by Diego Bastet Bastet
Based on the
dventure Game Engine rules written by Chris Pramas and the
CH
NGELING THE DREAMING setting by Mark Rein•Hagen.
F r use with the AGE of Darkness rules. You will nee a copy of Changeling the Dreaming core rulebook (2nd edition or 20th anniversary edition). The books Changeling Player's Guide, Shadow Courts and Book of ouses may be necessary for some references. You will also eed a copy of both the Fantasy Age Basic Ruleb ok and the World of Darkness core rulebook (1st or 2nd edition to make use of the AGE of Darkness rules.
CONTENTS CHARACTER CREATION ....................................................................................................... ......................................... ' Kiths ....................................................................................................................................... ........................................ ( Seelie Houses .................................... ..................................................................................... ......................................... ) Changeling Talents ............................................................................................................. ......................................... * FAERIE MAGIC ....................................................................................................................... ......................................... + Arts ........................................................................................................................................ ......................................... + Realms .................................................................................................................................... ......................................... , CHANGELING R U RULES LES .............................................................................................................. ....................................... - Attunement .......................................................................................................................... ....................................... - e!lam .................................................................................................................................... ........................................ -"amage T#$es ...................................................................................................................... ....................................... -/ "ragon%s Ire ........................................................................................................................... ....................................... -/ Glamour ................................................................................................................................. ....................................... -/ Lega&ies .................................................................................................................................. ....................................... -/
Version 1.0 by Diego Bastet and the Secrets of Alancia team. Made for fans by fans, not f r sale or auction. You may freely distribute, print and copy this work.
CHARACTER CREATI N Start with a basic mortal as er the AGE of Darkness rules, then choose a See ing and apply the Changeling (Dreaming) template.
Changeling 0"reaming1 tem$la e This template works slightly different than others. You don't need a certain le el requisite to buy the Journeyman and Master d grees. Instead when you apply this template choos one Seeming as per the Changeling rulebook. our seeming determines the degree you start with. Note: Seeming is related to our age, so as in the CtD rules you can't just decide to increase your degree on this talent, but gain ew degrees as you get older. Novice: You are a changeling from the Childling seeming. Your power points are called Glamour. Choose a Court and Kith. Changeling characters don't hold on to Virtues and Vices, but
follow their fae Legacy. Changelings use Attunement in place of Integrity. You receive two Realm talents, and an Art talent. Journeyman: Y ur seeming is Wilder. Banality is catching up with you, and you start with Attunement 5. Yo receive an additional Realm and an Art, that may be used to gain a new degree or start another at Novice, and also gain an additional point to add to ny attribute. This cannot bring attributes above five . Master: Your seeming is Grump. You are nearing the end of your f e life, and you start with Attunement 3. You receive another additional Realm and an Art at ovice (for a total of 2 additional arts and real s), and also gain one additional point to add to any attribute (for a total of 2 extra points). This can bring attributes up to six.
Kiths Many of the Kith abiliti s don't have mechanics and don't need conversion guidelines, so they are omitted. All abiliti s that make botching impossible allow you to r -roll tests, but must keep the second result.
oggans Craftwork allows to re-roll Craft tests, but must keep the second result. Using Social Dynamics is a Wits + Socialize roll. Difficulty penalties subtract from the roll, as normal. Resisting the Call of the Needy is a TN 13 Composure roll.
Eshu Telecraft allows to re-roll Empathy and Expression tests, but must keep the second result. The Eshu also gains Willpower when he would gain an extra experience point.
No&2ers Forge Chimera follows the rules for Advanced Tests. Fix-It grants +1 to tests falling under their specialty.
3oo2a While in the alternate form granted by Shapechanging you can only ake brawling attacks. Using Confidant is a roll of Wits + Persuasion with a TN of 11 + target' Composure. Resisting Lies is a TN 13 C mposure roll.
Re!&a$s Using Dark Appetite in combat is a brawling attack causing 1d6. Redca s have access to the Sever Limb stunt (2SP): You bite inflict an extra 1d6 damage, and if you cause an Injury you sever a limb. Bully Browbeat gives +1 on all Intimidation rolls. The TN to intimidate chimeras is 13 + target's Composure. Bad Attitude causes -2 on all nonintimidation social rolls.
