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CHANGELING BACKGROUNDS

 CAN BE PURCHASED WITH XP AT ANY TIME. DURING OR AFTER CHARACTER GENERATION

                     

 

IRON WILL (1 - 5): +1 to Resolve rolls for each level ( 30 XP Per Level )

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​QUICK THINKING (1 - 5): +1 to Wits rolls for each level ( 30 XP Per Level )

 

​​ACUTE SENSES: +1 to Perception rolls ( 30 XP )​

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​BLIND FIGHTING: Ignores blindness penalties ( 30 XP )

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WEAPON SPECIALIZATION: +1 to specific weapon type rolls. (Must specify the weapon, such as hand gun, knife, sword, etc) 

( 30 XP )​


LUCK BE A LADY:  Get one reroll per Scene. However you can't reroll a botch( 30 XP )

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​AMBIDEXTROUS: Allows to dual wield weapons. This has really no effect when mixing 1 ranged and one melee weapon beside removing a need to spend a turn swapping weapons. However when using two one handed melee or long range weapons, this adds +2 to attack rolls. (No, you don't combine both weapons, just use one weapon bonus +2 from Ambidextrous)

( 30 XP )​

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​QUICK REFLEXES: Allows to draw weapon(s) and act in same round, as well as perform some quick actions called by Storyteller.

( 30 XP )​

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​RESOURCES ( 1 - 5 ) ( 30 XP Per Level )

Resources can come in many forms, such as wealth. We do not wish to use resources as a way to prevent people from running businesses, anyone on the sim have an ability to run business even if they do not have a single point in resources. 

​​◉  You are not on a budget. You may lose some money in a gamble or pay off low bonds easily. 

​◉◉   You may can afford to buy rather expensive art piece, hire a low skill professional for something (+5 in a roll).

​◉◉◉  You may pay off debts, high end bonds, as well as have an NPC (regular summon stats) as your driver or guard or anything else. 

​◉◉◉◉  You are wealthy and likely well know due to that as well as you can afford things of great expense. 

​◉◉◉◉◉  Your wealth is vast. You may have now 2 NPCs (regular summon stats) with you at all times, as well as no price is too small for you. 

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MARTIAL ARTS ( 30 XP per move )​

Martial arts allow you to use different combat moves and bonus. These moves are unnamed so that you may pick your own fighting style and apply that move in that style (Ex: A counter attack for boxing could be cross counter while same counter attack for karate could be a karate chop.)

NOTE: UNARMED COMBAT ONLY​

  • Passive Moves are always on

  • Active abilities must be declared when used.

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​Combat Stance: Passive +1 to attack and defense rolls.

​Full On Defense: Active Skip your own action in order to reroll your failed defense roll. 

​Offensive Move: Active +2 to next attack roll but -2 to next defense roll.

​Defensive Move: Active +2 to next defense roll but -2 to next attack roll.

​Knock Out: Passive Upon scoring 5+ successes on attack roll, knock a mortal out (does not work on shifters or undead). 

​Counter Attack: Passive If your opponent botches an attack on you, then you may immediately hit them back. Your counter attack is treated as regular attack in terms of defense against it. 

​Counter Throw: Passive Upon scoring 5+ successes on defense roll, throw your opponent down to the ground, dealing 1 minor damage to then. 

​Knock Down: Passive Upon scoring 5+ successes on attack roll, knock an opponent down to the ground. 

​Staggering Attack: Passive Upon scoring 5+ successes on attack roll, the opponent suffers a penalty of -3 to attack/defense rolls for next turn. 

​Grappler: Passive +3 to all grapple rolls, defensibly or offensively. 

​Prone Mastery: Passive When you are down, you do not suffer penalties. 

​Kick Off: Passive Allows to get back up without sacrificing an action, however you do suffer penalty of -1 to all physical moves for that round. 

​Disable Limb: Active During your grapple roll or while having someone in a hold you may roll a grappler attack to twist and disable someone's limb. This attack works with 3+ successes scored, giving your opponent a penalty of -2 to all physical actions for the scene. 

​Disarm: Active Upon scoring 3+ successes on attack you forfeit doing damage but you disarm your opponent of the weapon they hold. 

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BORDWALK MEDIUMSHIP  5 XP per rank. (Slaugh Only)

PREREQUISITE: OCCULT rank equal to the rank you wish to purchase.

You have learned the traditional medium path to summoning spirits from the afterlife. (Note the restrictions above) 

â—‰ NOVICE:           You know the basics

◉◉ COMPETENT:  You're somewhat accomplished.

◉◉◉ PRACTICED  You run a psychic shop and are known in your local community.

◉◉◉◉ EXPERT      You're a fairly minor psychic celebrity among mediums and the public.

◉◉◉◉◉ MASTER  Your fame extends to the underworld, wraith flock to you waiting for their turn to speak to their loved ones.

To see how boardwalk mediumship works, check the medium page.

