Difference between revisions of "Tokens"

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:''e.g. you've told a lie to your best friend, which the Wyrd will ensure they find out in the most hurtful way possible''
 
:''e.g. you've told a lie to your best friend, which the Wyrd will ensure they find out in the most hurtful way possible''
 
Others take their toll out of your hide without asking.
 
Others take their toll out of your hide without asking.
:''e.g. you hold a token doll underwater until it stops bubbling, but as a consequence, you lose the ability to breathe above water until its water-breathing effect is over''.
+
:''e.g. you hold a token doll underwater until it stops bubbling, but as a consequence, you lose the ability to breathe above water until it dries''.
  
 
Note that, as mentioned above, when activating a token via catch, the drawback occurs contemporaneously.
 
Note that, as mentioned above, when activating a token via catch, the drawback occurs contemporaneously.

Revision as of 21:33, 8 March 2016

Tokens

These are where the real magic happens. If you want something you can tick off boxes on and always come up with a relatively similar answer, don't look to Tokens. These are the strange, the bizarre and, in the inevitable way of all things Fae, often the more dangerous option for your magical item needs.

They are also far, far more powerful and more flexible than Hedgespun tokens can, or ever will be.

Crafters, for our rules on hand-making those Tokens of yours, please go to the Token-Making wiki page.



Anatomy of a Token

Every Token has the following characteristics:

  • Activation Type: does using this require any actions beyond feeding it power?
  • Mask/Mien: what does the token look like in the Hedge/mortal world?
  • Action: what does this thing DO?
  • Drawback: what's the cost of using it?
  • Catch: I'm not a changeling. What do I have to do to use this thing if I don't have Wyrd or Glamour?


Identifying a Token

If you haven't been told that something is a token, you can certainly check to see if you can sniff its magic out.

Roll Wits + Wyrd while in contact with the item.

NOTE: this only tells you that the item is a token. It does NOT tell you what it does/its catch/its drawback.

It is worth noting that tokens will actively resist alteration to their form from outside sources. They are fae magic, and resent the intrusion of other powers. Mages, werewolves, etc. will suffer for prying, whether by triggering the drawback or by destroying the token entirely.


Dot Levels vs. Rarity

Per Changeling theme, tokens are relatively commonplace. Most changelings have at least one, if not more minor tokens at any given time. They are a form of currency both among the Lost themselves and the hobgoblins they trade with.

Some rough guidelines are found in the Changeling: the Lost corebook, summarized below with page references. The tokens listed on those pages should give you some good examples of what basic tokens at those levels would be like. You are welcome to use those tokens, tweak those tokens or come up with completely original ideas; staff encourages creativity!

1-dot Tokens: Minor, low-power item whose benefit is either very meager or usable only in specialized situations. They are common bartering items among the changelings of a freehold. (CtL pp.202-4)
2-dot Tokens: More versatile items which offer even stronger benefits in specialized situations. These are usually not given out as parts of easy pledges, but they may be common currency among changelings of the Courts or within certain entitlements. (CtL pp.204-5)
3-dot Tokens: These potent tokens tend to offer benefits above and beyond what a changeling can achieve with her own abilities. Such items aren't taken or given carelessly. They are often the lynchpin of powerful pledges. (CtL pp.205-6)
4-dot Tokens: These possess widely applicable, relatively potent powers. These are not given out or acquired with any frequency. Noteworthy service to the Court over a long period of time may earn a changeling a token of this power. (CtL pp.206-8)
5-dot Tokens: These tokens are practically mythical, and usually only belong to kings, heroes and other potent figures of a freehold. They are highly prized. (CtL pp.208-9)

Our rules for Token-Making are designed to encourage these attitudes. While the process is relatively effortless for the True Fae, changelings are not True Fae, and it takes work. A lot of work.


Appearance

Tokens, when brought into this world from the Hedge or from Faerie, appear mundane, almost purposefully uninteresting — metal has no shine to it, wood seems dinged or splintered, paper or parchment frays at the edges.

This only changes when the token has been activated.

When active, tokens reveal a measure of their magic. The item may appear as it did in the Hedge/Arcadia, or it may reveal new glimpses of odd magic. Be creative. It's rarely an extreme shift and can involve senses other than sight. It is also often a dark shift, depending on the magic involved in the token.

Example: Ryan has a 1-dot token which cleans and repairs an article of mundane clothing when he rubs it on the cloth in three clockwise circles while activating it. Normally, the token looks like a regular river pebble in the mortal world, but when its magic is in use, it glistens as if wet, and the air around it smells like harsh lye soap.


Activation

Every token requires activation, but not all activations are equal.

Some tokens simply require their user to hold them and desire to use them when they are empowered, but others may require a physical action (stroking it three times, whispering a haiku it hasn't heard before, soaking it in your blood).

To activate a token, you may either roll Wyrd (no Willpower bonus allowed) or spend 1 Glamour...or you may use the Catch, which is discussed below.

If you do choose to roll, remember the following:

Dice Pool: Wyrd
Action: Varies by token
      Roll results
Dramatic Failure: The token fails to activate, but you still suffer its drawback.
Failure: The token fails to activate.
Success: The token functions as it should, and you suffer the drawback of using it to do so.
Exceptional Success: There's magical feedback, and next time you roll Wyrd (in a Contract or to use another token) you get +1 on the roll.


Suggested Modifiers
Modifier Situation
+2 The character is within a Hollow when the token is used.
+1 The character is in the Hedge when the token is used.
-1 The character has high Clarity (8-10).
-1 There are distractions (noise, violence, crowds) in the vicinity.


If using Glamour, the token immediately behaves as though you gained a success on your Wyrd roll, slaps you with its drawback and does as it is supposed to do.

If using the catch, you suffer both the drawback AND the effects of the catch itself, the token taking its payment out of your hide instead.


Drawback

Tokens work on the principle of diminishing returns. What you put into it is more than what you get out. The drawback on your tokens should be a significant effect, and tied to the benefit. For example, a token which grants you great mental prowess might leave you physically an invalid for the same duration. A token which turns any drink into a perfect martini, on the other hand, might only give you a -1 to Stamina rolls to resist getting drunk from drinking it. It's all a matter of scale.


Catch

A catch is not supposed to be pleasant. In general, a catch is as potent, or more so, than the action it will allow. A "dread cost" by book parlance (CtL p.202), the catch allows ANYBODY to use the token. This means that a human, mage, vampire, werewolf, etc. can use the token and gain its benefit without using Wyrd or spending Glamour.

The same goes for changelings.

Some catches involve a consciously paid cost involving pain or penalties.

e.g. you can only use the token for free if you deliberately injure yourself so badly you've got half your health boxes in Lethal
e.g. you've told a lie to your best friend, which the Wyrd will ensure they find out in the most hurtful way possible

Others take their toll out of your hide without asking.

e.g. you hold a token doll underwater until it stops bubbling, but as a consequence, you lose the ability to breathe above water until it dries.

Note that, as mentioned above, when activating a token via catch, the drawback occurs contemporaneously.


Trifles

Trifles are the equivalent of 0-dot tokens. See CtL p.209 for more details.

Strictly one-use items, they are activated either by rolling Wyrd or spending 1 Glamour. There is no drawback and no catch. Only changelings and fae-touched, therefore, can use them. ALL of them require some kind of physical action to activate.

Any changeling can create a trifle out of an item in the Hedge by spending a single Willpower point to harness/direct the magic.

Trifles are one of the items which may be purchased via tix and the Reward Arcade. See the Arcade page for a table which lists them and a brief summary of their effects. If you would like more details, page numbers are available.