CONTRACTS OF SURGERY

Many of the True Fae profess to a fascination in life and the shaping of flesh, and to that end they have made deals with scalpels and lab coats and all the accoutrements of the surgeon's office. Some changelings sign onto this contracts because their masters need gophers and craftsmen; others learn from what was done to them.

Contracts of Surgery are affinity for Wizened and kiths from other Seemings that have a medical aspect.

DOCTOR'S EYE (•)
The changeling can discern the state of health of a living being and detect and identify any illnesses.

Cost: 1 Glamour
Dice Pool: Medicine + Wyrd (minus Composure, if the patient is trying to hide something about their health)
Action: Extended (One roll per turn)
Catch: The changeling is being paid to provide medical treatment

Roll Results

Dramatic Failure
: Both the patient and the changeling come down with a randomly chosen common disease of the Storyteller's choice.
Failure: The changeling can see nothing wrong with the patient. No successes are gained.
Success: The changeling accumulates successes. The Storyteller should assign a number a target number to each condition the patient suffers from. On reaching the target number, the changeling discovers it. Basic information about their health or obvious ailments like the common cold or a sprain might only be one or two successes, while a well-hidden tumour or a rare disease like Ebola might be five or more. If the patient has reason to hide something about their health - for example, an unfaithful man with an STD - his Composure is subtracted from each roll.
Extraordinary Success: Extra successes are their own reward.

Suggested Modifiers

-1: The changeling is rushed or overworked.
-3: The patient is actively hostile to the changeling.
+2: The changeling has access to the patient's medical records.

STEADY HANDS (••)
The character seems unflappable. No matter how dire the situation, no matter how poor their tools or how stressful things are, they work cleanly and efficiently with supernatural poise.

Cost: 1 Glamour
Dice Pool: Wyrd + Composure
Action: Instant
Catch: The changeling is in a high stress situation, and they are the only one who can prevent injury or save a life.

Roll Results

Dramatic Failure
: The character believes that they are unflappable. Actually, they are drunk with overconfidence, and automatically dramatically fail their next roll that success on this clause would have benefited.
Failure: The supernatural steadiness is beyond the changeling's (likely shaking) grasp.
Success: Each success negates a point of penalties to the next roll they make which requires mechanical precision or emotional resilience. For example, it might apply to careful surgical operations, sniping, or staying calm in the face of supernatural horror.
Extraordinary Success: The bonus lasts for the remainder of the scene.

SURGERY ON THE SLY (•••)
The tales of tricksy fairies mention how they can cure anything - though the price may not be what you hoped for. This clause can only be used as part of a medical treatment on a living being, though the treatment need not be at all related to the ailment - or indeed, what conventional medicine says is possible. A handful of sugar pills can cure a bullet wound, or stitching up their foot removes a headache.

Cost: 1 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling has extolled how the cure is miraculous or foolproof to the character before applying it.

Roll Results

Dramatic Failure
: Not only does the treatment have no effect, but the patient and all onlookers are filled with rage towards the obvious quack and will try their best to hurt, punish, or - in some cases - even kill them.
Failure: The treatment has no effect.
Success: When used to treat minor, narrative-level ailments, such as the common cold, back pains or the like, a single success is enough to cure the condition and prevent a recurrence for a month. More major conditions - such as a malignant tumour - are not cured, but go into abeyance for a number of days equal to the successes rolled. When used to treat damage, each success can convert one level of lethal damage into two levels of bashing damage, as long as the character has unmarked health boxes.
Extraordinary Success: The changeling entirely cures major medical ailments, even ones felt to be incurable by normal medicine. With an exceptional success, one success can remove one level of bashing or lethal damage, or turn one level of aggravated damage into two levels of lethal damage as long as the character has unmarked health boxes.

SCALPEL TO THE FACE (••••)
In Faerie, some changelings were surgeons to the literal stars. Mortal flesh is not much of a challenge compared to what the fae had them do. The changeling must have access to some level of surgical space to make use of this cause, and it must be used on a living, or a relatively fresh corpse. On a living patient, they must either be willing, or restrained and/or sedated.