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CHANGELING BACKGROUNDS

 AT LEAST ONE DOT MUST BE PURCHASED UPON CHARACTER GENERATION IN ORDER TO UPGRADE AFTER CHAR GEN

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​CHIMERICAL COMPANION ( 30 XP Per Level )
Companions are living chimera either born of unconscious dreams or sculpted into existence from raw dream stuff, then breathed life by a changeling. While the character has either befriended or bound the chimera, powerful ones have motivations of their own that may occasionally conflict with those of their companions. 
â—‰              INFERIOR PREFAB CHIMERA: You have a simple chimerical pet

◉◉           MINOR PREFAB CHIMERA: Your chimera is semi-intelligent and able to communicate
◉◉◉        AVERAGE PREFAB CHIMERA: The chimera is able to speak clearly and often has a  mind of its own
◉◉◉◉     GREATER PREFAB CHIMERA: You have a highly intelligent chimera that is often a great help
◉◉◉◉◉  LEGENDARY PREFAB CHIMERA: Your friend is an ancient and/or powerful chimera that is a legend in its own right

NOTE: Chimerical companions make up the limit for "NPC pets". (I.E you can only have 1 active) If you have chosen a chimera that is allowed a number of reeds please note the reeds chosen on your sheet.

SEE PREFABRICATED CHIMERA PAGE

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FAMOUS ( 30 XP Per level )

While fame is a fun stat, don't expect everyone to know you. Such as some character might really not be interested in a sphere of fame that you picked, so they would have no reason to know you. 

â—‰  You are a small known name, maybe a streamer or performer, with a few followers to your name. 

​◉◉   You might be recognized as you had a shot of fame at some point but since then been stable low.

​◉◉◉  You have a loyal fan base in what you do, also people in the city more likely to know you. 

​◉◉◉◉  You are easily recognized, a rising star perhaps that caught on to latest trends. 

​◉◉◉◉◉  Your fame is county wide. 

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REMEMBRANCE:  ( 30 XP Per Level )
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

SYSTEM:

ROLL: INTELLIGENCE + REMBERANCE RANK  to recall details about the subject at hand.

DIFFICULTY :

  • Something commonly known would require a difficulty 12,

  • Remembering the location of a freehold lost since the Shattering would require a difficulty of 16.

ADDITIONAL USES

The player may substitute Remembrance for a skill on any roll involving a mundane task.

This substitution may be made a number of times per day equal to the character’s Remembrance rank.

(Dragonkin pay for ranks 1-5 but add + 1 to it, if they do not buy any ranks they have rank 1 for free.) 

Note: This only covers skills or knowledge's ,not attributes.
â—‰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.

◉◉◉◉◉ â—‰ You clearly remember the mythic age, though as with all things, it is only what the mists allow you to see. Details will support the dreaming context, but will as with all remembrance, the mists will edit out things that are harmful to fae legends.  (Dragonkin only)

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FAERIE ETERNITY  ( 30 XP )
After you went through your Chrysalis, you had a birthday, and then another, and then another. Strangely, however — you didn’t seem to be growing or getting older. You’re touched with a vestige of the immortality that was the Birthright of all fae. As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you begin to age normally.

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GLAMOUR BATTERY: ( 15 XP Per Level )

A Glamour Battery is an item that contains an infusion of spendable glamour. Batteries come in all shapes and forms it maybe that your treasure or chimerical companion  is also a battery (if you have purchased those backgrounds) , or your battery may be an actual battery, anything from a Digital watch battery to a car battery , the size of the battery does not mean anything. 

Each level of this background indicates the amount of Spendable glamour that is contained within the battery.

  • This battery does NOT count towards you maximum temporary glamour nor does it count towards the maximum dross you can spend during a scene.

  • This is simply free glamour that can be unlocked upon a touch. The glamour battery needs to be recharged off screen, and so may only be used once per night.

NOTE: Far more powerful batteries are possible to be created with the infusion art. Characters can only possess 1 battery, so Infusion users should not purchase this background.

  • Also note: Infusion users cannot give glamour batteries to other characters either.

  • If they "Do" Want to make a battery for another character, the other character needs to purchase this background and pretend the battery is the one the infusion user made for them.

​◉             1 point of spendable glamour per night 

◉◉          2 points of spendable glamour per night

◉◉◉       3 points of spendable glamour per night

◉◉◉◉    4 points of spendable glamour per night

◉◉◉◉◉ 5 points of spendable glamour per night

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REVERIE BACKGROUND  ( 30 XP Per Level )

Reverie represents the changeling gathering glamor created by art that they inspired in a local resident.  At the start of each night the changeling gains 1 point of spendable Glamour  per reverie background rank

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​​◉             You've inspired a guy at night school.​​​

◉◉          You've inspired one or two art students in local community college.

◉◉◉        You've got quite a reputation in the artists quarter.​​​

◉◉◉◉     You're always mentioned in exhibit notes , album covers, the acknowledgement section of novels. There are many paintings, photos, poems either                      featuring you or mentioning you.​

◉◉◉◉◉  World Famous artists cite you as the source of their inspiration and you've been mentioned at the Oscars, Grammy, Emmy and Pulitzer prize speeches​​​​

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REGENERATION: ( 40 XP )

Your faerie nature is very strong, and as a result you heal much faster than other Kithain.

