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* BlueAndOrangeMorality: True Fae have a sense of morality completely beyond human comprehension, making it practically impossible to understand their actions.

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* BlueAndOrangeMorality: True Fae have a sense of morality completely beyond human comprehension, making it practically impossible to understand their actions. Unusually, this misunderstanding is mutual: True Fae are so removed from human morality that they can't comprehend it, and those that do become severely weakened as a result. Naturally, Changelings exploit this fact.
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[[folder: Beasts]]

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[[folder: Beasts]][[folder:Beasts]]



[[folder: Darklings]]

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[[folder: Darklings]][[folder:Darklings]]



[[folder: Elementals]]

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[[folder: Elementals]][[folder:Elementals]]



[[folder: Fairest]]

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[[folder: Fairest]][[folder:Fairest]]



[[folder: Ogres]]

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[[folder: Ogres]][[folder:Ogres]]



[[folder: Wizened]]

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[[folder: Wizened]][[folder:Wizened]]



[[folder: Grimms]]
Members of a new Seeming created for Second Edition, Grimm changelings escaped by subsuming themselves into a role of the story -- the prince who rescues his princess and returns Home happily ever after, the warrior who leaves his home to wander the earth, or the like. This gives them a strong tie to stories, tropes, and roles in general. They can assume similar roles after their escape to guide fate and gain benefits, but while in a role they suffer a Breaking Point for acting outside of that character. When they're not invested in a role, their Mien tends to reflect writings, paper, and ink.

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[[folder: Grimms]]
[[folder:Grimms]]
Members of a new Seeming created for Second Edition, Grimm changelings escaped by subsuming themselves into a role of the story -- the prince who rescues his princess and returns Home happily ever after, the warrior who leaves his home to wander the earth, or the like. This gives them a strong tie to stories, tropes, and roles in general. They can assume similar roles after their escape to guide fate and gain benefits, but while in a role they suffer a Breaking Point for acting outside of that character. When they're not invested in a role, their Mien tends to reflect writings, paper, and ink.



[[folder: Kiths ([=2E=])]]

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[[folder: Kiths [[folder:Kiths ([=2E=])]]



[[folder: The Seasonal Courts]]

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[[folder: The [[folder:The Seasonal Courts]]



[[folder: The Directional Courts]]

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[[folder: The [[folder:The Directional Courts]]



[[folder: The Diurnal Courts]]

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[[folder: The [[folder:The Diurnal Courts]]



[[folder: The Transitional Courts]]

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[[folder: The [[folder:The Transitional Courts]]



[[folder: The True Fae]]

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[[folder: The [[folder:The True Fae]]



[[folder: The Huntsmen]]

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[[folder: The [[folder:The Huntsmen]]

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* ExplosiveLeash: The sample Loyalist from the 2E book is a fire Elemental who will die without the wax of azure bees... and can only get that wax from his Keeper.


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* OfferingAnotherInYourStead: A changeling who has attained the rank of Goblin Queen can shed that title and return to being a changeling by finding a mortal child and leaving him in her place. The child becomes the new Goblin Queen, inheriting the former Queen's retainers and position.
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[[folder: Kiths (2E)]]

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[[folder: Kiths (2E)]]([=2E=])]]
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* TragicIceCharacter: Their signature Contracts manipulate [[AnIcePerson cold]] and [[EmotionControl grief]] and they gain extra [[{{Mana}} Glamour]] from [[EmotionEater mortal sorrow]]. In 2[[superscript:nd]] Edition, they host an annual wake for victims of TheFairFolk, and their [[OathboundPower bargain]] with winter forces the True Fae to mourn everyone they kill.

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* TragicIceCharacter: Their signature Contracts manipulate [[AnIcePerson cold]] and [[EmotionControl grief]] and they gain extra [[{{Mana}} Glamour]] from [[EmotionEater mortal sorrow]]. In 2[[superscript:nd]] Edition, they host an annual wake for victims of TheFairFolk, the Fae, and their [[OathboundPower bargain]] with winter forces the True Fae to mourn everyone they kill.



