Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
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4 successes — Total change; true calling. Change Legacies<br />
to that of your choice, or cause gunpowder to be edible.<br />
Turn a church into a bowling alley.<br />
5 successes—Complete change; spiritual Twister. Cause<br />
vampires to embark on Golconda, or simply gain Faith.<br />
Switch stats on character sheets between Social and Mental<br />
Attributes. Change wraiths to specters. Turn the White<br />
House into a public lavatory.<br />
Spirit Link<br />
Our dreams are pale memories of themselves,<br />
and nagging doubt is the false measure of our days.<br />
Even so, the spirit voices are singing,<br />
their thoughts are dancing in the dirty air.<br />
Their feet touch the cement, the asphalt<br />
delighting, still they weave dreams upon our<br />
shadowed skulls, if we could listen.<br />
If we could hear.<br />
—Paula Gunn Allen, "Kopis'taya" (A Gathering of<br />
Spirits)<br />
Spirit Link is the Art of communicating with the spirits<br />
that inhabit the Upper and Lower Worlds and reside in all<br />
natural objects and animals. It is available only to Nunnehi<br />
or those changelings who are deemed worthy to be taught the<br />
Art. Nunnehi will only teach Spirit Link to non-Nunnehi if<br />
that changeling is adopted by a Nunnehi Nation.<br />
Attribute: Perception<br />
World Sight<br />
This cantrip allows you to perceive creatures, objects or<br />
places in the Upper, Lower and Middle Worlds. When used in<br />
connection with the Prop or Scene Realm, it allows you to look<br />
in on an object or an area in the spirit worlds from afar. Places<br />
in the Middle World can only be assessed when you are<br />
physically present. You must either be familiar with the subject<br />
or possess something that links her with the subject — such as<br />
a piece of or an item belonging to the subject, the subject's spirit<br />
(or true) name, or a symbol associated with the subject.<br />
This cantrip does not allow sensory perceptions of the<br />
Middle World like those able to be sensed with the Soothsay<br />
cantrip Tattletale, but does allow the Nunnehi to assess the true<br />
spirit of an object, person or place. Thus, by using World Sight,<br />
you could tell that an object has a curse associated with it, or that<br />
a person is actually a supernatural creature such as a vampire.<br />
Possession by spirits can be revealed by this cantrip, as can the<br />
inherent amount of Medicine or spirit power that exists in a place.<br />
Realms: The Realm defines the subject or area being<br />
glimpsed. Distance is not a factor for World Sight.<br />
Actor — Defines the person or spirit being sensed.<br />
Fae — Defines the changeling, other N unnehi, chimerical<br />
creatures or other supernaturals such as Prodigals (vampires<br />
and werewolves) and Gallain being sensed.<br />
Nature — Defines the animal, plant, mineral or other<br />
natural item being sensed.<br />
Prop — Defines the manmade item or inanimate object<br />
being sensed.<br />
Scene — Defines the place in any ot the three worlds<br />
being sensed.<br />
Successes: The number of successes determines how<br />
much can be sensed by the use of the cantrip.<br />
1 success — You gain a vague sense of the subject, usually<br />
through a momentary vision. No other sense is involved.<br />
Used to glimpse someone or something in the Middle World,<br />
there is only a sense of whether something is "wrong" with the<br />
subject of the cantrip.<br />
2 successes — You get a slightly distorted, though more<br />
detailed, picture of the subject. Colors are muted or artificial,<br />
sounds are muffled and indistinct, and you have no control over<br />
point of view, which remains static. The effects last tor about<br />
five minutes. Used to view a subject in the Middle World, this<br />
degree of success allows a hint about the subject's true nature<br />
(i.e., "a dark shadow hangs over your uncle, like a curse...").<br />
3 successes — Your World Sight is clear and distinct.<br />
Colors are vivid and realistic, but sounds are still easily<br />
misinterpreted, particularly in the case of overheard conversations.<br />
The effect lasts for an entire scene. Danger to yourself<br />
from the subject of the cantrip may be clearly perceived, as<br />
can other strong emotions associated with the subject. Used<br />
in connection with a target in the Middle World, three<br />
successes allows a definitive (though not always specific)<br />
determination about the subject to be made. For example,<br />
you can clearly "see" that Uncle Raging Bear is laboring under<br />
a curse of bad luck, or that the mysterious stranger is actually<br />
a vampire, but cannot tell who placed the curse, how powerful<br />
it is, or whether the vampire is a strong or weak one.<br />
4 successes — You receive a full, distinct, multi-sensory<br />
image of your subject. Normal sounds and conversation are<br />
easy to interpret. The duration lasts for a full day and night<br />
unless you decide to end it prematurely. You can sense<br />
potential as well as actual danger from the subject. You can<br />
alter your point of view in a limited fashion, but may not<br />
follow if the subject moves out of your sight. When focused on<br />
a subject in the Middle World, this level of success reveals<br />
specific information about the person, place or thing sensed,<br />
such as the nature of a curse and its relative strength or the<br />
amount of Medicine possessed by someone.