Sat#rs Resisting Gift of Pan is a TN 11 Composure roll.
Physical Prowe s applies the Stamina bonus normally. Using th ir goat legs increases the Satyr's speed by 5. Passion's Curse pplies a -2 penalty on all Composure rolls.
Si!he Awe and Beauty gives the Striking Looks talent at Novice degree. Awe and Beauty also gives +2 to appropriate s ocial rolls. Attacking an angry Sidhe head-on is a esolve roll, the TN is 11 for a title-less Sidhe, 13 for Novice, 15 for Journeyman and 17 for Master title. Noble Bearing allows to re-roll Socialize tests, but must keep the second result Banality's Curse causes a -2 penalty to Banality rolls.
Sluagh Sharpened Sens s gives +2 to Wits rolls related to senses. It also allows to re-roll Stealth tests and Wits tests related to senses. Seeing through illusionary magi requires a TN 13 Wits roll. A reflexive Perception roll allows them to tell if any Ghosts are in the area, perceiving them fully costs a point of Glamour. Curse of Silence applies a -2 penalty to any social rolls with non-sluagh.
Trolls Titan's Power gi es +1 to Strength and +5 Health. Stubbornness gi es +2 to Resolve rolls to resist temptation or distra tion. Resisting becoming violet because of Bond of Duty is a TN 13 omposure roll.
Seelie Houses House eauma#n
Flaw: Resisting pride is a TN 13 Composure roll. -1 to social tests if they back down from situations.
Boon: Deciphering the visions is Intelligence + Occult. Bringing a vision is a TN 13 Resolve test and requires 2 glamour. Flaw: -2 to social rolls wit Sidhe houses except Fiona and Liam. The detecti n test is a TN 13 Wits + Occult roll.
House alor
House "ougal
Boon: +1 bonus to invoke Dragon's Ire. May accumulate up to +4. Flaw: Resisting spilling the beans is a TN 13 Composure roll.
Boon: Spend 2 Glam ur to gain Willpower. Flaw: If necessary may be represented by Conditions.
House Eilune! Boon: When rolling a double on a cantrip you generate one additional Stunt Point. Flaw: -1 penalty to social rolls. Resisting curiosity is a TN 13 Composure roll.
House Fiona Unchanged.
House G4#!ion Boon: The test is Wits + Empathy with a TN of 11 + target's Resolve. Flaw: Resisting the berserk rage is a TN 9 Composure roll. When berserk th y ignore any Injury, and also Shock if using this optional rule.
House Liam Boon: +1 bonus to affect mortals with glamour. Flaw: Initial Attunement is lower.
Unseelie Houses House Aesin Boon: Speaking with anim ls has TN 11, but applies any Attunement penalty. Flaw: -3 to social rolls with non-nobles.
House Ailil Boon: +1 to Manipulation rolls. May reroll Politics and Subterfuge tests, ut must keep the second result.
Boon: Don't suf er a Breaking Point by handling cold iron. Flaw: Can't have omposure over 3.
House "aireann
House Leanhaun Boon: +1 to Presence and to seduction. May re-roll seduction t sts, but must keep the second result. Gets 3-1 gl mour on a Rhapsody. Flaw: Unchanged.
House 5ari&h Boon: Observing for three turns gives a +2 to oppose or partner, +3 a ter three times. Flaw: Failing to cknowledge a challenge is a Breaking Point. You can't ignore this with an Echo.
Changeling Talents Chimera The Chimera background is represented by both the Animal Training and the Resources merits. For the purpose of Resour es, chimerical items cost one step higher than listed. Novice grants a Minor creature, Journeyman Moderate and Master a Major one.
"estin# You have a truly inspired soul and are destined to great things. Novice: Once per story y u may spend Willpower to avoid making a Banality roll. Journeyman: All of yo r Birthrights affect your mortal seeming as wel l. Master: During a Breather you recover all Chimerical damage.
