Monday, April 6, 2009
never is enough
the Never Never
0 reality Regain 0 glamour per night
1 Dreamtime Regain 1 Glamour per night
2 Hedge/Looking Glass Regain 3 Glamour Per night
3 The Realm Fantastique/Neverland/The Ever After/Mirrorlands Refill Glamour Completely each night.
4 The Outer Edge/The Far Side
5 Primal Chaos
The first edge of the never is the dreamtime. it is the echoes and reflections of the dreams of the world . this is similar to the penumbra effectively except for the small pearls formed when someone is asleep or actively dreaming. These pearls can be entered through oneiromancy but otherwise are bubbles of dream that surround and protect sleeping mortals. Throughout the Dreamtime and the entire never never are songlines. travel is easier along songlines (takes only 75% of time) and if the traveler knows the right key to a given songline they may find themselves moving up to 100 times their speed along their journeys. All changelings even in the physical world if they travel along the place where a songline runs in the border dreaming move more quickly. Permanent songlines are worn into the landscape between places of great power or great emotional importance. large crowds, festivals or great events can generate temporary songlines pulling the creatures of the never never into their orbit. Any changeling that sets upon these border songlines may be pulled aside into these happenings. The Dreamtime covers the whole world in width but is only one realm deep, in some rare places 2 realms deep anyone pushing deeper into the Never Never heads into the Wyld proper.
Songlines also lead deeper into the Never never, out of the Dreamtime and into the edge of the Wyld.
The first stage of the Wylds, second stage of the never never for those keeping score, often called the hedge or the Looking Glass Realm. The Looking Glass realm is much like our own except twisted and warped in some ways. Fires may burn Green, the Trees may be made of bone, a garden could grow fragrant crystal flowers. it is in these places mutations begin. more on that in mutations section. Here there are waypoints places devoted to an emotion or aesthetic. a lover's garden of opal and ruby, an ancient battlefield where the hearts of the fallen grow on strange trees. The land between waypoints still exists and there are approximately one waypoint every 30 miles or so, travel along a songline though will cause one to get to the next waypoint in anywhere between an hour and a round key dependent. Leaving the songline's however is not only possible but a way of construction new waypoints. the land is mostly stable and changes only occur over the span of months. a hill will not become a mountain overnight, not a desert to a lake. Over the course of a month A hill might become a heap of garbage in a dump, or grow to be a fairly sized cliff.
Songlines can lead one deeper into the Never Never, 20 waypoints deep. On the whole it is about 20 waypoints wide as well. The Millions of places of power in the dreamtime winnow down to the mere hundreds in the Hedge after you do 20 waypoints in, the 21st is in:
the Realm Fantastique, Neverland, the Ever After. this is the closest to reality the True Fae can come without taking crushing damage. This is the area from which most of the characters escaped. Places between waypoints are no longer relevant. The journey from one to another is "a maze of twisty corridors all alike", or "a multi hued pebbled highway. Here one should not step off the path. Never step off the path. Travel that is not along a songline leads to instant mutation and calls dark and terrible things to devour the unwary traveler. even should they survive the things the Wyld itself eats the character's Clarity at a rate of a point per round. Travel along a songline is comparatively safe one only meets the various denizens of the waypoints and freeholds of the fae. In this realm, the one glamour cost to activate any contract is waived. Here the realm changes constantly except when nailed in place by the will of a Lord. The hills skip like rams, the mountains like lambs. over the course of a day a volcano may become a geyser then a fountain and finally an asphalt parking lot. The hundreds of Looking Glass waypoints choke down to a mere 6 or so waypoints wide. Almost every waypoint here is occupied or was once occupied by a fae lord. Those places not under the thumb of a being of such power tend to drift apart and lose importance. The fey that choose to live such a base and physical existence are few.
The songlines do not end here. Neverland is 60 waypoints deep (although this number varies it is never less than 50 or more than 66).
