A larp conversation with a group of prospective players. I think this may be helpful to others, new and old. if you know any newbs, point them this way
Hi *** and Gang,
A fellow office member expressed some interest about D&D, Gaming Groups, and LARPs.
As to D&D, I can loan her the player’s handbook to give her a general idea. As to describing the current game we are playing, I am at a bit more at a loss… Any comments, observations, etc will be passed on as will your email addresses (if, of course permission is given to share them).
As to the LARP; she expressed interest in attending one also, but here (in addition to your general description and responses on LARPs in general) I would appreciate several specific questions answered:
1) If she were to attend for the first time, could a player-character be created so that she could participate?
YES
a. If yes, about how long does this take?
Depending on pre-reading 30 min to an hour
i. Any reference material she should/could pre-read?
Why, Yes. All of the rules and detals of our larp are available at http://vampire.echoesofempires.org
If she has questions or needs feedback we have a Larp Advice Blog at
http://malkuthmadness.blogspot.com
you're both welcome to use these resources.
2) How long does the gaming session last?
4-5 hours
a. Average start – finish time?
People are encouraged to arrive at 7 for check in and back actions, official game clock starts at 8 but play can begin sooner and if you have backstory or between game scenes to run 7-8 is really the right time. some players arrive earlier but the staff does not guarantee that they can be super hepful during the 6-7 setup hour.
Game ends officially at midnight, usually we'll do cooldown and closing announcements at 11:45 ot 11:30 but sometimes we'll go as late as 12:30-1. Aftergame events happen at the newark diner until 2, some scenes are handled as well as setup for the next game. participation in after hours diner chat is super optional buit often helpful for new players
3) What is the real (physical) setting for the game (a bar, night club, gaming room, college location, etc)?
The larp has 3 locations to serve you better. Saturday night larp, the main larp that I have been discussing is on the college campus of Udel in a building called Purnell hall. its a big building with senate chamber-style seating and several courtyards and fountains.
The Chester game a different sub-larp happens once a month on mondays it is held in a nice suburban home, a little more cozy than the wilmington larp, but a good place for the feel of immediacy and paranoia a sabbat game deserves.
Incidentally we're currently doing an experimental 3 rd changeling larp. the rules for it are not on the echoesofempire site but are present as expansion posts on the malkuth madness blog. this larp takes place once a month and goes from 4 pm to the mid to late evning, it is at a beach house in Lewes Delaware a colonial manse with english gardens and a few acres of property to realy get that Arcadian changeling feel.. rides can often be arranged
The dates, times and locations of all three larps are in vampire.echoesofempires.org in the ooc section for out of character.
a. Admission fees?
None, all of the larps in the EoE family are free, People sharing rides to he beach game may be asked to contribute gas money if they are being driven however. Donations are accepted to help keep us in ink, paper, and such, with every $10 donation you get a free copy of our Larp rulebook
b. Does the action all take place at one location or throughout DE
EoE is a shared universe larp system. the action takes place throught delaware and areas called the 'philladelphia Compact' each city has zones it regularly uses, for example, the monday, chester, sabbat larp takes place mostly in chester, west chester and media, even though the larp is held in neark de, the wilmingotn game, th emain game takes place thoughout all of delaware but mostly north of thre c&d canal, although the acton can take people as far as baltimore or new york. The changeling larp takes place in the tourist areas in and around rehobeth and tends not to move around much beyond that.
?
c. Is a “costume” required/suggested?
this is a complex question. a costume is not required...unless.. if you are playing a character with horns it is required that you at least twirl some pencils into your hair or stykle it to look like horns. if you are playing a character that is scarred or hideously ugly you should wear a mask or make sure the character has a power that lets them change into a less ugly shape. if you are playing a character with a sword, you should at least have a broom handle or cardboard tube to act as a prop for the sword for blocking purposes. more details on this are on the site but by and large we try to follow the 10 steps rule. If I can't tell what your character is supposed to be from 10 steps away, you need to change the costume or the character. With some people you wouldn't be able to tell that their costume was a costume. A character, ****, dresses in shorts, a t shirt and flip flops because that is what his character wears. his player, out of character usually doesn't wear shorts and definitely prefers boots, a very industrial goth look, Costumes don't have to be difficult or complicated but be aware your character will be perceived however it is you present them.
