Partida Rol por web

Yours to Keep

Reglas

Cargando editor
25/02/2019, 22:33
Director

Notas de juego

En esta escena pondré las reglas de los trasfondos y los cantrips de los personajes.

Cargando editor
25/02/2019, 22:34
Director

Holdings

Freeholds, no matter the size, are extremely rare, valuable commodities in faerie society. Though being the keeper of a freehold provides a steady supply of Glamour, responsibility for it comes with a number of obligations. He must maintain it each year to keep its balefire burning. If he’s a noble, modernist commoners might see his Holding as a symbol of oppression and seek to liberate it. If he is a commoner, traditionalist nobles might see it as an affront to the natural order and seek to restore the freehold to its proper owners. If he holds it in secret, changelings who get wind of it might jealously seek it for themselves.

The Holdings rating determines the amount of Glamour the freehold produces and its physical size. For more information about freeholds and examples, see Chapter Seven: The Dreaming. This Background may be pooled among the characters in a motley.

¶ You preserve a spark of a freehold that produces one point of Glamour.
¶¶ You take care of a small freehold that produces two points of Glamour.
¶¶¶ You are the keeper of a medium sized freehold that produces three points of Glamour.
¶¶¶¶ You are in charge of a large freehold that produces four points of Glamour.
¶¶¶¶¶ You oversee a huge freehold that produces five points of Glamour.

Notas de juego

Todos los personajes comparten Holdings 5.

La producción es por día.

Cargando editor
25/02/2019, 22:36
Director

Retinue

Retinue are the Kinain, enchanted humans, and other retainers under a character’s sway. They answer to him due to loyalty, magical control, or mundane manipulation. They’ll follow his command to the best of their ability, though some would betray him if the opportunity presented itself, especially if he mistreats them or if they are bound to him against their will.

While those who make up a character’s Retinue are his highly-skilled honor guard or personal attendants, they are not infallible. Nor are they nameless, disposable fodder. The player should define each member of his Retinue, their strengths and weaknesses, and how they came into his service.

Players may spend pooled Background points on Retinue.

¶ Your retinue consists of one member.
¶¶ Your retinue consists of two members.
¶¶¶ Your retinue consists of four members.
¶¶¶¶ Your retinue consists of six members.
¶¶¶¶¶ Your retinue consists of 10 members.

Notas de juego

Todos los personajes comparten Retinue 4.

Cargando editor
25/02/2019, 22:38
Director

Title

Title denotes a character’s rank within Kithain society. Not all changelings possess a title, and few attain a station above esquire. Title by itself imparts little tangible power. The majority of nobles have no holdings. However, even a landless baron or duke wields tremendous social influence. Changelings are far more willing to trade favors with those in power, whether to further their own social mobility or because most titles, especially knighthood, are earned through skill and accomplishment.

Sidhe are the most common kith to be awarded titles, but since the Treaty of Concord, it is not uncommon to see members of other kiths attain rank, usually as squires and knights. Any commoner inducted into the sphere of nobility gains the Boon and Flaw of the house that takes her in.

¶ You are a squire, squiress, or esquire.
¶¶ You are a knight or lady.
¶¶¶ You are a baron or baroness.
¶¶¶¶ You are a count or countess.
¶¶¶¶¶ You are a duke or duchess.

Notas de juego

Erissa tiene Title 2 (Lady).
Cid tiene Title 1 (Squire).

Cargando editor
25/02/2019, 22:40
Director

Remembrance

A character’s current life as a changeling is not his first lifetime. All who’ve undergone the Changeling Way have experienced a multitude of lifetimes. An Arcadian sidhe new to the Autumn Realm lived an eternity as an ageless faerie before exchanging his soul with that of a mortal. The Mists normally wipe a changeling’s mind clean between lives but a character with Remembrance occasionally has a flash of insight gained from a previous life’s experience.

Any time the character interacts with changelings or other creatures and locations of the Dreaming, the player may roll Intelligence + Remembrance to recall details about the subject at hand. The difficulty varies based on the obscurity of the information. Something commonly known would require a difficulty 6, while remembering the location of a freehold lost since the Shattering would require a difficulty of 8. Additionally, the player may substitute Remembrance for an Ability on any roll involving a mundane task. This substitution may be made a number of times per story equal to the character’s Remembrance rating.

¶ Your memories are hazy when they’re triggered by an event.
¶¶ You gain accurate information with a reminder.
¶¶¶ You experience relevant flashbacks even without a reminder.
¶¶¶¶ You remember remarkable information, including major events.
¶¶¶¶¶ You clearly remember large swaths of your history including entire lifetimes.

Notas de juego

Erissa tiene Remembrance 1.

Cargando editor
25/02/2019, 22:42
Director

Resources

Resources are a character’s financial resources, her net worth and her monthly income. These assets may be cash, but as the Background rating rises, the less likely the Resources are to be liquid. They may be stocks, bonds, land or other property, or even criminal infrastructure — anything the character can cash in or sell off to raise money, even if doing so takes weeks or months. Lacking a Resources rating doesn’t necessarily mean the character is destitute; all of her income may go straight to food and bills.

Players may purchase this Background with pooled Background points.

