The Uses of Enchantment
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.
Automatic Successes: As long as your temporary willpower pool is full, you can turn a fraction of your dice pool into automatic successes. At a difficulty of 6, you can divide your dice pool by 4 and gain that many automatic successes instead of rolling. For each increase in difficulty, increase the divisor by +1. So at diff 7, you divide your pool by 5, and vice versa for lower difficulties. Under this rule, when determining Initiative you could just divide your dice pool by 3, rounded up, and that is how many actions you get. If the quality of the success mattered, consider it to have a value equal to no more than the difficulty you were rolling against. So if you had a Wits of 3 + Alertness of 3, making a pool of 6, a full pool of willpower, and decided to take the average you'd get two actions at phase 6, just before the end of the round. If the difficulty is less than 4 or higher than 9, you can't average the dice pool.
- Difficulty 4, divide by 2
- Difficulty 5, divide by 3
- Difficulty 6, divide by 4
- Difficulty 7, divide by 5
- Difficulty 8, divide by 6
- Difficulty 9, divide by 7
Banality vs. Glamor: Your maximum Glamor rating is 10 minus your Banality rating.
Botches: If you rolled no successes and at least one 1, you botched. Please note what the traits made up the dice pool and gain 1 XP for the express purpose of improving those traits.
Flaws: You can have up to 7 points of flaws or any two flaws of your choice regardless of their total value. New flaws on offer include the following:
- Alimony Payments (You are financially responsible for your ex-spouse and perhaps children. You must hold down a steady job and meet monthly payments or risk having your assets frozen, you possessions seized, or arrested. You cannot have more than 3 dots in Resources because of the economic hardship of keeping up with the payments) 3 points.
- Children (You have 2 or more mortal children, if you spend more than a week without seeing them you lose a point of willpower and regain one less point of willpower whenever you regain willpower, minimum of 0, until you visit your children) 4 points.
- Criminal Record (Those taking this flaw will automatically have at least two misdemeanor and one felony arrest on their record. In addition, you will receive exceptionally poor treatment from law enforcement officials who know of your record) 3 points.
- Demanding Career (Your current job requires long hours and frequent travel, making it challenging for you to both work and fulfill your duties to your court, liege, or motley. You must always carry a pager to keep in touch with the office, and you can be called back to work at almost any time. If you should quit your job to free up time, your Resources will be subject to change at the ST's discretion) 2 points.
- Eccentric Appearance (You dye your hair pink, wear clothes that are fashionable only among fringe subcultures such as goths or punks, and otherwise appear nothing like the average citizen. When dealing with people not familiar with your particular subculture, increase the difficulty of any Social rolls by two. Furthermore your appearance is eye-catching, though people tend to focus on your attire rather than your physical characteristics, such as eye color) 1 point.
- Foreigner (You are not native to the area in which you currently live. Although you may understand the language and general customs, you have trouble with many of the details. You have a distinguishing accent and the difficulty of any Streetwise or Etiquette checks you attempt are increased by two) 2 points.
- Illegal Immigrant (You lack proper lawful permission to be in the UK. You do not have a legitimate ID and are likely to be deported to your nation of origin, if you are placed under arrest. You cannot hold a job unless it pays under the table) 3 points.
- Homeless (You live on the streets. You can never have any dots in Holding or Resources, and you have no secure place to rest. You cannot heal any lethal damage naturally while living on the street, and you must either carry all of your property with you at all times or risk hiding it and hope no one steals it) 4 points.
- Motion Sickness (You become queasy and nauseous on board boats, traveling long distances by automobile, or on an amusement park ride. Increase the difficulty of all actions you take by two when dealing with these circumstances) 1 point.
- Nonswimmer (You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can manage a pitiable doggie paddle. Increase the difficulty of any Athletics rolls involving swimming by two). 1 point.
- Primary Breadwinner (You are the primary income earner in your family. You pay the bills, from the heat and electricity to the weekly groceries. You have to maintain a steady job, despite your duties to your court, liege, or motley. At least 2 points of your resources score must be dedicated to supporting your family. If your rating drops below that level, your family begins to suffer. The difficulty of all Willpower rolls you attempt is increased by 2 thereafter, because of the deep shame and embarrassment you feel for not providing for your loved ones) 2 points.
- Political Extremist (You have connections to a political organization that most people view with suspicion or fear, such as an Anarchist group, the Neo-Nazis, or the IRA. You are an active member of the group and local law enforcement has an open dossier on you. Although you do not necessarily have a criminal record or engage in illegal activity, the local police view you as a trouble-maker and suspicious character. At any given time, you might be the target of undercover observation prompted by the activities of your organization) 1 point.
- Poor Dental Health (Your teeth are very obviously in need of serious work. They jut out at weird angles and some may have fallen out. When interacting with others in superficial social settings such as a nightclub or bar, increase the difficulty of any Social roll by two) 1 point.
