Changeling Overview

Changeling Mechanics

Breaking Points

Quick Start

  1. bp - Brings up Breaking Point Builder
  2. bp/set pool=4 - Set the severity of the clarity attack you're enduring. CtL p. 106
  3. bp/set situational=1 - Set up any additional situational modifiers based on the narrative, or leave blank.
  4. 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:

flowchart TD A[BREAKING POINT TRIGGERED] --> B[Clarity Attack Roll:<br/>A number based on the severity] B -->|Dramatic Failure| C1[No Damage<br/>+1 WP] B -->|Failure| C2[No Damage<br/>Shaken up but fine] B -->|Success| C3[Proceed to<br/>Wyrd Damage Roll] B -->|Exceptional Success| C4[Proceed to<br/>Wyrd Damage Roll<br/>+1 Beat, +1 WP] C1 --> G[End] C2 --> G C3 --> D[Wyrd Damage Roll:<br/>Wyrd + Touchstone Modifier] C4 --> D D -->|Dramatic Failure| E1[No Damage<br/>+1 WP] D -->|Failure| E2[No Damage] D -->|Success| E3[Mild Damage<br/>net successes<br/>Grant Mild Condition if hit 3 rightmost] D -->|Exceptional Success| E4[Severe Damage<br/>net successes<br/>Grant Severe Condition if hit 3 rightmost] E1 --> G[End] E2 --> G[End] E3 --> G E4 --> G

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

1
2
3
4
5
6

Example 1: Wits 3 + Composure 3, No Touchstone Merit (Undamaged)

Clarity Maximum (Wits 3 + Composure 3): 6
Clarity Damage Track: 0 damage taken

1
2
3
4
5
6

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

1
2
3
4
5
6

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)

1/
2/
3/
4
5
6
7
8
9
10

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)

1/
2/
3/
4/
5/
6
7
8
9
10

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)

1/
2/
3/
4/
5/
6/
7/
8
9
10

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:

  1. Resistance Roll (Wits + Composure): Success → Attack roll triggered
  2. Calculate Attached Touchstones:
    - Position 4 > 2 clarity damage taken ✓ (attached)
    - Position 5 > 2 clarity damage taken ✓ (attached)
    - 2 attached touchstones = -2 dice modifier
  3. Wyrd Attack Roll Pool: Wyrd 4 - 2 = 2 dice
  4. Wyrd Attack Roll Result: Success with 3 net successes
  5. Apply Clarity Damage: 3 mild clarity damage (character now at 5/10 clarity)
  6. 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)