Original version by Revenant
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Note: This conversion requires knowledge of Changeling: the Dreaming by White Wolf Games. This conversion is intended to allow you to play Changeling using the GURPS rules - not to illegally steal White Wolf's rightful sales of this product. As such, this conversion contains only the rules required to play Changeling: the Dreaming and does not include the setting details.
Note: None of the disadvantages in the templates count against the disadvantage maximum.
All changelings possess the following advantages and disadvantages:
The base cost to be a Changeling is 30 points if Seelie, 35 points if Unseelie.
Normally only nobles are members of a house - most commoners may skip this step.
Allies take many forms in the world of Changeling: the Dreaming - other kith, mortals, chimera - even perhaps one of the prodigals - the other supernatural creatures who share the World of Darkness.
Chimerical Allies are purchased as per normal but their total cost is then halved due to their reduced usefulness in the mundane world.
Changelings often also surround themselves with 'Dreamers' - mortal artists from whom the Changelings draw glamour. These are purchased as per normal.
Status amongst Changelings still largely follows the feudal heirachy of the Middle Ages. However, following the Accordance War, commoner fae were grudgingly accepted into the political system. It is now possible for non-nobles to rise into the nobility (though they will never be accorded the full respect of the born nobles) and nobles are often advised by a council of commoners. The status structure amongst changelings is:
Status Level | Title |
---|---|
7 | King/Queen |
6 | Duke/Duchess |
5 | Count/Countess |
4 | Baron/Baroness |
2 | Knight/Lady |
1 | Squire |
0 | Commoner |
Dreaming | 50 points |
Dreaming is the ability to interact with the Chimerical realms. It is this advantage that makes Changelings what they are - the children of the Dreaming. This advantage also provides Changelings with access to the ability to weave cantrips. Although this advantage itself does not allow the weaving of cantrips, to do so is impossible without it. Furthermore, it is also this advantage that causes the 'Mists' (see Part 2). Finally, this is also the ability to draw glamour from mortals.
Freehold | 10 points/level |
A character with this advantage is owner or heir to a faerie freehold. The level of this advantage measures both the size of the freehold and the amount of glamour produced there per day (see Freeholds in Part 2). Note that freeholds are highly coveted by changelings and possession of this advantage will often require you to spend much time defending your freehold from others. It is advised that GMs not let characters purchase more than 5 levels of this advantage at maximum.
Freehold Level | Size |
---|---|
1 | Closet |
2 | Small Kitchen |
3 | Room |
4 | 2-3 Rooms |
5 | House |
Glamour | 10 points/lvl |
Glamour is the embodiment of the dreaming - pure creativity. Changelings have the ability to store Glamour up to their glamour rating within their forms. Changelings use glamour in weaving cantrips and enchanting mortals. In all but the most exceptional cases, a character can have a maximum of 10 levels of glamour.
Gremayre | 10pts/lvl |
The Gremayre advantage represents both a changelings attunement to the dreaming and knowledge of their past fae lives. A character with this advantage will sometimes just know information concerning the fae with no discernable source. A character with this advantage may roll 10+Gremayre to gain insight into the fae (the GM should assess penalties to this, depending on obscurity of the insight). GMs are advised against letting PCs have this ability beyond level 5.
Reduced Banality | 5 points/lvl |
A character with this disadvantage suffers from reduced banality. See 'Banality' in Part II.
Treasures | Variable |
It is advised that GMs charge character points at his discretion to those players wanting to begin play with a 'treasure' - a Changeling magic item. Chimerical items, being less useful in the mundane world should cost roughly half the price of a regular treasure.
(These advantages may only be purchased as part of a template)
Affinity | 5 points |
This ability provides a +2 to the casting of cantrips involving one specific Realm (chosen when this advantage is purchased).
Charm | 10 points |
A character with this advantage gains +2 to all rolls in casual social situations. Furthermore, a character with this gift can use this ability to elicit information that no-one else could extract. Finally, a character with this ability is unable to critically fail any social interaction rolls.
Chimerical Craftsman | 10 points |
A character with this ability is able to forge chimerical items. To do so is identical in all respects to creating the normal item - a character with this ability must still have the appropriate skills to build the desired item. This ability also requires raw chimerical material to build from.
Craftwork | 10 points |
A character with this ability is supernaturally skilled at any task involving simple physical labour. They are able to complete such tasks in 1/3 of the time it would normally take. In addition they may never critically fail any roll involving crafts.
Dark Appetite | 20 points |
A character with this advantage can eat anything that he can wrap his mouth around. A character with Dark Appetite can gain nourishment from bolts, bricks and even toxic waste. Furthermore, a character with this ability deals thr/cut damage with a bite. Items swallowed are dissolved within 1d seconds. However, to swallow anything that a normal human could not digest requires the expenditure of a point of glamour.
Dougal's Gift | 10 points |
Changelings of House Dougal are gifted with the ability to invest glamour in everything they do. During hard work, physical exertion or combat (and only then), a changeling with this gift may convert glamour into 'Dougal Points'. A single Dougal point may be spent at any time for a +1 bonus to any action or Will roll. A character may never possess more Dougal points than their Will-5.
Enhanced Appearance | 5/15/25 points |
A character with this advantage has a bonus to his appearance. The 5 point level gives a bonus equal to 'attractive' appearance. The 15 point level gives a bonus equal to 'beautiful' appearance. The 25 point level gives a bonus equal to 'very beautiful appearance'. All modifiers are cumulative so a Very Beautiful character with Enhanced Appearance(3) would have +4 on reaction rolls by the same sex and +12(!!!) on reaction rolls by the opposite sex.