Cost: 3 Glamour + 1 Willpower
Dice Pool: Medicine + Wyrd (minus Stamina + Wyrd, if resisted)
Action: Extended (One roll per three hours)
Catch: The changeling carries out the surgery in the Hedge.

Roll Results

Dramatic Failure
: The changeling cuts something which really shouldn't have been cut, and the patient starts to bleed out as if their health boxes were full of lethal damage.
Failure: No successes are gained. No progress is made. One lethal damage is inflicted on the patient.
Success: The changeling progresses with their strange surgical operation. Each roll inflicts one lethal damage on the patient. Each success may be allocated to modifying one of the following features: changing eye colour, skin colour, hair colour, hair texture, hair length, altering fingerprints. Other similar characteristics can also be altered - body hair can be removed or made more abundant, height can be altered by up to five centimetres in either direction from their "natural", weight can be reduced or increased by five kilograms per success, and facial features or distinguishing features can be altered. Modifying external genitalia costs two successes, although this clause cannot grant fertility. Any changes appear completely natural to the mundane eye, though investigators who can see through the Mask can discover surgical scars and traces of strange faerie chemicals. The seeming and/or kith of a changeling (or similar defining features of a supernatural template) may not be changed.

By spending a willpower dot, the patient can have the changes last indefinitely. Otherwise, they last for a month spent in the mortal world (time in the Hedge or Faerie does not count), or until this clause is used again to undo the changes (successes are negated at a rate of one-to-one).
Extraordinary Success: The extra successes are their own reward.

Suggested Modifiers

-5: Only access to improvised tools in insanitary conditions
-1: No access to faerie medical devices
+2: Access to goblin medicines

MOREAU'S MARVELS (•••••)
The True Fae cannot create, no, but they find flesh endlessly mutable and fascinating to play with. It is with contracts such as this that some of the worst monsters of Faerie are made. The changeling transplants flesh and organs from one creature to another. To make use of this clause the changeling must have fresh donor organs and tissue with the desired trait to transplant, and an unwilling patient must be sedated and/or restrained.

Abuse of this clause can be very rapidly harmful to Clarity.

Cost: 4 Glamour + 1 Willpower
Dice Pool: Wyrd + Science
Action: Extended (One roll per three hours)
Catch: The changeling is making something he has never seen, but has dreamed about.

Roll Results

Dramatic Failure
: The organs and tissues become some freak of the Hedge, scurrying off with a fierce hatred for their creator.
Failure: One lethal damage is inflicted on the patient. No progress is made.
Success: One lethal damage is inflicted on the patient by the weird surgery. Each success allows one trait from the donor tissue to be transplanted to the patient. Any trait which exists in nature, or within creatures of the Hedge, may theoretically be exchanged. A cow could make honey by eating flowers like a bee, a crow could change colours like a chameleon, or a briarwolf could sing like a canary. Changes in size (up or down) require successes on a one-for-one basis. Surgery that mortals are capable of - like organ transplants - could also be performed with a fresh example of the organ.

Natural changes between donors of the same species as the patient which do not significantly alter their natural body type (a pair of replacement kidneys, a new arm for an amputee, etc) are permanent, and the magic of faerie handles rejection issues. On characters with a Supernatural Advantage, unnatural changes decay at a rate of one success per time the character regains willpower from sleep. A human or a mortal animal granted unnatural abilities begins to suffer like a hob prevented from returning to the Hedge and will eventually die. If they do enter the Hedge, over time they will become a true hob.
Extraordinary Success: Successes are their own reward.

-5: Only access to improvised tools in insanitary conditions
-1: No access to faerie medical devices
+1: Carrying out the surgery in the Hedge
+2: Access to goblin medicines
 
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Semi-off topic, but I now have a blog dedicated to RPG's and gaming in general, and I am going to be making some new posts about World of Darkness and Chronicles of Darkness real soon.

In one of my posts, I listed Vampire 1E as the second entry in my list of my top ten favorite RPG's of all time, and Changeling: The Lost gets an honorable mention.

I'll link my blog below in this post, and add it to my signature later.