The Outer Edge, The Far side, A thin band around the edge of the Mirrorlands maybe 2 to three waypoints deep hold the last skin on reality before the very end. Here are no distinctly different places or waypoints., A tree might flower in a moment, drop its leaves which become birds that are devoured by a chorus of aerial singing pigs. the area defies description save that large swaths seem to have a theme of some sort. The Fae here are truly at home, answering to no logic form or continuity, they change with the protean landscape. Things here are entirely defined by their virtues, their physical form has no true meaning. Beings here know nothing of the humdrum realm of Earth and care even less. Clarity immediately drops to one for all present. Contracts have no cost. The ragged edges of songlines still run. All the way into:
Primal chaos, even the Fae do not send their consciousness to this place. it is a realm of unreason, to gaze upon it is to be dissolved. All virtues are lost at a rate of one per round. Clarity becomes 0.
Song Lines
All song lines can be used for the activation cost of one glamour. All song lines have a catch that can defray this cost. The catch can be anything from a song to a feeling to a rose. every song line has a power rating the rating is the average of the power ratings of the two points it connects. Travel time along a song line is divided 2 at rating 1, divided by 3 at rating 2, 4 at 3 and so on. Large crowds or important events can deform a song line like gravity distorting space or a whirlpool pulling water. These major events essentially form temporary waypoints of varying power, feeding a song line.
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Wyrd Science

Wyrd is a measure of how much Wyld or Dreaming or flat out supernatural energy is in the changeling. how close they are becoming to being a creature of pure idea no longer clad in flesh. Wyrd is also one of those words like faerie, or wyld or olde tyme that has an extraneous and pretentious y to show that its all mystycal and magykal. Its moderately irritating but it does help differentiate it from being just plain weird or wild. All Changelings with a high Wyrd are very weird but not all changelings or people for that matter who are verry weird have high wyrds and acting weird won't particularly help your Wyrd. The difference between a girl gone wild and a girl gone wyld is that a girl gone wyld may well have piranha teeth or a third breast or breathe fire. Either way its a better video series than just some college lesbian experimentation on camera at mardi gras. Although I think I might pay to see Brian Froud's Girl's Gone Wyld with maybe Neil Gaiman or David Bowie as Snoop Dogg.

Now Game Mechanics
Wyrd costs 8 exp times desired level to increase, Wyrd can only be increased by spending a month in the Never Never in an area at least as deep as the dreamtime. A changeling 's Clarity cannot exceed 10 - their Wyrd. Wyrd costs 10 points per level to buy down. A character can buy off their first point of Wyrd for 30 exp and upon achieving clarity 10 become mortal. They must not have any supernatural intimacies, and must not have a living fetch in the physical world. At a Wyrd of 6 a changeling's trait max increases by 1 and they gain access to lvl 6 powers, and lvl 6 abilities. at Wyrd 8 they get access to level 7 powers, at Wyrd 10 they become a Denizen, their mortal body crumbling before the might of their glamour.
A changelings Can only have a number of vows active equal to Wyrd + intimacies. Any attempt to forge a vow beyond the character's maximum causes all involved to know the vow has failed. A changeling's Wyrd rating
A character ages at a reduced rate per point of Wyrd, 1/2 speed at Wyrd 1. 1/3 at Wyrd 2, 1/4 at Wyrd 3 and so on.
Creatures of Wyrd 6 and higher cannot catch mortal Diseases
Creatures of Wyrd 8 and higher cannot be poisoned by mundane means.
Creatures of Wyrd 6 or higher must gather their Wyrd -5 in glamour per night or their Wyrd drops by a level permanently.
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Sunday, April 5, 2009
Clarity
Not to be confused with
Celerity:
Clarity is a measure of how closely a changeling's senses hew to the tapestry of creation. How well they can see what is actually going on. Their alien perspective can sometimes grant the kind of insight only an outsider can have on a situation.
now a system dump
Clarity
Clarity is the connection between the changeling's senses and the tapestry of creation. an average human sees the world as if they had a clarity of 6. Clarity works as a measure of sanity as well as the capacity of the changeling to see what is really going on, mundane or otherwise.
Clarity is equal to conviction + temperance to start but can change with play.
