Changeling/House Rules

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Changeling House Rules

Changeling Pledges, Oaths and Bargains

Oaths and Bargains have the potential to provide mechanical or nonmechanical benefits and consequences to Changeling and Fae-Touched characters. See below for the on-game requirements:


These may be personal, social (such as motley or freehold), or hostile. To have one of these approved for your character, please set a note with the following information and submit a req to staff to approve it.
Note should include:

  • The Oath: This should include the exact wording of the Oath, and staff and players should agree on a few things that would or would or would not violate the Oath. Oaths are important and a Big Deal - accidentally breaking them is a core danger of swearing them, and the main balance to the benefits they give. Oaths should not be sworn lightly or without forethought.
  • <Optional> What was the gesture attached to this oath? Was there an item attached to this oath? If so, what?
  • Who else swore this oath?
  • What is the benefit of the oath?
  • What is the consequence if the oath is broken?


Bargains are drawn between a Changeling and a human. To have one of these approved for your character, please set a note with the following information and submit a req to staff to approve it. Some may require adjustment to keep things balanced, but we will work with you if that's the case.
Note should include:

  • The Bargain: What is the exact wording of this Bargain? What must the Changeling do, and what will the mortal pay? The favor and payment need not be commensurate and may be anything from "I'll clean your house for $20 a week" to "I will fix shoes in your shop for your first born". These benefits do not frequently come with mechanical bonuses, but if they do, should be equivalent to a 1- to 3-dot merit, once per month.
  • Who is this Bargain made with?

Book References for Pledges, Oaths and Bargains
All book references for oaths, bargains, sealings and pledges on this list come from Changeling the Lost 2e.
209-215 - Changeling Pledges, Oaths and Bargains, 68 - The Wyrd - Now, 80 - Freehold Membership, 80-81 - The Return: Motleys, 84-85 - The Return: Pledges, 106 - Sample Breaking Points, 129 - A Pupil's Devotion, 224 - Oath-Forged Tokens, 301-302 - Act 6 and Act 7, 332 - Sick Tilt, 343 - Oathbreaker (Persistent) Condition


  • While Out-of-Seeming benefits do ICly require a teacher, it is assumed that a character can find an NPC teacher without trouble and acquire their help without the need for a PrP. PrPs are still welcome to do this, of course, and player teachers can be found - and scenes about teaching these tricks can be submitted as plot logs for beats. However, no justification is required for these Experience spends.
  • If a Court Contract calls for a use of Mantle, and the Changeling using that Contract is qualifying via Court Goodwill instead of Mantle, then the power uses Court Goodwill-2, to a minimum of 0, instead of Mantle.
  • Helios' Light: This effect causes a frenzy check in vampires at a -0 penalty, unless the vampire would take aggravated damage, in which case the penalty is -1.
  • Helios' Judgement: This weapon can be used in melee (with Weaponry) as well as being thrown (with Athletics). It does aggravated damage against vampires but does not do any extra damage over time for being sunlight. It does provoke a check for frenzy upon doing damage, but not for simply being in the vicinity. The penalty on the frenzy check upon taking damage is equal to the Changeling's Mantle.
  • Not a HR, but instead a clarification: Manhandling noncombatants who can't fight back does not count as "contested grappling" for the purposes of Might of the Brute. Whether this is a tiny animal or a tied-up person or a willing target, this Contract is for use against an actual opponent in a real contest, not just a vampiric touch you can use on anything you can pick up. If an alligator ambushes you and death rolls you in the swamp? Yes. If you pick up a cat? No. Obviously, this means that picking up TWO defenseless animals does not count as an activation with a loophole, if that was in question.
  • Mastermind's Gambit: Again, a clarification rather than a House Rule, this Contract creates a Plan or Repository for a specific purpose, not a weapon or tool, and not a general-purpose bonus for any action one can list at the beginning of the month. Plans are for a specific action in a specific scene. Repositories are bonuses for research on a specific subject. A plan to sucker-punch a specific person could theoretically gain you a +5 to sneak up on and then punch that person, but wouldn't provide a +5 to any other rolls that scene, and definitely wouldn't provide a bonus to punch people or sneak up on them for a whole month.
  • The jump attack for the Ogre seeming benefit for Seven-League Leap may be made with a weapon (using Weaponry) as well as with a Brawl attack.


  • Fae-Touched do ICly require teachers to learn Contracts, however, like with Changelings learning Out-of-Seeming benefits to Contracts, this may be handwaved off-screen or roleplayed as the player prefers.
  • Multiple Promise merits may be taken; these do not HAVE to reflect The Promise made by a Fae-Touched to a Changeling before their abduction.
  • Fae-Touched can automatically sense Changelings. Changelings can automatically sense Fae-Touched. Fae-Touched cannot automatically sense a vampire’s or a werewolf's nature. Fae-Touched may purchase the Unseen Sense Merit (CoD pg. 60) for each type of supernatural if they wish.

Intersphere Interactions

  • As supernatural beings, Vampires and Werewolves are able to see through the Mask and perceive a Changeling's mien. They can, with effort (an instant action), see a Changeling's Mask for a few seconds - which comes in handy when one doesn't want to describe someone to a friend as "that horned giant with glowing red eyes".
  • All Changelings, regardless of their Clarity, can detect Vampires and Werewolves. Changelings are, above all else, used to recognizing Hunters. A Changeling can sense with a rudimentary Kenning (no roll or Clarity requirements) that a person is a vampire or werewolf, and can tell one from the other.
  • All other supernatural phenomena must be detected through the ordinary mechanic of Kenning.
  • A vampire feeding on a Changeling deals 1 lethal damage and drains 1 Glamour and gains 2 vitae per round spent feeding. The vampire gains the Madness condition for one night per dot of Wyrd of the Changeling fed from. If all of the dice from Madness are used before it expires, then it Resolves for a Beat. Otherwise, it simply fades without Resolving.
  • Changelings are vulnerable to vitae addiction and vinculum as normal. This is a clarification, not a House Rule.


  • Dual Kith: A 4-dot merit, Dual Kith allows the Changeling to take a second Kith in addition to the first. All benefits of both Kiths are applied, and the Changeling's appearance and nature blend the two. For example, a Beast Bright One Playmate may have been a firefly night light that comforted their Keeper's child at night.


  • Changelings do not need to spend Glamour to see another Changeling's Mask for a few seconds.
  • Becoming a Hobgoblin via Goblin Debt is not only allowed, but encouraged.
  • Goblin Royalty even moreso.
  • Sacrificing a child to resolve Goblin Queen doubly moreso.
  • As vast, unknowable entities, the True Fae may have more than 5 Titles. The benefits of having extra Titles, however, are still capped at 5.
  • Once a Hedge navigation contest to find somewhere with Goblin Fruit has been won, an Intelligence+Survival or Investigation roll must be made to find and harvest Goblin Fruit. The type is determined by the ST, unless a specific desire to hunt for particular Fruit was declared at the beginning of the navigation - the ST may invoke penalties for looking for rare or potent fruits. Each success on this roll provides 3 fruits.
  • A Changeling may take the Retainer merit to represent Fae-touched Retainers. These Retainers have one Contract at Retainer 1 or 2, two Contracts at 3 and 4, and three Contracts at 5.