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Storytellers Guide
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The Gentry
Using True Fae in
Your Game
The Gentry are the prime antagonists for
Changeling: the Lost. As such, the use of these
characters in a Storytelling capacity is very
important.
That said, the limited number of 24 True
Fae, each with potentially hundreds of actors in
the 2013 chronicle creates challenges for
Storytellers at any level. It certainly raises the
following questions for storytellers, which well
address one by one.
How can I portray such an important entity on
a local level and be in line with Regional,
National and Global plot?
Weve established for the chronicle that each
of the 24 Gentry possess hundreds of titles, and
manifest these titles regularly as actors. What
this means is a particular True Fae will manifest
more important actors with many titles, and less
important actors with fewer.
Storytellers on a local level will be utilizing
these less important actors. True Fae are
known to behave in bizarre and erratic manners.
This means that as long as a Faes vanity, truces,
feuds and tells are portrayed per the Players
Document, you have free reign to portray your
local actor how you like.
Tells
Tells are an important aspect to this take on
True Fae they let the Lost know which of The
Gentry a particular actor belongs to. If youd
like to make Tells less obvious, or if a True Fae is
attempting to hide one, have your players roll
Wits + Occult, with a number of successes
required as suits the situation.
Because of the importance of tells, they need
to be included even if they dont seem to be
compatible. Working in a tell that doesnt seem
immediately compatible with a concept can be
difficult. There are a few ways to address this:
1. Does a different member of The Gentry
work better?
Creating a True
Fae Actor
Actors are created using the following process:
1. Attributes: Attributes are assigned like
mortals, but Actors are much more
powerful. They get 9/7/5 dots plus 1 dot to
each priority for each title held. Fifth and
higher attributes cost only a single dot, but
are limited to 5 plus the number of titles
held. Attributes are purchased with XP at 5
times new dot. While in the hedge, attributes
are doubled, increasing the damage limit.
2. Skills: Skills are prioritized as 20/12/6 dots
plus 1 dot to each priority for each title held.
Fifth and higher skills only cost a single dot,
but are limited to 5 plus the number of titles
held. They are limited to only one dot in
Computer, Empathy, and Expression in the
Hedge or Arcadia, but a max of three in the
mundane world (Autumn Nightmares p
69). Skills are purchased with XP at 3 times
new dot. While in the hedge, skills are
doubled, increasing the damage limit.
3. Skill Specialties: True Fae get 3 skill
specialties at creation +1 free skill specialty
towards Changelings. True Fae cannot have
specialties the Courts. Specialties cost 3xp
each.
4. Wyrd: True Fae can not purchase Wyrd. An
Actor's Wyrd is 5 plus the number of titles
held.
5. Merits: True Fae do not get merit creation
dots, but may purchase character creation
merits with XP, and pay double the XP cost
for
mundane
merits.
6. Contracts: True Fae get 20 dots in
contracts to spend. The fifth clause in a
contract costs only one dot. Mantle
requirements are ignored, but only True Fae
Truths
Trod Boundaries
Hedge Geography
While someone can travel in any direction in
the hedge and traverse distance, they can also
travel "deeper" into the hedge. While one
character could pick a direction, and strike off
that way and cover a great distance, another
character might initially head off in the same
direction, but travel "deeper", experiencing a
completely different journey, and while traveling
deeper they get closer and closer to Arcadia.
In this way, the Hedge locations mentioned
in the books could be accessed (with proper
approval) from any Domain, by traveling
Forces, Concepts,
and Hedge Magic
It was decided that the Fundamental Forces
that power contracts (Summer, Darkness,
Smoke, Dreams, Artifice, etc) would never
appear as personifications. In other words,
Summer would never take on human form and
have a conversation with other characters.
When the founder of the Autumn court
made a compact with Autumn, it was through
achieving some sort of cosmic-universal-oneness
level of understanding and clarity (probably big
'C' Clarity) that allowed them to change and
harness that primal aspect of the Wyrd.
In addition, the idea of "concepts" being very
real forces in the world of their own accord,
without a physical or spiritual manifestation,
ascribes a unique take on how Changelings use
magic literal Hedge Magic to interact with