¶ Sufficient. You have a working-class residence as long as you’re careful with money.
¶¶ Moderate. You are a member of the middle class, and can afford to splurge occasionally.
¶¶¶ Comfortable. You are a prominent member of the local community and have a generous line of credit.
¶¶¶¶ Wealthy. You are wealthier than most of your peers and rarely use cash, preferring other assets that accrue more wealth than paper money.
¶¶¶¶¶ Extremely Wealthy. You are the one percent. Your assets are vast and widely distributed, possibly tied to the fates of nations.

Notas de juego

Erissa tiene Resources 1.
Errant tiene Resources 1.
Lily tiene Resources 1.

Cargando editor
27/02/2019, 16:22
Director

Dreamers

Changelings primarily gain Glamour by inspiring Dreamers. This Background represents the number of Dreamers from whom the character draws Glamour. Cultivating a Dreamer is an intimate experience of psychological bonding, whether through trust or fear. A Dreamer is usually willing to perform services for her changeling, but isn’t as loyal or efficient as Retinue. The player should describe details such as how the changeling inspires the Dreamer and what form the Dreamer’s Glamour takes.

Because of their unique bond, the changeling already knows how to inspire her Dreamer. Each dot of the Dreamers Background provides one automatic success on the initial Perception + Kenning roll when initiating Reverie. For more unsavory changelings, this Background provides a ready pool of Dreamers on which to Ravage.

¶ You benefit from one Dreamer.
¶¶ You benefit from two Dreamers.
¶¶¶ You benefit from four Dreamers.
¶¶¶¶ You benefit from six Dreamers.
¶¶¶¶¶ You benefit from eight Dreamers.

Notas de juego

Errant tiene Dreamers 3

Cargando editor
27/02/2019, 16:23
Director

Contacts

Contacts are the people a character can call upon for information and assistance. While Contacts might be friendly, they will not exert their influence or give up their knowledge without a quid pro quo or expectation of a future favor. The player should describe his major Contacts in some detail, such as their professions or sphere of influence.

In addition to his major contacts, the character also has a number of minor contacts. To get in touch with them, the player rolls his Manipulation or Wits + Contacts rating (difficulty 7). Each success allows the character to speak with one minor contact. He can then bully, bribe, or deal with the contact to get what he is after.

The Contacts Background may be pooled among characters in the motley.

¶ One major contact.
¶¶ Two major contacts.
¶¶¶ Three major contacts.
¶¶¶¶ Four major contacts.
¶¶¶¶¶ Five major contacts.

Notas de juego

William tiene Contacts 3.

Cargando editor
27/02/2019, 16:26
Director

Chimerical Item

Every changeling’s voile, his chimerical clothing, forms to suit him upon his Chrysalis. The Chimera Background represents any chimerical items in his possession beyond this. The item’s usefulness and power determine the rating for this Background. Each dot represents one rank on the threshold chart under “Creating Chimerical Items” on p. 317.

¶ You own a chimerical memento or conversation piece (Basic crafting).
¶¶ Your chimerical item conveys some useful benefit (Advanced crafting).
¶¶¶ You have a moderately powerful chimerical item (Complex crafting).
¶¶¶¶ You own a powerful chimerical item (Masterwork crafting).
¶¶¶¶¶ Your chimerical item is legendary (Legendary crafting).

Notas de juego

Cid tiene Chimerical Item (Armor) 3.
Lily tiene Chimerical Item (Brass Knuckles) 3.

Para ambos están descritos en su ficha.

Cargando editor
28/02/2019, 21:44
Director

Cantrips

Step One: Art
The player decides on a specific dot rating of a particular Art to use.

Step Two: Realm(s)
The player determines the necessary Realms she needs for the desired use of the Art, including the modifier Realms (Time and Scene).

Step Three: Spend Glamour
The player spends one Glamour for any Wyrd cantrip, and adds an additional Glamour if she uses more than one Realm or “cheats” a Realm.

Step Four: Determine Dice Pool
The player rolls the character’s Art rating plus the rating of the lowest primary Realm (Fae, Actor, Nature, Prop) used in the cantrip. Time and Scene never influence the dice pool. The player replaces a number of dice in the pool equal to her current Night- mare rating, not to exceed the dice pool.

Step Five: Bunk
The player decides whether or not the character performs a bunk, and then either splits her dice pool or delays the cantrip roll until after the actions necessary for the bunk resolve.

Step Six: Determine Difficulty
The Storyteller determines the difficulty (base difficulty 8) with all relevant modifiers.

Step Seven: Complete Cantrip
The player rolls and consults the specific Art used for how to interpret the results of the roll.

Cargando editor
28/02/2019, 21:46
Director

Cantrip Difficulty Modifiers

Target’s Banality > 7 +1
Current location has Banality > 7 +1
Using Scene Realm +1
Using Time Realm +1
Targets changeling with higher Title without their consent +1
Voluntarily replace at least 3 dice with Nightmare Dice –1
Cantrip cast in a freehold –1
Cantrip cast on an enchanted mortal or Kinain –1
Cantrip cast with a bunk –1 to –5
Using Kith’s affinity Realm –1

Cargando editor
28/02/2019, 21:49
Director

Bunks

Changelings use bunks, actions and events which remind the mundane world of the Dreaming, to ease the friction of focusing Glamour into the mortal world with a cantrip. The more elaborate or risky the bunk, the less difficult for the changeling to invoke the Art with the cantrip. A character can do just about anything when attempting a bunk, but it most often involves willingly putting herself in danger or taking a risk, drawing attention to herself, using or destroying some object or thing, timing the cantrip around a certain event, and/or repeating something a particular number of times.

