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House Rules

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  • Character Creation

    Standard Character Generation +15 XP

    Updated Kiths

    https://docs.google.com/document/d/1iythR8ldPJcmLotGoEwDrne5miQbB5cJgoENFNlTPbs/edit?usp=sharing


    Merits

    1/Court Max PC can have Mantle 5
    Court Goodwill is capped at 3
    Professional Training is capped at 2
    To take Allies (Goblin Market) or Contacts (Goblin Market) you need the Hobkin Merit.


    Wyrd

    Wyrd capped at 3


    Miscellaneous

    PC Leadership positions will be allowed
    4 Seasonal Courts only
    No Entitlements

    1st Edition Merits will be allowed only on a case by case basis.
    1st Edition Kiths will be allowed only on a case by case basis.
  • Character Template Page 1

    CHANGELING: THE LOST

    Name:
    Age:
    Apparent Age:
    Player:

    Seeming:
    Kith:
    Court:
    Second Favored Regalia:
    Concept:


    Needle:
    Thread:


    Attributes

    Mental:
    Physical:
    Social:



    Skills

    Mental:
    Physical:
    Social:



    Merits


    Wyrd:
    Frailty Minor (Taboo or Bane):
    Frailty Major (Taboo or Bane):

    Contracts (Common):
    Contracts (Royal):
    Contracts (Goblin):

    Clarity:
    Touchstones: “Please denote which box from left to right the touchstone is attached to in () next to the kind of touchstone it is”
    Example - Family (4), Fling (5), Fetch (6), etc

    Health:
    Willpower:

    Size:
    Speed:
    Defense:
    Armor:
    Initiative Mod:



    Aspirations:


    Starting Points:

    Starting XP Log:

    Earned XP Log:




    Weapons:


    Armor:


    Equipment:


    Backstory:


    Durance:


    Touchstones: “In more detail”


    Relevant Merits in More Detail: "If Needed, you can add Merit related information here"


    Pledges and Oaths

    "Please include all Pledges and relevant mechanics associated with them here"
  • Contracts

    Mastermind's Gambit - Duration for Fairest Clause has been changed to 1 Month
  • Motleys

    Motley Merits and the exact wording of the Motley Oath will be required to be bluebooked on each player’s character sheet.

    Motley Oaths will be required for Motley Merits to be combined.

    Maximum benefit from Motley Merits is the normal cap or 5 whichever is lower. Motleys with total Merit points higher than the cap still retain them, but they do not provide any benefit.

    Motley Merits must be recorded as such on the character sheet with total Motley Merit ratings listed under the Motley section.
  • Merits

    Cloak of Leaves does not protect against powers that the enemy uses to self-target themself to enhance damage (i.e. Vampiric Vigor). It does however include any direct attack effects (i.e. Warp).
  • Tokens

    Contact with cold iron destroys a Token.

    Player created Tokens are subject to the Sanctity of Merits and must be bought with Experiences at the end of the Crafting period. All player created Tokens must be approved by the Storyteller before the process can begin and have bluebook post with date started.

    Hedge-Forged Tokens take a number of days = to 2x the number of dots the Token will become. At the end of those days, the ST will roll dice equal to the dot value of the Token (+1 die will be added if the player failed a roll to conceal the item or +2 if the player dramatically failed the roll to hide the item before leaving it in the Hedge). If the ST roll is successful, the Token is missing and must be tracked down, but the player will gain 1xp.

    Pledge Tokens are maxed at a rating of 4 (for a cost of 5 Merit Points). Pledge Tokens must have all relevant Oaths recorded on the sheet along with their mechanics and players or NPCs involved.

    Stolen Tokens are maxed at a rating of 5 (for a cost of 4 Merit Points).
  • Hedge

    Goblin Bounty

    This Merit only applies to safe Goblin Fruit locations.

    This Merit provides its benefits every week without a scene. Unused, sold, or stolen fruits are lost at the end of the week.


    Goblin Debt

    Goblin Debt is capped at 9 points upon which a player character can become a Hedge Denizen forcing them into Storyteller only scenes. Should the condition progress to the Condition of Goblin Queen then the character becomes a NPC.


    The following additional Goblin Fruits are approved for play

    Babelgum - The pink, spongy fruit can only be found in Hedge rivers with flowing, rushing water. Babelgum allows the chewer to understand and speak a single language for the duration of the scene.

    Bloodroot - A strangely bitter Goblin Fruit that tastes of pennies left in stagnant water. For Vampires however, the Fruit is mildly narcotic tasting of freshest blood imaginable.

