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Banality

If someone has Banality 8+, targeting them with a cantrip is +1 diff.

  • Technocrats: Yes.
  • Vampires: Only if 8th Gen or older.
  • Other PCs: No.

Gaining Banality: (C20 174)

  • Use '+gain temp banality'.
  • When triggered (+rules triggers), roll Glamour vs 8.
    • Fail: Gain 1 temp Banality.
    • Botch: Gain 1 temp Banality per 1 rolled.
  • If your temp Banality exceeds 10, reset it to zero (+lose) and gain 1 perm Banality (+request).
  • If your perm Banality equals 10, your PC is Undone (becomes mortal). (C20 144)
    • Only changelings become Undone, not kinain. (C20 455)
    • Attempting to Enchant an Undone backfires for both. (C20 367)

Removing Banality: (C20 174)

  • When you gain Glamour (by any means), you can spend it to remove temp Banality on a 1:1 basis, but only if you do so immediately.
  • Removing perm Banality requires a difficult and dangerous quest. (C20 271, +request)

See also: Banality by Race

Banality by Race

Type Sub-type Typical Banality
Mortal 7
Changeling 3
Kinain 3
Vampire Neonate (Generation Rating 11th or younger) 3
Vampire Ancilla (9th or 10th) 6
Vampire Elder (8th or older) 8
Shifter Low Shifter Rank (0 or 1) 3
Shifter Medium rank (2 or 3) 4
Shifter High rank (4 or 5) 5
Mage Low Arete (1 to 3) 3
Mage High Arete (4+) 5
Mage Technocrat (supersedes the above) 10
Wraith 4
Spectre 7

Birthrights

Kith birthrights:

  • Do not depend on chimerical/Wyrd status unless they explicitly say so.
  • Can increase attributes above 5. (C20 144)
  • Other restrictions (e.g. must spend Glamour, must not be anyone else present) apply as written.

Chimerical companions

See Character Generation - Chimerical Companion

Chimerical items

See Changeling Item Creation

Holdings

Holdings background:

  • Holdings corresponds to a freehold, either on or off grid.
  • Holdings may be bought in chargen or with XP.
  • Holdings includes one link from normalspace to the Dreaming.
  • A freehold within a PC-run territory requires approval from its PC leaders.
  • Increasing Holdings with XP is time-limited per '+rules minimum time', representing the need to infuse the balefire with Glamour (C20 page 52).
  • Increasing Holdings above 3 is at staff discretion.

See Also: Title

Kinain

All kinain are children of changelings, but some children of changelings are mere mortals. (C20 455)

Enchanted mortals (including Ritual of Parted Mists) are not the same as kinain.

For PCs who are kinain in addition to something else, see the Fae Blood merit under '+rules multiclass'.

Merits / Flaws

Some merits already exist in other game lines under other names:

C20 name LFR name
Wheelman Expert Driver
Bad Sight (6) Blind
Impaired Hearing (1 or 3) Hard of Hearing
Impaired Hearing (6) Deaf
Twitch Tic
Deformed Deformity
Because I Think I Can Self-Confident
On Probation Probationary Sect Member
Blood of the Wolf Supernatural Kinfolk

For Animalistic Favor, use the name of the specific feature.

Miscellaneous

  • Thresholds (C20 145):
    • Each PC may have a Musing Threshold or a Ravaging Threshold, not both.
    • Gaining a permanent dot for 5+ successes (C20 262) must be rolled to a +request job (including Perception + Kenning vs 8), is limited to one attempt per month (multiple Kenning successes does not speed it up), and is limited to your Threshold (the book is a bit ambiguous on that point).
  • Chimerical Item (C20 169) guidelines, subject to staff discretion:
    • One dot gives one chimerical weapon, armor, or other moderately useful item.
      • Weapons and armor use standard +equip stats.
      • Weapons are limited to Melee, Thrown, and bows (under Firearm). Guns cost three dots instead of one.
    • Each additional dot gives -1 difficulty to the attack or primary use roll (max -3), +1 difficulty to the target's defense roll (max +3), or one rede (C20 321-323), but not an Art effect (use Treasures instead).
    • Additional bonuses may be offset by drawbacks.
    • To create a chimerical item post-chargen, see C20 pages 317-318.
  • Treasures (C20 171):
    • Limit of one level of one art per treasure. (C20 324)
    • To create a treasure post-chargen, see C20 pages 323-325. These count as newly-formed, thus they have no additional powers.
    • A treasure can hold (2*level) points of Glamour. (C20 324)
  • Retinue NPCs (C20 170) may optionally have partial or full stats (chargen-level kinain or possibly-enchanted mortal).
  • Troll oaths must include an individual penalty for breaking them (C20 264) in addition to the kith frailty (C20 113).
  • Naming 3's targeting bonus (C20 212) is not transferred merely by telling someone the target's True Name, even if you tell the target themselves. It does not give the hearer the required depth of understanding.
    • However, it does count as an intimate piece of information about the target, so the hearer can attempt to cast Naming 3 on that target without needing them to be present.
    • It also counts as "knowing their True Name" for other purposes, e.g. World Sight (C20 419).
  • Naming 4 bonuses are limited to +8 in any one category (physical/social/mental) and +12 total.
  • Time realm can modify the same cantrip multiple ways, but adds +1 difficulty per way.
  • Unlike the Echoes flaw in M20, the Echoes flaw in C20 (page 188) imposes exactly the effects listed in the book.
  • A permanently enchanted person (C20 461) cannot have more Glamour given to them. Once their 6 is spent, they can never be enchanted again.