Gift of Pan | 15 points |
A character with this ability can inspire mortals and changelings alike to fits of carnal passion. When a character with this gift sings and plays music all those within earshot must make a successful Will roll at -1 or become uninhibited. Uninhabited characters act out any and all unrepressed desires. Any character affected by this power has his banality lowered by 1 for the duration of the effect (an hour or two). Multiple characters with this advantage can use it simultaneously by playing and singing together. All effects or cumulative.
Liam's Gift | 5 points |
A character with this advantage can enchant mortals more easily, requiring one less glamour than normal to do so.
Noble Bearing | 5 points |
A character with this advantage appears dignified. Furthermore, any cantrip that would make them look foolish will automatically fail. In addition, no character with this advantage can ever critically fail a Savoir-faire roll.
Spirit Pathways | 5 points |
This advantage is a beneficial form of the Weirdness Magnet disadvantage. A character with this advantage has an uncanny knack of turning up in the right place at the right time. This advantage is relatively cheap as the character who possesses it often wanders into danger and peril - but the reward is usually worth it (even if it is 'just' a new tale to tell). This advantage embodies the ancient chinese proverb 'may you live in interesting times'.
Talecraft | 10 points |
A character with this ability is skilled in the telling of stories. Characters with this ability will never critically fail any roll involving oration. Characters with this ability are so attuned to their stories that they actually gain an extra experience point at the end of each game session during which they learn a new story or accomplish a significant feat through the telling of a story.
Truesight | 5 points |
A character with this disadvantage is able to see through illusion magics if they make a successful Perception roll at -2.
The Seelie are famous for their honour. The Seelie code of honour is a -10 point code of honour consisting of the following facets - "Death before dishonor", "Love conquers all", "Beauty is life" & "Never forget a debt". See Changeling: the Dreaming p.65 for more detail on the Seelie code of honour.
Whilst contemptuous of the honour of the seelie, the Unseelie adhere to a series of basic tenets that can be referred to as a -5 point code of honour since it governs their actions. The tenets of the Unseelie Code are: "Change is good", "Glamour is free", "Honour is a lie", "Passion before duty". See Changeling: the Dreaming p.65 for more detail on the Unseelie code.
Increased Banality | -5 points/lvl |
A character with this disadvantage suffers from additional banality. See 'Banality' in Part 2.
Iron Intolerance | -10 points |
A character with this disadvantage suffers from the touch of cold iron (not steel or other alloys). While in physical contact with cold iron, a character may not experience an epiphany (the drawing of glamour from mortals). Furthermore, when in contact with cold iron they suffer a -2 penalty to all rolls. If a character with this disadvantage suffers a blow from an iron weapon, they lose a point of temporary glamour. If they are killed by a weapon of cold iron their fae nature is forever destroyed.
(These Disadvantages may only be purchased as part of a template)
Banality's Curse | -15 points |
A character with this disadvantage is especially vulnerable to Banality. To them, banality acts as if it were 1 level higher. Furthermore, each point of banality they gain becomes 2 points!
Flaws | -5 points |
A character with this disadvantage will never be able to build anything perfectly. Anything they build will have at least one small flaw. Built items will function, but will always have annoying quirks.
Uninhibited | -20 points |
A character with this disadvantage is completely uninhibited. They will almost never suppress their emotions and passions (they must make a Will roll not to) and their passions and emotions are heightened. Characters with this flaw are prone to dramatic mood swings and may explode into fits of weeping or fury at the slightest provocation. This Disadvantage must be roleplayed.
Whisper | -10 points |
A character with this disadvantage may never speak at above a whisper. This often makes communication difficult - especially over long distances. In addition, this garners a -2 reaction penalty from most mortals.
Kenning(M/H) | No Default |
Kenning is the skill of faerie sight. It is the ability to sense glamour in a variety of forms, including chimera, fae and freeholds. character with a high skill in Kenning could easily sense fae in the vicinity, for instance.
Fae Lore (M/A) | Defaults to Occultism-5 |
This is the knowledge of the fae, chimera and the dreaming. It is very rare for non-fae to possess this skill beyond default level.
Changeling magic (cantrips - see Part 2) is divided into Arts and Realms. Arts, represent the different types of cantrip, while Realms represent the target of those effects. A changeling will combine an Art and Realm to create a magical effect in much the same way a mundane would piece together a jigsaw puzzle.
Each Art and Realm is divided into five levels - each of which much be purchased individually in order as advantages. (e.g. Before a changeling can purchase the level 2 chicanery ability - Fugue, he must purchase the level 1 ability - Fuddle).
In addition to purchasing an advantage for each level of each Art and Realm desired, a character must also purchase a skill in the use of each Art and Realm desired. This is a M/VH skill for Arts and an M/H skill for Realms. However, intelligence only helps so far with Changeling magic so any IQ above 12 is ignored for purposes of learning these skills.
Chicanery is the art of trickery - of mental deceit.
By combining Fuddle with a Realm, the changeling causes his target's perceptions to become confused. The exact effects depend on the Realm used. For example, a changeling might combine Fuddle with the Actor Realm to cause the target to confuse one person with another.
Degree of success indicates the duration. Succeeding by up to 2 results in a duration of approximately 1 minute, success by 3-4 results in a duration of approximately 10 minutes, success by 5-6 results in a duration of a few hours, success by 7-8 results in approximately one days duration while succeeding by 9+ results in a duration of a few days.
