Soooo a friend and I decided to give the Freehold creation rules a try, and made up our own Freehold for the Changelings in the Caribbeans which we then used for one of our Chronicles. I shared them with friends on a server, and people seemed to like them, so I figured I'd share them here.
FREEHOLD OF THE CARIBBEAN ACHIPELAGO
Changelings in the Caribbeans are divided between four Courts, themed after various parts of nature: Lava, Sand, Wind and Waves. The Cycle of Power works through a game of luck fourth every year. The same Court cannot win twice or more in the same year: if that happens, they do the game again until a new one is picked.
The Court of Lava
The Obsidian Scorpion, The Scarlet Court, The Court of Passion
Associated with the Emotion of Passion, the Court of Lava recover from their trip to Arcadia by investing themselves in something, usually an ideal or something they love doing, and completely embracing it emotionally. The most engaged and agressive of the Courts, they are the most active in fighting back against the Fae, often driving by revenge, justice, or a desire to vent. They tend to be guerilleros, warriors, agitators, politicians, militants and leaders.
Bargain: When the Court of Lave's Bargain is applying, the Fae have to assault Changelings in a straight fight, without any trick. The Court of Lava is not forced to follow this, and often abuse ambush or traps in retaliation.
Mantle: Gain 1 Glamour when follow passion over reason or push someone to do so.
* 1st dot: Add your dots in Mantle as a bonus on all rolls to ambush or set traps
* 2nd dot: Add your dots in Mantle in rolls to inspire passion into someone.
* 3rd dot: Regain 1 WP when accomplish a personal revenge
* 4th dot: 9-Again on all Sabotage rolls.
* 5th dot: Once per fight, if manages to inflict at least 1 lethal damage to an opponent, next attack inflicts aggravated damages
The Court of Wind
The Flying Hummingbird, The Pale Court, the Court of Curiosity
Associated with the Emotion of Curiosity, the Court of Wind are focused on renewal and discovery; given they lost their past life in Arcadia, they focus on building and discovering a new one. Their members are explorers, scientists, travellers and engineers, constantly making new discoveries for a better future. Out of all the Court, they are by far the ones who travel the most.
Bargain: When the Court of Wind is in power, the Fae must confront them through some form of mind game or riddle.
Mantle: Gain 1 Glamour when succumbs to curiosity or gets someone to do so.
* 1st dot: Add Mantle dots to rolls to build a new invention
* 2nd dot: Add Mantle to rolls to explore a new place.
* 3rd dot: When trying to solve a riddle or unlock a mechanism, may ask a number of Clue to the ST equal to your dots in Mantle.
* 4th dot: Regain 1 WP when solves a mystery
* 5th dot: You may spend 1 Glamour to summon a mechanical servant for 1 scene, which counts as a temporary Retainer with dots equal to your Mantle rating.
The Court of Sand
The Burrowing Crab, the Golden Court, the Court of Nostalgia
Associated with the Emotion of Nostalgia, the Court of Sand focuses on the past, seeking to reclaim their connection to their past lives and what they left behind. They tend to be the closest ones to humans, often working within them to protect them against the Fae. A lot of them are artists, dancers and singers, expressing their appreciation of the past through art.
Bargain: When the Court of Sand is in power, Fae have to specifically rely on human proxies or methods to get to Changelings.
Mantle: Gain 1 Glamour when try to restore something to its original state.
* 1st dot: Add your Mantle dots as a bonus on rolls to blend in with humans.
* 2nd dot: Add your dots in Mantles to all rolls related to creating art.
* 3rd dot: Regain 1 WP when protects humans from Fae creatures.
* 4rth dot: Any attempt to recognize you as a supernatural being suffers your dots in Mantle as a penalty.
* 5th dot: You may spend 1 Glamour to breath life into a piece of art for 1 scene.
The Court of Waves
The Moray Eel, the Azure Court, the Court of Shyness
Associated with the Emotion of Shyness, the Court of Waves prefer to act in the shadow, watching the Fae's action in secret to better understand how to undermine and limit them. They acts as the spies and informant of the Freehold. Many of their members are oneiromancers or professions that let them collect informations, such as bartenders or tourist guides.
Bargain: When the Court of Wave is in power, the True Fae have to reveal at least one of their weakness in some way before they may approach the Changelings.
Mantle: Gain 1 Glamour when acts like a shut in.
* 1st dot: Add your dots in Mantle as a bonus to hide or keep secrets.
* 2nd dot: Add your dots in Mantle as a bonus to spy on people.
* 3rd dot: Regain 1 WP when uncover something hidden.
* 4th dot: Add your Mantle dots on rolls to negociate with Hobgoblins.
* 5th dot: You may spend 1 Glamour to erase up to 1 scene of memory on a human witness.
