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Yours to Keep

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01/03/2019, 15:37
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Metamorphosis

Metamorphosis is the fae Art of transformation. It is the source of legends of wicked boys turned into frogs, and enraged faeries becoming terrible dragons. While such overt miracles have become taxing and difficult to perform as the world slides from Autumn to Winter, the Kithain have nevertheless retained nearly their full command of this glorious and storied Art.

Or at least, the commoner Kiths have. Metamorphosis is a rare Art among the ranks of nobles; many sidhe regard it as a form of base magic, and would never dream of transforming themselves into lesser beings, or marring their beauty with beastly features, no matter how useful they might be. The pooka, of course, claim that Metamorphosis was their original invention and gift to the Kithain as a whole, and are some of its most enthusiastic practitioners. The Art is also common among sluagh, clurichaun, and boggans.

Unleashing Metamorphosis

Because the Kithain have retained such extensive mastery of Metamorphosis, Unleashings using the Art are fairly uncommon — there’s not a lot within its purview that a true master of the Art can’t already accomplish. Most Unleashings, then, are either used to gain access to advanced powers the changeling can’t normally use, or to call upon the Dreaming to deliver its own judgments and justice. “Let him wear the nature of his heart for all the world to see” is a classic Metamorphosis Unleashing.

Metamorphosis Bunks

Metamorphosis bunks incorporate animal symbolism, colors, transformations, alterations, and utterances. Examples include: Make the sound an animal makes, burn a feather, curse someone, paint your nails, rub ash on your subject, reverse your shirt and put it back on, speak your target’s name thrice, then thrice again backwards, catch a cat, frighten a flock of pigeons, pretend to be an animal for a full scene, carve a figurine from soap, paint your target, then paint over it again, deface a portrait, put on a silly disguise, or strip off all your clothes.

Metamorphosis 1 (Sparrows and Nightingales): A sidhe wilder wears hair of a different hue each day. A clurichaun, freshly arrived in Honolulu, gives himself the cast of an islander, naively thinking this will help him approach the native fae. A grinning pooka takes on the seeming of a troll, the better to rook a gullible young knight. This cantrip allows the changeling to set her target apart from himself, changing one fundamental feature into some plausible alternative. She could change a man into a woman, a redhead into a brunette, make a short woman tall, or a black man white. She could make a boggan into a nocker, a cheap pressboard table into gleaming mahogany, an oak tree into an elm tree, a black cat into a calico, a stick shift car into an automatic, or a five-dollar bill into a 100-dollar bill. The only restrictions on this metamorphosis are that the changeling may change only one fairly discrete physical feature about her target, and she must change it into an alternative feature that the target might reasonably possess. A person might be dark-skinned rather than light-skinned, but couldn’t generally be green-skinned, for example (some Kiths notwithstanding), a table might be made of teak rather than oak, but certainly wouldn’t be made of depleted uranium, and a car might be the 2014 model rather than the 2009 model, but would never be able to fly or to contain ejector seats.
System: The Realm selected determines who or what is transformed. The number of successes rolled dictates how long the transformation lasts:
1 successes: One scene
2 successes: One day
3 successes: Changeling’s Glamour in days
4 successes: One month
5 successes: A year and a day
If she wishes, the changeling may always attach a condition to the duration of the transformation that, if met, will end the cantrip early, such as “when you return with the Duke’s ring,” “when you speak my name thrice into a mirror,” or even “when you come to truly repent of your crime.”
Type: Chimerical or Wyrd.

Metamorphosis 2 (Worms and Giants): This legendary cantrip may be used to shrink or enlarge its subject, producing riding mice for pooka hedge knights, shrinking boggans down to do truly fine detail work on shoes, making table knives into impromptu swords, or punishing uncouth mortals with a true worm’s-eye view of the Autumn World.
System: The Realm delineates who or what shrinks or grows. The successes rolled determine the extent of the subject’s size alteration:
1 successes: Shrink to 3/4th of normal size or grow to 1 1/2 times normal size.
2 successes: Shrink to 1/2 normal size or grow to 2 times normal size.
3 successes: Shrink to 1/4th of normal size or grow to 2 1/2 times normal size.
4 successes: Shrink to 1/8th of normal size or grow to 3 times normal size.
5 successes: Shrink to 1/16th of normal size or grow to 3 1/2 times normal size.
Unlike most cantrips, repeated castings do stack. Regardless of the severity of growth or shrinking, this cantrip lasts for only a scene, although Unleashings have been known to produce transformations of greater duration.
Type: Wyrd.

Notas de juego

William tiene Metamorphosis 2.

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01/03/2019, 15:43
Director

Soothsay

Soothsay is the Art of divination, prediction, and interaction with Dán, the fae belief in fate.

Changeling seers hold that Dán is a great loom of interwoven strings of destiny, too vast and complex for most minds to untangle. All beings — fae, mortal, and Prodigal alike — are woven into this great tapestry, their actions and ideals looping across and around one another to create the great design that is the world. Occasionally, the forces of Dán become apparent in the form of signs, omens, and portents, if the viewer has the knowledge, instinct, and wisdom to know them for what they are. Soothsay measures these qualities.

This Art is associated with thoughtful, contemplative Kithain. Nobles seek masters of Soothsay as seers and advisors, while commoners revere them for the wisdom they offer. This Art is most often practiced by sidhe sorcerers and eshu seers, but is also known for ancient associations with satyr grumps.

Unleashing Soothsay

Soothsay Unleashings are often considered among the most dangerous phenomena in the Dreaming, for they lay bare the full tapestry of Dán—a dangerous thing for any seer. Unleashing this Art reveals the future, for good or ill, and almost always reveals more than the bare essentials the seer hoped to learn, complicating her destiny in the process.

Soothsay Bunks

Soothsay bunks tend to involve traditional and nontraditional acts of divination. Examples include: Lay out a tarot reading, drink down a bowl of tea and read the leaves, shatter a mirror and examine the fragments, perform scapulomancy, eat a fortune cookie, hypnotize a friend and quiz them on the future, interpret clouds, take hallucinogens, sit in a smoke lodge, shake a magic 8 ball, program a random algorithm to replicate a magic 8 ball.