By combining Fugue with a Realm, the changeling causes his target to forget specific memories. For example, Fugue combined with the Fae Realm can cause a target to forget a specific experience with the fae.
The degree of success indicates the duration of the effect. Succeeding by up to 2 results in weak, temporary forgetfulness until something jars the target's memory. Succeeding by 3-4 results in an hour's loss of a simple memory such as a phone number or a name. Succeeding by 5-6 results in completely eradicatin memory of a specific person, place or thing. Succeeding by 7-8 results in the erasure of powerful, forthright beliefs and memories until some equally powerful even jolts them loose. Success by 9+ results in complete and total forgetfulness.
By combining Haunted Heart with a Realm, the changeling evokes specific emotions in his target. The emotions must be associated with the chosen Realm. For example, Haunted Heart associated with the Nature Realm could be used to invoke the feelings felt when faced by a large, vicious dog.
The degree of success indicates the strenth of the emotions invoked, ranging from mild emotion when succeeding by 0-2 to a complete and total obsessive emotional state when succeeding by 9+. Usually the target may escape this emotional state by making a Will roll at a penalty equal to the amount the changeling succeeded by. However, if the changeling invoked an emotion the target was vulnerable to (e.g. anger in a character with the Bad Temper disadvantage) then the target is unable to resist.
By combining Veiled Eyes with a Realm, the changeling causes a target to become obscured. People will simply ignore its presence. Changelings may pierce this veil on a contested Kenning roll vs the roll made in initially casting the cantrip. Other supernatural beings may have their own methods of piercing the veil. If they have reason to look, even mortals can locate the veiled object - though they are at -5 on all rolls. As an example, a Changeling could combine Veiled Eyes with Scene to veil a building from sight.
The duration of the effect depends on the degree of success - from a few seconds if the changeling succeeds by 0-2 to a few minutes with a roll of 9+.
By combining Captive Heart with a realm, the changeling bends the target's mind to his will. The target becomes exceedingly vulnerable to suggestions and can be made to believe that they are any object, person, or thing. Two realms are required for this cantrip. The first Realm indicates the target, the second indicates the desired transformation. For example, a changeling could use Captive Heart with the Fae and Nature Realms to make another changeling believe they were a tree.
The degree of success in using this effect determines its duration. Success by 0-2 results in 1d seconds duration. Success by 3-4 results in approximately 30 seconds duration. Success by 5-6 results in a few hour's duration. Success by 7-8 causes the effect to last until the next sunrise or sunset (whichever is closest). Success by 9+ causes the effect to last for 24 full hours.
Legerdemain is based upon simple illusions and trickery but includes the ability to affect physical reality.
By combining Gimmix with a realm, a changeling may manipulate an item of that realm Telekinetically - they may move, twist, throw, grasp, lift or crush things but they may only make one such action. In addition to the required bunk a changeling using this ability must also make a hand gesture. The target of this effect will mimic the changeling's hand motion. For example, a changeling could use Gimmix with Prop to push over a bicyle.
The degree by which you succeed on your Legerdemain roll indicates the ST used. Double the amount succeeded by to determine effective ST. Note that you cannot control the intensity - it is always at maximum ST. This is generally not a cantrip for delicate situations.
By combining Ensnare with a realm, a changeling can move large objects rapidly or to trip and entagle someone by using real or imaginary elements of the setting - a root, a worn carpet, a hidden tripwire etc. If used to move objects, this functions the same as Gimmix save that the changeling can maintain movement for a number of seconds equal to the degree he succeeded on his Legerdemain roll.
The effective Telekinetic strength is the amount succeeded by times three. The changeling using this ability must still make hand motions ala Gimmix to use this ability. If used to ensnare, the environment grapples the target with ST equal to degree of success x 4. For example Gimmix and Actor could root a person to the ground, while Gimmix and Scene could require a person to force their way through to enter an area.
A changeling can use this ability to create a duplicate of anything they can see or feel. The duplicate exactly resembles the original but does not possess any of its abilities. For example, an effigy computer would look real but could not run programs and an effigy doctor could not heal the sick. However, for the expenditure of one glamour the changeling can supply some 'special effects' to the effigy (e.g. make words flash on the computer display or the doctor talk). This requires an additional Legerdemain roll to do correctly but does not require an additional bunk. The degree of success indicates how accurate the duplicate is. Success by 2 or less results in a copy that barely resembles the original, success by 3-4 results in a copy with major differences, success by 5-6 results in a copy with minor differences, success by 7-8 is a near-perfect copy while success by 9+ results in an exact duplicate. Furthermore, if the roll succeeds by 7+, the resulting item can be used to inflict chimerical damage upon changelings.
This ability allows a changeling to relocate small objects (no larger than a fist and weighing 2lbs or less) from one location to a nearby place. The object to be moved must be within sight or have been seen within the past minute. The degree of success indicates how clandestinely the Mooch was performed. The target must make a perception roll with a penalty equal to the changeling's degree of success to notice. Of course, if the object was snatched from the target's hand or when they were looking directly at it they will automatically notice.
This ability allows a changeling to create illusions that mimic reality. However, the illusion is very specific. For example, creating a car does not necessarily provide fuel in the fuel tank!
Objects created using Phantom Shadows can inflict chimerical damage on all who believe in them - including unenchanted mortals!
The degree of success indicates how realistic the illusion is. Succeeding by 0-2 results in a fuzzy image that might be believed at a distance, success by 3-4 results in an object that passes a glancing inspection, success by 5-6 results in an object that is correct in all but a few details, success by 7-8 results in an object that few but experts could discern as being false, success by 9+ results in a perfect replica. Changelings are able to tell the falsehood of a Phantom Shadow if they gain more successes on a Kenning roll than the creator of the Phantom Shadows did.
