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Changeling meets Dresden meets Changeling meets Dresden...

Posted: Wed Jun 06, 2012 8:39 pm
by Amseriah
This is some info on the changeling game that I am going to be running in Aug.


Character Creation Rules and Rules Hacks for Changeling Game

Standard mortal character creation

Starting Wyrd=2 and cannot be raised with starting merit points, nor can morality be sacrificed to raise it

Select Seeming and Kiths: All players have the option to start play with 2 kiths as per the 3 dot merit in Rites of Spring. If the player chooses not to take a second kith no other benefit such as extra merit points is gained. Kiths can only be divorced from their primary Seeming on a case by case approval basis. At Wyrd 5 characters will have the option to gain a 3rd and final kith.

Choose a Court: The 2 Courts available are Seelie and Unseelie, these are not political associations inherently (you aren’t a part of any supernatural politics yet anyway) but that isn’t to say that your character doesn’t feel strongly about people of the same or different Court. The Courts are more of an alignment of emotions that your character exhibits and feeds on, as such it colors his/her outlook GREATLY. At first glance it is easy to make the assumption that the Seelie Court is good and that the Unseelie Court is evil, this isn’t the case at all however. The Seelie Court is warmer and comes across as more nurturing and honorable, while the Unseelie Court is colder and comes across as ruthless, but any attempt to apply morality to either of them is unwise. When you choose a court you get 1 free dot in one of the Mantles associated with that Court, and may buy other associated Mantles or may raise the one that you have chosen with merit points. You may have as many Mantles as you have Wyrd but may not buy from the opposing Court. Use any of the Mantles as the prerequisites for purchasing Court Contracts.
The Mantles are divided as follows (original court is given in parenthesis):

Seelie: Desire (Spring), Wrath (Summer), Passion (South), Honor (West), Hope (Dawn), Shame/Righteousness (Sun)

Unseelie: Fear (Autumn), Sorrow (Winter), Suffering (North), Greed (East), Fatalism (Dusk), Disgust/Wickedness (Moon)

Altered or Removed Merits: Court Goodwill allows you to take one mantle from the opposing court up to 3 only this can only be taken once EVER, You don’t have access to Hollow as of yet, You don’t have a New Identity, You don’t have access to Fae Mount, You don’t have access to Faerie Favor, Soul Sense doesn’t exist.

New Merit: Glamours: You can extend your Mask and your Will out to create illusions. This merit can only be taken up to your current Wyrd and you can only create illusions that draw from your Mantles (i.e. if you have Desire, you could create an illusion of delicious food or money, if you have Fear, you could create illusions of spiders or Bloody Mary). This power works as per Chimeristry as printed in Vtm: 20 in conjunction with the Vampire Translation Guide (pg 23). The advanced Discipline dots are available when you qualify (Wyrd 6+) which makes for you terrifying.

I suggest that people take a look at the Fatebound merits found in Swords at Dawn (pg 88 ). They are neat and are in a lot of ways very fitting to this game, as are the merits found in Rites of Spring that effect your body.
We are using the Tale-crafting rules in Swords at Dawn (pg 60)

YOU WERE NEVER CAPTURED, YOU WERE NEVER THE CHEW TOY/LOVER/DOG/CANDLE FOR THE FAE, YOU DON’T HAVE A FETCH!!! KEEP YOUR GODDAMNED FRIENDS AND FAMILY, FUCK BEING LOST!

Clarity doesn’t exist, instead the Morality trait is (Placeholder), Keen Senses is determined by the sum of your Wits + Wyrd, Kenning is a Wits + Wyrd roll rather than Clarity and doesn’t have a minimum of 6 dice to use.

The Banes optional rule presented in Danse Macabre (pg 189) is being used with the Frailties listed in Winter Masques for your kiths as the Banes. Minor Frailty=Minor Bane and Major Frailty =Major Bane. Changelings still acquire Frailties with high Wyrd as per the core book. The 2 Major Frailties that Changelings get from high Wyrd are universal and they are the inability to lie, and fatal vulnerability to cold iron (it bypasses supernatural toughness and armors made of Arcadian stuff and inflicts Agg dmg).

Social Combat as presented in Danse Macabre (pg 127) is being used with a few modifications to Edge which will be determined later.

Entitlements: You will be allowed access to 2 Entitlements as the game progresses, one standard and when you qualify for it an eldritch. These are not a political organization so much as they are your faerie nature naturally growing.

Posted: Wed Jun 06, 2012 9:39 pm
by Amseriah
Changed Court Goodwill from nonexistent to modified.

Posted: Wed Jun 06, 2012 9:45 pm
by Amseriah
I would like it if people would use this thread to post their characters at some point.

Posted: Thu Jun 07, 2012 4:18 pm
by Amseriah
Court Goodwill doesn't provide any social benefit, is limited to 3 dots, and counts towards your max Mantles (your wyrd score).

Posted: Wed Jun 20, 2012 11:00 pm
by Amseriah
System Hacks found in Armory Reloaded being used:

Distractions: You can spend a Glamour reflexively to add your Wyrd score to your defense for a turn. It doesn't work on other changelings or on ensorcelled humans.

Revelation in Pain: Whenever a changeling suffers a lethal wound in combat, onlookers may roll Wits + Composure as a reflexive action. If the roll succeeds, the witness sees the changeling's mien for a split second. This doesn't apply to changelings or other characters that can see the mien anyway.

Sup on Agony: If a changeling makes an attack that inflicts more damage than the target's Stamina, or the attack marks enough boxes on the victim's Health bar to cause wound penalties, the changeling can immediately roll Wits + Empathy to harves Glamour as a reflexive action. Changelings cannot harvest Glamour from each other in this manner, though they can harvest from other supernatural creatures. Certain mantles will apply to this roll if they are applicable.

The Unassuming Mask: When a changeling spends Glamour to reinforce the Mask, the player may make a reflexive Wits + Stealth roll along with his Initiative roll at the beginning of combat. If the roll succeeds, no character can attack the changeling until he takes an aggressive action (such as attacking, drawing a weapon, or using an obvious Contract). Other changelings and the True Fae may attempt a reflexive Wyrd roll to attack the character normally.

Posted: Sat Jun 23, 2012 11:28 pm
by durden
Am I playing this game?

Posted: Sun Jun 24, 2012 2:08 am
by Amseriah
Yes