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Autumn Court Mantle Retooling

FMA Lust
In my first Changeling game, I played an Autumn courtier trying to move up the ranks because knowledge was already his passion, and it was a lucky thing, too, because the benefits of the Autumn Mantle were less than inspiring.  We never really fixed it to complete satisfaction and since there's a brand-new Autumn Court member in our new chronicle, I figured I'd try my hand at it.  What I came up with below focuses on the occult and investigative aspects of the court.  I'm not sure I'm 100% happy with the level 3 and 5 options, though I'm pretty pleased with the first one.
* gain a specialty in Investigation or Occult
*** add 1 die to all rolls to navigate the Hedge
***** re-roll any failed Clarity degeneration roll involving contact with the Fae or noncontact with humans

Tokens Are Tricksy Things

FMA Lust
It seems like I'm fated to homebrew tokens for my games, if only because I love the personal touch and the idea that changelings can crawl out of the Thorns with at least some symbol of their Durance.  The book suggests giving each starting character a piece of hedgespun clothing, something like a cap, which looks cool but doesn't necessarily have any powers.  But these remnants, having spent so much time in Arcadia and having probably been the focal point of so much emotion, seem ripe for showing their true colors once they're on the other side of the Hedge.

In our new Changeling game, the PCs have some choice pieces.  The Fairest who was taken to be Peter Pan's Wendy still has his kiss, which I took right out of Barrie's Peter Pan and used in her prelude.  When I reminded her that it could be a token, she jumped on it with experience points.  The Elemental who was sold to his Keeper by his treacherous wife lost everything - except for his wedding ring, which aroused such emotions in him that his Keeper delighted in letting him hold onto it.  The Beast who was trying to save yet another changeling on his way out was given her dying gift, which just might help him save others in the future.  I just can't help but offer the option to infuse the bits and bobs that characters bring with them with some real fae potential.

But I've found that handcrafting tokens is more difficult than making magic items in D&D, for example.  I've found it pretty easy and fun to come up with the item's look, both to mortals and to fae.  Sometimes it's been difficult to put my finger on the token's power, since there are so many possibilities and I usually have a power level to work with, so that restricts options somewhat.  But balancing drawbacks and catches has been a bitch on several levels.  On one hand, fae magic always has a price, and I dig that concept - but the cost has to be equivalent to the power level yet not so severe that the character will avoid using the item.  That last part conflicts with my running and designing philosophy about such things.  If a player puts their hard-earned experience points into an item (or otherwise invests their efforts), I want them to feel like it was worth it.  I want them to enjoy their item overall, even if it has some restrictions for balance.

And sure, there are examples in a number of books to work from.  A number of tokens just take a price in blood (and damage), though, so the examples aren't as broad as you'd think.  This is why I usually post what I'm working on somewhere to get some kind of feedback and why it takes me more time before I'm satisfied with the results.  During my recent design process, I was surprised when most of the feedback I received suggested making the token something that the character had to give away, something that only worked once, or something that could be destroyed for using it.  Trifles are one thing - they're meant to be temporary, one-use things - but tokens generally are longer-lasting and - well, special.  I know that as a player I would usually not be okay with spending my points on something that could be gone just for using it, through no other fault of my own, even though the book supports tokens as permanent items.  I was glad for the responses and the considerations that were raised, but I was forced to realize that even feedback wouldn't be an automatic saving grace.  Different design philosophies would mean that I'd really have to sort through the replies carefully, as well.

Even though it's been a bit more work all around I find myself continuing to be excited by tokens and their possibilities, and eager to place well-balanced results in my players' capable hands.  I've found myself pondering on it enough to want to unravel the whole problem and get it out in front of me, and perhaps this rambling will engage some other Storyteller somewhere down the line.

Changeling Flaw: Forgotten Promise

Comedian Regret
You have entered into a pledge but do not recall doing so, which leaves you unaware of the parties, restrictions, and boons involved - at least for now.  Eventually, the Wyrd will reveal the terms of your contract to you, and you will have to live up to your end of the bargain or face the consequences.  Such a promise is likely to be tied very deeply to the circumstances of your earliest experiences as a changeling and will probably involve important figures like family members, your Keeper, your fetch, or the privateer who sold you into bondage.  In rare circumstances, such a pledge is an oath or corporal (based on mortal or seeming emblems, or tied to a nemesis) rather than a standard vow.

