Types of Iron

Changeling the Lost Specific Questions

Types of Iron

Postby Fetch » Tue Mar 27, 2012 12:12 pm

This classification goes way back but Bryce and I just talked about it Sunday and came up with hard examples of Legendary Iron powers so I thought it might be a good idea to post it up.

Types of Iron:
  • Iron that has not been worked at all (chunks of ore that you are throwing at the true fae) work only just as well as any other rock. That is to say they have no special properties.
  • Hand-wrought iron bypasses fae supernatural defenses and cannot be targeted by fae powers but does not damage Fae especially. 1 hour per draw on the extended test. You can use a forge, but must still hand work it.
  • Cold-wrought iron bypasses fae supernatural defenses, cannot be targeted by fae powers, and deals Agg to True Fae. 1 DTA per draw (slow and steady) on the extended test. You can't use a forge, but must hand-work it without any heating but the friction of the hammer hitting the metal.
  • Legendary Iron is powerful iron with all the benefits of Cold-wrought Iron but forged for specific purposes (iron-foil hats to stop mind control, iron mirrors to see thru illusions) that require you to get rare or unique iron and take special care in crafting. Crafting rules requite slow and steady Extended action to create and add 3 successes to the target number for every special factor in the process. The number of special factors (materiel has never been touched by the fires of man, meteorite iron, only worked under the full moon) determines the power of the Legendary Iron.
  • Mine-ral aka hedge iron may be hedgespun as it's a materiel of the hedge. The first successful use of fae power on it fails but denatures the metal such that it no longer bypasses fae defenses. Mine-ral cannot ever deal agg to Fae as it's not 'real' iron but it may be used as the basis for Legendary Iron if one is willing to risk their potent project being denatured by the first Ogre who attempts to Rending Grasp it.


Example Iron[/i]
[b]Cold-wrought Iron

These Iron weapons deal Aggravated Damage to the True Fae and bypass the supernatural defenses of even lesses fae. They cannot be targeted by Contracts or other fae powers.

the Iron Ring
Damage: -1 (B/A), uses Brawl
Size 0, Durability 2
These simple rings are used as a sign of membership and weapon of last resort for members of the freehold of the Iron Ring in Bellingham, Washington.

Legendary Iron
The difficulty in it's creation mean Legendary Iron artifacts are rare and often passed into myth. Despite it's rarity many such items follow a few common patters.

Weapons made to inflict grievous harm gain additional equipment bonus to their attack equal to their dot rating against fae creatures. These weapons are so vicious they cause discomfort to even changelings on contact altho they still only deal Agg to the Gentry.

Artifacts designed to counter fae magics can negate powers in a given sphere (damage dealing, memory manipulation, or illusions, for example) up to their dot rating but use comes with some form of drawback. Powers without a dot rating, such as Kith Blessings, use the casters Wyrd to determine level.

Ascalon, the Dragon-Bane of Saint George (••••)
Damage: +3 (L) or +7 (L/A)
Size 3, Durability 2
This blade was forged for the dragon-killing saint of England. The identity of the saint has been lost to time altho some claim he was a Sun Courtier striking down one of the Others that demanded mortal tribute in the area of Lasia while others claim he was a mortal man fighting corrupt changelings of the Easter Court who sought to rule the city much as the neighbors rule their realms in Arcadia.

Perseus's Shield (••••)
Damage: +0 (B/A)
Cover: 1
Size 3, Durability 2
This iron aspis is polished to a mirror finish on the inside. Any sight based fae magics reflected in the shield are nullified to those viewing them in it's surface. This defense is good against some applications of Vainglory (3 and 4) as well as other powers passed thru the eyes.
Drawback: In social situations attempting to spend all your time staring in the mirror is awkward but most often this treasure is used in combat where it's employ means fighting an opponent behind(ish) you (-4) and limiting yourself to one handed weapons.

Iron Hear Cage (•••••)
Size 0, Durability 0
Forged from meteoric iron chemically purified (so that it never need touch the fires of man) and coated in surgical plastics this thing wire cage inscribed with prayers of protection must be implanted around the users heart. Once successfully installed the user is protected from emotional manipulation by magics such as the Fleeting Seasonal Contracts up to five dots.
Drawback: The surgery to install the cage inflicts an Aggravated injury on the users heart (Lethal if the surgery is an Exceptional Success) which can never be dropped below a Bashing Injury so long as the cage remains. Lungs often also suffer in the surgery with a Severity one less than the heart.

