Chapter Three, Continued.
Kenning
As previous. Does not penetrate hidden anything, so no contest of wills needed.
I just noticed that 'Success' is being listed first under 'Roll Results'. This is a great decision.
Mask & Mein
Fae beings and other supernatural creatures with mystical senses can see through the Mask.
[...]
Characters using sensory magic can oppose [strengthened Mask] with a Clash of Wills (p. 126).
Welp, that answers that!
(My 'Mages are to be 100% Avoided' philosophy as a Changeling is renewed. Sheesh.)
While her Mask is [scoured], treat each success- ful rolled Contract use as though you rolled an excep- tional success, regardless of the actual successes rolled. If the number of successes is important, use whichever is greater from among your rolled successes, your char- acter’s Wyrd, or her Mantle rating.
Well, that's a thing!
The act of tearing away the Mask also opens any gateways to the Hedge within 10 yards or meters per dot of Wyrd she possesses. Additionally, she leaves a magical trail, making it easy for fae creatures to track her in the mortal world. Gentry and Huntsmen automatically succeed on rolls to track or follow her within the same range while her Mask is down there.
Again, being found out is a major point of this version of Changeling, but damn that's an amazing benefit.
Portals: This Was a Triumph
(Hah, take that lack of downvotes!)
"Portalling" is what they call giving every Changeling the level of Contracts of Separation that allowed escape from handcuffs and other bindings, only now every Changeling can pass through any door, window, handcuffs, rope, or grapple with a dot of Glamour. Clash of Wills may apply with no retry limit. None. Just the number of Glamour you've got.
Oh, and iron. You can't escape iron.
Hedge doors must now be 'closable portals' instead of just 'archways'. Sorry, Czcibor; no more using the archway of a bedframe to escape captivity!
Bedlam
I never liked Bedlam, but with CoD's Conditions it's a little more understandable and makes Bedlam a different way of tagging people with Conditions.
Merits
What I've called "Location Merits" are now "Motely Merits", those merits that are shared among the group. There are a few new twists.
- If you don't add to the merit pool you don't get any benefits.
- While a merit can have more than 5 dots this way, the effects are never higher than 5. (Or, I imagine, if a merit goes to 4 the greatest effect would be at 4 dots, etc.)
There are a few new Seasonal Court merits (reflections of Vampire 2e), and building a Hollow has changed again, but there's nothing surprising in this list.
Contracts
This is probably the change most Changeling players were looking forward to: Contracts are now much more like merits. You buy the thing, you get the effect, the end.
Well, the end-ish. Some Contracts give certain Seemings free add-ons. Anyone can buy one of these benefits for 1xp.
Goblin Contracts are still a thing. Sight of Truth & Lies is still there. But to use a Goblin Contract, a Storyteller gets to mess around with your character later. The options are pretty weak (subtract dice, related tilt, related persistent condition) but hey, at least that puts some weight on some Contracts that were essentially 'Be A Dick For Free'.