Performing a bunk isn’t about being silly or obnoxious per se, but about disrupting Banality’s hold on the area just enough to make magic easier. As such, showy, shocking bunks tend to be more effective. Of course, if the changeling is going for subtlety or dignity, she needs to tailor her bunk accordingly; sidhe are particular masters at making an impression without looking ridiculous.

After a player describes what the character does to perform the bunk, the Storyteller determines if the bunk itself requires a roll with a separate dice pool and how drastically the bunk modifies the difficulty of the cantrip roll. Failing a bunk roll does not necessarily reduce the impact of the bunk on the cantrip’s difficulty.

Typically, bunks require the character to spend at least one turn acting before the changeling invokes the cantrip. Players may opt to split their dice pool (p. 244) and accomplish both the bunk and the cantrip in the same turn (assuming the action required for the bunk can be completed in a single turn) or the player may wait until after the actions necessary for the bunk and then use a full dice pool for the cantrip.

Storytellers should use a few factors when deciding the impact of the bunk on the cantrip’s difficulty:

How much risk, time, and/or personal investment is the character putting into the bunk?
Spending a turn dancing a waltz would yield a –1 difficulty in most circumstances, but performing an elaborate, ritualized dance at 11:11PM every day for three days would likely lower the difficulty by 4.

How effectively does the bunk bring the rules and reality of the Dreaming into the mundane world?
Shattering a mug on the floor in the neighborhood diner where everyone is used to the motley’s shenanigans might grant –1 difficulty, but throwing a wine glass in a fancy restaurant should grant –2, maybe –3 if the manager calls the police.

How do the other players react to the described bunk?
If the other players in the group laugh out loud, gasp, or are otherwise impressed by the character’s bunk, make sure to reward the player for creating a great moment with an additional –1 or –2 to the cantrip difficulty.

Cargando editor
28/02/2019, 22:45
Director

Bunk Examples

Loud burp –1
Spontaneous monologue –1
Photobombing a group picture –1
Throwing playing cards in a hat –1
Burning a dollar bill –1
Stuffing a whole cheeseburger in your mouth –1
Casting the cantrip at sunset/sunrise –1
Casting the cantrip at exactly 12:34 –1
Saying the same thing as the target at the same time (Jinx!) –1
Cutting a finger for blood –1
Insulting a stranger –1
Picking a fight –2
Insulting a police officer –2
Streaking in a crowded campus –2
Performing for a large crowd –2
Doing anything that makes people film you with their phones –2
Destroying an expensive item –2
Synchronized movement with target or partner(s) –2
Re-enacting a relevant moment or scene from a movie –2
Using a ceremonial sword in an elaborate ritual –3
Being interviewed on the nightly local news –3
Mooning the jumbotron at a packed football game –3
Juggling chainsaws –3
Getting or giving a tattoo –3
Burning a cherished keepsake –3
Running across a busy street –3
Telling a dark secret to a lover –3
Scattering thousands of dollars in a crowd –4
Getting your picture on the front page of the paper –4
Burning down your home –4
Repeating an elaborate ritual at the same time over 3 days –4
Casting a cantrip just as Halley’s Comet passes overhead –4
Playing Russian roulette –4
Giving a televised speech broadcast worldwide –4
Starring in a viral video with millions of view –4
Putting a mustache on a famous painting –5
Dropping a priceless gem into the ocean –5
Killing a son on the anniversary of his father’s death –5
Standing in front of a speeding car –5
Dueling with deadly weapons –5
Leading an army into war –5
Skydiving without a parachute –5

Cargando editor
28/02/2019, 23:06
Director

Unleashing

Changelings perform cantrips to focus Glamour through their Arts in specific, deliberate ways, but every Kithain possesses another, more dangerous method to do magic. Learning an Art unlocks a new door into the Dreaming, and a changeling desperate enough can kick that door open.

Because the Unleashed Glamour reaches through the Dreaming by way of the changeling’s kith, an Unleashed Art always reflects the changeling’s nature. A redcap Unleashing Wayfare yanks the target violently through the air or sends him hurtling through a nightmare world of blood and pain before emerging blocks away. An eshu Unleashing Contract, on the other hand, surrounds the target with the noises and smells of a busy marketplace as she is forced to accept a future favor from the changeling in return for handing over an item the character seeks.

The player chooses an Art to Unleash and states her character’s intent in a short, simple statement (“hurt that man,” “save my friend,” “restore the grove”). She spends two points of Glamour and adds one to her character’s Nightmare rating. The player is not constrained by the character’s Realms. Unleashed Glamour can affect anything, regardless of the caster’s knowledge of Realms.

