Changeling: The Lost: Difference between revisions

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[[File:CtL3_6694CtL3 6694.jpg|frame|When [[Karma Meter|morality]] and [[Sanity Meter|reality]] fall apart, [[Loss of Identity|so do you]].]]
 
 
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There have also been some PDF supplements: a set of ''Ready-Made PCs'', ''Goblin Markets'', a guide to those strange, peculiar markets where virtually anything is for sale, if you're willing to pay the price, and ''Victorian Lost'', exploring changelings in [[Victorian Britain]].
 
== The various [[Splat|Splats]]s of Changeling are as follows: ==
 
'''The Seemings:''' The inborn classification of the Lost, representing the scars of each Changeling's time in Faerie and the manner of their keeping. Each Seeming is associated with a number of Kiths or subgroupings.
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'''The Courts:''' Half political party, a third support group, 5/7ths ruling body, and .75 masonic lodge, the Courts are the chosen Splats of Changeling. The various court systems offer protection from the Others by confusing Them with the sharing of power - or, at least, this is the theory.
 
'''The Seasonal Courts''' - The most commonly-followed Court system in Europe and the Americas, this court system changes power with the seasons, the Spring Court handing over rule of the Freehold to the Summer Court on the Solstice. These courts tend to have "splinter" courts, in those areas with slightly different takes on the seasons -- anseasons—an equatorial country may have Dry Season and Wet Season courts as the only courts, both splitting off from Summer.
 
* ''Spring Court'' - After being twisted and stunted by the Gentry for so long, Changelings should have the ability to grow again. The Antler Crown is all about growth, healing, and rejuvenation. They dive into life, often developing a strong presence in the mortal world. Their court emotion is Desire. Variants include Short Spring<ref> Like the land itself, the Changelings grow swift and verdant, but tend to be fickle and indecisive. The Growing Season Court is about the time of greenery outpouring, fast rains, animals breeding. Their court emotion is Desire's shade: Lust.</ref> and Whirlwind Spring<ref> These Changelings allow their desires to run rampant, dark and mad urges and whims dragging them unpredictably here and there. This utter lack of control makes them mavericks, and they are often outside the court system proper.</ref>
* ''Summer Court'' - If the Gentry return, we'll be ready. The Iron Spear is focused on martial prowess and strength (or skill) in general, and often stands as the freehold's army. The ranks of Summer also include generals, scouts, and even the occasional diplomat or lawyer. Their court emotion is Wrath. Variants include the Dry Season<ref>Summer is a time of brittleness, dryness, bitterness, cracking. These Changelings explode into frenzies of hate and wrath at unpredictable intervals that can scour those who oppose them like a roaring conflagration. Their court emotion is Rage.</ref> and the Monsoon Season<ref>Revenge is not a dish to serve cold, but piping hot, fresh and ''bloody''. These Changelings clamor and howl vindication of broken hearts and betrayed pledges -- their wrath is personal to them. ''Always''. Their court emotion is Sanguine.</ref>
* ''Autumn Court'' - The best way to beat the Gentry is to understand how they work. The Leaden Mirror consists of occultists, Hedge wanderers, and sorcerers. They learn and develop powerful Contracts, catalogue the weaknesses of the True Fae, and even study the other strange denizens of the [[New World of Darkness]]. Their court emotion is Fear.
* ''Winter Court'' - We drew the attention of the Gentry once, and we sure as hell won't do it again. The Silent Arrow deals in stealth, secrets, and obfuscation, with the main goal of keeping the Lost safe by keeping them secret. Members serve as spies or scouts and often create safe houses for others of their Court or Freehold. Their court emotion is Sorrow. One variant is the Dead Season.<ref> in the depths of the Long Winter, sorrow and grief lose all of their passion, becoming so deep and all-consuming that one can barely muster any emotion at all. The court emotion of these tundra-like Changelings is Despair.</ref>.
 
'''The Directional Courts''' - Wide portions of Asia, including Japan, China, and surrounding countries, follow this system, which divides the Freehold into quarters, each ruled by an Emperor.