4) How friendly (helpful) is this group to newcomers?
I like to think we're quite helpful but this requires many caveats. Most vampire games are closed, cliquish and mean to newcomers. This group has been far less cliquish than any vampire larp I've ever seen but the people involved are still gamers, so some of them are rude and some of them are jerks. That having been said, We try to make sure there's someone in and out of character to help guide and assist any new players up until the end of their first year or so of play. Also most of the larp environment is a vampire environment. the people out of character may be nice and friendly and never hurt a fly, but in character they are playing soulless, undead, monstrous bastards. This has led to some misunderstandings. **** is a staffer and a schoolteacher and one of the few genuinely kind people i know. Her character is a enchantress, seductress, poisoning, backstabbing witch. so some people have trouble differentiating. In one case she pretends to be nice and then can be cruel. In another case she is about the best help for new players I know. As long as you make it clear that you need help or assistance out of character, say by making the various out of character handsigns, I have found this group to be helpful, friendly and willing to give new players the benefit of the doubt at the expense of their own character's well being. But if you ask them for aid in character, this is a game of politics and paranoia and some of these people have been playing a long time and playing for blood.
(**, *****, and ***) A collective answer to my questions would be nice, but three individual impressions might be more useful.
I hope this is helpful. feel free to email me with any more questions and post comments to the blog if you have any.
Hoping to See you all at Game
Ben
Thanks alot,
Unknown Newbs
Showing posts with label Changeling. Show all posts
Showing posts with label Changeling. Show all posts
Wednesday, June 3, 2009
Tuesday, June 2, 2009
Larp Location/Directions
View Directions to 334 mulberry street Lewes delaware in a larger map
View Larger Map
Alternately there's a way to get there following route 13. I'm not sure how but I've heard it bypasses beach traffic.
Sunday, May 31, 2009
Changeling Tokens 1 of 5
Image by ~Aphrodite via Flickr
Write text here...
Tokens, Other Wyld Forged Goods
All Tokens or other magic items must be made of some physical earth substance which is then treated in the Wyld. There are 2 extended static checks for any item. the first is to make the physical object. The requires a crafts or scrounge challenge of a level of complexity equal to the level of the item. There is then a Craft Wyld challenge of a level of complexity equal to the level of the item to make sure you get the item properties you want. e.g a sword which wields itself instead of a dancing sword that tap-dances. The item must then be placed in the Wyld to gather a number of mutation points equal to the level of the item. some sort of guard or precaution should probably be taken to ensure the crafter does not also mutate and to ensure the item stays put and is not stolen by goblins or something. A character Must Attune all items before use. A character may have a number of attuned items no greater than their Valor + Wyrd. It takes 1 hour per level of the item to attune it. A point of glamour may be spent to reduce this time by one hour per point. Once an item's effect is activated that item slot is full until the effect ends. e.g. if a person has a sealing wax block attuned and a Wyrd +valor of 2. They cannot attune their level 2 sword until all of the seals have been broken or removed.
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Friday, May 29, 2009
Holy Crap Its Been A week Changeling Creation

Finals Week Eh?
SO here's something everyone can anjoy I should be getting back up to snuff in a couple days.
Character Creation
All changelings start with the standard rules for character creation for vampire, with the following exceptions:
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
A changeling cannot hold in their system more than their Glamour in points of Glamour. All excess must be somehow stored, usually in oaths.
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.
Changelings start at 7, 5, 3 in their Attributes. They get 10 levels of Skills
Wednesday, May 20, 2009
Changeling life 2 of 4
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Early Morning: Wake up, prod my dreamer to make breakfast, go back to bed. Soon s/he will go to work and I'll get showered and dressed. Brush teeth and give them a kiss goodbye before they go. Spend an hour doing whatever the day's chores are or calling one of my bonds(wo)men to do them for me.
Midday: Begin exercising check weapons, recite spells, a prepared changeling is a living changeling. Head over to the local court to see what crap job they have for me today. Check my fetch's facebook and twitter to see what they're up to.