* TheFourGods: the Directional Courts are patterned off of TheFourGods and supposedly embody associated values (the North Court is made up of ascetics who use suffering to escape memory of their durance at the hands of TheFairFolk, the East Court values material wealth and draws power from envy, the South Court consists of artists and other creatives who value ecstasy/revolutionaries who focus on keeping the rulership honest (depending on the edition), and the West Court is made up of honor-bound warriors).

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* TheFourGods: the The Directional Courts are patterned off of TheFourGods the Four Gods and supposedly embody associated values (the -- the North Court is made up of ascetics who use suffering to escape memory of their durance at the hands of TheFairFolk, the Fae, the East Court values material wealth and draws power from envy, the South Court consists of artists and other creatives who value ecstasy/revolutionaries who focus on keeping the rulership rulers honest (depending on the edition), and the West Court is made up of honor-bound warriors).warriors.



* OurClonesAreDifferent: Fetches are artificial copies created by TheFairFolk to replace the humans abducted by them. They [[TheSoulless lack souls]], are BornOfMagic, and [[ThisWasHisTrueForm revert to the things they were made from after death]], but otherwise they can vary from a flawless recreation to [[EvilKnockoff a twisted reflection of the worst of their originals]].

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* OurClonesAreDifferent: Fetches are artificial copies created by TheFairFolk the Fae to replace the humans abducted by them.their abductees. They [[TheSoulless lack souls]], are BornOfMagic, and [[ThisWasHisTrueForm revert to the things they were made from after death]], but otherwise they can vary from a flawless recreation to [[EvilKnockoff a twisted reflection of the worst of their originals]].
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* OurClonesAreDifferent: Fetches are artificial copies created by TheFairFolk to replace the humans abducted by them. They [[TheSoulless lack souls]], are BornOfMagic, and [[ThisWasHisTrueForm revert to the things they were made from after death]], but otherwise they can vary from a flawless recreation to [[EvilKnockoff a twisted reflection of the worst of their originals]].

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* ConservationOfNinjutsu: {{Inverted}}. The more Titles a Fae Name holds, the more powerful each of those individual Titles becomes.



* FightingAShadow: The thing the changelings call a "Keeper" is little more than an avatar the Title uses to interact on the scale of its toys and enemies, and even if it is destroyed with iron or its frailties the Title can build another in time. The only way to ''actually'' hurt a Fae Title is to trick it into breaking one of the oaths by which it defines itself.

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* FightingAShadow: The thing the changelings call a "Keeper" is little more than an avatar the Title uses to interact on the scale of its toys and enemies, and even if it is destroyed with iron or its frailties the Title can build another in time. The only way to ''actually'' hurt a Fae Title is to trick it into breaking one of the oaths by which it defines itself. And even then, destroying a Title hurts and weakens the ruling Name, but does not destroy it, and a Fae Name just about never manifests in a way that can be interacted with while it retains any Titles.

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Removed: 150

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* DivineRightOfKings: The Court of Rebellion upholds this, ensuring that the rulers are wise and upright -- and rectifying things if they prove otherwise.



* MandateOfHeaven: The Court of Rebellion upholds this, ensuring that the rulers are wise and upright - and rectifying things if they prove otherwise.
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* VillainsByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a truly irredemable monster as a villain.

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* VillainsByDefault: VillainByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a truly irredemable monster as a villain.
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* VilliansByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a truly irredemable monster as a villain.

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* VilliansByDefault: VillainsByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a truly irredemable monster as a villain.
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YMMV trope misplaced on non-YMMV page


* VilliansByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a [[CompleteMonster truly irredemable monster]] as a villain.

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* VilliansByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a [[CompleteMonster truly irredemable monster]] monster as a villain.
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* TrappedInVillainy: They could stop being loyalists any time they like...all they need to do is tell the sadistic reality warper to shove it. It's no suprise most remain loyal no matter how much they hate it, and many are desperate for help.




