Changeling: the Dreaming - a Conversion to GURPS

Original version by Revenant
Converted to HTML by Dataweaver

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.

Contents


Part 1 - Character Creation

Templates

Note: None of the disadvantages in the templates count against the disadvantage maximum.

Changeling

All changelings possess the following advantages and disadvantages:

The base cost to be a Changeling is 30 points if Seelie, 35 points if Unseelie.

Seeming

Childling
Childlings possess the advantages of Glamour: 5 and Banality -7. They also suffer from the two levels of Weak Will(2).
It costs 77 points to play a childling.
Wilder
Wilder possess the advantages of Glamour +4 and Banality -5. They also suffer from one level of Weak Will.
It costs 61 points to play a childling.
Grump
Grumps possess the advantages of Glamour +3 and Banality -5. They also suffer from one level of Weak Will.
It costs 56 points to play a childling.

Kith

Boggan
Boggans have the Advantage of Craftwork. They also gain a +1 to all skill rolls involving group social dynamics. Boggans have the Compulsive Behaviour "Must help those in (legitimate) need". Boggans have an Affinity with the realm Prop.
It costs 11 points to play a Boggan.
Eshu
Eshu have the advantages Spirit Pathways and Talecraft. They suffer from the disadvantage Overconfidence. Eshu have an affinity with the realm Scene.
It costs 10 points to play an Eshu.
Nockers
Nockers possess a +2 on all rolls dealing with repairs (only) of any mechanical device. They have the advantage Chimerical Craftsman. Nockers have the disadvantage of Flaws. Nockers have an affinity with the realm Prop.
It costs 17 points to play a Nocker.
Pooka
Pooka have the advantage of Charm. They have the disadvantage of Compulsive Lying. They also have the ability to transform into a single, specific animal. Purchase this as per the rules in GURPS: Bestiary. Pooka have an affinity with the realm Nature.
It costs 0 points to play a Pooka, plus the cost for the shapeshifting ability.
Redcap
Redcaps possess the advantage Dark Appetite. They gain a +4 bonus to the intimidation skill. Redcaps all have the disadvantage Bully. Redcaps have an affinity with the realm Nature.
It costs 25 points to play a Redcap.
Satyr
Satyrs have a +1 bonus to HT. They also possess the advantage Gift Of Pan. Satyrs suffer from the disadvantage Uninhibited. Satyrs have an affinity with the realm Fae.
It costs 10 points to play a Satyr.
Sidhe
Sidhe have the advantages Enhanced Appearance(2), Charisma+2 and Noble Bearing. They have the disadvantage Banality's Curse. Sidhe have no affinity with any of the realms.
It costs 15 points to play a Sidhe.
Sluagh
Sluagh have the advantages Flexibility(except when bound with Cold Iron -10%), Alertness+2 and Truesight. Furthermore, they cannot critically fail Stealth or Perception rolls. They have the disadvantage Whisper. Sluagh have an affinity with the realm Prop.
It costs 18 points to play a Sluagh.
Troll
Wilders gain a +1 to ST, grumps gain +2 to ST but also suffer a -1 to DX. However, if a troll ever reneges upon a contract or oath this ability is lost until they atone (the -1 to DX remains). In addition, no troll can every critically fail an Athletics or Alertness roll. They also possess Strong Will+2. They suffer from the disadvantage Stubborn. Trolls have an affinity with the realm Fae. Trolls also often have a Code of Honour but that is not included in this template.
It costs 16 points to play a childling Troll. It costs 26 points to play a wilder or grump.

House

Normally only nobles are members of a house - most commoners may skip this step.