  • For every turn spent resting, you recover one Health of chimerical damage. (Bashing if you have invoked the wyrd

  • Lethal damage  can be regenerated at a rate of one Health per hour. While in a freehold, your wounds heal at twice this speed.

  • Aggravated damage is regenerated at the rate of one health per day. (Or 1 health per 12 hours in a freehold) 

  • Wounds inflicted by cold iron are not affected by this background and heal at the usual mortal aggravated rate.

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ANIMALISTIC FAVOR:  XP cost variable (see chart)
Your fae mien possesses a minor animalistic feature from the below table. These features are "Chimerical" and wyrd must be invoked to make use of them in the real mundane world. You can not purchase duplicate features (example you only have one extra pair of legs or one set of wings, duplicates cannot be taken and definitely would not stack anyway) Extra legs is popular among Satyr kith. NOTE: metamorphosis "Beast skin" can duplicate the animal features listed below on a temporary basis. If a metamorphosis user is in doubt 
about how to use a feature , they should refer to this chart.

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CHANGELING XP

 

KITH AFFINITY: Choosing your Kith is very important as it informs both your Affinity Realm and your three Affinity Arts. These Realms and Arts are generally cheaper to your Kith than they are to other changelings. We have decided to make some Arts Affinity arts to better represent the -typical- Kith type and not to deviate too wildly from what kith are particular known for, Pooka are renown tricksters and shapeshifters, their Affinity Art should reflect that. While Sidhe are Canonically the masters of Fae and of commanding them, they also created the Arts of Chronos and Naming, Hence Sovereign, Chronos and Naming are their affinity realms. 

BONUS STATS: Some changelings get a bonus on an attribute this may exceed the fifth dot, but the bonus only applied to attribute ranks they have purchased.

EXAMPLE: To have 7 strength, a Troll needs to have purchased up to rank five in strength attributes. He adds his +2 bonus in rp only.

Bonuses do not count when working out your -actual- rank for xp purposes. For example a Troll who has only purchased rank 1 of strength has 3 strength in game, but only strength 1 when he seeks to spend actual xp on increasing his strength. To keep the sheet simple, these bonuses are not reflected on the character sheet.

PRIORITISING REALMS

Arts are only as good as the realms they are backed up by. You of course are entitled to focus on what ever realms you like. However these are the recommended choices in order.

TARGETING REALMS (You always need at least ONE of these)

  • ACTOR: If you don't have the actor realm, you are not going to be able to target most characters. Some inventive uses of prop enable you to target clothing, tattoos, make up, but otherwise its hard to affect other characters directly without this realm.

  • PROP: Is used to target objects, this can be worn objects or items but that's not always as effective to targeting a character themselves. It's also generally a good realm for things like infusion which really deals with affecting objects.

  • FAE: Is essential if you are dealing with magic users or magic items as it can be used to affect hostile magics, though you need Fae â—‰â—‰â—‰â—‰â—‰ to do that. If you wish to engage more with other changelings or buff them this realm is essential.

  • NATURE: Nature is perhaps one of the least essential realms for targeting realms, it has limited applications, mainly control over weather, animals and plants.

MODIFIER REALMS (Optional Extras)

  • TIME: Is the most useful of all the three modifier realms. Especially time ◉◉◉ which can negate the need to roll to activate certain art buffs, mostly time can extend how long some effects last as well as delaying when some effects are released.

  • SEAT: Is good for extending the default range of most cantrips, it becomes particularly potent at levels â—‰â—‰â—‰â—‰ (Target through tv) or ◉◉◉◉◉ (Target through sample of target) Both of these features are extremely useful.

  • SCENE: Scene is mostly used for Area Of Effect. Outside of the area affected there aren't any exceptionally special features, however it is the only realm that allows a changeling to affect every targeting realm into one effect. (if those realms are owned!)

ARTS & ATTRIBUTES

In order that changelings can make informed choices about which mundane stats they should cultivate for their arts, the below list is provided. Wits is clearly the most used Attribute, composure, intelligence and manipulation are used by 2 arts. If you want to plan your character build in advance, this may provide you the most xp efficient way to build.

COLOR CODE:

  • GREEN: Used by 3 arts

  • YELLOW: Used by 2 arts

  • RED: used by a single art

ART ATTRIBUTES

  • WITS: Is used by Spring, Skycraft, Wayfare 

  • COMPOSURE: Is used by Contract & Primal 

  • MANIPULATION: Is used by Autumn & Chicanery 

  • INTELLIGENCE: Is used by Winter & Oneiromancy 

  • PERCEPTION: Is used by Chronos

  • CHARISIMA: Is used by Summer

  • PERSUASION: Is used by Sovereign

  • EMPATHY: Is used by Naming

  • RESOLVE: Is used by Dragon's Ire

  • DEXTERITY: Is used by Legerdemain

  • STAMINA: Is used by Metamorphosis

  • STRENGTH: Is used by Pyretics

  • OCCULT : Is used by Soothsay

  • PERFORMANCE: Is used by Talecraft

  • CRAFTS: Is used for infusion

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Changeling Backgrounds
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