"reamers You cultivate a number of mortal dreamers that you can draw glamour from. Novice: Each week, you can draw 5 Glamour from your dreamers. This requires no roll, only a quick interlude. Taking more than that amount requires normal reverie. Journeyman: You can dra 10 Glamour per week. Master: You can draw 20 Glamour per week.
Hol!ings Your character has inherited a faerie freehold. Novice: Your small freehold produces 1 Glamour per day. Journeyman: Your medium-sized freehold produces 3 Glamour per da . Master: Your huge freehold produces 5 Glamour per day.
Remem6ran&e You retain some memo ies or have periodic flashbacks of previous lives . Note: Remembrance is si ilar to Keen Mind, but with a different focus. Novice: You may reme ber past life experiences, giving you hints about fae nature and lore. You don't have to make rolls for that.
Journeyman: O ce per scene you may recollect a memory with a TN 15 Wits + Occult roll. On a successful roll, the Storyteller must give a relevant fact or detail about the issue at hand. The issue must be relat d to fae or chimerical people or lore. Master: Once pe scene, if you pass a TN 15 Wits + Occult roll, the Storyteller must tell you a significant clue that advances the plot. Once again the issue must be re lated to fae or chimerical people or lore.
Title You have a rank in Changeling society. Usually only Sidhe are granted the Journeyman and Master degrees of this talent. Novice: You are a minor noble, a Squire or Knight. Yo have multiple social benefits and obligations . Journeyman: ou are a Baron or Count. You receive +1 to the following tests of the And Another Thi g stunt. Master: You re a Duke. You can perform the Stunned Silence stunts for 2 SP instead of the usual 3.
Treasure You have Treasures, mortal items that have been imbued with lamour and became real magic items.
Novice: You gain one Novice Treasure. Journeyman: You gain one Journeyman Treasure a d another Novice one. Master: You have one Master Treasure, and another from a lower level. Master treasures are usually one-of-a-kind, wonders from both mor al and fae legend.
FAERIE MAGIC Arts are the fey magic. As per the Changeling rules you must combin arts with one or more Realms to be able to aff ct something. Each art is based on a certain attribute, its Spellpower is 10 + the attribute + Art focus (if applicable). Mortals add their Integrity bonuses or penalty to resist cantrips. Non-mortals may apply their Potency bonus as normal. Ch ngelings with low Attunement may revert the enalty into a bonus to resist cantrips. To better fit into the AGE rules arts are converted as arcanas. To simplify the conversion, unless working as a spell found on the FAGE book, their TN and initial glamour costs are standardized. If the spell works as a spell in FAGE, use its costs and Target Number. Novice: 3 glamour. TN 11. Journeyman: 6 glamour. T 13. Master: 9 glamour. TN 15.
un2s To use a Cantrip a ch ngeling must provide a Bunk. Normal bunks don't require extra time but give no bonus. A bunk that takes an extra round gives a +1 bonus to the casting, while a bunk that takes 4 turns (1 minute) gi es +2.
Calling the 7#r! To call the Wyrd a Changeling must spend 5 Glamour. For the rest of the sce e his cantrips affect un-enchanted creatures. Chi erical effects, like birthrights and chimera also become real.
Counter4ea8ing The counterweaver must now the Art being used, and have the Realms p to the level used in the caster's cantrip. He opposes the caster's roll with the same attribute + Occult.
Using analit# A changeling that calls up n Banality to disbelieve a cantrip receives +4 to r sist its effects, but suffers a Breaking Point.
Arts Chi&aner# Manipulation roll. Resist with Composure. Novice: You lear the cantrips Fuddle and Veiled Eyes. Journeyman: ou learn the cantrip Haunted Heart . You also gain the Chicanery focus. Master: You le rn the cantrip Captive Heart . You can also choo e one spell stunt you can perform for –1 SP when casting Chicanery cantrips. Fuddle: As written. Veiled Eyes: If mechanics are necessary others suffer -2 to notice the targ t of the cantrip. Haunted Heart: Resisting the 5 success version is a Resolve test. Captive Heart: The roll to resist certain actions is a Resolve test.
