Contents |
Crafting
Crafting Basics- Chimerical or Mundane
Projects
All Crafters are allowed to work on a number of projects per week equal to their Wits+1*. For the ST staff's sanity, we ask that you do all your crafting rolls at once, if you want to save one for a special project and are waiting on a ruling, let us know at the time of rolling. You may do 1 week in arrears if necessary, no more.
- Boggans due to their birthright may work on 2(Wits)+1 projects a week, as long as all work is done on the projects by themselves. If you receive aide from anyone or help anyone else during that week, you are at the Wits+1 limit of all other characters.
Projects may include but are not limitted to: Planning, Crafting, Repairing, Modding, or any other pending ST approval.
Also, when doing your dice rolls, please name the project rather than the dice pool, ie: "Plan: Rocket Kart", "Forge: Dagger of Swifkikinas", "Bake: Lily's Wedding Cake", not "Dex+Crafts". It's easier for us to keep track for paper work.
Craft Skills
When taking points in a craft skill, you will choose a medium**, either a material(metal, stone, wood, gearwork, etc) or a product(armour, weapons, baked goods, mechanical, etc), that will be the type of craft you excel at.
- Once you have chosen a medium style, your subsequent crafts must also follow suit, don't mix and match material and goods. Also once you reach level 4 in that crafting skill, you can choose a specialization.
Your highest level of crafts will be your generic craft skill. When crafting something of your medium, you work at difficulty 6, when crafting something you don't have the skill for, you use your generic crafting skill at a base difficulty of 8. Occassionally you may be allowed to use your generic crafting skill on group projects at base difficulty, pending ST discression.
Chimerical Crafting
Purchasing a Chimerical Item
First, find a character willing to take on the order your PC wishes to be filled. This in no way means constantly poke, prod or otherwise disgruntle any other player. They're here just like you are - to play. Remember sometimes they're not going to want to deal with constant orders for their chars. Players of Nockers and Boggans also note, when you commit to a project for another PC, you must follow it through or suffer the negative effects.
In order to purchase a chimera you must have the dross required to create the chimera on top of whatever price the Nocker/Dougal/crafter demands for his services. You must also have the XP required to buy the level of chimera you may need move to on your sheet.
When crafting is finished, both the Nocker player and the player of the purchasing Kithain email the Changeling ST so that the dross can be credited as appropriate and the item placed in the equipment listing of the buyer. The rolls should be witnesses, but screen shots of the rolls are acceptable in lieu of that.
Crafting Chimera
Nockers, Boggans, and Dougal Sidhe are the only kiths predisposed to crafting with imaginary materials and so do not suffer any difference when crafting chimerical items, all other kiths suffer a +2 difficulty when trying to work with imaginary materials(couple this with trying to use generic crafting skills, and they are quickly looking at a difficulty of 10 from the start). Those who want to bypass this limitation, may after roleplaying, buy the merit Chimera Affinity, and work chimerical materials at the base difficulty of 6.
- Chimera Affinity: 4pt Merit
- Having worked with chimerical material long enough, you've grown adept at handling the ephemeral materials of the dreaming and can shape and mold it with the same ease as a Nocker, Boggan, or Dougal sidhe. After several months of working with the materials of the dreaming you've become adept at handling and working them and do so at base difficulty of 6 like the primary crafting kiths.
Planning: No planning rolls are required to create objects under the chimera:item background. If you want to plan them out, we may assign a difficulty modifier or extra dice to use when crafting the item.
Materials: Level 1-2 chimerical items are assumed to be easily accessible and require no special work to obtain. Materials for level 3 items require good justification on how they were obtained posted in your characters XP forum. Level 4 and 5 require IC questing or being gained in game play.
Crafting:
Level One 1 dross 2 success Level Two 2 dross 4 successes Level Three 4 dross 7 successes Level Four 8 dross 15 successes Level Five 16 dross 30 successes
Additionally if any of these chimera beyond Level One are being given redes they need to be forged in a balefire forge. Level 4 and 5 require a forge regardless. A balefire forges can be found at both Tifton and Nimbus Forges.
Sentient Items require Level five Infusion, animated golems require level four.
Explosives, bullets and related items require Chimerical Alchemy, while projects utilizing electricity, magnetism, or radiation require Gematria. Please speak with an ST before proceeding.
Nocker flaws are decided on by the player of the Nocker and approved by the ST. Be creative with them.
