You are on page 1of 22

nWoD Changeling by zenten

last update 10. November 2009

Basics:

The setting is identical to changeling as presented in the books, the only difference is the
system. The system uses the nWoD system. All changeling characters are built on the basic
mortal template, including Virtue, Vice and Morality. However, changelings have the additional
traits of legacies (and court to go along with it), glamour, banality, arts and realms. Right now
at least this document is only going to handle the second edition corebook of Changeling: the
Dreaming, but I might end up writing more later, and the rules here can be easily extended.
Use of this requires both the World of Darkness corebook, and Changeling: the Dreaming
second edition. Unless stated otherwise, assume all regular rules follow the World of Darkness
corebook, and all changeling specific rules follow the Changeling: the Dreaming corebook.

Permanent Glamour is the trait simular to Blood Potency, Primal Urge, Gnosis, etc. The temp
caps, expendatures, and costs to purchase new levels are identical to those other traits. It also
provides the same bonus on resisting certain magical effects. LIke in Changeling: the Dreaming,
a permanent dot can be spent to completely refresh the temporary pool.

Beyond being used for most powers, Temporary Glamour can be spent to heal chimerical
damage as a vampire heals damage (it can be used to heal permanent damage if the
changeling uses it while Calling Upon the Wyrd). It can be spent to remove Temporary Banality
on a one for one basis. This can be spent before the calculation for aquiring Permanent
Banality is used, however, per turn limits for expendature of Temporary Glamour still applies.
See the Epiphany section for ways to gain Temporary Glamour. Temporary Glamour obtained
through distroying Dross does

not follow expendature limits, but cannot be stored in the characters Glamour pool.

Permanent Banality can not generaly be spent. It is used the same way for resisting cantrips as
in Changeling: the Dreaming. Temporary Banality has a limit the same as Temporary Glamour.
When the Temporary Banality reaches that limit, all Temporary Banality is removed, and
Permanent Banality goes up by one. Permanent Banality cannot be purchased with experience
points. Temporary Banality is aquired the same way as in Changeling: the Dreaming.

Characters with differing Permanent Banality suffer a penalty to all non-intimidation social rolls
equal to one half (round down) the difference in banality. This applies both ways.
Kenning rolls can only be made by changelings, and are a type of Perception roll. Gremayre
rolls are normal Occult rolls (a specialty of Gremayre is allowed), mortals and other
supernaturals can make these rolls at a three die penalty, this can be removed with extensive
education by a lerned fae, usualy done only for the enchanted, as doing otherwise is a
violation of the Escheat.

Character Creation:

Changelings start out with the basic mortal template. They then apply bonuses based on being
a changeling, kith (and house if applicable) and seeming.

All changelings have a Seelie Legacy and an Unseelie Legacy. When roleplaying out the
currently dominant Legacy (following the same rules as Flaws, no roleplaying in a haphazard
manner just to get the bonuses) characters may gain Glamour or Banality. Roleplaying the
Quest gains the character a Temporary point of Glamour for playing out the characters Dream,
roleplaying the Ban gains the character a Temporary point of Banality, for denying that Dream.

All changelings start with 3 Arts, and 5 Realms. There are no restrictions on Arts and Realms
located in the corebook. Updated rules for Arts and Realms will be detailed below.

Changelings have access to additional Merits, detailed in the Merit section.

Childings start out with three dots of Permanent Glamour, and one dot of Permanent Banality.
Wilders start out with two dots of Permanent Glamour and three dots of Permanent Banality.
They also gain an additional dot to add to any attribute, this can not bring any attributes above
five. Grumps start out with one dot of Permanent Glamour, and five dots of Permanent
Banality. They also gain three additional dots to distribute among attributes, these cannot raise
any attributes above five. When a changeling moves Seemings (from Childling to Wilder or
from Wilder to Grump) they gain two additional dots of Permanent Banality, and lose one dot
of Permanent Glamour. They do not gain the attribute increases however. Glamour can be
increased normaly with merit dots at character creation, or experience points.

Experience Costs:

Trait Cost
Attribute New dots x 5

Skill New dots x 3

Skill Specialty 3 points

Art New dots x 5

Realm New dots x 3

Merit New dots x 2

Permanent Glamour New dots x 8

Morality New dots x 3

Willpower 8 points

Kiths:

Any time the corebook says that a given member of a kith cannot botch a certain roll, they
instead gain an additional die to that roll. They still have the normal penalties however if they
have no dots of the required skill.