Dougal
Changelings of House Dougal possess the advantage Dougal's Gift. They must also possess a physical disadvantage; poor eyesight, a club foot, blindness, a missing limb or the like.
It costs 10 points in addition to the cost of the House disadvantage to play a member of House Dougal.
Eiluned
Changelings of House Eiluned are skilled in the arts of magic, gaining a +2 in the casting of all cantrips. They possess the disadvantages Reputation -2 and the Compulsive Behaviour "Investigate mysteries and involve self in plots".
It costs -3 points to play a member of House Eiluned.
Fiona
Changelings of House Fiona possess the advantage Unfazeable. They possess the Compulsive Behaviours; "Attracted to 'unacceptable types'/'rebels'" and "Falls in love easily and deeply".
It costs 0 points to play a member of house Fiona.
Gwydion
Changelings of House Gwydion have +4 to the Detect Lies skill vs everyone but House Eilenud. This is a supernatural gift and is unfooled by such things as forgery of body language and tone. These changelings possess the flaw 'Berserk'.
It costs -5 points to play a member of house Gwydion.
Liam
Changelings of House Liam have the advantage Liam's Gift. They have the disadvantages Reputation: Oathbreakers -2 with all the other kith and +1 Banality.
It costs -5 points to play a member of house Liam.

Character Options

Advantages

Allies

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

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

New Racial Advantages

Dreaming50 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.

Freehold10 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
Glamour10 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.

Gremayre10pts/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.

TreasuresVariable

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.

New Template Advantages

(These advantages may only be purchased as part of a template)

Affinity5 points

This ability provides a +2 to the casting of cantrips involving one specific Realm (chosen when this advantage is purchased).

Charm10 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.

Craftwork10 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 Appetite20 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 Gift10 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 Appearance5/15/25 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 Pan15 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 Gift5 points

A character with this advantage can enchant mortals more easily, requiring one less glamour than normal to do so.

Noble Bearing5 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 Pathways5 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'.

Talecraft10 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.

Truesight5 points

A character with this disadvantage is able to see through illusion magics if they make a successful Perception roll at -2.

Disadvantages

Code of Honour

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.

New Racial Disadvantages

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.

New Template Disadvantages

(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.

New Skills

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.

Arts, Realms & Bunks

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.

Arts

Chicanery

Chicanery is the art of trickery - of mental deceit.

Fuddle (Chicanery: 1) 10 points

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.

Fugue (Chicanery: 2) 10 points

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.

Haunted Heart (Chicanery: 3) 10 points

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.

Veiled Eyes (Chicanery: 4) 10 points

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+.

Captive Heart (Chicanery: 5) 15 points

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

Legerdemain is based upon simple illusions and trickery but includes the ability to affect physical reality.

Gimmix (Legerdemain: 1) 10 points

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.

Ensnare (Legerdemain: 2) 15 points

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.

Effigy (Legerdemain: 3) 10 points

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.

Mooch (Legerdemain: 4) 10 points

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.

Phantom Shadows (Legerdemain: 5) 15 points

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

Primal is an understanding of the fundemental connection between faerie souls and the forces of earth and nature.

Willow-Whisper (Primal: 1) 15 points

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.

Heather Balm (Primal: 2) 15 points

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.

Oakenshield (Primal: 3) 10 points

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.

Holly Strike (Primal: 4) 15 points
This is the ability to break objects or harm people inflicting nasty, jagged wounds upon a target. Realm indicates the nature of the target. The degree of success indicates the damage dealt to the target - 2 damage per point succeeded by. Armour does not protect.
Elder Form (Primal: 5) 15 points

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

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).

Fair Fortune (Soothsay: 1) 10 points

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 (Soothsay: 2) 10 points

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.

Tattletale (Soothsay: 3) 15 points

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 (Soothsay: 4)

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 (Soothsay: 5) 15 points

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).

Sovereign

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).

Protocol (Sovereign: 1) 5 points

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 (Sovereign: 2) 15 points

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 (Sovereign: 3) 10 points

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.

Weaver Ward (Sovereign: 4) 10 points

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 (Sovereign: 5) 20 points

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.

Wayfare
Hopscotch (Wayfare: 1) 10 points

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.

Quicksilver (Wayfare: 2) 25 points

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).