Soothsay 1 (Omen): An eshu seer pronounces a wanderer of honest character, and he is welcomed into the local court. Elsewhere, another seer informs his liege that the love she pursues does not feel as she does—and is banished for his honesty. This rudimentary cantrip provides the briefest of glimpses at the thread of a person, place, or thing’s destiny. The Omen revealed is always vague, and rarely concerned with immediate events — at this level, the seer can at best glimpse the broad nature of a thing’s destiny. System: The Realm selected determines what the Omen is about — usually Fae or Actor, although it’s certainly possible to conjure an Omen about a place or object. The more successes rolled, the deeper the Omen may reach to hint at the truth of its subject… although no matter how many successes are rolled, Omens are always subject to some interpretation.
1 successes: The seer may seek one clue about an immediate plan of the target or the near-future of an object.
2 successes: …or one clue about the outward demeanor or Court allegiance of the target, or whether the object is lucky or ill-omened.
3 successes: …or one clue about a long-term goal of the target, or where the object will be in the future.
4 successes: …or one clue about the inner nature or Legacy of the target, or whether the object is of great importance.
5 successes: …or one clue about a closely-guarded secret of the target, or the defining moment of the object’s destiny.
Multiple castings upon the same target within a single story cumulatively cost one additional point of Glamour with each repeated casting, as the threads of Dán become increasingly tangled.
Type: Chimerical

Soothsay 2 (Seer’s Wisp): A boy conjures up a ball of warm light. “My brother,” he whispers. “Find my brother.” It bobs, drifts out of his bedroom window, and an adventure begins. The seer gains the ability to conjure a bright fragment from the heart of the Dreaming, to lead her where she needs to journey. She may whisper into the Wisp the name or a description of the thing or person or place she seeks, and it will lead her there unerringly along the paths of Dán.
System: The Realm dictates who or what the changeling is trying to find. The more successes rolled, the more direct and safer the path down which the Wisp leads the changeling. This cantrip only lasts for one hour per dot of the seer’s Glamour, and can only be used to seek a single subject once per story, severely limiting its effectiveness as a tool to resolve legendary quests. One odd quirk of this cantrip is that while the Wisp is entirely chimerical, mortals with low Banality (6 or less) can sometimes glimpse its light, particularly by night and in lonely places.
Type: Chimerical.

Notas de juego

William tiene Soothsay 2.

Cargando editor
01/03/2019, 15:48
Director

Primal

The fae are at least as old as the world itself, if not older, and have always shared a powerful affinity for the very elemental substance of the world — a few legends even claim that they spun the primal fundament of reality from the inchoate mist of dreams at the dawn of time. Regardless, modern changelings can remember a time when they were kindred to the stones and when they plucked whispers from the air, when they seduced the flames and bowed before embarking upon the back of Mother Sea. Even today, they still remember many of the secrets of harnessing the elements, and Primal is one of their most useful and widespread sorcerous Arts.

It’s widely accepted that the Kithain learned Primal from their cousins, the inanimae, and that it was once the merest stepping stone toward far grander elemental magic. Those greater Arts were lost in the wake of the Shattering, and today Primal is largely associated with “salt of the earth” changelings, such as boggans, eshu, piskies, and redcaps — though many sidhe nobles quietly dabble in its useful lesser enchantments.

Unleashing Primal

Primal Unleashings place the vast and ancient power of the elemental Arts back into the hands of the Kithain, if only for a moment. Earthquakes, firestorms, trees erupting through pavement and growing to full grandeur in moments — these are the hallmarks of Primal Unleashings, making it one of the most potent and dangerous Arts to loose into the world with little greater direction than “stop them,” “help us,” or “open a path.”

Primal Bunks

Primal bunks incorporate props from nature or primal elemental forces. Examples include: Light a match or wave a lighter around, break a stick, make willow bark tea and drink it, coat your hands in mud, listen to a seashell, douse yourself with water, carve a statuette out of wood, draw your target in the dirt with a fingertip, run full speed against a powerful wind, scatter freshly-fallen leaves over your head, pluck a rose and savor its fragrance, leap into a puddle, mark a tree using a sharp stone, or craft a crown of thorns, and wear it.

Primal 1 (Willow Whisper): In the hours before dawn, a pooka creeps up on cat feet to ask the paving stones of the Duke’s walkway who came to visit him in the night. Investigating a mugging in the park, a boggan private eye interrogates the trees, and discovers plots darker than he’d anticipated. This useful bit of magic allows the changeling to speak to the world, and hear its replies. She may use Willow Whisper to speak to any plant, animal, object, or natural feature — any stone, any jeweled ring, any shining blade, any beast normally incapable of speech. Willow Whisper has two restrictions. First, the changeling must speak in a whisper, and hears all replies as whispers in return — this cantrip is useless at a stock car race or rock concert. Second, no matter how hard she tries, the changeling may never hear the voice of cold iron.
System: The Realm selected determines what the changeling may speak to the world about. Actor and Fae would allow her to ask a tree if a certain person has passed by, and what they were doing. Prop and Nature allow the changeling to make inquiries about objects or natural phenomena themselves. The changeling can ask one question per success.
Type: Chimerical.

Primal 2 (Eldritch Prime): This cantrip allows the changeling to conjure up manifestations of the elements of earth, water, wood, fire, or air. This appears in the most natural form possible — water pours down from the sky as rain, or bubbles up from the earth as a small spring, for example. Rocks thrust up from the ground with a rumble. Plants grow up from the ground with unnatural speed. These manifestations can occur in decidedly unnatural locations, however, such as rain happening inside of a building, or flowering branches growing from an angry math teacher’s head like beautiful antlers.
System: The Realm used determines where the element manifests. Actor and Fae could cause it to rain on someone, or for stones to weigh down their pockets, or for plants to sprout from them, or even for them to catch on fire (inflicting damage equal to the successes rolled). Nature simply permits the appearance of the elements from the natural world, while Prop could cause howling winds to blast out of an old Buick’s air conditioning system, or cause its trunk to fill up with fertile dirt. The more successes rolled, the greater the manifestation of the element. A single success would be sufficient only to conjure a few flowers, a glass of water, a few rocks, or a torch’s worth of fire. Three successes could produce half an hour of rain, a wind strong enough to impose a two-die penalty to move against it, a bonfire’s worth of fire, or a tangle of thorny vines. Five successes could call forth rocks big enough to flip a car as they erupt from the ground, a small inferno, enough water to fill a backyard swimming pool, or a young tree.
Type: Wyrd.

Notas de juego

Lily tiene Primal 2.

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01/03/2019, 15:53
Director

Winter

Despite a long absence from the Dreaming, changelings remain bound to the seasons. Each of the four cycles creates powerful magic for the Kithain, but none so unyielding and frightening as winter. Winter harnesses the fae’s connection to frozen lakes, endless nights, and bitter winds. The cantrips of Winter deal with cold, ice, fear, and the loss of desire. Many view Winter as an Unseelie Art, but any changeling can learn winter magics.

Unleashing Winter

Winter Unleashed manifests deep, instinctual fear (“make them flee”), mastery over ice or cold (“protect the motley with frozen armor”), or numbed hearts (“end the party”). Filtered only through the changeling’s kith, the glamour of Winter embodies the heart of winter: unyielding, uncaring, and unending.