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'''Terminology, with translations:''' Every ''Changeling'' (Character) was once a perfectly normal (or at most mildly exceptional) human taken by one of the True Fae, enduring a ''Durance'' (length of time) in Arcadia, and frequently replaced by a ''Fetch'' (almost-twin) created by their True Fae abductor to fill their place in the real world. Surviving in Arcadia shapes the abducted into a member of one of six ''Seemings,'' (races) probably with an associated ''Kith'' (sub-race). Once they have returned, most Changelings choose to join a ''Court'' (class) of like-minded Changelings, which gives the Changeling extra power and an infrastructure to draw upon. Changelings enact powers known as ''Contracts'' (spells), which represent clauses in ancient deals brokered between the Fae and aspects of reality itself. A city full of Changelings is known as a ''Freehold'' generally made up of one or more ''Motleys'' (parties), small groups of allied Changelings. Some Changelings further join an ''Entitlement'' (prestige class) for more power, allies, or what have you.
----
=== This game features examples of: ===
 
* [[A God Am I]]: Or so say the members of the entitlement known as The Lost Pantheon. And considering the fact that they get more perceptive and long-lived the more delusional they get, they can derive Glamour from being worshiped, and they get bonuses versus the True Fae and their servants, well, they ''may'' have a point.
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* [[Beast and Beauty]]: It's even a stereotype that Ogres ''really'' like the Fairest. The Fairest usually don't reciprocate these feelings, but it happens. Generally though the Ogre will merely be strung along and serve as dumb muscle.
* [[Beast Man]]: The Beast seeming.
* [[Be Careful What You Say]] -- Changeling—Changeling: the Lost is full of this trope, most explicitly in the ability for Changelings (and Gentry) to bind ANYTHING you say as a magically enforced Pledge as long as it's phrased in a way that can be taken as a statement of intent. Most of the subtropes end up being used by players and storytellers, too. _Pledges are not all bad, has successfully filling one comes with some benefits, which usually manifest has a boost to your [[Mana Meter|Glamour]], though stranger things are possible.
** Of course, if a Changeling tries to do that without the direct consent of the one with whom they're making the pledge, (IE Tricking them into making one) you get the benefits, and also a nasty loss of [[Karma Meter|Clarity]] for doing something so much like one of the True Fae would do. It's stated that a good number of Changelings get dragged to Arcadia in the first place by the True Fae pulling this kind of trick, so it's not too surprising that Changelings frown upon it.
*** It's not uncommon for Freehold oaths to specifically forbid this. If you trick someone into an unfair or damaging pact, or oathbind another without consent (without a damn good reason)? [[Fate Worse Than Death|Enjoy getting kicked out into the Hedge alone, without resources... Dick]].
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* [[Cold Iron]]: The specific [[Weaksauce Weakness|vulnerability]] of the True Fae. The actual game definition of what qualifies as [[Cold Iron]] is somewhat inconsistent from sourcebook to sourcebook, but generally boils down into two types: one, any iron which is pure enough to be called "iron" (as opposed to steel or any other alloy), and two, iron which has never been heated by the hands of man (which, since [[Did Not Do the Research|turning iron ore into useable iron in the first place requires heat]], pretty much limits this to [[Thunderbolt Iron]] by definition.)
* [[Combo-Platter Powers]]: Like the Fae, changelings can have Contracts with almost anything, and are thus very, very inclined to this trope. A character might be able to talk to dogs, remain comfortable in any temperature, enhance her performance skills, seem to be a celebrity, and interrogate the landscape of a parallel dimension. When you bring in [[Dangerous Forbidden Technique|goblin contracts]], the platter can get really overloaded.
** Point in fact, the mechanics of the game ''itself'' tend to encourage this, as Changelings pay less to purchase/upgrade their "affinity" power sets than any other denizen in the World of Darkness, and have far, ''far'' more of them as well -- awell—a vampire has affinity to three Disciplines (four if of a Bloodline), but a Changeling has Affinity to nearly every type of Contract except the specialty Contracts of other Courts and Seemings.
