Overview EditTelevision, doctors, lines at the bank, money machines, traffic, malls... all of these things carry the taint of Banality and negatively affect changelings. Anything that removes the wonder from the eyes of a child, anything that teaches one not to believe in magic or faeries is a source of Banality in the world and is a bane to changelings. The effects of banality upon a Kithain is measured by a temporary Banality rating. It describes to what extent the mundane world has tainted the fae's ability to dream and to find wonder in the things around them.
Despite this, Banality is an essential part of every Changeling's existence; without the protection offered by the Banality of their mortal seemings, Changelings would not be able to survive in the highly banal mortal world and would quickly perish. But even with this protection, powerful sources of Banality can harm or even destroy a Changeling's soul, and so it is greatly feared.
As well as being anathema to Changelings, Banality destroys a mortal's ability to Dream, and to create. Banality is thus seen as a major force in all that is dark and miserable in the World of Darkness, and it has many ties to the static reality sought after by Technocracy mages.
A few beings, most notably the Autumn People, are able to use Banality for minor "magical" effect in much the same way as Changelings use Glamour.
Effects of Banality Edit
- If a character's temporary Banality ever exceeds their permanent Glamour score, they begin to slip into the Mists, reverting to their mortal seeming and forgetting that they are Kithain. (This generally occurs between stories, when the character is not actively involved with other changelings.)
- Banality hangs over mortals and supernatural beings like a shield of disbelief. In order to use Glamour on someone or something, the character must fight against the target's Banality. Most humans have a Banality of 7 or higher.
- In order to enchant someone, a changeling must first overcome the target's Banality. The difficulty number for the enchantment must be qual or greater than the target's Banality rating.
- When one of the Kithain attempts to affect a target with a cantrip, the target's Banality will affect the chance of success. The difficulty for cantrips should reflect the target's Banality; usually equal to it.
- Beings that have a Banality rating of 8 or higher actually physically affect changelings. The Kithain may become nauseous, experience headaches, or just get very edgy and belligerent. This occurs especially if the changeling spends any time in the company of high Banality people, and gets progressively worse the longer the changeling stays. As a general rule, normal mortals and others with ratings of 7 or lower, do not have this effect.
Gaining Banality Edit
- A Changeling gains a temporary point of Banality whenever they use their own Banality to resist a cantrip.
- If a Kithain's attempt to overcome a being's banality fails, they gain a temporary point of Banality.
- Destroying a treasure and some chimera can cause a changeling to gain temporary Banality.
- Killing a changeling's chimerical form causes a Kithain to gain a point of temporary Banality, ending the mortal life as well adds another point.
- Spending time in the company of high Banality will rub off on one of the fae as well, giving temporary Banality. Often, a character will earn a temporary point of Banality for each point the Banal person has over 7, per scene spent there.
- By acting too mundane, one of the fae can gain Banality.
- If a character's temporary Banality ever exceeds 10, they gain a permanent point of Banality
Getting Rid of Banality Edit
- Any time one of the fae is supposed to gain a temporary point of Banality, they can choose to add a Nightmare Die to their cantrip pool instead.
- When gaining a temporary point of Glamour, the fae can choose to remove a temporary Banality point instead. The time the point of Glamour is gained is the only time this option is available.
At the Storyteller's approval, a character may decide to undertake a quest that will effectively reduce their permanent Banality. These quests usually involve an oath, which will bind the changeling to the task and punish them for an unsuccessful result. Once decided upon, the quest must be completed successfully or the character gains a point of permanent Banality rather than loosing one. Any one of three types of quests will serve this purpose, but the details of the quest are up to the storyteller.
- Quest of the Deed: The Kithain must swear to undertake some task, such as recovering a lost item or rescuing someone.
- Quest of Inspiration: An individual is chosen and the changeling must spend the next several months or years (however long it takes) to bring that person to greatness. The Kithain may not interfere directly in any way; they may only inspire.
- Quest of Dreaming: A changeling may attempt to bring the Dreaming into a mortal's life. An individual is chosen, generally one firmly entrenched in their own Banality. The Kithain must then bring the mortal back to living with a sense of joy, awe, and wonder about the world around them (Think of the angel in It's a Wonderful Life). This can take years or a single night (Think A Christmas Carol), depending on the cleverness of the Changeling. However, once the fae has brought the mortal around, that mortal becomes their responsibility, and if ever the mortal should fall back into the clutches of Banality, the Kithain has a duty to re-establish the miracle.