Winter Bunks

Bunks for Winter cantrips often involve discarding possessions, casting during moon phases or tides, and unflinchingly facing danger. Example bunks: Walk straight up to your enemy and kiss him on the cheek without hesitating, skinny dip in freezing waters under a blood moon, hold your hand in ice water, scorn someone you love, or drink an entire frozen beverage at once while a crowd cheers you on.

Winter 1 (Chill): The first and most benign application of Winter magics allows the changeling to lower the temperature of the target significantly over a short period of time. Chill does not cause injury or damage when cast on a living creature, but plants and objects may wither or break, respectively. Provided the Kithain can see the focus of the cantrip, she can usher in a deep and unpleasant cold. A boggan barkeep keeps the drinks cool and refreshing when the icemaker breaks down. Jealous and vindictive, a scorned sidhe kills all of the plants in her ex-lover’s garden. Obsessed with becoming a vigilante, the sluagh chills her next criminal target before striking.
System: The cantrip’s Realm determines the target(s), and the changeling possesses enough control over the Glamour to pleasantly cool a drink or cause someone to shiver and move as they futilely try to escape the cold. When used on something inanimate or non-sentient, the Storyteller should arbitrate the effects of the cold (flowers die, metal becomes dangerous to touch, rain turns to hail). When cast on a warm-blooded animal or creature, the target incurs a +1 difficulty to all rolls due to the distraction and discomfort. The number of successes determines the number of turns the cold persists.
Type: Wyrd.

Notas de juego

Lily tiene Winter 1.

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02/03/2019, 19:31
Director

Actor

This Realm grants power over the folk of the Autumn World. Its purview encompasses ordinary people, of course, but also the enchanted, Kinain, mages, and even Prodigals such as vampires and werewolves (though not the Kithain and their fae brethren).

Actor 1 (True Friend): The most rudimentary initiation into this Realm grants power over a well-known friend or confidante — someone the changeling has spent a great deal of time around, whose interests and hobbies and aspirations she knows, and who trusts and likes her.
Possible examples: Your friends. Your spouse. Your brother. Your kids. Certain of a therapist’s patients.

Actor 2 (Personal Contact): Basic initiation into the Realm of Actor allows the changeling to work cantrips upon those that she has personally met and had at least a few minutes of interaction with, and whose names she knows. In older times, folk were cautious about giving their names to strangers, for names are things of power in the hands of the fae — but the Autumn World has largely forgotten its fear of faeries, and names are easy to come by.
Possible examples: Your boss. Your coworkers. Your neighbors. The kid who picked on you at school. The bartender at your favorite bar.

Actor 3 (Familiar Face): Adepts in this Realm can weave their cantrips against anyone they recognize based on some preexisting context — the changeling has moved beyond the need for a name. A person needs to be no more than “the guy who drives the ice cream truck,” “that cop who gave me a ticket last week,” or “Stephi’s mom.”
Possible examples: The people at a high school reunion. The local news anchor. The regulars at your favorite bar. A criminal you saw a story about on TV. The guy who drives the bus you take to work every morning. Those kids always hanging out on the corner.

Actor 4 (Dire Enemy): A favorite of redcaps everywhere, the changeling can now wield her Arts against anyone who has established themselves as an antagonist, even those she’s never met before. An antagonist is anyone attempting to restrain, attack, belittle, harm, humiliate, or thwart the changeling.
Possible examples: A security guard at the place you’re breaking into. A mugger. A vampire who attacks you at the club. The kid running to tattle on you to the teacher. The guy who isn’t taking no for an answer at the bar. That dickhead who just cut you off in traffic and flipped you the bird.

Actor 5 (Complete Stranger): Mastery of the Realm of Actor grants the changeling power over even total strangers, so long as she has some idea of who she’s aiming her cantrip at — she still can’t “blind aim” a cantrip, so “whoever broke into my apartment” won’t work.
Possible examples: That guy waiting for the bus. The person who just got into the elevator with you. That lady with the weird mole. The man in the yellow raincoat. The kid working the drive-through window.

Notas de juego

Errant tiene Actor 2.
Lily tiene Actor 5.

Cargando editor
02/03/2019, 19:36
Director

Fae

This Realm grants power over the things and children of the Dreaming — the Kithain themselves and their stranger cousins. Its most rarefied heights also grant dominion over the odd and incomprehensible mysteries of the world, since mysteries are, in the final estimation, also gifts of the Dreaming.

A note: This Realm is relative, and is presented from the perspective of the Kithain, who generally act as the default protagonists of Changeling: The Dreaming, but these are not the only changelings in the world. When wielded by, for example, the Menehune of Hawaii, the first dot of this Realm affects the “common” hana and kokua kiths, while the second dot grants power over the “noble” ali’i and kahuna kiths. For a Menehune to direct a cantrip at a troll, sidhe, or redcap, she would need to use Fae 4, as the non-Hawaiian Kithain are alien to her place in the Dreaming.

Fae 1 (Hearty Commoner): The first things a changeling initiated into this Realm gains power over are the humble commoners of the fae world.
Possible examples: Most non-sidhe Kithain, titleless Autumn sidhe.

Fae 2 (Lofty Noble): With greater mastery over the Realm of Fae comes the ability to direct cantrips at the nobility of the Kithain, a fact that causes no little consternation among militant commoners — it’s difficult to keep morale up when the Dreaming itself seems to endorse the divisions of class and power. This rank also encompasses members of “commoner” kiths who have been granted titles.
Possible examples: Arcadian sidhe, troll knights, oba.

Fae 3 (Manifold Chimera): Those with significant facility with the Fae Realm eventually learn to direct their power at chimera, including both chimerical creatures and wholly chimerical objects (but not including a changeling’s voile — her clothing is considered a part of her by the strange rules of the Dreaming).
Possible examples: Nervosa, your imaginary friend, most nocker contraptions.

Fae 4 (Elusive Gallain): Potent adepts of the Fae Realm may direct cantrips at those strange fae set apart from the Kithain by the inscrutable will of the Dreaming. This category generally includes the nunnehi and Menehune, Adhene, inanimae, Thallain, and any other bizarre denizen of the Dreaming. It also includes any inexplicable yet bodiless beings that changelings occasionally encounter, such as spirits or ghosts.
Possible examples: Goblins, kachinas, water babies, hana, ghosts, naraka, Hsien.

Fae 5 (Dweomer of Glamour): Masters of the Fae Realm may work their magic directly upon receptacles of waking Glamour: cantrips, Treasures, free- holds, dross, trods, and so forth.
Possible examples: Caliburn, a closed trod, the balefire of a freehold.

Notas de juego

Erissa tiene Fae 3.
Cid tiene Fae 3.
William tiene Fae 3.
Lily tiene Fae 3.

