Banality

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Changeling 20th Rules for Banality for individual races is different than the 2nd Edition rules. While we have updated the Changeling sphere to C20 rules, staff is NOT updating the rest of the game (and the hundreds of PCs) to the same rules for Banality. If you have a question with regards to your personal non-Changeling PC as banality pertains, please open a +request with staff. What you do in closed-PRPs with NPCs is, as always, up to the ST.

Perceiving Banality

  • Changelings and Subrace:Kinain are able to discern Banality automatically and accurately. (+help +banality)
  • Others can infer Banality 8+ by the reaction of known changelings/chimera (+help fae). It's not exact, it's not cause for alarm unless they've claimed to be something that averages Banality 5 or less, and anything other than observing the reaction of known changeling PCs counts as sniping (+rules sniping).

Temporary Banality

  • Tracked separately on +sheet ("Temp Banality") and starts at 0.
  • If it goes over 10, then it decreases by 10 and permanent Banality increases by 1 (submit a +request). (CtD 150)
    • Reducing permanent Banality requires a Quest adjudicated by staff. (CtD 153) Cannot go below your Seeming's baseline.
  • "If your character's temporary Banality score ever exceeds his permanent Glamour score, he begins to slip into the Mists, reverting to his mortal seeming and forgetting that he is Kithain. This generally only occurs between stories, when the character is not actively involved with other changelings." (CtD 152)

Things that increase it

  • '+gain temp banality'
  • CtD 152-153
  • +1 for using your Banality to resist a cantrip.
  • +1 for trying and failing to overcome someone's Banality. (Does not include trying to cast a cantrip on them.)
  • +N for destroying a treasure or chimera. (CtD 216)
  • +1 for killing someone chimerically, additional +1 for also killing them physically.
  • +N for spending time in the company of high Banality. (ST discretion, typically +1/+2/+3 per scene for Banality 8/9/10 respectively.)
    • Does not happen at combat-turn speed. You need not flee like a vampire from sunlight. You may stay in the room and just keep some distance from them, both literally and figuratively.
    • Fae-oriented but public hangouts may want to post an OOC notice explaining this status and suggesting that Banality 8+ PCs avoid it. Banality 8+ PCs should generally respect such suggestions.
  • +N for being excessively mundane. (ST discretion, e.g. killing a changeling with cold iron.)
  • +1 for botching Rapture. (CtD 214)
  • +N if your level N freehold is destroyed, but its creator also regains N Glamour. (CtD 226)
  • Your personal Antithesis

Things that decrease it

  • '+lose temp banality'
  • CtD 153
  • When you would gain temporary Banality, you can choose to gain a Nightmare Die instead. (+gain nightmare dice) (+rules nightmare dice)
  • When you would gain temporary Glamour, you can choose to decrease temporary Banality instead. (Must be decided at the moment you would gain it.)

Miscellaneous

  • Gift of Pan (satyr birthright, CtD 98-99) decreases both permanent and temporary Banality, but these changes go away within a few hours.
  • Banality's Curse (sidhe frailty, CtD 101): All increases of temporary Banality are doubled.
  • Poetic Heart (3 dot merit, CtD 164): Once per story (+rules time), when your temporary Banality would increase, roll Willpower (difficulty = permanent Banality); a successful roll negates 1 point of the increase.

By race

  • Most of these are from CtD 2nd pages 287 (281 for mages).
  • If more than one applies (due to merits), then look at the lowest/highest numbers within any of those ranges.
  • These are averages. PCs may be 1 higher or lower by request, but minimum 1 except for chimerical bygones.
  • House rule: Faerie Affinity (2 point merit) allows a PC whose average is 6+ (after taking all other factors into account) to be up to 3 lower than normal. It has no other effects (changelings are not obligated to like you, and if they don't then they can still target you with their powers more easily).
  • See Also: The Mists