The player rolls a number of dice equal to the character’s Glamour rating plus a number of dice equal to her Nightmare rating (difficulty 7). This is an exception to the usual rule about other Traits being added to Tempers (p. 244). If the roll succeeds, the player must compare the number of successes to the rating of the Unleashed Art (see below).

If the roll is a botch, the Dreaming floods through the character completely unchecked until Banality violently responds to the breach of the Mists. The character gains an Imbalance (but does not reduce her Nightmare dice pool as a result) and the Unleashed Art causes havoc around her for one turn. At the beginning of the next turn, Banality responds and cuts the character off from the Dreaming. The character suffers a Banality trigger, and she cannot spend Glamour or use Arts for the remainder of the scene.

If the roll fails, the character is unable to Unleash. This triggers Banality, and the character cannot use the Unleashed Art for the remainder of the scene.

If the roll succeeds, but garners a number of successes equal to or fewer than the character’s Art rating, the changeling successfully invokes and controls the Dreaming. The character automatically invokes the Wyrd for a number of turns equal to her Glamour (the player can spend a point of Willpower to make it last for the rest of the scene), her fae mien becomes visible, and the player narrates the effect of the Unleashed Art.

If the player rolls more successes than the Art rating, though, the character loses control. The character’s intent is fulfilled, but in a twisted or unintended way that adds complications or puts everyone nearby at risk. The character gains one Nightmare, and the Storyteller narrates the effect of the Unleashing and should incorporate a complication or conflict into the result. The character automatically invokes the Wyrd for the remainder of the scene.

Cargando editor
28/02/2019, 23:10
Director

Sovereign

Sovereign forces others to obey, or at least observe, the authority of the wielder. An ancient Art traditionally used by sidhe rulers to enforce obedience from their subjects, Sovereign became more prevalent among commoners as changelings spent more time trapped on Earth. Now that the Art of nobility no longer remains tightly controlled, the commoners have discovered that Sovereign confers significant authority, even without title.

Characters employing Sovereign can attempt to exert their will over anything and anyone else; however, doing so to those of higher position or title is not only significantly more difficult, but the breach of etiquette may result in serious consequences. Changeling society still observes and adheres to strict enforcement of court rules, at least within the domains of dukes, barons, and kings. Attempting to cast a Sovereign cantrip on a kith of higher rank could result in loss of title, imprisonment, or even exile.

If a character attempts to use Sovereign on anyone who holds a higher status, such as their boss or a famous movie star, add one to the cantrip’s difficulty. Context and environment matter when determining relative status. A renowned boggan chef in her restaurant would be top of the food chain, but when she’s bailing the other members of her motley out of jail none of that clout follows her (unless the jailor happens to be a foodie and recognizes her). Additionally, any changeling of equal or greater Title may resist the effects of Sovereign for the duration of the cantrip by spending one Willpower.

Unleashing Sovereign

Sovereign magic expresses mastery, nobility, privilege, and grace. Unleashing Sovereign can turn the character into the unquestionable leader (“I am in charge”), force someone to act on their behalf (“duel for my blessing”), or even compel anyone nearby to undertake a quest (“find my lost child!”). Sovereign magic unfettered by a cantrip overwhelms and awes, inspiring submission and fear.

Sovereign Bunks

Sovereign bunks involve grand displays, becoming the center of attention, adornments and ceremonial trappings, and exerting authority. Example bunks: Enter a crowded store and begin issuing orders as if you owned it, yell like a drill sergeant at the police officer questioning you, meticulously put on finery and jewelry, or get a tattoo of your house symbol somewhere visible.

Sovereign 1 (Protocol): Kithain rules for courtly dealings are often arcane and sometimes inscrutable. The first cantrip taught to Kithain learning Sovereign applies that etiquette to nearly any situation. Anyone under the effects of Protocol becomes bound by the rules of Kithain decorum and suffers the consequences of violating those rules, even unintentionally.
System: The Realm determines who and what must observe the Protocol. Actor could keep a group of werewolves peaceful during a diplomatic discussion of territory, and a changeling versed with Nature could prevent animals or even the weather from spoiling the event. Anyone who breaks the Protocol suffers a penalty to all dice pools equal to the number of successes rolled for the cantrip during the current scene. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower at any time to ignore the effects of Protocol.
Type: Wyrd

Sovereign 2 (Grandeur): With a simple cantrip, the changeling embodies the Grandeur inherent in all children of Arcadia, making those around her clamor for attention and avoid conflict. Everyone under the influence of the cantrip looks upon the changeling as a leader, savior, or royalty. She may not actually possess the poise and grace attributed to the kings and queens of old, but Grandeur provides a handy substitute for the real thing. A sidhe duchess can win the attention of her mortal sister’s suitor, or the redcap boxer might seem so powerful that his opponent fears to throw a single punch.
System: The Realm determines who or what feels the effects of Grandeur. Anyone influenced by the cantrip either seeks the attention and approval of the changeling or avoids any conflict. All of the characters’ social interactions add automatic successes equal to the successes from the cantrip, and anyone affected by the cantrip must spend a Willpower point each time they wish to contradict, accost, or attack the changeling. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower to ignore the effects of Grandeur. Grandeur lasts for a scene, unless someone humiliates or bests the changeling publicly, in which case it immediately dissipates.
Type: Wyrd

Notas de juego

Erissa tiene Sovereign 2.