Treasure Crafting
Treasures are one of the trickiest things a character can craft. Just crafting typical chimerical item can be difficult enough, but add to that trying to harness glamour for a specific cantrip or purpose to be set off with a trigger and you're adding a whole new layer of not only difficulty but danger to the process. Treasures are to be approached as follows:
Preplanning
You're treasure is going to do something, you need to plan on how it's going to be done. You can either A) Find someone who already knows how to do the effect your looking to mimic to help enchant the item with the desired effect(ie, find someone with the desired art to help, or B) For those of you with Gremayre, Chimerical Alchemy, or Gematria, plan out the effect yourself. You must also describe how those would be used to do the intended effect.
- Choice A: If you know how to do the art yourself, or if you need to exchange favours or dross with another person, there you go, no rolls needed.
- Choice B: You roll your int+(chosen ability) to get 5x(art level/rede level/other effect ST set level). When your project is complete, you may pay in xp the level of the effect to have this added to your sheet as a known crafting effect so you can do choice A in the future. (XP paid = level of effect. So 1 XP for a level 1 treasure effect, 3 XP for a level 3 effect and so on.)
Planning
The PC crafting the treasure need to lay out the plans for what they intend to make. This requires intelligence+crafts rolls at difficulty 6, blueprints given by allies can lower the difficulty for this roll. (These must be done by a single crafter).
Level One 3 successes Level Two 6 successes Level Three 10 successes Level Four 15 successes Level Five 30 successes
Materials
The level of Treasure determines how many unique materials must be used to craft the Treasure. All materials must be quested for by the player, but up to two materials can be bluebooked per treasure, bluebooked materials must be reviewed and approved by an ST. The other materials must be requested in your EQ thread and a scene will be arranged and provided at their convenience. The higher the material level, the more dangerous the quest.
Nockers due to their forge chimera birthright are only required to have a number of materials equal to the level of the Treasure being made. Other kiths need two times the level of the Treasure and each material must be prepped before being used(5 success on a dex+craft roll),
Crafting
Level One 4 dross 10 successes Level Two 8 dross 18 successes Level Three 16 dross 36 successes Level Four 24 dross 45 successes Level Five 40 dross 60 successes
Botches* on crafting rolls at this stage not only set the project back (the number of 1s rolled in the botch are subtracted from accumulated successes) but can also be explosive and possibly ruin the work already completed. At the time of the botch the project lead can make a wits+crafts roll at diff 6(willpower may only be used by the project lead on the project once per week, if you used it to craft earlier, you're out, if you have to try and salvage it from two people botching, good luck!) to see if they can salvage their work or have to start again. If this is botched, the project explodes and materials must be regathered before an attempt can be made again, if failed, the materials are salvaged but crafting must start from the beginning again, any success and you only need remove the number of 1s from your already completed work.
- Boggan's being immune to botching crafting rolls still suffer a set back should they actually botch a work roll on a Treasure. While it doesn't affect the item or the number of successes, a botch will delay the project a number of weeks equal to the number of 1's rolled. This is basically your character veering off to do detail work, cleaning the project, or some other activity that doesn't actually advance the project at that time. Once the weeks are cleared then you continue without any other drawback.
Vehicle Crafting
Chimerical Vehicles fall under this category, they fall under the Chimera-Vehicle Background*.
Planning
Yeah they require planning just like everything else, except multiple people can help work on this. Due to the fact that these things must be powered via either dreaming science of chimerical alchemy, planning rolls must be made with those skills
Level 1 10 successes Level 2 15 successes Level 3 20 successes Level 4 25 successes Level 5 30 successes
Materials
Nearly the same as Treasures, first two levels can be achieved without anything really special, assuming the characters have access to chimerical steel and rubber, anything can be made(2 materials can be bluebooked, others must be achieved through quests). The bigger, or more elaborate the vehicle, the more unique the higher level materials will be(Minimum 2 times the level of the chimera, more at ST discression).
Crafting
Due to the fact these things aren't meant to be made by a single crafter generally, dross and successes are made to reflect that. All rolls for these are using Generic crafts at base 6 difficulty though for all kiths.
Level 1 15 dross 25 successes Level 2 25 dross 35 successes Level 3 40 dross 45 successes Level 4 60 dross 55 successes Level 5 85 dross 65 successes
Yup, costly and labor intensive, but you get what you pay for.