Cargando editor
02/03/2019, 19:42
Director

Nature

This Realm encompasses the raw elements and awesome forces of nature. It is defined by a classical and holistic understanding of natural phenomena and substances, rather than a clinical one.

Nature 1 (Base Element): The changeling may direct a cantrip at discrete manifestations of the four classical elements (air, earth, water, and fire). These manifestations must be fairly straightforward and inorganic. Because it’s difficult to quantify discrete manifestations of air, that element often requires the Scene Realm as well.
Possible examples: A puddle, a big stone, a campfire, the soil of a grave, all the water in a bathtub.

Nature 2 (Raw Material): The changeling may affect unliving, organic material such as wood, paper, rope, hemp, and the like.
Possible examples: A wooden shelf, a wooden fence, a sheet of paper, a hand-rolled joint, the mooring line for a small boat, a steak dinner.

Nature 3 (Verdant Forest): At this level of initiation, the changeling may now direct her cantrips at living plants.
Possible examples: A planter of flowers, a potted cactus, a mighty oak, creeping kudzu vines, a fresh apple, a weeping willow.

Nature 4 (Feral Animal): Adepts of the Nature Realm gain power over living animals, great and small. People who have been transformed into animals (hey, it happens) are governed instead by the Realm reflecting their base form (usually Actor, or, in the case of pooka, Fae), as are Prodigals such as werewolves who transform freely between human and bestial forms.
Possible examples: Your dog, a stray cat, the tigers at the zoo, the crow sitting on your roof, the goldfish who is now the only witness to a murder.

Nature 5 (Natural Phenomena): The most refined mastery of Nature grants the changeling the ability to directly target natural phenomena: weather pat- terns, volcanic eruptions, earthquakes, and the like.
Possible examples: A fog bank, a storm cloud, a geothermal vent.

Notas de juego

William tiene Nature 2.

Cargando editor
02/03/2019, 19:47
Director

Prop

Prop is the Realm governing objects of all sorts, from table knives to telescopes. Props are worked objects not falling into the parameters of the Nature Realm, including all refined metals, plastics, and compound materials.

Prop can never, under any circumstances, affect objects made of cold iron.

Prop 1 (Ornate Garb): The changeling may target anything that is commonly worn, or currently being used as clothing or a body decoration.
Possible examples: A dress, a shirt, jewelry, tattoos, makeup, a small padlock worn as an earring, your boss’s toupee.

Prop 2 (Crafted Tool): The Kithain may now enchant any object that doesn’t use electricity and has no moving parts.
Possible examples: A club, a knife, a sword, a crowbar, a screwdriver, a hand saw, a glass coffee table, a mug, a mattress, a lucky coin.

Prop 3 (Mechanical Device): The changeling’s mastery of Props grows to encompass objects with moving parts, so long as they don’t require fuel or an electrical power source.
Possible examples: A gun, a skateboard, a bicycle, a door, a combination lock, an action figure, a swing set.

Prop 4 (Complex Machine): At the higher ranks of facility with the Prop Realm, the changeling gains the ability to ensorcel machines that require fuel or electricity, so long as the object is fairly easily to explain, use, and understand.
Possible examples: A toaster, a chainsaw, a car, a printing press, a stun gun, an oven, a telephone, a lamp.

Prop 5 (Arcane Artifact): At the apex of the Prop Realm, the changeling discovers the secrets of working Glamour upon even the most complex of devices — those of inscrutable working or function, or that depend upon delicate and complex electronics.
Possible examples: An X-ray machine, a television, an iPod, a smartphone, a computer.

Notas de juego

Erissa tiene Prop 1.
Cid tiene Prop 2.
Errant tiene Prop 3.
William tiene Prop 3.

Cargando editor
02/03/2019, 19:52
Director

Scene

Scene is one of the two modifier Realms. It cannot be used to ground an Art on its own, but must instead be used in conjunction with Actor, Fae, Nature, or Prop. Scene expands the effects of the Realm it modifies to encompass as many relevant targets as the changeling desires within the described zone — for example, if Scene were coupled with Actor 4, a cantrip could be used upon all of the changeling’s enemies within the area; if it were combined with Prop 4, the changeling might enchant all of the cars in a parking lot.

Using Scene always raises the difficulty of a cantrip by 1.

Scene 1 (The Chamber): The first dominion of the Scene realm is the Chamber, allowing the changeling to affect all subjects within a small, discrete, enclosed area.
Possible examples: A den, a closet, a garage, a bedroom, a utility shed.

Scene 2 (The Cottage): The second domain of Scene encompasses a small, contiguous building, allowing the Kithain to work a cantrip upon all subjects within.
Possible examples: A mobile home, a one-story house, an old cabin in the woods, a bomb shelter.

Scene 3 (The Lonely Lane): Adepts of Scene may work a cantrip upon an entire highway or road, stretching as far as the eye can see, and anything on it or immediately adjacent to it (such as in adjoining yards or on the sidewalk, but not inside of buildings).
Possible examples: A lonely country road, a city block, a suburban street, a hiking path, an interstate highway.

Scene 4 (The Glen): The changeling may lay a cantrip over all subjects within an entire discrete, easily-defined outdoor location. Anyone inside of a structure that happens to be within the area is exempt.
Possible examples: A park, a lake, a forest, a hill.

Scene 5 (The Castle): The greatest works of Scene can amplify a cantrip to target all relevant subjects within a single massive structure or a cluster of smaller buildings that fall under a single intuitive header.
Possible examples: A castle, an office building, a university campus, an office park, a shopping mall, a hotel.

Notas de juego

Erissa tiene Scene 1.

Cargando editor
02/03/2019, 19:56
Director

Time

Time is one of the two modifier Realms. It cannot be used to ground an Art on its own, but must instead be used in conjunction with Actor, Fae, Nature, or Prop. Time allows the changeling to manipulate a cantrip in various ways, winding its Glamour through time in increasingly complex permutations.

Using Time always raises the difficulty of a cantrip by 1.

Time 1 (Three-fold): The duration of the cantrip is tripled.

Time 2 (Suspended Sands): The cantrip’s effect is delayed, and will activate at a time of the player’s choosing (set when the cantrip is cast), up to a year and a day in the future.

Time 3 (Fateful Trigger): Rather than being delayed by a set amount of time, the cantrip may be set to “hang” until a specified trigger occurs, set by the player. Examples include “the next time a Kithain walks through the door,” “the next time Bill the Sluagh walks through the door,” or “the next time the door is opened.” The character must use the appropriate Realm or Realms for the target of the trigger.