Primal is an understanding of the fundemental connection between faerie souls and the forces of earth and nature.
This ability enables the Changeling to converse with any object, animal, place or person. The Realm used indicates the item to be conversed with. GM's should note that most inanimate objects are quite poor in perception, intelligence and memory.
The degree of success indicates the clarity of the responses and the maximum duration of the discussion. Success by 0-2 results in a mumbling, meandering answer to one question. Success by 3-4 results in slightly obscure answers to up to three questions. Success by 5-6 results in clear by strange answers for up to a few hours. Success by 7-8 results in clear, straightforward but boring and unimaginative responses for up to a week. Success by 9+ allows conversation with the target at a human level providing clear, lucid, interesting answers and the ability to converse lasts for one to two months.
This is the ability to heal injured or damaged objects or people. The degree of success indicates the hit points restored to the target. Chimerical damage can be healed with ease, but 'real' damage can be draining to heal - a changeling using this ability to heal 'real' damage suffers a point of fatigue for each hit point restored.
By drawing on the mystical power of the oak, this ability provides the changeling with the capacity to weather additional damage.
The degree of success indicates additional hit points gained. Add 2 hit points to the character's normal maximum for each point succeeded by (+1 hit point for succeeding exactly). These hit points remain for a month or until they are lost through taking damage.
This is the ability to transform yourself into another form. Realm describes the nature of your new form (hence you would use Elder Form with the realm of Nature to transform yourself into a tree). For all intents and purposes you are the new form.
Degree of success determines the duration. Success by 0-2 results in a transformation of a few seconds. Success by 3-4 results in a transformation of approximately an hour. Success by 5-6 results in a transformation of approximately one day. Success by 7-8 results in a transformation of a few days. Success by 9+ results in a transformation of approximately a week.
Soothsay is the Art of understanding the nature of Glamour, the Dreaming and the forces of Dan or Fate. ('Dan' should have a '/' over the a).
A Fair Fortune placed on another provides the target with a bit of good luck. A person may have a single Fair Fortune placed upon him at a time and a changeling may not place a Fair Fortune upon himself.
The changeling may declare the form he wishes the good luck to take, but whether or not this actually occurs is up to the GM.
The degree of success indicates the degree of good luck to visit the target. Alternately, the changeling evoking Fair Fortune may choose instead to provide a bonus of successes gained to any one action performed by someone else. Success by 0-2 results in finding something lost, such as lost keys or an old friend. Success by 3-4 results in finding something new, such as finding a ten dollar bill or meeting a new friend. Success by 5-6 results in finding something valuable such as a piece of jewellery, a valuable contact or a true romance. Success by 7-8 results in finding something very valuable such as a brand new car or a new patron. Success by 9+ results in finding something magnificent such as a winning lottery ticket or a new mentor.
Boil and Bubble is the reverse ability to Fair Fortune. It enables a changeling to place a curse upon the target. The changeling weaving the cantrip may declare the form he wishes the misfortune to take, but whether or not this actually occurs is up to the GM.
The degree of success indicates the degree of misfortune resulting to the target. Succeeding by 0-2 results in the loss of something small such as a book they've been reading or an acquaintance turning against them. Suceeding by 3-4 results in the loss of something valuable such as their wallet or having a friend turn against them. Succeeding by 5-6 results in the loss of something treasured such as a treasured piece of art or a relative. Suceeding by 7-8 results in the loss of something irreplacable such as a magical sword or a close ally. Succeeding by 9+ results in the suffering of personal harm or worse.
This ability allows the changeling to sense objects that aren't nearby. The realm used indicates the item being sought.
Succeeding by 0-2 results in a quick visual flash of the subject lasting less than a second. Succeeding by 3-4 results in a clear 'black and white' visual from a single viewpoint chosen at random by the cantrip. The effect lasts about 5 minutes. Suceeding by 5-6 results in a clear, full colour image with fuzzy sound. If the subject is dangerous, the invoker will sense it. The viewpoint still cannot be chosen, but the invoker can choose to 'pan' left or right and 'tilt' up and down. 5-6 is also the minimum amount required to glimpse a target not on this earth. Success by 7-8 allows a clear full-colour image and full sound as well as the ability to sense danger from the target and 'tilt' and 'pan as per 5-6. Additionally the evoker may 'zoom' in and out. Succeeding by 9+ results in the same effect as 7-8 above save that the evoker can choose to move the viewpoint around as though he were present.
Augury is the ability to foretell the future in a limited fashion. Some kind of divinatory oracle is often used though it's not actually necessary. After casting the cantrip, the changeling player describes an event that may or may not occur. At some point in the story, the storyteller will try to weave that event into the plot. No-one is quite sure whether changelings with this gift foretell the future or bring it into effect themselves. The desired event must involve the Realm used. The GM is under no obligation to follow outlandish prophecies and, as always, the caveat of 'be careful what you wish for' applies.
The degree of success indicates both how likely it is that the event will occur and how powerful an effect it will have on the story. Succeeding by 0-2 indicates a minor event - a door opening, a cat appearing, rain starting etc. 3-4 indicates a remarkable event - a stranger walks through the door, several cats walk into the room, a thunderstorm starts etc. 5-6 indicates an important event - an ally arrives at the last moment, one of the cats begins to speak, a lightning bolt strikes a specific spot, etc. 7-8 indicates a momentous event - a gunfight breaks out in the street, the city reports a plague of cats, a thunderstorm rages for several days, etc. 9+ indicates a 'believe it or not' event - there's a gang war in the streets, the Cat Lord appears and begins summoning his forces, lightning carves a word into City Hall etc.