Big Fat Paulie's Gaming and Roleplaying Blog
 
Semi-off topic, but I now have a blog dedicated to RPG's and gaming in general, and I am going to be making some new posts about World of Darkness and Chronicles of Darkness real soon.

In one of my posts, I listed Vampire 1E as the second entry in my list of my top ten favorite RPG's of all time, and Changeling: The Lost gets an honorable mention.

I'll link my blog below in this post, and add it to my signature later.

Big Fat Paulie's Gaming and Roleplaying Blog
In all honesty, I wish you the best with it. You kind of ran hard up against the zeitgeist here, but lately I've started to feel people might've been a bit rough on you, so having your own space to lay out your thoughts seems like a good move.
 
So over in the Mage thread, we've had some fan material dropped, and it made me remember running into good fandom in the past. And bad fandom. A lot of that stuff is just gone, but I wandered what I could still find.

Anyways, made me think of some of the old stuff. I thought it might amuse people to look at some of the old stuff that came out back in the day, to see what kind of (largely awful) stuff got written up back in the day. This here is one of the old WoD fanhubs. Or rather the backup of the backup of such a hub, kept up as an archive.

B.J. Zanzibar's World of Darkness

For your amusement.
 
So over in the Mage thread, we've had some fan material dropped, and it made me remember running into good fandom in the past. And bad fandom. A lot of that stuff is just gone, but I wandered what I could still find.

Anyways, made me think of some of the old stuff. I thought it might amuse people to look at some of the old stuff that came out back in the day, to see what kind of (largely awful) stuff got written up back in the day. This here is one of the old WoD fanhubs. Or rather the backup of the backup of such a hub, kept up as an archive.

B.J. Zanzibar's World of Darkness

For your amusement.
Anything you'd recommend from here
 
Anything you'd recommend from here

There's a number of things that probably aren't complete ideas in and of themselves, but are useful for turning into something. Like, they pointed out the old urban legends surrounding ghostly radio. There are several reworks of the Baali to make them more interesting/less one note. If any of them work involves whether or not it fits your needs. There's also a bunch of different clans meant to plug into the East, from before Kindred of the East was a thing, when it was just a blank spot on the map.

There are a few interesting ideas for where you could plug in alternative spheres, though I don't think I would use any of them as is.

There are a number of labors that I can't call 'complete' or 'well tested', but are interesting first start for adapting something to the world of Darkness. The Scanners attempt is such an example - someone liked Scanners, felt it fit the World of Darkness, and felt existing psychic rules didn't accurately represent it. I don't think it works as is, but if you wanted a psychic campaign complete with mental battles where the losers head blows up, it might not be a bad starting place to see what other people think. There are three different Spawn attempts as well.

Lots of 'well this movie was cool'ness and attempts to stat up the latest thing. Lots of it isn't great, but it's a starting point.

Do you want a Crow style reverent to show up in your game hunting for the man who killed him, and don't want to bring in Wraith or The Risen, or feel they have the wrong flavor for your campaign? Well, you'll find a starting point here. If that character is an NPC, and you don't need a complete set of rules since you can fudge it, a starting point is probably all you need.

Lots of it is just interesting, because it was various peoples attempts to fill in The World of Darkness before White Wolf got to it. A bunch of different versions of Demon, fitting different peoples needs. John Biles wrote up a Fairy game a year before Changeling came out, and it's up there.

There's just a lot of history.
 
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Wish I could run Mage the Awakening 2e, but I feel confused as to how exactly to run it because I'm unfamiliar with the range of capabilities the players have. I just have like a big fear of trying to plan for a session and then having it unwound in 30 minutes because one of the players devised something I didn't know was possible but technically is.
 
Wish I could run Mage the Awakening 2e, but I feel confused as to how exactly to run it because I'm unfamiliar with the range of capabilities the players have. I just have like a big fear of trying to plan for a session and then having it unwound in 30 minutes because one of the players devised something I didn't know was possible but technically is.

That is not an unreasonable fear. The magic system in Mage: the Awakening gives players many ways around things that would be problems in other systems. You should try to become very familiar with it before running a game, because it does have some limitations.

