History TabletopGame / ChangelingTheLost

19th Jan '16 5:23:20 AM jormis29
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** Culture-based Elemental Kiths (Also from Winter Masques) include: ''Apsaras'' (watery tarts who induce lust), ''Ask-wee-da-eed'' (will-o'-the-wisps who bring bad luck), and ''Di-cang'' (jeweled Bodhisattvas who ease pain and...uh, [[ComboPlatterPowers break into things]]).

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** Culture-based Elemental Kiths (Also from Winter Masques) include: ''Apsaras'' (watery tarts who induce lust), ''Ask-wee-da-eed'' (will-o'-the-wisps ([[WillOTheWisp will-o'-the-wisps]] who bring bad luck), and ''Di-cang'' (jeweled Bodhisattvas who ease pain and...uh, [[ComboPlatterPowers break into things]]).
17th Nov '15 1:03:15 AM zequeins
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* ScrewYourself: One possible way of [[SplitPersonalityMerge merging with your Fetch...]]
12th Nov '15 12:10:02 PM Reshy
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** You do NOT. FUCKING. BREAK. Market Law. Essentially it declares Goblin Markets has a "Safe Zone" If you're in one, nobody is going to fuck with you, even if you run into your Keeper, they can't do jack. You yourself don't have the protection though, its the people selling goods, the second one of them get hurt or any of the other parts of Market Law get violated, you get nailed with a powerful Curse, and every Goblin in the market rushes you and starts beating the everloving SHIT out of you. It says something when even the True Fae don't want to deal with this kind of crap. (Also: Don't even think about shortchanging or god help you STEALING from a Marketeer). It IS possible, if you have goods to offer that the Goblins find useful or interesting to become a Marketeer and gain total and full protection under Market Law, even if they avoid harming anything else, they can't touch you within the confines of market. The caveat is its very difficult to fulfill the criteria to become a Marketeer and if you fuck it up too badly...Well, its not fun to say the least.

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** [[ShopliftandDie You do NOT. FUCKING. BREAK. Market Law. ]] Essentially it declares Goblin Markets has a "Safe Zone" If you're in one, nobody is going to fuck with you, even if you run into your Keeper, they can't do jack. You yourself don't have the protection though, its the people selling goods, the second one of them get hurt or any of the other parts of Market Law get violated, [[IFoughttheLawandtheLawWon you get nailed with a powerful Curse, and every Goblin in the market rushes you and starts beating the everloving SHIT out of you. you.]] It says something when even the True Fae don't want to deal with this kind of crap. (Also: Don't even think about shortchanging or god help you STEALING from a Marketeer). It IS possible, if you have goods to offer that the Goblins find useful or interesting to become a Marketeer and gain total and full protection under Market Law, even if they avoid harming anything else, they can't touch you within the confines of market. The caveat is its very difficult to fulfill the criteria to become a Marketeer and if you fuck it up too badly...Well, its not fun to say the least.
12th Nov '15 10:25:17 AM Reshy
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* CuriosityCausesConversion: This is a central mechanic for the True Fae. As primordial chaotic beings, they can't understand human things like altruism or love; they just view them as passing fancies to be tossed aside when convenient rather than defining forces. In trying to understand these bedrocks of humanity, they ''become'' [[PromotedToPlayable human,]] cutting themselves off from their fae memories and a good chunk of the powers. Of course, in most cases, that only lasts as long as they don't start getting curious about fae existence...

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* CuriosityCausesConversion: This is a central mechanic for the True Fae. As primordial chaotic beings, they can't understand human things like altruism or love; they just view them as passing fancies to be tossed aside when convenient rather than defining forces. In trying to understand these bedrocks of humanity, they ''become'' ''become'' human, [[PromotedToPlayable human,]] cutting themselves off from their fae memories and a good chunk of the powers. powers.]] Of course, in most cases, that only lasts as long as they don't start getting curious about fae existence...
12th Nov '15 10:24:19 AM Reshy
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* CuriosityCausesConversion: This is a central mechanic for the True Fae. As primordial chaotic beings, they can't understand human things like altruism or love; they just view them as passing fancies to be tossed aside when convenient rather than defining forces. In trying to understand these bedrocks of humanity, they ''become'' human, cutting themselves off from their fae memories and a good chunk of the powers. Of course, in most cases, that only lasts as long as they don't start getting curious about fae existence...

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* CuriosityCausesConversion: This is a central mechanic for the True Fae. As primordial chaotic beings, they can't understand human things like altruism or love; they just view them as passing fancies to be tossed aside when convenient rather than defining forces. In trying to understand these bedrocks of humanity, they ''become'' human, [[PromotedToPlayable human,]] cutting themselves off from their fae memories and a good chunk of the powers. Of course, in most cases, that only lasts as long as they don't start getting curious about fae existence...
13th Oct '15 5:45:04 PM Gregzilla
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* BeCarefulWhatYouSay -- Changeling: the Lost is full of this trope, most explicitly in the ability for Changelings (and Gentry) to bind ANYTHING you say as a magically enforced Pledge as long as it's phrased in a way that can be taken as a statement of intent. Most of the subtropes end up being used by players and storytellers, too. Some Changelings are leery about making and breaking *any* sort of promise, whether bound by a Pledge or not, out of concern that the Wyrd might take an interest.

