Changeling: Player Guide
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“We don’t do, we just are!”
- Michael Alig -
- Hedge Farming
- Kith Conversions
- Merit Clarifications
- Barnicle Weed (Oddment)
- Cherry Bomb (Oddment)
- Healing Fruits
- Tourniquet Turnip
- Liverish Lament (ï¿½ï¿½ï¿½-ï¿½ï¿½ï¿½ï¿½ï¿½)
- Periapt of Precious Protection (ï¿½ï¿½ï¿½ï¿½)
While Paradigm Shifts in the Hedge can get you a single goblin fruit, it also attracts attention from denizens in the area and the Hedge itself. This is in addition to the negative emotional effects it can have on the Changeling causing the Paradigm Shift. A much safer way to get the specific goblin fruit you want is to farm it.
To facilitate this, you must have a Hollow and a means of growing goblin fruit within it(either Goblin Bounty or Stable Trod). After you have these you can, once per month, attempt a hedgespinning roll to cause a paradigm shift within your hollow and turn a single fruit into an approved hedge fruit of any kind.
As the hedgespinning takes place over a lengthy period of time and in the safety of your own secure Hollow/Trod, this will not gain the attention of other denizens of the hedge and will not cause a negative mental effect upon success of a paradigm shift.
This can vary and will be up to the motley to determine what you would like to use as long as it fits the theme of the fruit you are attempting to grow. For example, if you are attempting to grow Amaranthine, this roll represents your motley cultivating that private garden with the mindset of compassion while using cinnamon fertilizer and telling the plant stories of loss and despair that it takes to make this very precious fruit. Appropriate roles might be Presence/Wits + Empathy(tending to plant with compassion), Intelligence + Science(correct mixture of cinnamon, tears and lifeblood), Presence/Manipulation + Expression(songs or stories of lamenting loss and despair), etc.
Workshop*: If you are using a Workshop in your hedgespinning roll, the die pool must be Intelligence + Crafts + Workshop
Request Type = Changeling - Action
Hedgespinning Pool = Varies
Workshop Allowed? = Yes* (See above)
Teamwork Allowed? = Yes
Target Successes = 5
Due to the shortened list of kiths in the second edition corebook for Changeling, a number of the kiths presented in the original playtest have been reviewed and updated to match the changes made to the system since that playtest was released. Those kiths can be found here, and have been approved for play.
When a Hollow has Easy Access, the normal Portaling rules are amended. Each Changeling must enter and leave separately, expending a Glamour every time they either enter or leave. The Hollow has no permanent entrance from the mundane world, and every Lost returns to the same mundane door that they entered at.
If Bob and Alice share a Hollow, and Bob spends a glamour and enters the Hollow from a door in China while Alice spends a glamour and enters from a door in Algeria, Alice may not ‘follow’ Bob out to China when Bob spends a glamour and exits to the mundane world. To exit to the mundane world, Alice must also spend a glamour, and she will exit to Algeria.
If Clarice the vampire is brought through the Easy Access portal by Bob, she may exit with Alice. As she is unable to expend glamour to open her own Portal, she is at the mercy of whoever will ferry her through.
If a Changeling enters through an unlocked door that is subsequently locked, she may not exit into the mundane world until it is unlocked. She must exit into the Hedge.
Such is the tradeoff for being able to enter your Hollow from literally anywhere.
When a motley submits for the Stable Trod merit, they must follow the rules on p201–202 of the CtL core book to determine the Trod’s length and how well the motley cares for the Trod. A length 3 trod which is “well cared for” is a 5 dot trod. You must submit the start and end points for your Trod on the request where it is first purchased.
An Empty Heart counts as protective fae magic, so a character with one that’s killed by Iron will not be able to be revived.
Approved Custom Items and Traits
Goblin Fruits and Oddments
This kelp-esque goblin fruit is often derided by some goblins as being an “invasive species” due to it having been cultivated by a number of changelings that love eastern cuisine. The Goblin fruit looks and tastes very akin to Wakame, the real world edible seaweed. It has been cultivated by many changelings as it is a goblin fruit they can eat openly without causing disquiet among humans. The other reason it is cultivated is that if it were to be dried, powdered, and then mixed with water it becomes a fast-drying plaster like substance. If not exposed to more water this dries completely within three minutes, and has an effective durability of 1, and does not soften if wetted again. A imaginative person could use this akin to a plaster for sculpting or medicine.
Despite being called Cherries, each of these bright red fruits is closer to the size of an apple. Although they do contain glamour like other Goblin Fruits, it is unlikely that a creature could eat one without blowing its head off, since the Cherry Bomb is highly explosive, a fact from which it gets its name. Growing in small clusters high in tall hedge trees, ripe fruits occasionally fall to the ground. On impact, they detonate with the force of a small grenade, scattering their seeds over a wide area. They can be harvested and thrown like a grenade, but any failure on harvesting or throwing is a dramatic failure and will cause it to explode immediately in the person’s hand. Anything caught in this blast, or worse, struck by a Cherry Bomb, takes damage equal to that caused by a Pipe Bomb (Hurt Locker,pg 135).
A Cherry Bomb can be dried and ground into a more stable powder similar to Black Powder. This requires 3 successes on an extended Dexterity + Science roll. Success results in about 2 ounces of explosive powder, but any Failure during the process causes the bomb to explode on the next turn, and a Dramatic Failure results in the powder immediately exploding.