*** Considering how outright weird most contracts are, you kind of need a lot of them to have even a shot at having one useful for a current situation.
* [[Comes Great Insanity]]: Oh so much.
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* [[Corrupt Corporate Executive]]: It doesn't get much more corrupt than Baron Fairweather, a True Fae ''[[Anthropomorphic Personification|personifying capitalist greed.]]''
* [[Creative Sterility]]: The True Fae are incapable of bearing children, creating art, or even feeling like humans feel. Changelings are better off, but still suffer from very low (almost nil) biological fertility. There is also some flavor regarding making items through magic, or using luck magic to succeed at a creative task, which always seems less good than work done mundanely.
** Fetches, by default, can't have children because they're nothing but pale imitations of human life. ''Autumn Nightmares'' offers the possibility that they can have a child if they [[Power of Love|truly love the human they're courting]] and [[Achievements in Ignorance|don't know that their pretense of humanity is a lie]]. They produce either [[Creepy Child|Creepy Children]]ren, [[Enfant Terrible|Enfantes Terrible]], or both.
** On changelings and having children, several books offer possibilities for a changeling desperate to become a father or mother. Certain goblin-beasts in the Hedge reflections of the tundra bear a goblin fruit called "pedicle velvet", which causes the eater's next heterosexual encounter to produce a pregnancy. It explicitly doesn't safeguard the embryo from miscarriage or abortion, but it's still a conception. A more difficult and dangerous option is granted by the final Clause of the Contracts of Shade & Spirit, a charm called "Opening the Black Gate", which opens a doorway to the [[Geist: The Sin Eaters|Underworld]]. The Underworld has a river called Eresh-ki-gala, the River of Dead Seed -- "drinking" from this river will cause the drinker to be able to produce a pregnancy through their next heterosexual act, even if his partner (or her partner) is infertile. A soup made from the comb of Fenghuang, a phoenix-like hobgoblin with the power to bring the recently killed back to life, will grant the drinker fertility akin to the other options, so much so that ordinary contraception will fail to prevent the drinker from producing a pregnancy. Finally, the Goblin Contract "Goblin Midwife" once more offers the guarantee that the target's next heterosexual act will generate a baby - but the child will have some fae flaw, and the changeling who enacts the Contract will lose the affection of someone he loves. Nothing comes free.
* [[Creepy Child]]: Fetch-children. Just because the kid of your [[Evil Twin]] isn't a mass-murdering hard-to-catch sociopath (see [[Enfante Terrible]]) doesn't mean the fact [[Detect Evil|he can see True Fae -and you- for what you really look like]] is any less spooky.
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*** Of course, rumors in the book are to be taken with a grain of salt (they're in-character pieces, and changelings are prone to [[Did Not Do the Research|assume things without all - or any - of the facts)]]. Said rumor sidebar also claims they lose [[Power At a Price|bits of themselves due to their abilities]], which is simply not true.
** A specific example would be Jack o' The Lantern (yes, ''[[Public Domain Character|that]]'' Jack) who was banned from Hell - ie, Arcadia - not because his Keeper was afraid of getting scammed again, but because he tricked the greedy Fae into believing there was a (non-existent) treasure only her was capable of getting. He [[The Stoic|lost some of his emotions in the process]], but for his part, he could not care less he's stuck on Earth.
* [[Different As Night and Day]]: Essentially, any given opposing pair of Courts For example, ''Lords of Summer'' details the war practices of the Seasonal Courts. [[Let's Fight Like Gentlemen|The Summer Court]] has a short list of things that are off limits -- tacticslimits—tactics designed to harm a changeling's [[Sanity Meter|Clarity]] or [[Even Evil Has Loved Ones|family]] are high up on that list. Meanwhile, [[Combat Pragmatist|the Winter Court]] practically uses that same list as ''priority targets'' -- they—they don't declare war so much as [[Curb Stomp Battle|end it.]]
* [[Dream Land]]: The Skein. Made of the collective dreams of all sleepers, a Changeling can travel into any dream he can find just by finding a door into the Skein and walking down its tangled roads.