Boggans:

Using Social Dynamics is a Wits + Socialize roll. Difficulty penalties subtract dice from the roll,
as normal. Resisting the Call of the Needy is a Resolve + Composure roll, normaly at no
penality, although the Storyteller can of course apply penalties if she thinks one would be
appropriate.

Nockers:
Nockers gain an additional die on any roll falling under their Fix-It specialty. The specialty
changes depending on which legacy is dominant.

Pooka:

Using Confidant is a roll of Wits + Persuasion minus the targets Composure. Resisting Lies is a
Resolve + Composure roll.

Redcaps:

Using Dark Appetite in combat is a brawling attack, damage 2 (L). Severing a limb requires five
successes if not grappled, three successes if grappled. Bully Browbeat gives Redcaps an
additional die on all Intimidation rolls, obedience is an opposed Presence + Intimidation roll
(for the Redcap) against Resolve + Composure (for the target). Bad Attitude means that
Redcaps subtract at least two dice on all non-intimidation social rolls.

Satyrs:

Resisting Gift of Pan is a Resolve + Composure roll. Physical Prowess applies the Stamina bonus
normaly, Using their goat legs increases the Satyr's species factor by three. Passion's Curse
applies a two die penalty on all resolve and composure rolls, this does not stack with itself.

Sidhe:

Awe and Beauty gives the Sidhe the bonus of Striking Looks four, this does stack with Striking
Looks. Awe and Beauty also gives two dice to appropriate social rolls. Attacking the Sidhe is a
Resolve + Composure roll, Sidhe with a Title of four or above give a penalty to the roll of Title -
three. Banalities Curse does not apply to cantrip rolls.

Sluagh:

Squirm is still a Dexterity + Athletics roll, penalties range from zero to five, depending on how
they are imprissoned. Sharpened Senses give the Sluagh three additional dice (this is including
the lack of botch on Alertness rolls) to rolls of Perception. Seeing through illusionary magic
requires only one success on a Perception roll. A reflexive Perception roll allows them to
tell if any Ghosts are in the area, perceiving them fully costs a Temporary point of Glamour.
Curse of Silence adds a two die penalty to any social rolls with non-sluagh.

Trolls:

Titans power gives bonus dots of Strength normaly. Health levels are chimerical only, unless
the Troll calls upon the Wyrd. Stubbornness gives the trolls two extra dice to resolve rolls to
resist temptation or distraction. Bond of Duity requires a resolve + composure roll to avoid
becoming violent.

Eshu: The Eshu birthright and frailty works the same way as in the Changeling corebook.

Backgrounds:

The following backgrounds are converted over to merits: Chimera, Dreamers, Holdings,
Remembrance (replaces Past Lives as well), Title, Treasures. Retinue is covered by the Retainer
merit. Many other backgrounds not included in this list are already covered by merits in the
WoD corebook, and use those rules.

Merits:

The following merits are converted over to the new system. Ones not listed are not being
used, or are already found in the WoD corebook.

Regeneration: As Quick Healer, but is a five dot merit, and heals one level of lethal or bashing
chimerical damage per turn spent resting, aggrivated chimerical damage heals at the rate of
one level per hour spent resting. Wounds inflicted by cold iron are not affected by this merit,
and it does stack with Quick Healer.

Medium: Works normaly.

Luck: Works normaly.

Art Affinity: Works normaly.


Faerie Eternity: Works normaly.

Poetic Heart: Three dot merit, allows for a Resolve + Composure roll with a penalty of one half

(round down) the characters banality, each success removes a point of Temporary Banality
gained from one source, can only be used once per story.

Winged (merit only): Works normaly. Speed flying equals running speed, can be maintained for
a number of turns of twice the characters Stamina, needs to rest at least a scene between
uses.

Seeming's Blessing: Works normaly.

Boon: Works normaly.

Reputation: Works normaly.

Epiphany:

Reverie:

Knowing the Dreamer is a Kenning roll. Actualy musing the dreamer is a Manipulation +
Empathy roll (bonuses can be applied as per the book). Each success gives the changeling a
Temporary point of Glamour. Dramatic Failure means that the Reverie must start from scratch.
The roll for the Dreamer to be able to create again is the same as the book, at a standard

difficulty.

