Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 34

Changeling: the Dreaming - a

Conversion to GURPS
Original version by Revenant
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
1. Templates
1. Changeling
2. Seeming
3. Kith
4. Houses
2. Character Options
1. Advantages
2. New Racial Advantages
3. New Template Advantages
4. Disadvantages
5. New Racial Disadvantages
6. New Template Disadvantages
7. New Skills
3. Arts, Realms & Bunks
1. Arts
2. Realms
3. Bunks

 Part 2 - Running a Changeling Campaign


1. Glamour
1. Using Glamour
2. Gaining Glamour
3. Losing Glamour
2. Banality
1. Gaining Banality
2. Losing Banality
3. Nightmares
3. Chimera
1. Chimerical Damage
4. Mental States
1. Bedlam
2. Signs of Bedlam
3. Stages of Bedlam
5. Enchantment
6. The Mists
7. Cantrips
1. Optional Rule

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:

 Dreaming

 Iron Intolerance

 Code of Honour: Seelie -or- Code of Honour: Unseelie


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
Dreaming 50 points
Dreaming is the ability to interact with the Chimerical realms. It is this advantage
that makes Changelings what they are - the children of the Dreaming. This advantage
also provides Changelings with access to the ability to weave cantrips. Although this
advantage itself does not allow the weaving of cantrips, to do so is impossible
without it. Furthermore, it is also this advantage that causes the ’Mists’ (see Part 2).
Finally, this is also the ability to draw glamour from mortals.
Freehold 10 points/level
A character with this advantage is owner or heir to a faerie freehold. The level of this
advantage measures both the size of the freehold and the amount of glamour
produced there per day (see Freeholds in Part 2). Note that freeholds are highly
coveted by changelings and possession of this advantage will often require you to
spend much time defending your freehold from others. It is advised that GMs not let
characters purchase more than 5 levels of this advantage at maximum.
Freehold Level Size
1 Closet
2 Small Kitchen
3 Room
4 2-3 Rooms
5 House
Glamour 10 points/lvl
Glamour is the embodiment of the dreaming - pure creativity. Changelings have the
ability to store Glamour up to their glamour rating within their forms. Changelings
use glamour in weaving cantrips and enchanting mortals. In all but the most
exceptional cases, a character can have a maximum of 10 levels of glamour.
Gremayre 10pts/lvl
The Gremayre advantage represents both a changelings attunement to the dreaming
and knowledge of their past fae lives. A character with this advantage will sometimes
just know information concerning the fae with no discernable source. A character
with this advantage may roll 10+Gremayre to gain insight into the fae (the GM
should assess penalties to this, depending on obscurity of the insight). GMs are
advised against letting PCs have this ability beyond level 5.
Reduced Banality 5 points/lvl
A character with this disadvantage suffers from reduced banality. See ’Banality’ in
Part II.
Treasures Variable
It is advised that GMs charge character points at his discretion to those players
wanting to begin play with a ’treasure’ - a Changeling magic item. Chimerical items,
being less useful in the mundane world should cost roughly half the price of a regular
treasure.
New Template Advantages
(These advantages may only be purchased as part of a template)

