Reference: WW92041 Changeling: the Dreaming (20th Anniversary)
Staff is in the process of updating the Changeling Sphere rules to 20th rules, adjusting as needed for City of Hope and Mushing in general. Questions on how any of this works should be put into a +request.
Dice Pools
For use of Treasures, the dice roll for the Art within it is the same as a normal Art roll. An Art's normal dice roll is (Art level) + (relevant realm level), full details in Arts page on wiki.
Drafted HRs for treasures under staff review currently (September 2024):
- If the user doesn't have the Art, or has it at a lower level, then use the Treasure's Art level.
- If the user doesn't have the relevant Realm, then they can still use the treasure, but add 0 dice for the Realm level.
Materials
Synthetics |
Plastic |
1
|
Common wood |
Pine |
2
|
Uncommon wood |
American chestnut |
2
|
Rare wood |
Treant-wood |
4
|
Food / consumables |
Apple seeds |
2
|
Beer, mead, wine |
|
2
|
Other plant materials |
Hemp rope |
2
|
Spring water |
|
3
|
Ocean water |
|
2
|
Magical water |
Waters of Lethe |
4
|
Glass |
|
2
|
Base metal |
Copper |
2
|
Precious metal |
Gold |
5
|
Clay / soil |
|
1
|
Base stone |
Quartz |
3
|
Semi-precious stone |
Onyx |
5
|
Precious stone |
Ruby |
7
|
Alchemical stone |
Philosopher's Stone |
8
|
Animal parts |
Antelope hide |
1
|
Unusual creature parts |
Centaur hooves |
3
|
Legendary creature parts |
Dragon scale |
6
|
Other (staff discretion) |
|
3
|
Staff has implemented a new background for Changelings called: Dross. This background is a measure of a PC's chimerical wealth. This stat will be equivalent to the same level of: Resources, but for buying minor chimerical goods. A player can spend xp to buy Dross as per +rules XP Costs.
- Cannot be stockpiled, except by declaring it up front for a specific item, and how.
- To take Dross, you need to set a +note for how/what/where you are collecting materials.
Staff encourages you to RP to find raw materials.
To harvest raw materials from the landscape:
- Find an area of the Dreaming (or normalspace, if you have Infusion 1) with appropriate material. Open a +request and declare where you are and what you are looking for and how.
- Roll Dexterity + Kenning vs 7 (6 for nockers/boggans/nunnehi) to the job.
- Success = Staff will determine what you find in what amounts (see table below). You can't harvest that same type of material from that same location for the rest of the month.
- Fail = You can't harvest that same type of material from that same location for the rest of the day. After that, you can try again with no penalty.
- Botch = You can't harvest that same type of material from that same location for the rest of the month. After that, you can try again with no penalty.
Large items may require extra raw materials at staff discretion. Average 'volume' for 1 success is about 12 pounds, but this varies by type of material.
Die |
Material
|
1 |
No Dreamstuff available (or turns out to be ineffective)
|
2-6 |
Usual amount of Dreamstuff available
|
7 |
Motherlode - 10x usual amount of Dreamstuff available
|
8-9 |
Usual amount of Dreamstuff available
|
10 |
Foolstuff (still usable, but staff adds a flaw to the item, revealed after you finish creating it)
|
Crafting
Level #
|
Base Diff
|
# Succ
|
Type
|
1
|
6
|
1-5
|
Simple Crafting: functional, plain, everyday items
|
2
|
7
|
6-10
|
Basic Crafting: unadorned weapons, shields, tools
|
3
|
8
|
11-15
|
Advanced Crafting: full armor, unique weapons, houses, specialized tools
|
4
|
9
|
16-25
|
Complex Crafting: machinery, siege weapons, clockwork steeds
|
5
|
10
|
26+
|
Masterwork crafting: castles, legendary weapons, airships
|
Once you have determined what you are making, open a +request with the following:
- Description of what you are making, what materials are needed, where you are getting the materials from (could be previous collection job), and what it does. Include as many details as you feel appropriate, especially the name for it, and if it has any chimerical effects.
- Suggest a Level as based on the above chart, and list any modifiers based on the below chart. Then submit the +request.
Staff will reply with an affirmative or any suggestions for modifying. Once settled, you will be given the diff to roll 'Dexterity + Crafts.
- The difficult will never be lower than THREE.
- Each roll made to complete the project represents ONE week's worth of work.
- Successes accumulate per roll, and can all be rolled at one time, but you can RP in real time taking that much time to work on it.
- Failure on this roll means that no progress was made for that week only.
- Botching this roll can have different effects, at staff discretion. Those can include:
- A tool breaks, forcing a halt on working until can make or purchase a replacement.
- Important materials were destroyed, forcing a halt on working until new materials are found.
- All previous completed work is damaged, reducing total successes by the changeling's Banality rating.
- The changeling is injured or an assistant during crafting the project, and thus take wound penalties that reduce the dice pool.
- Whatever else that fits the situation that staff deems appropriate.