Afternoon:Listen to some noble jackhole go on about honor/compassion/Science!/piety or whatever I knew them last month when they were doing my job. See if I can't put on the recruiter face and wrangle some courtless schlubs or wyld creatures to help me kill this beast/rescue this jerk/fulfill this oath/complete this quest that the higher ups can't be bothered to do themselves.
Evening:Crap, my circlemate/lover/oathbound/fellow courtmember is dead. gotta hide gotta hide gotta hide. This is why we always tell people not to go out without a fellow courtier. Better him than me. Ah the freehold, now the people with real rank can solve the real problems, I'm going to get some glamour.
Night: If I'm lucky, back home to dreamers and my happy fake life. If I'm not Sir/Lady jackhole is dead and now I've got to stay in the freehold, guarding it at night while lord/lady badass recovers from the day. Either way, I'm not going outside at night.
Thursday, May 14, 2009
Day In The Life 1 of 4
Image by suitablyawesome via Flickr
There are basically 4 levels of life as a changeling: Refugees, Citizens, Gentry, and Landed Gentry. Over the next little while we'll be looking at a day in the life of each of them.
Changeling Refugee
Early morning: Wake up, fall out of someone's dream, maybe make them breakfast, maybe start a walk of shame home, maybe just run away before they notice a stranger in their bed. First thing's first, find something to eat. If whoever's dream that was slept in has food, maybe take some. Otherwise go out and sneak my way into a job. Sometimes it takes them all day to notice that I'm not the real dishwasher at that bar with the fancy fries, just steal an apron and the food is free. Maybe if I'm lucky I have a job as a nameless temp to pay for a car to go to work.
Midday: Run, from what I'm not sure, maybe its the cops, an angry chef, something out of the never never, another changeling whose dreamer I propositioned accidentally, or maybe some crazy hunter. But run, whatever I was doing earlier in the day can wait while I drop it and hide. Can't afford to use magic to escape or disguise myself, not enough glamour. Head for a crowd and hope the mists handle it.
Afternoon: Find someplace to sleep for the night. Bums in the park have scary dreams and I don't want live through Vietnam again. Maybe case some houses and make sure bedroom windows are open, maybe spend a few hours finding someplace to clean up so I can hit the bars and go home with someone. This could only be helped if I scored some drugs, pot, alcohol or in the worst case rohypnol will get me what I need.
Evening: Eat and hide. I've found someone or someone's found me. I'm either eating or avoiding being eaten. Getting dinner and maybe a bit of glamour is pretty easy if you're willing to owe someone in a court. They'll pay for food while they talk and talk about why their philosophy is important. Be careful though, can't agree to anything, or disagree either, that's how they get you. That's something that's wrong in the stories, their food is fine, its the words you have to watch out for. Avoiding whoever finds me in the evening is easier, rush hour means I can go faster and get lost quicker.
Night: Go home with someone. If I'm lucky I can spend the night in someone else's freehold but they'll make me pay for it...somehow. Otherwise I need to follow home that guy from earlier or head to someplace where people sleep in public and try not to be noticed crawling in someone's ear for a bit of rest. If I'm really lucky nothing out of the Wyld will jump me and my blights won't act up.
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Tuesday, May 12, 2009
Guess It Didn't
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to hold you over while I have finals this week, watch this
oh and watch this space we're going to be doing some context and flavor text stuff for changeling.
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Thursday, May 7, 2009
Autumn Court (5 of 5)
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1. Do not Reveal the existence of the Fey to the Waking World
2. Do not Reveal the location of the places of power in the waking world to any outside the four courts
3. Tell no one a secret given in confidence
4. Do not succumb to addiction, cure others of their dependencies
5. Do not Violate an oath
6. Aid others on their path to redemption.
7. Do not tempt another to violate their code.
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Monday, May 4, 2009
Hazy Shades of Winter (Courts 4 of 5)
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The Court of Winter is a society of Philosopher Warriors, Scholars and Scientist soldiers. They believe in the triumph of Reason over madness, of Order over chaos, and Temperance over passion
