Difference between revisions of "Changeling - House Rules"

From Player Wiki
Jump to: navigation, search
(Kenning is not Gremayre. They have different uses.)
(Banality)
 
(One intermediate revision by one user not shown)
Line 103: Line 103:
 
'''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.
 
'''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.
  
[[Changeling_-_House_Rules#Top|Back to Top]]
+
'''Gaining Banality from Counterweaving''': Whenever a Changeling counterweaves a magical effect (Mage, M+, or Fae) they gain temporary banality equal to the highest level of the effect used.
  
 +
[[Changeling_-_House_Rules#Top|Back to Top]]
  
 
==Cold Iron==
 
==Cold Iron==
Line 204: Line 205:
 
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.<br><br>
 
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.<br><br>
  
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.<br><br>
+
To resist Mage magic, a Changeling follows the rules for unweaving cantrips (burn Glamour, roll Wits + Gremayre), however, the target difficulty is Arete + Highest Sphere Used. They must have succeeded at a Perception + Kenning vs 8 check to do so. If successful in countering, the Changeling gains temporary banality equal to the highest Sphere rating used by the Mage.<br><br>
  
 
===Vampire===
 
===Vampire===

Latest revision as of 14:16, 26 July 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

Back to Top

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.

Gaining Banality from Counterweaving: Whenever a Changeling counterweaves a magical effect (Mage, M+, or Fae) they gain temporary banality equal to the highest level of the effect used.

Back to Top

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.

Back to Top


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.

Back to Top

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.

Back to Top

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 follows the rules for unweaving cantrips (burn Glamour, roll Wits + Gremayre), however, the target difficulty is Arete + Highest Sphere Used. They must have succeeded at a Perception + Kenning vs 8 check to do so. If successful in countering, 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.

Back to Top

Changeling Arts

Changeling Arts

Back to Top