Rapture:

The roll for Rapture is Attribute + Ability minus (Permanent Banality minus Permanent
Glamour, minimum zero). Each success gives a Temporary point of Glamour, and an
Exceptional Success gives one Permanent Glamour. Dramatic Failure means the character
gains a Temporary point of Banality.
Ravaging:

The roll for Ravaging is the Permanent Banality of the Ravager minus the Permanent Banality
of the Dreamer. Each success produces a Temporary Glamour, dramatic failure results in the
Ravager gaining a Permanent Banality.

Rhapsody:

The mortals roll to create is an instant action, with standard diepool. Bonus dice are added
based on the amount of glamour invested by those engaging in the Rhapsody, on a one for one
basis. With just one success a masterpiece is created, forgoing the normal rules for creation. If
the mortal gets a dramatic failure, the mortal gains a Permanent Banality, and all glamour is
lost. Glamour is distributed as per Changeling: the Dreaming, and the resulting effects on the
mortal also apply.

Cantrip Casting:

Diepool: Base diepool is Art + Attribute + Realm, modifiers are outlined below.

Bunks: Bunks provide bonuses to cantrip rolls at one die per level. Level one bunks can be
done the same turn as casting, higher level bunks usualy take longer, and casting must be done
at the end of the bunk.

Banality: Banality imposes a penalty on the casting. There is a penalty on the roll equal to
either the caster's or the target's Permanent Banality (whichever is higher).

Spending Glamour: Glamour costs are standard as on page 205, with the following exception.
Temporary Glamour can be spent to add dice on a one for one basis. Please note that cantrip
casting follows normal Glamour expendature limits, meaning characters with a low permanent
glamour will have difficulty casting some cantrips.

Modifier Realms: Using modifier realms do not cost glamour, and using the scene realm to
affect multiple targets does not impose a penalty. However, successes on multiple targets
must be split among them. The time realm can be set up for a "trigger", this allows the caster
to name something that will cause the cantrip to take effect, with a time limit described by the
time realm.
Invoking Banality: Invoking Banality against a cantrip requires a reflexive rolling of the
characters Permanent Banality, each success subtracts one from the casters successes. Using
this gains the user a Temporary Banality.

Counterweaving: Counterweaving is a Wits + Occult (gramayre) roll. This costs a Temporary


Glamour, and requires reaching as many successes as the caster, partial successes do not
count. The counterweaver must possess the appropriate Realms and levels to countweave.
This is an instant action. Determining the realms and art (and levels) used is a reflexive Kenning
roll.

Nightmare dice are not being used.

Arts:

Chicanery: Manipulation based roll. Captive heart allows a reflexive Resolve + Composure roll
to resist actions that run counter to her personality.

Legerdemain: Dexterity based roll. Ensare is a a weapon that has number of successes
(bashing) on the cantrip, and uses Resolve + Composure to attack.

Primal: Stamina based roll. Heather Balm heals one lethal, or two bashing per success. Holy
Strike inflicts lethal damage.

Soothsay: Intellegence based roll. Fair Is Foul and Foul Is Fair adds or subtracts dice to another
roll.

Sovereign: Presence based roll. Replace willpower rolls to resist with Resolve + Composure
rolls.

Wayfare: Wits based rolls. Quicksilver gives bonuses as follows: Subtracts rolls to hit the target
of Quicksilver by the number of successes gained. Initiative for the target is increased by the
number of successes on the Quicksilver roll. Speed is increased by current speed times
(number of successes + one). Multiple castings of Quicksilver on the same target result in
multiple turns of Quicksilver, in order of casting.
------------------------------------------------------------------------------------------------------------------------------
-------------------

Other alternatives might be

"Annael's Djinni Bottle: Changeling: the Updating NWoD Changeling revision"

Or: Changeling the Lost - using Kiths and Houses as Entitlements.

our character as an individual—the job or role they define themselves by.

● Kith: Choose a Changeling Kith for the character.

● Virtue/Vice: choose from the list in the WoD core book (page 100).

● Court Affiliation: Does the character affiliate herself with the Seelie or Unseelie Court?