A changeling's clarity cannot exceed 10 - their Wyrd
Clarity has breaking points. If a character performs an action listed as a breaking point they face a temperance challenge equal to the difference between the point and their rating. For example if Sam has a clarity of 7 and kills a changeling (a lvl 5 problem) it is a difficulty 2 Temperance challenge or lose a clarity. Anyone who takes a Code of Honor loses a point of clarity, no test if they break the tenets of their code.
10 - Bodily entering the Never Never, Dream Crafting, Using magic to accomplish a task when it could be done just as well without. Minor Unexpected life changes i.e. the canceling of one's favorite tv show.
9 - Knowingly using Tokens or other magical Items, Going a day without human contact,
8 - Breaking mundane promises or commitments, Having someone else break a commitment to attend to faerie matters. Changing courts, Major life changes, being Threatened with eviction, being fired, breaking up, injuring a mortal.
7 - Taking psychotropic drugs. Serious unexpected life changes e.g. sudden illness, house is broken into
6 - Revealing one's true form to a mortal, going a week without human contact, obvious displays of magic in front of witnesses, being injured.
5 - Killing another changeling, killing a fetch
4 - breaking formal oaths or pledges, Extreme unexpected life changes such as pregnancy or losing one's home.
3 - Ravaging, Being Ravaged (see dream crafting), Going a month without human contact. Kidnapping, Being Kidnapped Having No mortal or mundane world intimacies.
2 - Killing a mortal, having no intimacies
1 - Going to the ever after, one month of contact with a true fae or intimate contact with a true fae Abandoning one's current mortal identity. torturing or being tortured.
Clarity consequences
10 - +3 traits to perception Kenning Power, 3 retests per kenning use
9 - +2 traits to perception Kenning Power, 2 retests per kenning use
8 - +1 traits to perception Kenning Power. 2 retests per kenning use
7 - Kenning Power
6 - Kenning Power
5 - -1 to all perception
4 - -1 to all perception -1 to all empathy challenges
3 - -2 to all perception -1 to empathy, -1 to all socials interacting with mortals
2 - -2 to all perception -2 to all empathy -2 to all socials interacting with mortals
1 - -3 to all perception -2 to all empathy -3 to all socials interacting with mortals
0 - Catatonia, Wyld Madness, Generate New Character, your former fae master is alerted to this and may react.
The Kenning power is an automatic discipline retest on any awareness challenge. It also can be called for actively to tell what creatures/items/circumstances in the area are supernatural in nature. Kenning will also tell the user the nature of the spell/item/creature as per auspex 2.
Regaining lost clarity - spend exp, teaching helps as normal.
Celerity is a word that means very fast. It is the name of a power that in old world of darkness vampire tabletop makes you win combat. In Traditional larp combat it is a power that people who do not have access to thaumaturgy or obtenebration use to win combats with other lesser characters. In Requiem larp and tabletop it is a power that gives you cool bullet time special effects and make you look like you're going fast but ultimately does nothing of significance. In our larp system it is a power that means very fast.
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Saturday, April 4, 2009
Changeling Morality

Morality
Morality - In place of one's nature and demeanor, a changeling regains willpower from their motivation. A motivation must be a goal or task. When achieving a portion of one's goal, or action in the furtherance of their goal a character may at the staff's discretion regain a willpower. Changelings have four virtues.
Compassion - the character's empathy and forgiveness
Conviction - a character's resistance to physical or mental pain and hardship
Temperance - a character's self control and clearheadedness
Valor - a character's bravery and courage
A person's starting Clarity is their Conviction plus Temperance
Starting Wyrd is 1
Glamor - Valor+Compassion+Wyrd
everyone starts with 9 dots of virtues, with one free in each.
A character can spend as much of their glamor pool as they like per turn.
Willpower starts at 3 + lowest virtue and has a maximum of 7 + lowest virtue.
Characters have a number of intimacies equal to their compassion. an intimacy is a noun, person place thing or ideal, a character is up one trait on challenges dealing with their intimacies. intimacies cannot be changed except by losing a point of compassion and when a new point is purchased a new intimacy is chosen.
Trait max = 12 +2 for primary +1 for secondary.
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Notes on changeling condition.
changelings take an additional level of damage from cold Iron and also continue to bleed from lethal damage.
They also heal as per changeling healing chart.