Time 4 (Bright Echoes): After the cantrip ends, it automatically reactivates a second time. The second activation applies the cantrip’s effects as though it rolled only a single success, no matter how many successes the original cantrip generated. If the first use of the cantrip failed, so does its echo.

Time 5 (Glorious Renewal): The Cantrip becomes seasonal and reactivates after being dormant. The specific circumstance for the Cantrip reactivating is dictated by the player, but must involve a significant marker (such as an equinox, eclipse, birthday, etc.) and there must be significantly more time between activations than the duration of the cantrip.

Notas de juego

Ningún PJ tiene Time. Pero bueno, era el último que quedaba y era cortico, así que lo he puesto.

Cargando editor
03/03/2019, 15:59
Director

Willpower

A character’s Willpower represents her control over herself. Is she facing opposition? She uses her strength of will to overcome it. Does someone try to manipulate her or tempt her into something enticing but dangerous? Willpower allows her to resist that temptation or to throw off suggestions or coercions.

Using Willpower

—A Willpower point purchases a single success on a dice roll. You may only spend one point per roll, but that guarantees a single automatic success (which also reduces the chance of a botch). The Storyteller may prohibit this use in certain situations.
—The player can spend a point of Willpower to let a character avoid an instinctive reaction, allowing her to overcome phobias, control her emotions, or counter imposed commands or suggestions for a short time (i.e., enough to apply to the situation at hand). The player spends a point to ignore the compulsion and do as she pleases. This can be a long, drawn out, and difficult contest, but sooner or later the character’s Willpower will give out. Note that Willpower may not be used to counteract a magical compulsion.
—Willpower can sometimes either contain or control the effects of Bedlam. Spending a Willpower point lets the changeling ignore Bedlam’s irrationality and weird perceptions. It cannot cure Bedlam but can lessen the effects and allow the changeling to regain some modicum of sanity for a short time.

Recovering Willpower

Willpower dots may only be purchased with experience points. Refreshing the Willpower pool, on the other hand, can be effected in a number of ways:

—When a story ends, all the characters refill their Willpower pools.
—After a good night’s sleep in which the character dreamed peacefully and without interruption, the character feels invigorated. When that happens, he regains a Willpower point. If his sleep is disturbed — by bad dreams or by aninterruption — he might not gain the point, at the Storyteller’s discretion. Unless this is a planned part of the story, Storytellers should usually let the characters sleep well. Otherwise, it becomes too hard for characters to replace lost Willpower.
—The Storyteller may award Willpower points for the character’s accomplishment of a goal related either to the current story or quest or by fulfilling her primary Legacy. The Storyteller may award from one to five points (depending on how grand the task).

Legacy Quests and Bans

A changeling who exemplifies his Legacy finds it easier to live out his personal narrative. All Legacies have a Quest and a Ban. Quests are behaviors that model a changeling’s archetype. Whenever he accomplishes his primary Legacy’s Quest, he receives a point of Willpower at the Storyteller’s discretion.

Bans are actions that run counter to the Legacy’s archetype. If a character violates his primary Legacy’s Ban, he forfeits a point of Willpower. A changeling can go against his primary Legacy’s Ban without penalty if he can justify it using his secondary Legacy. However, if the changeling invokes his secondary Legacy too frequently, he might be on the verge of trading Courts.

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Glamour

Glamour is that scintillating magical stuff of dreams that whisks disbelief away and replaces it with awe and wonder. It provides the means to see the true, fantastic, and amazing world glimmering just behind the mundane scrim that calls itself the “real” world. Anyone can create Glamour, but only fae can use it by giving it form.

Raw Glamour appears as beautiful, multi-hued, radiant flashes and flickers that caress and wind through both beings and objects. It is always moving and changing, never still. Changelings can not only perceive Glamour, but bathe in it and use it to create physical forms and magical effects. This means that when a fae uses Glamour both the changeling and the target of a cantrip are enwreathed with the flame-like tentacles of Glamour. This makes it very difficult to hide the use of Glamour from other changelings.

Once infused into an item or being, Glamour is more rigid, yet still maintains a certain ethereal luster that makes itself plain. A chimerical sword leaves trails of color and movement in its wake when used.

Uses for Glamour

Characters must maintain Glamour to continue being what they are. Otherwise, they succumb to Banality and forget themselves. Aside from this self-preservation, changelings use Glamour to control various aspects of the Dreaming, including casting cantrips and forming chimera.

The list below details other uses for the elusive essence:

—You must spend a point of Glamour each time your character casts a Wyrd cantrip.
—The character can spend Glamour to enchant a mortal, either temporarily or permanently. (See Appendix II for how to do this).

Gaining Glamour

As Glamour is the single most defining element allowing changelings to live and function as part of the Dreaming, its acquisition and maintenance are of utmost importance. Accordingly, several methods exist that allow changelings to regain temporary Glamour. On extremely rare occasions a changeling might be able to gain Glamour dots.

—Epiphany: A changeling may take Glamour from mortals or other changelings. Epiphanies happen due to Ravaging, Rapture, Reverie, Revelry, and Rhapsody (see pp. 260–264).
—Sanctuary: Sleeping in a freehold, in the light of a balefire, allows a changeling to regain a number of Glamour points equal to the freehold’s rating. If multiple changelings attempt this, they split the Glamour among them evenly, but no matter how many Kithain attempt this, all of them gain at least one point. The changeling must dream; if his sleep is disturbed or troubled the Storyteller may choose not to award the points. See Chapter Seven for more information on freeholds.
—Dross: This does not restore Glamour, per se, but can be spent in place of Glamour (see dross, p. 320).
—Imbalance: Marking an Imbalanced point of Willpower replenishes a point of Glamour. See p. 275 for more on Imbalance.

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Invoking the Wyrd

Though the Autumn world rejects the Dreaming and its children, Kithain are not without recourse. In moments of great need, a changeling can call forth all of her magic, bringing her fae nature to the fore. If successful, the Dreaming extends some of its powers and protection to its descendant, allowing her to manifest fully in the Autumn world. Invoking the Wyrd makes a changeling’s faerie mien and any personal chimera (represented by the Background) fully solid and physical, capable of interaction with the Autumn world.

Invoking the Wyrd requires the expenditure of one point each of Glamour and Willpower. The player then rolls the character’s Glamour against a difficulty of the area’s ambient Banality (see p. 268) or the character’s Banality, whichever is higher. On a success, the character invokes the Wyrd for the duration of a scene. A failure on this roll triggers Banality, while a botch incurs Banality points equal to the 1s rolled.

A character can also invoke the Wyrd by Unleashing an Art. See p. 196 for more details on how this works.