● Aspect: There are four to choose from--Spring, Summer, Autumn, or Winter. See Aspects for
more information.

● House: Some characters are members of noble Houses, especially if they are born nobles.
Decide if your character belongs to one (if so, then you must purchase Rank as one of your
Merits).

Step Two: Attributes

A Changeling character starts with one free dot in each Attribute. You get more 15 dots to
distribute among them. They are rated on a scale of 1 to 5. 1 is abysmal. 5 is spectacular. No
Attribute can go over 5. Check the WoD corebook, beginning on page 42, for further details.

Step Three: Abilities


You have 29 dots to distribute among Abilities as you see fit. Rated on a scale of 1 to 5, 1
means that you are a beginner, or that you have some know-how but you are poor at it while 5
means that you are among the top of your field. During this stage of character creation, you
cannot raise any Ability beyond 3. Abilities are described in the WoD core book, beginning on
page 54.

Step Four: Advantages

● Merits: A mage character receives 7 dots to distribute among Merits. These are traits that
represent other advantages the character has beyond their own skills. Contacts, special
talents, and supernatural blessings may all fall under Merits. Merits are described more
thoroughly in the WoD corebook, beginning on page 108. You may also choose among the
Backgrounds from Changeling: the Dreaming, and merits listed in the various oWoD books.

● Dominions: : The Changeling receives a free dot in the Dominion associated with the Aspect
you chose. Assign three more dots in any Dominions you like, but no single Dominion may
have more than three. See below for more on Dominions.

● Cantrips: The Changeling chooses a number of cantrips equal to her Weaving score, for each
Dominion she knows. They can be of any level that doesn't exceed her rating in that Dominion.

Step Five: Core Traits

● Weaving: A Changeling character starts with 1 dot in Weaving. See below for more on
Weaving.

● Willpower: A Changeling character starts with a Willpower rating equal to their Resolve +
Composure.

● Glamour: this is the amount of ‘stored' magical energy your character has at any given time.
Beginning Glamour is equal to the character's Avatar rating. More may be purchased later in
the character creation process. Glamour is described more thoroughly below.

● Balance: A Changeling's morality trait is called Balance. A Changeling starts with 7 Sanity. If
you wish, you may spend one Balance during character creation to receive 4 extra Freebie
Points. In return, you must choose a Derangement for your character to begin play with, and
you should come up with a story of how the Changeling lost that Balance point and gained the
Derangement. You may later lose this Derangement by raising your Changeling's Balance. You
can do this up to two times.

See Balance, below.

Step Six: Customization

Once you have all those dots assigned, you may now purchase extra traits for your character.
The ST may assign each character a beginning amount of experience which can be spent to
raise traits before the game begins. Attributes and Abilities cannot be raised above 5. Weaving
should not go above 3 for a beginning level character. Merits usually can't be raised above 5,
unless the ST gives permission.

Flaws: At this point, you may also choose Flaws for your character. These are negative traits
the character may possess, and they award you extra experience during gameplay, depending
on their severity. They may be psychological,

supernatural, social, or physical. A physical handicap, a hereditary curse, a past faux pas among
polite society, or a mental disorder may all be Flaws. Lists of Flaws can be found among the
various WoD books, or you may make up your own.

Step Seven: Secondary Traits

Now that the character's stats have been finalized, you can calculate secondary traits. For
more on these, see the WoD corebook, beginning on page 90.

● Size: Most humans start with Size 5. A character with the Child or Short Flaw begins with Size
4. A character with the Huge Size merit begins with Size 6.

● Speed: Your character's Speed is equal to Size + Strength + Dexterity.

● Defense: Your character's Defense is equal to Wits or Dexterity, whichever is higher. (Note
that NWoD official rule is Wits or Dexterity, whichever is lower . Taking the higher is a house
rule.)
● Initiative: Your character's Initiative is equal to Wits + Dexterity.

● Health: Your character's permanent Health is equal to Size + Stamina.

● Cantrips: For each dot in a Dominion, choose a Cantrip that the character knows. Cantrips
are found in the Dark Ages: Fae book.