Fate Fire allows its wielder to bring fate to bear on a person, fae or mortal. It can be potentially destructive or miraculously beneficial depending on the balance of fate. The changeling invoking this power has little control over the outcome of this power, though fate will favour some event related to the chosen realm. The evoker will typically have a dream in which they receive some vague portent of what will come to pass. This ability is the embodiment of 'may you get what you deserve'. Note that the effects of this ability are totally up to the GM and he should tailor them to the campaign needs.
The degree of success indicates the potency with which fate focusses upon the target. Succeeding by 0-2 results in a 'quirk of fate' where the target is warned about his fate through happenstance (e.g. A character has a brush with death. A murder receives a 'wrong number' phone call from a policeman. A single mother hears her future lover's name in a dream). Succeeding by 3-4 results in a 'kiss of fate' where the subject views something that illustrates her fate distinctly, informing her of where life will take her if she continues on her current path (e.g. A murderer sees someone being arrested. A single mother sees a couple in love or being married). Succeeding by 5-6 results in 'poetic justice' where the subject experiences a setback or a sudden break that sets the wheels of justice in motion (e.g. A murderer realises that he left his murder weapon in a public place. A single mother is trapped in a blacked-out elevator with her perfect mate). Succeeding by 7-8 results in an 'elixir of truth' where the subject suddenly realises the truth about his fate, probably too late to change it (e.g. a Murderer's loved one is murdered. Our lonely single mother suddenly looks up into her mate's eyes and knows that this is the person she's going to love forever). Succeeding by 9+ results in 'instant karma' where fate moves swiftly, dispensing quick and utter justice (e.g. The murderer is caught, thrown in jail and fingered in a lineup. The single mother falls head-over-heels in love and moves in with her love the next day).
According to the most ancient traditions this Art can only be used by noble fae, though it is said that some cmmoners have recently learned its secrets, especially those commoners who have obtained noble rank. Sovereign has no effect on someone of a higher rank than yourself (a knight could not affect a duke for example).
This cantrip alows noble changelings to hold court without being perpetually interrupted by raucous childlings and unseelie commoners. Basically, it enforces noble etiquette, protocol and custom on everyone within its influence. Typically a senschal or chamberlain will cast this cantrip on the area where the court is being held. Changeling protocol is a very courtly set of rules that regulates who may approach the liege of a court, who may speak, and what activities are appropriate. Unnecessary talking, pranks and combat are forbidden though duels are allowed within their proper context. If used on an object of the Nature realm it makes a plant or animal treat the subject respectively bu has no further effect. Using Protocol with the Prop realm prevents that object from being used in an inappropriate manner. The effects of this cantrip last approximately one hour.
The degree of success indicates how hard this ability is to resist. A character can resist this ability by making a Will roll at a penalty equal to the amount the evoker succeded by.
Dictum is the power of command. Noble changelings have always held this power, but are loathe to use it as it has become an inreasingly sore spot among commoners in recent years. When using this cantrip, you simply phrase your command in the form of a direct request; you can then expect your command to be carried out. You cannot request that someone place themself in direct danger, although you can request that they guard a place or person. The command cannot be for more than an hour duration. Most beings affected by this cantrip will know it was used on them.
The degree of success indicates how hard this ability is to resist. A character can resist this ability by making a Will roll at a penalty equal to the amount the evoker succeded by.
Grandeur imbues the user with unearthly grace and supernatural beauty. The user becomes so awe-inspiring that none may strike them down or take any violent action against them without first overcoming the grandeur. The grandeur lasts for a few hours or until it is voluntarily abandoned. Other changelings tend to fall deeply in love with those who manifest this cantrip; for this reason, most nobles are loath to perform it in public.
The degree of success indicates how hard this ability is to resist. A character can resist this ability by making a Will roll at a penalty equal to the amount the evoker succeded by.
With this cantrip, you can place a lock or a seal on a door, entrance or object, preventing it from being used or entered. The area or item is quite literally unable to be picked up, touched, passed through or used by anyone but those you designate when you create the ward. Optionally, you may wish to create a password, bit of poetry, or other "security measure" that allows you to deactivate the Ward temporarily. A ward lasts until the next new moon, until broken by another cantrip or destroyed by banality.
The degree of success indicates how hard the ward is to break using cantrips. This power directly opposes the ability 'Portal Passage'. Each point the caster succeeds by, is applied as a penalty to the use of 'Portal Passage' or other cantrips used to get through or use the object.
Geasa are patterns of Glamour that direct, guide and control behaviour. Geasa are quests or bans, and restrict or control an individual in some way. Some Geasa are created by an oath that a changeling swears; others are magically enforced. Use of this power allows you to place a Geasa or a Ban on a person. A Geasa generally takes the form of a quest or mission that the individual must perform. If this quest is not fulfilled to the letter, the person under the Geasa will be affected by some form of curse, usually named at the time of the casting. The power of this curse depends on the power of the cantrip. The curse does not always strike immediately, but may warn the person in subtle ways if he should stray from his quest.
A Ban is a type of Geasa - a specific prohibition against doing something. The most severe kind of Ban is an exile Ban, which usually requires the subject of the Banning to leave the area and never return. Glamour is invested in the ban and a terrible curse strikes if the Ban is not respected. The Realm used with Geasa indicates the subject of the effect.
