BACK to the OTHER THINGS I would have done differently... while you still can!
MAN! This is way too long... and maybe I should have spellchecked it... no, this makes it more like a classic WW publication.
The four principles are represented by the four suits in a deck of (poker) cards.
Hearts stands for wishes and daydreams (the essential elements of creativity)
Diamonds stands for luck and fortune (which everyone needs now and then to feel good)
Clubs stands for excitement and passion (which can, alas, create nightmares)
Spades stands for thought and cleverness (which can get you into trouble)
While the pips on the card (its rank) indicate what level of Banality that particular dram of Foyson could overcome. A three of spades would cleverly overcome up to 3 levels of Banality, for instance.
There are many types of Glamours that any Changeling may employ. Manifesting your Fae Seeming is a glamour, for instance. You may spend any type of Foyson to make any given mortal (without the Sight) see you as you truly are (the other Fae can sort of tell what you are even without your Seeming donned.) You must manifest your Seeming in order to use any of the Birthrights of your Kith.
The most common type of Glamour is the casting of Cantrips, wild (and pre-defined) spells based on a Changeling's magical Arts.
In addition, Foyson may be spent to Enchant any mortal. The Enchantment lasts until the mortal next falls asleep, and for that duration they are considered to have the merit the Sight. In order to Enchant a mortal, you must get them to ingest the Foyson or accept it as a part of a gift.
There are many ways to recover Foyson. Resting for a night in a Freehold (a special place which touches both the mortal world and The Dreamingat a spot where Foyson still enters the Banal world) will bring you back to your starting Foyson.
In addition, each Kith provides changelings with a way to draw Foyson from the mortals they interact with, through a process called Epiphany. There are, however, three types of Epiphany that any Changeling can attempt. Each one has its own risks and rewards.
Each Changeling is aligned to a sort of "royal family" of other Changelings. Here's the one's I've thought of...
If a Changeling takes Chimerical Damage sufficient to bring them to Incapacitated, then the lose the ability to employ Glamours until they have healed at least one level of damage. If taken below that level by Chimerical Damage, the Changeling will lose their Fae Seeming and slowly begin to forget The Dreaming(until they recover.)
(The Storyteller and Narrators will tell everyone the Banality level for various parts of the play area.)
Cold Iron is the concrete expression of Banality. For every item of Cold Iron a Changeling carries or touches, the local Banality counts as one point higher than normal for that Fae. In addition, a Changeling touching or carrying Cold Iron may not take part in any form of Epiphany. Finally, all Cold Iron items always do Chimerical Damage and some do Aggravated Damage.
Cold Iron items do not have to be metal and even regular iron does not always count as Cold Iron. A Cold Iron item is something that has become infused with Banality - something used to oppress the imagination and crush the spirit so many times that it has become a burden even to itself. The Fae find all items of Cold Iron unusually heavy.
A Summary List of each Realm is given below.
If the Cantrip in question affects a Target character, through use of the Actor or Fae Realms, it happens instantly. You don't get a static test against this stuff - it's magic. The dram or drams of Foyson used to power the cantrip must be given to the Target character's player (they can then keep and reuse the card at their leisure)
Unless a Narrator rules otherwise in some specific case, a duration of "one scene" is considered to be for ten minutes, or a single extended action, whichever is longer.
Wayfire
BASIC
Will o' the Wisp - A little ball of light, like a distant candle or flashlight, will lead the Subject to any Target (usually along a difficult or uncomfortable, but not impossible or truly dangerous, path) - No one HAS to follow the light, but it will call out to the Subject in a pathetic, almost-familiar voice if ignored (it bugs the Subject for one Scene)
Hop Scotch - The Subject may safely leap or be thrown over, through or well past any Target in unaided sight - no matter how ridiculous the opening or distance. The Subject or Object must land within unaided sight as well. (The surface of the moon is not within unaided sight, for instance but the moon in the sky certainly is)
Wayfire
INTERMEDIATE
Promethean Fire - The Subject becomes enveloped in a mystical fire that does Chimerical damage to any Target it strikes. Anyone with the Sight or any Changeling can easily see by this fire (even if they're blind.)
Inner Passage - The Subject can move about freely, comfortably and safely within the Target, even if the Target is a living being or a trench at the bottom of the ocean. Neither the Target nor the Subject are adversely affected by this movement and the Target can do nothing to harm or inconvenience the Subject in any way until the Subject is ready to leave.
