Difference between revisions of "Changeling - House Rules"

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(Cross Over Rules)
(Kenning is not Gremayre. They have different uses.)
 
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*'''[[Changeling_-_House_Rules#Abilities|Abilities]]'''
 
 
*'''[[Changeling_-_House_Rules#Backgrounds|Backgrounds]]'''
 
*'''[[Changeling_-_House_Rules#Backgrounds|Backgrounds]]'''
*'''[[Changeling_-_House_Rules#Changeling Flaws|Changeling Flaws]]'''
 
  
 
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==Abilities==
 
 
'''KENNING'''
 
 
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.<br><br>
 
 
Some uses - Recognizing a changeling who has slipped into the mists, or a future changeling pre-chrysalis.<br>
 
Sense the relative power of a chimera or treasure.<br>
 
Sense a trod. <br>
 
Sense a freehold. <br>
 
Sense cantrips. This works the same as awareness.<br>
 
Sensing the Fae mien behind the mortal facade.<br>
 
Essentially sensing any use or being comprised of or having the stat Glamour.<br><br>
 
 
Crossover uses - Sense the use and chimera created from a Vampire using Chimerstry. <br>
 
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) <br>
 
Sensing the use and chimera created through Pandemonium. <br>
 
Sensing manipulations to their or a dreamer's dreams.<br>
 
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.<br>
 
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.<br>
 
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'"<br>
 
Note: All difficulties are reduced by 1 if the changeling is the target of the effect.<br><br>
 
 
[[Changeling_-_House_Rules#Top|Back to Top]]
 
 
  
 
==Backgrounds==
 
==Backgrounds==
  
'''ALLIES'''
+
'''CHIMERA'''<br>
  
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.<br><br>  
+
The Chimera background from the core book has been split up into two backgrounds, due to code limitations on the +sheet.<br><br>
  
'''ALT-IDENTITY'''
+
''Chimerical Companion''<br>
  
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.<br>
+
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.<br><br>
● You are new at this identity game. Sometimes you slip and forget your other persona. <br>
+
●● 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. <br>
+
●●● You have a fair reputation as your alternate persona and get name recognition in the area where you have infiltrated.<br>
+
●●●● Your alternate identity has respect and trust within your area of infiltration.<br>
+
●●●●● 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.<br><br>
+
  
'''ARCANE'''<br>
+
''Chimerical-Item''<br>
  
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. <br>
+
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.<br><br>
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. <br>
+
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. <br>
+
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. <br>
+
● You blend in with the crowd. <br>
+
●● You're easy to forget.<br>
+
●●● You're difficult to follow.<br>
+
●●●● There are scant photos, papers, or records of you, and people can't even agree on what you look like.<br>
+
●●●●● In other people's minds, you don't even exist.<br>
+
*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.<br><br>
+
  
'''BLACKLISTED (adversarial)'''<br>
+
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.<br><br>
  
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. <br>
+
'''DREAMERS'''<br>
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. <br>
+
● Trivial Blacklist: Prior traffic offenses; banned from a local union <br>
+
●● Minor Blacklist: Misdemeanor criminal; suspended license <br>
+
●●● Moderate Blacklist: Disbarred teacher or AWOL military<br>
+
●●●● Major Blacklist: Felon (can't vote or own firearms)<br>
+
●●●●● Overwhelming Blacklist: Convicted sex offender or legally insane<br><br>
+
  
'''BLESSING'''<br>
+
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. <br><br>
  
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.<br>
+
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.<br><br>
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.<br>
+
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. <br>
+
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.<br>
+
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).<br>
+
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:<br><br>
+
● You always find a parking spot right in front of your destination with money still left in the meter.<br>
+
●● No matter how much you drink, you never get a hangover.<br>
+
●●● Everything you buy outlasts the warranty by at least 10 years.<br>
+
●●●● Every one you dislike moves away within the week.<br>
+
●●●●● No matter how badly you screw up, no lasting harm comes of it, and no one finds out unless you tell him or her.<br><br>
+
  
'''CEREMONIAL TATTOO (Eshu only)'''  <br>
+
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.<br><br>
See Eshu book<br><br>
+
 
+
'''CONTACTS'''<br>
+
 
+
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.<br><br>
+
 
+
'''DEBT (Adversarial)'''<Br>
+
 
+
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. <br>
+
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. <br>
+
● Trivial debt: Pay $50 per month. Clear debt for$1,000.<br>
+
●● Moderate debt: Pay $1,200 per month. Clear debt for $8,000.<br>
+
●●● Major debt: Pay $3,000 per month. Clear debt for $50,000.<br>
+
●●●● Crushing debt: Pay $9,000 per month. Clear debt for $500,000.<br>
+
●●●●● On the run: Owe $30,000 per month. Clear debt for $5,000,000. Good luck.<br><br>
+
 
