Live Action Changeling

Character Creation
Concept

Culture
Players can choose from European or Native American cultures for their characters. European changelings are called Kithain, and Native Americans are called Nunnehi.

Court
This is basically your world view, and determine which of your legacies is primary. Kithain can choose from either Seelie or un-Seelie. Nunnehi can choose from summer, winter or trickster.
Seelie is often regarded as day, summer, and good; while Un-Seelie is night, winter, and evil. Though some prefer to think of it in terms of Order/Chaos, or Society/Individualism. The courts are complex, and there aspects diverse. All that can really be said is that the courts are different and rivals.

Seeming
This is your mortal guise, it shows the age in which you discovered your fae nature. There are three choices:

Kith

Nunnehi

Kithain Houses:
The particular noble family of Sidhe with which you may be affiliated. Each house bestows a reputation on its members. Most kith are simply commoners and not even affiliated with a house. Only Sidhe members of a house take in to account the boon and flaw.

Attributes
Everything a character naturally, intrinsically is. Prioritize the different categories of attributes: Physical, Social, and Mental. Primary category receives 7 traits, secondary receives 5, tertiary has 3.
Players can choose to add negative traits. It costs one negative trait to buy a positive one, an ability, or a background. It costs two to buy a glamour trait, and it costs three to buy a willpower trait, an art or a realm.
Adding a banality trait to your character is worth two negative traits.

Abilities
Players start with five abilities.
The Following abilities are the same as those found in Masquerade, 2nd Edition:
Animal Ken, Brawl, Bureaucracy, Computer, Drive, Finance, Firearms, Investigation, Law, Leadership, Linguistics, Medicine, Melee, Occult, Performance, Repair, Psychology, Science, Scrounge, Security, Streetwise, Subterfuge, Survival

The only new abilities are Kenning and Craft.
Keening is needed to see chimera, and look past someone's seeming. This can also be used to detect prodigals such as vampires, werewolves, and such if you win a static mental test.
Craft in mechanical engineering, art, metal smithing, woodworking, shoemaking, and other thing made less mundane by adding a little magic. This would include everything from Ruby Slippers™ to Rube Goldberg machines.

Arts: Special changeling secrets and powers. Players get three picks to start with . There are eight arts, each with three levels, to choose from.

Realms: These traits describe the subjects a changeling may affect when casting a cantrip. Players get three picks in realms to start with. There are 5 to choose from, each with three levels.

Backgrounds
Players get three picks in backgrounds.Backgrounds include Human influences, Vampiric and Garou allies, Changeling mentors, and Chimerical beasts and items.
Consult storyteller before picking any ally, mentor, or influence backgrounds.
LevelHumansVampiresGarouKithain Changelings
1one of moderate power and influence11th gen. vampireRank 1 GarouCommoner
2two of moderate power and influence10th gen. vampireRank 2 GarouKnight
3three allies, one that is quite influential9th gen. vampireRank 3 GarouBaron
4four allies, one that is very influential8th gen. vampireRank 4 Garou Count
5five allies, one that is extremely influential7th gen. vampireRank 5 GarouDuke

CostExample
Weaponone half point per trait plus one half point per level of art or realm plus one half or more per special abilityBoomerang dagger (two bonus traits) returns to thrower - Two points
Finnigan's Sword (three bonus traits) mortal seeming (walking stick) - Soothsay (1) + Prop (1) Spend a point of glamour to win ties. - Four points
Armorone half point per trait plus one half point per level of art or realm plus one half or more per special abilityChain Mail (two resilient traits) - one point
Hero's Armor (three resilient traits) - mortal seeming (Camelot t-shirt) - Primal (2) + Fae (2) -Spend a point of glamour to add an extra health level. - Four points

Character Development

Spending Experience

• New Attribute: 1 xp
• New Ability: 1 xp
• New Willpower: 3 xps
• New Art: 3 xps per level
• New Realm: 3 xps per level

Limit: Only one Trait, Art or Realm may be gained per week. Players are encouraged to have their changelings find others that can 'teach' them their new arts and realms.

If your character has a special affinity for a realm, that realm costs one xp less.

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Kithain

Kith: Fairy piece of your being, the counterpart of the seeming. Each kith has its own inherent advantages and flaws.

Boggan: Quiet, conservative folk who like to involve themselves in the affairs of others.

Eshu: Wanderers, Vagabonds and Storytellers, they spend much of their time on the road, spreading the stories of the fae. Nockers: Dark and brooding creatures are widely known for their smithing and craftsmanship. Pooka: Tricksters and rapscallions to the last, these Shapeshifters never pass up an opportunity to play a prank. Redcap: Brave but brutal bullies, infamous for their rapacity... and for the peculiar nature of their sustenance. Satyr: Though drive by passion, these goat-legged changelings possess an inner wisdom. Sidhe: Beautiful and terrible, these elves are the noble ruling kith of the fae. Sluagh: The whispers of the night, these arcane changelings concern themselves with learning dark secrets. Troll: Huge and terribly strong, trolls are known nearly as much for their honor and steadfastness as for their strength.

Houses

The particular noble family of Sidhe with which you may be affiliated. Each house bestows a reputation on its members. Most kith are simply commoners and not even affiliated with a house. Only Sidhe members of a house take in to account the boon and flaw.

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