* [[Dream People]]: Incubi, ranging from simple "background players" to more aggressive concepts, such as Succubi, Night Hags, and a sentient play that convinces the actors to kill each other in a fit of jealousy.
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* [[Elemental Embodiment]]: Members of the aptly-named Elemental seeming. They were transformed into inanimate objects while in Arcadia, and even on their return to the real world they possess elemental features either literal, metaphorical, or both. With the highest levels of the Contracts of the Elements, *any* Changeling can literally turn into a towering flame, stone statue, animated wave, or what have you.
* [[Elemental Powers]]: The aforementioned Contracts of the Elements. Toyed with, in that you can invoke these contracts with esoteric elements not usually in the lists - things like [[Kill It with Fire|fire]], [[An Ice Person|ice]], and [[Blow You Away|wind]] are listed, but so are things such as plastic, hair, glass, or concrete.
** [[Elemental Shapeshifter]]: The highest clause of an Elemental's Contract allows them to transmute into said element, with certain benefits -- insubstantialbenefits—insubstantial elements (such as fire, air, and lightning) can only be harmed by certain kinds of damage, whereas substantial elements (such as stone or metal) grant heavy armor and physical bonuses.
* [[Emotional Bruiser]]: The Ogre blessing/curse arrangement makes this incredibly easy.
* [[Emotion Eater]]: Changelings (and many other fae creatures) can bask in the emotions of mortals to gain Glamour, the game's [[Mana]] (see below).
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* [[Evil Cannot Comprehend Good]]: The True Fae are, by their very nature, utterly sociopathic, incapable of seeing other people as anything other than toys or pets, at best. Their inability to understand humans is literally vital to the True Fae's power. If one ''does'' grow to understand humanity, its power is drastically reduced, and it may very well lose its memories and find itself permanently exiled to the Mortal world. Changelings base their government on sharing power to take advantage of this, because the idea of voluntarily choosing ''not'' to possess all the power throws the True Fae off.
* [[Evil Twin]]: Nearly all Changelings are replaced by a Fetch, a construct made from whatever's lying around, along with a piece of the original's shadow, when taken. This fetch looks and acts exactly (or nearly exactly) like the original, and in many cases believes it ''is'' the original until a creature with its face and wood for skin shows up. Some Fetches still serve the True Fae, or are simply emotionless monsters. Most of them aren't, or at least aren't ''that'' monstrous, which is why killing one dings the [[Karma Meter]] (his [[Tomato in the Mirror|entire life is a lie]], if he discovers the truth of the matter [[The Woobie|he'll be a psychological wreck for the rest of his life]], and you decide to kill him. Enjoy your loss of Clarity, [[You Bastard|asshole]]).
** Despite the risk of Clarity, which is noted as being more the unnerving sensation that you are killing your reflection if not your own self (with a little of the conflict between your human senses saying "this is a human being" and your changeling senses saying "no, this is a bloody faerie", stressing your mind) than an actual moral issue, ''Autumn Nightmares'' makes it clear that many, or even most, changelings do actually kill fetches. Some freeholds make it a point of law to kill fetches, perhaps even using it as an initiation rite -- somerite—some changelings will even hunt down and slay any fetch they can find, not just their own, though even in fetch-killer thresholds this is looked down on. Because it robs the fetch's changeling of the chance to kill the fetch of their own accord, and thusly denies them an important part in returning to the human world, not because of any sympathies with the fetch. As mentally shattering as it can be to kill a fetch, it's still an important milestone and can bestow a number of supernatural benefits.
* [[Exact Words]]: There's generally no such thing as "the spirit of the agreement" when it comes to pledges, especially not when the True Fae are involved. Canny Changelings learn how to take advantage of the [[Exact Words]] of a pledge to avoid getting the worse end of their deal.
* [[Expendable Clone]]: Many Changelings view Fetches as these at ''best,'' and as pawns of the Gentry at worst.