Wayfire
ADVANCED
Burning Time - The Subject may perform one action that affects a Target anywhere in the world. The Subject receives the benefits of the action immediately, but the Target will not know of it until the Target and the Subject next meet, at which time it takes effect on the Target.
Saining
BASIC
Runic Ward - The Subject must stand within a clearly-visible geometric pattern, traditionally a circle or star. As long as the Subject does not leave the geometric pattern, the Target may not harm the Subject or otherwise affect the Subject, even magically. The Target may not cross the lines of the geometric pattern or affect the pattern itself in any way, but if someone else breaks the pattern it becomes useless.
Tattle Tale - The Target must tell the Subject a story about any one question the Subject asks. The tale must accurately reflect the facts, as the Target knows them, but it can use mythical or imaginary figures as main characters and the setting and props involved in the telling can be anything the Target likes. The Target may even use mythical events or imagery as substitutes for the facts, as long as the basic answer still remains true. The Target must add a moral or scary ending to the story in order to end it.
Saining
INTERMEDIATE
Soothsay - The Subject may dictate an event which must come to pass at some unspecified time in the future. The event may involve the Target and Subject only in vague ways. The more cryptic the description of the event, the sooner it will come to pass (because it'll be easier for the Narrators to put into effect if there's a lot of room for interpretation.) The event will only happen once (even if you say "for always and ever" or make some other lingering prediction) and you will be told when it has come to pass.
Geas - The Target must complete a task set by the Subject (no matter how impossible) within a month or an event of the Subject's choosing will befall the Target. The event can't dictate the conditions it imposes on the subject ("a falling tree will crush you" doesn't work but "a tree will fall on you" certainly does) and the event will be role played out at the appropriate time with the help of a Narrator.
Saining
ADVANCED
Naming - The Subject may declare that some fact about a Target is true and, for all practical purposes, it is. History, the memories of important witnesses and evidence re-arrange themselves (with a little help from the narrators) to match the fact, but the memories of the Target and Subject remain in tact.
Anon
BASIC
Prime Instincts - The Target becomes mortally afraid (or in love or otherwise emotionally affected) by the Subject for the duration of the scene. The Target must act out the emotion and has a penalty on all challenges against the Subject. (If the Target could not normally feel an emotion, it does not.)
Heather Balm - The Subject may instantly heal one of the Target's wounds, even an aggravated one.
Anon
INTERMEDIATE
The Come Hither - The Target will end up at a given place chosen by the Subject (with the help of a Narrator) by the end of the day, no matter where the Target started out or where the Target might have been going. It seems like mere coincidence or bad luck to those without the sight (and other non-changelings.)
Silver Path - The Subject may declare and use invisible paths into the Dreaming (or any nearby otherworld in play.) The Subject may lead the Target on these paths, describing the marvelous world which the Target will see (if the Target was something that could see in the first place.) While on a silver path, the Subject and Target are removed from the Banal World until the Subject decides to return.
Anon
ADVANCED
Dream Husbandry - The Subject may create a Chimerical beast out of the local nightmares or daydreams floating around in the dreaming. The beast will follow all commands of the Subject regarding any one Target, but acts in its own way regarding anybody else (you will need the help of a Narrator here.) The beast, no matter how fearsome or helpful, can only do Chimerical damages and can only be seen by those with the Sight or Changelings.
Skillery
BASIC
Tiddy Work - The Subject may complete one (uncontested) task before the end of the scene, no matter how difficult or impossible (or silly.) The results are, of course, entirely Chimerical.
Sticky Hide - The Subject becomes so sticky that a Target touching it may not put it down or move away from the Subject. Where ever the Subject goes, the Target must follow (until a scene has passed.)
Skillery
INTERMEDIATE
Gimmix - The Subject may make the Target fly around the room in any manner desired for about a scene. The Target flies wherever the Subject indicates, but not hard enough to do any damage (touching Cold Iron ends the cantrip instantly.) This strange flight can interfere with any Challenges the subject tries to make.
Mooch - The Subject may demand any object the Target carries and the Target must hand it over and neither say nor do any more about (while in the Subject's presence.) After a scene has passed, the Target can take actions to regain the object if it should be desired.