+
'''Chimerical Companion'''<br>
+
 
+
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.<br><br>
+
 
+
'''Chimerical-Item'''<br>
+
 
+
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. <br><br>
+
 
+
'''DREAMERS'''<br>
+
  
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. <br>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.<br> 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.<br>
 
 
●      Regain up to 1 point of Glamour per month.<br>
 
●      Regain up to 1 point of Glamour per month.<br>
 
●●      Regain up to 2 points of Glamour per month.<br>
 
●●      Regain up to 2 points of Glamour per month.<br>
 
●●●    Regain up to 3 points of Glamour per month.<br>
 
●●●    Regain up to 3 points of Glamour per month.<br>
 
●●●●    Regain up to 4 points of Glamour per month.<br>
 
●●●●    Regain up to 4 points of Glamour per month.<br>
●●●●●  Regain up to 5 points of Glamour per month.<br>
+
●●●●●  Regain up to 5 points of Glamour per month.<br><br>
 +
 
 
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.<br><br>
 
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.<br><br>
''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.<br>
+
 
 +
''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.<br><br>
 +
 
 
1 success:    3 months<br>
 
1 success:    3 months<br>
 
2 successes:  1 month<br>
 
2 successes:  1 month<br>
Line 144: Line 61:
 
5 successes:  4 days<br>
 
5 successes:  4 days<br>
 
6 successes:  1 day<br>
 
6 successes:  1 day<br>
7 successes:  Instant connection<br>
+
7 successes:  Instant connection<br><br>
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.<br>
+
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 is the target's banality). 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).<br>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.<br><br>
+
  
'''DROSS'''<br>
+
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.<br><br>
  
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. <br>
+
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 is the target's banality). 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).<br><br>
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.<br>
+
The rating of the background indicates how much dross can be ‘harvested’ from the source at any given time.<br>
+
● 1 point of dross available per week.<br>
+
●● 2 points of dross available per week.<br>
+
●●● 3 points of dross available per week.<br>
+
●●●● 4 points of dross available per week.<br>
+
●●●●● 5 points of dross available per week.<br>
+
*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<br><br>
+
  
'''FAMILIAR-SPIRIT'''<br>
+
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.<br><br>
  
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.<br>
+
'''DROSS'''<br>
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.<br>
+
  
'''GOLEM (Nocker only)'''  <br>
+
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.<br><br>
  
See Nocker book<br><br>
+
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.<br><br>
  
'''HOUSEHOLD'''<br>
+
The rating of the background indicates how much dross can be ‘harvested’ from the source at any given time.<br><br>
  
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.<br>
+
● 1 point of dross available per week.<br>
2 members<br>
+
●● 2 points of dross available per week.<br>
●● 4 members<br>
+
●●● 3 points of dross available per week.<br>
●●● 8 members<br>
+
●●●● 4 points of dross available per week.<br>
●●●● 16 members<br>
+
●●●●● 5 points of dross available per week.<br><br>
●●●●● 32 members<br><br>
+
  
'''JINX'''<br>
+
*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<br><br>
 
+
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.<br><br>
+
  
 
'''LIBRARY'''<br>
 
'''LIBRARY'''<br>
  
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:<br>
+
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:<br><br>
 +
 
 
● Learn 1 Art to level 3, with 1 Realm to level 3<br>
 
● Learn 1 Art to level 3, with 1 Realm to level 3<br>
 
●● Learn 2 Arts to level 3, with 2 Realms to level 3<br>
 
●● Learn 2 Arts to level 3, with 2 Realms to level 3<br>
Line 190: Line 94:
 
●●●●  Learn 4 Arts to level 4, with 4 Realms to level 4<br>
 
●●●●  Learn 4 Arts to level 4, with 4 Realms to level 4<br>
 
●●●●●  Learn 5 Arts to level 5, with 5 Realms to level 5<br><br>
 
●●●●●  Learn 5 Arts to level 5, with 5 Realms to level 5<br><br>
 
'''MENTOR'''<br>
 
 
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.<br><br>
 
 
'''RETAINERS'''<br>
 
 
Please see: [Retainers[http://wiki.shelteringcolorado.com/index.php?title=Living_Backgrounds#RETAINERS]] <br><br>
 
 
'''RETINUE'''<br>
 
 
This functions in all ways exactly as Retainer, except for Kithain and Kinain only.<br><br>
 
 
'''TOTEM'''<br>
 
 
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.<br><br>
 
 
'''VISION'''<br>
 
 
See Remembrance<br><br>
 
 
'''Feth Fiada'''<br>
 
 
This is the same as Arcane but does not affect Changelings and anyone or anything that can currently perceive Chimerical Reality without being enchanted.<br><br>
 