This flaw is only available at character creation and represents an opportunity to explore themes related to the character's past.  The player should generally be the one to express interest in it first, though Storytellers might suggest it for characters who have marked amnesia or other circumstances.  It's advisable to get some player input on the parties involved, the general severity, and perhaps the boon(s) the character was seeking when it was forged.  From there, the Storyteller can apply twists and turns and gauge the player's reaction.  Since it is not meant to hamstring players or railroad characters into tasks they will resent and despise, Storytellers should remain open to amending the terms, should the player have a very negative response.

Changeling Social Flaw: Court Enmity

Comedian Regret
Not only have you switched Courts or abandoned the Court system entirely, but you managed to tweak the wrong noses hard on the way out.  Perhaps you ran from an important Summertide fight when your rage finally wore out and disgust finally settled in, or they found out you gave up the location of an important Winter hideaway in exchange for a token on the Goblin Market.  Whatever the case, your reputation has suffered a heavy blow that will take some serious time and effort to recover from, if you can recover at all.

Characters gain this flaw with one specific Court and cannot have any rating in Mantle or Court Goodwill with that Court until the resentment is somehow resolved.  Court Enmity acts as a -2 penalty to social interactions with the Court in question (though not supernatural powers based on Social rolls).  This flaw may be acquired multiple times, should the character rouse the genuine ire of more than one Court.  Experience is gained when this social penalty gets in the way of or directly harms the character's goals.

Fairest Kith for C:tL: The Athyas

FMA Lust
Athyas — These changelings are marked by a terrible beauty that reaches down into the subconscious minds of those who look upon them. Their sleek flesh often gleams mellowly of bronze, silver, or a gemstone’s colored radiance, though others manifest an otherworldly sheen in a glowing nimbus around their perfect limbs. Their blessing (and some say their curse) is the ability to Pique the Passions: The character can spend a Glamour point and roll Presence + Empathy vs. a target’s Resolve + Composure in an attempt to arouse their emotions. The target must be within 50 feet (or line of sight, whichever is closer) and can only be marked once per day. If the target fails, the intensity of whatever they are feeling is doubled (or tripled, if the character rolls an exceptional success). 1 success = 1 turn; 2 = 1 hour; 3 = 6 hours; 4 = 12 hours; 5 = 1 day. The character has no control over which emotion is stirred or how the target expresses it.

This is something I came up with some time ago for a solo character and I only recently realized I never posted it anywhere. Time to share!
FMA Lust
Contract of Revelry

Spirit of the Dance Floor (OOOOO)

The changeling taps into the pulse that binds all gatherings where groups of humans dance and dream at the same time. She can ride the beat from her current location to a different party in the real world, but both gatherings must have more than twenty revelers and at least ten dancers on the floor. Travel takes place in one long blink of an eye as the changeling enters the crush and disappears into it. It always seems possible for the changeling to have been obscured by the fray, but a completely sober onlooker might find it a little strange.

Cost: 3 Glamour + 1 Willpower if bringing guests

Dice Pool: Wits + Wyrd

Action: Instant

Catch: The character has an invitation, advertisement, or similar object that gives the correct name and address for the starting and the target destination.

Roll Results

Dramatic Failure: The attempt to travel to a new party leads the changeling to a dance floor that has erupted in violence and fear. Changelings have reported emerging into clubs beset with flames, gunfire, goblins, or even the approaching footsteps of a Keeper. Worse yet, the changeling could be left stranded well beyond the normal boundaries of this power, including a location in the Hedge. A few changelings have insisted that they were sent back in time to masked revels and teeming speakeasies, but their claims have largely been disregarded as madness.

Failure: The changeling is unable to ride the beat to a new location.

Success: The character is able to travel no more than 10 miles per success on the roll, emerging within the closest dance floor to the physical place of her choosing.

Exceptional Success: As with a standard success (which grants its own benefit), with the added boon of being let out exactly where she wishes to be. If an ally is at the destination, the changeling will sense their location and can choose to appear near them.