1. Destroy all manifest creatures of the Never Never in the true world
2. Understand the ways of your enemies. Teach others to defend themselves.
3. Do not succumb to overwhelming passion or frenzy
4. Suffer not the Life of those who would Challenge the Supremacy of the True World and call the Fey to Earth
5. Protect the dreams of mortals from the Morphean Bile (Dream Venom)
6. Increase the knowledge of the court, study the world both magical and mundane.
7. Maintain Clarity of Thought, do not allow your senses to deteriorate.
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Sunday, May 3, 2009
Spring Court 3 of 5
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1. Heal all those in Need
2. Your Blade is a Scalpel not a Sword, Cut the cancer not the patient.
3. Never take a mortal Life
4. Protect the dreams of the innocent
5. Stop Those Who Would Ravage, Do not become A Ravager yourself.
6. Remove The Withering (Dream Venom) Wherever You Find It
7. Do not allow the Ephemeral to Usurp the mortal Clay
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Friday, May 1, 2009
Summer Court part 2 of 5
Image by *Kicki* via Flickr
1. Never Refuse an Honorable Challenge
2. Always Speak the Truth
3. Always Keep Thine Oath
4. Always Respect and Protect your Lessers in the Court
5. Always Respect and Obey your Betters in the Court
6. Do Not Show Fear Before a Foe
7. Allow an Honorable Surrender
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Wednesday, April 29, 2009
Courts (wall of text) part 1 of 5
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The four changeling courts give protection and power to changelings. The true Fey understand the world in a very specific way. In the primal chaos, things are either always the same and immune to the change of their environment or once they change they are changed. A dog may turn into a lamppost and that lamppost into a lemur but it will likely never turn into a dog again, there are so many other shapes it could be. The idea of Cyclical change is as bizarre and alien to the Fey as time travel paradox is to humans, Some of they Fey may talk about it but they don't get it and definitely wouldn't know how to go about making one. The courts may not like each other and may fight over succession or the order of passage of power but all of them know deeply that whatever power they have they must regularly pass to their rivals in the other courts lest they all fall. The Wheel of the seasons may turn forward or backward or out of order but it must turn.
Each court has a virtue associated with it. Winter is Temperance, Summer exemplifies Valor, Spring drinks deeply of Compassion and Fall draws their strength from their Conviction. In order learn the Fleeting contracts of a court you must be a member of a court of have a court's favor of 4 or higher. Every rank can bestow a number of points of favor equal to their rank. To become a member of a court one must have 5 points of favor from that court. To rise in rank in a court one is either promoted by someone of Rank 4 or higher or earns their place by making pacts with the spirits of the seasons themselves. This is a difficult and dangerous process.
Ephemeral court members have no rank in the court, not even a rank of 0, they can be ephemeral members of several courts and their ephemeral contracts will continue to function for as long as they have a single point of court favor in the appropriate court. Ephemeral powers return when favor returns.
Eternal court members have access to all ephemeral contracts and access to eternal contracts equal to their level of rank. To be ennobled of a rank the character must have that court's governing virtue equal to the rank they are gaining. not all of those with virtues at such levels gain rank, and once a character gains a rank their virtues might fall due to trauma they will not lose rank for this drop in virtue although they are encouraged to maintain a virtue equal to their rank.
In Delaware in specific, the Court of Diamond has decreed that those that Host a Freehold are a rank higher while they host. Meaning whomever leads a Corroborative has their rank increased by one until the next Corroborre. This increase of rank can only take place if the changeling to be increased has an appropriate virtue at the appropriate level.
All courts must obey the right of rescue, No matter what court another belongs to, they are bound by oath to rescue a member of a court from kidnapping from anything be if Fey, mortal Police, or whatever else may kidnap a changeling >cough< Lasombra >cough<. There are seven other laws, unique to each court that all members must swear to. Their oaths are not binding with glamour but they may as they see fit take each court's code as a Code of Honour as per the Vampire Codes of Honor with the virtue protection and willpower that comes with said codes.