First: all the mage NPCs have access to the same powers. Anything one of them decides is important can get much more difficult.
Second: any person they are trying to cast on will have some amount of Withstand, which makes getting a spell off much more difficult.
Third: the penalties for casing spells with non-useless durations and areas of effect stack up quickly, and make casting iffy.
Fourth: Paradox. Especially with Withstand and the penalties to cast the players might have to try repeatedly, which stacks up paradox dice.

Some of the things that are not protected by these limitations are space, time, and any inanimate object. If your players are paying attention, then no combination of these things can present them with a serious obstacle. Something like a locked door doesn't really slow mages down, it just gives them an opportunity to look cool while they defeat it, which is why you should put plenty of them in your adventure. Players do tend to enjoy looking cool.

This does call for a bit more preparation than for other games, since you can't throw simple obstacles in the PCs way to kill time while they try to get around them. What you have to do instead is give them too much stuff, and then let them argue. Don't think up one clue, think of 5, or give them a problem with 3 different solutions.
 
So I'm starting to see youtubes about the new "Tender App", an alt-universe Tinder app, which looks like it might be a a promotional thingamajig for a new Vampire the Masquerade game. No confirmation as of yet (and even confirmation wouldn't mean it would actually happen).
 
Mask of Crows (•)

Stolen from the workroom of a hob doctor, this bird-like plague doctor's mask is lustrous black and trimmed with corvid feathers.

When active, characters within ten yards of her can see an unnatural number of crows, ravens, and other scavenger birds (as appropriate to the area) sitting on every surface - if inside - or circling overhead. The cawing of the crows serves to distract and confuse, penalising all Wits-based rolls by -2. Mortals who leave the area are affected by the penalty for the remainder of the scene as the phantasmal birds chase them, but characters with a Supernatural advantage or ensorcelled characters see the birds as the shadows they are and are unaffected even if they re-enter the area.

Action: Reflexive
Mien: The cawing of birds fills the air. Additionally, through the lenses the changeling's eyes seem bird-yellow.
Drawback: This token draws the ire of all birds. Some time in the next day, a bird will cause a problem for the changeling which will cause a -2 penalty for one of her rolls. They might penalise a Stealth roll by cawing drawing the attention of an onlooker, poo on the car she was trying to sell with Persuasion, or distract her when she was trying to fix a car's engine with Crafts.
Catch: If a character eats raw scavenged meat from a creature they did not kill or cause to be killed, they may activate the token without a cost.
 
I just got back from MystiCon (a local convention here in Roanoke, VA) and I had a great time participating in the convention's White Wolf LARP.

Setting was Classic WoD using the old rules and focusing on Vampire and Werewolf, and I played a Glass Walker. Had a lot of fun this weekend.

Also got to meet Steve Jackson, who was the Gaming Guest of Honor at MystiCon this year. He was awesome.
 
So, ITRG has started to spin back up after a four month recess. Yesterday we - @TenfoldShields and @Winged Knight -had @EarthScorpion run us a short little stock standard changeling plot - as now it's 2010 and we are all escaped changelings.

Here's what happened in the intervening years in Faerie and then after everyone. Glossing over things for brevity as these aren't short segments of their lives.

(@Aleph) Kayla! Started out as the freaky obsessive weirdo, our resident willful occultist with time was made handmaiden of the Queen, and with time, coaxing, and the ability to use power to reduce punishment on the humans she knew , became her protege in sorcery, a powerful seer (she cut out her own eyes and replaced them with moonstones) and even the Queen's lover. Grew accustomed to power and authority as her self-loathing increased. She tried every day but never found the pieces of Penny. Escaped when she realized that her future sight was limited itself by the Queen, has spent the past two years roaming and doing charity work with Hammy. Fairest, Bright One now, much chillier and commanding. Has no idea Penny is out. Definitely Not Still Into Her.

(@Havocfett) Hammy! Shithead cowardly jock! All that great character development that he got where he turned into Ultra Instinct Woke Hamid went to his Fetch, if you'll recall. So his time in Faerie (which began before everyone else's) saw him as a pilot in the Queen's air force, but instead of a plane he had a dragon-plane biomech he merged with over time. Eventually got out at the expensive of his comrades being napalmed and becoming a deformed cripple with a magical nuclear reactor in him. Follows Kayla around, basically just coasting as a traumatized mess. Wizened Wheelman.

