Changeling Overview
Changeling Mechanics
Breaking Points
Quick Start
bp- Brings up Breaking Point Builderbp/set pool=4- Set the severity of the clarity attack you're enduring. CtL p. 106bp/set situational=1- Set up any additional situational modifiers based on the narrative, or leave blank.bp/roll- Execute the roll. Results may apply clarity damae or grant Willpower or beats.
Flow
Changelings use a two-stage system for breaking points:
Breaking Point Clarity Attack Roll Modifier
The Clarity Attack Roll gets a modifier based on your current Clarity:
| Clarity Status | Modifier |
|---|---|
| At Maximum | +2 dice |
| 5-9 | 0 dice |
| 3-4 | -1 die |
| 1-2 | -2 dice |
| 0 | -2 dice |
How It Works:
- +2 if undamaged: If your Clarity equals your maximum (Wits + Composure), you get +2 dice to resist breaking points
- Penalty below 5: You lose -1 die for every 2 points below Clarity 5
- Clarity 4 or 3: -1 die
- Clarity 2, 1, or 0: -2 dice
Examples:
- Clarity 10/10 (undamaged): +2 dice to resistance roll
- Clarity 7/10: 0 dice (not at max, but above 5)
- Clarity 4/10: -1 die (below 5)
- Clarity 2/10: -2 dice (very low)
Wyrd Damage Roll Modifiers
The Breaking Point Damage Roll uses your Wyrd rating (the strength of your fae nature) as the dice pool. This pool is then modified by how many touchstones remain attached vs. submerged:
| Attached Touchstones | Modifier to Wyrd Attack |
|---|---|
| 0 | +2 dice |
| 1 | -1 die |
| 2+ | -2 dice |
Example: A changeling with Wyrd 3 and 2 attached touchstones rolls Wyrd 3 - 2 = 1 die for the wyrd attack roll.
Touchstone Mechanics
Default Touchstone Position: Your Composure + 1
Touchstone Merit: Each dot adds one additional touchstone to the right (+1, +2, +3, etc.)
Maximum Position: Cannot exceed box 10 (rightmost clarity box)
Clarity Track with Touchstones
Clarity Maximum = Wits + Composure (can be increased with consuming Icons, or increasing Resolve or Composure)
Clarity Track Boxes (numbered 1 to maximum):
Example with Wits 3 + Composure 3 = 6 boxes maximum
Example 1: Wits 3 + Composure 3, No Touchstone Merit (Undamaged)
Clarity Maximum (Wits 3 + Composure 3): 6
Clarity Damage Track: 0 damage taken
Clarity Damage Taken: 0 boxes → Position 4 > 0 → ATTACHED (1 attached = -1 die to wyrd attack)
Example 2: Wits 3 + Composure 3, Touchstone Merit 2 (Undamaged)
Clarity Maximum (Wits 3 + Composure 3): 6
Clarity Damage Track: 0 damage taken
Clarity Damage Taken: 0 boxes → All (4,5,6) > 0 → ALL ATTACHED (2+ = -2 dice to wyrd attack)
Example 3: Wits 3 + Composure 3, Touchstone Merit 2, Some Damage Taken
Clarity (Wits + Composure): 10
Clarity Damage Track: 3 damage taken (7 remaining)
Clarity Damage Taken: 3 boxes
- Position 4 > 3? YES → ATTACHED
- Position 5 > 3? YES → ATTACHED
- Position 6 > 3? YES → ATTACHED
Result: 3 attached = -2 dice to wyrd attack
Example 4: Heavy Damage - Some Submerged Touchstones
Clarity (Wits + Composure): 10
Clarity Damage Track: 5 damage taken (5 remaining)
Clarity Damage Taken: 5 boxes
- Position 4 > 5? NO → DETACHED (submerged)
- Position 5 > 5? NO → DETACHED (submerged)
- Position 6 > 5? YES → ATTACHED
Result: 1 attached = -1 die to wyrd attack
Example 5: Critical - All Submerged Touchstones
Clarity (Wits + Composure): 10
Clarity Damage Track: 7 damage taken (3 remaining)
Clarity Damage Taken: 7 boxes
- All touchstones (4,5,6) ≤ 7 → ALL DETACHED ✗
Result: 0 attached = +2 dice to wyrd attack (VULNERABLE!)
