Punk Class Changelings in Changeling 2512 | World Anvil
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Punk Class Changelings

General Description:

  Punk Class Changelings are born out of human dreams of technological advancement and the raw potential of science to achieve the impossible. Punks controlled by their Seelie nature tend to relish crafting devices that are beautiful, imaginative, and generally beneficial to humanity. Unseelie Punks veer off towards darker creations that are powerful, trendy, and morally questionable in their utility.  

Appearance:

  Punks are best described as angular. They have sharp facial features, pointed ears, a penchant for body modification, and elongated limbs and fingers. Seelie Punks usually favor a steam-punk aesthetic featuring gears, leathers, velvet, and sepia tones. Unseelie punks drift towards a cyber-punk aesthetic sporting cyan neon glows, chrome hardware, and heads up displays on their gadgets.  

Lifestyle and Aging:

  • Childlings (Age: 5-12). Young Punk Class Changelings are incessantly curious and love to tinker with any form of technology they can get their hand on. They are not innately destructive, but they usually end up with large piles of parts from things they have taken apart attempting to figure out how it works.

  • Wilders (Age: 13-18). Teen aged Punks dive deeply into the world of technology. They acquire broken devices and fix them, purchase new tech and upgrade its functionality, and complain about every little imperfection they find in machines and people (who are really just organic machines to them). The goal of most adolescent Punks is to create a workshop where they can work with the highest degree of efficiency.

  • Grumps (Age 19 +). Adult Punks tend to become isolated in their old age. Their criticisms of others often drive away all but their closest friends, and they eventually spend the bulk of their time sequestered in their workshops. Punks eventually succumb to banality because of boredom once the luster of creating newer and better tech has worn off.

Birthrights and Frailties:

  Birthright: Create Dross. Each Punk Class Changeling may use their own Glamour to create the raw materials to forge Chimerical objects. These objects only exist in the dreaming dimension unless the Punk uses powers like Fusion or Toughen to cause the object to materialize in the Prime Reality Plane.   Birthright: Fixer. Punks can tinker with—and repair— nearly anything given enough time and resources. When attempting to repair a broken object, they cannot botch a Hyper-tech or Agrotech roll. This power does not include an inability to botch when creating new tech (see frailty below).   Frailty: Perfectionism. Every object (either Real or Chimerical) created by a Punk will always have at least one flaw in it. The flaw may be microscopic or inconsequential to the operation of the finished device, but the Punk will be acutely aware of the imperfections in any object they create.

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