Invoking the Wyrd has the following effects:

—The character is granted more control over her own destiny; she can steer the events of her story. If a player is dissatisfied with the outcome of a roll, she can spend a point of Glamour and reroll the dice. She can only do so once for a given action, but she can take whichever result she wishes.
—Glamour infuses every action the changeling makes, occasionally pushing results further than anticipated. Whenever dice rolls turn up 10s, the player rerolls them (at the same difficulty as the initial roll). Any further successes are added to the total, and any further 10s continue to be rerolled. The 10s still count as successes as well.
—All of the character’s voile and chimera become solid and visible to non-enchanted eyes. This means that a changeling’s chimerical armor can protect her from bullets, and her chimerical sword can cut a mundane opponent.
—The changeling can soak lethal damage while invoking the Wyrd.
—Though all cantrips become Wyrd, they no longer cost a point of Glamour to cast.

Once changelings leave the Wyrd-state, the Mists begin to clear witnesses’ minds as normal (as described on p. 269).

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Banality

Glamour’s counterweight, Banality is cold where Glamour is warm, hunger where Glamour is plenty, apathy where Glam- our is hope. More than despair, it is an emptiness, a stasis, the lack of a drive to take life for anything more than a series of meaningless rote actions. Even sorrow and loss are emotions, charged with Glamour and inspiration — what Banality touches shivers and dies, though it puts up every appearance of living on. It is active apathy, a pervasive force of conformity that has infested the modern world.

Banality is a terrible enough foe for mortals, draining the joy from their lives, sometimes even turning them into walking beacons of the stuff that lashes out at the Dreaming wherever it may sniff it out. For changelings, Banality is 1,000 times worse, a creeping poison that slowly, over the course of a bright and brilliant life, steals that light away, locking it behind the Mists until, at last, the Kithain are left with no more than we remember of our own dreams when we rise each morning. Others, unaware of the Dreaming, pity them, thinking them senile or mad, but even this pity is no salve for the true tragedy this poor soul has suffered.

Gaining Banality

Exposure to the modern world results in the slow buildup of Banality in every changeling’s soul. This is an unavoidable consequence of existence in their present form, but is preferable by far to the permanent destruction of the faerie self.

Banality points may be thought of as contamination, as something of the outside world clinging stubbornly to the changeling and slowly affecting her mind. When a changeling’s Banality pool exceeds her Glamour rating, she begins to suffer from the Mists, her memory slipping away by drips and drabs. To recall anything more clearly than specified on the Mists chart (below), the player must roll Glamour against a difficulty equal to her Banality rating.

Long-term exposure to a concentrated source of extreme Banality (such as a person or an object with a high Banality rating) results in the changeling gaining a point of temporary Banality. This threshold is typically reached after a scene of dis- tinctly uncomfortable interaction — most changelings naturally do their best to avoid such individuals and things, but there are few places outside the Dreaming where one can hide from Banality. Ultimately, the amount of exposure necessary to cause the changeling to gain Banality is left to Storyteller discretion, but she should be quite clear about when that threshold is about to be crossed. Grumps do not gain Banality in this manner.

Triggers

Banality is an all-pervasive force, but at times it redoubles itself, aggressively seeking the weak points within a changeling’s soul and doing its best to push its way in. Rather than simply gaining a temporary point of Banality from ambient exposure, this is an immediate and brutal invasion of the changeling’s faerie self. These surges of Banality are called triggers, and all Kithain suffer from them. When a character experiences a Banality trigger, the player rolls Glamour (difficulty 8). If the roll fails, the character gains a point of Banality. If the roll is a botch, the character gains a point of Banality for every 1 rolled.

The following triggers are common to all changelings, a result of their very natures at conflict with Banality itself.

—Invoking the Autumn to resist a cantrip or chimerical effect.
—Failing to overcome a target’s Banality while enchanting them (this does not apply to childlings).
—Wilfully destroying a Treasure or any other irreplaceable faerie artifact.
—Killing a changeling’s chimerical self (wilders are immune to this trigger under most circumstances).
—Ending a changeling’s mortal life.
—Killing one of the enchanted, a mortal Dreamer, or Kinain.
—Wielding cold iron.
—Breaking an oath.

Antithesis

In addition, each Changeling has a personal trigger, a source of Banality unique to her that profoundly violates her very nature. This antithesis probably relates to the changeling’s kith in some way, but it doesn’t have to. While many acts could potentially qualify, Storytellers and players should come to agreement on individual antitheses. Some examples include:

—Interfering with the play of children.
—Breaking an object of great beauty (mundane or otherwise).
—Wearing a suit and tie on her mortal body.
—Giving someone a false compliment.

If all Banality were temporary, it would scarcely be the threat to the Kithain that it is. As described on p. 174, however, gaining more than 10 points of Banality results in the character’s Banality rating increasing. The only way to remove Banality dots is through a great Quest that empowers her faerie soul to expunge one of these slivers of Banality, though such Quests are strenuous and difficult indeed, uncommonly attempted and rarely successful. Still, hope remains. Details on Quests may be found on p. 271.

The Mists

The Mists, for all that changelings may curse them, are in fact a defense against Banality, though a cruel one. When the Mists rise, memory fades — this serves to cloak Glamour behind a veil that even Banality cannot penetrate. Most of the time, this serves to hide evidence of faerie magic from the eyes of mortals, as it slips from their minds mere moments after they witness it. Though Banality has thoroughly corrupted most mortals, those fortunate enough to have a lower Banality rating remember more than their higher-Banality comrades, though the memories still have a strange and dreamlike quality, not entirely real save to those with the very lowest of Banality ratings.

The Mists touch changelings as well, though, clouding and even stealing away their memories as Banality surges within them. The more Banality points a changeling has, the more the Mists touch her in her day-to-day life. The presence of other Kithain helps to ameliorate this effect, allowing the character to recall as though she were two steps lower on the Mists chart during any scene in which other changelings are present, as they serve as an anchor for her memories of Glamour and the chimerical.

The more dots of Banality she has, the longer the changeling must spend unaware of her true nature when she is chimerically slain. Once this time has passed, she may be reawakened to her true nature by a gift of Glamour — even a single point is sufficient to rekindle her own connection to the Dreaming. Once a changeling remembers her true nature, she remembers everything that led up to her chimerical death — the Mists do not cloud her memories as they do a mortal’s.

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Childling

It is a brave and rare soul that can fend off the forces of Banality as effectively as a childling. These precious changelings still know wonder and awe. The world around them is a magical playground full of adventure and mystery. With their fantastic dreams and boundless imaginations, childlings are virtual magnets for Glamour, and as such are fiercely protected by other changelings in their community.

