"Cherry" by Dopaprime is licensed under CC BY-NC-ND 3.0
By: KismetRose
Part of my ongoing love affair with 1st edition Changeling: the Lost involves balancing and standardizing many aspects of the rules. The Seemings, as originally written, vary wildly in strength, abilities, and pitfalls. This can be perfectly acceptable in character but can throw group and game dynamics out of whack. Since I prefer the concept of Seemings in 1st edition, however, I would rather tweak them than wait for 2nd edition to be released.
Elementals, for instance, receive only one blessing (being able to boost Health) which is supposed to hold up to the three different blessings Beasts receive. On the other hand, Fairest only suffer from a greater chance of losing Clarity. If you're in a game in which Clarity isn't rolled often then they essentially have no curse, and certainly not when compared with the many rolls on which Elementals do not gain 10 again.
I have reworked the blessings so that each Seeming gains the same number and comparable types, but they are kept thematically distinct. Each Seeming also has two types of dream maneuvers that it is better at performing, which hopefully will encourage players to engage in dreamwork (which is such a fascinating part of the game!).
I have also brought the curses in line with one another. Now, changelings suffer if they do not spend time on a regular basis reconnecting with what they became in Arcadia. No matter how far they run, they cannot escape the urge to recreate some part of their Durance (though nothing says it has to be the worst parts). There are optional, skill-based curses that can be added to each Seeming, as well, in the event that the new, standard curse is not strong enough for one's taste.
Finally, I added the Automata. I've appreciated other people's efforts to create a Seeming for changelings that were built out of inorganic pieces, like the Mechanicals, but they never quite suited my purposes. The Seeming below is the closest I've come to having something that I am satisfied with using in my games. If you decide to use them and see how they play out, please send me an email and tell me how it went.
Automata are the toy soldiers, puppets, and robots of dreams. They are taken apart and reassembled by their Keepers until objects are permanent parts of their bodies. Clockwork gears, clicking joints, mechanized hearts, and other additions serve to make Automata feel as though they are only half human. Some serve as particular objects in Arcadian realms, while others tend their Master’s machines. They can include elements from various technological periods, from steam power to computerization to futuristic lasers; whatever has been dreamt or showcased in films can work. Most of them felt closer to objects than people before being abducted, either physically, mentally, or emotionally.
Can spend Glamour on a one-for-one basis to increase one Composure-based roll (secondary stats are not raised)
Gain 9 again on 2 of the following: Computer, Crafts, Drive, Firearms, or another related to the type of automaton
Gain 9 again to force yourself awake and learn about Wyrd-touched objects
Once a week, must spend at least a scene performing a mechanized function (and making a successful roll to fix, create, tend or operate a mechanical device) or gain the Deprived Condition
(Optional) No 10 again on Expression and Persuasion
Animation
Artifice
Forge
Can spend Glamour on a one-for-one basis to increase one Wits-based roll (secondary stats are not raised)
Gain 9 again on Animal Ken and Survival rolls
Gain 9 again on rolls to alter dreams and search for dream poison
Once a week, must spend at least a scene surrounded by animals and/or in a natural environment (making a successful Animal Ken, Survival, or related roll) or gain the Deprived Condition
(Optional) No 10 again on Computers and Expression
Can spend Glamour on a one-for-one basis to increase one Manipulation-based roll (secondary stats are not raised)
Gain 9 again on Subterfuge and Stealth rolls
Gain 9 again on rolls to analyze and/or create Nightmares
Once a week, must spend at least a scene in a lightless environment (making a successful Larceny, Stealth, or similar roll while staying awake) or gain the Deprived Condition
(Optional) No 10 again on Medicine and Socialize
Can spend Glamour on a one-for-one basis to increase one Stamina-based roll (secondary stats are not raised)
Gain 9 again on any two skills from different categories (with ST approval)
Gain 9 again to siphon ambient Glamour from dreams and learn about Wyrd-touched objects
Once a week, must spend at least a scene in the vicinity of a large amount of their chosen element (making a successful elmental manipulation or meditation roll) or gain the Deprived Condition
(Optional) No 10 again on Academics and Subterfuge
Can spend Glamour on a one-for-one basis to increase one Presence-based roll (secondary stats are not raised)
Gain 9 again on Persuasion and Socialize rolls
Gain 9 again to perform stress relief dreams or analyze wish fulfillment dreams
Once a week, must spend at least a scene making a public display of themselves (making a successful Expression, Socialize, or similar roll) or gain the Deprived Condition
(Optional) No 10 again on Stealth and Survival
Can spend Glamour on a one-for-one basis to increase one Strength-based roll (secondary stats are not raised)
Gain 9 again on Brawl and Intimidation rolls
Gain 9 again on rolls to analyze and/or scour the Intensity of dreams
Once a week, must spend at least a scene engaged in a task they were once responsible for in Arcadia (and making a successful related roll) or gain the Deprived Condition
(Optional) No 10 again on Animal Ken and Crafts
Can spend Glamour on a one-for-one basis to increase one Dexterity-based roll (secondary stats are not raised)
Gain 9 again on any two skills from different categories (with ST approval)
Gain 9 again on rolls to craft and/or analyze dream vessels
Once a week, must spend at least a scene engaged in a task they were once responsible for in Arcadia or gain the Deprived Condition
(Optional) No 10 again on Expression and Persuasion
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