, the level of the Treasure is entirely at ST discretion based on what it does.
MAGE 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.