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* BeCarefulWhatYouSay -- BeCarefulWhatYouSay: Changeling: the Lost is full of this trope, most explicitly in the ability for Changelings (and Gentry) to bind ANYTHING you say as a magically enforced Pledge as long as it's phrased in a way that can be taken as a statement of intent. Most of the subtropes end up being used by players and storytellers, too. Some Changelings are leery about making and breaking *any* sort of promise, whether bound by a Pledge or not, out of concern that the Wyrd might take an interest.
11th Sep '15 3:08:26 AM Morgenthaler
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* HowDoYouLikeThemApples: Many a goblin fruit. Special mention goes to ''The Apples of War'' from Swords at Dawn -- the gold one summons an [[AutomatonHorses Automaton Horse]] and CarryABigStick, the Silver one summons TheCavalry / EliteMooks, and the Copper one summons a small RedshirtArmy.
20th Aug '15 9:09:43 AM Wanderwolf
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** Can be considerably less noodle-ish if you know your Arthurian legends. [[spoiler: Lyonesse was drowned by the sea.]]
14th Jul '15 11:25:11 PM WanderingBrowser
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* BodyHorror: Most of a changeling's fae-induced transformations are undone when they escape from Arcadia. ''Most''. Under their Mask, though, a changeling is still recognizably inhuman. Imagine being, for example, a Blightborn, and having skin that constantly seeps oil, or toxic chemicals, or who exhales clouds of chemical smog, or whose body is covered in glowing, pus-seeping tumors. Or a Mekanin who has had the flesh flayed from their ribcage, which now unhinges to reveal the clicking clockwork organs that fill their innards.
** Some Entitlements can actually warp a changeling even further. For example, the Knights of the Knowledge of the Tongue experience mutations to their tongue; examples include having it grow to freakish lengths, having it be covered in waving cilia, or having it grow ''octopus suckers''.
15th Jun '15 5:26:38 AM MarqFJA
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Even if it isn't the bleakest thing White Wolf has included in the NewWorldOfDarkness, it is almost certainly among the most melancholic and a stark contrast to its predecessor, ''TabletopGame/ChangelingTheDreaming''. There is no redemption, no way to go back to what you once were. The True Fae are infinite, their sorcery unstoppable, and their appetites impossible to slake. The Changelings can either resume their old lives knowing that they could be helping but aren't, or they can take on their new lives, safe in the knowledge that their endeavors will be at best a moist towelette on the raging bonfire of the Fae. [[HeWhoFightsMonsters If, by some miracle,]] [[JumpingOffTheSlipperySlope they ''do'' become powerful enough to]] [[AndThenJohnWasAZombie truly take on the True Fae, the results aren't pretty.]] On the other hand, there is a deep emphasis on relationships, interconnection, and ''wonder'' that isn't there in other TabletopGame/NewWorldOfDarkness games. Being only slightly better than humans, Changelings must rely on others-- their Motley, their Freehold, their Entitlement-- to help them take on most threats and maintain their hold on what sanity remains to them. In addition, several sourcebooks note that for all the horrors of the Changeling existence, they also experience incredible beauty and fantastic marvels that most mortals can never see.

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Even if it isn't the bleakest thing White Wolf has included in the NewWorldOfDarkness, it is almost certainly among the most melancholic and a stark contrast to its predecessor, ''TabletopGame/ChangelingTheDreaming''. There is no redemption, no way to go back to what you once were. The True Fae are infinite, their sorcery unstoppable, and their appetites impossible to slake. The Changelings can either resume their old lives knowing that they could be helping but aren't, or they can take on their new lives, safe in the knowledge that their endeavors will be at best a moist towelette on the raging bonfire of the Fae. [[HeWhoFightsMonsters If, by some miracle,]] [[JumpingOffTheSlipperySlope they ''do'' they]] ''[[JumpingOffTheSlipperySlope do]]'' [[JumpingOffTheSlipperySlope become powerful enough to]] [[AndThenJohnWasAZombie truly take on the True Fae, the results aren't pretty.]] On the other hand, there is a deep emphasis on relationships, interconnection, and ''wonder'' that isn't there in other TabletopGame/NewWorldOfDarkness games. Being only slightly better than humans, Changelings must rely on others-- their Motley, their Freehold, their Entitlement-- to help them take on most threats and maintain their hold on what sanity remains to them. In addition, several sourcebooks note that for all the horrors of the Changeling existence, they also experience incredible beauty and fantastic marvels that most mortals can never see.
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