Typically, the first seeming of a changeling’s life after she emerges from her Chrysalis is the childling. A childling is in awe of the magical world around her. The Dreaming is closest to these changelings, and the influx of Glamour that carries them into their new world keeps Banality at bay. Fairy tales they have heard all their lives are suddenly coming true, and they star in their own story, sometimes discovering that the people around them are also characters. A childling might find that the teacher who encouraged her artistic talents or the eccentric aunt that always told the most magical stories are privy to her new world as well, there to lend a sympathetic ear and a helping hand to the transition. These older changelings are invaluable to blossoming childlings, the rare forces in the world to embrace the magic that is so apparent instead of stamping it out in favor of logic and reason.

In such a mundane world, a childling’s claims of having a tiny dragon for a pet, or fairy friends that sing her to sleep every night, are often dismissed. As she grows older, those around her often discourage these claims and insist that such things aren’t real. The most mundane authorities in her life may even begin to punish her for these wild notions; in such a Banal atmosphere, most changelings eventually run away, fleeing their homes or schools and hopefully finding a freehold to take them in. This early introduction to Banality is all most childlings need to decide to never grow up, lest they lose the magic in their lives.

However, if a changeling truly does refuse to face maturing, she faces other risks. The naïve mindset that protects her from Banality can also begin to set her apart from the mortal world, preventing her from relating to her mortal friends and family as they leave behind the things of their childhood. Of course, the changeling herself may consider “settling down” and “growing up” the harbingers of Banality, and may very well begin to resist even more. Luckily, in this day and age, with adolescence prolonged and the need to “grow up” put off for a time, it is easier than ever for a changeling to remain safely adrift in the sea of late bloomers before her attitude is truly considered problematic. With their unique points of view, some changelings can even manage to live their entire lives as childlings. To the mortal world, these folk are the eccentric innovators, able to conceive of and create things no one had dared to dream of yet, but are usually a bit… off, by mortal standards.

This desperate aversion to moving on does have its own consequences. Childlings are the most likely of all changelings to succumb to Bedlam (p. 294). Too much time spent in the Dreaming and surrounded by Glamour is just as bad as too little, and a changeling that finds herself meeting this fate lets her mortal self slip away entirely in favor of her fae half. With the inevitable march of time staring them down, few wish to hasten the process of becoming Undone.

Balancing Banality and Bedlam is not the only problem childlings face. Even one that has moved past mortal childhood might not be taken seriously, due to her flighty nature and idyllic outlook. While she may have led countless previous lives and recall her past experiences as time moves on, she is still regarded as immature or unseasoned and can run into difficulty trying to gain respect or credibility. Commoners and nobles alike run into this problem, and even those that have moved back to this mindset find that their peers suddenly consider their ideas lofty and inconsequential, despite being tempered by years of experience and wisdom. Sometimes, this is for good reason. A childling’s outlook may bring out the sudden desire to create something enormous and wonderful, without considering any possible consequences. Though the wisdom to temper the idea is sometimes there, the sheer excitement can sweep anyone off their feet quickly enough to disregard it. While these impulses aren’t usually much of a problem, it’s easy to forget that not every dream is a sweet one — nightmares can come to life, too. Every teddy bear protector is there to fight something, after all.

Courts

Childlings are perhaps the most fluid in their changing allegiance to courts. As the least likely to consider the consequences of their actions, the line between Seelie and Unseelie can be as thin as a prank gone too far or a “harmless” creation put into greater context. In certain contexts, the line is more distinct; a Seelie childling revels in the beauty of the world, and is easily excited by all the wonderful things around them. These things can be distracting at any age, especially for someone working in a dreary office or in a highly repetitive job. Seelie childlings will find as much magic as they can, even in these less-than-ideal circumstance, and strive to remain positive and help those around them.

Unseelie childlings, on the other hand, can be complete nightmares. With little care for consequences or thinking through the details, they don’t consider the harm that will come to others, intentionally or unintentionally, in their pursuits. As Glamour is usually easy for childlings to come by, those that are Unseelie seek to obtain as much as they can. While they don’t have an inherently negative outlook, they are more likely to put their personal interests over those of others.

Tempers: Childlings receive a +1 to Glamour at character creation.

Triggers: A childling risks Banality when she denies a novel idea. Becoming jaded and unwilling to take risks is the death of childhood. Along those lines, failing to overcome Banality does not trigger them. For childlings, it’s better to try and fail than not try at all.

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Wilder

Wilders are exactly that — wild. They embody the space between the wide-eyed innocence of childlings and the more grounded view of grumps. The essence of being a wilder is that of being trapped between two worlds; the inexorable pull of Glamour and magic is strong as ever, while the practicality of the mortal world reveals a quiet, inviting reprieve from the whirlwind of fae society. Sliding too far one way or another leaves half a wilder’s soul aching, and many changelings walk a wobbly path between their two worlds.

Creatures of passion and spirit, wilders fully embrace every path they pursue, no matter how brief the journey. Too often their flames burn bright and fast; there’s a reason there are fewer grumps in the world than wilders, as many would rather go out in a blaze of Glamour than live to forget magic exists at all. Yet, all the same, for wilders their next big adventure is always just around the corner. Something may captivate them for a time, but once all the mystery is gone from it, they’ll just as easily drop one pursuit for another that still has questions to answer.

Changelings as a whole are drawn to the arts, and wilders especially often fling themselves headlong to music, film, literature, or any other creative field. With recent developments in technology, some changelings have even gone into more scientific fields, discovering new truths of the universe. While less dictated by muse and whimsy, these realms are no less magical. Wonder lies in the discovery of a new species or an unexplored biome, and beauty in chemical bonds or lines of code. Most frequently changelings are attracted to more hands-on fields of research, or projects that allow their imaginations to run free and look at problems from new angles.

Though they may rise quickly in any of these fields, the risk of settling into a routine is a real one. The Dreaming is a fickle mistress, and many wilders quickly learn that simply doing what worked before is not guaranteed to work again. Repetition can quickly become a rut, and make even the most wondrous work commonplace and mundane. If a changeling finds something she particularly enjoys, she may for a time pursue it past the initial burst of passion, but upon realizing she is on her way to becoming a grump, it’s likely she will look for her next inspiration and start from scratch again.

Despite this hopping from one pursuit to another to stave off the mundane, wilders have begun to accept that living entirely surrounded by Glamour is impossible if they want to fit in with mortal society. Even though their aspirations may be impractical and unsustainable, they are grounded in the knowledge that Banality finds its way in eventually, and reaching for such fantastic goals is their way of keeping it at bay just a bit longer. The longer they are successful, the more their sense of invulnerability sets in. Wilders have fully embraced being the protagonists in their own story, and no one is more untouchable than a hero. As the stories of the underdog and the immortal action hero are told again and again in hundreds of permutations, wilders are drawn more and more into increasingly dangerous situations. They are more prone than any others to take risks, assuming there will be no negative outcome, and the idea that no harm could possibly come to them leaves them most open to premature death or Undoing. But really, what would make a cooler story than taming a manticore with nothing more than wits, a chair, and a chimerical whip?