Portal Passage (Wayfare: 3) 10 points

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

Wind Runner (Wayfare: 4) 10 points

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.

Flicker Flash (Wayfare: 5) 20 points

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).

REALMS

Actor

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.

True Friend (Actor: 1) 5 points
In order to use 'True Friend', the subject must be relatively well known (his name, his job, his hobbies) and must be friendly to you.
Personal Contact (Actor: 2) 5 points
In order to use 'Personal Contact' you must know the name of, and had conversations with, the target in the past.
Familiar Face (Actor: 3) 5 points
In order to use 'Familiar Face' the target's face must be familiar to you - they must in some way be familiar to you. You need know no more than that about them.
Complete Stranger (Actor: 4) 5 points
In order to use 'Complete Stranger' you must know absolutely nothing about the target.
Dire Enemy (Actor: 5) 5 points
In order to use 'Dire Enemy' you must be opposed to someone, hate him, or otherwise be in competition or conflict. Note that a friend with whom you are having conflict falls under this category.
Nature

This realm comprises the forces, elements nad powers of nature.

Raw Material (Nature: 1) 5 points
You can only use 'Dire Enemy' on unliving organic materials (e.g. wood, rope, paper, etc.)
Verdant Forest (Nature 2) 5 points
You may use 'Verdant Forest' to affect living plants, trees, fungi, and anything that is alive but is not an animal.
Feral Animal (Nature: 3) 5 points
You may use 'Feral Animal' on living, non-sentient animals. Self-aware animals and humans are considered part of the actor realm.
Natural Phenomena (Nature: 4) 5 points
You may use this level of Nature on natural phenomena such as weather, volcanic eruptions, geothermal reactions etc.
Base Element (Nature: 5) 5 points
You may only use 'Base Element' on raw, natural elements (such as are found on the periodic table) or the traditional elements of air, fire, earth and water.
Fae

This is the realm of the fae and includes all things of the dreaming.

Hearty Commoner (Fae: 1) 5 points
'Hearty Commoner' allows you to affect a commoner changeling.
Lofty Noble (Fae: 2) 5 points
'Lofty Noble' allows you to affect a noble changeling (one who holds a title).
Manifold Chimera (Fae: 3) 5 points
'Manifold Chimera' allows you to affect chimera or chimerical items.
Elusive Gallain (Fae: 4) 5 points
'Elusive Gallain' allows you to affect those strange fae beings that are unknown to normal changelings. These include nunnehi and inanimae. This is also the catch-all category for anything unexplained or unexplainable but still related to the dreaming.
Dweomer of Glamour (Fae: 5) 5 points
'Dweomer of Glamour' allows you to affect anything created from glamour: Cantrips, treasures, freeholds, dross etc.
Prop

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.

Ornate Garb (Prop: 1) 5 points
'Ornate Garb' is used to affect things that are commonly worn including jewellery, clothing and even tatoos.
Crafted Tool (Prop: 2) 5 points
'Crafted Tool' allows you to affect a single handheld item having no moving or electronic parts. Weapons like clubs, staves and swords fall into this category. Guns do not.
Mechanical Device (Prop: 3) 5 points
'Mechanical Device' allows you to affect a single handheld item with moving parts. This includes guns but does not include anything requiring electricity.
Complex Machine (Prop: 4) 5 points
'Complex Machine' allows you to affect a single item containing both moving and electronic components but which is easily explained and understood. Toaster ovens, cars and printing presses fall into this category. Microwave ovens, televisions and computers do not.
Arcane Artifact (Prop: 5) 5 points
'Arcane Artifact' refers to a single item containing electronic and mechanical parts that is not easily understood or explained. Examples include a computer, an X-ray machine, a television or a CD player.
Scene
The Chamber (Prop: 1) 5 points
'The Chamber' refers to a small, enclosed area such as a room, a closet etc.
The Cottage (Prop: 2) 5 points
'The Cottage' refers to a small structure. Examples include a photomat booth, a tollbooth, a caractan, a small house and a bomb shelter.
The Lonely Lane (Prop: 3) 5 points
'The Lonely Lane' referes to a continuous expanse of road stretching as far as the eye can see. Examples include a city block, a lonely country highway etc. This realm is required if you wish to affect the road whild driving.
The Glen (Prop: 4) 5 points
'The Glen' refers to a relatively small easily defined natural setting. Examples include a park, a forest, a lake, a hill, a grotto etc.
The Castle (Prop: 5) 5 points
'The Castle' refers to a large building or series of buildings - about the size of a mediaeval castle. Examples include; a post office, a giant library, a series of university buildings, several townhouses, a shopping centre, etc.