Modifiers
Effect
|
Modifier
|
-1 to -3 diff
|
Planning: Thorough research or project plans (* see below)
|
-2 diff
|
Dream realms
|
-2 diff
|
Specialized tools and workspace
|
-1 diff
|
In a freehold or the Near Dreaming
|
-1 diff
|
Low Banality mundane area (1-4)
|
-1 diff
|
Experience with previous identical projects
|
-1 diff
|
Basic tools
|
+1 diff
|
Improper tools or workspace
|
+1 diff
|
Medium-Banality area (5-8)
|
+2 diff
|
Broken tools, inappropriate workspace
|
+3 diff
|
No tools, improper materials
|
+3 diff
|
Extreme Banality area (9-10)
|
+3 diff
|
New project with no planning
|
+4 diff
|
No tools, no materials
|
+1 dice
|
Small projects (weapons, tools, household items, etc) - 1 helper
|
+5 dice
|
Medium projects (small buildings and siege weapons, etc) - up to 5 helpers
|
+Dex + Crafts dice
|
Large projects (freeholds, large vehicles, manors, etc) - limited by dice pool
|
- Planning: The crafter rolls Intelligence + Crafts (or Science, or another ability deemed appropriate by staff) vs 6. Each roll represents a full day of work (at least EIGHT hours). For every FIVE successes achieved, the difficulty of the subsequent crafting roll is reduced by ONE.
Nockers/Boggans
References: WW92047 Changeling: The Dreaming Player's Guide (20th Anniversary) pg.#184-186
Only Nockers and Boggans have access to this art.
- All cantrips listed use Fae 5 (Dweomer of Glamour) unless noted.
Infusion (C20 Players Guide pg.#184; Attribute: Intelligence; all levels are chimerical):
Level
|
Name
|
Effect
|
Notes
|
1
|
Harden
|
Incidental chimera successfully effected can be crafted or forged as if it were a Dreamed chimera.
|
Number of successes determines duration of the cantrip
- 1 success: 1 hour
- 2 successes: 1 day
- 3 successes: 1 week
- 4 successes: 1 month
- 5 successes: no time limit
|
2
|
Toughen
|
Every 2 successes gives +1 health level and -1 difficulty to resist Banality.
|
- Nature of the chimerical object to be affected determins the level of the Fae Realm needed to cast the cantrip.
- Multiple castings don't stack.
|
3
|
Generate
|
Creates or summons a FUBAR (allows creating electromagnetic stuff) with 1 Glamour per success.
|
- First create a containment unit for the FUBAR they seek to summon and capture, rolling (Intelligence + Crafts vs 7) and (Intelligence + Gremayre vs 7) and (Intelligence + Science vs 7) and accumulate 7+ successes among those rolls to produce the container. This will hold a FUBAR for up to SEVEN months before the caster needs to begin "feeding" it Glamour, and then one point per month thereafter. Failing to do so will cause the FUBAR to lapse into a state of dormancy until infused with fresh Glamour charge.
- The cantrip is then rolled as normal, the numbe of successes determines the FUBAR's Glamour rating.
|
4
|
Animate
|
Creates a automaton with base pool of 50 chimera points. Intelligence is not allowed, and social attributes are generally lacking in all. Relatively low willpower, but higher utilitarian Abilities, Glamour and Health Levels. May not possess Dreamform Rede.
|
- Always uses Fae realm at level 5 (Dweomer of Glamour), and a FUBAR-powered generator.
- Before cantrip, roll extended (Intelligence + Gremayre) and (Intelligence + Crafts), both vs 9, and accumulate 10 successes on each.
- Botched cantrip roll means it causes physical damage to automaton and must be repaired before roll is repeated. Three botches means start over from scratch.
- Limited to basic commands, but Infusion 5 (IT'S ALLLLLIIIIIIIIIIIIIIIIIVE!) may change that.
- Looks mechanical, but Legerdemain 5 (Smoke and Mirros) may change that.
|
5
|
IT'S ALLLLLIIIIIIIIIIIIIIIIIVE!
|
Grants proper intelligence to an automaton or other unintelligent chimera.
|
- After successfully casting cantrip, roll Intelligence + Gremayre vs 9.
Number of successes determines baseline Intelligence of the chimera:
- 1 success: 1 point of Intelligence
- 2 successes: 2 points of Intelligence
- 3 successes: 3 points of Intelligence
- 4 successes: 4 points of Intelligence
- 5 successes: 5 points of Intelligence
- Both succeed = starts a childlike, friendly, loyal, and capable of learning important skills quickly. Can increase Mental attributes at the cost of chimera points.
- Cantrip succeeds, Gremayre fails = mental attributes permanently stuck at 0; can't even follow basic commands, but alive and aware and loves its master like a half-witted dog.
- Either botches = mentally unstable and antisocial, actively rebellious and has extreme flaws of it's creator. Staff discretion to allocate Mental attributes. Will need to decide to keep or destroy, possibly for good of the world at large.
|
|