
So I prepares to run a Changling game on GMC rules / Storyteller System Revised Ruleset. As I need to somehow reconcile 1ed Clarity with GMC rules of Integrity I looked in the corebook definition of Clarity...
Originally posted by Chagling: The Lost
Originally posted by Harmony spoiler
On the contrast, Clarity 0 character is in grips of Wyrd logic so much, he sees Arcadia everywhere. He really thinks he is still in there, and even if not, he is let free by his Keeper in some nefarious scheme. He don’t see streets and cars - he see black marble roads and metal beasts of Fearie. Humans to him are next hobgoblins species, technology is magic of Contracts. In his mind, he never left Arcadia away. He probably thinks he never was human, only fea in Fearie.
Like in the Werewolf’s Harmony, best for the changling is middle of Clarity 5, but it’s hard to maintain. You are enough fae-like to understand the best Gentry and have the vivids memories of your Durance in Fearie. But you are also enough human to understand Earth’s reality and clearly remember how was you before. The departure from this value impairs changlings perception of a reality and her memories.
What do you think of this idea? What could be typical Breaking Points modifiers? What could be negatives for extreme values and bonuses for middle one?
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