** One notable Fetch power allows them to create other simulacra, which will animate when the first Fetch dies. Essentially, they ''become'' [[Expendable Clone|Expendable Clones]]s
* [[Face Full of Alien Wingwong]]: {{spoiler|All the torture a Changeling is put through psychologically scars them and their time in Arcadia has [[Half-Human Hybrid|made them part Fae]], [[Witch Species|able to use fae powers and bound to The Wyrd]]. [[With Great Power Comes Great Insanity|But using too much of this magic takes it's toll]]. [[The Corruption|Once a Changeling's connection to the Wyrd reaches its highest possible level]], sometimes the Changeling's [[Sanity Meter|Clarity]] will begin to drop at an exponential rate -- mainly because whenever they dream, they remember Faerie ''perfectly'', which means they have a Clarity-loss trigger condition every time they go to sleep. And when a Changeling hits Wyrd 10 and Clarity 0... [[The Virus|they are called to re-enter the Hedge, travel back to Arcadia, and become one of the True Fae.]]}}
** Also, Fetches are supposedly unable to conceive children. However, [[Creepy Child|when they do...]]
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* [[Familiar]]: Changelings (and other fae creatures) sometimes take Hedge Beasts as pet/sidekick/companions. These are Hobgoblins who look exactly like a mortal animal, except that they can speak and have human-level intelligence.
** They can also use Changeling Merits and Contracts. So its entirely possible to have an Ogre based around smashing things to have a Hedgebeast Buddy that's really good at research and packing Wizened contracts.
* [[Fantastic Drug]]: Goblin Fruits in general have the potential to be like this; the corebook even contains a plot hook for a [[Vampire: The Requiem]] crossover in which a goblin fruit called "bloodroot" is being sold on to the local kindred. Bloodroot is harmless to changelings, but to vampires, it's a powerful narcotic -- andnarcotic—and one they can actually feel wholeheartedly and without needing to use through human blood to enjoy.
* [[Fantastic Fragility]]: Every contract has a catch, and every oath wriggle room. Breaking them is no less catastrophic, though.
** Notably, the True Fae are terrifyingly powerful, but suffer from varying weaknesses that clever changelings can mercilessly exploit. [[Cold Iron]] and [[Evil Cannot Comprehend Good]] being the foremost.
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* [[Horror Hunger]]: Disturbingly common. Not only are there Gristlegrinder Ogres and some Hunterheart Beasts whose teeth and mouths have become deadly weapons and who often spent their Durances chowing down on whatever or whoever they could catch, but some Kiths, such as the Darkling Leechfinger or Ogre Oni, can heal themselves by eating their foes. Any of these could face cannibalistic urges. And this isn't counting those driven to cannibalism through the workings of their steadily-worsening psychosis.
** The Ogre stereotype on Mortals says it all -- ''You're beautiful. On the other hand, [[I'm a Humanitarian|you taste like chicken.]]''
* [[How Do You Like Them Apples?]]: many a goblin fruit. Special mention goes to ''The Apples of War'' from Swords at Dawn -- theDawn—the gold one summons an [[Automaton Horses|Automaton Horse]] and [[Carry a Big Stick]], the Silver one summons [[The Cavalry]] / [[Elite Mooks]], and the Copper one summons a small [[Redshirt Army]].
* [[Horned Humanoid]]: Pretty much any of the Seemings can give a Changeling permanent horns. Elementals of fire, Darklings and certain Fairest might echo the modern conception of the demon or devil - either frightening, alluring, or both. Wizened and ogres might appear similar to horned goblins or trolls. Beasts might be transformed into bulls or rams.
* [[Horny Devils]]: A potent enough archetype to have its own kith in ''Winter Masques''; the Fairest's Succubus kith (called "Incubus" for male changelings with it). The changeling gets a bonus to Social rolls against people with the same Vice as the Incubus (with the bonus increased if the shared vice is Lust) and all of them are blessed with at least a modicum of Striking Looks.
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* [[Power Born of Madness]]: The looser a grip a member of the lost Pantheon has on reality, the more powerful and longer lived he is, and unlike most other changelings they prefer to face the Gentry head on.
