pics.   Posted by Storyteller.Group: 0
 GM, 27 posts
Sun 17 Apr 2016
at 22:23

 GM, 32 posts
Tue 6 Sep 2016
at 13:35
Every Changeling walks a perilous tightrope between the chaotic tides of the Dreaming and the heavy anchor of the mundane. As travelers in both realms, kithain developed potent abilities based on their position as bridges between the worlds. Changelings’ ability to weave glamour to marvelous and terrifying ends gave rise to legends of the faeries who steal mortal memories, bound over mountains, and reshape the world into an effigy of their forgotten dreams.

The magics of the Changeling are collectively known as Arts. Learning an Art involves mastering a progression of talents allowing the Changeling to rework the chimerical and the mundane in various ways. Kithain must also devote time to learning how their power interacts with and bends their intended target. Arts describe the faerie magics available to a character, while Realms determine the scope and focus of the character’s Arts.

Some Arts are preferred by the Seelie or Unseelie courts, others more popular with Commoners or Nobles, but regardless of attitude or station, all Changelings are capable of learning any Art, provided they find a willing teacher. Some Kithain use mastery of an Art to define their position within their local Changeling society, while others learn bits and pieces of many Arts, opting not to devote themselves to just a few.

Changelings use cantrips, the act of channeling glamour into an Art, to rework the chimerical and even physical worlds to their whim. The kithain’s fae nature serves as a conduit for Glamour to pass from the Dreaming into the mundane, and her level of mastery in any given Art dictates what sort of mayhem and magic she creates.

All cantrips include a particular mastery of an Art (represented by the dot rating of the Art used), one or more Realms (indicating the focus or target of the Art), and typically involve a bunk (see below). A kithain’s magic is limited by her mastery of Realms; the player may not focus an Art on anyone or anything outside the scope of her character’s realms.

To invoke a cantrip, the player decides which level of the Art her character will use, adds at least one Realm known to the character to determine the target of the power, and spends temporary Glamour based on the type of cantrip: Chimerical or Wyrd. Changelings may apply the effects of a cantrip to different kinds of targets simultaneously by using multiple Realms, but doing so increases the difficulty and Glamour cost.

Cantrip Dice Pool

Players roll a number of dice equal to their character’s Art rating plus the rating of the lowest primary Realm used (Fae, Actor, Nature, Prop). The modifier Realms, Scene and Time, change the scope of the cantrip, but do not alter the number of dice in the pool. All cantrips begin with a difficulty of seven, but several factors modify the cantrip difficulty.

The player must use a number of distinct dice for the roll equal to the character’s Nightmare rating. A full description of Nightmare dice and their effects are on page XX.


Cantrip Difficulty Modifiers

Target’s Banality > Character’s Glamour +1

Multiple Primary Realms +1

Replace 3 dice with Nightmare Dice -1

Cantrip cast in a Freehold -1

Cantrip cast on an enchanted mortal -1

Cantrip with no Bunk +1

Cantrip with one minor Bunk +0

Cantrip with two or more Bunks -1 to -3

Cantrip with a legendary Bunk -5


Changelings use bunks, actions and events which remind the mundane world of the dreaming, to ease the friction of focusing Glamour into the mundane world with a cantrip. The more elaborate or risky the Bunk, the less difficult for the Changeling to invoke the Art with the cantrip. A character “builds” a bunk by willingly putting herself in danger (Risk), drawing notice to herself (Attention), using or destroying something (Materials), and/or timing the cantrip around a certain event (Confluence).

Each of the four types of bunks can vary in their impact on the cantrip. Cantrips can benefit from one bunk of each of the four types. After the player describes the bunk(s), the Storyteller determines the maximum modifier based on the most significant bunk, and then reduces the cantrip difficulty by -1 for each additional bunk included, up to that maximum. Any cantrip cast without a bunk suffers plus one difficulty.

Legendary bunks are an exception. Any Changeling who succeeds in using a legendary bunk as part of her cantrip instantly reduces the difficulty of the cantrip by 5, regardless of how many types of bunks she incorporates.

Bunk Type/Examples Maximum Modifier


Loud burp -1

Spontaneous monologue

Photo bombing a group picture

Streaking in a crowded campus -2

Performing for a large crowd

Doing anything that makes people film you with their phones

Interviewed on the nightly local news -3

Mooning the jumbotron at a packed football game

Getting your picture on the front page of the paper


Changelings perform Cantrips to focus glamour through their Arts in specific, deliberate ways, but every kithain possesses another, more dangerous method to channel glamour. Learning an Art unlocks a new door into the dreaming, and a Changeling desperate enough can kick that door open to let the dreaming flood the mundane world filtered only by the nature of their kith with unpredictable but potent results.

Because the unleashed glamour reaches through the dreaming by way of the changeling’s kith, an unleashed Art always reflects the kithain’s nature. A redcap unleashing Wayfare yanks the target violently through the air or sends them hurtling through a nightmare world of blood and pain before emerging blocks away, the sound of predators chasing them still in their ears. An eshu unleashing Contracts, on the other hand, surrounds the target with the noises and smells of a busy marketplace as she is forced to accept a future favor from the changeling in return for handing over an item the character seeks.

The player chooses an Art with which to open the Dreaming, filtered through their Kith, and states her character's intent in a short, simple statement (“hurt that man”, “save my friend”, “restore the grove”). She spends two temporary Glamour, adds one to her character’s Nightmare rating, and then decides if the character will “coax” or “command” the unleashed glamour. Successfully unleashing the Art achieves the desired effect. If commanded, the player determines how the dreaming enforces the character’s will. If coaxed, the Storyteller describes the effect and should incorporate a complication or conflict into the results.

After the player declares the character unleashes one of her Arts, she rolls a number of dice equal to the character’s permanent Glamour plus her Nightmare dice pool (see below), difficulty 8 if commanded and difficulty 5 if coaxed. If the roll succeeds, the player must compare the number of successes to the rating of the unleashed Art.

Unleashing Results

Botch: Banality responds to the breach of the mists violently. Gain temporary Banality equal to the number of 1's rolled and the character's mein recedes for the scene, cutting him off from the dreaming.

Failure: The character is unable to invoke the Dreaming. Gain one temporary banality and the character cannot use that Art for the remainder of the scene.

Successes <= character's Art rating: Character successfully invokes and controls the Dreaming. The character's fae mein becomes wyrd and visible, the character's intent is fulfilled via the Unleashed Art.

Successes > Art rating: The character invokes the Dreaming but loses control. The character's intent is fulfilled but in a twisted or unintended way that adds complications or puts everyone nearby at risk. The character suffers Imbalance (see below) but does not reduce her Nightmare dice pool as a result.