Step Eight: Background

Once all that is done, it is time to figure out the character's personality, background, and
history. Ideally, you will have come up with some ideas on this while building the character.
Flesh those out, and answer questions such as: how and where did my character grow up?
What is their family like? What about friends? What job (if any) do they hold, and how do they
support themselves? What are their goals in life? Greatest fears? Greatest hopes? Smaller
details such as your character's favorite food or quirks of speech can add realism and
enjoyment to play. And don't forget to

decide physical characteristics such as age, appearance, and style of dress.

Balance

Instead of Banality, Changelings have their own Morality system, called Balance.

Changelings are creatures of both the Dreaming and the mortal world. As such, they must keep
a balance between these two aspects of their nature. If a Changeling favors one side of their
nature over the other too strongly, they can begin sliding in one direction or the other. A
Changeling who leans too much toward their human side can Forget herself. A Changeling who
dwells too much on her faerie side can be Undone. Her magical being slowly drifts back to the
Dreaming, begins to fade out during dreams, and eventually if she ignores her mortal side too
much, the magic that composes her simply is called back to the Dreaming and fades away
forever. In either case, the changeling becomes more susceptible to mortal faith and
superstition. This effect is known as Echoes.

Fae suffering Echoes may discover they can no longer step uninvited into a mortal’s home, or
that milk curdles whenever they pass near it. The longer the changeling’s imbalance continues,
the worse the Echoes can grow. These Echoes are warning signs that the changeling had better
tend to her soul, or suffer the consequences.
Some possible sins:

Spending too much time living a mortal life

Denying your faerie seeming-such as ignoring the fact that a troll can't fit in the back of a cab
with three other people.

Using no Glamour for a week

Depleting your Glamour completely

Doing something that harms the Dreaming (Undoing another fae)

Destroying something that creates Glamour(ripping apart a fine painting; telling a child that
Santa Claus isn't real)

Breaking a sworn Oath

Spending more time in Freeholds than in the real world

Interacting with more than three chimera on a regular basis

Constant Ravaging

Having no mortal friends

Having no mortal job or other attachment, such as school

Being almost exclusively nocturnal

Using drugs, alcohol, or sex to excess


Spending more than half your waking time creating art

Having no mortal family

Being in a state of unrequited love

House Rule: Freebie Points

Freebie points are an alternate system, from oWoD, of customizing a character during
creation. The costs are different from normal experience, placing emphasis on different stats.
Also, it may lends itself to a slightly more epic game, as higher levels of stats cost the same as
low levels. Typically, the ST assigns 15 Freebie Points, but the number can be varied as
appropriate. With this system, Flaws can also award extra Freebie Points, rather than (or in
addition to) experience during gameplay.

Freebie Point Costs

Trait Cost

Attributes 5 per dot

Abilities 2 per dot

Backgrounds 1 per dot

Weaving 4 per dot

Willpower 1 per dot

Dominions 7 per dot

Glamour 1 point per four dots


Balance 4 per dot

Echoes

A changeling knows that he is becoming imbalanced when moral belief begins affecting him. If
he finds that certain kinds of flowers make him uncomfortable, or the cross pendant that an
old woman wears makes him flinch, he should begin taking note of his actions. These Echoes
become more extreme with time. They begin with small things, but grow so that signs of
Christian faith begin repulsing the changeling, salt drives him away, bells chiming give him
pain, and so forth. He may find himself unable to enter a house uninvited, or a horseshoe
above a door could require him to lay a blessing on a family. At this point, the changeling had
better seek help before he loses himself.

Changeling Nature

At heart, Changelings are still the same as in Changeling: the Dreaming. They are the souls of
fae beings, inhabiting mortal bodies. The Dreaming is still a realm apart from the world, and
fae still hail from Arcadia. However, some things are different. Those changes are enumerated
in the following sections.

The Changeling Way Ritual

Long ago, as mortal began forgetting magic, the Dreaming began to starve. As people
dismissed it more and more, Arcadia drew further away from the world, eventually closing its
gates and hiding within the mists of the Deep Dreaming.

