Live Action Changeling
Character Creation
Concept
- Culture
- Court
- Seeming
- Kith
- House
- Attributes
- Abilities
- Backgrounds
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:
- Childling: You are just a kid, but none can deny the wisdom of your fae soul.
Glamour: 5, Willpower: 1, Banality: 1- Wilder: Reckless youth. A wild teenager in attitude and appearance (Age 13-25).
Glamour: 4, Willpower: 2, Banality:3- Grump: An adult who discovers their heritage late in life.
Glamour: 3, Willpower: 5, Banality: 5Kith
- Boggan: Industrious, hard working, and kind. Even the un-Seelie Boggans will stop to help the truly needy
- Eshu: Storytellers, lore keepers, and adventurers. The are also occasionally scam artists.
- Nockers: Foul tempered, cantankerous, and grim. Excellent craftsman and very loyal.
- Pooka: Charming, playful and lazy. They are cute, but very prone to fibbing (lies).
- Redcap: Violent, ill-tempered, vulgar, mean, and nasty. Voted the most likely to be the monster under the bed.
- Satyr: Passionate, decadent, full of life, and very sociable.
- Sidhe: Noble, proud, cold and arrogant. These are the dignified rulers of the Fae.
- Sluagh: Solitary and secretive. They are pale, quiet, and emaciated.
- Troll: Strong, honorable, and noble. These giants are steadfast and true to their word.
Nunnehi
- Canotili: Hunters, woodsmen, and traditionalists
- Inuas: (spirit helpers) Intermediaries with the spirit world. They can change into common animal forms
- Kachinas: Keepers of songs, dance, ceremonies, and medicines
- May-may-gway-shi: (rock fishers) secretive little people that dwell in hidden caves and watch over fishermen
- Nanehi: Lore keepers and teachers, but somewhat vain
- Nümüzo'ho: Giants with a violent nature
- Pu'gwis: Ugly and repulsive, but their songs can be seductive
- Rock Giants: Huge changelings born to eat and fight
- Sure ms: Peaceful, quiet, and calm.
- Tunghat: dwarflike and animalistic.
- Water Babies: Protectors of children, this family has the least native blood and is the most distant of the Nunnehi
- Yunwi Amai'yine'hi: (water people) protectors of rivers and lakes. They have a tricksters soul
- Yunwi Tsundsi: (little people) Sociable and helpful, but take offense easily
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.
- Dougal: Practical and straightforward, they are known for their skill with machinery and knowledge of metalworking.
- Eiluned: Mysterious and wise, House Eiluned is known for its knowledge of the stars and understanding of glamour.
- Fiona: Adventurous and unpredictable, House Fiona is known for its passion.
- Gwydion: Noble and conservative, yet given to terrible tempers, House Gwydion is known for its wise and fair rules.
- Liam: Brooding and dark, House Liam is known for its advocacy and guardianship of humanity and its deeply held moral and ethical beliefs.
- Scathach: Enigmatic wanderers, these Sidhe are said to have endured the Shattering just as the commoners had... by introducing themselves into human bloodlines, instead of returning to Arcadia.
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, SurvivalThe 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.
- Chicanery: Allows the casting of cantrips associated with trickery and befuddlement.
- Legerdemain: Allows the casting of cantrips involving pranks and illusions.
- Primal: Allows the casting of cantrips involving healing and resilience.
- Soothsay: Allows the casting of cantrips involving luck and prophecy.
- Sovereign: Allows the casting of cantrips associated with command and rulership.
- Wayfare: Allows the casting of cantrips involving movement and travel.
- Pyretics: Allows the casting of cantrips involving flame.
- Spirit Link: This is only permitted to the Nunnehi, and to Kithain adopted by them. This deals with cantrips involving spirits of places, animals and people.
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.
- Actor: Affinity with people. Not Changelings.
- Fae: Affinity with things of the dreaming: chimera, changelings, etc...
- Nature: Affinity with things of the natural world: animals, plants, air, water, fire, and earth.
- Prop: Affinity with manmade things: anything touched and worked by the hands of humanity becomes a prop.
- Scene : Affinity with a setting or particular location.
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.
Level Humans Vampires Garou Kithain Changelings 1 one of moderate power and influence 11th gen. vampire Rank 1 Garou Commoner 2 two of moderate power and influence 10th gen. vampire Rank 2 Garou Knight 3 three allies, one that is quite influential 9th gen. vampire Rank 3 Garou Baron 4 four allies, one that is very influential 8th gen. vampire Rank 4 Garou Count 5 five allies, one that is extremely influential 7th gen. vampire Rank 5 Garou Duke
Cost Example Weapon one half point per trait plus one half point per level of art or realm plus one half or more per special ability Boomerang 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 pointsArmor one half point per trait plus one half point per level of art or realm plus one half or more per special ability Chain 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 pointsCharacter 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 levelLimit: 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.
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.
