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setting:changeling_character_creation

Changeling House Rules

Changeling Character Creation

Below are the rules of character creation for the Changeling Venue.



Attributes:

  • No attribute should start at 5
  • Only 2 attribute can be at 4
  • Most Attributes have ratings from 1 (poor) to 3 (good), although some exceptional individuals or powerful chimera may have ratings of 4 (excellent) or 5 (peak human capacity). A few changelings and other beings from the Dreaming may have ratings higher still, such as a sidhe’s unearthly beauty or a troll’s godlike strength. These are obtained via birthrights.


Abilities:

  • No abilities should start at 5
  • Only 2 abilities can be at 4
  • There are 30 Abilities separated into 10 Talents, 10 Skills, and 10 Knowledges. Each Ability normally represents a broad range of subjects. Certain Abilities, such as Crafts and Performance, have a Specialty even if a character’s rating is not 4 or higher.


Seeming:

  • Your character’s seeming reflects her outlook on her life as a changeling and the Dreaming in general. While often tied to her mortal age, changelings can be any seeming at any age. Childlings view the world with wide-eyed wonder, wilders are seekers of adventure, and grumps are builders and keepers of tradition. Seemings get a full writeup in C20 on p. 83–87.


Kith:

  • The only kiths allowed are those in C20 to new players.
  • Kinain are not allowed.
  • Arcadian sidhe are invite only. Please do not submit one unless invited by the ST. These are extreme difficult to portray.
  • Pooka: Wolf are not allowed. If you would like to play WtA please join that venue.
  • If you are a veteran player on the site, with no history of issues, you may look at the kiths in other books. This HR is subject to what the STs will allow and are comfortable with.
  • The most fundamental choice involves what type of changeling you want your character to be. Many elements of your character, both mechanical and narrative, will be influenced by this choice. Even if your character goes against kith stereotypes and expectations, it’s still good to know what those are because other changelings may judge your character by them anyway. A list of kiths is in C20, starting on, p. 87. When making a Changeling pick one that will be most fun to portray.


Arts and Realms:

  • Neither may start above 3 either at creation or during a rework.
  • Naming: This is one of the rarer Arts. The Art was developed by the Eshu, but limitations and bans have led its practice to be almost exclusive to the Sidhe - a slight that the Eshu are not inclined to forgive. Due to this it is a restricted Art.
  • Sovereign: This is limited to Sidhe players and may only start at 1 at creation.


Backgrounds, Merits and Flaws:

  • Do not mid-max your sheet. It will not get approved.
  • Title Background: You earn this.
  • No background can be above 4. Make sure you justify those at 4.
  • Chimerical Companions: You may find one IC but you cannot start with one.
  • Limited Backgrounds, Merits & Flaws: Lucky, Echoes (2-3), Slipped Seeming, Bizarre Quality, Soul of a Muse, Changeling Eyes - You need to make this stand out. Not things like bright green.
  • Ban Backgrounds, Merits & Flaws: Wolf Blooded, Living Legend, Faerie Eternity, Echoes (4-5), Holdings, Art Affinity


Courts:

The concepts of Seelie and Unseelie have their own dichotomy in changeling society. Every Kithain has both a Seelie and an Unseelie Legacy within her. These Legacies are archetypes that serve as the core of her personality. One is dominant, while the other subconsciously influences her. The Seelie and Unseelie Courts are external political philosophies. Each court has a code — its statement of beliefs. While all changelings are drawn to a court thanks to their Legacies, a court’s code is not innate. Every changeling has her own personal interpretation of her court’s code. Rarely does a changeling claim membership in a court that doesn’t match her Legacy, but cases exist of a changeling following an Unseelie Legacy while attempting to uphold the Seelie Code, and vice versa.

  • Shadow Court is ban. Don't even ask for it. It will be denied. This is not up for debate.
  • Please pick one of these are creation: Seelie Court or Unseelie Court.
The Seelie Court is the embodiment of the unrelenting heat of summer combined with the rejuvenating 
growth of spring. The court exemplifies light, new life, and order. It sees itself as the protector 
of Kithain society and the guardian of Glamour. Above all, the Seelie Court values community the most.
The Seelie Code is the philosophy that underlies the Seelie Court. It is more than a simple adage. It
directs the thoughts and actions of all Seelie changelings. The four tenets of the Seelie Code are 
“death before dishonor,” “love conquers all,” “beauty is life,” and “never forget a debt.”
The Unseelie Court is the embodiment of the icy chill of winter combined with the bountiful harvest 
of autumn. The court exemplifies night, culmination, and chaos. It sees itself as the liberator of 
individuals and the eternal enemy of Banality. Above all, the Unseelie Court values independence the 
most. The Unseelie Code encompasses the heart of the Unseelie. It is the rallying cry they gather 
around and the creed they all hold sacred. The four tenets of the Unseelie Code are “change is good,”
“glamour is free,” “honor is a lie,” and “passion before duty.”


Legacies:

Myths and fairy tales are populated with characters in archetypical roles. Likewise, Legacies are the archetypical roles a changeling plays in the narrative of her life. Choosing Legacies is a vital part of creating a character. They help guide the player as to her character’s nature. Is the changeling a hero or a coward, selfless or selfish? Her Legacies answer these questions. All changelings have both a Seelie and Unseelie Legacy. Her current court usually determines which one she follows, her primary Legacy. Her secondary Legacy can influence her actions and add nuance to the character, but it never overrides her primary Legacy. Occasionally, a changeling may change courts. If this happens, her primary and secondary Legacies almost always also switch. Most changelings cannot purposefully switch courts. The change may be gradual or sudden, but is always the result of a profound insight or a major, often traumatic, experience. If a player believes a court change is appropriate, she and her Storyteller should decide if it’s warranted and agree on the circumstances.

  • Everyone Changeling must choose 1 seelie legacy and 1 unseelie legacy at creation. They replace nature and demeanor.
  • Full descriptions listed in C20 on p. 156-160.
  • A changeling who exemplifies his Legacy finds it easier to live out his personal narrative. All Legacies have a Quest and a Ban. Quests are behaviors that model a changeling’s archetype. Whenever he accomplishes his primary Legacy’s Quest, he receives a point of Willpower at the Storyteller’s discretion. Bans are actions that run counter to the Legacy’s archetype. If a character violates his primary Legacy’s Ban, he forfeits a point of Willpower. A changeling can go against his primary Legacy’s Ban without penalty if he can justify it using his secondary Legacy. However, if the changeling invokes his secondary Legacy too frequently, he might be on the verge of trading Courts.
setting/changeling_character_creation.txt · Last modified: 2022/Jun/25 20:19 by dro