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setting:changeling_character_creation

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Changeling House Rules

Changeling Character Creation


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:

  • Childing is ban. Don't even ask for it. It will be denied. This is not up for debate.
  • 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.


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.

Seelie Legacies:
Known for the vibrancy of spring and the searing heat of summer, followers of the Seelie Legacies tend to put an emphasis on groups and community. They feel the needs of society outweigh the needs of an individual. Unseelie Kithain often see their Seelie brethren as strict and unyielding, but the Seelie see themselves as serving the greater good.

Bumpkin: Common sense and plain dealing are your way.
Courtier: The whirl of politics and intrigue excites you.
Crafter: Making something you’re proud of fires your heart.
Dandy: You love setting trends and getting attention. 
Hermit: A recluse at heart, you’d rather be left alone.
Orchid: Purity and delicacy have a beauty all their own.
Paladin: You live for the challenge of proving your skill. 
Panderer: Making others happy brings you joy. 
Regent: Some are born to rule, and you always take charge. 
Sage: Wisdom is good, but it’s even better when it’s shared. 
Saint: You seek to alleviate the suffering of others, even when it costs you.
Squire: You are a natural sidekick, the perfect right hand. 
Troubadour: Life is an art form, and love is its practice. 
Wayfarer: Why stay put when there’s so much to see out there?

Unseelie Legacies:
Colorful as an autumn harvest and chaotic and isolated as a winter ice storm, followers of the Unseelie Legacies tend to be passionate individualists. They follow their hearts wherever they lead, even if they do have to break a few rules on the journey. Seelie Kithain often see their Unseelie brothers and sisters as irresponsible and untrustworthy, but the Unseelie believe they are being true to themselves.

Beast: Nobody ever disobeys you twice. 
Fatalist: Nothing matters; why can’t anyone else see that?
Fool: Don’t take life too seriously, no matter what.
Grotesque: You love the thrill of shocking and appalling others.
Knave: A pusher to the end, you love to see how far others will go.
Outlaw: Rules only get in the way of getting what you want. 
Pandora: You live to uncover secrets, even if it’s a dangerous idea.
Peacock: As long as everyone realizes you’re the best, everything will be fine.
Rake: Your appetites will never be sated, but you do love to try.
Riddler: Wisdom easily earned isn’t worth anything, so you tease and test others.
Ringleader: You’re the boss, and you make damn sure everyone knows it.
Rogue: Chaos is your favorite tune, and you love to play it.
Savage: The natural order reveals who is truly worthy.
Wretch: You find a certain comfort in knowing you are the lowest of the low
setting/changeling_character_creation.1642431833.txt.gz · Last modified: 2022/Jan/17 15:03 by flowercrystals