We also made Court Contracts, though these could use some improvement. I might post them later down the line. In the meantime, please feel free to give your opinion.
FREEHOLD OF THE CARIBBEAN ACHIPELAGO
Changelings in the Caribbeans are divided between four Courts, themed after various parts of nature: Lava, Sand, Wind and Waves. The Cycle of Power works through a game of luck fourth every year. The same Court cannot win twice or more in the same year: if that happens, they do the game again until a new one is picked.
The Court of Lava
The Obsidian Scorpion, The Scarlet Court, The Court of Passion
Associated with the Emotion of Passion, the Court of Lava recover from their trip to Arcadia by investing themselves in something, usually an ideal or something they love doing, and completely embracing it emotionally. The most engaged and agressive of the Courts, they are the most active in fighting back against the Fae, often driving by revenge, justice, or a desire to vent. They tend to be guerilleros, warriors, agitators, politicians, militants and leaders.
Bargain: When the Court of Lave's Bargain is applying, the Fae have to assault Changelings in a straight fight, without any trick. The Court of Lava is not forced to follow this, and often abuse ambush or traps in retaliation.
Mantle: Gain 1 Glamour when follow passion over reason or push someone to do so.
* 1st dot: Add your dots in Mantle as a bonus on all rolls to ambush or set traps
* 2nd dot: Add your dots in Mantle in rolls to inspire passion into someone.
* 3rd dot: Regain 1 WP when accomplish a personal revenge
* 4th dot: 9-Again on all Sabotage rolls.
* 5th dot: Once per fight, if manages to inflict at least 1 lethal damage to an opponent, next attack inflicts aggravated damages
The Court of Wind
The Flying Hummingbird, The Pale Court, the Court of Curiosity
Associated with the Emotion of Curiosity, the Court of Wind are focused on renewal and discovery; given they lost their past life in Arcadia, they focus on building and discovering a new one. Their members are explorers, scientists, travellers and engineers, constantly making new discoveries for a better future. Out of all the Court, they are by far the ones who travel the most.
Bargain: When the Court of Wind is in power, the Fae must confront them through some form of mind game or riddle.
Mantle: Gain 1 Glamour when succumbs to curiosity or gets someone to do so.
* 1st dot: Add Mantle dots to rolls to build a new invention
* 2nd dot: Add Mantle to rolls to explore a new place.
* 3rd dot: When trying to solve a riddle or unlock a mechanism, may ask a number of Clue to the ST equal to your dots in Mantle.
* 4th dot: Regain 1 WP when solves a mystery
* 5th dot: You may spend 1 Glamour to summon a mechanical servant for 1 scene, which counts as a temporary Retainer with dots equal to your Mantle rating.
The Court of Sand
The Burrowing Crab, the Golden Court, the Court of Nostalgia
Associated with the Emotion of Nostalgia, the Court of Sand focuses on the past, seeking to reclaim their connection to their past lives and what they left behind. They tend to be the closest ones to humans, often working within them to protect them against the Fae. A lot of them are artists, dancers and singers, expressing their appreciation of the past through art.
Bargain: When the Court of Sand is in power, Fae have to specifically rely on human proxies or methods to get to Changelings.
Mantle: Gain 1 Glamour when try to restore something to its original state.
* 1st dot: Add your Mantle dots as a bonus on rolls to blend in with humans.
* 2nd dot: Add your dots in Mantles to all rolls related to creating art.
* 3rd dot: Regain 1 WP when protects humans from Fae creatures.
* 4rth dot: Any attempt to recognize you as a supernatural being suffers your dots in Mantle as a penalty.
* 5th dot: You may spend 1 Glamour to breath life into a piece of art for 1 scene.
The Court of Waves
The Moray Eel, the Azure Court, the Court of Shyness
Associated with the Emotion of Shyness, the Court of Waves prefer to act in the shadow, watching the Fae's action in secret to better understand how to undermine and limit them. They acts as the spies and informant of the Freehold. Many of their members are oneiromancers or professions that let them collect informations, such as bartenders or tourist guides.
Bargain: When the Court of Wave is in power, the True Fae have to reveal at least one of their weakness in some way before they may approach the Changelings.
Mantle: Gain 1 Glamour when acts like a shut in.
* 1st dot: Add your dots in Mantle as a bonus to hide or keep secrets.
* 2nd dot: Add your dots in Mantle as a bonus to spy on people.
* 3rd dot: Regain 1 WP when uncover something hidden.
* 4th dot: Add your Mantle dots on rolls to negociate with Hobgoblins.
* 5th dot: You may spend 1 Glamour to erase up to 1 scene of memory on a human witness.
We also made Court Contracts, though these could use some improvement. I might post them later down the line. In the meantime, please feel free to give your opinion.
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