The Fae who were not in Arcadia at the time found themselves losing focus, for Arcadia was
their heart and soul -- the wellspring of the splendors of the human mind, and the birthplace
of the Fae. Fae began going mad, becoming distant and aloof hermits or drawing themselves
into their own delusions. Some fae, however, underwent the Changeling Way Ritual. By
merging with a human soul, these Changelings were able to find an anchor and a source of
Glamour. What's more, they found that in mortal dreams -- their own dreams -- they could
sometimes reach Arcadia, walking its beautiful paths once more for a fleeting time. But in
return, the faerie soul forever sacrificed true immortality. The Changeling anchored her
personal being within humans, and could no longer exist separately. Thus, if a Changeling
renounced humanity, her Glamour would be drawn up by the Dreaming, called home and
dissipated on the winds as pure magic. Her individuality would be lost. This was a terrible price
to pay, but for many it wasn't too high. Still, some True Fae exist to this day, wandering the
Silver Paths of the Dreaming, lost in their splendid power and their unhuman dreams.
Courts

The Seelie and Unseelie Courts are still the two primary powers, and the two primal forces
within every faerie. However, they are not the only element of a changeling's psychological
makeup. Every Changeling has a Virtue and a Vice. As well, each Changeling has an Aspect,
which is a representation of the basic makeup of the Changeling's individual personality.
Members of every Aspect belong to each Court, though they are not always divided evenly
between them.

Aspects

Each Fae (not just Changelings) is aspected toward a certain part of nature. Western Fae
identify these aspects according to the seasons: Spring, Summer, Autumn, and Winter. A Fae's
aspect reflects her personality and motivations.

Spring is the season of birth, bloom, and growth; a time of unpredictable weather, and
irreconcilable change. Spring Fae embrace change in all things. They are known for their
passionate but quickly changing tempers, clashing interests, fascination with instability, and
their lack of long-term focus. They are fascinated with modern things, and with humanity as
well, perhaps more than any other aspect. As such, they typically have the most sympathetic
attitude toward mortals, though it isn't necessarily out of altruism. They may get quite
involved in the lives of mortals, observing or even attempting to cultivate them like a herd of
pet animals or an unruly garden. Spring Fae often have great power, but little focus.

Favored Dominion: Dawn

Summer is a season of glory. The sun is bright, the air is hot, and the world is in full bloom.
During high summer, time seems to stop, hanging forever in a golden haze. Likewise, Summer
Fae are charismatic, often physically beautiful, and timeless. Often known as highly skilled
warriors or suave and urbane courtiers, Summer Fae gravitate naturally toward positions of
leadership. Also, they frequently have an interest in tradition and history, and hold great
reverence for oaths, allegiances, and ties. They respect those who respect such things. Such
bonds between individuals and times preserve the status quo, and many Summer Fae prefer
that. They are more common in the Seelie Court than the Unseelie, though that is certainly not
exclusive.

Favored Dominion: Day


Autumn is a time of endings. The world slowly grows calm and still amidst bright colors and fall
pageantry. Autumn is a time of preparation for the harsh times ahead, a time for reflection
upon what has come before. Autumn Fae reflect this, being manipulative and thoughtful.
Brilliant tacticians on the battlefield or off, they are known for their keen eyes and incisive
minds. Autumn fae tend to pay attention to the world around them, studying and analyzing it
whether for their own benefit or simply for the enjoyment of exercising their intellect. They
look ahead to the future, or inward for

self-comprehension. When they move, they move efficiently and often quietly, preferring
pragmatism over flashiness. Entering into a pact with an Autumn Fae can be dangerous. They
often consider things in terms of what others can do for them, and may be willing to seduce
and use people who have something they want.

Favored Dominion: Dusk.

Winter is a season of death and solitude, a time of rest and loneliness. The world lies beneath
a blanket of ice and snow, and the darkness seems to wrap about it all, even in midday.
Sharing these affinities, Winter Fae are the most frightening of all the aspects. They are harsh,
unforgiving people. Known for cunning and ruthlessness, Winter Fae will do anything they
must to see their ends accomplished. Many have an almost instinctive understanding of the
darker emotions and of need, wielding them like a weapon. The Winter Fae motto might
almost be, "Do unto others before they do unto you." Still, not all are cold and vindictive.
Though indeed some are as still as an icebound forest, others seem to be creatures of pure,
nearly ferocious emotion, bringing to mind nothing so much as a half-starved predator.
Nevertheless, even the quiet ones can be difficult to approach. Most Winter Fae are too raw-
willed and humorless to make friends easily. To have one as a friend, however, is to have a
companion who will follow you to the death.

Favored Dominion: Night.