Leger!emain Dexterity roll. Re ist with Stamina. Novice: You learn the cantrips Gimmix and Ensnare. Journeyman: You learn the cantrip Effigy. You also gain the Legerdemain focus. Master: You learn the cantrip ElderForm. You can also choo e one spell stunt you can perform for –1 SP wh n casting Legerdemain cantrips. Gimmix: Treat the object as an improvised weapon. The Stunt Die is added to the damage. Ensnare: Hitting some ne is a casting roll. Damage is 1d6 + 2x Stunt Die result. Effigy: As writen. Phantom Shadows: 1-2 uccess creates a Minor creature, 3-4 Moderate an 5-6 Major.
3rimal Strength roll. Resist with Stamina. Note: Given t e separation between Power, Finesse and Resistance, it felt right to
change Primal from Stamina to Stre gth. That way there is an art for each Power and Fi esse attribute. Novice: You learn the c ntrips Willow Whisper and Eldritch Prime. Journeyman: You learn the cantrip Heather Balm. You also gain the Pri mal focus. Master: You learn the antrip ElderForm. You can also choose one spell stunt you can perform for –1 SP when casting Pri al cantrips. Willow Whisper: As written. Eldritch Prime: Attacking woks as the Rock Blast spell, defense works as Stone Cl ak. Both are related to Strength however. Heather Balm (2-6 glamour, TN 13): You can choose to spend up to 6 Glamour hen you cast the cantrip. For each 2 spent, the arget heals or suffers 1d6 damage. Target can neg te the damage with a Stamina roll. Elder Form: As written. You gai the Physical stats and Focuses of the new form and its natural abilities, like special attacks, stunts, weapons and armor. As listed in Changeling you don't gain any supernatural or magical ability.
Soothsa# Intelligence roll. Resist with Resolve. Note: Where noted multiple castings increase the TN by 2 each time. Novice: You learn the cant ips Omen and Fair is Foul and Foul is Fair . Journeyman: You learn the cantrip Augury. You also gain the Soothsay ocus. Master: You learn the can rip Fate Fire. You can also choose one spell tunt you can perform for –1 SP when casting Soo hsay cantrips.
Omen: As written. Fair is Foul and Foul is air: As written. Augury: As written. Fate Fire: As written.
So8ereign Presence roll. Resist with Composure. Novice: You lea n the cantrips Protocol and Dictum. Journeyman: ou learn the cantrip Grandeur . You also gain the Sovereign focus. Master: You learn the cantrip Geas. You can also choose one spell stunt you can perform for –1 SP when casting S vereign cantrips. Protocol: As written. Dictum: As written. Grandeur: As written. Geas: As written.
7a#9are Wits roll. Resist ith Resolve. Novice: You lear the cantrips Hopscotch and Quicksilver . Journeyman: You learn the cantrip Wind Runner . You also gain the Wayfare focus. Master: You learn the cantrip Flicker Flash. You can also choo e one spell stunt you can perform for –1 SP when c sting Wayfare cantrips. Hopscotch: As written. Quicksilver: Target gain 10 to speed and may use the Seize the Initiative stunt for 2 SP instead of the usual 4. Wind Runner: As written. Flicker Flash: As written.
Realms Master: Dweomer of Glamour. Possession of Realms determines who or what changeling casters are able to affec when casting cantrips. Only the names are listed, for full description consult the Changeling b ook.
A&tor This Realm concerns itself with mor als. Novice: Familiar Face. Journeyman: Complete Str nger. Master: Dire Enemy.
Nature This Realm encompasses animals, elements and non supernatural creatures of nature. Novice: Verdant Forest. Journeyman: Feral Animal. Master: Base Element.
9ae This Realm governs all creatures of the Dreaming. Novice: Hearty Commoner. Journeyman: Manifold Chi mera.
3ro$ Prop governs objects that are not natural and crafted from hands. Novice: Crafted Tool. Journeyman: Co plex Machine. Master: Arcane rtifact.
S&ene This Realm determines th area of the casting. Novice: Chamber. Journeyman: House. Master: Kingdo .
Time This Realm allows the caster to set a "delay" on a cantrip casting. Novice: 1 hour. Journeyman: 1 day. Master: 1 month.
