Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
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.