  
 
[[Changeling_-_House_Rules#Top|Back to Top]]
 
[[Changeling_-_House_Rules#Top|Back to Top]]
 
==Changeling Flaws==
 
 
'''Echoes'''
 
 
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<br>
 
Chimerical Disability (one eye) - 2 points<br>
 
One Eye PLUS Chimerical Disability (one eye) - 3 points
 
 
[[Changeling_-_House_Rules#Top|Back to Top]]
 
 
  
 
==Banality==
 
==Banality==
Line 382: Line 186:
  
 
==Cross Over Rules==
 
==Cross Over Rules==
 +
 +
===Kenning===
 +
<br>
 +
Kenning may be used in the following ways, cross-sphere:<br><br>
 +
 +
* Sensing true magic use within the same grid location, or targeting someone or something in their grid location. Sensing Wraiths (Sluagh only, diff 9).<br>
 +
* 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. <br>
 +
* Sensing the use and chimera created from the use of Chimerstry or Pandemonium.<br>
 +
* 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 (+ken).<br><br>
 +
 +
''Notes'': Unless the Changeling has the appropriate lores and Gremayre at an equal or higher level to the magic or static effect used, the sensing of other magics and races will read as a "strange form of glamour," or "a prodigal of 'power level'". Sensing magic or static effects works like Awareness, but at a +1 difficulty. All difficulties are reduced by 1 if the changeling is the target of the effect.<br><br>
  
 
===Mage===
 
===Mage===

Latest revision as of 15:08, 18 May 2020

Sheet Supernatural Other Topics


Backgrounds

CHIMERA

The Chimera background from the core book has been split up into two backgrounds, due to code limitations on the +sheet.

Chimerical Companion

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.

Chimerical-Item

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.

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.

DREAMERS

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 is the target's banality). 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.

DROSS

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

LIBRARY

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

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Banality

Effects of Banality: The 2nd edition rule that causes Changelings to lose their Fae seeming and forget about the Dreaming if their temporary banality becomes greater than their permanent glamour score does not apply here. Only if the Changeling's permanent banality score exceeds their permanent glamour score does this happen.

Curing Temporary Banality: When a Changeling is going to take a point (or more) of temporary banality, they may instead take one nightmare dice for each point of temporary banality they wish not to take. To remove temporary banality, when a Changeling is going to gain a point of temporary glamour, they may instead use it at the time - and only at the time - to burn off a point of temporary banality.

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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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Chimerical Damage and Death

Chimerical Health and Damage

In the Dreaming, all damage is considered Chimerical. What this means is that any unenchanted, non-Fae creature will neither be able to perceive, nor inflict or receive, Chimerical wounds. While Chimerical wounds carry over for Fae who venture into the Autumn World, their Chimerical wounds are still invisible and do not affect their mortal seeming. For non-Fae, this means that all damage inflicted whether Bashing, Lethal, or Aggravated damage is converted in the Dreaming to Chimerical damage instead, at a rate of half damage for Bashing, 1:1 for Lethal, and double damage for Aggravated.

Fae have Chimerical health levels by default, determined at time of creation. For Changelings, their Chimerical health is equal to their Lethal health in their mortal seeming. For anyone who is enchanted, they gain Chimerical health equal to the maximum Lethal health they have normally (so a Mage with 8 Health Levels of Lethal will have 8 Health Levels of Chimerical health). These Health Levels can be increased by Treasures, Chimerical Items, and Cantrips such as Oakenshield.

Death in the Dreaming

Whenever a character dies in the Dreaming, they suffer effects as enumerated below. Fae and non-Fae differences will be marked.

  • The character is ejected from the Dreaming to the closest spot in the Autumn World with Lethal damage set to one below "dead".
  • The character suffers an increase in temporary Banality equal to half of their permanent Banality, rounded up. A score of 10+ temporary will be converted to permanent as normal.
  • When the character is ejected from the Dreaming, they gain a Derangement (such as a phobia, PTSD, DID, etc.).
  • Fae Only: Banality has pushed back the Fae soul. The Fae is effectively Mortal (cannot access Arts and is affected by Mists as a normal Mortal would be) until they are given their new permanent Banality score in Glamour.

The Mists

The Mists are an after-effect of exposure to the Dreaming, including Changeling Arts, that affects Mortals and Mortal+ (until the M+ is at a Numina/Paths level of 3+ in at least one item, at which point they are treated as a major Prodigal for purposes of the Mists), but in no way affects major Prodigals such as Mages, Vampires, or Shifters. After a Mortal or Mortal+ has been exposed to the Dreaming, they experience a 30 minute period of disorientation while their minds readjust to mortal reality, at storyteller discretion to lengthen, shorten, or disregard if needed. Any Mortal or Mortal+ with a banality of 7+ will experience +1 to the difficulty of all rolls during the disorientation period.

