Banality
Taken from Changeling: The Dreaming 20th Anniversary Edition (p. 268)
Banality Triggers
- Invoking the Autumn to resist a cantrip or chimerical effect.
- Failing to overcome a target’s Banality while enchanting them (this does not apply to childlings).
- Wilfully destroying a Treasure or any other irreplaceable faerie artifact.
- Killing a changeling’s chimerical self (wilders are immune to this trigger under most circumstances).
- Ending a changeling’s mortal life.
- Killing one of the enchanted, a mortal Dreamer, or Kinain.
- Wielding cold iron.
- Breaking an oath.
- Childlings - A childling risks Banality when she denies a novel idea.
Immunity: Nothing can stop childlings from trying new things. Failing to overcome Banality does not trigger them. For childlings, it’s better to try and fail than not try at all. - Wilders - A wilder invites Banality when he denies an opportunity for adventure.
Immunity: Conflict is part of any adventure. A wilder is not triggered by chimerically killing changelings and chimera as long as it occurs in service of his latest escapade. - Grumps - When a grump fails to provide a necessity for someone or something in her care, she is triggered.
Immunity: Sometimes unpleasant things must be endured. A grump may spend as much time around high Banality people or places as needed without gaining Banality (p. 268).
Ambient Banality
When deciding the Banality rating of the structure, consider what the Banality rating of the average member of the organization that made it that way would be. Factor in how many of them there are, how long they’ve been there, and how active they are, and you should have a pretty good idea of where on the chart they belong. Any rolls for cantrip use within a Banal structure suffer +1 to their difficulty. Additionally, for every scene a changeling spends in a Banal structure in excess of her Glamour rating, she gains a point of temporary Banality. Mortals who regularly spend time in a Banal structure with a higher Banality rating than their own slowly gain Banality until they reach an equilibrium with the structure. This gain occurs at the rate of one dot of Banality per month. This assumes they spend a significant portion of their waking hours within the structure, such as for a nine-to-five job. If they spend less time in the structure, they may gain Banality at a slower rate or not at all, at Storyteller discretion. Similarly, if they are locked in or otherwise forced to spend 24 hours a day in such a structure, their Banality rating rises much quicker than usual.
The Mists Chart
Banality Rating | Duration | Effect |
---|---|---|
0 | One Minute | Perfect Recall |
1 | One Hour | Clarity |
2 | Six Hours | Partial Memory |
3 | 12 Hours | Disoriented |
4 | One Day | Uncertain Memory |
5 | Three Days | Hazy Memory |
6 | One Week | Vivid Flashbacks |
7 | Two Weeks | Dreamlike Memory |
8 | One Month | Distant Dream |
9 | Four Months | Denial |
10 | N/A | Complete Blank |
Gaining more than 10 points of Banality results in the character’s Banality rating increasing. The only way to remove Banality dots is through a great Quest.
Comments