CH NGELING RULE Attunement
rea2ing 3oints an! analit# Tests
As per the New World of arkness every creature has an Integrity-like stat. he Lost have clarity, and when they start losing it they become more and more fey, losing touch with the real world. The changelings from the Dr aming had no such bar, however they had a similar mechanic. Their banality stat would go up, and that meant the opposite as it means for the Lost: Th eir would lose their touch with the enchanted world of the Dreaming and be overtaken by th banal world. The world slowly but surely remov d the wonder from their eyes. In the effort to convert the reaming rules to the standardized nWoD rules (a stat that goes down with Breaking Points), Attunement is the name for the changeling Integrity-like stat. After the Chrysalis the changeling keeps losing contact with the Dreaming, and doing certain actions, like denying the dreaming, handling old iron and killing other Fae sever this connecti n even faster. Please keep in mind that Attunement is just a name for a stat. It wasn't our i ntention to say that the original names weren't go d enough; we just couldn't use Glamour (because it's already the MP of the changeling), Banality going down made no sense, and "Dream" felt weird as a name. Your Seeming determines your starting Attunement. Usually you can' just raise Attunement when you level up, you have to use special methods for that (see below).
E99e&ts o9 Attunement As per the Integrity rules a Changeling adds his Attunement modifier to his Banality rolls when he suffers a Breaking Point. The Attunement modifiers are also added to cast Ca trips and with other relations with the Dreaming that the Storyteller considers appropriate.
Attunement Mo!i ier 8-10 7-6 5-4 3-2 1
+2 +1 0 -1 -2
Attunement isn't about handling with stress and keeping your sanity, but about keeping in touch with the Dreami g and your fey side, avoiding the Banality of this world. Changeling's Breaking Points are different, more related to the old traditions of story and dream than personal situations. All changelings have the following breaking points. These breaking points only apply to changeling with that level of Attunement or higher. If your attunement level is lower than the Breaking point, you don't become any more banal by doing it. Besides that, all Changelings have an extra Breaking point, the Ban of their primary Legacy (whichever is active at the moment). This Ban is always a breaking point no matter your Attunement level, and can't be "bought off" with Echoes.
:;-< Going a day without enchanted contact. Breaking faerie promises or commitments, especially to attend to mu dane matters. +;*< Negating your mien. Going a week without enchanted contact. );(< Destroying a peaceful chimera. Being "too mundane" (Storyteller judgment). Spending too much time in the com any of Autumn People. '; /< /< Killing a changeling's chimerical form. Breaking formal oaths or pledges. Handling Cold Iron (can't be negate with an Echo). -< Destroying a Tr asure. Using Banality to negate magic. Killing a changeling's mortal form, or chimerical form with old iron. None of these may be ignored with an E ho.
Conse=uen&es Failure with a 1 on Stunt Die: A little of the child inside dies, nev r to come back. Lose a point of Attunement and choose from the following Conditions (or create a new one): Broken or Fugue. Failure: The haracter is taken by Banality, and he becom s a little more human. Lose a point of Attuneme t.
Success: The character's lamour lashes against the Banality. Choose one E ho. It remains for the rest of the story. Success, 5-6 on Stun Die: The changeling not only resists Banality but confronts the mundane world and. The c aracter gains Willpower.
E&hoes The Changeling's powerf l connection with the Dreaming may manifest in the form of Echoes, the ancient wives' tales of things which traditionally affect faeries. A Changeling usually suffer a temporary Echo as result of passing a Banality test, as his fae nature r affirms itself against the waves of Banality. When losing Attunement, a character can also take a permanent Echo. If h does so, he becomes unable to lose Attunem nt from that particular breaking point again. A character may only have three permanent Echoes. s a rule, most banes cause a non-mechanical probl m. Echoes are a player choice, but changeli g characters themselves do not choose t em or the transgressions they affect. When you suffer an Echo hoose one of the following or create a new one. Echoes are taken from the Supernatural Flaws that can be found on the main Changeling ruleb ok
ar!%s Tongue Changeling E#es Chimeri&al Magnet Curses< 2-3 point ones. Iron Allerg# Mo!erate E&ho 3rohi6ition or Im$erati8e< 2-3 point ones. Surreal >ualit# Thro46a&2< 2-3 point equiv lent.