Bunks

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.

Chicanery Bunks
Abracadabra: Say a silly word over and over at least 10 times (must be a different word each time). Bonus: +1
Gnis Gnos: Sing a song backward, one verse (must be a different song each time). Bonus: +3
The Rooster Screams at midnight: Read bad poetry, one full poem (must be a different poem each time). Bonus: +5
Yeah, Yeah - That's It: Tell a clever lie and get someone else to believe it. Bonus +3
Who's on First: Quote a monologue (Must be different each time). Bonus: +5
Moo: Make a sound like a cow. Bonus: +3
Just the Facts: State aloud someone's (not your own) correct name, social security number and home address three times quickly (must be a different one each time). Bonus +5
Low-Tech Karaoke: Hum a popular song to its completion. Bonus +5
Booger Salute: Burp on command. Bonus +3
Evening at the Globe: Quote a bit of Shakespearean dialogue correctly (must be different each time the bunk comes up). Bonus: +7
Flipper: Click continuously with your tongue for half a minute. Bonus: +5
Name That Tune: Whistle tunelessly. Bonus +7
Dateline: Read any newspaper story aloud. Bonus +7
The Children's Hour: Read any children's book aloud, completely. Bonus +7
Poetry Corner: Make up a six-line poem and recite it. Bonus: +9
A Million Stories in the Big City: Narrate your every action before doing it. Bonus +7
Legerdemain Bunks
Itchy & Scratchy: Scratch an itch, do it thrice. Bonus: +1
The Third Knuckle: Pick your nose and roll the phlegm up into a ball. Bonus: +3
Dance a Jig: Dance a little two-step and do it with flair. Bonus: +5
Piggie, Piggie: Play "this little piggie" with someone's feet (may be your own). Bonus: +5
Leap of Faith: Jump as high as you can and touch the ceiling or a branch. Bonus: +3
Moose Salute: Wiggle your hands on the side of your head like antlers and do it until someone notices you. Bonus: +3
Vanna's Revenge: Reveal something by yanking a curtain or cloth off it. Bonus: +3
Director's Cut: Hold your fingers like a picture frame in front of your eye and view your surroundings. Bonus: +5
Om: Assume the full lotus position and meditate until you have achieved a trancendental state of nothingness. Bonus: +5
Bloody Barishnikov: Perform a ballet dance - real or invented. Bonus: +7
Marcel's Apprentice: Mime "Walking into the wind". Bonus: +5
A Tree be I: Assume the basic Tai Chi "tree" stance (arms spread out, knees bent, hands down like a tree). Bonus: +5
Fred and Ginger: Tap dance across five different floor surfaces and two walls. Bonus: +9
Nah, Nah, You Stink: Wiggle your fingers and stick out your tongue at the target. Bonus: +5
Someone Else's Money: With a flourish, throw a breakable, valuable object behind you. Bonus: +7
Primal Bunks
Willow Bark: Make willowbark tea and drink it. Bonus: +1
Seashell: Listen to a sea shell. Bonus: +3
Petal-rain: Shower yourself in flower petals. Bonus: +3
Heather-wreath: Make a small wreath from heather and touch it to your subject. Bonus: +5
Soothing Balm: Rub lotion on your skin or your subject's skin. Bonus: +3
Honeycup: Put honey on your food or in your drink. Bonus: +1
Oakstaff: Make a staff from an oak branch and carry it with you for a day and a night. Bonus: +7
Watchful Warder: Watch your subject continuously. Bonus: +7
Draw the Line: Encircle your subject with a chalk circle. Bonus: +7
Holly-whip: Make a whip with a bough of holly at the end. Strike at your subject. Bonus +7
Self-Scarification: Deal damage to yourself that will leave a scar. Bonus: +9
Tears of Rage: Collect tears in a glass vial and sprinkle them near or on the subject. Bonus: +9
Elder-ring: Make a ring of elder wood and wear it. Twist the ring when you wish to enact the Bunk. Bonus: +5
Etch and Sketch: Draw a picture of your ideal self, right there on the spot. Bonus: +7
Strange Brew: Drink a potion prepared for you by a redcap. Bonus: +9
Soothsay Bunks
Lucky Charms, Magicaly ridiculous: Tear a four-leaf clover into four separate pieces. Bonus: +1
