Changeling

**__//Changeling: The Dreaming//__ **

Changelings in C:tD are not the same sort of creature as those referred to as Changelings in the DFRPG, they're Fae souls bonded to those of humans and reincarnated in human bodies. Just FYI.


 * Musts:** A Changeling must have an appropriate High Concept and the following Powers:

Emotional Vampire (Creativity) [-1] Feeding Dependency (Magical Energy/Creativity) [+1] applying to all non-Kith powers except emotional Vampire, including: Dual World [-0] - Okay, this one requires some explanation. Changelings exist in two worlds simultaneously, appearing human to normal people, and like their true Fae selves to other Changelings or those they have enchanted. There are also creatures and items that exist in this 'half-real' state (called Chimera), and both these items and creatures and their own powers apply in full to each other, even while normal humans see and experience nothing. However, not unlike Human Guise, they are fully capable of bringing ther power, and any Chimera they possess into reality, allowing the seeming conjuring of items from nothing. The Sight can percieve this world, but unlike Enchantment cannot allow it or the user to interact with each other (though Magic might work). This power does not function in the Nevernever, where their Fae self is apparent to all and all Chimera are real. Enchantment [-1] Changelings are capable of brining others into their Dual World bestowing that ability upon them, though this only lasts for a day or two before needing renewal.

In addition, each Changeling must select a Kith and take at least 1 Refresh worth of additional Powers from the Arts to attach to their Feeding Dependency. All Changeling defensive powers have The Catch as Banality (basically raw boredom) or Cold Wrought Iron (defined much more stringently than in the Dresden Files) [+2] on all their defensive powers. 
 * Options: ** Changelings may select additional Powers that relate to their Kith (the type of Fae that they are) or to the Arts of the Fae. Each Changeling must have one and only one Kith. All Arts Powers are affected by Feeding Dependency.  Kith Powers that are affected by Feeding Dependency are noted with (FD). In addition, Changelings often have Items of Power or Enchanted Items which only exist as Chimera, these grant the full bonus because other Changelings can still notice and take them, as can mortals when they are in use (since they have to be brought into the real world to be used against mortals).

__Kith:__

//Boggans:// Craftwork: Boggans may perform any task of simple physical labor three time increments faster than normal, if unobserved [-1]. They usually have high Rapport and Empathy, and may be Compelled to help the needy via their High Concept.

//Eshu:// Fortuitous Arrival: An eshu is always where the action is, they need never spend a Fate Point to show up in the middle of a scene, no matter what else is going on. This obviously only works if they're not captive or something like that. [-1] They often have high Performance and may always be Compelled with their High Concept to behave recklessly.

//Nockers:// Ritual (Crafting) [-2], Fix It: They may use Craftsmanship instead of Lore for Ritual, and may temporarily fix any mechanical device with a Craftsmanship or Intimidation roll simply by yelling at it (difficulty as normal) [-1]. Anything they have costructed inherently has a Flaw, which can be brought up as a negative with a Compel on ther High Concept.

//Pooka:// Beast Change [-1] (FD), Human Form [+1] and at least -2 Refresh worth of powers for the inhuman form (FD). High Empathy and Deceit skills are very common, and a Pooka may always recieve Compels on their High Concept to insert a lie nto any statement they make around other Changelings.

//Redcaps:// Claws [-1] (FD), The ability to eat //literally anything //, making them immune to ingested poisons and handy for body disposal [-1] (FD), Bully Browbeat: Redcaps may use their Intimidate skill to intimidate even inanimate objects or other things incapable of thought. Such things have a Fair Defense and two Stress Boxes. [-1]. Redcaps tend towards high Intimidate and Fists skills, and can always be Compelled on their High Concept to make people dislike or distrust them.

//Satyrs:// Inhuman Recovery [-2], but remember The Catch. Inhuman Speed [-2]. Incite Emotion (Revelry) [-1 and up]. Satyrs tend towards high Performance, Rapport, and Athletics skills, they may always be compelled to give in to passion.

//Sidhe:// Awe and Beauty: Sidhe recieve the Idealized Appearance effect of Flesh Mask without the other two. They may also never be made to look ridiculous with magic, such attempts fail [-1]. They usually possess high Presence and may always be Compelled to make Banality do worse things to them than other Changelings.

//Sluagh:// Echoes of the Beast (Can see perfectly in the dark) [-1], Ghost Speaker [-1], Squirm: Sluagh recieve +4 Athletics to squirm through small openings or escape bonds [-1]. They often have high Stealth and Alertness, and may not speak above a whisper around other fae, which counts as a Compel o their High Concept whenever it becomes a problem.

//Trolls:// Inhuman Strength [-2], Inhuman Toughness [-2], but rember the Catch. Some older Trolls have Hulking Size as well. Trolls almost always have high Conviction and/or Discipline, and may always be Compelled to keep their Oaths.

__Arts:__

//Chicanery:// Glamours [-2]. At high levels Incite Emotion (Any).

//Legerdemain:// Channelling (Spirit) [-2].

//Primal:// Sponsored Magic (Primal) [-4] - Works alot like Seelie Magic, though it's agenda is different and the Unseelie have full use of it, Inhuman Toughness (or even Supernatural) [-2 to -4],

//Soothsay:// Cassandra's Tears (but without the 'won't be believed penalty) [-1], Ritual (Fate Magic) [-2] or even full Thaumaturgy with a fate theme.

//Sovereign:// Incite Emotion (Obedience. Uses Presence instead of Deceit or Intimidate) [-1 and up] often with all the trimmings, including a Zone Wide [-2] extra. Grandeur: The character may invoke inhuman Grandeur using Presence as a defensive skill against all Physical or Social attacks [-1].

//Wayfare:// Inhuman Speed [-2], Wings [-1], Swift Transition [-2], and potentially Worldwalker [-2]. <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">These are not the only Arts that Changelings possess, they're just a limited selection. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**Minimum Refresh Cost:** -2