New Backgrounds/Crafting Errata
Shields
1. Small/light: bucklers, heaters. Small shields to be strapped to the arms. Light shields provide a +1 difficulty to hit, and can be paired with weapons at chimera level 3 or lower. They are bought with chimera level 1
2. Medium: kite shields, horseman's shields, footman's shields. Medium size shields that cover the chest and part of the legs. Medium Shields provide a +2 difficulty to hit, impose a +1 difficulty to all dexterity rolls including combat rolls, and can be paired with one handed weapons at chimera level 2 or lower. They are bought with chimera level 2
3. Large: tower shields. More of a barrier than a shield, these shields are massive and can be hidden behind. Large shields provide a +3 difficulty to hit, impose a +2 difficulty to all dexterity rolls, and can be paired only with weapons at chimera level 1. These are bought with chimera level 3
4: Complete cover: More of a barrier than a shield; anything that serves as a blockade falls under this; including strange nocker-made items. Truely massive shields provide cover, but cannot be easily moved and cannot be used with weapons. They impose a +4 difficulty to all dexterity rolls if you're trying to move and carry it. You must give up the cover bonus to attack. They would be chimera level 4+
Add the note that you may not “Nocker Modify” shields for a lowered dex penalty with a higher item level. If someone wants to make something like that it would be a treasure on a case-by-case basis.
Chimerical Armour
- Level 1: Light armor (leather armor) 2Bashing 1Lethal 0Bullet –0Dex
- Level 2: Composite armour(scale mail) 3Bashing, 2Lethal, 0Bullet, -1Dex
- Level 3: Heavy armour(Chain/Plate mail) 4Bashing, 3Lethal, 0Bullet, -2Dex
Armour can have one level of dex penalty removed by upgrading the armour to the next higher chimera level. Yes you can have heavy armour without a dex penalty by upgrading it to a level 5 chimera. Due to the venue's shift from 2nd ed. to 3rd ed. Sidhe plate is no longer available to PC's and is henceforth considered a legendary item.
Chimerical Vehicles
Level 1: Simple Vehicles not requiring fuel: Ex: bikes, rowboats, carriage/carts
Level 2: Unarmored/Unarmed Vehicles: Cars, Trucks, Motorboats
Level 3: Ships, seige Weapons, small aetherballoons
Level 4: Skyships, possibly a rail system between set places
Level 5: Ogre mark III, Chimeritank, Warship
Chimera Upgrades
Chimerical armour and weapons can be upgraded to the next level higher. To upgrade to the next level, the difference between dross and successes are needed, as well as an extra material to be used in forging the item.
Banality Chart
- Note
- if a player feels that their chosen character that is outside the changeling venue has a good reason to have a banality lower than the listed value for their type, they should FPM the changeling team and we will make a mark on their sheet. Without this notation, the PC will be whatever value is listed here.
- Mortal children (0-5): 3
- Mortal children: (6-12): 4
- Mortal teenagers: (13-17): 6
- Mortal adults: 7 (artists and freethinkers can be 6)
- Drunk Mortals: 5
- Insane mortals: 5
- Sleeper Mortals: 8 (very banal people who are caught in a rut)
- Autumn People: 9-10
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- Wraiths and pure ghosts: 4
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- Fianna: 6
- All Other Garou tribes: 7
- Fera: 7
- Wyrm Creatures: 7 or higher
- Wyld Creatures: 1
- Weaver Creatures: 10
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- Sabbat Vampires: 9
- Camarilla Vampires: 8
- Malkavian Vampires: 6
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- Cult of Ecstacy, Verbena, Dreamspeakers: 5
- Virtual Adepts, Hollow Ones: 7
- All other traditions: 6
- Technocracy mages: 9-10
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- Mummies: 8
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- Demons: 6 or higher
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- Hunters: see mortal chart above
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- Skimmers: 6-7
- Sleepers: 7-8
- Spirits: 5-6
- Hues: 8
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Ok... the why? Things that are static are more banal. Things that are dead are more banal. Things that keep the same patterns, foster structure, surveillance, webs and networks of control are banal. Things that cannot see beyond their own concerns are also banal. In general insanity and things that free the mind from what is considered 'normal constrains' that creates chaos lowers banality. If someone is debilitated, or drugs or a condition clouds their minds they are more banal. Banality is about loss of dreams and crushing reality more than anything. Conformity is banal. Despair and mistrust are banal; it is a sickening of the spirit for mortals.
- As another note
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- Banality is NOT a "supernatural detector." Humans can run the gamut anywhere from 3-10. It is a measure usually of how easily a changeling can affect something and whether or not they feel comfortable around said person.