Crystal Blue: Press a clear quartz crystal to your forehead and concentrate on remembering what you ate for breakfast. Bonus: +3
Dragon Bones: Roll a six-sided die until you naturally get a "6" two times in a row. Bonus +3
Snap-bone: Break a pencil in three and throw the pieces away. Bonus +1
Photo Shoot: Cut up a picture of your target. Bonus: +3
Burning Issues: Burn a piece of your subject (hair etc.). Bonus: +3
Cauldron Scry: Focus on a small, black, three-legged ceramic cauldron filled with clear spring water. Bonus: +5
Tea with the Black Dragon: Drink a steaming hot cup of black oolong tea (no sugar) with the leaves still in it. Bonus: +7
Seven-Year Gaze: Break a mirror and choose a shard. Stare into it. Bonus: +5
The Celtic Cross: Lay out a 10-card Tarot spread. Bonus +5
The Oracle Says: Throw I-Ching coins. Bonus: +7
Mojo-bag: Make a bag full of chicken bones, beads and beans and rattle it continuously in the presence of your subject. Then burn the bag.
Soul-doll: Make a doll or model of your subject. Imbed in it pieces of the subject (hair, eyebrows, nails, wood splinters etc.) Run over the model with a car or smash it with a sledgehammer. Bonus: +9
Seven-Day Candle: Chew the wax of a candle that burned for 7 consecutive days. Bonus: +7
Bloodmark: Mark a symbol of the subject with your own blood on your own hand. Bonus: + 7
Sovereign Bunks
White Gloves: Put on white gloves (they can't have a speck of dirt on them). Bonus: +1
Ask Nicely: Say "please" to the target of the cantrip. Be considerate. Bonus +1
Badge of Honor: Focus on a symbol of nobility. Bonus: +3
Speak Softly: Speak very softly and calmly to your target. Bonus: +1
Endearment: Speak endearingly to the target. Bonus: +1
Ringing Shout: Holler at the top of your lungs. Bonus: +3
Finery: Wear your absolute finest clothes. Bonus: +5
Aura: Use a cantrip or treasure to cause your face to glow, or have a spotlight shine up from below you. Bonus: +7
Hangers-On: You must surround yourself with beautiful people. Bonus: +3
Gilded Cross: Make a Celtic cross or mandala sign on or near your subject using pure gold paint. Bonus: +5
Ashes in the Corner: Write your wishes on a piece of fine parchment you make yourself. Burn the parchment over a red candle. Collect the ashes and spread the ashes near your subject. Bonus: +9
By Signet Sealed: Press a noble's signet ring into a black wax blob on or near your subject. Bonus: +7
Quest-Gift: Give your subject an item of value. Bonus: +9
Renaming: Forever call someone by a new name you give him. You can add an epithet to the person's previously existing name if you wish. Bonus: +5
Honour the Four Winds: Burn rare oriental incense, procure an expensive gemstone, light a small fire of rare woods and obtain a drop of water from every ocean in the world. Place each of these items at the compass points around you and speak the name of your subject aloud. Bonus: +9
Wayfare Bunks
Runemarks: Make a runic mark on your forehead. Bonus: +1
Tattoo: Stare at a tatoo. Bonus: +5
Shatterglass: Break glass. Bonus: +3
Don't Inhale: Burn incense but do not breathe in the smoke. Bonus: +3
Captain Puff Puff: Smoke three cigarettes at the same time - don't stop until they're all done. Bonus: +5
Krispy Kreaming: Eat three glazed doughnuts at the same time. Bonus: +1
Lose a Key: Take a frequently used key off a key chain and throw it some place irretrievable. Bonus: +7
Graffiti: Make your mark on a wall. Bonus: +5
Three Stones: Take three stones and place them in a triangle next to the target of the cantrip. Bonus: +7
Birds of a Feather: Burn three rare bird feathers. Bonus: +9
Spinning Top: Spin around three times and leap in the air. Bonus: +5
High Jump: Jump off a three story building. Bonus: +9
Mark a map: Circle your subject's location on a map. Bonus: +5
Sword in the Stone: Thrust a blade into the floor. Bonus: +7
Geode Pair: Take two halves of a geode. Carry one. Plant the other one on or near your subject. Bonus: +9