If they’re not off chasing dreams or chimera, wilders are trying to influence the political matters of changelings. As the most populous group, they see themselves as natural leaders; childlings can hardly be expected to understand the complexities of it all, and someone has to step up when the grumps in power are gone. With their fleeting attention, the hardest part of holding a noble title for a wilder is ensuring that they can uphold the duties and trappings of their station. Getting too bogged down in serious issues and too busy to chase their fancies means a short path to a grump future. Nonetheless, they approach their stations with the same vigor and enthusiasm as everything else, certain their views are the most important and their ideas are the best. Seelie and Unseelie wilders alike share this mindset, and their rebellious natures sometimes see them pushing back against the rigid, feudal society that has been the way of changelings for so long. Whether they fight to preserve or subvert the ruling class as it stands, they all long to make their mark in one way or another.

Courts

With their tendencies toward adventure, Seelie and Unseelie wilders can easily gravitate toward hero and villain types, but it does the subtlety of many kiths disservice to put it so plainly. Those that fall more under the Seelie Court follow their passions without a second thought, be that adventure, a paramour, or a personal ideal. Nothing gets in the way of a wilder long enough to discourage him — only distract him for a time.

Unseelie wilders are among the best when it comes to “good intentions” turning out just a little bit wrong. The more patient and malicious wilders can be the biggest source of bad luck someone can have, and they seek constantly to challenge most everything around them. Even when caught, they are unlikely apologize for their actions, and instead have a dozen ways to justify them.

Tempers: Wilders receive +1 Glamour or +1 Willpower at character creation (player’s choice).

Triggers: A wilder invites Banality when he denies an opportunity for adventure. Given a choice between going on an epic quest — or even a road trip — or going to work the next morning? That’s not even a choice. Wilders do not risk Banality for turning down an adventure while already embroiled in one, however. Unlike other changelings, wilders do not risk Banality for chimerically killing changelings and chimera — as long the violence occurs during a quest or an adventure. A military campaign certainly counts, but a random street fight probably doesn’t.

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Grump

If a changeling has left behind the fanciful notions of dreams never ending and grown tired of chasing such a fleeting mistress as inspiration, he has most likely settled into life as a grump. Grumps as a whole have faced the knowledge that no matter how hard they try, no sensible being can keep Banality at bay forever. Having accepted this, they are comfortable taking roles as leaders and guides for younger changelings, knowing that if the young at heart can keep the Dreaming alive, they will have the chance to come back around and live it all again.

With all their knowledge, grumps see themselves as sources of wisdom and experience. Wilders and changelings, however, see grumps as stubborn and unmoving in their ways. It’s this common perception that earned them their name in the first place; grumps prefer the more respectful term graybeards, but wilders and childlings had other ideas. The “adults” of changeling society, they have been subjected to the workings of the mortal world enough that it is no longer something from which they can easily extract themselves. This helps them focus on projects and see them through to completion, but most other changelings see their slower pace and practical ideas as an unfortunate tradeoff.

Immersing themselves in the foundation of changeling society is both a way for grumps to find beauty and Glamour in the world and to ensure that it continues to function smoothly. More patient and thorough than their younger-minded companions, grumps see plans through and figure out the details that childlings and wilders overlook. Understandably, a lifetime of picking up the pieces others have left behind, and cleaning up the aftermath of sudden inspiration wears on anyone’s patience, and the attitude many grumps develop is precisely what earned them their nicknames.

Glamour is harder for a grump to come by than anyone else, and the way Banality surrounds them can drive other changelings away. This can be difficult for newer changelings taken under a grump’s tutelage; grumps follow rules, and insist on logic and consequences. These are the things that keep changeling society together, but while a grump might be able to wax poetic on the relations of the fae houses, they might have a difficult time finding an audience. Sadly, a childling has no great interest in the “normal” side of things, and wilders are sure that they must know more than these out-of-touch elders.

Though they may be dismissed by the younger seemings, it’s these duties, trappings, and relations of the nobles, houses, and courts that fascinate grumps. With a diminished connection to Glamour and, by extension, most things chimerical, politics is a place they can begin to come alive again, and maintain their connection with the Dreaming. They have had more time to not only observe the court, but fully develop a set of social skills. All the Art and Glamour in the world can only do so much if someone well and truly hates you, but knowing how to woo and persuade without leaning on magic is an art in and of itself. While wilders are constantly trying to elbow their way into politics and become what is surely the best leader the freehold has ever had, a grump knows that a word in the right — or wrong — ear can either make a dream come true or leave the person struggling for it forever… or until something else catches their attention.

Grumps, the same as the others, can be swept up and carried by an idea and back into a more active lifestyle. A sudden infusion of Glamour can bring a grump back from the edge of becoming Undone, but if a project or quest catches and consumes them, it’s very possible for a grump to move back to a wilder’s lifestyle. A sudden revelation that changes the way they see the world can even bring them back to an awestruck childling. It takes more than a simple break from an established routine to change the way a grump sees the world, but breaking that routine is a good first step to bringing Glamour back into a grump’s life. Some grumps may initially resist such changes out of the comfort of the familiar; Banality has a habit of breeding itself, and many grumps have stared it in the face without flinching. While some slip quietly into Undoing, others attempt to cling to the scraps of Glamour that connect them to the magical world. Freeholds, especially those with more impressive Balefires, are a haven for those clinging to their fae selves, but isolating themselves from the mortal world they have been a part of for quite some time can be difficult.

Courts

Grumps, being less active than childlings and wilders, can be both more insidious and more inspirational. An Unseelie grump has mastered the subtlety necessary to weave the court’s plots, and Seelie grumps know how to inspire the fancies and whims of their successors in the changeling world. Seelie grumps typically do their best to learn about and preserve the courtly ways and help others understand why they’re necessary. Some enjoy collecting art and creating galleries to inspire others, or amass vast libraries of literature or music to the same purpose. Unseelie grumps still champion the change they wish to see in the world, but their own hands are nearly invisible in the plot. Stirring up the wilders enough to give those currently in charge a headache is a favorite pastime for some, while others will orchestrate other forms of chaos and sow discord, sitting back to enjoy as the show unfolds.

Tempers: Grumps receive a +1 to Willpower at character creation.

Triggers: Grumps risk Banality for failing to provide what their charges require. Some grumps have roundabout or unorthodox methods of “providing,” of course, particularly those of the Unseelie Court. One thing that all grumps, regardless of court, agree upon is that their mature status makes them best suited to endure the unpleasant realities of the Autumn world. A grump may spend as much time around high-Banality people or places as needed without accruing Banality.