Abilities Chart
- The chat uses a standardized sheet for all venues. The following is just a list of what abilities are primary (even if they’re not listed on the sheet) and how secondary abilities are handled.
- PRIMARY ABILITIES
- Please note that because the chat as a whole uses 3rd ed. guidelines, certain abilities have been moved from Talents to Skills or so on. This is so everyone can be on the same page as much as possible.
- All listed primary abilities can be bought without spending freebies as part of the initial 13/9/5 spread and work as primary abilities, even if you have to write them into the “secondary abilities” box.
- TALENTS
- Alertness
- Athletics
- Brawl
- Dodge
- Empathy
- Expression
- Intimidation
- Kenning
- Leadership
- Persuasion
- Streetwise
- Subterfuge
- SKILLS
- Animal Ken
- Archery
- Crafts
- Drive
- Etiquette
- Firearms
- Melee
- Performance
- Ride
- Security
- Stealth
- Survival
- Thrown
- KNOWLEDGES
- Academics
- Computer
- Bureaucracy
- Enigmas
- Finance
- Greymayre
- Investigation
- Law
- Linguistics
- Lore
- Medicine
- Occult
- Politics
- Research
- Science
- For Nockers, Chimerical Alchemy and Gematria are also primary abilities
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- SECONDARY ABILITIES
- Secondary abilities cost the same amount of freebie and XP points as primary abilities. However they must be bought with freebies at CC.
- How do they work?
- They allow a character to roll something at normal difficulty if the ST rules that a more general ability would be at a higher difficulty.
- Example: Jane decides her character is a magician and buys the secondary ability “sleight of hand.” Later on IC Jane, Jim and Jerry are all fooling around in the freehold, trying to steal candy from the countess’s candy jar by palming it. The ST rules that it’s Dexterity + Athletics dif 8 to pull it off. But since Jane has a secondary ability that specifically governs this, she can roll Dex + Sleight of hand at dif. 6. The why? Almost anyone can palm something but to do it well takes practice, and that specific practice is what is described by a secondary ability.
- Secondary ability can be almost anything, but are subject to ST approval. If it can be better described through a primary ability they will ask you to transfer your points to that primary ability.
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- SPECIFIC NOTES
- Crafts: Cooking, Gardening, Blacksmithing, Knitting, and so on are all better described as craft: cooking …
- You may have more than one craft.
- You may choose craft areas by either process or by items made as long as you remain consistent (Example: you could have craft: Blacksmithing, woodcarving and leather working OR Craft: armor, melee weapons, firearms but not a mixture of the 2 categories.)
- You highest level of crafts indicates your all around “craftiness” which counts for both general crafting without an area (“make crafts with the kids!”) and your ability to craft untrained.
- If you want to craft in an untrained area there is a +2 difficulty and the time to create the object is doubled. (If you want to make leather armor and you only have crafts: Blacksmithing, you can roll your dexterity + crafts (blacksmithing) at difficulty 8, and if it would usually take 2 weeks to produce, it would take you 4.)
- Areas of crafting can be general. There is no need to buy up every little aspect.
- Crafts: Cooking, Gardening, Blacksmithing, Knitting, and so on are all better described as craft: cooking …
- Performance: Acting, singing, dancing etc. are all described under performance. Just like crafts you can have multiple performances.
- Also just like Crafts, your highest performance indicates your general ability to perform.
- Example: If you had Performance: (singing) 4 and Performance: (acting) 1 and you wanted to distract a guard by "shaking your sexy thang," you can use the 4 as your general level of performance ability.
- Specific performances of untrained areas are made at +1 difficulty.
- Performance: Acting, singing, dancing etc. are all described under performance. Just like crafts you can have multiple performances.
- Lore
- All characters get Lore (Changeling): 1 free at character creation.
- If you want a character who is newly chrysalized, contact the STs. You will get 1 free dot of lore after your saining.
- We do use Lore (Changeling), Lore (Dreaming). We may use more as time goes on.
- We do not use Lores for specifics kiths or Houses. These are simplified and under Changeling Lore and you don't have to buy them. If you have levels of Fae lore, you can automatically assume that you have the corresponding levels in the lore of your own kith.
- What do I know with each level of lore?
- Changeling Lore determines knowledge of Fae history, society and how to do things within that society.
- 0: Oh my goodness that guy is blue!
- 1: Basic knowledge after fostering and Saining. You know how to cast cantrips, know the core-book kiths, know the basic rules of the escheat, know the Seelie houses, and the big events of history (shattering, sundering, resurgence). Like a high school diploma.