Hamid! The jock-who-is-a-Fetch. Grew up, served in some wars, married his also-fetch high school honey Morgan, had a family and became a sorcerer. Swell guy, helped us all break out or land in our feet - basically Muslim Giles. Has now gone missing and sent a letter asking for help from us all. Welp.

(@TenfoldShields) Bart! Broody violent boy. Spent his Durance as a literal Humvee sized wolf hunting for the Queen. Broke out for reasons I don't remember I'm on my phone shut up. Ended up in Chicago with Penny and Ryan. Lives with Pen. Basically her older brother and platonic life partner. He's mellowed out, vastly less repressed and keeps a bunch of loose fwb (all dudes that look like villains lel) and does odd jobs for money. Usually involving blood. Usually leaving the bodies of other people. He's a predator, it's his thing. Beast Hunterheart, basically if John Wick was his own dog.

(@Winged Knight) Ryan! Punchy transgender boy, became a gladiator and enforcer for the Queen when she put a literal heart of magic ice inside him to dull his defiance and muted his emotions. Did her dirty work a long time. Basically became an ice sculpture (full body transition is a sweet silver lining in the cloud of crap that is a Durance) or a literal sentient blizzard. Got sent after Kayla and stumbled into Bart and Penny instead who beat his ass and came to his senses, ripping his icy heart out. Now a Catholic priest trying to forge a community with solidarity of the Chicago changelings. Elemental.

Me! Penny! Former queen bee turned into an imploding wreck. She spent her Durance in complete isolation on that frozen mountain, a suicidal immortal in literal pieces, mentally shattered as well as physically. Stitched her own body back together to become a spooky gaunt Bride-of-Frankenstein ass bitch, and her latent fae blood awakened so she has spooky wilderness and ice powers on tip of the Dr Moreau shtick. Got out by just walking, the thought of Kayla's strength animating her. Lives in an apartment with Bart, runs a magical weed shop. Stoner goth dyke doctor who helps develop drug treatments for changelings with bad PTSD. 100% Not Over Anything, she's mellowed out a lot and in general acts like a huge goofball to put people at ease, tries not to be as mean as she was. Darkling, stitch-witch.

That's about where we're all at at the start of season 2, in extreme abbreviation.
 
(@Winged Knight) Ryan! Punchy transgender boy, became a gladiator and enforcer for the Queen when she put a literal heart of magic ice inside him to dull his defiance and muted his emotions. Did her dirty work a long time. Basically became an ice sculpture (full body transition is a sweet silver lining in the cloud of crap that is a Durance) or a literal sentient blizzard. Got sent after Kayla and stumbled into Bart and Penny instead who beat his ass and came to his senses, ripping his icy heart out. Now a Catholic priest trying to forge a community with solidarity of the Chicago changelings. Elemental.

What became of Rylie the Fetch? I kinda liked the Fetches.
 
What became of Rylie the Fetch? I kinda liked the Fetches.

Rylie left Cheam with Eileen, her and Ryan's grandmother, and moved to Chicago. She graduated from college and, over several years, managed to become a successful novelist and poet. Her work isn't the most mainstream, but is quite popular among the poetry crowds and those who enjoy dark fantasy with a philosophical edge to it. Expect to see more poetry from her as we go into Season 2.

She's in an on again, off again relationship with Margaret. Rylie wasn't going to keep the truth from her and explained what happened to Ryan. This was a little too much for Margaret to handle at the time, but they've managed to make it work out for the most part. They're very close, but neither have really taken their relationship much further despite obviously wanting to.

Ryan is concerned his abduction is the reason for this, and only wants them both to be happy. He and Rylie meet up about once a week for lunch where they mostly just talk about inconsequential things. Rylie's one of the few people who can coax something resembling proper emotional response out of Ryan, and he cares for her deeply. As for Rylie, she's just glad to spend time with him. Their relationship is all kinds of weird because of how it came about, but they see each other as siblings.
 
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