Skillery
ADVANCED
Captive Heart - The Subject may entrust his or her "heart" to any Target. If the Subject becomes killed, either Chimerically or in the Banal world, the "heart" may be returned by the Target (or anyone manipulating the Target), bringing the Subject back to life instantly (with only one wound left, both Chimerically and Banally.) A Subject can have any number of "hearts" (entrusted to any number of Targets) but the Foyson used with this cantrip remains with the Target until the heart gets released (and the drams involved must beat the local Banality, of course.) The heart must be taken from the Subject while the Subject is still alive and (relatively) unharmed.
Legerdemain
BASIC
Flicker Flash - The Subject may "take back" any action just performed, after finding out its immediate consequences on the Target, and then the Subject may substitute another action instead.
Fuddle Fugue - The Subject may scramble the memories of the Target concerning one event (or any one story told by the Target in the Subject's presence.) The Target can only retell the events in the order that the Subject decides, while in the presence of the Subject. This scrambling of memories may involve putting the participants in eachother's roles or mixing up the order in which things happened so that, for instance, they no longer make sense. Any props, conditions or scenery involved in the memories must also be scrambled. The Target must re-tell the memory to the Subject, stopping and starting again at the Subject's request, until the Target gets it "right" (by the Subject's whim.)
Legerdemain
INTERMEDIATE
Insolent Mirror - Reverse the effects of any art used on the Subject by a given Target.
Fool's Victory - Reverse the results of any failed Challenge that the Subject has just participated in (you have about a minute's leeway.) The Subject has now won the Challenge and the Target has lost (but the loss of traits remains the same as if it had been vice versa.)
Legerdemain
ADVANCED
Wyrding - Cause any one Chimerical effect dealt out by the Subject to have a corresponding real (or aggravated, if damaging) effect on a Target (making Chimerical fire do real damage or a Chimerical monster do aggravated damage, for instance.)
Phantasmagoria
BASIC
Willow Whisper - The Subject may communicate freely with the Target. If the Target could not normally communicate, it gains the power of speech (for the Subject alone) and some rudimentary personality. This is a great way to get a book to read itself to you or talk to foreigner geese. (A Narrator may have to fill in for the Target.)
Protocol - The Subject may read out a list of rules to the Target, which the Target must follow for the rest of the scene or gain one Banality for each broken rule (the Target only gains one banality per violated rule, no matter how many times it was broken.)
Phantasmagoria
INTERMEDIATE
Touch of Madness - The Subject may implant hallucinations in the Target's mind (if it has one.) Whatever the Subject describes, the Target sees while in the Subject's presence. (Note that you can make the Subject a non-living person if you write down what the Target ought to see on an attached note card or something of the kind.) The Target may be semi-aware that the hallucinations aren't real, but they have a strong emotional impact which the Target must act out (you cannot remain stoic when confronted by scary hallucinations or angry when confronted by silly ones, for instance.)
Second Skin - The Target may take on any Chimerical aspect that the Subject chooses, looking like a fantastic beast or even taking on someone else's seeming (although the core human will look the same.) The Target may only have Chimerical effects with this new shape and only those with the Sight or Changelings will even see it.
Phantasmagoria
ADVANCED
Effigy - Creates a chimerical copy of the Subject which will totally fool the Target (with the help of the narrator.) Only those with the Sight and other Changelings can see the Chimerical copy, and anybody but the Target can instantly recognize it as fake, but it has a Chimercial version of whatever effects it would normally have on the Target (who must behave as though the Chimerical copy were the real thing.)
Unfortunately, you have to get the Subject, Target or person holding (or using) the Object to perform the Bunk. Each Changeling must devise his or her own set of Bunks (and run them by the Storytelling staff) or get a list of pre-approved ones from the Narrators. A given bunk may be used only once per night.
The amount a Bunk lowers the local Banality differs from Bunk to Bunk (and is decided before play by the Storyteller or Narrators.) It only affects the Banality of things within the Realms a Changeling could normally affect anyway and it only lasts long enough for one cantrip or Glamour to take effect.
You may say to yourself: hey, this guy started this project FOUR YEARS ago and they made the original Changeling in, what, a year - year and a half? Well, maybe they should have taken a bit more time... Such a Wonderful Idea - blown to crap. Ah well, maybe this will improve things (I sure hope it doesn't make them worse!) I'm Rp Bowman, the Royal Minister of Stuff and you can write me nasty letters (or, hey, even nice ones) at yokeltania@yahoo.com.