* [[The Power of the Sun]]: Several Summer Court contracts, but not all of them. The Court of the Day has no listed court contracts in the book, but if your ST has given them any, they probably includes these as well.
* [[Prestige Class]]: Entitlements, groups of Changelings who claim a noble Title and swear an oath to that effect. This grants them power, but requires them to fulfill certain responsibilities, which can occasionally conflict with the Changeling's interests. Worse, joining an entitlement also makes them that much more...interesting to the True Fae if they should come calling.<ref> From the corebook: The ''Bishopric of Blackbirds'' is devoted to trying to help changelings maintain their grip on Clarity. The ''College of Worms'' is devoted to trying to mastering fate. The ''Duchy of the Icebound Heart'', restricted to members of the Winter Court, is dedicated to protecting the changelings from having their hearts broken and their feelings abused... by crushing the hearts of others. ''Magistrates of the Wax Mask'', officially, are charged with helping the Courts maintain their Contracts and Pledges, as well as assisting with the various festivals, games and other events the Courts throw. Members of the ''Margravate of the Brim'' don't trust the Court changelings one bit, but are dedicated to serving as the first (and, in their eyes, last) line of defense against True Fae attack. Changelings join the ''Sacred Band of the Golden Standard'' because they want to be legends amongst their own kind. The Spring Court's ''Satrapy of Pearls'' is devoted to being able to buy, sell, obtain and trade ''any''thing you can imagine. ''The Scarecrow Ministry'' of the Autumn Court deliberately instills fear in mortals, often by exploring and abusing urban legends, to try and keep them away from genuine supernatural dangers. The ''Tolltaker Knighthood'' are Summer Court changelings who act as brutal agents of justice-for-hire. Winter Masques adds: ''The Phantom Tong'', which sows discord and corruption to weaken the Courts "for their own good", ''The Bronze Beylik'', an order of kingmakers and kingbreakers, and ''The Knighthood of the Dragonslayer'', who are devoted to rooting out corruption in the Courts. "Lords of Summer" adds: The ''Bodhisattvas of the Broken Cage'', Spring courtiers who encourage new ideas and attempt to break the stagnation of society, The Summer Court's ''Hound Tribunal'', who, during the "dog days" of summer, relentlessly hunt down, judge and punish those who dare cross the Summer Monarch, the ''Magi of the Gilded Thorn'', members of the Autumn Court who eagerly explore the Hedge in order to root out its secrets, the ''Knighthood of Utmost Silence'', Winter courtiers who, if you need to disappear, are perfectly willing to give you a completely new life (whether you like it or not), the ''Ancient and Accepted Order of Bridgemasons'', Elementals and Ogres of the Autumn Court who are capable of truly astounding feats of construction, ''The Barony of the Lesser Ones'', who are devoted to dealing with the hobgoblins within the Hedge, whether through diplomacy, careful analysis, or (when necessary) violence, The ''Court of the Solstice'' which isn't actually a Court yet but is so desperate to become one that they actually gain Glamour from the emotion of desperation, ''The Duchy of Truth and Loss'' an organization of Winter Court members devoted to hunting down and dealing with fetches (by killing them or selling them to hobs), ''The Eternal Echoes'', living chronicles of history with eidetic memories, which they can share, ''The Guild of Goldspinners'', supernatural loan sharks who live up to their name, the ''Guild of the Sacred Journey'', Fairest couriers and messengers, the ''Knights of the Knowledge of the Tongue'', gourmet chefs with...exotic tastes, the ''Legacy of the Black Apple'' whose [[Blatant Lies|totally safe job]] involves negotiating directly with the True Fae, ''The Lord Sages of the Unknown Reaches'' academics who immerse themselves in the cultures of all the other beasties of the World of Darkness, ''The Lost Pantheon'', who believe themselves to be gods clothed in flesh and act accordingly, and ''The Order of the Oneirophysics'', healers who make house calls in your dreams. The Equinox Road brings the Eldritch Orders into the game, ancient Entitlements for the Changeling equivalent of epic characters. ''The Charmed Circle'' seek out true leaders amongst the changelings and gather them into a brotherhood of kings and queens. The ''Knights of the Widow's Walk'' are elite spies amongst the changelings. ''The Parliment of Victors'' are composed of the greatest, most successful champions of the changelings, much like the Sacred Band of the Golden Standard. ''The Office of Vizieral Counsel'' are changeling archmages that forsake political power to become sorcerer-advisors to the freeholds, in order to stave off their growing madness.</ref>
* [[Professional Killer]]: Some members of The Tolltaker Knighthood (essentially Changeling bounty hunters) prefer to take nonlethal jobs. Others fall square into this trope. This isn't to mention the various Jack Ketches often found in a Freehold willing to kill off Fetches, or Winter Court assassins.