Each rank has its own titles for each court as follows:
summer winter spring fall
0 - citizen, apprentice, lantern, Acolyte
1 - knight, journeyman, Midwife, deacon
2 - baron, Master, Nurse, brother
3 - count, Doctor, Doctor, father
4 - Duke, Enlightened, Cadecus, Grandfather
5 - Prince, Sophont, Angel, Patriarch
As a note - if one takes these as codes of honor, their eight rules are the rule of rescue and these other seven codes. With a code of honor, the changeling gets 2 willpower per night to spend in the defense of their code. violating their code provokes a challenge vs the virtue of their court or else lose a point of clarity.
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Tuesday, April 28, 2009
Wyld Mutations 4 of 4
Image by TheoJunior via Flickr
(Doctor) Blights
Blights
lvl 1
Diminish - lose one physical trait
Moon mood - lose one social traits while the moon is in the sky.
Broken horn, Long nails - as per talons tusks and horns but no effect, the bone is still brittle fingernail and is entirely unhelpful.
lvl 2
Wither - lose 2 physical traits
Moon mercurial - lose 2 social traits while the moon is in the sky
Cat tail- user gets +1 to balance but loses 3 traits on any subterfuge or etiquette. tail is not useful for anything and is in no way under the user's control.
lvl 3
Short - as per short flaw in lotn
Moon babble - lose 3 social traits while the moon is in the sky
Ugly - lose 2 social traits on any non intimidate social challenge
Hungry maw - lose 1 mental trait as an extra mouth whispers foul blasphemies to the character at random intervals from some point on their body,
Extra eyes - character loses 2 social traits from having extra eyes at various points on their body, these eyes are non functional
Infertile - exactly what it sounds like
lvl 4
Dulled Lustre - cannot raise social traits above 10
Fish Gills - cannot breathe on land, lungs atrophy, must breathe water
Envenomed - character's body at various intervals becomes toxic and rots off, acting as a permanent aggravated wound. if it is healed it will come back in 24 hours
Bizarre diet - character must eat some rare, hard to get, or disgusting material to survive. silver, jade, the flesh of the innocent.
Night blindness - character cannot see at all in darkness, is considered blind (2 traits down and a retest against them). also in actual pitch darkness they are 3 traits down instead of 2.
Allergy - character takes an extra health level of damage from some substance
lvl 5
Glass hide - character suffers a 2 step penalty and -2 on all physicals as their skin has turned to glass.
Vestigial Wings - character has hollow bones removing their bruised health level they also are down 2 physicals as they have useless wings sprouting from their back, these wings are purely vestigial and cannot even assist a character in gliding.
Pierced - the character's body is run through with thorny vines, jagged glass or bits of nails, any attempt to move faster than 2 steps per action will cause them a level of lethal damage. also any bashing damage done to them is instantly converted to lethal.
Katamari - things randomly stick to character. they stay stuck for 1 to 3 hours. if the thing is heavier than the character can lift they are stuck. when a character comes into contact with an object or surface, there is a test, win or tie they do not stick. keep in mind a character suffers trait penalties when burdened.
Decomposing - character loses 1 physical trait per day spent outside of the never never
Extra head - no particular game effect it's just another head growing out of somewhere. If one of the heads is cut off you still die.
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Monday, April 27, 2009
Wyld Mutations 3 of 4
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(marky) Marks:
lvl 1 -
Skin and hair changed color - no game effect, just bring some manic panic to next larp
Fur and feathers - very obvious. lose one social trait gain 1 physical trait even if this takes one above maximum.
Tail - purely cosmetic, just a tail
Talons, Tusks, Horns - Attacks do lethal damage, these natural weapons cannot be retracted.
lvl 2 -
frog tongue - creature grows a tongue or if it has a tongue it grows to be a 2 trait reach weapon that does 1 bashing and can be used to grapple. they however take a 1 trait social penalty as their speech is slurred.
Amphibian Gills - can breathe comfortably underwater and on land, suffers a -2 physical trait penalty on all challenges to resist toxin
Third eye - character loses a social trait but gains a mental trait on perception from an extra functional eye on some point on their body.
lvl 3
Possum tail - grappling weapon that does 1 bashing, does not take up a hand. using it gives a 2 trait penalty to actions performed with Tail.
Extra mouth - provides a creature or object with the ability to speak if it does not already have it.