Affinity 5 points
This ability provides a +2 to the casting of cantrips involving one specific Realm
(chosen when this advantage is purchased).
Charm 10 points
A character with this advantage gains +2 to all rolls in casual social situations.
Furthermore, a character with this gift can use this ability to elicit information that
no-one else could extract. Finally, a character with this ability is unable to critically
fail any social interaction rolls.
Chimerical Craftsman 10 points
A character with this ability is able to forge chimerical items. To do so is identical in
all respects to creating the normal item - a character with this ability must still have
the appropriate skills to build the desired item. This ability also requires raw
chimerical material to build from.
Craftwork 10 points
A character with this ability is supernaturally skilled at any task involving simple
physical labour. They are able to complete such tasks in 1/3 of the time it would
normally take. In addition they may never critically fail any roll involving crafts.
Dark Appetite 20 points
A character with this advantage can eat anything that he can wrap his mouth around.
A character with Dark Appetite can gain nourishment from bolts, bricks and even
toxic waste. Furthermore, a character with this ability deals thr/cut damage with a
bite. Items swallowed are dissolved within 1d seconds. However, to swallow
anything that a normal human could not digest requires the expenditure of a point of
glamour.
Dougal’s Gift 10 points
Changelings of House Dougal are gifted with the ability to invest glamour in
everything they do. During hard work, physical exertion or combat (and only then), a
changeling with this gift may convert glamour into ’Dougal Points’. A single Dougal
point may be spent at any time for a +1 bonus to any action or Will roll. A character
may never possess more Dougal points than their Will-5.
Enhanced Appearance 5/15/25 points
A character with this advantage has a bonus to his appearance. The 5 point level
gives a bonus equal to ’attractive’ appearance. The 15 point level gives a bonus equal
to ’beautiful’ appearance. The 25 point level gives a bonus equal to ’very beautiful
appearance’. All modifiers are cumulative so a Very Beautiful character with
Enhanced Appearance(3) would have +4 on reaction rolls by the same sex and
+12(!!!) on reaction rolls by the opposite sex.
Gift of Pan 15 points
A character with this ability can inspire mortals and changelings alike to fits of carnal
passion. When a character with this gift sings and plays music all those within
earshot must make a successful Will roll at -1 or become uninhibited. Uninhabited
characters act out any and all unrepressed desires. Any character affected by this
power has his banality lowered by 1 for the duration of the effect (an hour or two).
Multiple characters with this advantage can use it simultaneously by playing and
singing together. All effects or cumulative.
Liam’s Gift 5 points
A character with this advantage can enchant mortals more easily, requiring one less
glamour than normal to do so.
Noble Bearing 5 points
A character with this advantage appears dignified. Furthermore, any cantrip that
would make them look foolish will automatically fail. In addition, no character with
this advantage can ever critically fail a Savoir-faire roll.
Spirit Pathways 5 points
This advantage is a beneficial form of the Weirdness Magnet disadvantage. A
character with this advantage has an uncanny knack of turning up in the right place at
the right time. This advantage is relatively cheap as the character who possesses it
often wanders into danger and peril - but the reward is usually worth it (even if it is
’just’ a new tale to tell). This advantage embodies the ancient chinese proverb ’may
you live in interesting times’.
Talecraft 10 points
A character with this ability is skilled in the telling of stories. Characters with this
ability will never critically fail any roll involving oration. Characters with this ability
are so attuned to their stories that they actually gain an extra experience point at the
end of each game session during which they learn a new story or accomplish a
significant feat through the telling of a story.
Truesight 5 points
A character with this disadvantage is able to see through illusion magics if they make
a successful Perception roll at -2.
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:

 spend 1 point of temporary glamour to use an additional bunk in a cantrip.

 spend temporary glamour to enchant a mortal (see Enchantment below).

 spend a point of temporary glamour to avoid the temporary loss of Arts, Realms and
Bunks after using a cantrip (see Cantrips below)

 spend temporary glamour to extend the duration of a cantrip.


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:

 A character’s permanent Glamour rating exceeds his permananent banality rating + his
Strong Will bonus.
 A character spends more nights in freeholds than in the real world.

 A character has more than one faerie treasure.

 A character interacts with more than 3 chimera on a regular basis.

 A character is a perennial ravager.

 A character has no mortal friends.

 A character has no mortal job.

 A character is almost exclusively nocturnal.

 A character is a regular drug or alcohol user or has sex to excess.

 A character spends more than half their working time creating art of some kind.

 A character has no mortal family.

 A character has no mortal possessions.

 A character is in a state of unrequited love.


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:

E
f
f
Banality
e
c
t
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.

You might also like