Cargando editor
01/03/2019, 15:05
Director

Wayfare

This is the Art of travel, of clever movement, of the fae talent for moving quick as a dream. Wayfare is an ancient Art and one of the most widespread bits of changeling magic. It is prized by scouts, scoundrels, couriers, and travelers alike. During the Accordance War, commoners used the Art to evade sidhe ambushes and advances, while the nobility have always valued it to keep lines of communication open between freeholds.

Useful as it is, Wayfare is often regarded as a hedge Art — magic suited for retainers, scouts, and commoners, not refined magic for high nobles or grand courts. The eshu are its most famous practitioners, but it is also strongly associated with pooka and clurichaun.

Unleashing Wayfare

Unleashing Wayfare is the desperate act of those who have utterly lost their way or who face imminent doom. “Get us out of here” and “get them out of here” are by far the most common directions when the ancient magic of ways and travel is poured into the Autumn World, followed closely by “bring me to my goal.” The latter command is rarely predictable, hurling Kithain into the arms of Dán — the place a changeling needs to go to progress is often not the place they expect. Wayfare Unleashings have also been used in the past to attempt to force open dormant trods, with only limited and temporary success. A bold few changelings have even used this Art to attempt to transport themselves to lost Arcadia, but either report that even the Glamour of the Autumn World can no longer lead them to its source, or simply vanish into the depths of the Dreaming, never to be heard from again, their ultimate fate up to the speculation of those left behind.

Wayfare Bunks

Wayfare bunks tend to involve the concepts of motion, travel, flashy action, or ostentatious display. Examples include: Tap your foot thrice, get down into a runner’s stance, paint flames or lightning bolts on an object, jog in place, jump up and down, whistle loudly and point to your destination, hum your favorite road song, pick up and pocket a bit of road dust, rip up a gas station map, throw a frequently-used key somewhere irretrievable, draw a map, run a mile to build up speed, call someone at your far-away destination to confidently state you’ll be right there.

Wayfare 1 (Hopscotch): A laughing pooka clears a high fence in a single bound, leaving behind her pursuers. A wicked redcap forces a forklift to hurl itself at the group of trolls who have come to drag him before their liege. This is the Art of prodigious leaps, potentially allowing the subject to clear tall buildings in a single bound. Hopscotch moves its subject forward or upward as the caster desires, and the Glamour infused into the leap ensures that the landing is always undamaging, no matter how far the target drops before impact. Some pooka insist that Hopscotch was once their very own special magic, stolen by an eshu trickster in the time of legends and spread to the rest of the Fae — but who believes a pooka?
System: The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with a Strength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results. The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — although such terrifying acrobatics have been observed in the wake of Wayfare Unleashings. The number of successes rolled dictates the strength of the jump:
1 successes: One story straight up; 30-foot broad jump.
2 successes: Two stories straight up; 60-foot broad jump.
3 successes: Five stories straight up; 150-foot broad jump.
4 successes: 10 stories straight up; 300-foot broad jump.
5 successes: The changeling can leap as far as the eye can see, even onto the wing of a passing plane or across the mighty Mississippi River.
Type: Wyrd

Wayfare 2 (Quicksilver): Quick as a grin, the subject of this cantrip moves as a literal blur, trailing traceries of expended Glamour behind as speed lines, crackling lightning, or some other manner of visual discharge. A motley of piskies runs down a speeding car carrying a stolen treasure, burning the road in their wake. A sidhe knight explodes into a blur of flashing steel and sizzling magic.
System: The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re not moving already. Each success grants a subject one extra action or doubles her movement speed on her next turn. Successes may be divided between extra actions and extra speed as the player desires. Hurled objects treat successes on the activation roll as bonus dice on the damage roll if they strike a target. Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something.
Type: Wyrd

Wayfare 3 (Portal Passage): A pooka childling draws a door in chalk on her bedroom wall, which becomes her gateway to the world. A sluagh childling creates a trap door in the floor, leading to the sealed-off basement below — her personal playground. This is the Art of gaining entry or egress whenever and wherever the changeling desires. Portal Passage creates a door large enough for the changeling to pass through, which pierces any barrier up to 10 feet thick — whether it’s a brick wall, a hedgerow, or the side of a moving van makes no difference to the cantrip. Doors created with Portal Passage are unique to the changeling casting them, and may be recognized and identified by those familiar with her. Portal Passage can also be used to open gateways into the Dreaming (p. 308).
System: The Realm used determines who can open the door, if used with Actor or Fae, or what material or object the door appears in, if used with Prop or Nature. Doors created by Prop and Nature can be used by anyone capable of perceiving things of the Dreaming, while only the individuals targeted at activation can use Actor or Fae doors. The door created persists for one minute per success.
Type: Wyrd

Notas de juego

Erissa tiene Wayfare 3.