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* VilliansByDefault: While the Bridge Burners have good intentions despite their extreme methods and the True Loyalists are coerced in various ways, the Privateers are just selling people to the True Fae for coin, with full knowledge of how terrible a fate this is. As such, while the former two might recieve some sympathy, the Privateers are killed on the spot, and the game recommends having them when you need a [[CompleteMonster truly irredemable monster]] as a villain.
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Where in 1rst Edition the Kiths are the subclasses into which each Seeming is divided, in 2E they are specializations that can be applied to a changeling of any Seeming and which can come about as a result of the Keeper designing the changeling for a specific purpose, as a result of some special circumstance in the changeling's escape, or simply as a result of the way the changeling took to Fae. All kiths have a lowered threshold for exceptional success in some circumstance, as well as a unique power.

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Where in 1rst 1st Edition the Kiths are the subclasses into which each Seeming is divided, in 2E they are specializations that can be applied to a changeling of any Seeming and which can come about as a result of the Keeper designing the changeling for a specific purpose, as a result of some special circumstance in the changeling's escape, or simply as a result of the way the changeling took to Fae. All kiths have a lowered threshold for exceptional success in some circumstance, as well as a unique power.
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In 2E: Mostly the same than above; While not necessarily mindless, Beasts didn't give much thought to long-term plans, and many of them [[IndyPloy still don't.]] They can lose Clarity [[ATragedyofImpulsiveness when their haste results in tragic consequences for someone else.]]

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In 2E: Mostly the same than as above; While not necessarily mindless, Beasts didn't give much thought to long-term plans, and many of them [[IndyPloy still don't.]] They can lose Clarity [[ATragedyofImpulsiveness when their haste results in tragic consequences for someone else.]]
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* IKnowYourTrueName: Anyone who knows a Fae's true Name can speak it to empower Contracts used against that Fae, or to allow you to inflict lethal damage on the Fae without using iron or its frailties. Unpronouncable or non-verbal names are no protection, a symbolic representation will work as long as you have genuinely heard or witnessed the Name in question.


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* TwoAliasesOneCharacter: A Fae Name can have between zero and five Titles, each of which is for most purposes a completely separate character with its own powers, personality, goals and resources. A given Name's associated Titles do not need to be logically related, especially given that Fae are constantly fighting to steal Titles from each other.
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* MyGodWhatHaveIDone: He keeps it to himself, but in his quieter moments he looks at reports of increased Fae activity and wonders if he signed Miami's death warrant.
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* BecomeARealBoy: ''Very'' rarely, but ''Chronicles of Darkness: Dark Eras 2'' raised the possibility of Fetches being able to attempt the Pilgrimage, the process by which [[TabletopGame/PrometheanTheCreated Prometheans]] quest to achieve this trope. It's not clear if this is possible in the present, as the book makes it clear it was made possible by a unique blend of Promethean and Changeling powers woven over the Seven Wonders of the World, which no longer exists.

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* BecomeARealBoy: ''Very'' rarely, but ''Chronicles of Darkness: Dark Eras 2'' raised the possibility of Fetches being able to attempt embued with Azoth, and attempting the Pilgrimage, the process by which [[TabletopGame/PrometheanTheCreated Prometheans]] quest to achieve this trope. It's not clear if this is possible in the present, as the book makes it clear it was made possible by a unique blend of Promethean and Changeling powers woven over the Seven Wonders of the World, which no longer exists.
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* BecomeARealBoy: ''Very'' rarely, but ''Chronicles of Darkness: Dark Eras 2'' raised the possibility of Fetches being able to attempt the Pilgrimage, the process by which [[TabletopGame/PrometheanTheCreated Prometheans]] quest to achieve this trope. It's not clear if this is possible in the present, as the book makes it clear it was made possible by a unique blend of Promethean and Changeling powers woven over the Seven Wonders of the World, which no longer exists.
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Loads And Loads Of Roles was merged with Acting For Two in TRS [1] — doesn't seem like an example


* LoadsAndLoadsOfRoles: Because being without a role leaves them vulnerable to being caught by the [[ImmortalAssassin Huntsmen]] and the [[FairFolk True Fae]], they tend to take on a LOT of roles.
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Renamed, already mentioned under I Know What You Fear.


* YourWorstNightmare: Fleeting Autumn can be used to assume the appearance of someone's greatest fear.

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* YourWorstNightmare: Fleeting Autumn can be used to assume the appearance of someone's greatest fear.

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