Examples of healing goblin fruits include blushberries (pink fruits slight larger than cherries) which ripen in Spring, dream-a-drupe (which looks like a purple nectarine and is faintly intoxicating) which ripen in Summer, murmurleaf (a blossom that curls upward at the end of the leaf) that sprounts in the Fall, and ertwen (mealy seeds inside a pod, similar to peas) that dry and fall from their pods in the Winter. Each of these heals 2L or 4B when consumed. While not quite as valuable as Amaranthine, they are nonetheless still rare finds.
Often found in Hedge orchards or faerie glens, the Pine-Apple has a blue-purplish skin, highlighted with patterns of darker glowing swirls. Its interior is cross-sectioned into four cores, each holding only a single, large seed. The flesh of the fruit is succulent and sweet, its taste reminiscent of the wonders of Faerie itself. Some Hobgoblins press the apples into delicious ciders that fetch high prices at Goblin Markets, commonly supplied for festivities throughout the year.
- Aptly named, the Pine-Apple makes those who ingest it more sociable and approachable ï¿½ people around them simply can’t help but pine for their attention. When eaten, the fruit helps the changeling remove one additional door during successful social maneuvering attempts in the scene. This effect only applies once per target per chapter; further social maneuvering attempts against the same mark while under the effect of Pine-Apple fruits opens doors as normal (but the effect could be applied against different targets).
Those that eat more than a single fruit will soon realize that the initial effect is not further augmented, but that they instead are faced with a wild and relentless craving for more. Every time a fruit beyond the first one is eaten in a scene, roll Resolve + Composure. Failing this roll inflicts the Addicted condition towards Pine-Apples. Naturally, some Hedge denizens have traditional eating contests where the goal is to eat as many Pine-Apples as possible in a limited time frame, much like hot dog eating contests but with an inevitable Hedge fruit addiction looming over its participants.
The Tourniquet Turnip is a fist sized orange-yellow tuber that, if boiled, are salty, vinegary and peppery, and their aromatic acidity helps cut through the richness of crispy fried like falafel, grilled meats or spicy foods. Besides their decent flavor profile, if one were to mash one raw into a paste and apply it to someone suffering from the Bleeding Out mechanic (p.187), that person stabilizes immediately. This does not heal any damage or restore consciousness and will need to be reapplied if they are damaged again and start to bleed out again.
Disease has been a standby with humanity since we crawled out of the muck. The Black Plague, The Plague of Justinian, The Antonine Plague, The Spanish Flu, all names of times where mankind was ravished by disease. The Fae were not blind to this, and took titles such as Nergal, Pestia, Xipe Totec, Apolo, Pazuzu and many more to claim as if deities of disease. These tomes not only catalogue diseases on their filth-ridden pages, but also those infected by them. Some of the least of these tomes inflict mere chills, aches, and fevers, malign inconveniences to most. The true horrors are the books of which grand plagues are written, where the names written in blood, bile, and feces near overflow the pages within, a blighted count of the deaths inflicted.
A character may write the name of another in the Lament to inflict a Disease upon the victim with a Severity equal to the dot rank of the Lament. Once a day a character must roll Resolve+Stamina, penalized by the Severity of the disease, or take Severity Bashing damage. Only one success is needed to prevent this damage, though they must succeed a number of times equal to the dot rank of the Lament to fully expunge the disease from their system. The damage taken from this disease does not heal until the character has completely thrown off the disease, with the exception of damage healed by magical means. These tomes have been used by the hands of both Loyal and Free alike to place a burden upon their foes that they may use for advantage.
- This token appears as a book, damaged and slightly disgusting to the mortal eye. It oft appears like a book left in an unguarded position by the smeared and near unreadable script, and possibly around wild animals by the smell. When activated the script melds together into a cohesive whole detailing the curse of the disease within, though the letters ooze with various noxious excrement.
- The names within the book are written in blood and bile. The character takes a single point of Lethal damage upon activating the token, and feels a subtle fever wrack her while the token is active, gaining the Fatigued Condition
- The book gleefully adds the activator’s name to the log of those infected by the disease. The character must endure the ravages of the disease until they succeed in a number of Stamina+Resolve rolls equal to the Lament’s dot rating.
These tokens contain the formidable power of true love, or perhaps extreme favor at least and a level of devotion not to be trifled with. The power of such feeling and will is storied to protect those that know it through countless stories of the fae and ancient myth. Worn as a piece of jewelry with a pink hearted crystal glowing with power, this artifact are prized between family, dear friends, and often lovers fabled of courts. Though rare, sometimes these tokens are gifted to certain changelings especially prized by their keepers
- a glowing necklace with a pink heart shaped gem, when active generating a pink aura of protection around the wearer.
When active, these potent charms grant the wearer a reduction of damage they would otherwise suffer by 4 points, unless the attack or damage is caused by a supernatural bane or drawback of using some other ability, or otherwise intentionally caused by the wearer themselves. This reduction of damage is not armor, and not subject to limitations of armor, and also stacks with any existing armor.
- When active the gem glows with an unmistakable pink aura, making the wearer difficult to hide, suffering a −2 penalty to stealth checks. When the effect passes the abundance of magic and feeling poured into the user causes a sort of withdrawal effect, making them gain the Persistent Numb condition as any feeling at all seems muted and inconsequential compared to the feeling of using it.
- One may activate this token without a Wyrd roll or spending glamour, but if they do the user becomes Addicted to the tokens effects as well and will not willingly part with the token until the condition has resolved. Any time where the protection could be beneficial, or even seems like harm might come, they must roll Resolve + Composure; on a failure, they either activate the Token or take Deprived.
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