History TabletopGame / ChangelingTheLost

27th Mar '18 8:40:48 AM KingNilbog
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* AlienFairFolk: As mentioned above, TheGreys are implied to be one of the forms of the True Fey. [[RealAfterAll Probably.]]
16th Mar '18 9:02:01 AM Syrika
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*TheLightfooted: The Contracts of Separation allow a Changeling to walk across any surface, from snow to mud or even tissue paper without leaving any trace. They're a favourite of the Fairest, who cultivate grace and poise.
6th Mar '18 6:43:51 AM ErikModi
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* LiteralGenie: This is how Pledges work. Be '''''very''''' careful how you word your pledges, folks. On both sides: not only is tricking someone into an unfair Pledge a Clarity sin (that's True Fae bullshit), but the repercussions are just as bad if the Pledgemaker breaks the agreement (say, by withholding or downgrading the promised reward for completing a task).

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* LiteralGenie: This is how Pledges work. Be '''''very''''' careful how you word your pledges, folks. On both sides: not only is tricking someone into an unfair Pledge a Clarity sin (that's True Fae bullshit), but the repercussions are just as bad if the Pledgemaker breaks the agreement (say, by withholding or downgrading the promised reward for completing a task). Feel free to promise "[[Film/StarWarsANewHope more wealth than you can imagine]]," but have a solid grasp on the extent of the other party's imagination first.
6th Mar '18 6:39:17 AM ErikModi
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* LiteralGenie: This is how Pledges work. Be '''''very''''' careful how you word your pledges, folks.

to:

* LiteralGenie: This is how Pledges work. Be '''''very''''' careful how you word your pledges, folks. On both sides: not only is tricking someone into an unfair Pledge a Clarity sin (that's True Fae bullshit), but the repercussions are just as bad if the Pledgemaker breaks the agreement (say, by withholding or downgrading the promised reward for completing a task).
6th Mar '18 5:42:50 AM ErikModi
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* EverythingTryingToKillYou: As bad as being kidnapped into Arcadia by a True Fae is, winding up there by accident is ''even worse''. Because the realm runs on Contracts, if you aren't part of them, the very elements of nature have no reason to behave rationally towards you. Water won't slake your thirst and fire won't warm your body, but you can still drown or burn. The only way to survive is to either get back out before you die of exposure or other unpleasantness (far harder than it sounds), or get included in the Contracts that make the realm function. . . which is done by entering service to a True Fae.
18th Feb '18 12:37:24 PM SorPepita
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*** And to confuse the issue, it's ''also'' stated that the True Fae are idea thieves, meaning that they didn't come up with the TheGreys image themselves (hell, there's a TabletopGame/MageTheAwakening version that has them as mortal cryptids, completely unrelated to Fae)...and that some disappearances have nothing to do with the Gentry.

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*** And to confuse the issue, it's ''also'' stated that the True Fae are idea thieves, meaning that they didn't come up with the TheGreys image themselves (hell, there's a TabletopGame/MageTheAwakening version that has them as mortal cryptids, completely unrelated to Fae)... and that some disappearances have nothing to do with the Gentry.
10th Feb '18 10:52:34 AM NoSpoilerz
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* TruthSerums: There's a low-level [[DangerousHiddenTechnique Goblin Contract]] named Sight of Truth and Lies that lets you automatically tell when somebody is telling a lie. The downside is, if you lie while using it, you'll automatically believe anything but utter bullshit is true when coming from the speaker's mouth.

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* TruthSerums: There's a low-level [[DangerousHiddenTechnique [[DangerousForbiddenTechnique Goblin Contract]] named Sight of Truth and Lies that lets you automatically tell when somebody is telling a lie. The downside is, if you lie while using it, you'll automatically believe anything but utter bullshit is true when coming from the speaker's mouth.
29th Jan '18 12:39:32 PM NoSpoilerz
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* Power Creep, Power Seep: Second Edition grants Changelings a fair bit more potency than before. Each Kith has two enhancements - a Kith Blessing that causes a skill used in a particular way to achieve an Exceptional Success on three successes instead of five, and a "Trickery" that is a power unique to that Kith, usually activated by spending a glamour and rolling a die pool though some exceptions exist. Contracts in general are also more potent than they were in First Edition.

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* Power Creep, Power Seep: PowerCreepPowerSeep: Second Edition grants Changelings a fair bit more potency than before. Each Kith has two enhancements - a Kith Blessing that causes a skill used in a particular way to achieve an Exceptional Success on three successes instead of five, and a "Trickery" that is a power unique to that Kith, usually activated by spending a glamour and rolling a die pool though some exceptions exist. Contracts in general are also more potent than they were in First Edition.
29th Jan '18 11:44:14 AM NoSpoilerz
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* YouKeepUsing That Word: Oh so very many. But the sheer number of instances of the word "Catch" being used incorrectly is impressive.

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* YouKeepUsing That Word: YouKeepUsingThatWord: Oh so very many. But the sheer number of instances of the word "Catch" being used incorrectly is impressive.
29th Jan '18 11:43:44 AM NoSpoilerz
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* You Keep Using That Word: Oh so very many. But the sheer number of instances of the word "Catch" being used incorrectly is impressive.

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* You Keep Using YouKeepUsing That Word: Oh so very many. But the sheer number of instances of the word "Catch" being used incorrectly is impressive.



* You Sexy Beast: All changelings with the Beast seeming have as their blessing an animal magnetism that lets them increase their Presence and Composure.

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* You Sexy Beast: YouSexyBeast: All changelings with the Beast seeming have as their blessing an animal magnetism that lets them increase their Presence and Composure.
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