The degree of success indicates both the difficulty of the Geasa and the severity of the curse. Success by 0-2 indicates a simple Geasa (e.g. pick up a paper at the corner store); minor curse (e.g. develop a rash). Success by 3-4 indicates a more complicated Geasa (e.g. deliver a message to an known person); moderate curse (e.g. minor physical ailment). Success by 5-6 indicates a very difficult Geasa (e.g. deliver a message to an unknown person); major curse (e.g. a debilitating ailment). Success by 7-8 indicates a nearly impossible task (e.g. locate a missing person in a foreign country); far-reaching curse (e.g. best friend dies, lose all worldly possessions). Success by 9+ indicates a legendary Geasa (rescue the princess from the Grandfather of Dragons);deadly curse (death). The only safe way to escape a Geasa is to fulfil the required task. Alternately, a geased changeling can attempt to break the geas. This causes the permanent loss of one level of Will and requires a successful Will roll with a penalty of the amount the original casting succeeded by. Failing this roll invokes the curse so it is a risky path at best.
This ability allows the user of this cantrip to make fantastic leaps and jumps (and land safely). Alternately, the user can impart this ability to others.
The distances a character using this ability can leap straight up are based on the degree of success. The number in brackets after the distance indicates the amount the roll succeeded by; 3ft (0), 6ft(1), 9ft(2), 12ft(3), 15ft(4), 20ft(5), 30ft(6), 50ft(7), 100ft (8), 150ft(9+). A character can jump three times this distance lengthways.
This ability allows a changeling to move at incredible speeds for one turn. The degree of success indicates how many extra actions the changeling can perform for the next turn only. The changeling gains one extra action for each 2 he succeeds the roll by (round up).
This cantrip opens a portal through a barrier. The portal will either conform to the barrier (at its smallest) or be as large as a normal door (at its largest). The Realm indicates what can pass through the portal.
The degree of success indicates how long the portal remains open. It will remain open for 3 seconds per point of success
This cantrip enables the changeling (or another item of his choice) to fly. Note that mortals witnessing the flight (or flying themselves!) will be subject to the mind-numbing effects of the Mists. By using Wind Runner with the Scene realm a changeling can create an area where gravity is negated.
The degree of success indicates the duration of the flight. A changeling can remain aloft for six seconds per point above that required and an additional 1dx10 seconds. The uncertain duration of this cantrip makes it one to be wary of - if it expires in mid-flight the changeling may be unable to recreate it in time! If this effect is used upon more than one target (such as when using the Scene realm) duration is divided evenly amongst all targets.
This cantrip allows a changeling to blink out of existence in one place and reappear in another. Range is no limit, but the destination must be somewhere the changeling has been before, or possesses a part or image of. Alternately, a changeling can use this with the Prop, Nature, Actor or Fae Realms to send something or someone else in his stead. Should the fae attempt transit without knowledge of the destination the storyteller should feel free to have the subject end up in the most dramatically interesting place possible. A final note; it is not possible to return to Arcadia by means of this cantrip. A number of fae have attempted this and never been seen again.
The degree of success indicates how quickly the travel takes place, ranging from instantaneous (success by 9+) to a few hours (success by 0).
This realm has to do with people, characters of all kinds. Although this includes other supernatural beings such as vampires and mages it does not include other fae.
This realm comprises the forces, elements nad powers of nature.
This is the realm of the fae and includes all things of the dreaming.
In distinguishing a prop from a natural object, one must be aware that any object touched and worked by the hand of humanity becomes a prop. For example, if a piece of wood is found in the forest and used as a walking stick, it does not become a prop until the finder shaves off a few inches to make it more comfortable.
Bunks are tasks the dreaming demands of a changeling before he may perform a cantrip. Each changeling possesses a number of specific bunks. Bunks also provide a bonus to skill in casting Cantrips - but the higher the bonus, the more the bunk demands.
Unlike other facets of being a Changeling, bunks are not purchased with character points. Rather, they come free with the purchase of Arts. For each level of an art possessed, a changeling selects one bunk. It is suggested that the GM require each bunk to belong to the Art that enabled its purchase.
The player may select any level of bunk he desires, but it should be remembered that selecting only bunks which provide high bonuses (and thus demand difficult tasks) can leave the changeling unable to perform the bunk when it is really needed.
The player should create a table listing all their bunks which he can roll against with an even chance of obtaining each bunk.
The GM should feel free to invent new bunks, or even allow players to create new bunks (subject to approval). A number of bunks are included below - use these as a basis for deciding upon the level of new bunks.
Glamour is the lifeblood of a changeling. It is the embodiment of the dreaming, and of raw creativity. Each changeling has a level of both permanent glamour and temporary glamour. A changeling may never have more temporary glamour than permanent glamour. Changelings use temporary glamour in the casting of cantrips.
A changeling can:
There are three primary ways to gain glamour:
Epiphany is the drawing of glamour through drawing creativity. There are three types of Epiphany.
Ravaging is the forceful tearing of glamour from a mortal dreamer. This temporarily extinguishes a mortal's creativity. They will become unable to create for one day per point of glamour stolen. If ravaged frequently a mortal will lose all creativity permanently. The Seelie frown upon the use of ravaging but the unseelie have no compunction against it. The victim of a ravaging does not experience any physical sensation but feels banality flood his soul. Ironically, a changeling utilises his own banality in ravaging. To ravage a victim a changeling must be somehow familiar with the intended victim - the intended victim must be studied and a relationship must be established with him.