- Birth Rights:
- Craftwork: If unobserved they can accomplish any task involving simple physical labor in less than a third of the time it would take a mortal. They also gain the extra ability Crafts.
- Social Dynamics: The fabric of society is just another raw material to a boggan. They gain the additional mental trait of Observant, and the social trait of Friendly.
- Frailties:
- Call of the Needy: When confronted with someone in legitimate need, a boggan must make a static willpower challenge to avoid rendering some sort of favor.
- Affinity: Actor
Nockers: Dark and brooding creatures are widely known for their smithing and craftsmanship.
- Birthrights:
- Spirit Pathways: An uncanny knack of direction; the path an Eshu walks always follows the most interesting route. They will find their way to wherever they want to visit... eventually. They also gain the additional ability Survival.
- Talecraft: The Eshu are masters of storytelling and can hold their audiences in rapt attention. They gain the mental trait Knowledgeable, and the social trait Eloquent.
- Frailties:
- Recklessness: Confidence and curiosity are inborn traits in Eshu, that they take to foolish extremes. All have the negative mental trait, Reckless.
- Affinity: Scene
Pooka: Tricksters and rapscallions to the last, these Shapeshifters never pass up an opportunity to play a prank.
- Birthrights:
- Chimera Creation: Nockers can create simple, non-living chimera. The Nocker must know how to create the desired object and need some sort of chimerical raw materials, and requires some sort of workshop, laboratory, or smithy. A Mental static challenged must be performed for each trait to be invest in the item. A failure indicates the item is flawed beyond any use. Only one item may be attempted a day. They also get the Crafts ability.
- Fix-it-all: Masters of crafts in general, and everybody knows it! they can fix nearly any mechanical device. Static Mental Challenge. They also gain the abilities of Repair and Security.
- Frailties:
- Flaws: Nockers strive for perfection bit never attain it -- something is always wrong with anything they build. Each creation has one negative trait, no matter how many positive traits. For example, a chimerical sword has 3 bonus traits but the negative trait of heavy.
- Affinity: Prop
Redcap: Brave but brutal bullies, infamous for their rapacity... and for the peculiar nature of their sustenance.
- Birthrights:
- Shapechanging: Pookas all have an affinity for certain animals. When totally alone they may shape-change into their animal form for one trait of glamour. Returning to human form costs nothing, but both require a static physical challenge. Pookas also gain the Animal Ken ability.
- Confidant: These changeling's innate charm breaks down most people's barriers. This, coupled with faerie curiosity, makes them very good listeners--and manipulators. With a social challenge, a Pooka may gain a truthful answer to one personal question. They also gain the Subterfuge ability and the social trait Empathic.
- Frailties:
- Lies: No matter how important a statement maybe, a Pooka must make a static willpower challenge to tell the truth.
- Affinity: Nature
Satyr: Though drive by passion, these goat-legged changelings possess an inner wisdom.
- Birthrights:
- Dark appetite: Redcaps can literally eat anything. As long as they can fit their mouth around the object to be devoured, they can eat it. Large objects can be bitten into smaller pieces. Digesting something no human can digest requires a trait of glamour and a physical static challenge.
- Bully Browbeat: Redcaps can intimidate anything, even chimera. Dream creatures will likely do as a redcap commands, while sentient ones will require a social challenge. Redcaps gain the addition physical trait Ferocious, the social trait Intimidating, and an extra Brawl ability.
- Frailties:
- Bad Attitude: No one likes a redcap. Some noble houses will try to lock up or even kill a redcap on general principle. All have the negative social trait, Atrocious.
- Affinity: Nature
Sidhe: Beautiful and terrible, these elves are the noble ruling kith of the fae.
- Birthrights:
- Gift of Pan: Satyrs set libidos free, and lower local banality by singing and playing with a static social challenge. Changelings and mortals alike succumb to carnal desire unless they succeed in a static willpower challenge. Several satyrs can work together to increase the effect. They also gain the Performance ability.
- Physical Prowess: All satyrs gain the physical traits of Tireless and Quick.
- Frailties:
- Passion's Curse: The song of pan has a nasty side; satyrs are prone to mood swings, especially while drunk, and may explode into weeping or fury with little provocation. They gain the negative mental trait of Violent.
- Affinity: Fae
Sluagh: The whispers of the night, these arcane changelings concern themselves with learning dark secrets.
- Birthrights:
- Awe and Beauty: Anyone who tries to attack an angry Sidhe head-on must make a static willpower challenge. Sidhe also gain the social trait Alluring, and the Leadership ability.
- Noble Bearing: Any cantrip that would make a high born look foolish will immediately fail. They also gain the social trait, Dignified.
- Frailties:
- Banality's Curse: The bane of all Sidhe; each trait of banality a high born earns becomes two. Sidhe are also prone to fits of depression lasting for weeks on end; they often overcome these fits by changing their court back and forth.