Cargando editor
01/03/2019, 15:13
Director

Dragon's Ire

Once upon a time, so the stories go, a brave sidhe knight slew a dragon and ate its smoking heart. Or perhaps a king of the fae outwitted the dragon, and the great wyrm pledged its power to Arcadia. Or perhaps a great beauty seduced the dragon with honeyed words and dreams of passion. The stories vary, as is the way of the Dreaming, but the point is always the same — long ago a great hero secured a mighty power of war and ferocity and placed it at the disposal of the fae, should they possess the valor and fortitude to bend it to their will.

Dragon’s Ire is a mighty Art of battle and conflict, and has been rare among the fae throughout the long centuries of the Interregnum. Its use experienced a great revival with the return of the Arcadian sidhe, whose noble knights never flagged in their attempts to master this challenging and potent sorcery. Many sidhe consider Dragon’s Ire a proprietary Art which can only be properly mastered by a noble warrior of unstinting dedication, but in truth it also sees some practice among the commoner kiths — most frequently redcaps and trolls. To the (often fatal) surprise of many, this Art is also popular among nockers, who delight in infusing its strength into weapons of their own design.

Unleashing the Dragon’s Ire

Dragon’s Ire Unleashings are fairly straightforward — usually “protect us” or “destroy them” — and always express themselves as vibrant displays of unbound Glamour, often taking the form of walls of flame, burning auras that bestow titanic strength, rains of golden fire from the sky, or even the brief manifestation of an actual chimerical dragon.

Dragon’s Ire Bunks

Dragon’s Ire bunks incorporate violent action, daring and drama, noble gestures, and draconic imagery. Examples include: Shout a formal challenge, wave a weapon with a dramatic flourish, fire a gun into the air, light a circle of flames and step into or out of it, leap from a high place, throw a fistful of money at the cantrip’s subject, quote Shakespeare, throw down a gauntlet or glove, drip your blood upon a weapon, smash a piece of furniture, cast aside your weapon, set a building ablaze, wreck a car, take a knee for a moment while you prepare yourself for battle, or slowly don armor in full view of your foes while maintaining eye contact.

Dragon’s Ire 1 (Burning Thew): A troll roars as he holds up the collapsing building, muscles glowing from within. Fire dances across the edge of a redcap’s deadly axe as it bites through armor like mere paper. A sidhe focuses ancient power into a single arrow for a single moment, and with it, slays a monster. This cantrip infuses its target with the burning might of legend, granting them tremendous strength and destructive power. To those with Changeling eyes, the subject seems faintly limned in a golden aura, which rises and flickers like flames.
System: The Realm used determines who or what is empowered. If the subject is a living creature, then this cantrip raises her Strength rating. If the subject is an object, then all attacks made with that object gain extra damage dice. Successes on this cantrip’s activation roll must be split between efficacy and duration. Each success allocated to efficacy adds one dot of Strength or one die of damage. Each success allocated to duration extends the effects of Burning Thew by one round; if no successes are allocated to duration, this cantrip lasts for only a single round.
Type: Chimerical

Dragon’s Ire 2 (Confounding Coils): A sidhe dances across the battlefield, felling her foes while remaining untouched even by the blood she lets. The subject of this cantrip is granted the grace of a coiling serpent. Her motions become sinuous, almost hypnotic, and she may easily avoid harm. Even an inanimate object blessed by this cantrip seems to subtly writhe and shift, throwing off attempts to strike it.
System: The Realm determines who or what gains a defensive blessing. All attacks directed against the subject increase their difficulty by 2, to a maximum of 9. This cantrip lasts for one round per success rolled. It is ineffective against attacks made with cold iron.
Type: Chimerical

Notas de juego

Cid tiene Dragon's Ire 2.

Cargando editor
01/03/2019, 15:18
Director

Summer

The Summer Art is among the most celebrated magics of the Kithain, and is particularly associated with the Seelie Court. This powerful seasonal Art harnesses the magic of fire, of passion, of hot days of longing and nights of dreaming. Many changelings regard it as an invaluable tool in coaxing Glamour from the cynical heart of the Autumn World.

While the Summer Art is broadly thought of as Seelie magic, the truth is that Kithain of both courts value and practice it, noble and commoner alike. Indeed, the Unseelie have made passion their watchword, and find the Summer Art suits them exceptionally well. Out of all the Kithain, it is most popular among the sidhe, satyrs, and selkies.

Unleashing Summer

Summer Unleashings are things of awe and power, creating storms of heat or sweeping entire communities up in paroxysms of wild passion. The passions of Summer Unleashings tend to be short-lived, uncontrolled, and exhausting, and for this reason, satyrs in particular sometimes advocate spilling torrents of raw Summer Glamour into the Autumn World to promote its simple wellbeing. Other Kithain, remembering the violence and ash that often accompany such grand magic, are generally more reluctant.

Summer Bunks

Summer bunks tend to involve the trappings of summer, of daytime and heat, of passion, freedom, and joy. Examples include: Rip up old homework, whoop with joy, do an energetic dance, climb a tree, chew a piece of grass, point out three shapes in the clouds, set a fire, stare at the sun, or some other bright light, catch a firefly, ring a bell, leap down a flight of stairs, paint a landscape, take a nap in grass high enough to disappear in, sing a song, or speak your true name through the blades of a spinning fan.