Rock eater - character eats something that isn't standard food, wood, small rocks, blood, fire etc. they cannot digest regular food. their requirement must be capable of fitting in the character's mouth and not be immediately fatal to humans.
lvl 4
Toxin - can make a toxin coat their claws or teeth that converts one level of their damage to ag. toxin affects the creator so must be spat out or used within 1 round of secretion or the creator takes an ag
Extra legs - character is up 4 traits against being moved against their will and has an additional step per round.
Lemur Eyes - character's eyes grow to the size of saucers, they can see in complete darkness as the eyes softly glow. they however are 1 trait down on resisting supernatural powers that require eye contact.
Gender change - character changes gender to male, female, both or neuter from whatever they are now.
lvl 5
Rhino hide - skin acts as lvl 2 hard armor, with all associated penalties
Glide - does not have a bruised health level as they have hollow bones but may also glide from high places or from a jump , gliding 1 step per action and taking no damage from falling.
Barbs - character has spines barbs or quills growing out of their skin, their unarmed damage is lethal, anyone hugging, contacting or grappling them takes a level of lethal damage.
Gecko feet - character can climb walls and ceilings if on all fours and without gloves or footwear. they must have at least 3 limbs touching the surface at all times or they will plummet. can move at 1 step per action. -2 traits to manipulate fine objects like keyboards, pencils, etc
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Sunday, April 26, 2009
Wyld Mutations 2 of 4
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Boons:
lvl 1
claws/fangs - your attacks do lethal damage, the claws and fangs are retractable
enhanced sense - +1 mental to perception challenges, also non obvious
working tail - +1 to athletics
lvl 2
chameleon - +2 trait on all stealth challenges
Mer-gills - can breathe comfortably on land or water as one sees fit, no visible mutation except when underwater.
Prehensile tail - gains a 2 trait, grappling weapon that does 1 bashing, does not take up a hand.
lvl 3
true omnivore - character can get nourishment out of any digestible material, it need not have nutritive value but it cannot be toxic.
enhanced cognition - gain 1 mental trait
lvl 4
Gigantic - as per huge size merit
Poison - character can at will secrete a poison that coats their hands or mouth that they themselves are immune to. the poison converts 1 level of damage to ag
wall climbing - character can cling to walls like spiderman for no discernible reason. moves at 1/2 speed rounded down
Blind sense - allows character to see in complete darkness but not fog or smoke or other obscuring conditions
quick step - has additional step per round
Aura of inspiration - character has an additional social trait.
lvl 5
Armored hide - skin acts as lvl 1 soft armor.
Wings- flies at 1 step per action
Spiked - retractable quills can exit the character's skin causing their unarmed damage to be lethal and any who grapple them or attack them bare handed to take a level of lethal damage
Wellspring - character regenerates 1 lethal health level per day
Redundant organs - character has an extra health level
Enhanced fecundity- if the creature has a gestation cycle it is reduced to 1/4 time. if it does not, it gets one with a rate of 1 child per year.
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Saturday, April 25, 2009
Wyld Mutations 1 of 4
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Wyld Mutation
Layer of reality/ interval/ difficulty/ levels of mutation
Earth / 0 / 0 / 0
Dreamtime / 0 / 0 / 0
Hedge or Bordermarch / 2 weeks / 2 / 1
The Ever After / 3 days / 4 / 3
The Outer Edge / hourly / 6 / 5
Primal Chaos / Per minute / 8 / 10
The difficulty listed is the difficulty of a conviction test made by the subject to not mutate. Any Person place or thing made of or containing matter from the physical world (Earth) can mutate.
A person can attempt to shape the mutation of an object or person with an Extended Craft :Wyld challenge difficulty of twice the difficulty of the conviction challenge. Boons fade away after a month unless purchased with experience for 2xlevel, marks after 2 months, blights stay forever unless bought off with experience at 3x per level.
once a mutation has occurred there is a test, win they get a boon, tie they get a mark, lose they get a blight.
almost all mutations can happen multiple times. the names are mostly guidelines, for example claws/fangs could instead be retractable shark teeth or something.