- 2: Clear knowledge of the liege-vassal structure, you have an idea that there are other kinds of Fae (Inanimae, Gallain, Nunnehi) but don’t know much beyond “they exist.” Clear understanding of major Fae laws, the political outlooks of courts and exactly what chimera are and can do.
- 3: Specific knowledge of other kinds of Fae, but no experience with them. Knowledge of details in history, political subgroups, trends over the last 50 years in Fae law. Faint knowledge of the shadow court, dark denizens and Thallain.
- 4. Knowledge and experience with a variety of other kiths and kinds of Fae and chimera. In depth knowledge of Fae law, political factions, historical precedent and even secret societies. knowledge of the shadow court.
- 5. Extremely well studied knowledge in almost all areas of Fae life.
- Dreaming Lore determines specific knowledge of the dreaming and how to live and travel within it.
- 0: As long as a character has Changeling Lore 1 or higher they know that dreaming exists, how to use trods, and to stay on the silver path
- 1: Clear knowledge of the structure of the dreaming (Near, Far Deep) and basic ideas of what one might find
- 2: Additional knowledge of how to efficiently travel by trods. Knowledge of what may lie outside the silver path
- 3: Knowledge of the history of major places in the dreaming (even if you can’t find them), specific place knowledge, knowledge of the affects the dreaming could have on travelers.
- 4: Knowledge of time-specific happenings in the dreaming, good knowledge of the history of places
- 5: You know so much you can get yourself into trouble thinking you know everything!
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- NOT USED
The following are used by other venues and not used by us or are from the system but not used:
- Awareness
- Intuition
- Meditation
- Mythlore
Crossover and Consequences
The Changeling Staff would like to recognize that there are two types of Crossover that can occur between characters.
- One: The friendly, or not so friendly, passing by and making acquaintances without the use of powers.
- Two: The type where people toss around their particular brand of powers in the process of interacting with another character.
This could be Changeling vs Other or Other vs Changeling.
- Type One is fine. In fact, it can be downright enjoyable given the right circumstances. Storytellers do not have to be present for any such occurrence.
- Type Two, on the other hand, has a tendency to get overcomplicated and generally out of hand. Any attempts at using Arts or Enchantment against another Supernatural being is frowned upon and goes against the Escheat's Right to Ignorance. In the event where any Art, Enchantment or Power is used on someone outside of the Changeling Venue or against someone in the venue, the scene is to STOP until a Storyteller of –both- venues can be called upon to moderate the scene. Yes, this is a little extreme, but we want both parties to have the same opportunities regarding rulings.
- Please keep in mind the particular Banalities of those you are coming into contact with in regards to crossover. We trust our players to be honest with keeping up with the accrued Banality of the month.
- Kenning is NOT Awareness. Kenning is sensing the Dreaming and the Glamour that is in the world, not the Supernatural powers that run rampant in the World of Darkness.
- Many of the following rules for Crossover can be found in The Book of Lost Dreams .
- The Changeling Staff reserves the right to modify any of the rules for game enhancement and clarification purposes.
- Enchantment
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- Supernatural Creatures (aka, Mages, Vampires, and Werewolves) can make a resist Enchantment(Willpower) roll at diff 6 needing a tie or more successes vs the Changeling's Enchantment roll.
- Changeling and Demons
- Changelings cannot be Thralled or Possessed.
- Demons cannot be Enchanted or enter the Dreaming.
- Demons Banality is effectively 6 (Apoc form in discussion).
- Chimerical Arts do not work on Demons. Wyrded Arts and items may. (Note that any Wyrded effect against anyone outside the venue requires a Storyteller of both venues to be present. No Exceptions.).
- Changeling and Hunter
- Hunters cannot be Enchanted.
- Hunters may not enter the Dreaming.
- Second Sight reveals a Changeling to be off, a luminous form superimposed over their mortal mien (Hunters do not see a Fae mien).
- Second Sight does not equal Enchantment.
- Mental Arts such as Chicanery or Sovereign do not work on a Hunter with Second Sight active.
- Changeling and Mage
- Mages can be Enchanted, though they can resist with a successful Willpower roll of diff 6 needing at least as many successes as the Glamour a Changeling has invested into said Enchantment.
- Changelings can resist Mage magics directed at them with a Glamour roll of Highest Sphere being used + 4 as the difficulty.
- Mages can resist cantrips directed at them with an Arete roll with the difficulty of Highest Level of the Art used + 3.
- Kinain Mages or Sorcerers are not permitted.
