The Uses of Enchantment
Secondary PC: After you've played three sessions, you may at your leisure create a secondary character of one of the following kiths: Eshu, Merfolk/Siren, Nocker, Satyr, Selkie, and Sluagh; but that secondary character must have a different seeming than your primary character.
The Kithain have very pronounced expectations on how age affects identity. The age at which one undergoes the Chrysalis strongly influences how a changeling is perceived. All Kithain are considered to belong to one of three categories, which are collectively referred to as seemings. The seeming usually reflects the changeling's chronological age, as well as her physical age in the mortal world; the fae self is instead reflected by the Mien, which reflects both the character's kith and the character's physical age within the Dreaming. Most changelings emerge from Chrysalis as Childlings but there are exceptions, especially when certain Sidhe reject the Changeling Way. Its not recommended to have a seeming at odds with your mortal form, like Grump trapped in a childs body.
While her mortal body ages, a changeling’s fae soul exists outside of linear time. While the most common progression for changelings is to move from childling to wilder to grump, some changelings may remain in one Seeming their whole existence, or even skip stages of the progression entirely. Though uncommon, it’s also possible for changelings to move from an “older” seeming back to an earlier one (in this campaign that could occur by buying off permanent Banality).
Choose Seeming: Childling, Wilder, or Grump
Childlings get 6/4/3 for attributes and 13 ability dots to spread around Skills and Talents. Childlings can only buy Knowledge abilities with Freebie points. No ability or attribute above 3 before Freebies.
5 glamor, 3 willpower (maximum 3 during character creation), 3 backgrounds (and unless you spend 2 background points for a dot of Resources your character is homeless), 3 arts (only basic arts such as Chicanary, Legerdermain, Primal, Soothsay, and Wayfare), 5 realms, 1 banality.
Childlings get 3 extra freebies for a total of 18, they are considered to have the Child flaw but it doesn't count against their 7 points of flaws.
Wilders get 7/5/3 for attributes and 13/9/5 for abilities. No ability above 3 before Freebies.
4 glamor, 3 willpower (you can raise it with Freebie points normally), 5 backgrounds (can't start with the Chimerical Companion background), 4 arts (they may start with any basic art and any one rare or kith art), 6 realms, 3 banality.
Grumps get 7/5/3 for attributes and 13/9/5 for abilities, pick one Legendary ability (you can't botch with this Talent, Skill or Knowledge ability, and you are always considered to roll a number of successes equal to your temporary willpower pool).
3 glamor, 5 willpower (but circle your last dot on the left for it is Imbalanced and if you spend that point you'll suffer Bedlam), 7 backgrounds (can't start with the Chimerical Companion background), 5 arts (any), 7 realms, 5 banality, and 3 specialties (these can be in any trait even those rated less than 4, specialties let you re-roll 10s, or count as bonus dice when you average your pool). All grumps start with the Ward flaw at the 3 point value to represent a mortal or changeling that is relying on the PC to get through the day, unless they buy them off with Freebies, this free flaw does not grant any extra points nor count toward any Flaw limits and only has a point value to determine its severity and the Freebie points required to buy it off.
Wilders and Grumps start with 15 Freebie points, up to 5 Freebies can be banked for later. Banked Freebies pay out extra XP at the end of every chapter (roughly 3-4 sessions), a banked Freebie can be cashed in to refresh your character's glamor or willpower pool, or spent to improve the character using Freebie point costs at any time. Once spent they are gone forever.
Your character can have up to 7 points of flaws, or any two flaws if their total value would exceed 7.
Resource Recession Brighton is suffering a severe recession, if your PC decides to take the resource background, each dot costs double. I don't plan on tracking exact funds, purchasing items in game will be handled with a Resources roll, possibly Resources + Streetwise or Etiquette or another ability depending on the situation. Failed rolls succeed on acquiring the purchase but introduce a die pool penalty i.e. tax your resources for the month or until you get paid or receive a shortfall. Botches introduce complications like debts which if not resolved could lead to permanent reductions to the background.
All characters get a 1 dot mortal Ally in the form of a parent, partner, or sibling as well as a number of mortal Enemies, Contacts, and Rivals; from your character's human life equal to the lower of your Charisma or Manipulation rating. You can leave these free enemies, contacts, and rivals undefined and unnamed if you wish to define them during play.
If you play a childling, you gain a free Chimerical Companion background with a value equal to the lower of your Charisma or Intelligence trait minus your Banality, maximum of 4.
All PCs should have been affected by the Troubles in some way, their mortal family should be aligned with the Irish Republican Army or the English Crown.
Attachment Dice: During your first session PCs should pick another character that they owe a debt to, grew up with, are infatuated with, trust, respect, or whom they socialize with (these should be up to three other PCs, but one of them could be an NPC); they should rate the importance of each attachment to them at 1-3 by spending 5 points (i.e. 3/1/1 or 2/2/1). The attachment dice can be added to social rolls by the recipient or the giver when interacting with each other, they can also be burnt for 3 extra successes per die by the recipient when betraying or deceiving the giver, but the reduction doesn't kick in until the giver PC discovers that their trust has been betrayed in game. The either attachment participant can spend XP at the beginning of a session to strengthen the relationship, up to a maximum of 5 dots or to establish a new attachment at the cost of 3 XP. Attachment dice ratings can be unrequited. The other character should be told the value of the attachment but not its nature, that should be discerned in game or by succeeding on a difficulty [10 – the attachment rating] Perception + Alertness check.
When those Enemies or Rivals are encountered in the story your character will gain 1 extra XP that session immediately upon being inconvenienced, harmed, or otherwise opposed by the Enemy or Rival. You might also eventually win over your Enemies, turning them into Rivals or even Allies, although this will usually require an XP investment.
Lastly, if you make a musician or other character who is active in the Brighton music scene, they gain a free [musical] specialty in Performance.