Changeling
Errata, Omissions and so forth for The Shining Host
The constant evolution of Mind's Eye Theatre brings new and different questions to the game. [Here], we tackle questions and comments about The Shining Host. No one's a greater critic of a writer's work than the writer himself. Thus, when I went looking for a rules update, I turned to the author of the Shining Host, Peter Woodworth. [... - from Mind's Eye Theatre Journal, issue 2, p. 72 ff.]
Errata, Omissions, and so forth for The Shining Host
by Peter Woodworth

Kith
Eshu
Spirit Pathways cards are not cumulative over multiple sessions; only one Spirit Pathways card is issued per session, and unused cards should be returned to a Narrator at the end of the session. (Used cards, of course, are turned in sooner.)

Backgrounds
Title
The Social Traits gained from the Title Background do not count toward Trait totals for the purpose of cantrips, except for the Sovereign Art (Yes, this gives the sidhe a distinct advantage with this Art, but because they use it sparingly and they are the ones who created it and primarily wield it, this shouldn't be a problem). Characters must declare when they are adding the Title Traits to their Social Traits for a challenge, however, since opponents may choose to ignore the Title Traits and force a character to rely on his own Social Traits alone (even in a cantrip situation). However, ignoring a noble's title is a serious insult in Kithain society, and a character who does so had best expect some form of punishment to follow for such an insolent display.
Occult Influence
Yes, I goofed. It should say "Kithain" instead of "Garou."

Traits
Trait maximums
[Changelings have a maximum of 10 for all Trait categories, except] that any bonus Traits gained from a Kith's Birthrights (sidhe Awe and Beauty, troll Titan's Power, you name it) and only their Birthrights may allow them to go over these limits. Thus, it is possible for a grump to have upwards of 18 Traits in certain rare circumstances [eg: sidhe with very high title].
Willpower Usage
This system should be updated in keeping with other games. A Willpower Trait may be spent to gain a retest against (not ignore the results of) a Social or Mental Challenge, including supernatural powers that rely on such challenges where it's appropriate [such as Sovereign - Willpower gains a Social "Retest" rather than allowing disregard for Protocol, etc]. Willpower may also be used to replenish Traits in one category (Social, Mental, Physical) only once per session.

Merits & Flaws
Why were so many Birthrights & Frailties made into Merits & Flaws?
This is one of the most frequently asked questions about The Shining Host. The idea behind this innovation was to show how the various cultures of the world have shared elements of their mythologies over time, and thus how some rare faeries have come to be a blend of different legendary traits. For example, in some cultures, boggans also have sharp hearing and keen eyesight in addition to their craftsmanship ability, and many legends speak of dread redcaps who possess the strength of ogres. These unique Merits & Flaws were thus designed to allow a character to show the gradual evolution of the fae as they spread across the world, not to min-max a character into some mythical Ultimate Changeling.
True Fath (7 Trait Supernatural Merit)
True Faith was accidentally omitted. See Laws of the Hunt, page 92, for details on True Faith.
(A cautionary note--True Faith is rare to begin with and even more rare among the Fair Ones. A player should have a very good explanation to give the Storyteller for how his character came by such an unusual state of mind for the fae.)
Overconfident (1 Trait Personality Flaw)
The Negative Traits indicated in the text of this Flaw are Impatient and Gullible Negative Traits, which eshu possess naturally; a character still gains the Trait value of the Flaw, naturally.
[...]

Arts
Sovereign (Protocol)
Please note that this Art means that if the cantrip is successful, the target may not break Protocol for the court occasion in any way unless he spends a Willpower Trait. If Protocol is cast on an area by using the Scene Realm (as is commonly done at a freehold), any who wish to break Protocol within the boundaries of the cantrip must beat the caster in a Static Social Challenge for every disobedient action they wish to perform. Characters may also spend a Willpower to cancel Protocol for themselves (but not the rest of those characters present). Note that in either case the caster will know that Protocol has been challenged but not necessarily by whom unless the rebellious character makes it obvious.
Realms
Scene
As this Realm was constructed for an average-sized area of play, such as the ground floor of a house, the numbers for this Realm may need some doctoring to make it useful in larger settings, such as conventions. Feel free to manipulate the numbers to make the Realm work in your game, though Storytellers should take care to maintain game balance [...] and that the numbers won't run the Storyteller herself ragged trying to keep up with the scope of players' magics. When in doubt, use the names of each level of this Realm (Closet, Guest Room, Ground Floor) and your own common sense as your guide. Changeling isn't about yardsticks, after all.

Banality
Using Active Banality Against Cantrips
The phrasing in the rulebook makes it too easy to abuse invoking Banality as a defense against Kithain cantrips. It is therefore recommended that Storytellers limit the characters who are able to actively use Banality in the following ways: First, characters who have been enchanted by a changeling cannot actively invoke their Banality--they've been taken along for the ride, whether they like it or not. Second, characters must be at least vaguely aware that something out of the ordinary is being directed at them--a mortal orderly chasing a pooka may use his Banality if the pooka begins screaming gibberish and pointing at him, but he cannot do so if the pooka simply sits in a corner, staring into space. Finally, some troupes may wish to rule that characters who have invoked their Banality to try to cancel a cantrip and failed may not attempt such a defense for the remainder of the scene, as the character's disbelief has been shaken too badly to serve them for the time being.

Cantrips
Retesting Cantrips
Overbidding is a perfectly legal means of retesting a cantrip--after all, what good are Bunk Traits unless they can help in the possibility of an overbid, too? However, assume no Ability-related retests are possible unless the cantrip specifically allows them--in other words, no "I use Subterfuge to retest my Chicanery powers." Advanced troupes may elect to allow Ability retests of cantrips if the player can explain how the Ability directly relates to the cantrip's use. In order to avoid endless retests and other entanglements, it is recommended that beginning troupes restrict retests to overbidding, the House Eiluned Boon, and defensive Gremayre uses.

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Most of the stuff on this page is copyright by White Wolf Publishing Inc. Used without express permission, and without any intent to challenge their rights to the material. Much of the artwork is copyright T. Diterlizzi. You should visit his gallery and support this fine artist. The purpose of this site is to provide support for a Live Action troupe who create improvisational stories through Changeling:the Dreaming.