Template:Tables/Clarity
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Tables/Clarity
Clarity | Kenning | Perception | Breaking Point | Degeneration |
10 | 10 | +2 | Entering the Hedge. Dreamwalking. Using magic to accomplish a task when it could be achieved just as well without. Minor unexpected life changes. | 5 dice |
9 | 9 | +2 | Using tokens or other mystical items. Going a day without human contact. Minor selfish acts. | 5 dice |
8 | 8 | +2 | Breaking mundane promises or commitments, especially to attend to faerie matters. Changing Courts. Injury to another (accidental or otherwise). | 4 dice |
7 | 7 | - | Taking psychotropic drugs. Serious unexpected life changes. Petty theft. | 4 dice |
6 | 6 | -1 | Revealing your true form to unensorcelled mortals. Going a week without human contact. Obvious displays of magic in front of witnesses. Grand theft (burglary). | 3 dice |
5 | -1 | Killing another changeling. Killing a fetch. | 3 dice | |
4 | -2 | Breaking formal oaths or pledges. Extreme unexpected life changes (pregnancy, losing one’s home, etc.). Impassioned or impulsive serious crimes (manslaughter). | 3 dice | |
3 | -2 | Actively harming a mortal by ravaging their dreams. Going a month without human contact. Kidnapping. Developing a derangement (not including derangements brought on by failed degeneration rolls). | 2 dice | |
2 | -3 | Killing a human. Casual/callous crime against other supernaturals (serial murder). | 2 dice | |
1 | -3 | Spending time in Arcadia. Prolonged or intimate contact with the True Fae. Mortal identity is suddenly and unexpectedly destroyed, totally abandoned or otherwise fundamentally changed. Heinous acts of torture, depravity or perversion. | 2 dice | |
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