Changelings have no soul and no True name. effects targeting either fail utterly for no discernible reason. A changeling who has no fetch still has gained something in place of a soul so diagnostic and various sensory powers that sense the soul can function however the soul is a little "off" to the reader. Powers that affect the soul however (obeah, soul steal, etc) still have no effect for good or ill. A changeling that has reduced their Wyrd to 0 Has both a true name and a true soul. A changeling cannot reduce their Wyrd to 0 while they still have a fetch.
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Thursday, April 2, 2009
Chageling Contracts Part 4 of 4
Cantrips are little individually wrapped mini contracts that cost less and can be purchased out of order. They are cheap because they are all tragically flawed in some way, like strippers.

Cantrips
all Cantrips are learned separately and have some sort of flaw attached to them. they all cost (3 times the level of the contract) - 1 experience to learn. You do not need to learn them in any particular order on may start with a level 3 then progress to 2 then 4. as with all contracts they cost a glamour to use in addition to any other price listed.
Level 1 cantrips
Trading luck for fate: refreshes one skill as per a willpower refresh, this still cannot refresh the same skill a second time but can refresh an additional skill that round. Catch: must lose the temporary use of resources 2 gambling that evening. Flaw: lose 2 temporary willpower next round.
Shooter's Bargain: caster gains 1 trait on next firearms challenge. catch: must be firing a silver bullet. Flaw: simple test (must win) or gun jams irreparably when next fired (the shot after the shot with the bonus)
level 2 cantrips
Diviner's Madness: cost 1 investigation. Effect:as per the thaumaturgical ritual Scry with no casting time Catch: must use silver basin worth resources 3 and fill with squid ink Flaw: caster suffers a 1 trait penalty to conviction until sunrise the next day, multiple uses of the spell increase this penalty.
Fair Entrance: Cost 1 security. Effect: character wins ties on all security challenges to break in to an area. Catch: must sing while power is in effect, if they stop singing before the break in is over the power ends. note this is a security not a stealth challenge, guards will likely hear singing. Flaw: Character loses ties on any attempts to break into their property for 1 day per use of power.
Fool's Gold: Cost 1 Academics. Effect: create from random crud, cash worth the temporary expenditure of resources 1 i.e. leaves to dollars, buttons to coins. This cash returns to its true form at dawn the next day. Flaw Character suffers a -1 mental trait penalty until the cash regains its true form. multiple uses of this cantrip, and its concurrent penalty stacks.
Level 3 cantrips
Burden of Life: Cost 1 glamour. Effect: Caster must touch a damaged target within 15 minutes of their wound occurring. (older wounds are not healed) the wound is transferred to the caster along with any other wounds the target takes for the next hour. If the caster takes enough damage to die, the wounds in their entirety leave the caster and reappear at once on the target. the caster is unharmed. if the hour passes without the caster taking enough wounds to kill them the wounds stay on the caster. Catch Target must be related by blood or marriage to Caster. Flaw power cannot work on anyone the caster has harmed itself.
Doom of Damocles: Cost 1 Glamour. all of the damage up to 20 levels is negated from a single attack. the next attack that hits the character does all of the damage of both hits put together, if the character is not hit a second time the damage appears at midnight that night. Catch:the damage being absorbed by the power is from the caster being attacked from surprise by a trusted friend. Flaw: Cannot delay damage done by Cold Iron
Level 4 cantrips
Haruspex aka "Gut Feeling": Cost 1 willpower. Effect: caster can ask one simple question that can be answered in 50 words or less to the staff and get a straight, informative, useful answer. Catch : must read the answer in the entrails of one's enemies. Flaw: they cannot attempt to communicate this information to others for 24 hours and are struck mute for the same time.
Cry of Terror: Cost 1 willpower. Effect:caster summons as per the power summon up to 5 people with whom she must share a court, kith, or oathcircle. Catch: subject must have caster as an intimacy Flaw:caster cannot be at full health when cry is activated.
