Monday, 2 June, 2008
this section we have endevored to put information that will help you play in a
mixed chronical. |
Notes from the ST's will appear in Blue. Modifications
The Golden Rule -Changeling Style. |
only real rule in Changeling is that the rules are yours to do with as you please.
They are offered here as guides a starting point from which to play; they are
not set in stone. Feel free to change, eliminate or add to the rules as you see
fit. Changeling is aobut breaking the Banality that binds us all, that keeps us
from believing and from making our lives the tributes they could be. Don't be
trapped in the gears of the machine and forget to explore new horizons and stretch
the boundaries of your imagination. The rules do not control you, you control
them."- Changeling the Dreaming 2nd Edition. Pg
198. White Wolf Publications 1997-
Modifications are made as needed
by the Storytellers. New Modifications are entered in yellow
Good manners are expected, that rule is not subject to
the Golden Rule. =)
are often used to add interest to a story. For example How many mortals are present
when your character robs a bank. Are the police on the way? Did anyone witness
your characters stealthy activity. Did a hunter figure out your character was
not quite what she seemed?
Dice may or may not be used depending upon the
Dice are used in a SL all dice rolls must be completed in the room and logged.
may not roll dice on your desk at home or in a separate chatroom and declare the
Dice roller command:
works in both AIMS chattrooms and AOL chatrooms.
the number symbols with actual numbers.
Difficult || ||Automatic
Sucess ||Determined by the Storyteller|
Dandy Dice Cheet Sheet can be found here. -Just Click.
Its for VTM but the information is still handy to have.
If you have a Changeling
Dice Cheet Sheet you'd like to share please send a copy to Kidwyn@aol.com.
a mixed genre chron including vampires, we have choosen to modify banality or
we'd have dead or freaked out faeries all over the place. Banality is the static
disbelief that hinders imagination. It is the lack of creativity and dreaming.
The loss of of childhood wonder. Science and Technology are not Banal. Science
that explains away things magical or mysterious is Banal. Most situations in game
require a good deal of ingenuity and creativeness from the player. Banality and
Glamour will balance out. You'll most likely get asked to play out a nightmare
or bedlam if we think you are bored or hanging out in the room and not playing...
Oh yes, your friendly neighborhood Sts are creative too. >=o]
What is Banality? -- Anything that removes the wonder from a child's eyes, anything
that teaches us not to believe in magic or in faeries is a source of Banality.
It describes to what extent the mundane world has tainted the character's ability
to dream, and to find wonder in the things around him. Each Changeling has certain
things that remind them of this, and hence make the workings of their Enchantments
Oh yeah, REMEMBER: Cities are
not banal. Buildings are designed by artists called Architects. They are painted
by artists and photographed by artesians known as photographers. What goes on
inside them might be banal. Buildings and statues and local artwork even tagging
can inspire a sense of wonder and joy. Your city may have an Art Docent program
that lead groups of people around the city and tell about the various architects
and artesians, but I digress. =0) People not things can be banal.
- Each time a changeling
encounters a banal situation, the character can gain a point of temporary Banality.
These temporary remain until lost. Whenever the Changeling gains a point of Glamour,
they may choose to instead drop a point of temporary Banality. =)
of taking a point of Banality the character may opt for a nightmare. (see
at any time, the changeling's number of temporary Banality is higher than their
permanent Glamour rating, they themselves are considered to be Banal, and must
spend an additional point of Glamor for any Enchantment.
any Changeling has more permanent Banality+Willpower, than their permanet they
loose their Fae self completely and become only mortal; the character then becomes
Banality as a Defense
A Changeling may call upon Banality to protect them from hostile magics directed
against them. By gaining a temporary point of Banality, the character may ignore
any one magical affect that targets them, or hide their fae nature for a single
Banality Ratings: |
Mage, Garou, Vampire 0-33 years||3|
|Verbana, Dreamspeaker, COE, Maurader,
|Kysaid, Ravnos -Neonate -Elder||5|
|Nephandi, Technocrat Mage, Worm Tainted
Garou, Vamp Methuselah||7-10|
Note: That if your character has
a humanity or path of humantiy lower than 6 then banality is 7 or greater. To
have a banality level of 3 or less your character must have a humanitly level
greater than or equal to 7 or whatever is humanity's equivalent.
