Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
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Taboo: Granite demands that his children never back<br />
down from a test of strength or endurance.<br />
Ice Background Cost: 1<br />
The northernmost regions of the American continent,<br />
where Ice enjoys his greatest influence, are icebound for much<br />
of the year, while in the Rockies and the higher ranges of other<br />
North American mountains, Ice often makes himself at least a<br />
temporary home. The native tribes of the Far North have<br />
learned from Ice how to travel upon its surface, build shelters<br />
from large blocks of ice and gather food by fishing through holes<br />
cut on frozen lakes and waterways. Ice represents the contradictory<br />
nature of life, since he can be solid enough to support great<br />
amounts of weight yet fragile enough in places to break underfoot.<br />
Ice reminds Nunnehi of the coming of Winter.<br />
Traits: Ice grants his Nunnehi children Survival 2<br />
(Arctic) and one additional point of Stamina.<br />
Taboo: Ice requires his allies to dwell in places where he<br />
is prevalent and to care for the people and creatures who make<br />
those lands their home.<br />
Maize (Corn)<br />
Background Cost: 3<br />
Maize (com) is the staple crop of many tribes. A close ally<br />
of Blue Corn Woman, a chief spirit of the Upper World, Maize<br />
symbolizes bounty, fertility, and protection. Besides forming the<br />
basis for corn pone (or cornbread), grits (or hominy), and the<br />
corn tortillas of the Southwestern tribes, powdered maize was<br />
often dusted over a family's sacred possessions to feed the spirits.<br />
Ears of maize acted as protective fetishes against witchcraft (or<br />
bad medicine) and harmful creatures or as repositories for ghosts<br />
during ceremonies of mourning. Maize is a regal spirit, concerned<br />
with ceremony, yet she is also imbued with an intimate<br />
concern for nourishing and protecting those who honor her.<br />
Traits: Nunnehi who choose Maize as their totem gain<br />
Empathy 2 and Cooking 2 as well as one additional point of Wits.<br />
Taboo: Maize's children must hang an ear of corn<br />
somewhere in their permanent dwellings, and must carry a<br />
few kernels of corn or corn pollen on their person at all times.<br />
Saguaro Cactus<br />
Background Cost: 2<br />
Thriving in the Southwestern deserts, Saguaro towers<br />
over the other plant life, dominating the landscape. His spiny<br />
limbs arch upward, forming a link between earth and sky. The<br />
Papago of Arizona use the succulent's bright red, plum-sized<br />
fruit in brewing a syrupy liquor which they ritually consume<br />
as part of their rainmaking ceremonies, hoping this act would<br />
bring rain to their parched land. Saguaro is proud and hardy,<br />
proof that even the barren desert can sustain life and growth.<br />
Traits: Nunnehi allied to Saguaro gain Stamina 1,<br />
Survival 1 (desert) and Brewing 1.<br />
Taboo: Saguaro requires his children to conserve water<br />
and to oppose those who pollute water sources.<br />
Sandstone<br />
Background Cost: 2<br />
Sandstone makes her home in arid regions such as deserts<br />
as well as near areas of fresh and salt water. The Dineh (Navajo)<br />
grind her colorful stones into fine sand to use in the elaborate<br />
and beautiful sand paintings that figure in their ceremonies<br />
depicting the various Chant Ways — among them Earth Way,<br />
Shooting Way and Blessing Way. Sand paintings absorb the<br />
evil spirits driven out in healing ceremonies. Sandstone is also<br />
useful as building material for the various pueblo tribes. Sandstone<br />
is patient and flexible, willing to participate in both the<br />
practical and spiritual affairs of those who respect her.<br />
Traits: Sandstone's Nunnehi children gain Craft 2<br />
(sandpainting) and Occult 1.<br />
Taboo: Sandstone requires her children to study the<br />
ancient rituals of their mortal tribes.<br />
Tobacco<br />
Background Cost: 4<br />
Regarded by almost all Native American tribes as one of the<br />
most sacred plants, Tobacco's dried leaves were crumbled, then<br />
scattered upon holy ground to honor the spirits or else burned in<br />
an open fire to send its pungent fumes to the Upper World.<br />
Smoked in special pipes, Tobacco's mildly narcotic smoke opened<br />
lines of communication between the Upper and Middle Worlds.<br />
White settlers who "discovered" and commercialized the use of<br />
tobacco as a recreational, habit-forming drug have ignored its<br />
spiritual qualities and opened themselves to the dangers of<br />
overindulging in its potentially harmful properties. Tobacco<br />
shuns those tobacco plants harvested by the cigarette industry,<br />
and will usually avoid large fields of commercially grown tobacco.<br />
Traits: Tobacco grants his Nunnehi children Spirit<br />
Lore 1 and one additional point of Perception.<br />
Taboo: Tobacco requires his children to restrict their tobacco<br />
use to ceremonial occasions, honoring its original purpose.<br />
Whitewater<br />
Background Cost: 1<br />
Whitewater is known for her mercurial nature, by turns<br />
playful and menacing. She is the symbol of self-challenge and the<br />
free spirit of the untamed wilderness. Whitewater delights in rapid<br />
movement and constant change. Whitewater's laughter pierces<br />
the forests and announces her presence over long distances.<br />
Traits: Whitewater endows her Nunnehi children with<br />
Swimming 3 and Boating 2. Her children also gain an<br />
additional point of Dexterity when involved in activities<br />
which take place in rapidly moving water.<br />
Ban: Whitewater requires her children to make their<br />
homes near her banks. She also asks that any who honor her<br />
refrain from polluting her rivers.