Post by Admin on Apr 27, 2020 15:25:59 GMT
Use the base creation rules and add the following template to Lost characters during Step Five.
1. Choose a Seeming (no restrictions).
Seemings are labels for changelings who have undergone similar transformations while being held prisoner in the Faerie realm. It is largely a reflection of the experiences and environment the Lost was held in before escaping. Changelings who share a Seeming often share not only physical traits, but psychological and emotional ones as well; they have shared common experiences of Faerie, and were often captured by or drawn to their Keepers in similar ways.
Each seeming comes with a particular blessing and curse, and their respective Kiths add an additional blessing to the mix. Within each seeming there exists a variety of kiths, which are a way to more carefully define the Changeling's fae nature.
Changelings share very specific similarities beyond those of their Seeming. While their supernatural changes might be similar, however, Changelings of the same Seeming, or even the same Kith, may have radically different Miens.
2. Choose a Court
Each Court represents both a philosophy and a supernatural pact with an aspect of the world that helps Changelings bolster their existence in the mortal realm, making them less vulnerable to the attentions of the Fae. Most Courts also draw power from a specific emotion which is associated with the powers of the Court; Changelings of the Court find it easier to harvest Glamour from their Court's emotion.
Seasonal Courts (No Restrictions)
3. Choose Starting Contracts
Each character begins with 5 dots of Contracts, which can be allocated as the player chooses. At least two dots must be devoted to a character’s seeming or court contracts.
4. Determine Wyrd
All Lost characters receive the Wyrd advantage at one dot for free. Wyrd can be increased with Merit-point expenditure at a rate of three to one at character creation. That is, a player may spend three of his character’s seven Merit points for Wyrd 2, or spend six of his character’s seven Merit points for Wyrd 3. Wyrd is described on p. 83-84
5. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Vampires can have additional Merits from a special list (see p. 77). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed
6. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Clarity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice
1. Choose a Seeming (no restrictions).
Seemings are labels for changelings who have undergone similar transformations while being held prisoner in the Faerie realm. It is largely a reflection of the experiences and environment the Lost was held in before escaping. Changelings who share a Seeming often share not only physical traits, but psychological and emotional ones as well; they have shared common experiences of Faerie, and were often captured by or drawn to their Keepers in similar ways.
Each seeming comes with a particular blessing and curse, and their respective Kiths add an additional blessing to the mix. Within each seeming there exists a variety of kiths, which are a way to more carefully define the Changeling's fae nature.
Changelings share very specific similarities beyond those of their Seeming. While their supernatural changes might be similar, however, Changelings of the same Seeming, or even the same Kith, may have radically different Miens.
2. Choose a Court
Each Court represents both a philosophy and a supernatural pact with an aspect of the world that helps Changelings bolster their existence in the mortal realm, making them less vulnerable to the attentions of the Fae. Most Courts also draw power from a specific emotion which is associated with the powers of the Court; Changelings of the Court find it easier to harvest Glamour from their Court's emotion.
Seasonal Courts (No Restrictions)
- Spring Court - Focusing on hiding from the Fae by living amongst the mortals. They thrive on Desire.
- Summer Court - Seeking to strike out against the Fae directly. They thrive on Wrath.
- Autumn Court - Exploring the powers of faerie magic and the enigmas of the unknown. They thrive on Fear.
- Winter Court - Masters of deception and keepers of mysteries. They thrive on Sorrow.
- Court of the North - Become hard, detached, and ascetic; give yourself so little to lose that you are no longer attractive to the Fae. They thrive on Suffering.
- Court of the East - Accumulate wealth and power to be rooted firmly in mortal society. They thrive on Envy.
- Court of the South - Seeking enlightenment and joy in the Changeling condition. They thrive on Ecstacy.
- Court of the West - All life is war, and the virtuous must win. They thrive on Honor.
Diurnal Courts (Restricted)
Transitional Courts(Restricted)- Sun Court - Believers in morals, the rule of law, and righteousness. They thrive on Shame.
- Moon Court - Valuing freedom and chaos, and reveling in what they have become. They thrive on Disgust.
- Dawn Court - Creators of their own destinies and a better future. They thrive on Hope.
- Dusk Court - Accepting of their doomed fate, but not going down without a fight. They thrive on Fatalism.
3. Choose Starting Contracts
Each character begins with 5 dots of Contracts, which can be allocated as the player chooses. At least two dots must be devoted to a character’s seeming or court contracts.
4. Determine Wyrd
All Lost characters receive the Wyrd advantage at one dot for free. Wyrd can be increased with Merit-point expenditure at a rate of three to one at character creation. That is, a player may spend three of his character’s seven Merit points for Wyrd 2, or spend six of his character’s seven Merit points for Wyrd 3. Wyrd is described on p. 83-84
5. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Vampires can have additional Merits from a special list (see p. 77). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed
6. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Clarity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice