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Changeling - Players Guide.pdf

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• Your companion is a very minor spirit.<br />

You can only speak with it if you have a<br />

cantrip that allows you to do so, or if both<br />

you and it are near each other in the spirit<br />

plane. It can store two extra points of<br />

Medicine or Willpower (choose one) for<br />

you. It cannot see out of the Upper World<br />

(the spirit realm), so it rarely knows what<br />

is going on in the Middle World (the<br />

mortal realm).<br />

• • Your companion is a minor, though not<br />

insignificant, spirit. You can only speak<br />

to it if you have a cantrip that allows you<br />

to do so, or if it is within sight of you on<br />

the spirit plane. It can store four extra<br />

points of Medicine or Willpower (choose<br />

one) for you. It knows instinctively where<br />

you are, and can look in on you from time<br />

to time.<br />

• • • Your companion is recognized by other<br />

spirits as having some importance and<br />

status. You can speak aloud to it easily<br />

through the bond you share, so long as it<br />

is nearby. It can store four extra points of<br />

Medicine or Willpower in any combina<br />

tion for you. It knows instinctively where<br />

you are, can see through your eyes, and<br />

often looks in on you from the spirit plane.<br />

• • • • Your companion is an important spirit,<br />

perhaps even one honored by your mortal<br />

tribe as a totem messenger. You can speak<br />

mentally to it through the bond you share,<br />

so long as it is nearby. You always know<br />

where it is. You can see through its eyes,<br />

and it can borrow your sight as well. It can<br />

store six extra points of Medicine or Will<br />

power in any combination for you. It<br />

knows instinctively where you are, can<br />

look in on you anytime it so desires, and<br />

can even assume material form in the<br />

mortal realm for short periods of time.<br />

• • • • • Yourcompanion isoneof the major helpers<br />

of one of the great beings of the spirit plane,<br />

such as a herald of Thunderbird or a lesser<br />

manifestation of Blue Corn Woman. You<br />

can speak mentally to it no matter how far<br />

away it is. You and it always know each<br />

other's location. You both can share any of<br />

the five senses and share Arts with each<br />

other. It can store five points each of Medicine<br />

and Willpower for you. When you ask<br />

it to, it will assume material form in the<br />

mortal realm until you desire it to leave or<br />

until it is driven away or banished.<br />

Totem<br />

This Trait represents your spiritual link with a totem<br />

spirit of a particular plant (including trees), rock or body of<br />

water. Your connection to this spirit is vital for your entry into<br />

the spirit realm. Certain totem spirits also give you certain<br />

adjustments to your Advantages and/or Abilities (see descriptions<br />

of Totem Spirits). Most, though not all Nunnehi,<br />

have at least one level in the Totem Background. Those who<br />

do not have a Totem find themselves unable to enter the<br />

spirit plane unless brought there by another Nunnehi who is<br />

allied with a Totem. The number of points spent on the<br />

Totem Background reflect the relative power of the Totem<br />

spirit; more powerful spirits give the Nunnehi more Advantages<br />

or Abilities than do weaker ones. (See the sections on<br />

Totems and Entering the Spirit Plane for further information<br />

on how to use this Background).<br />

• You are linked with a relatively minor<br />

totem spirit (1 point).<br />

• • You are linked with a totem spirit of some<br />

small power (2 points).<br />

• • • You are linked with a modestly powerful<br />

totem spirit (3 points).<br />

• • • • You are linked with a significant totem<br />

spirit (4 points).<br />

• • • • • You are linked with an important and<br />

powerful totem spirit (5 points).<br />

Vision<br />

Vision represents your memories of the Higher Hunting<br />

Ground, the natural home of the Nunnehi Nations, now<br />

severed from them by Banality. It reflects your ability to<br />

remember past incarnations and your unconscious knowledge<br />

of the ancient history of the Nunnehi.<br />

Anytime a Nunnehi character needs to know something<br />

concerning her faerie existence or history, the player may roll<br />

a number of dice equal to her Vision rating (difficulty 6). The<br />

number of successes determines how detailed the information<br />

is. This roll is usually made in connection with a rite or ritual<br />

performed to invoke the "vision" of a character's faerie past.<br />

• Hazy bits of information may be learned,<br />

usually through flashes of dream-like images.<br />

• • Reasonably accurate information can be<br />

gleaned. Visions are slightly more de<br />

tailed and last for several seconds.<br />

• • • Worthwhile lore is available. Visions are<br />

clearly defined and sometimes last for as<br />

long as a minute each.<br />

• • • • Remarkable information can be gleaned.<br />

You see past events unfolding as if you<br />

were in the vision, and the insights go on<br />

for several minutes.

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