- Affinity: NONE. The Sidhe have only recently been exiled from Arcadia and have not developed time for their own kith affinity with the earth.
Troll: Huge and terribly strong, trolls are known nearly as much for their honor and steadfastness as for their strength.
- Birthrights:
- Squirm: By dislocating their joints and squirming, Sluagh can escape from bonds and imprisonment; with a physical static challenge. Cold iron bonds negate this birthright. They gain the physical trait Lithe.
- Sharpened Senses: Sluagh can see through illusions with a static mental challenge. They also gain the mental trait Alert, and the ability of Stealth. The downside is an aversion to light and loud sounds.
- Frailties:
- Whisper: Sluagh have agrophobia to some extent, and also dislike social situations. In addition, they cannot speak above a whisper. All Sluagh gain the negative social trait of Shy.
- Affinity: Prop
- Birthrights:
- Titan's Power: Trolls gain an extra bruised level and the physical trait of Brawny. Grumps also gain the Robust as well as the ability to call for a free retest on strength related challenges (see the Vampiric discipline: Might), but also gain the negative physical trait Clumsy.
- Stubbornness: Because of their devotion to duty, trolls gain the additional mental trait of Determined.
- Frailties:
- Bond of Duty: The same bond ties a troll's physical health to her duty. A troll who reneges on a sworn oath or contract loose her titan's power. Only by atoning for the lapse of trust can they regain their strength and durability.
- Affinity: Fae
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.
- Dougal: Practical and straightforward, they are known for their skill with machinery and knowledge of metalworking.
- Boon: They are known for their ability to invest glamour in everything they do. Once per day, they may convert as much temporary glamour as they want into temporary willpower, up to their permanent willpower rating. This must be done during some sort of physical exertion on their part, and a static physical challenge.
- Flaw: Sidhe of House Dougal always have a physical handicap (clubfoot, lame, poor hearing, poor vision, missing limb - a negative trait) that must be compensated for through the use of cunningly crafted smithwork.
- Eiluned: Mysterious and wise, House Eiluned is known for its knowledge of the stars and understanding of glamour.
- Boon: The magic of the House Eiluned is always more potent than that of any house. All cantrips cast by the character wins all ties.
- Flaw: Members cannot seem to prevent themselves from investigating mysteries, and often display a treacherous streak. Because of their untrustworthy behavior, they gain the negative social trait Untrustworthy, and must make a static willpower challenge to resist investigating a mystery.
- Fiona: Adventurous and unpredictable, House Fiona is known for its passion.
- Boon: Any attempt, natural or magical, to generate fear in them automatically fails. The only exception is when their lover's lives are threatened.
- Flaw: They often are given to epic and tragic romances, often with "unacceptable" types because of their accepting attitude and gain the negative social trait of Promiscuous. OR... Some of this house overcome this flaw, but only do so by becoming hateful toward all romance and become obsessed with preventing it from occurring and thus gain the negative social trait of Callousness.
- Gwydion: Noble and conservative, yet given to terrible tempers, House Gwydion is known for its wise and fair rules.
- Boon: By making a static mental challenge, members of the house are able to sense if someone speaks the truth (as they know it). For some mysterious reason, members of House Eiluned are immune to this truth-telling.
- Flaw: They are also prone to great rages. Whenever bruised or their honor is insulted, they must make a static willpower challenge or fly into a berserk rage. Allies may well be attacked, while raging ignore all health penalties.
- Liam: Brooding and dark, House Liam is known for its advocacy and guardianship of humanity and its deeply held moral and ethical beliefs.
- Boon: Those of House Liam find it easier to enchant mortals, spending one fewer glamour. But they also have one more trait of banality initially.
- Flaw: Those of House Liam are oath-broken, no other changeling feels obligated to honor oath-bonds, hospitality, and justice in so far as House Liam is concerned. Liam fae are frequently discriminated against because of their house affiliation. They also gain the negative social trait of Untrustworthy.
- Scathach: Enigmatic wanderers, these Sidhe are said to have endured the Shattering just as the commoners had... by introducing themselves into human bloodlines, instead of returning to Arcadia.
- Boon: Those of House Scathach are silent and efficient warriors. They rarely make any sound, even while fighting. They receive the physical traits of Tenacious and the social trait of Ominous.
- Flaw: Because of their human heritage, Sidhe of this house do not have Banality's Curse. They do, however, exhibit a strange madness in combat. Once entering a fight, they loose sight of almost everything else. Although a member of this house will not attack friends (or even bystanders), they have great difficulty leaving battle until they, or all their enemies, are defeated. Static willpower challenge (Difficulty: 6 traits). All other nobles tend to look down upon the Scathach and may use the negative social traits of Untrustworthy and Degenerate whenever interacting with Houses Dougal, Eiluned, and Gwydion. Furthermore, because of an ancient blood pact, they are forbidden to use the Art of Sovereign.