PART 2 - Running a Changeling Campaign

Glamour

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.

Using Glamour

A changeling can:

Gaining Glamour

There are three primary ways to gain glamour:

Epiphany

Epiphany is the drawing of glamour through drawing creativity. There are three types of Epiphany.

Ravaging:

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:

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.

Rapture:

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.

Sanctuary

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.

Dross

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.

Losing Glamour

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

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.

Gaining Banality

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.

Losing 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.

Nightmares

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.

Level 1 Nightmares
Horrid Deams: You have terrible dreams for the next five nights.
Freezing Wind: Everywhere you go you are followed by a chilling breeze or wind. This lasts for a month.
Level 2 Nightmares
Clumsiness: You continually trip unless you constantly concentrate on your movement. All actions involving body movement are at -3. This effect lasts 1d3 hours.
Headaches: You are plagued with terrible migraines for the next month.
Level 3 Nightmares
Bad Luck: You suffer a critical failure on both critical failures and critical successes throughout the next dangerous scenario you are involved in.
Temporary Blindness: You are blinded for 1d3 hours.
Recurring Nightmares: Roll another bunk - this becomes a taboo that you must observe for the next month. The GM decides to what extent this reaches.
Widdershins: The cantrip has the reverse effect to that intended.
Level 4 Nightmares
Lose Important Item: Even if you constantly watch all your possessions for a week, you will lose one of them (to fire, destruction or forgetfulness). The possession is usually your most valuable or valued possession - possibly a treasure. It may be possible to regain the item or it may be lost forever.
Wracked with Pain: You are wracked with terrible pain and cry out in agony. Every time you think of this pain you must make a Will roll at -1 or experience it again. This lasts a full month.
Level 5 Nightmares
Lose All Glamour: All your temporary glamour departs at once.
Banality: Banality seizes your heart for a split second. Gain 2d6 temporary banality points immediately.

Chimera

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).

Chimerical Damage

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).

Mental States

Bedlam

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.

Signs of Bedlam

Some signs that a character might potentially suffer from Bedlam are:

Stages of Bedlam

Bedlam usually passes through 3 distinct thresholds though it has been known to 'skip' stages in some cases.

Threshold 1 Bedlam

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

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

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.

Enchantment

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

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

Cantrips are the magic of the fae.

The procedure followed in weaving a cantrip is as follows:

  1. Select Art and Realm

    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.

  2. Roll on the Bunk Table

    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.

  3. Describe the Effect.

    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.

  4. Overcome Banality and establish success.

    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.

  5. Discard/Refresh

    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.

Optional Rule

If a bunk rolled is of the same art as that used, the changeling gains an additional +2 in the casting of the cantrip.