* [[Ragtag Bunch of Misfits]]: A party of Changelings is called a motley, as in 'motley crew of outcasts'.
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*** *Points to head* [[Mind Rape|Here.]]
**** ... or worse-*points to hand holding doll* "here"
* [[Tropes Will Ruin Your Life|Talecrafting Will Ruin Your Life]]: Addicted [[Genre Savvy|Talecrafters]] tend to start seeing patterns out of fairy tales in everything, [[Wrong Genre Savvy|whether they're actually there or not.]] This can result in some ''[[Idiot Hero|very ]][[Too Dumb to Live|bad]]'' [[Deconstructed Trope|delusions.]]
** Wait, what happens if you try to invoke this tro- [[Divide by Zero|*KABOOM!*]]
* [[Transhuman Treachery]] This is what happens when an Autumn Courtier gets a ''little'' too low on the ol' Clarity-meter -- thoughmeter—though any Changeling can fall prey to such, Autumn's philosophies are more predisposed toward it.
** Arguably, Privateers and Loyalists as well, as they all too often will be right there condemning the poor Muggles to the same fate they endured for profit, fear, or twisted loyalty to their insane masters.
* [[Undead Tax Exemption]]: The New Identity Merit is there to address concerns of how you get by in society when your fetch is living your life and you may look [[Year Inside, Hour Outside|younger/older]] than you should be.
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* [[What Have I Become?]]: Many Changelings suffer psychological issues due to the alterations that have been forced upon them (even the beautiful Fairest). Surgery, drugs and even self-mutilation are common among the most disturbed of Elementals, for example - imagine having ''leaves and branches'' growing out of you, or constantly oozing toxic waste from every pore. Now add to that, you were a conscious, immobile candle for the last thirty years. No wonder so many Changelings go [[Axe Crazy]]...
** Changelings [[Dysfunction Junction|invariably]] tend to have ''[[Freudian Excuse|issues]]''. Motleys and Courts are at least partly support groups.
* [[What Is This Thing You Call Love?]]: Brought up as a possibility with, of all entities, Marquise Tistresse, the Scarlet Widow, a faerie spider in ''Grim Fears''. As an entity that literally absorbs qualities of her prey (it's how she became sentient in the first place), and with the [[Theory of Narrative Causality]] being known to changelings, the fact she can take a human(like) form has led to the rumors that she isn't merely a beast hard-wired by her appetites, that she embodies the archetype of the fae princess as well as the fae monster. This is true -- thetrue—the fae princess archetype is one of the older ones that she digested -- butdigested—but raises the possibility that she may have the untapped potential for unselfish love. Though storyteller's have fiat, naturally, it's official that she really could fall in genuine love with somebody, much to her great shock. It's noted that the potential consequences are "many, varied, enticing and frightening".
* [[The Wild Hunt]]: Definitely shows up. See "[[Dangerous Forbidden Technique]]" above.
* [[Winds of Destiny Change]]: The Contracts of Hearth allow one of the Lost to grant good or bad luck - but use them wrong or too often, and the effects reverse. For some of the weaker clauses, this simply makes things more flexible (you can grant a curse rather than a blessing). For others, the ill luck affects YOU. The Wyrd knows, and it does not enjoy being used.
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[[Category:Tabletop Games]]
[[Category:Changeling: The Lost]]
[[Category:Tabletop GameGames]]
[[Category:New World of Darkness]]
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