To ravage a victim, the changeling rolls vs an effective skill of 10 + his banality level. For each 2 points the roll is succeeded by, the player gains 1 point of temporary glamour (round up). However, if the roll is ever critically failed, the changeling gains a permanent point of banality.
Reverie is a more noble method of gathering Glamour than is ravaging. This is the path of inspiring glamour in a dreamer. Changelings who engage in Reverie are commonly known as muses. It is a muse's job to discover what things cause a dreamer to blossom as an artist or creator, then to provide them. Muses say or suggest things that inspire the dreamer to ever more wondrous and imaginative creations. The more time and creativity invested, the more productive the dreamer will be. A muse experiences Reverie and gains glamour through contact with the dreamer's art. Reverie becomes diluted through repeated contact with mortals. A new song performed before a live audience may release tremendous amounts of glamour, but lose much of its initial impact once distributed on CD.
To gain glamour through Reverie requires a successful roll on the Art Appreciation skill or the equivalent. The changeling will gain a number of temporary glamour equal to half the degree of success the artist made when creating the work of art (round up). Remember that the fae must have been instrumental in the creation of the work of art.
The most lengthy and difficult of the methods of Epiphany, Rapture involves a changeling utilising both his mortal and fae souls, making contact with their inner dreaming and feeding upon his own creativity. To experience rapture, a changeling must create a work of art from scratch. When the changeling makes a creative or artistic breakthrough. When the GM decides they have reached the appropriate point, they make an Artist skill roll (or the equivalent). For each 2 points the roll succeeds by, the changeling gains 1 point of temporary glamour (round up). However, the changeling invests a lot in this method. Failure can be shattering - on a critical failure the changeling gains a temporary point of banality. However, great success (succeeding by 9+ or a critical success) results in gaining a point of permanent glamour.
Spending a night in a freehold will provide one point of temporary glamour. However, a freehold can only support a number of changelings equal to twice its level. Furthermore, if sleep is troubled or interrupted, the changeling may not gain the point.
Sometimes the raw essence of the dreaming becomes trapped in physical form. This form of glamour is known as Dross. Dross appears in countless forms - mushrooms, quartz rocks, fern seeds, etc. Dross can often also be found in the possessions and relics of great people. Finally, treasures always count as dross. Dross regularly contains from 1 to 5 points of glamour, though the truly magnificent Dross vessels contain up to 10.
While a changeling cannot directly draw Dross into himself, he can use it instead of his own glamour in the use of cantrips etc. To do so, he must break open or otherwise destroy the Dross to free the glamour within. Glamour thus freed must be used immediately. However, all the glamour need not be destroyed at once - the object can be broken a piece at a time to release a portion of the glamour stored within.
Destroying a permanent treasure, just to extract glamour from it is a heinous act against the dreaming and gains the destroyer 1 point of temporary banality in addition to the glamour gained.
A changeling loses glamour by spending it, but also loses it when they age. A childling who becomes a wilder loses one permanent glamour point and a wilder who becomes a grump loses a further permanent glamour point.
Banality describes the extent to which the mundane world has infected a character's soul. If, at the end of an adventure a character's Banality score exceeds their Glamour score they will revert to their mortal seeming and slowly begin to forget that they are Kithain. (Note that most grumps will need to purchase additional glamour with character points or begin in this state).
Banality accompanies humanity as an aura of frigid disbelief. Changelings must overcome this banality before they can affect a non-fae with a cantrip. Fae may choose to use their banality to resist cantrips too - but this can be dangerous as it opens the fae to banality himself.
A changeling gains a temporary point of banality each time they use their own banality to resist a cantrip.
If a changeling fails to overome a mortal's banality with a cantrip they gain a temporary point of banality.
The GM may arbitrarily assign banality if he thinks the character is behaving too mundanely.
Destroying treasures and some chimera can cause banality.
Killing a kithain's chimerical aspect causes the gain of a point of temporary banality.
Taking a kithain's mortal life causes the gain of two points of temporary banality.
If a character's temporary banality ever exceeds 10 they gain a permanent point of banality.
A player may choose to take a nightmare instead at any time they are assigned a point of banality.
When gaining a glamour point, a changeling may choose to remove a point of banality instead.
Certain quests may be undertaken to rid a changeling of banality.
A player may choose to take a nightmare in lieu of a point of banality. When you choose a nightmare, make a space for it on your bunk table. Your GM may or may not choose to tell you what a nightmare is before it activates during the casting of a cantrip.
The level of the nightmare gained is equal to half the changeling's current banality. Some sample nightmares are listed below.
Chimera are the creatures, things and places of fantasy that only exist for those who possess glamour. Chimera are born from the stuff of unformed dreams and have no effect whatsoever upon the mortal world.
Sometimes, mortals will witness a feat involving chimera that is otherwise impossible in the mundane world (such as a changeling riding a chimerical horse down main street). In such a case, the chimera have a tendency to simply vanish. The changeling must roll a contested skill of 10+ Permanent Glamour vs the witness' skill of 10+ Permanent Banality. Success results in the chimera remaining (though the mortal will still be affected by the mists).
As creatures of the dreaming, changelings are vulnerable to damage by chimera. However, Chimera do not deal mundane damage - rather they deal 'Chimerical Damage'. Each character has a number of chimerical hit points identical to their regular hit points. Note that chimerical damage does not do regular damage but regular damage also does chimerical damage. If a character is ever chimerically 'killed' they fall into a coma with duration based on their banality (Banality 1: 1 hour, Banality 2: 6 hours, Banality 3: 12 hours, Banality 4: 1 day, Banality 5: 3 days, Banality 6: 1 week, Banality 7: 2 weeks, Banality 8: 1 month, Banality 9: 4 months, Banality 10: 1 year).
