Changeling 20 Rules Redux

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There are a number of players running PRPs with C20's rule set (per +policy hand wave) instead of C2's. Some use a best-of, for the time being, so as not to disadvantage any player not built for either ruleset. This is a redux of the rules that are different in C20

Backgrounds

Some of the backgrounds are massively changed in C20

Treasures

Treasures are still rated from 1 to 5, but what they can do is much more limited than in CoH. A treasure can be made from entirely mundane items or from the stuff of dreams, but are considered to have a dual existence regardless of their source. They hold a maximum of 10 glamour which can only be used to fuel the treasure. Recouping that glamour can only be done by destroying the Treasure.

Crafted Treasures

Treasures get the single level of an art equal to their level. Eg a Level 2 Treasure could have Wayfare 2. The crafter does **not** need to know the Art. Players pour glamour into a Treasure, it cannot passively recharge from a Balefire. These are made with the rules on pg 317. Crafted Treasures can contain an effect based on the Art (for example 3 extra actions a turn from Wayfare 2) but it is specified, and so loses the flexibility of the Art (those three successes could not be split to double your speed and have two extra actions instead). The effect can be either rolled or not, decided upon crafting.

Imbued Treasures

Changelings can take an autumn item that has been involved with a creative endeavour or inspiration and imbue it with an Art they know. They then meditate on it rolling Intelligence + Greymare until they reach five times the Art's Level, spending a point of glamour each time. These rolls take an hour of in game time. The user of an Imbued Treasure must pay the Glamour cost of the Cantrip in the Treasure, and roll the dice. Thus Imbued Treasures are less potent than Crafted Treasures.

Legend

Treasures accrue their own legend with use. This may lead to difficulty reductions or extra dice at ST discretion.

Cantrips

Cost

Arts

Chimerical

Chimerical Arts have no implicit cost

Wyrd

Wyrd Arts have a cost of 1 Glamour

Realms

Every realm increases the difficulty by 1.
Every realm cheated has a cost of 1 Glamour.

Base diff

Base diff is 8 for everyone, not banality + 5, and Glamour/Dross cannot be used to reduce Cantrip Difficulties.

Pools

Cantrips in C20 are not <arbitrary Attribute> + <Realm>. They are always <Art> + <Realm>. This means the maximum base pool for a Cantrip is 10.

Arts

Primal

Primal 3

Oakenshield lasts one scene by default. Time 3 can extend it.

Primal 4

This is Elder Form, not Holly Strike/Heather Balm

Primal 5

Dance of the Five Kings. Mastery over the elements.

Wayfare

Wayfare 2

Succeses can be split between doubling your speed and extra actions.

Wayfare 4

lasts a duration range depending on the number of successes.

  1. Your permanent glamour in turns
  2. Your permanent glamour in minutes
  3. Five minutes per permanent glamour
  4. 30 minutes per permanent glamour
  5. 60 minutes per permanent glamour

Realms

Primary Realms

Actor

Levels four and five are reversed

Modifier Realms

Modifier Realms increase the difficulty by 1 and you can use more than one

Time

Time works differently in C20. It is still a modifier realm and still only a modifier realm but each level has a separate effect.

  1. Three-Fold Triples the duration of a Cantrip (Bob casts Wayfare 2 to last 3 rounds for 2 glamour if he has no time and by increasing the difficulty by 1)
  2. Suspended Sands Delays the casting of the cantrip up to a year and a day in the future (duration length defined here)
  3. Fateful Trigger Hangs the cantrip until a specfified trigger (Bob hangs Wayfare 2, Quicksilver, on the trigger "When I next yell the words 'Catch me if you can, motherfucker'", the difficulty goes up by one to 9)
  4. Bright Echoes When the cantrip is over, it fires again for one success
  5. Glorious Renewal The cantrip becomes seasonal and fires on a calendar date, or the full moon. The duration of the cantrip increases the time between repetitions

Skipped Realms

If you do not have the realm to cast in a Cantrip, you may increase the cost of the Cantrip by one Glamour per Realm skipped and consider yourself as having that Realm.

Remembrance

Your Remembrance Rating my be used in place of any mundane skill. This can only be done a number of times equal to your Remembrance Rating per story.

Chimerical Damage

Chimerical damage is tracked separately and can only be seen by those with faesight.