Raising Attunement One does not simply rais Attunement. Fighting against Banality is like tryi g to race time after all. To get rid of some Banality a character must undertake a Quest. Any of the three oaths, De d, Inspiration or Dreaming will do. When you omplete your Quest you may raise Attunement by one point, however if you fail or abandon you Quest you suffer another Breaking Point. Multiple characters may undertake the same quest as br thers in arms,
and all receive the consequences.
enefits, or suffer the
e!lam Bedlam is represented by Conditions. First stage should impose a p nalty to distinguish real from imaginary as in the hangeling rules. Second stage may be covered b the Broken, Fugue, or Madness conditions. Thir stage Bedlam probably should take the control of the player.
"amage T#$es Chimeri&al "amage
AGE makes no distinction of damage types, but besides being very dra atic, visceral and cool, Chimerical damage is very important to changeling dynamics. Note chim rical damage separately. As an action a Changeling may spend 2 Glamour to heal 1d6 chimerical damage. Chimerical damage also heals faster in Freeholds and the Dreaming, after a long rest heals 5 more. Chimerical injuries also exist, but they receive the benefit of complete b d rest after a single long rest. When a chimerical form is killed, refer to the Mists Chart to determine how uch time the changeling spends in a coma, but o downwards. 10 Attunement is equal to 0 Banalit on that table, for example.
Aggra8ate! "amage Personally we don't find t at aggravated damage plays an important role n changeling dynamics. Sure, cold iron has many setting issues, but aggravated damage is just one of them. AGE doesn't have a soak mechanic, and unlike Vampire and Werewolf, Changeling doesn't have lots of powers and rules that interact with that damage. For those reasons we don't care to use it. However, for those who wa t to use it, use the following simple rules: Note it eparate. Heals only during long rests. May not be healed by magic.
"ragon%s Ire To invoke the Dragon's I e a character must spend 1 Glamour, and make a TN 13 Presence roll, applying his Attune ent modifiers. The character receives +1 damage, 1 defense and generates an extra Stunt Point for t e duration. In the case of a 6 in the Stunt Die of the activating roll these bonuses become +2. A Dramatic Failure imposes -1 to the same effects.
Glamour Glamour follows the usual rules in the Changeling rulebook except where resented here. The values acquired with dro s, freeholds, epiphanies and others stay the same.
Re8erie Choose a musi g threshold normally. Knowing what inspires the Dreamer is a TN 15 Wits + Empathy roll. Act ally musing the dreamer is a TN 11 Manipulation + Empathy roll (bonuses can be applied as per the ook). Each success gives the changeling a point of Glamour. Dramatic Failure means that the everie must start from scratch. The roll for the Dreamer to be able to create again is the same as the book, at TN 11.
Ra$ture The roll for Rapture is a TN 15 Attribute + focus roll (apply Attun ment modifiers). Each success gives a point of lamour, and a 6 on the Stunt Die gives Willp wer. Dramatic Failure means the character suffers a Breaking Point.
Ra8aging The roll for Ravaging is TN 13 Manipulation roll. In thi case apply Attunement modifiers in reverse. E ch success produces a point of Glamour, Dra atic Failure means the character suffers a Breaki g Point.
Rha$so!# The mortals roll a in the Changeling rules, with a TN of 13. Bonus are added based on the amount of glamour inves ed by those engaging in the Rhapsody, on a one for one basis (max 5). With just one success a masterpiece is created, forgoing the normal rules for creation. If the mortal gets a dramatic failure all glamour is lost. Glamour is distributed as per Changeling: the Dreaming, and the resulting effects on the mortal also apply.
Lega&ies Choose a Seelie a d an Unseelie Legacy as per the Changeling rules. Your primary Legacy is that which coincides ith his current Court, whether it be Seelie r Unseelie. You gain Willpower for fulfilling t e quest of your primary legacy, but its Ban is alw ys a Breaking Point that can't be ignored with an Echo. Legacies can be found on the main Changeling rulebook and the Changeling Player's Guid .