Not all Legendary Iron follows the same mold. Below are a few non-typical examples:

Wardens Walking Stick (•)
Damage: +1 (B/L/A), 1 Armor Piercing
Size 1, Durability 2 (for the iron head) or Size 3, Durability 1 (for the stick)
The ornate iron head of this walking stick is shaped like an eagles head with an overly long beak hardened to cut flesh and punch thru armor. All Cold Iron is said to discomfort Fae on contact but many are inhumanly composed, able to hide any pain. This cane head cuts past such subterfuge and causes their flesh to blister and crack revealing them for what they are with but a touch.]
Note: A reformed Arcadian Lord, a charlatan with Clarity, will not be revealed by this cane. Only those Others who are in full command of their power need fear it's touch

Disenchanting Grail (•••••)
Size 1, Durability 1
It is said that any Ensorceled mortal who drinks from this antique finds the glamour instantly driven from their body and their sight restored, their gaze pulled away from the madness of fairy. Each drought leaves the mortal user drained costing them a point of Willpower and removing a point of Glamour. If they have no more Willpower then no more Glamour can be lost until the user has rested and restored their Willpower. When the mortal has no Glamour left in their pledges they are no longer Ensorceled. Changelings who drink from the grail suffer no ill effect altho they may be unsettled by the feel of any broken pledges they cary the burden of. Also, like many antiques, the vessel is sodded with lead so repeated use is not advisable.
Note: Non-humans, non-fae, beings may also break Ensorcelment with this artifact altho it must be filled with some substance they can gain sustenance from. For example a vampire seeking to break ties would need to fill the vessel with blood rather than water or wine.
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Re: Types of Iron

Postby Ovid » Tue Mar 27, 2012 4:14 pm

... the Disenchanting Grail confuses and bewilders me.

The hell is removing Ensorcelment, and nothing else, worth six five dots? It doesn't seem to get them out of any obligations the pledge might force on them, just... um... remove what they're getting out of the bargain.

That's... not a good thing, near as I can tell.

((I understand that this is just an example, of course, and I'm probobly never going to ever need to know that that particular Legendary Iron artifact is artifact 6 5, but I feel like it sets a rather unfortunate precedent))
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Re: Types of Iron

Postby Delphinan » Tue Mar 27, 2012 8:47 pm

Ovid wrote:... the Disenchanting Grail confuses and bewilders me.

The hell is removing Ensorcelment, and nothing else, worth six five dots? It doesn't seem to get them out of any obligations the pledge might force on them, just... um... remove what they're getting out of the bargain.


It sounds like a lead-up to having the artifact break something like blood bonding.
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Re: Types of Iron

Postby The Doctor » Tue Mar 27, 2012 10:16 pm

The only way to fix a generational poisoning of the boon of ensorcellment?
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Re: Types of Iron

Postby Ovid » Tue Mar 27, 2012 10:39 pm

The Doctor wrote:The only way to fix a generational poisoning of the boon of ensorcellment?


It doesn't do that though. All it does is remove the effect of the ensorcellment boon, as written it has no effect on any other portion of the pledge.

It doesn't even affect the fact that the boon is in the pledge! it just renders the boon non-functional.
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Re: Types of Iron

Postby The Doctor » Tue Mar 27, 2012 11:08 pm

It says that they are no longer ensorcelled. Not specifically the boon ensorcellment.
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Re: Types of Iron

Postby Ovid » Wed Mar 28, 2012 2:33 am

The Doctor wrote:It says that they are no longer ensorcelled. Not specifically the boon ensorcellment.


Wait, you can ensorcell someone as a curse? What the hell? Ensorcellment doesn't have any drawbacks!
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Re: Types of Iron

Postby Delphinan » Wed Mar 28, 2012 4:01 am

Ovid wrote:
The Doctor wrote:It says that they are no longer ensorcelled. Not specifically the boon ensorcellment.


Wait, you can ensorcell someone as a curse? What the hell? Ensorcellment doesn't have any drawbacks!


I wanted to do so to Colonel Carter, along with giving her Toxin Resistance so she couldn't use drugs to escape the knowledge. :)

But it can be a curse. Being able to see things that 'aren't there' is not looked upon favorably by society. Imagine telling the authorities that Arg (whose mask is a black man) is a monster...you can see it clearly! Especially if Arg chooses not to drop his mask to help you out. Let's just say after the media gets done with vilifying for that racist statement, being diagnosed with mental issues might be a relief. :twisted:

Most mortals would think twice of Doctor Winters as their doctor if they could see the alien fingers and blood stains. But how to explain it to those who can't see?
Or Case, the cyborg. Or Hobbes, the escapee from that movie. Beth or Z, human-shaped auditioners for the next Syfy documentary? Picture someone trying to make sense of Hope when no one else can see her silver skin. Let's not forget Dante's devil-mien dressed in pastor's clothing. Oh yes, ensorcellment can be a great punishment from the fae. :) Yeah, you'll likely break or maybe go insane, you might even turn Hunter and won't *that* be a fun trial? "Monsters! The jury has monsters!" :twisted:

There are practical uses as well. An ensorcelled guard is going to have a tough time trying to describe the fae who broke in, for example, when he can't see the masks that would identify them on the street later. And if you want some fear glamour? 'Treat' someone you like to a night of inexplicable nightmarish sights and company.
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Re: Types of Iron

Postby Ovid » Wed Mar 28, 2012 4:49 am

Delphinan wrote:
Ovid wrote:
The Doctor wrote:It says that they are no longer ensorcelled. Not specifically the boon ensorcellment.


Wait, you can ensorcell someone as a curse? What the hell? Ensorcellment doesn't have any drawbacks!


I wanted to do so to Colonel Carter, along with giving her Toxin Resistance so she couldn't use drugs to escape the knowledge. :)

But it can be a curse. Being able to see things that 'aren't there' is not looked upon favorably by society. Imagine telling the authorities that Arg (whose mask is a black man) is a monster...you can see it clearly! Especially if Arg chooses not to drop his mask to help you out. Let's just say after the media gets done with vilifying for that racist statement, being diagnosed with mental issues might be a relief. :twisted:

Most mortals would think twice of Doctor Winters as their doctor if they could see the alien fingers and blood stains. But how to explain it to those who can't see?
Or Case, the cyborg. Or Hobbes, the escapee from that movie. Beth or Z, human-shaped auditioners for the next Syfy documentary? Picture someone trying to make sense of Hope when no one else can see her silver skin. Let's not forget Dante's devil-mien dressed in pastor's clothing. Oh yes, ensorcellment can be a great punishment from the fae. :) Yeah, you'll likely break or maybe go insane, you might even turn Hunter and won't *that* be a fun trial? "Monsters! The jury has monsters!" :twisted:

There are practical uses as well. An ensorcelled guard is going to have a tough time trying to describe the fae who broke in, for example, when he can't see the masks that would identify them on the street later. And if you want some fear glamour? 'Treat' someone you like to a night of inexplicable nightmarish sights and company.


Sure. On the other hand, you can easily parlay the information you're receiving about the entities who specifically do not expect you to be receiving that information into pretty significant social advantages. And, it cannot be under-stressed, it lets you know when that girl who just invited you up to her room is actually an extra-dimensional abuser intent on dragging you through a thorny hedge maze which will destroy your soul.

I'm willing to accept that Ensorcellment is a thing any given character will have in-character reasons for trying to get rid of. This is not the issue, honestly.

The point is, Artifact 5 is a purely meta-game construct intended to deny players power without significant investment, it shouldn't be applied to something that is only useful in exceptionally niche cases and, for that matter, only once-- which is what "getting rid of this terrible mild inconvenience called Enscorcellment" is. You can make an artifact like the Disenchanting Grail rare and amazing without assigning it such a marker-- as the game already does with the water from the underworld river that causes pregnancy. No dot value assigned to that, getting it is still a monumental pain in the ass.

I should point out, in the interests of full disclosure, that I feel the same way about the ridiculous point cost of making your character stop aging in most systems. Non-regenerative immortality is not something that will ever meaningfully impact play, since very few games ever have play that spans more than a tiny fraction of an ordinary human lifetime, so doing away with aging should not be assigned the mechanical importance it is. Same thing here. Ensorcellment is not enough of an inconvenience to justify making its removal so mechanically arduous.
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Re: Types of Iron

Postby Fetch » Wed Mar 28, 2012 11:09 am

If I may. 5 dots was because I was being conservative. Maybe it's a power only worth 3 or 4. It's easer in the long run to creep power up a little than down...

The dot cost is not purely meta, it indicates the in character difficulty of creating the item. Forging a regular cold iron grail would require 2 successes. Forging a one dot legendary iron grail would take 5 successes and one special preparation. It's easy. Making a five dot version requires 17 successes and a ton of extra care. It's hard. It's like the five dot token that lets you enter the hedge. Any changeling can already do that but by making the token so expensive it makes the point that this is inherently a powerful ability and that these things are rare. Also it's saying mortals can't normally walk around with them.

As to the utility of killing Ensorcelment, don't think of it as a tool you use on yourself but as a weapon against your changeling enemies. If you know that Theo has an Ensorcelment pledge with the chief of police then breaking that Ensorcelment means Theo suffers whatever Sanction he put in the pledge and the chief probably loses his Boons as well.
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