Shifters

2-3 Nuwisha
2-5 Ceilican (Bastet)
3-5 Corax
3-5 Munchmausen (Ratkin)
4-6 Kitsune
7 Most other shifters
7 Wyrm creatures

Mortal+

1-3 Kami (Possessed)
2-3 Gorgons (Possessed)
3 Kinain
6 Sorcerers/psychics
7 Kinfolk
7 Ghouls
7 Fomori (Possessed)
10 Drones (Possessed)

Mage

1-2 Marauders
2-4 Mystics (Verbena, CoX, Hermetics, Dreamspeakers)
4-6 True Believers (Nephandi, Celestial Chorus, Akashic Brotherhood, Euthanatos, most Craft wizards)
6-8 Modern Cynics (SoE, Hollow Ones, VA, many Orphans)
8-10 Technocrats

Vampire

6 Malkavians
6 Ravnos
6 Gangrel
6 Kiasyd
8-9 Most other vampires

Kuei-jin

5 Yang imbalanced
6 Yang aligned
7 Balanced
8 Yin aligned
9 Yin imbalanced

Changeling

3 Kithain
4 House Liam
10 Dauntain

Demon

7 Most demons

Wraith

4 Wraiths
7 Risen

Mummy

4-6 Mummies

(8 in canon, but that pre-dated
perfected Spell of Life)

Bygone

0 Chimerical
2-4 Other

Mortal / other

3-5 Children
5 Drunks, lunatics
6-7 Other adult humans
(-3) Spirit Sight or An-da-shealladh merit*
(-1) Wyld Touched 1-2
(-2) Wyld Touched 3-4
(-3) Wyld Touched 5
(+1) Weaver Touched 1-2
(+2) Weaver Touched 3-4
(+3) Weaver Touched 5

*if not already changeling or kinain

Nightmare Dice

Nightmare Dice: (CtD 206-207)

  • When you would gain temporary Banality, you can choose to gain a Nightmare Die instead. (+gain nightmare dice)
  • If they go over 10, then they all go away and permanent Banality increases by 1 (submit a +request).
  • When casting a cantrip, your dice pool comes from your Nightmare Dice first.
    • Example: If your pool is 8 and you have 3 Nightmare Dice, you roll 3 Nightmare Dice and 5 normal dice.
    • Example: If your pool is 8 and you have 9 Nightmare Dice, you roll 8 (not 9) Nightmare Dice.
  • When you roll a 1 on a Nightmare Die, suffer a Nightmare and then remove it. (+lose nightmare dice)
  • Otherwise, Nightmare Dice add/remove successes the same as normal dice.

Possible Nightmares

Number of 1s rolled on Nightmare Dice Possible Nightmare Description
1 Horrid Dreams You have terrible dreams for the next five nights.
Freezing Wind Everywhere you go, you are followed by a chilling breeze or wind. This lasts for a month.
2 Clumsiness You trip continually unless you concentrate on your movement. All difficulties for physical movement are increased by three. This happens the next time you are in a dangerous situation and lasts for a scene.
Headaches You are plagued with terrible migraines for the next month.
3 Bad Luck House rule - During the next dangerous scene in which you take part, any 2s you roll on your actions count as 1s.
Temporary Blindness You cannot see for a scene. The Storyteller says when the scene begins
Recurring Nightmare Draw another Bunk. This becomes a taboo that you must observe for the next month. The Storyteller decides to what extent this reaches.
Widdershins The cantrip you just cast reverses itself.
4 Lose Important Item Even if you constantly watch all your possessions for the next week, you will lose one of them (to fire, destruction or forgetfulness). The possession is usually your most valuable or valued possession - possibly a treasure. It may be possible to regain the item, or it may be lost forever.
Wracked with Pain You are wracked with terrible pain and cry out in agony. Every time you think of this pain, you must make a Willpower roll (difficulty 7) to avoid experiencing it again. This lasts for a full month.
5 Lose All Glamour All of your temporary Glamour departs at once.