Insanity is a constant threat to the kithain. They are creatures who constantly walk a tightrope between mundanity and madness, between banality and bedlam.
Bedlam should be inflicted on PCs when he thinks is appropriate.
Some signs that a character might potentially suffer from Bedlam are:
Bedlam usually passes through 3 distinct thresholds though it has been known to 'skip' stages in some cases.
Threshold 1 Bedlam usually consists of a number of Quirk-level delusions such as things constantly shifting colours or voices in their head. The character is usually aware of the falsehood of these effects - they should be annoying but livable.
Ironically, the cure for first stage bedlam is exposure to banality. To cure himself, a changeling must immerse himself in his mortal life and cut himself off from the dreaming. After a time this will cure the symptoms of threshold 1 Bedlam.
Threshold 2 Bedlam is more severe and debilitating. This usually consists of a number of 5 point mental disadvantages or the 'milder' 10-point ones such as overconfidence.
The cure for second stage bedlam is harder to attain. It requires a careful balance of magical healing and banality therapy.
Threshold 3 Bedlam is complete dehabilitation. The sufferer becomes unable to function in normal society and gains up to -50 points worth of mental disadvantages in addition to the stage 2 ones. Threshold 3 Bedlam is highly contagious and to make things worse, many of those in 3rd threshold Bedlam spew forth many nervosa chimera (a chimera born of madness) all of which share common characteristics and serve to protect the changeling. It is usually recommended that the GM take control of the changeling at this point.
The only known cure for third stage bedlam is drinking from the Cup of Dreams, an ancient artifact currently lost in the dreaming.
Finally, a changeling suffering from threshold 3 bedlam will completely lose all free will and pass into the dreaming - simply disappearing from the face of the earth.
Changelings are able to temporarily bring a mortal into their (chimerical) world by creating a small gift or item of food and investing it with glamour. A mortal accepting or partaking of this gift will find himself drawn into the world of the kithain, becoming freely able to interact with chimera and to take chimerical damage. This effect lasts one day for each point of glamour invested. Enchanted mortals may choose whether or not to use banality to resist cantrips, but if they do so, the duration of their enchantment is reduced by one day per time.
Staying in a freehold does odd things to an enchanted mortal. Whilst in a freehold, the enchantment will not fade and the mortal will not age.
Once the enchantment expires, the mortal once more becomes vulnerable to the effects of the Mists.
A changeling may perform a 'quick enchant' to draw a mortal into the world of the kithain (often so that a group of kithain may use chimerical weapons on a target). To do so requires an expenditure of one point of temporary glamour and success in a roll of skill 10 + the changeling's glamour - the target's banality.
The mists separate the fae from the mundane - clouding the minds of mortals so that they do not remember encounters with things faerie. The same mists can claim the mind of a fae who has fallen too deeply into banality.
The effects of the mists on a mortal witnessing fae happenings depends upon their level of banality. The effects are as follows:
Banality | Effect |
---|---|
1 Total Recall: Everything is remembered. | |
2 Startling Clarity: The entirety of the encounter is remembered as if it were yesterday. | |
3 Clear Memory: Nearly everything is remembered. | |
4 Slightly Confused: The individual will be slightly confused but will be able to recall most of his experiences though the details may be vague. | |
5 Uncertainty: The person will have a fairly clear memory of what occured but will doubt its validity | |
6 Haze: A hazy recollection of the experience is possible, but the individual will doubt her own memories and pass them off as a temporary delusion. | |
7 Flashbacks: The person will receive occasional vivid flashbacks but will otherwise disbelieve their validity. | |
8 Dreamlike Quality: The individual will be uncertain whether the experience was real or a dream. | |
9 Distant Dream: The experiences seem as a distant dream. | |
10 Complete Blank: The person remembers nothing. |
Cantrips are the magic of the fae.
The procedure followed in weaving a cantrip is as follows:
The player selects the levels of Art and Realm that they possess and intend to use in the cantrip. More than one realm (or level of realm) may be used if the player wishes to affect a greater sphere of influence. However, if more than one realm is used, a point of glamour must be expended for each one past the first.
The player rolls on the bunk table. Before rolling on the bunk table, the player may wish to expend a point of glamour to roll more than one bunk - this makes the cantrip more difficult, but increases the degree of success.
The changeling must then complete the bunk(s) or forfeit the cantrip at this point.
The changeling then describes the intended result of the cantrip. The GM is the final arbiter but players are encouraged to be inventive in the use of their cantrips.
If the cantrip affects an enchanted creature or is used within a freehold, the changeling rolls vs the lower skill of the Art and Realm(s) used plus the bonuses gained via bunks. The amount he succeeds by indicates the degree of success (see descriptions under the individual Arts and Realms).
If the target of the cantrip is a mortal, or the cantrip is done within sight of a mortal, the mortal's banality is applied as a penalty to the cantrip roll.
Changelings may invoke their own banality in this manner to make a cantrip more difficult but immediately gain a point of temporary banality afterwards.
Once the effect of the cantrip has ended, the character must choose to (temporarily) remove one of the options used in the cantrip - the Bunk(s), (level of) Realm(s) or (level of) Art. The character then marks this option with a pencil and it cannot be used for the rest of the adventure. This atrophy can be avoided for the expenditure of one point of temporary glamour.
If a bunk rolled is of the same art as that used, the changeling gains an additional +2 in the casting of the cantrip.