Independent of the setting changes I’d made for my update, the major rules change was the introduction of Lucidity. I’ve always thought Banality is a very strange decision for the Changeling system: AFAIK, it’s the only character sheet trait in the WoD that you don’t want to go up. So my goal was to revise and replace the systems related to Banality to introduce a mechanic that could be much more analogous to Glamour and Willpower.

This has follow-on effects on several other systems.

Lucidity and Glamour

Changelings are two-fold entities, belonging to both the lands of dreams and of waking. As such, their abilities are determined by two contradictory traits. Glamour measures the power of their dreams: the amount of Dreaming energy that can be brought to bear to fuel the magic of the fae. Lucidity measures the strength of their waking minds: the amount of focus that can be brought to mortal pursuits. Without Glamour, a changeling would lose her fae self and become fully awake and mortal. Without Lucidity, a changeling would lose her mortal side, and her fae soul would spiral off into the Dreaming with no anchor on the mortal world. Yet changelings bring synergy to their two halves, the whole becoming greater than its parts.

By being partially wakeful, changelings possess a focus that cannot be achieved by creatures purely of the Dreaming. They can give the necessary attention to learning things, they can resist faerie magicks at need, and, perhaps most importantly, they can use mortal logic to transcend fae stereotypes and the force of narrative. True fae and chimera tend to act according to a theme and a script that drives their actions. A changeling is lucid enough to recognize this trend and to make plans to work around its limits.

By being partially asleep, changelings can reach a creativity that is not often seen among mortals. Overflowing with imagination, they can create beyond points where normal mortals would be burned out. This imagination gives them a spark of greatness that many mortals don’t understand, and which some fear, but which allows them to surpass mortals of great ability. A changeling is a composite being, half awake and half asleep, and made stronger for this fact.

Lucidity

Lucidity can be spent for the following tasks:

  • Fighting off Bedlam: One or more points of temporary Lucidity can be spent to restore sanity being chipped away by the Dreaming.
  • Resisting Fae Magic: A character can spend a point of Lucidity to subtract a success from an attacker’s arts roll, or to add a success to her resistance roll. Doing this too often might gain the character Banality.
  • Attention to Detail: A character can spend Lucidity like Willpower for a bonus success on any Perception-based roll because the waking mind is adept at noticing details that a dreamer might miss.

Lucidity can be recovered in the following ways

  • Natural Renewal: The character regains a point of Lucidity for every night of sleep in the waking world. This renewal does not happen in freeholds or the Dreaming.
  • Sobering Company: A character in the company of mundane but insightful individuals recovers one or more points of Lucidity per hour spent in conversation.
  • Force of Logic: A character at 0 temporary Lucidity can be talked back to reality by friends. Effectively, they must roll their Lucidity against her permanent Glamour, success restoring a point of Lucidity. Most mortals are assumed to have five Lucidity.

A character cannot use any abilities higher than her permanent Lucidity. Abilities can be bought as high as the character’s Lucidity rating (optionally, for more powerful changelings, characters with more than 5 Lucidity can transcend mortal limits to their abilities as another benefit of the hybrid souls).

A character that runs out of temporary Lucidity must roll permanent Lucidity against permanent Glamour (+1 to +4 difficulty in the Dreaming, depending on the depth). Failure on the roll indicates that the character has fallen fully asleep. She loses all access to abilities, forgets mortal commitments, and tends to act out stereotypical behavior for her kith as well as losing many inhibitions about proper behavior. She may slip into the Dreaming the first time the Mists become very low, and is in a lot of trouble should she already be in the Dreaming. This condition persists until at least one point of Lucidity is regained, possibly requiring the intervention of friends, at which point she returns to being half-awake. When in a lost one’s hold or when dealing with individuals already in Bedlam, the difficulty of the roll to resist this state may be increased.

Most mortals can be assumed to have Lucidity 5.

Other Uses for Glamour

Glamour can be spent to Inspire Creativity: The character may spend a point of Glamour to get an idea for an artistic creation (essentially +1 success to artistic rolls for each Glamour spent) or to get an idea/clue based on her current information as to where the plot of the story is headed, due to treating reality like a narrative.

A character cannot buy any fae Arts, Realms, or Redes to a level higher than her Glamour, though they are still normally capped at five.

Banality

Banality is the antithesis of dreams, representing the complete absence of creativity, hope, imagination, and fear. While it is not unusual for many mortals to build up a small amount of Banality when burned out, it is incredibly rare for anyone to have high levels of Banality for long periods.

Banality replaces temporary Lucidity, filling the Lucidity track from the bottom up. Points of Lucidity turned into Banality cannot be spent until the Banality fades. A changeling whose Banality exceeds Lucidity immediately loses all temporary Glamour, waking fully, and cannot recover Glamour until all Banality fades. Typically, one level of Banality is lost for every week in which the character got plenty of dream-filled sleep. Fae gain Banality by denial of dreams, permanently killing fae, dealings with very Banal individuals, and other methods (as per Changeling 20th).

All fae magicks have the target’s Banality in successes subtracted from their effect or are added as automatic successes to the target’s resistance roll (if applicable). They are automatic successes for the Mists to wipe the mortal’s mind.

(Any game systems that currently reference Banality can either use the revised Banality total, which will usually be lower, or some other dice pool as the storyteller thinks is appropriate.)

Bedlam

A less dangerous, but more prevalent, counterpart to Banality, Bedlam represents a changeling’s tendency to slide towards madness when not spending enough time in the real world.

Bedlam fills the Glamour track exactly as Banality fills the Lucidity track, and also makes these points unusable. Bedlam is a penalty for all of a changeling’s social and mental dice pools when dealing with mundane situations. It is acquired when a character spends extensive amounts of time in a freehold or the Dreaming without dealing with anything in the mundane world, usually at one level per week. In the Deep Dreaming or a lost one’s freehold, this increases to one point per day. Characters that have sworn the Oath of the Long Road typically do not gain Bedlam if they spend their time in pursuit of that quest.

One point of Lucidity turns a point of Bedlam back into a point of Glamour. A character whose Bedlam exceeds her permanent Glamour must spend any remaining Lucidity to buy it back down to her Glamour or less. If the character has more Bedlam than permanent Glamour and no temporary Lucidity, the character goes completely insane, driven by her court and kith, and is controlled by the storyteller until other characters can rescue her and return her to the Waking world.

Advertisements