Summer 1 (Flickerl-flies): Everyone who comes near the front door of an old clurichaun grump tends to give up on whatever errand brought them, consumed by maudlin regret. A satyr shrouds herself in a flickering cloud of desire, preparing for a night out on the town. This cantrip summons bright, dancing motes of colored light from the substance of the Dreaming. Flicker-flies not only illuminate the area around them, but their softly pulsing colors evoke a subtle resonance of an emotion of the changeling’s choice in those who view them. Both the flicker-flies and the light they cast are invisible to mundane beings, yet mortals touched by their light still react to their emotional resonance.
System: The Realm used with this cantrip determines who or what the flicker-flies congregate around. They provide as much light as a brightly-burning torch for the rest of the scene, at least for those who can see things of the Dreaming. More importantly, all who are touched directly by their light or who behold that radiance feel subtle stirrings of an emotion of the changeling’s choosing — anger, melancholy, lust, happiness, and so forth. Rolls that take advantage of this emotional resonance enjoy –1 difficulty.
Type: Chimerical

Summer 2(Enkindle): A bully trembles in the dark, and a sluagh winds that tension into screaming terror. A pooka’s joke elicits little more than chuckles—until she forces a bit of magic into her audience’s response, filling the room with helpless laughter. Expelling a breath of Glamour, the changeling fans the flames of passion to a roaring and manic height. Any emotion an individual is feeling when enchanted with Enkindle intensifies dramatically — irritation becomes seething resentment, anger becomes full-blown rage, sadness deepens into crippling sorrow, happiness unfolds into leaping joy, and love becomes an all-consuming passion. If directed at an object, then any emotions that object inspires in those who interact with it become similarly inflamed.
System: The Realm used determines the target of the cantrip. Enkindle’s effects last for one minute per success when used on living targets, and one hour per success when used on objects.
Type: Chimerical

Summer 3 (Aphrodisia): Much-favored by the merfolk, satyrs, clurichaun, and certain other fae, this cantrip is the Art of creating all-encompassing awe, fascination, and even desire. The subject of this Charm gains a magnetic attraction. If a person is enchanted, their every word and action becomes entrancing and captivating. If Aphrodisia is cast upon an object, everyone who beholds that object immediately covets it.
System: The Realm used to cast Aphrodisia dictates who or what becomes fascinating and desirable. This cantrip lasts for one scene, and its enchantment affects all individuals with a lower Willpower rating than the successes rolled to activate the cantrip. While the fascinations of Aphrodisia are powerful, they cannot compel someone to violate his fundamental nature or Legacies — an honor-bound knight can’t be compelled to steal his lord’s jewels by this cantrip alone, though a less idealistic servant might, and other cantrips (such as Enkindle) might work to aggravate his sense of forced desire.
Type: Chimerical

Notas de juego

Cid tiene Summer 3.

Cargando editor
01/03/2019, 15:24
Director

Chicanery

Practitioners of Chicanery bend and weave Glamour, knowing the Mists will follow to obscure the magic from the mundane world. Commoners were the first to harness the Mists to alter perception and memory, and considered the resulting Art a small act of rebellion against the force which normally limits their power. Perhaps because of the Art’s origin, Chicanery was long considered an Art fit only for commoners. Knowledge and use of the Art still carries a stigma in courts ruled by elder nobles.

Unleashing Chicanery

Chicanery focused through raw Glamour bends perception, rewrites memory, and makes fantasy and folly irrefutable. Example commands when unleashing Chicanery include “hide this house from our enemies,” “make the world forget this day,” or “what was found will be lost again.”

Chicanery Bunks

Chicanery bunks often involve the caster’s voice, disguises, and lies. Example bunks: Insist that your friends call you a different name for a day, dress up as a doctor and treat patients, repeat a secret three times in front of a crowd, or burn a photograph.

Chicanery 1 (Trick of the Light): A subtle manipulation of Glamour to muddle perceptions, Trick of the Light creates misunderstandings and mistakes. A pooka running a kidnapping con sounds just like the mark’s mother over the phone. An eshu hounded by a deranged hunter walks into a market and blends into the crowd. Down on her luck, a sidhe passes off a one-dollar bill as a 100 so she can eat tonight.
System: Casting Trick of the Light on a target causes anyone perceiving the target to misinterpret what they see or hear as determined by the player, but the effect does not hold up to prolonged scrutiny. The changeling invoking Trick of the Light uses the Realm to determine what becomes changed or altered with the illusion. Each success on the cantrip roll maintains the subterfuge for one turn. A character spending longer than a turn paying close attention to the target can roll Perception + Occult (difficulty 8) to see through the cantrip. This cantrip cannot be used to weave elaborate illusions; if a target couldn’t reasonably mistake the target object for the genuine article without much attention, it’s probably too involved for Trick of the Light. Trick of the Light is considered chimerical even when used on mundane targets because the effects are subtle and do not withstand prolonged examination.
Type: Chimerical