- Changeling and Werewolf
- Changelings are not subject to Delirium.
- Rage affects Changelings like any other mortal.
- There are certain Gifts and Fetishes that can affect the Dreaming and Changelings. These will be looked at on a case by case basis between the Changeling Storyteller and the Werewolf Storyteller.
- Kinfolk Changelings or Kinain are not permitted.
- Changeling and Vampires
- Changeling blood is hallucinogenic when imbibed by a vampire. If this occurs, a Changeling and Vampire Storyteller must be contacted immediately. The Vampire must make a Courage roll with a difficulty of 3 + number of blood points ingested. If the roll fails, the vampire enters the second stage of Bedlam. If the roll is botched, the vampire enters the third stage of Bedlam and gains a Permanent Derangement. The vampire is at the mercy of the Changeling Storyteller with regards to the hallucinations.
- Changelings cannot be Embraced.
- Changelings gain one Permanent Banality point for every blood point ingested from a vampire. Being ghouled is not a "kewl" thing for Fae.
- Chimerstry works on Changelings due to the illusory nature.
XP Requests
When you first create your character, please make a thread in the XP/Requests forum for that character. Please make the title the exact name of your character (If the name is not your character’s login name, we cannot find you in the database and cannot process your XP)
- The first thing posted there should be your background. Please do not delete this thread! You will use the same thread for all XP, dross, and quest requests, as well as any one-on-one communication with the ST team.
- Requests
- Requests are best when sent in on a roughly monthly basis. Each request should include the following (if applicable):
- Dross Gained
- Glamour Used
- Banality Gained
- XP requests
- EQ requests
- other requests, concerns or goals
- XP and EQ requests
- XP will be taken at any time, however, we strongly suggest you pick a time (such as the beginning of each month or the end of each month) and send your requests in at the same time on a monthly basis. This will help greatly with dross updates.
We need the following information in XP requests:
- What you want raised:
- XP it will cost
- Justification for raising it.
- For EQ requests
- note the item and the resources or dross used to pay for it, and if it is paid to a PC, please note to whom the dross was paid to.
- Rules on XP requests
- You may raise any ability, attribute, art, realm, WP or temper only once per month. (ex: you can raise crafts from 1->2 in a month, but not from 1->3 even if you have the XP for it.) Backgrounds are handled differently depending on in game play.
- All XP requests need a justification, even if it is short and sweet. If no justification is provided the request will be returned.
- All Arts and Realms of 4 or 5 need a trainer or a quest to acquire
- Abilities and attributes at 4 or 5 need a trainer or excellent justification.
- For any raises to level 4 and 5, training time should either be talked about in the justification, or it may added to the wait time for the increase.
- Justifications
- All XP requests need a justification. For higher level abilities and attributes, please reference both IC work towards the raise, and OOC justification. The higher the score the greater the justification needed. Remember that raising one ability to the exclusion of all others is not very realistic. If a character wants a high score in an ability (ex: Science) it is much more likely to be granted when the character works at corresponding abilities (ex: research, academics, raising related mental attributes) as well as puts in IC work towards the ability (ex: does scientific experimentations) rather than working to simply raise the score by itself. XP requests without justification will be delayed or denied.
- Quest and other requests
- If you want a specific item (such as materials for a chimerical item), goal (such as buying off a flaw or finding a tutor for an art) or story that affects your character you can requests a "quest" to accomplish it. Send what you want and enough background on your character's goal so we can understand how to form the quest. An ST will contact you to set up game times.
- Dross
- Every PC can consolidate 1 point of glamour per week into dross. So, unless the glamour is used, each PC can make 4 dross per month.
Each point of dreamers adds extra dross as per the following chart:
Dreamers 0 4 per month Dreamers 1 4.5 per month (4 one month, 5 the next) Dreamers 2 5 per month Dreamers 3 5.5 per month (5 one month, 6 the next) Dreamers 4 6 per month Dreamers 5 7 per month
Dross can also be gained through storylines, trade, selling crafts and other IC means.
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- Tithing and Taxes
- At this time no noble levies tithing or taxes. However, the freeholders also do not allow fae to freely draw from the balefires (as in no fae can gain dross from it, nor can they stay the night without the freeholder's permission). Staying at a freehold to heal is generally accepted as long as the injured party is in the good graces of the freeholder.
- There are usage fees for various services
- To use the forge it costs 1 dross/month
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Enchantment
- First of all, all starting chars with their Changeling Lore 1 know that this is an Escheat Breach.