Level 5 cantrips
Best Friend Forever: cost 1 willpower each and resources 3 worth of tattoo inks. Effects both participants in this cantrip must know the cantrip in question and must get matching tattoos. At any time either one can spend a willpower and if their friend spends a willpower the initiator teleports to the recipient's location tattoos touching each other regardless of intervening space, barriers or constraints. when this is done the tattoos fade. the tattoos are a complexity 3 crafts challenge. Catch: teleporting character is spending their last willpower. Flaw both characters take a level of bashing as the inks rip out of their flesh

Cantrips
all Cantrips are learned separately and have some sort of flaw attached to them. they all cost (3 times the level of the contract) - 1 experience to learn. You do not need to learn them in any particular order on may start with a level 3 then progress to 2 then 4. as with all contracts they cost a glamour to use in addition to any other price listed.
Level 1 cantrips
Trading luck for fate: refreshes one skill as per a willpower refresh, this still cannot refresh the same skill a second time but can refresh an additional skill that round. Catch: must lose the temporary use of resources 2 gambling that evening. Flaw: lose 2 temporary willpower next round.
Shooter's Bargain: caster gains 1 trait on next firearms challenge. catch: must be firing a silver bullet. Flaw: simple test (must win) or gun jams irreparably when next fired (the shot after the shot with the bonus)
level 2 cantrips
Diviner's Madness: cost 1 investigation. Effect:as per the thaumaturgical ritual Scry with no casting time Catch: must use silver basin worth resources 3 and fill with squid ink Flaw: caster suffers a 1 trait penalty to conviction until sunrise the next day, multiple uses of the spell increase this penalty.
Fair Entrance: Cost 1 security. Effect: character wins ties on all security challenges to break in to an area. Catch: must sing while power is in effect, if they stop singing before the break in is over the power ends. note this is a security not a stealth challenge, guards will likely hear singing. Flaw: Character loses ties on any attempts to break into their property for 1 day per use of power.
Fool's Gold: Cost 1 Academics. Effect: create from random crud, cash worth the temporary expenditure of resources 1 i.e. leaves to dollars, buttons to coins. This cash returns to its true form at dawn the next day. Flaw Character suffers a -1 mental trait penalty until the cash regains its true form. multiple uses of this cantrip, and its concurrent penalty stacks.
Level 3 cantrips
Burden of Life: Cost 1 glamour. Effect: Caster must touch a damaged target within 15 minutes of their wound occurring. (older wounds are not healed) the wound is transferred to the caster along with any other wounds the target takes for the next hour. If the caster takes enough damage to die, the wounds in their entirety leave the caster and reappear at once on the target. the caster is unharmed. if the hour passes without the caster taking enough wounds to kill them the wounds stay on the caster. Catch Target must be related by blood or marriage to Caster. Flaw power cannot work on anyone the caster has harmed itself.
Doom of Damocles: Cost 1 Glamour. all of the damage up to 20 levels is negated from a single attack. the next attack that hits the character does all of the damage of both hits put together, if the character is not hit a second time the damage appears at midnight that night. Catch:the damage being absorbed by the power is from the caster being attacked from surprise by a trusted friend. Flaw: Cannot delay damage done by Cold Iron
Level 4 cantrips
Haruspex aka "Gut Feeling": Cost 1 willpower. Effect: caster can ask one simple question that can be answered in 50 words or less to the staff and get a straight, informative, useful answer. Catch : must read the answer in the entrails of one's enemies. Flaw: they cannot attempt to communicate this information to others for 24 hours and are struck mute for the same time.
Cry of Terror: Cost 1 willpower. Effect:caster summons as per the power summon up to 5 people with whom she must share a court, kith, or oathcircle. Catch: subject must have caster as an intimacy Flaw:caster cannot be at full health when cry is activated.
Level 5 cantrips
Best Friend Forever: cost 1 willpower each and resources 3 worth of tattoo inks. Effects both participants in this cantrip must know the cantrip in question and must get matching tattoos. At any time either one can spend a willpower and if their friend spends a willpower the initiator teleports to the recipient's location tattoos touching each other regardless of intervening space, barriers or constraints. when this is done the tattoos fade. the tattoos are a complexity 3 crafts challenge. Catch: teleporting character is spending their last willpower. Flaw both characters take a level of bashing as the inks rip out of their flesh
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