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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.

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