One of the more common dangers facing Changelings is not Banality, but rather
it's opposite. If a Changeling's permanent Glamour rating is higher than their
combined Banality and Willpower, then he is at the threshold of Bedlam. (there
are exceptions, though not many)
Edges: When a Changeling is at the threshold
of Bedlam, the world begins to look a little strange. The Changeling picks up
the Negative Mental Trait Oblivious, which cannot be bought off through experience.
This represents their increasing distraction with mundane reality; note that this
flaw does not apply to magical perceptions.
the Bend: If the characters permanent Glamour
rating exceeds twice her combined Willpower and Banality, s/he pass into the second
stage of Bedlam. The Changeling has begun to loose touch with his mundane existence.
Whenever meeting someone new, or if startled, the character must make pass a Simple
Test or let the Fae seeming slip visible. The changeling will not realize this
has happened until someone point it out.
addition, the character begins to view the Dreaming as a normal state, rather
than "seeing" in the physical world by default. To notice anything happening
in the mundane world including another Changeling's mortal seeming, the character
must pass a Static Mental Test.
The Mists still apply in this event.
There are two ways to recover from Bedlam:
Increase the character's Willpower through experience. This gives them a firmer
grasp on their self-identity and better enables them to function.
character must voluntarily gain one or more Banality Traits, While this is unpleasant
and increases their ties to mundane reality. It is still arguably better than
the consequences of Bedlam.
|The player may choose to take a nightmare
in lieu of a point of banality. The level of Nightmare gained equals half of the
character's current banality total. |
Sample nightmares :
Dreams: You have
terrible dreams for the next five nights.
Wind: Everywhere you go you are followed by a
chilling breeze or wind. This lasts for 4 sessions of RP.
Level 2 Nightmares
You continually trip unless you constantly concentrate
on your movement. All actions involving body movement are at -3. This effect lasts
2 gaming Sessions (up to 4 hours)
You are plagued with terrible migraines for the
4 Rp sessions.
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.
Blindness: You are blinded for 1d3 hours.
Recurring Nightmares: Roll
another bunk - this becomes a taboo that you must observe. The ST decides to what
extent this reaches.
The cantrip has the reverse effect to that intended.
Level 4 Nightmares
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
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.
Lose All Glamour:
All your temporary
glamour departs at once.
Banality seizes your heart for a split second. Gain
1d6 temporary banality points immediately.
Glamour is the wonder that
powers the magic of the Fae. It is their bastion against Banality. The passion
that enables them to thrive. Glamour can be used to overcome Banality and to power
certain Enchantments. There are three types of Enchantments that a Changeling
- Most common is to allow their Fae Seeming to manifest in
the mundane world.
- In addition, many of the powers that come from the
Birthrights of your Kith (other than Attribute or Ability Traits) are considered
to be Enchantments.
- The third and most common type of Enchantment is
the casting of Cantrips, the special magics that are the expressions of a Changeling's
In addition, a point of Glamour may be spent to Enchant
a mortal; such an application lasts until the mortal next sleeps, and for that
duration they are considered to have the merit Faerie Affinity. (after
5 Enchantments the target gains the merit/flaw -Faery Affinity.)
a final application, a point of Glamour may be spent to enable a Changeling to
view the local Penumbra (or Shadowlands) for a single scene.
There are many ways to recover Glamour. Resting for a night
in a Freehold will refresh your Glamour. Gaining Dross (not an easy task) or use
one of the four paths of Epiphany:
being in the presence of creative mortals or inspiring them or their natural surroundings,
a Changeling may attempt enhance the local Glamour, and recover some of their
own in the process. The character musing threshold will determine how long this
takes. This is beneficial for all involved. The Changeling gains glamour, the
dreamer/mortal gains a performance point or an artistic specialty point.
- Rapture: The Changeling
performing some form of artistic expression or an appropriate good dead attempting
to create Glamour. Over the course of an hour, character must create in RP. Roll
the appropriate dice. ie. Performance + Charisma for the creation. She may gain
1 point of glamour for every 2 successes.
When in dire need (or for Unseelie, when in a bad mood), a Changeling may attempt
to steal Glamour directly from another; this
is a violation of the Escheat Right to Dream- expect consequences.