The Mists

The Mists separate the Fae from the mundane, clouding the minds of mortals so that they do not remember the encounters with things faerie. A side effect of Banality, the Mists exemplify the force of human rationality. Most mortals (and unenchanted supernatural beings) do not remember their encounters with the Fae accurately. The Mists are likely to erase much of these memories or at least relegate them to a dream-like quality. The amount of Banality an individual possesses determines exactly what she remembers. (C20 page 269)

  • PCs are not 'most people', they're about 0.01% of the population.
  • PCs affected by the Mists may believe that something supernatural happened, even though they're fuzzy on the details. PCs with lower Banality and/or knowledge of other supernatural things are less likely to be skeptical.

Changelings and kinain are not immune, but for the purpose of recall, they are -2 Banality while other changelings are present. If chimerically killed, the Duration column determines the minimum amount of time they forget their true nature.

See Also: Banality by Race

Nightmare Dice / Imbalance

Gaining Nightmare Dice: (C20 274-275)

  • Use '+gain nightmare dice'.
  • When you botch a Glamour or cantrip roll, gain a Nightmare Die.
  • When you Unleash an Art, gain a Nightmare Die first.
  • If you have the Addiction flaw to a stimulant and miss your weekly/daily/hourly fix, gain a Nightmare Die. (C20 179)
  • When you roll Glamour or a cantrip, if you have Nightmare Dice, include them and roll them separately.
    • Example: If your pool is 7 and you have 2 Nightmare Dice, roll 2 Nightmare Dice + 5 regular dice.
    • Example: If your pool is 7 and you have 9 Nightmare Dice, roll 7 (not 9) Nightmare Dice.
  • When you roll a 10 on a Nightmare Die, gain another Nightmare Die.
    • Nightmare Dice (including 10s) still count toward success/failure as usual.
  • If you cast a cantrip and treat 3 extra regular dice as Nightmare Dice, the cantrip is -1 diff.
    • Example: If your pool is 7 and you have 5 Nightmare Dice, you don't have enough regular dice to gain this benefit.

Removing Nightmare Dice: See below.

Gaining Imbalance: (C20 275)

  • Use '+gain imbalance'.
  • When your Nightmare Dice equal or exceed 10, reset them to zero (+lose) and gain an Imbalance.
  • When you botch an Unleashing attempt, gain an Imbalance. (C20 196) And also a Nightmare Die, since it's a Glamour roll.
  • Gaining an Imbalance (by any means) also causes you to gain a Glamour. (C20 259)
  • If you spend Willpower while temp Willpower is less than or equal to Imbalance, it triggers a Bedlam Threshold. (C20 294)
    • The spend still has whatever other effects it would normally have, e.g. automatic success.
  • If your Imbalance equals your perm Willpower, your PC is lost to Bedlam (permanently becomes a NPC controlled by staff).

Removing Imbalance: (C20 295)

  • A successful Epiphany (of any type) (C20 260-264) can remove an Imbalance (+lose) instead of gaining a Glamour.

Title

Title background:

  • Title may be a fief (on-grid or off-grid) or landless.
  • PCs may buy Title in chargen or with XP.
  • A fief within a PC-run territory requires approval from its PC leaders, similar to 'news changeling counties'.
  • Increasing Title with XP is time-limited per '+rules minimum time', representing service (on- and off-camera) over time.
  • Increasing Title to 3 (Baron/Baroness) requires two other approved PCs (changelings and/or kinain) to self-identify as citizens of your court.
  • Increasing Title to 4 (Count/Countess) is subject to '+policy PC leadership' and limited to 2 PCs per territory.
  • Title 5 (Duke/Duchess), 6 (King/Queen) and 7 (High King) is reserved for NPCs.

See Also: Holdings

Treasures

See Changeling Item Creation

Triggers

Triggers tend to increase temp Banality. (+rules banality)

Types of triggers: (C20 174)

  • Invoking the Autumn (C20 271) to resist a cantrip or chimerical effect.
  • Willfully destroying a Treasure or any other irreplaceable faerie artifact.
  • Ending a changeling's mortal life.
  • Killing one of the enchanted, a mortal Dreamer, or Kinain.
  • Wielding cold iron. (Titled members of House Balor are immune, as they don't lose Glamour per C20 122.)
  • Ravaging or Rhapsodizing a mortal.
  • Breaking an oath.
  • Failing to Unleash an Art. (C20 196-197)
  • Failing to overcome a target's Banality while enchanting them. (Childlings are immune.)
  • Killing a changeling's chimerical self. (Wilder are immune, provided it's part of an adventure.)
  • Spending too much time around high-Banality people or places. (Grumps are immune.)
  • Childlings: Denying a novel idea.
  • Wilder: Denying an opportunity for adventure.
  • Grump: Failing to provide a necessity for someone or something in their care.
  • Clurichaun: Spending more than a week away from your collection of treasures. (C20 91)
  • Eshu: Turning down a bet, dare, or call to adventure. (C20 93)
  • Satyr: Resisting temptation. (C20 103)
  • House Gwydion: Having your personal or house honor insulted and not taking commensurate revenge by the next sunrise. (C20 132)
  • Addiction flaw to a sedative and miss your weekly/daily/hourly fix. (C20 179)
  • Each changeling has a personal antithesis that is a trigger.
  • Other events may be triggers at ST discretion.