Suggested Modifiers
-2 The changeling has never visited the destination before
-1 The changeling's fetch (or the fetch of a tag-along) is at either destination
-1 For every willing person the changeling attempts to take with them
+1 The changeling and everyone tagging along start to dance before invoking this clause.
+1 Allies are present at the target destination
+1 The changeling has visited the destination several times and knows it well
+1 A hedge door is active nearby (within one block of the current location)
 

Trying to Figure Out Where I Went Wrong

Comedian Regret
I wanted to run Changeling: the Lost from the first moment I held the book in my hands. I had a great time playing it and could see so much potential in it, from start to finish, but my life fell apart before I was able to run it for my old group. As I was putting myself back together, I tried developing a campaign for it, and I've never revised the groundwork of a campaign so much. Ever since I've been rebuilding my life, I've felt like Goldilocks, and in gaming, as well.

I decided on a setting right away, at least. Even though it hadn't appealed to me much before, I chose Chicago, and maybe that was where the disconnection started. I read what I could, studied maps and all kinds of things, and really liked the place - but I'm not sure I knew it enough to capture it, and two of my players knew the area from real life.

I knew I wanted to use the seasonal courts, and I finally decided that the freehold had collapsed because I thought that could lead to interesting things. I drew up a history of changelings in Chicago only to rewrite it later.

I'm not sure if starting without a freehold was the best idea, after all. Two of my players were new to the system and I think a more harmonious freehold could have helped ease them into the situation. As it was, they came out of the Hedge into a city where the courts by and large didn't trust each other. Each court was carefully trying to woo the newcomers, leading the characters to distrust them by default.

I had ideas and names and pictures for just about every the changeling in Chicago - but it wasn't enough. The NPCs didn't pop the way I'd hoped, which was quite a disappointment. I mean, NPCs are my traditional strong point.

And I don't know why I'm typing this up now, except that I'm not used to running so-so campaigns, and I don't want to get used to it. Whenever I have the time run again, I'll want to make the best of it. I want to start again, but I want to do a great job of it.

Shit, am I talking about gaming, or life in general?

Fetch Tales: Awakening

FMA Lust
O.E. awæcnan (intrans.), "to spring into being," also, less often, "to wake up;" earlier onwæcnan , from a- (1) "on" + wæcnan (see waken). Transitive meaning "to rouse from sleep" is recorded from 1510s; figurative sense of "to stir up, rouse to activity" is from c.1600.
-- Online Etymology Dictionary by Douglas Harper

I remember the pavement was painted in browns because it had been sprinkling on and off all day, and the sky was a kaleidoscope of grays and whites moving to some music I had always wanted to hear. As a child, I would watch the storms and wonder who was conducting them, and I would imagine that I was taking over the symphony and making them move away from my house.

That evening as I locked my apartment door, I remembered myself as a girl of ten, standing with my hands deep in my pockets and with my fingers secretly wagging the clouds away - and I smiled. What an adorable child, and what an adorable thing to do!

And I took an extra deep breath of the air because I knew it would smell of green, even in a city covered over with cement. It couldn't help revealing what was underneath all of the smooth walkways and shear walls and neons signs we took for granted. We could put fences around all the plants in the city, but the caged trees lining our street would tell us what we really were: alive and thirsty, growing and rotting at the same time.

I found myself already down the steps to the walkway when I had that last thought, and it struck me as a little strange. Who could think of rotting on a fine day like this? The plants in the courtyard were speckled with rain and painted a dangerously deep shade of green that could be hiding almost anything. Each leaf and frond stood out perfect from the rest...almost uniform, like they'd been factory-assembled.

I stepped closer and felt an odd dip in my breath, like the kind children get when they approach the exhibit at the zoo that finally holds what they're most afraid of. Maybe the lion wasn't enough to scare them, or the gigantic snakes, but the insects are too much. Too many legs, or bisected eyes, or hungry mouths. And deep down the heart of your fear is thinking: "Surely God would not allow something like this to be real, not if He loved us."Read more... )

A Cache of Tokens From Our Summer Game

FMA Lust
These are tokens that each of the player characters had on their person when they returned from Arcadia.  They're 1 dot tokens, but kitchy.
 
White Bunny Head

Power: You must talk to the head verbally and tell it that you will follow its directions (thereby investing it with a point of Willpower) to activate it. The bunny head's directions provide a +2 to rolls to find a gateway out of the Hedge (generally one closest to its current location).

Drawback: The bunny's rantings seem to follow you into the real world (and sometimes get louder), at which point you suffer a -1 penalty to Perception rolls for the next scene.