The Changeling must meet eye contact with another, usually a mortal. A Mental
or Social Challenge follows, in which the Changeling tries to rob the victim of
their inherent Glamour.
*1-3 successes = 1 point temporary Glamour- Target
looses 1 temporary willpower point
*4-10 sucesses =2 points temporary Glamour
-Target looses 1 temporary wil power point.
*0 successes= 1 point temporary
Banality or level 2 nightmare. -Target is resistant to further Ravaging for the
remainder of the session.
*BOTCH- The ST determines the temporary derangement
for the Ravager. The target is resistant untin Samhain or Beltaine depending on
which half of the year we are in.
If the Ravaging is successful, the
victim is flooded with Banality; The victim/target is rather dull, borish, and
perhaps sleepy for the rest of the session. Mages gain a point of Paradox in addition
to this, while Garou lose a point of Rage; Wraiths lose a point of Pathos, while
mortals and others lose one temporary Willpower Trait. If another Changeling is
Ravaged, she loses one point of her own Glamour; if the victim has no temporary
Glamour left, she gains two temporary Banality points.
A Changeling may
attempt to Ravage someone a number of times in a given month equal to the victim's
permanent Willpower rating. Note that no character may relent to a Ravage test.
- Rhapsody: Forbidden
form of Epiphany may have dire consequences. The Changeling imbues the
Target with Glamour forcing the Artist to create his or her greatest work of their
lifetime in one great burst -draining the target of all their creativity and perhaps
robbing them of their link to the dreaming/ ability to dream for the rest of his
life. The Changeling reaps the glamour from the cresendo of creation and the wrath
of the Dreaming itself.
The difficulty is the targets wp. which decreases
by 1 point with each attempt the Changeling makes. the Changeling may continue
so long as there is 1 or more successe per role. Glamour = Successes Changeling
makes up to 6 points of Glamour obtained. The victim of Rhapsody may not e in
any other form of Epiphany: their well-spring of Glamour is exhausted forever.
Note: The intent to gain Glamour through Rhapsody
must be discussed with the ST and the Target. You do not have to tell the target
that this will happen, only that it is possible it might happen, and make certain
the target is agrees to Rp it out. Be certain that if your character chooses this
path of epiphany that you can handle the consequenses.
Do not rely on the myth of True Role players will Rp anything. It's neither true
can be found in Dreamstuff, Dreams, Dross, Enchanted objects or people, hidden
glens, trods, freeholds, and Treasures.
both editions of Changeling allow characters to acquire Glamour through the destruction
of dross, objects imbued with Glamour via natural or human creativity. In a roleplaying
game about the preservation of dreams, characters shouldn't be destroying artworks,
heirlooms, artists' tools etc. . . We modified the rules so they will focus on
the ability of Dross to inspire and infuse with Glamour.
Those with a banality rating of 8, 9 or 10 cannot obtain glamour in this
manor, the Dreaming will bitch slap the character. Want to play the scene? Then
find a creative way to reduce your character's Banality rating. The ST will happily
provide ideas or hints.
Glamour from Dross: "appropriate"
use of it (this method is usually time-consuming). An example: a character wishing
to cast a powerful cantrip might dance in the slippers of a legendary ballerina.
Combining the dross and the Bunk unleashes the Glamour. As in the official rules,
using dross is an all-or-nothing affair; upon completing her dance/Bunk, the character
is left with a still-famous, but no longer Glamourous pair of slippers--every
bit of Glamour contained therein has been released for use or dispersal.
The Storyteller may after the storyline is over or (after a reasonable amout of
time) determine if the item can regain glamour for another player to use.
Mortal Dreams: any mortal who comes into
contact with a dross filled object must first activate the object either on purpose
or accident. runs the risk of enchantment. This enchantment is exactly as if the
person was enchanted by a Changeling. The enchantment last for the number of days
equal to the points of Glamour contained within the dross.
activate the dross: one must first find the object or "accept"
the gift. and preform the ritual that releases its glamour. Dance in those magic
shoes in a specific order. There must be a good story about how the character
recieved said object and was blessed or cursed by the "dross' " glamour.