Nobles

The Sidhe are not the only Nobles. Fae of every culture have their leaders and their supporters.
The Noble kiths of the Fae all share something in common: the blessing of the Dreaming. They
have a special connection to it, which makes them beautiful and terrible, and many of them
can call on the Dreaming to manifest their power.

The Dreaming
The Dreaming is sentient. It is awake, and it is aware. Though many theories exist as to its true
nature, no one can say for certain what it is or where it came from, but the fae know that
every human mind in the world is connected to the Dreaming, and can influence and be
influenced by it. They know that it watches over them and protects them. It created them, and
in some ways, they see it as a god(dess) and a parent.

The Mists

The Mists are an effect that protects and shelters the fae from the ravages of the mundane
world. It fogs the sight and memory of mortals who see them. Exactly what causes it isn't
certain, but normally the Mists hide the Changeling's faerie seeming, and deaden the power of
their magic in the real world.

A Changeling can affect this, however. By Calling on the Wyrd, a Changeling can cast the Mists
aside, stepping completely into the real world to reveal her true nature. Alternatively, a
Changeling can also Summon the Mists, wrapping herself tighter in them to mask her presence
completely, allowing her to move unseen through the mortal world.

The Bright Dream and the Nightmare

Some Fae know them by other names, but the Tuatha de Danaan and the Fomorians are
remembered by them all. They existed to all peoples in all places. All Fae remember them,
though they may remember very different things. It has been a long time, long eons, and
eventually even immortals can forget the details. Still, the Bright Dream and the Nightmare
existed, and probably still do, somewhere beyond the Silver Sea.

Cold Iron

Iron has great power over fae and their kin. A changeling in contact with Cold Iron finds that it
leeches Glamour away, draining 1 point per round of contact. An attack with a weapon of Cold
Iron does aggravated damage. Also, in the hands of someone who remembers the old ways,
Cold Iron can be used to resist faerie magic. It provides innate countermagic against a
changeling’s arts—however many dice the storyteller deems appropriate.

Note, however, that an item must be true iron to be useful. Steel and other alloys are simply
normal metal. Iron is not particularly common in these times: sources could include a wrought
iron fence, or a cast iron frying pan.
Changeling Magic

All fae use the Dominions from DA: Fae. This includes Nunnehi, Inanimae, Hsien, and anything
else you want to throw into the pot. (Hsien Dominions are restructured into five, along the
Asian elemental lines.) Changelings do not *need* to learn Dominions unless they choose to.
Each Changeling also has a few natural, innate powers that reflect her personal nature. The ST
and player work these out while creating the character. A Changeling chooses her Dominion
according to the aspect she most identifies with: Dawn for Spring; Day for Summer; Dusk for
Autumn, and Night for Winter.

Weaving

The Weaving rating indicates a changeling’s magical power. The Weaving rating goes from 1 to
10. When a changeling casts a spell, they spend a point of Glamour and roll Weaving +
(dominion). Weaving is also used in a contested roll to resist magical effects cast directly upon
the changeling by other supernatural beings.

Glamour

Glamour is the pool of magical energy a changeling has access to. A changeling can hold up to
20 Glamour at any given time.

Spending Glamour:

● 1 point must be spent to cast a spell.

● Summon the Mists: a point can be spent to cloak your presence.

● Call upon the Wyrd: spend a point to manifest the faerie Seeming.

● Dreamwalking: spend a point to step into a mortal’s dreams.

● Enchantment: spend 1 point to enchant a mortal so they can see and be affected by the
Dreaming
You can replenish Glamour through artistic endeavor. When someone undertakes a creative
task in your presence, or when you do so yourself, roll Willpower. Each success replenishes
one point of Glamour in your pool. Also, you can wrest

Glamour from creative objects by destroying them, or by ripping it from the mind of a mortal,
but this has repercussions (see Balance).

Be warned: Bad things can happen if you spend all of your Glamour. Also, Glamour can carry
different ‘flavors’ depending on its source. Glamour from a joyous source, such as a child’s
birth, will influence the changeling toward Seelie behavior. Glamour from dark sources, like
nightmares or Steven King novels, can make the changeling’s nature or magic lean toward the
Unseelie. These flavors may or may not also affect the changeling’s magic. Perhaps ‘happy’
Glamour could give bonuses to using Day dominion, and penalities to Night dominion.