    Bubbleberries - Clear as crystal with a tart, fruity meat the berries only are found within watery Hedge mazes growing in clusters. Beyond their wondrous flavour, the berries provide those who eat them with an additional hour of time they can spend underwater without breathing. The berries are delicate though and won't last more than a day once plucked from their vines.

    Coralscalp - This strange “fruit” can only be found the unnaturally deep waters of the Hedge near the Colorado River. Normally inedible, the fibers can be smoked to improve one’s mental state increasing Clarity Defense by 1 for the next 24 hours. However, the hallucinogenic haze reduces perception rolls by 2.

    Bloodbane - Found only where battles and war rage within the Hedge, these Goblin Fruit can't be found in safe places. The berries found in the pods of these blood-red bushes are a powerful poison capable of laying foes low by amplifying the pain of their wounds increasing penalties by -1 for the next hour. Those who eat these foul berries find their healing rates are slowed doubling the amount of time it takes to heal a level of damage.

    Hera Pear - Rare trees in the Hedge can be found that have been touched by the Faeries but never visited by baleful weather can grow a single Hear Pear but never on the same tree twice. The pears are rare delicacy amongst the Lost tasting like the humanity they once lost restoring to them two levels of Clarity damage in an instant.

    Jarmyn Leaves - Commonly found throughout the Hedge but easily mistaken from common foliage, Jarmyn leaves when eaten provide a +2 to any roll to remain awake and alert or on Initiative rolls for the next 24 hours but sends the Changeling into a fatigued stupor reducing Initiative, Dexterity, and Wits rolls by -2 for the following 24 hours.

    Nevernip - A powerful onion-like herb found in densely forested areas of the Hedge. The bitterness of the "fruit" is offset by it's potent effect healing a level of Bashing or Lethal damage in an instant (though no more than 1 in a 24 hour period). Nevernip though comes at a high price addicting the Changeling to it's taste until no other can sate her. The Changeling gains the Addicted Persistent Condition.

    Nightcap - A leaf purple concave leaf that is often used as a sleep aid when brewed into tea. Nightcap grants its imbiber the Fatigued Condition.

    Silverlime - A shimmering, iridescent fruit that grows in a strange broken cityscape within the Hedge. They taste sour until one reaches the savory center that drips of silver fluid that stains fast.

    Stabapple - A golden apple surrounded by a crown of thorns. One of the more common Hedge Fruit found in the area.

    Superorange - Unusual orange trees can be found throughout the land creating fruits that are an unnatural hybrid of orange and blue. The Goblin Fruits taste of salty memories and are unpleasant dreams and yet are valuable in a strange fashion. Mages who ingest the seeds of these plants regain a single Mana as if a drop of the Supernal itself had merged with their body.

    Trenchmint - Growing in hard to find fields of the Hedge's waters, Trenchmint is a potent narcotic capable of clearing the eternal mind at the cost of the transitory body. The imbiber gains +3 on a single mundane mental skill roll while suffering a point of resistant Bashing damage that cannot be healed by any known magical means.

    Wineblush - An oft sought after fruit, Wineblush grows on low bushes in the Hedge near the Colorado River. The berries are sour but when pressed into a wine are cloyingly sweet. Hobgoblins are always eager to get their hands on this rare treat. Trading the wine away reduces ones Goblin Debt by one, but the Hedge imposes a sharp price causing the Changeling to suffer a mild 3 dice Clarity attack. (This fruit cannot be cultivated and must always be found in the Hedge)

    Wolf's Fang - A strange fruit that grows like ivory teeth but contain a luminescent interior. The fruit grows only at night in the Hedge in places where feral beasts roam. It is rumored Werewolves enjoy these fruits regaining a single point of Essence upon partaking.


    The following additional Oddments are approved for play

    Bottlevoice - A strange object that isn't necessarily always a bottle, Bottlevoice can only be found the darkest depths of watery Hedges. In each a song, a lover's sigh, or even stolen voice can be found. Inhaling the sounds that pour forth provide the wielder with a Reflexive +2 to any one mundane mental or social Skill for a single roll.

    Stabapple Thorns - Thorns broken off of the Stabapple trees count as knives with the exception that they have a rating of 1L and can be used a number of times equal to the Wyrd of the Changeling who found it (not necessarily using it) before crumbling to a sticky, sour dust.

    Winterdust - Stored in snow globes that only grow around a particular tree during Winter, the valuable Winterdust is useful in variety of applications though wretched to eat. When sprinkled though on person hiding in a snowy field, they can ignore the effects of the Extreme Cold Tilt for the next hour.
  • Oineromancy

    Any scene involving locating a Gate of Horn must involve a Storyteller.
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