Catch: You can offer the bunny head a nibble, at which point it will sink its dirty porcelain teeth into your flesh and cause two points of bashing damage.

Foreman's Amulet

Power: The pendant must be pressed into a scar roughly the same shape in order to be activated. The amulet makes you feel like you are large and in charge, granting +2 to Social rolls for the scene (provided they are not made against the interests of the Keeper known as The Builder).

Drawback: Your thinking reverts to the rigidness of the Builder's orders; you suffer a -1 to Intelligence rolls for the scene. Anyone who has the amulet made from you gains +1 to rolls to find you for a scene.

Catch: If you bind the pendant into your scar or wound, you will feel less like yourself and more like the Builder's agent. You will not be able to regain Willpower through your Virtue until sleeping.

Ariadne's Cord

Power: You must tie one end of the rope to your body and walk 3 strides in a square formation 3 times to activate it. The cord pulls in the direction of a person whose fate is entwined with yours, even if they are in another realm. You gain +2 on rolls to find that person for the scene.

Drawback: As soon as the cord's power ends (and/or you find your target), you start to feel like a goose has walked over your grave. You suffer -2 to Social rolls for the scene, as your excitement and unease lead to gruffness, Freudian slips, and other faux pas.

Catch: You tie the rope in a hangman's noose around your neck and it leads you from there; though you can breathe and speak, you cannot untie it or remove it without negating the effect. The rope causes 3 points of bashing damage as it leaves marks like an Indian burn.

The Fatebound: A Concept

Comedian Seduce
This is something that I've been developing for my game. Let me know what you think, if something sounds way out of whack, what have you:

The Fatebound occur when the normal bonds of destiny between people are stretched and twisted, snarled and rerouted - the way that they tend to be when a changeling has been yanked out of the world, or when a changeling has suddenly returned to its flow. Some say that the Fatebound are the Wyrd's way of trying to compensate for the many lost relationships that cannot be reconnected, both fair and foul, but the truth is that no one knows for sure.

The Fatebound are usually mortals who are bound to a changeling by coincidence, resemblance, or some other tenuous association - associations that might seem too strange to those who don't know about the Wyrd. They might actually be "your father's brother's nephew's cousin's former roommate," which makes it likely that both parties won't know or immediately recognize each other. At best, they might have a vague uneasy barely-remembered thought about maybe having seen each other before. "Hey, you were that girl on the bus I was attacked on! You were holding the door open and I ran through!" has been heard before with the Fatebound.

Every changeling has at least one Fatebound at any given time, though numbers fluctuate and sometimes they are located far away, and in a few rare instances, changelings will share one Fatebound. These people have hidden potential and meaning, should they actually manage to meet the changeling to whom they are bound and interact with them on an extended basis.

Blessings

Pledges made with your Fatebound regularly yield extra benefits: add Adroitness, a lesser Blessing, Ensorcellment, or Glamour as a boon, but do not figure its number into the equation when balancing the pledge. On the flip side, add an extra lesser sanction (-1) to the pledge, as well, but do not include it when balancing the pledge.

Glamour harvesting from your Fatebound yields an extra point, regardless of the type of Glamour harvested.

Interacting with the dreams of the Fatebound can be rewarding. Entering the dream of your Fatebound requires 14 successes, as per the chart on page 193. When trying to learn about the dreamer, an exceptional success will provide one piece of information about the changeling to whom the person is bound. If the changeling is inspecting one of their own Fatebound, the extra information will be things that the changeling doesn't already know or remember - perhaps a scene from their Durance, or the fact that their spouse cheated on them, or the location of something they lost. Once the changeling makes the initial connection, the Fatebound can use any Dreamriding power (except for scouring and siphoning Glamour) on their changeling. They do not add Wyrd to any roll.

Optional: Changelings gain a +1 bonus when Talecrafting involves their Fatebound as a central component.

Curses

Any iron used by the Fatebound counts as cold iron versus their changeling.

Further, the Fatebound regain Willpower by acting out their role with their changeling, whatever it happens to be. This will provide one point, as fulfilling a Vice.

A changeling always suffers as per a lesser curse sanction when in combat against their Fatebound, but the effects are only versus their Fatebound.

These benefits and curses might fade when the stories between the two run out, but the story potential, like the Fatebound, has been known to return.