- It breaks the right of Ignorance and thusly can put fae in a whole lot of danger. That said, sometimes situations do come up where enchantment is done for some reason. This should come after careful consideration and after knowing the target for a long period of time. You don't just go enchant the random person because it's a process that will yield unexpected results - you want to trust the target.
- To enchant, you roll your Glamour versus the difficulty of the target's banality and spend one point of Glamour to enchant them. This Glamour must be placed into either a token for the target to carry or something they can ingest (drinks and snacks are popular and easy items for this purpose). One success is needed on the roll in order to enchant the target.
- If a supernatural wishes to resist the enchantment, they may roll their willpower at diff 6 and if they get enough successes to overcome the successes on the enchantment roll, they're successfully resisted.
- Please note: Mortals do not get this WP roll. It is for supernaturals only. There will be slightly revised rules to come regarding Demons and Hunters.
- Enchantments for Kinain
- Enchanting a Kinain is far easier than enchanting any other being - the Glamour can be exchanged easily, usually a point at a time, and must be given by a Kithain. Kinain cannot enchant themselves via dross. For Kinain to figure out how long they remain enchanted, use the following formula:
- 7 days per point of Glamour + [1 day for each dot of Fae blood] - [1 day for each dot of banality] = Length of enchantment.
- Sometimes this will take the enchantment under a week - the number you have after doing the math is the number you should observe for the number of RL days you are enchanted. If the PC spends 24 hours in a freehold during their enchantment or similar time in the Dreaming, add 1 day to the length of time they are enchanted.
- For the sake of the mists, Kinain subtract 1/2 their Fae blood (rounded up) from their banality and use that number to find the effects of the mists.
Enchanting Items
Well, pg 210 of the core book states that small tokens, food and drink can be imbued with glamour and given to mortals of kinain to enchant them. These objects, once imbued can be brought into the dreaming with the enchanted mortal.
So, what can you enchant and bring with you and what are the mechanics?
There is, unfortunately, no clear book rule. But going from the description of enchantment where it specifically mentions 'simple' tokens as well as specifically food and drink; the venue standard will be the following objects are allowed to be enchanted:
- 1. food
- 2. drink
- 3. small objects that fall under Prop/Nature 1(pocketable)
Anything more complex, including flashlights, tools, ect. need to be crafted from chimerical materials. Mundane weapons cannot be enchanted.
Note that mundane items that are enchanted keep the same appearance and qualities that they had in the mundane world. They do not gain a chimerical seeming. This means they tend to feel bland and inferior to chimerically crafted items of the same kind.
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The rules for enchantment of items are as follows:
- 1. the item must be imbued with glamour, from 1-5 points. This can be done by spending personal glamour, dross, or setting the object in a freehold for 24 hrs/point of glamour.
- 2. The item loses 1 point of glamour per day, unless in a freehold or the dreaming. Once it loses all points of glamour it loses its ability to be within the chimerical world. When all the glamour has left an object it is no longer enchanted.
- 3. If an item takes damage within the dreaming it disappears from the dreaming and reappears at a random place in the mundane world. Such lost items can be very difficult to find once the fae returns to the mundane world.
County Positions and Title
There are a variety of roles that PCs may take on, including seers, heralds, guards, scouts and the like. Any player or kith can be eligible for these positions. PCs who show dedication to the county may be offered title. Holding a county position does not pay dross, but it does allow the holder of such a position access to the county's resources (armory, equipment, the ability to stay at the freehold without cost in times of need). If your character is interested in a particular position, is it a good idea to note this to an ST or in an XP request.
- All PCs start the game without title. All title must be earned in game.
- Title may be earned by commoner and Sidhe PCs alike.
- All Sidhe must start with a house.
- No commoners may start with a house.
- When a Sidhe takes title, they swear to a liege, but they retain their house affiliations regardless of the house of their liege.
- When a commoner takes title they will require sponsorship by a house. This will usually correspond to the house of the noble granting them title. There are two separate oaths to be considered for commoners taking title. The first is the oath of fealty, which grants the PC title (detailed in the core book). A commoner swearing just this oath will be a titled character connected to, but not a part of the sponsoring house. They do not take the house as part of their name. They will not take on the boon or ban of the house. This is the usual course of action, and the most common.
- In rare circumstances, the house may decide that the commoner is so deeply connected to their ideals that they will offer them not only the chance to gain title, but to fully join their house. This involves taking the house oath (as detailed in the Books of houses) as well as the oath of fealty. This will bind the Fae soul of said commoner to the house they are swearing to. It requires intense trust between the commoner and the house they are coming in to, and grants the house boon and ban.
