Changeling 20 Rules Redux
There are a number of players running PRPs with C20's rule set (per +policy hand wave) instead of C2's. Some use a best-of, for the time being, so as not to disadvantage any player not built for either ruleset. This is a redux of the rules that are different in C20
Backgrounds
Some of the backgrounds are massively changed in C20
Treasures
Treasures are still rated from 1 to 5, but what they can do is much more limited than in CoH. A treasure can be made from entirely mundane items or from the stuff of dreams, but are considered to have a dual existence regardless of their source. They hold a maximum of 10 glamour which can only be used to fuel the treasure. Recouping that glamour can only be done by destroying the Treasure.
Crafted Treasures
Treasures get the single level of an art equal to their level. Eg a Level 2 Treasure could have Wayfare 2. The crafter does **not** need to know the Art. Players pour glamour into a Treasure, it cannot passively recharge from a Balefire. These are made with the rules on pg 317. Crafted Treasures can contain an effect based on the Art (for example 3 extra actions a turn from Wayfare 2) but it is specified, and so loses the flexibility of the Art (those three successes could not be split to double your speed and have two extra actions instead). The effect can be either rolled or not, decided upon crafting.
Imbued Treasures
Changelings can take an autumn item that has been involved with a creative endeavour or inspiration and imbue it with an Art they know. They then meditate on it rolling Intelligence + Greymare until they reach five times the Art's Level, spending a point of glamour each time. These rolls take an hour of in game time. The user of an Imbued Treasure must pay the Glamour cost of the Cantrip in the Treasure, and roll the dice. Thus Imbued Treasures are less potent than Crafted Treasures.
Legend
Treasures accrue their own legend with use. This may lead to difficulty reductions or extra dice at ST discretion.
Cantrips
Cost
Arts
Chimerical
Chimerical Arts have no implicit cost
Wyrd
Wyrd Arts have a cost of 1 Glamour
Realms
Every realm increases the difficulty by 1.
Every realm cheated has a cost of 1 Glamour.
Base diff
Base diff is 8 for everyone, not banality + 5, and Glamour/Dross cannot be used to reduce Cantrip Difficulties.
Pools
Cantrips in C20 are not <arbitrary Attribute> + <Realm>. They are always <Art> + <Realm>. This means the maximum base pool for a Cantrip is 10.
Arts
Wayfare
Wayfare 2
Succeses can be split between doubling your speed and extra actions.
Wayfare 4
lasts a duration range depending on the number of successes.
- Your permanent glamour in turns
- Your permanent glamour in minutes
- Five minutes per permanent glamour
- 30 minutes per permanent glamour
- 60 minutes per permanent glamour
Realms
Primary Realms
Actor
Levels four and five are reversed
Modifier Realms
Modifier Realms increase the difficulty by 1 and you can use more than one
Time
Time works differently in C20. It is still a modifier realm and still only a modifier realm but each level has a separate effect.
- Three-Fold Triples the duration of a Cantrip (Bob casts Wayfare 2 to last 3 rounds for 2 glamour if he has no time and by increasing the difficulty by 1)
- Suspended Sands Delays the casting of the cantrip up to a year and a day in the future (duration length defined here)
- Fateful Trigger Hangs the cantrip until a specfified trigger (Bob hangs Wayfare 2, Quicksilver, on the trigger "When I next yell the words 'Catch me if you can, motherfucker'", the difficulty goes up by one to 9)
- Bright Echoes When the cantrip is over, it fires again for one success
- Glorious Renewal The cantrip becomes seasonal and fires on a calendar date, or the full moon. The duration of the cantrip increases the time between repetitions
Skipped Realms
If you do not have the realm to cast in a Cantrip, you may increase the cost of the Cantrip by one Glamour per Realm skipped and consider yourself as having that Realm.
Remembrance
Your Remembrance Rating my be used in place of any mundane skill. This can only be done a number of times equal to your Remembrance Rating per story.
Chimerical Damage
Chimerical damage is tracked separately and can only be seen by those with faesight.
Sources
All Chimera that do not use the Wyrd Rede deal Chimerical Damage. All damage taken while the Wyrd is Invoked is Chimerical. All damage dealt and received in the Dreaming is Chimerical. Chimerical Damage is tracked separately to Autumn Damage.
Healing
Chimerical damage heals at an accelerated rate, and healing times are further halved if she recuperates in a freehold or glade. If she is in the Dreaming, these health levels heal at the rate of one per 15 minutes, regardless of their severity. Changelings reduced to Incapacitated outside of the Dreaming must be taken to a freehold, glade, or other strong source of Glamour in order to recover.
Chimerical Death
Chimerical death takes place when your chimerical health levels are filled.
In the Autumn CtD20 pg 290
The changeling passes out immediately, and when she awakens she suffers from the Mists, all memories of her fae life inaccessible. At best she remembers them as a dream, or perhaps a nightmare. Her Fae nature can be restored after a certain amount of time, depending on her Banality rating (see the Mists chart on p. 269), with an infusion of Glamour.
In the Dreaming CtD20 pg 300
The Dreaming makes no distinction between chimerical damage (and death) and physical death. A changeling that suffers either form of death in the Dreaming dies, their soul passing on to a new incarnation (or, in the case of Arcadian sidhe, disappearing for parts unknown). For someone with an anchor in the Autumn world, death means that the physical body falls into a coma and wastes away.