As you take more clarity damage (boxes fill from left), touchstones get "submerged" and become detached. Only touchstones to the RIGHT of your damage remain attached and protect you.
Touchstone Position Calculation
Total Touchstones = 1 (default) + Touchstone Merit dots
First Touchstone Position = Composure + 1
Second Touchstone Position = Composure + 2
Third Touchstone Position = Composure + 3
...and so on (capped at Clarity Maximum)
Attached vs Detached Rule
Clarity Damage = Clarity Maximum - Clarity Current
Touchstone is ATTACHED if: Position > Clarity Damage
Clarity Damage Types
| Success Level | Damage Type | Effect |
|---|---|---|
| Success | Mild | Net successes in mild clarity damage |
| Exceptional Success | Severe | Net successes in severe clarity damage |
Clarity Conditions (Two-Factor System)
Whether a character gains a Clarity condition depends on two factors: damage type and whether the rightmost 3 boxes were hit.
| Damage Type | Hit Rightmost 3 Boxes? | Result |
|---|---|---|
| Mild | Yes | Suggest Mild Condition (choose 1): Confused, Dissociation, Distraction, Shaken, Spooked, Withdrawn |
| Mild | No | Damage only, no condition |
| Severe | Yes | Suggest Severe Condition (choose 1): Comatose: Persisten, Broken, Delusional, Fugue, Numb, Sleepwalking |
| Severe | No | Damage only, no condition |
Rightmost 3 Boxes: On a 10-box clarity track, these are boxes 8, 9, and 10. If any of these boxes receive damage from the attack, a condition is offered.
Icon Merit
The Icon merit represents recovered Icons - objects of profound personal significance.
Effect: +1 to Clarity Maximum (permanent, cumulative)
Grounded Merit
The Grounded merit provides mental armor that reduces mild clarity damage from breaking point attack rolls.
Effect: +1 Mental Armor (applies only to mild clarity damage)
How It Works:
- When a breaking point attack roll deals mild clarity damage, Grounded reduces it by 1 box
- Does not protect against severe clarity damage (from exceptional successes)
- Stacks with other sources of mental armor (if any)
Example:
- Breaking point attack roll: Success with 3 net successes → 3 mild clarity damage
- With Grounded merit: 3 damage - 1 mental armor = 2 mild clarity damage applied
Strategic Value:
- Reduces cumulative wear from routine breaking points
- Most valuable when you have few attached touchstones (vulnerable to wyrd attacks)
- Does not help against exceptional success attacks (severe damage)
Example Breaking Point Scenario
Character Stats:
- Wyrd: 4
- Composure: 3
- Touchstone Merit: 1 (2 total touchstones)
- Clarity: 8/10 (2 damage taken)
- Touchstone Positions: 4, 5
Breaking Point Triggered:
- Resistance Roll (Wits + Composure): Success → Attack roll triggered
- Calculate Attached Touchstones:
- Position 4 > 2 clarity damage taken ✓ (attached)
- Position 5 > 2 clarity damage taken ✓ (attached)
- 2 attached touchstones = -2 dice modifier - Wyrd Attack Roll Pool: Wyrd 4 - 2 = 2 dice
- Wyrd Attack Roll Result: Success with 3 net successes
- Apply Clarity Damage: 3 mild clarity damage (character now at 5/10 clarity)
- Check Rightmost Boxes: If damage hit boxes 8, 9, 10 → suggest mild mental condition
For full breaking point rules, see the System page.
Mien Features by Wyrd Rating
Descriptions for your mien should hew closely to this chart. As you increase your Wyrd, you can adjust your descriptions.
| Wyrd Rating | Mien Features Example |
|---|---|
| 1 | Minor: Unique hair/eye color, pointed nails, longer ears, sharp teeth |
| 2 | Notable: Horns/antennae, full-body unique skin tones, subtle textures (scales/gems/fur on shoulders/back), elemental or otherworldly hair |
| 3 | Obvious: Digitigrade legs/hooves, tail, muzzle, fur/chitinous skin, but still humanoid |
| 4 | Major: Wings, extra arms, aura (smoke, mist), constant visual effect (flicker, glitch) |
| 5 | Extreme: Fully monstrous/animalistic (ghost rabbit, wolfman, gargoyle, lizardfolk) |