After exposure to the Mists, Mortal and Mortal+ characters will have different levels of memory depending on their banality, as follows:

Banality    Memory
  0-3       You remember the events as well as you remember anything else.
  4-7       You remember the events as if they are a hazy dream.
  8-10      Your mind creates a new reality to explain the results of the events protected by the Mists.

Oaths

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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Crafting Rules

When crafting an item, submit a job to staff with a description of the object you wish to create. Once approved to create the item, the process follows a two step process as outlined below:

  • Roll int + crafts (or other applicable crafting stat) vs 6.
  • Roll dex + crafts (or other applicable crafting stat) + (successes from step 1 - 3) vs 6

The number of successes on the second roll determines the quality of the crafted item, as follows:

  • 1 - A serviceable item of the type described.
  • 3 - A well-made item of the type described, that is strong and well put together.
  • 5 - A masterwork item of the type described.
  • 7 - An artwork is created, and at staff discretion, alternative options may be opened up for the player.

For an item to have a chimerical reflection in the Dreaming, it must be masterwork or better. This reflection is only visual, and exists no matter who crafted the item. However, any Changeling who crafts the item may spend XP for the Chimerical-Item background, which will allow the item to affect the Dreaming as well as the Autumn World. Such chimerical items exist in the Deep Dreaming (whereas ones with just a reflection do not), but carry a taint of banality with them.

Creating a Treasure requires chimerical materials to be used in the crafting of the item, as well as an infusion of Dross, and also they must be masterworks or better. All Treasures are visible in the Autumn World and the Dreaming, and come in two flavors: ones that replicate a specific Cantrip, and ones that perform a single custom act. For a Treasure to be functional beyond just being a mundane item, it must be infused with Glamour. Treasures that replicate Cantrips require the crafter to have the appropriate level of the Cantrip, and will cost one Dross per level. A custom Treasure requires the crafter to have materials directly related to the effect of the Treasure, and will cost two Dross per level of Treasure to create.

Anyone who is not Fae or enchanted who comes in contact with a Glamour-infused Treasure will be enchanted for a period of 24 hours, and one Glamour will be removed from the Treasure's pool. If the Treasure is not infused with Glamour, the enchantment only remains as long as the non-Fae touches the Treasure.

Chimerical-Item Note: A crafted Chimerical-Item does not require an XP spend for the Chimerical-Item background. Instead it will be added automatically after the item is finished.

Treasure Note: A crafted Treasure does not require an XP spend for the Treasure background. Instead it will be added automatically after the item is finished. Created Treasures may not exceed the Treasure background cap (5, or 9 with "bleed over" allowance of +4) imposed on all characters.

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Cross Over Rules

Kenning


Kenning may be used in the following ways, cross-sphere:

  • Sensing true magic use within the same grid location, or targeting someone or something in their grid location. Sensing Wraiths (Sluagh only, diff 9).
  • 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.
  • Sensing the use and chimera created from the use of Chimerstry or Pandemonium.
  • 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 (+ken).

Notes: Unless the Changeling has the appropriate lores and Gremayre at an equal or higher level to the magic or static effect used, the sensing of other magics and races will read as a "strange form of glamour," or "a prodigal of 'power level'". Sensing magic or static effects works like Awareness, but at a +1 difficulty. All difficulties are reduced by 1 if the changeling is the target of the effect.

Mage


Countering Magic

A Mage can attempt to resist a Cantrip, if the Mage can sense it. When a Changeling uses a Cantrip that affects a Mage, the Mage can use Arete to counter the Cantrip at Arete vs Highest Art Level + 3. If successful, the Mage gains temporary banality equal to the highest Art level used by the Changeling.

To resist Mage magic, a Changeling can use their Glamour to counter the Mage's power at Glamour vs Highest Sphere Rating + 4. If successful, the Changeling gains temporary banality equal to the highest Sphere rating used by the Mage.

Vampire


Countering Disciplines

Vampire disciplines are considered curses for the purposes of Cantrips such as Pyretics 3 (Purify). Some may also be cleansed using restorative Cantrips such as Spring 3 (Well of Life).

Changelings can not use Glamour to counter vampiric disciplines, as per unweaving or counterspells.

Mortals


Treasures

Mortals in possession of a Treasure will become enchanted on contact with it, if there are Glamour charges left in the Treasure. Once they are enchanted, they will remain enchanted for 24 hours, and will be re-enchanted at a cost of one Glamour per enchantment until the Treasure no longer contains any Glamour charges.

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Changeling Arts

Changeling Arts

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