Soak and Damage
Seeing as I have had many questions about this, let me post the quick-and-dirty soak and damage guidelines
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- Healing times = the time chart used if no magical healing is applied
- Can heal in a freehold = if yes then this damage will heal at the rate of 1 level/night while in a freehold drawing from a balefire or within the dreaming. No means that it must be healed by magic or by the healing time chart.
- Penalty to heatherbalm = extra expenditures needed to make the heatherbalm cantrip work.
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- Real Bashing
- Caused by: Blunt mundane weapons
- Soakable by: Full stamina + Real armor
- Healing Time: pg 219 in the 3rd ed. VTM core
- Can heal in a freehold?: Yes
- Penalties to healtherbalm?: No
- Real Lethal
- Caused by: Bladed weapons, bullets, falling, electricity, Blunt weapons past 7B worth of damage
- Soakable by: Real armor only.
- Healing Time: pg 219 in the 3rd ed. core
- Can heal in a freehold?: Yes
- Penalties to healtherbalm?: Requires +1 dross
- Real Aggravated
- Caused by: Teeth and claws of other supernaturals, fire, acid
- Soakable by: Real armor only
- Healing Time: pg 219 in the 3rd ed. VTM core as per lethal
- Can heal in a freehold?: No. MUST heal by magic or normal healing times.
- Penalties to healtherbalm?: Requires +1 dross and +1 WP to cast
- Chimerical Bashing
- Caused by: Chimerical blunt weapons, kicks, punches
- Soakable by: Full stamina + chimerical armor (B soak)
- Healing Time: pg 219 in the 3rd ed VTM core
- Can heal in a freehold?: yes
- Penalties to healtherbalm?: no
- Chimerical Lethal
- Caused by: Bladed weapons, falling, many chimera, projectiles.
- Soakable by: Full Stamina + Chimerical armor (L soak)
- Healing Time: pg 219 in the 3rd ed. VTM core
- Can heal in a freehold?: Yes
- Penalties to healtherbalm?: No
- Chimerical Aggravated
- Caused by: Teeth and claws of powerful chimera (Level 4+), rare treasure weapons, teeth of kinain - notably redcaps
- Soakable by: Chimerical Armor only. (L soak)
- Healing Time: pg 219 in the 3rd ed VTM core as per Lethal.
- Can heal in a freehold?: No
- Penalties to heatherbalm?: +1 WP
- Chimerical Cold Iron
- Caused by: Cold iron, and only cold iron
- Causes Real and Chimerical damage simultaneously
- Soakable by: Only armor - L soak
- Healing Time: pg 219 in the 3rd Ed VtM core as per Lethal
- Can heal in a freehold?: No
- Penalties to healtherbalm?: +1 WP; +1 dross per level of damage healed.
- Cold Iron damage must have the real and chimerical damage healed separately.
- Cold iron damage will ALWAYS leave a scar. Any other types of damage scars are up to the choice of the player
- Caused by: Cold iron, and only cold iron
Errata and Clarifications
- Legerdemain 2
- Ensnare does 3 dice of bashing damage, rather than 3 bashing health levels per success if used to smash an object to another object. Everything else remains the same.
- Fear Rede
- The Chimera rolls a die. The target rolls their Willpower dice at diff 6. This is subtracted from the number (1-10) the Chimera rolled on the die. The result, possibly 0, is the number of rounds the target is subjected to the effects of the rede.
- Redcap Swallowing Whole
- It is a combat maneuver, and like all normal combat attacks it can be dodged or even parried. You need 3 net successes, those being successes above and beyond what the defender rolled, for the maneuver to work. (Kithbook Redcap, p 32)
- Fly Fingers
- This works only in the Sluagh’s Fae seeming so the PC either has to be unobserved by mortals or Wyrded for it to work.
- Granite Skin
- This is "Armor" meaning, while it stacks with other armor, the dexterity penalties for stacking armor will occur.
- Gallain
- Are counted the same as Kithain for purposes of cantrips. This does not include Thallain.
- Weapon Difficulties
- The base difficulty for all ranged and melee weapons, including brawl aids, treasures and chimerical items is 6. This is true, even if the Changeling book says otherwise. This is made to help update the 2nd edition combat to 3rd edition.
- Fith-Fath
- This gift costs from 1-5 points. Your fith-fath dicepool is your level of this gift+2 dice.