Sources

All Chimera that do not use the Wyrd Rede deal Chimerical Damage. All damage taken while the Wyrd is Invoked is Chimerical. All damage dealt and received in the Dreaming is Chimerical. Chimerical Damage is tracked separately to Autumn Damage.

Healing

   Chimerical damage heals at an accelerated rate, and healing times are further halved if she recuperates in a freehold or glade. If she is in the Dreaming, these health levels heal at the rate of one per 15 minutes, regardless of their severity. Changelings reduced to Incapacitated outside of the Dreaming must be taken to a freehold, glade, or other strong source of Glamour in order to recover.

Chimerical Death

Chimerical death takes place when your chimerical health levels are filled.

In the Autumn CtD20 pg 290

   The changeling passes out immediately, and when she awakens she suffers from the Mists, all memories of her fae life inaccessible. At best she remembers them as a dream, or perhaps a nightmare. Her Fae nature can be restored after a certain amount of time, depending on her Banality rating (see the Mists chart on p. 269), with an infusion of Glamour.

In the Dreaming CtD20 pg 300

   The Dreaming makes no distinction between chimerical damage (and death) and physical death. A changeling that suffers either form of death in the Dreaming dies, their soul passing on to a new incarnation (or, in the case of Arcadian sidhe, disappearing for parts unknown). For someone with an anchor in the Autumn world, death means that the physical body falls into a coma and wastes away.

Holdings

Holdings operate a great deal differently in C20 to C2. The rules get their own book, Book of Freeholds. Each Freehold has at least one, at most two, Archetypes which provide a bonus to the inhabitants generally in the form of a difficulty reduction to a roll, it also has its Aspect which describes its thematics. Once these are decided, each point in the background gets you three points to spend among the Holding's features.

Archetypes

Academy

Choose one Ability that the academy teaches. Provides a -2 difficulty while they reside within. Studying at the freehold counts as training when increasing the associated ability.

Hearth

Grants a -2 difficulty on either Leadership or Socialize while they reside within.

Homestead

Grants -2 on Survival or Animal Ken rolls while they reside within. Also creates chimerical produce for crafting chimerical items.

Manor

Grants -2 on Etiquette rolls while they reside within.

Market

Grants -2 on Persuasion or Subterfuge while they reside within.

Repository

Grants -2 on Lore roles while they reside within.

Stronghold

Grants -2 on Firearms or Melee while they reside within.

Thorpe

Grants -2 on Empathy and can have more than one balefire.

Workshop

Grants -2 on Craft while they reside within. Also creates chimerial produce for crafting chimerical items.

Point-buy features

Each point of Holdign gets you three points to spend among features. No individual feature may exceed 5, but the sum of features may.

Balefire

Each point of Balefire provides a point of Glamour or a point of Dross. For example, a three-dot balefire can generate three Galmour, three Dross, or any combination therein that does not exceed three.

Size

  1. An apartment, one or two average rooms
  2. A home; two or three average rooms
  3. A mansion, warehouse, or church; four to eight average rooms
  4. A sprawling estate, nine to fifteen average rooms
  5. A significant chunk of the countryside or a town.

Sanctuary

Adds bonus dice for defense equal to its Sanctuary Rating. Also subtracts dice equal to its rating from attempts at Reaving. Lastly subtracts dice qual to its rating to all unwanted attmpts to find or break into it. Does not work against the invited, but invitations can be rescinded.

Resources

Wide in scope. Conn's recommendation is that this be restricted to chimerical resources for crafting.

Passages

Each dot represents a Trod that goes to either the Near or Far Dreaming.

Powers

Warning Call (•)

You become immediately waware of intruders trying to break in of, if they have, where they are. If they are concealed, the Freehold rolls its Sanctuary rating at diff 6 to penetrate.

Glamour to Dross (••)

Unclaimed Glamour converts to Dross. Once the total created and unused is twice the balefire rating, the conversion stops.

Resonant Dreams (••)

Residents gain +2 dice on either all munane checks that resonate with the freehold's aspect, or one art that resonates with the freehold's aspect, while they reside within.

Call Forth the Flame (•••)

The owner of the balefire, and only the owner, counts as residing within their Holding as long as they have the Covenant of the Flame on them.

Dual Nature (•••)

The freehold can have two Archetypes.

Cantrips (•• to ••••••••••)

A freehold can hold any Cantrip that resonates with either the Archetype or Aspect at twice the cost of the cantrip's rating in its art.