Banality

There is no Banality stat. Banality's existence is now indicated other mechanics, such as lack of
Glamour. It's the void of imagination, rather than an active force in its own right.

Dominions

There are four primary Dominions: Dawn, Day, Dusk, and Night. Each Dominion holds sway
over an element, certain emotions, colors, and aspects of the world. Ratings in Dominions go
from 1 to 5, and represent the character’s ability to manipulate the powers of that Dominion.
Casting a spell always requires spending a point of Glamour, but the dice pool can change. See
Cantrips and Unleashing for more information.

In addition, there are certain special Dominions that some faeries have access to. For example,
the Nockers have a Dominion that allows them to craft special magical items.

Dawn: The domain of the senses and the body, fertility, healing, earth, control of weather,
purity, time, and the future. Associated with copper, the spring equinox, and the color green.

Day: The domain of fire and heat, light both literal and metaphorical, leadership, faith,
thought, loyalty, and mind control. Associated with gold, the summer solstice, and the color
yellow.
Dusk: The domain of spirits and space, travel, gateways, humanity, atonement, air, the past,
and mind reading. Associated with bronze, the autumn equinox, and the color red.

Night: The domain of cold and darkness, water, despair, betrayal, nightmares, and shielding
the mind. Associated with silver, the winter solstice, and the color black.

Cantrips

A Changeling gets 1 free cantrip for each Dominion, per dot in Weaving she possesses. When
she raises her Weaving rating, she can choose another free cantrip for each Dominion. The
dice pool for casting a cantrip is the Dominion +

an associated attribute or ability + assorted modifiers. Modifiers may include +1 die if casting a
cantrip associated with your Aspect's Dominion, for casting during a time or date associated
with the Dominion, and so on. Casting a cantrip always requires the Changeling to spend a
point of Glamour.

Unleashing

Unleashing allows a Changeling to perform magic that she doesn't know a cantrip for. It is very
powerful, but also dangerous. The player spends a point of Glamour, and rolls Weaving + the
Dominion used. However, the Weaving dice should be indicated--either by using a different
color of dice, rolling them separately, or in some other way differentiating them from the rest
of the dice pool. If the player rolls the number of successes needed, then the effect goes off as
planned. However, on the Weaving dice only, if more 1s are rolled than successes, the
changeling loses control of

her Unleashing. Whether she gets the effect she aimed for or not, some other, unpredictable
effect occurs as well.

Summoning the Mists

By spending a point of Glamour, a Changeling can call up the Mists more thickly about herself,
shrouding her presence completely from mortal notice. This isn’t true invisibility, but a
clouding of mortal minds to the changeling’s presence.

Calling upon the Wyrd


By spending a point of Glamour, a Changeling can draw the very fabric of the Dreaming into
the world, imposing a bit of it upon mundane reality. She can manifest her faerie seeming for
all to see, as well as chimerical creatures or objects that she wishes to affect the real world
with. This can be a dangerous practice, however. Mortals who see Changelings this way don't
forget as they normally would, and there are those who would hunt the fae if they knew about
them.

Dreamwalking

As creatures of dream, faeries can easily step into the dreams of other creatures. Here, they
can manipulate the sleeper’s dreamscape. They must beware, though: as creatures of dream,
faeries must answer to dream's power. If a mortal’s dream is strong, a faerie may find himself
sucked into it, powerless to affect the path of the story. This risk becomes greater with some
magical beings, who are often more willful and cognizant of such things.

A faerie can spend a point of Glamour to simply step into the dream of a sleeping person. They
may choose to simply observe, but if the dreaming mind notices them, then the changeling
must roll contested Willpower against the sleeping person or become a part of the dream.
Likewise, if a changeling wishes to shape the dream, they must roll contested Willpower
against the dreamer. If the changeling wins, they can alter something in the dream. If the
dreamer wins, the changeling becomes stuck and the dream begins affecting them, whether
they like it or not.

Changelings can use their magical arts in dreams, just as normal. Dreamwalking has many
possible applications. Perhaps a changeling can observe a person’s dreams to learn their
secrets, or shape them to communicate a message or to inspire them to an artistic creation.
Also, dreams can sometimes be used as shortcuts to places in the Dreaming, but this is risky.

You might also like