Ritual: Determined by the ST. The Mortal Character activating the dross
must perform a "ritual" action plus famous quote of the former owner
or some rhyme that is appropriate. This action is very simular to a bunk and a
cantrip, however the owner of the dross is only releasing glamour from the object.
(condensed version of a short story I wrote. I am shameless.
While antiquing Melody finds an old pen. Being an author the pen intriques
her. It's just a plain old quill pen, the wooden stylus chewed by a pondering
previous owner. The pen came with a well used ink pot. The set will look perfect
on her grandfather's weathered writing desk- a family treasure that no one in
the family particulary treasured. But she did she loved that old desk. Yep. The
pen set was a perfect accent piece. So she bought the pen set and placed it into
her shopping bag and continued on to other stores.
Before going to sleep
that night, she had to know if the pen worked... that would definately be a plus.
She sat down at the desk and sat the now filled inkpot on a blotter she'd found
in the old desk. Dipping the quill pen into the pot, she began to write on the
paper saying the words "Doubting, dreaming dreams no mortal ever dared dream
before." The pen worked...and her skill with it...she wrote the line from
The Raven again. She wrote it again, saying the words...the quote looked picture
perfect. Satisfied the pen worked, she covered the inkpot and carefully cleaned
the quill... then went to bed and was asleep before her head hit the pillow. And
Melody dreamed an amazing story.
The vivid dream awoke its dreamer. Melody
looked at the clock and groaned. "1 am.
gah! " Rolled over and pulled the pillow over her head. Soon she returned
to the dream...again she awoke this time thinking she was late for work. It was
1:10 am. Now she was wide awake so she got up and slipped her feet into her Taz
slippers and walked downstairs to the desk and began to write down the vivid dream
she'd had...and she wrote. The alarm went off to get up for the day, she didnt
hear it... she kept writting. Inspiration fueled her honed skills as a writer.
the fifth morning the sun shone brilliantly through the eastern window, a four
day old half finished cup of tea sat on the right side of the desk, along with
a half finished sandwich and various wrappers of Mel's favorite junkfood. The
ink in the well had dried up, she wrote the last words of the story. 4 days had
passed - it seemed to Melody she'd just woke up. Why was she so tired? Yes, in
case you are wondering she finally turned off the alarm. Later that afternoon
she met with her publisher. The book was published. It sold millions of copies.
Melody had written the greatest work of her life. Will her life remain so blessed
after wards? Can't tell. It's a mystery.
Dynamics: The character accidentally completed
the ritual that commaned the pen to release its glamour. The pen was just a pen
now still the unknown tool of the famous E.A.Poe. Perhaps the tool of her greatest
success will remain her sentimental favorite "muse". But now it is just
an old quill pen. The glamour is completely
System: Glamour contained
in the dross vrs. Diff of the mortals banality.
The Pen's Glamour content:
4. -Melody's Banality rating: 5. 1 success Melody is enchanted for 4 days. At
sunset of the 5th day the glamour expires.
Important Stuff: Most times a mortal will not
know that they possess a dross filled item. A changeling will show them how to
use it or try to steal it... you can never tell. =o) The changeling benefits from
the glamour filled dreams, inspiration and creativeness produced by the mortal.
1 point per 24 hour period.
a Dead Horse: Accidental "Enchantments"
or other uses of dross DRAIN the dross (object) of its Glamour. There is no more
glamour in that object. The owner of the dross has a very sentimental piece of
history. If any character destroys dross he or she will gain two points of temporary
Enchanted mortals or other beings do not automatically
fall into comas once their enchantment expires. Comas are caused by Chimerical
Damage. No Damage. No coma. It's that simple. However the enchanted individual(s)
d'an is up to the Mists of Forgetfulness and The Storyteller.
- Clarifications to the official rules for gaining Glamour from freeholds:
level of the holding determines how much Glamour the owner of the freehold (or
her designated recipient) receives upon awakening;
also helps set the upper limits of the freehold's Glamour support, allowing two
times its level of changelings to recover a point of temporary Glamour per night.
Example: a level three freehold generates three Glamour for its owner and shelters
up to six changelings, each of whom regains a point of Glamour per 24 hours.
memories of chimerical existance are still affected per the Mist Chart.