When a character would normally be subject to 7 points of boons they may instead spend their experience points to buy a level of Wyrd When a person has successfully resisted 10 levels of mutations they may buy down their Wyrd with experience points.
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Friday, April 24, 2009
Smunderlings
Retainers, Ensorceled, The Dreamwoven and other Smunderlings,
All changelings have 3 kinds of creatures working for them. mortals, other changelings, and dream creatures. One cannot have more retainers than their level of the leadership skill unless one of their retainers is a majordomo to keep an eye on the other retainers, each majordomo increases a character's retainers limit by 2. e.g if I have leadership 4 and one of my retainers is a majordomo I count him as one of my four retainers but I do not count the 2 retainers he oversees allowing me to have 5 retainers besides the 'domo.
Retainers can come in 4 varieties. Majordomo, Influence, Guardian, and Gatherer. The Majordomo requires no additional glamour unless some is invested in them through ensorcelment, but any retainers they have that require glamour must be paid by the character. The influence Retainer looks after a realm of mortal influence for the changeling allowing them to take the influence above 1. The retainer's maximum in a given influence is 5 + the number of influence retainers attached to the influence in question. Influence retainers also require no additional glamour beyond that dictated by their species. Guardian retainers are bodyguards, combatants or people who guard a changelings things. They require no additional glamour beyond that dictated by species. and gatherers are retainers that either have a bounteous supply of personal glamour beyond their will or engage in glamour gathering for the changeling in question. They GIVE their master 1 glamour per night.
All three can be Dreamwoven, that is, invested with a piece of the changeling's power, see [[dream Weaving]] and [[Dream Binding]]. A creature that is Dream Woven may or may not have the ability to see into the Dreamtime or to perceive the changeling and the Wyld as they truly are. the weaving itself provides no understanding. the Woven however do remember the changeling them self and are not affected by the mists with regards to that particular changeling. They are still affected by the mask unless some glamour is spent near them though. A dreamwoven requires 1 more glamour per night than they would otherwise cost
The ensorceled Have their own glamour pools but no way of refilling them except rest. they regain 1 glamour whenever they would normally gain a temporary willpower but are already full on willpower. As a rule they require about a glamour a week to keep them 'topped off' The ensorceled can however if taught the skill, dreamcraft and gather their own, this means they can be set to gather but this takes them away from their other duties, whatever they might be.
Creatures of the Never Never can be oathbound to follow changelings with the [[Oath of Service]]. If they are to operate in the Dreamtime or the physical world they require 1 or 2 glamour per night respectively, if they are also Dreamwoven this cost can get prohibitive quickly. In the Looking Glass, Hedge, or deeper however they require no glamour. They cannot be set to gather or feed themselves unless their creature type allows it.
All changelings have 3 kinds of creatures working for them. mortals, other changelings, and dream creatures. One cannot have more retainers than their level of the leadership skill unless one of their retainers is a majordomo to keep an eye on the other retainers, each majordomo increases a character's retainers limit by 2. e.g if I have leadership 4 and one of my retainers is a majordomo I count him as one of my four retainers but I do not count the 2 retainers he oversees allowing me to have 5 retainers besides the 'domo.
Retainers can come in 4 varieties. Majordomo, Influence, Guardian, and Gatherer. The Majordomo requires no additional glamour unless some is invested in them through ensorcelment, but any retainers they have that require glamour must be paid by the character. The influence Retainer looks after a realm of mortal influence for the changeling allowing them to take the influence above 1. The retainer's maximum in a given influence is 5 + the number of influence retainers attached to the influence in question. Influence retainers also require no additional glamour beyond that dictated by their species. Guardian retainers are bodyguards, combatants or people who guard a changelings things. They require no additional glamour beyond that dictated by species. and gatherers are retainers that either have a bounteous supply of personal glamour beyond their will or engage in glamour gathering for the changeling in question. They GIVE their master 1 glamour per night.