- Technophobe (You are severely intimidated by computers and other technology. You never use an Cashpoint (ATM) if a teller is available, and you get nervous at the sight of a keyboard. You must make an Intelligence roll, difficulty 6 to perform even the simplest of tasks on a computer, ATM, portable phone, or similar device. In addition all Computer or Technology rolls have their difficulty increased by 2) 1 point.
- True Fae (You are a recent arrival from Arcadia or perhaps used to living inside a Freehold or the Dreaming itself and you have not adopted a mortal body, so are entirely chimerical, have no physical wound boxes, and quadruple all Banality gains) 7 points.
Initiative: Initiative is determined by rolling Wits + Alertness difficulty 5. Each combat round is divided into six phases (10 through 5), each phase takes roughly a second, with phase ten being resolved first and is when all successes showing tens turn into useable actions. Characters that failed the roll freeze up and can't take an action unless they decide to spend a willpower point, which they are allowed to do retroactively, gaining a held action on phase 10.
Characters that botch cannot act at all. The Storyteller can offer them one action, but at some related cost, perhaps they can dodge but slip and fall embarrassingly or injure themselves comically taking a point of unsoaked bashing damage or perhaps they can get a shot off from their gun but discover that they forgot to load the other chambers.
All characters are restricted to no more actions per round than their Dexterity rating.
They can only perform one attack per phase. So if you had two actions on phase 6, only one can be used to make an attack. The other could be used to Dodge or to Move, or perform some other manuever.
You can only Dodge attacks if you have an action held, or an action in the current phase. So if you rolled a 8, 7, 5, 4, 3, 2, and are being attacked by someone in phase 10 you can't Dodge, but if you had held your 8, and got attacked during phase 7, you'd have two actions available one to Dodge the act with, and another to do something else: like counter the attack with an attack of your own.
You may also spend multiple actions on a task to reduce the difficulty on by 1 for per each additional action spent, representing taking your time. So if you were making a difficult shot with a pistol and had rolled an 8,7,5,4,3,2 you could spend the 8,7, and 5 to take a shot on phase 5 at -2 difficulty (minimum difficult is 4). You could also spend multiple actions to move away and would move further than someone who dedicated less actions to moving. You could move behind cover, adding the cover to your soak, and if you spent multiple actions getting situated could have multiple instances of cover to protect and hide from the combat.
You can retroactively spend a point of temporary willpower once per round of combat to gain an extra action, the willpower granted action is considered to be a held 10. If you do, you cannot spend another point of willpower to give yourself an extra success on that willpower granted action.
This house rule replaces the multiple action mechanic from Changeling as well as the existing Initiative rule. It is also going to make combat risker for all involved.
- Natural Linguist (the well traveled changeling knows the use of being able to comprehend many languages. You may reduce the difficulty of any task involving the study of written or spoken languages by three, and start the game with a number of additional languages equal to your Intelligence attribute).
- Iron Will (To your detractors your head is full of rocks. In truth, your determination and stubbornness makes you unshakable once your mind is set. Characters attempting any mind-altering magic against you are at +6 difficulty, up to a maximum difficulty of 9. This Merit does not affect powers dealing with emotions. Characters with Willpower scores below 5 cannot take this Merit) 3 or 5 points (As long as you have temporary willpower remaining, you are immune to magic that affects your mind or emotions).
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.
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.
Social Skills: Convincing or intimidating an NPC will require a simple success at a difficulty equal to their temp Willpower, minimum 2. Affecting PCs works differently, the difficulty to affect them is still based on their temporary Willpower but instead of a simple success, successes on the roll will turn into bonus dice that the target can use when they follow the command they are given, agree to be convinced, or play along with the deception. The bonus dice will fade by one die at the end of each scene. They can persist between sessions. The player that does the socialization should write down the number of successes and the condition you need to follow to use them.
Willpower: PCs will regain 2-3 willpower points only when they trigger their Legacies (Unseelie or Seelie), not at the beginning of every session, and seldom will their sleep be untroubled enough to recover a point of willpower. If you have to remind the ST that your PC triggered their Legacy they will get 2 temporary willpower back, if the ST remembers to award it, you'll get 3 temporary willpower back. If a willpower roll is called for, the character may only roll their current temporary willpower. Further difficulties based on willpower will default to the characters temporary pool, not their permanent maximum. Note that if you have any Banked Freebies, you may spend one to completely refresh your willpower pool. Also note that you may spend a single point of willpower only once a round, but you may do so after rolling if you choose. Once you've spent willpower, the difficulty to affect your mind in certain ways is reduced, and you cannot average your dice pool into automatic successes unless your willpower pool is full.
Lastly, I want to introduce a limit of no more than 3 willpower spent per scene, and no more than 1 spent per round of combat.