Chicanery 2 (Veiled Eyes): Where Trick of the Light makes the viewer mistake one thing for another, Veiled Eyes uses the Mists to make the target of the cantrip instantly forgettable. A Kithain dressed in courtly robes can walk through a crowd of mortals unnoticed, a troll’s ornate broadsword hangs freely on her hip but goes ignored as she enters a bank, and the changeling’s enemies remain oblivious to the storm clouds rolling across the sky toward their home. The target does not become physically invisible, just not worth noticing. Changelings can create malicious applications of Veiled Eyes, making speeding cars or incoming enemies go unnoticed until it’s too late.
System: The Realm determines the thing that everyone else ignores, but additional Realms can be used to create exceptions to the effect. Using Fae and Nature, for example, could allow the character to cloak herself with Veiled Eyes, but allow animals to still sense her. The number of successes determines the duration:
1 successes: One turn
2 successes: One minute
3 successes: One hour
4 successes: One scene
5 successes: One day
Changelings can counter the enchantment with a resisted action using Perception + Kenning (difficulty 8), but must be looking for either the focus of the cantrip or searching for something hidden. Other supernatural creatures also have the same chance to see through the illusion, provided they possess some form of supernatural senses or mystic insight.
Type: Chimerical or Wyrd, depending on the target.

Chicanery 3 (Dream Logic): Disjointed and illogical connections thrive in the chaos of the Dreaming, and changelings adept in Chicanery capitalize on the weirdness of dream logic to confuse and manipulate. As the target’s mind becomes shrouded by Glamour and the ensuing Mists, she becomes disoriented and does not question statements or commands that would normally make little sense to her. Covert eshu pass messages and packages with confused mortal couriers. The troll zookeeper tames new animals that no one else can safely approach.
System: The Realm for Dream Logic determines the target. After successfully casting the cantrip, the changeling imposes a confused, suggestible state of mind onto the target(s) causing +3 difficulty to any Mental or Social tasks throughout the duration. The target(s) also become highly sensitive to the caster’s suggestion, going along with actions and ideas that would normally make little sense or that the target would rebuke. Any time the character attempts to manipulate or com-
mand the target(s), the player or Storyteller may resist by rolling Willpower (difficulty 8) and scoring as many or more successes as the player rolled for the Dream Logic cantrip. Players of affected characters may spend a point of Willpower to overcome the cantrip if the changeling suggests anything which shocks their consciences or puts them in mortal danger. The duration of Dream Logic depends on the number of successes rolled when cast:
1 successes: One turn
2 successes: One minute
3 successes: One hour
4 successes: One scene
5 successes: One day
Type: Chimerical

Notas de juego

Errant tiene Chicanery 3.

Cargando editor
01/03/2019, 15:32
Director

Legerdemain

Mortals may mistake some of the magic of the fae as sleight of hand, but changelings versed in Legerdemain mold and sculpt Glamour to manipulate the world around them. Popular among commoners and entertainers, Legerdemain stands as one of the oldest and most well-known Arts of the Kithain. Those with title and wealth may look down on such magic, but anyone who must fight to survive knows the value of a free meal or a clean escape.

Unleashing Legerdemain

Legerdemain grants mastery over sleight of hand, using Glamour to move and manipulate physical objects. Unleashing Legerdemain may result in the character’s surroundings becoming a storm of items hurled by invisible hands, grand or terrifying scenes played out in illusions indistinguishable from reality, or replicas of a prized possession suddenly appearing in everyone’s pockets.

Legerdemain Bunks

Legerdemain bunks often involve performances, sleight of hand, stealing or replacing items, and repeating actions. Example bunks: Make a rabbit appear out of a child’s ear, mirror the movements and actions of another, and catching a knife thrown at the changeling.

Legerdemain 1 (Ensnare): Useful for running from a mark or catching up to someone who owes the character money, ensnare causes the target to become slowed down or immobile. Furniture seems to jump into the target’s way, pot holes flatten tires and crack axles, or the ground raises to divert rushing water. Even with no nearby plausible reason for a hindrance, the tendrils of Glamour created by this cantrip still trip, slow, and weigh down the target.
System: The Realm determines the target to be slowed or stopped. Ensnare causes the target to move half her normal speed and inflicts a +3 difficulty to all physical actions for the duration of the cantrip. The number of successes determines the number of turns the target remains hindered.
Type: Chimerical or Wyrd (depending on target).

Legerdemain 2 (Mooch): Mooch provides changelings a quick and easy method of paying for a meal, or collecting an impressive set of keys, mobile phones, or any other objects that catch their eye. If successful, Mooch instantly transfers one inanimate object from the possession of the target to the changeling. The item can appear in the character’s hand, pocket, or sock — anywhere on her person she desires.
System: The Realm must indicate the current owner, holder, or container of the object in question, but so long as the character knows the target has the item, she does not need to see it when she casts the cantrip. The shoelaces from a nocker’s new boots requires Fae, Actor for the business card handed to the security guard, Prop to filch the count’s favorite coffee mug from the cupboard, and Nature to get the childling’s kite stuck up in a tree. If an item is simply left unattended with no owner, container, or guardian, Mooch becomes useless. The changeling needs to steal the desired trinket the old fashioned way. The target can roll Perception + Alertness (difficulty 8) as a resisted action to notice the item is missing.
Type: Chimerical or Wyrd (depending on if the item mooched is purely chimerical or not).

Notas de juego

Errant tiene Legerdemain 2.