All three can be Dreamwoven, that is, invested with a piece of the changeling's power, see [[dream Weaving]] and [[Dream Binding]]. A creature that is Dream Woven may or may not have the ability to see into the Dreamtime or to perceive the changeling and the Wyld as they truly are. the weaving itself provides no understanding. the Woven however do remember the changeling them self and are not affected by the mists with regards to that particular changeling. They are still affected by the mask unless some glamour is spent near them though. A dreamwoven requires 1 more glamour per night than they would otherwise cost
The ensorceled Have their own glamour pools but no way of refilling them except rest. they regain 1 glamour whenever they would normally gain a temporary willpower but are already full on willpower. As a rule they require about a glamour a week to keep them 'topped off' The ensorceled can however if taught the skill, dreamcraft and gather their own, this means they can be set to gather but this takes them away from their other duties, whatever they might be.
Creatures of the Never Never can be oathbound to follow changelings with the [[Oath of Service]]. If they are to operate in the Dreamtime or the physical world they require 1 or 2 glamour per night respectively, if they are also Dreamwoven this cost can get prohibitive quickly. In the Looking Glass, Hedge, or deeper however they require no glamour. They cannot be set to gather or feed themselves unless their creature type allows it.
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Tuesday, April 21, 2009
Kiths 6 of 6

Wizened:rumplestiltskin, shoe gnomes, servant beings and crafters. Blessing: can spend glamour on mentals as vampires do on physicals. gets a merit retest to crafts and etiquette (can call etiquette as many times as they like) . Curse -3 socials on any non-etiquette social challenges. Their contract is artifice.
Artist: makes art objects. Blessing: discipline retest on expression challenges
Brewer: Makes drinks and drugs. Blessing: Cannot become poisoned or intoxicated
Chatelain: Butlers, servants. Blessing: discipline retest on empathy and politics.
Chairurgeon: doctors. Blessing: discipline retest on all medicine challenges, all patients heal as though they had the benefits of the best equipment during convalescence
Oracle: seers, astrologers, Blessing: Discipline retest on all perception based challenges
Smith: smiths Blessing: all crafts challenges are one category lower in difficulty.
Soldier: soldiers Blessing: Character is considered to have a specialty in any weapon they are wielding including improvised ones.
Woodwalker: wardens, rangers, Blessing:Discipline retest on all survival or animal ken challenges
image is from http://www.globalpov.com/archives/2006/08/post_17.php
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Sunday, April 19, 2009
Kiths 4 of 6

The Fairest Of Them All
Fairest: they're pretty and artsy. lute elves, Tolkien elves. Blessing can spend glamour on socials as per blood, Merit retest on all expression and leadership. Curse:-2 to all challenges on a virtue chosen at creation. Their contract is Vainglory.
Fairest kiths
Bright Ones - made of light, sparkly pixies, lantern archons glowy people
Blessing:they glow giving a 1 trait equipment penalty on socials, they can spend a glamour to on a successful mental vs physical challenge blind a person for a round
Dancer - music box people, jugglers or courtesans
Blessing: Defense only discipline physical retest as per earth kith and skitterskulk
Draconic - exactly what they sound like
Blessing: offense only discipline physical retest as per fire kith
Flowering - flower faeries, pixies, sexy dryads
Blessing: offense only social discipline retest as per awe
Muse - exactly what they sound like
Blessing: Can grant a mortal, must be mortal and no way supernatural, a discipline retest on any extended static craft or expression challenge.
picture provided from
http://boyofbow.com/2009/04/02/katrina-pallon/ it has some nice pictures
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Friday, April 17, 2009
Kiths 3 of 6

Elementals: people who are part element Blessing:can spend glamour on physicals as per vampire. adds their Wyrd rating to their health levels. Curse -3 to all non intimidate social challenges. their contract is the contract of elements.
Elemental Kiths
Air: Blessing: +3 steps at no penalty
Earth: Blessing: Discipline retest on defense as per skitterskulk
Fire: Blessing: Discipline retest on offense as per might but works on firearms and not on any defense.
Metal: Blessing: can learn contracts of artifice at ((3xdesired)-1) an additional crafts skill retest even if this takes the character above 5
Storm: Blessing: discipline retest on all leadership and intimidation tests.
Water: Blessing: can breathe underwater and swim at running rates as per swimmerskins
Wood: Blessing: Discipline retest on all survival or animal ken
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