Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
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Prop — Identifies an object associated with the spirit to<br />
be placated.<br />
Scene — Identifies a place associated with the spirit to<br />
be placated.<br />
Successes: The number of successes indicates the willingness<br />
of the spirit to allow you to appease it in some way and<br />
the length of time in which it will remain placated.<br />
1 success — The spirit grudgingly tells you what must be<br />
done to appease it for a short time (one day).<br />
2 successes -- The spirit regards the offer without<br />
hostility and may be appeased for up to a week.<br />
3 successes — The spirit is willing to be placated for a<br />
month.<br />
4 successes—The spirit is anxious for appeasement, and<br />
agrees to cease being a disturbance for at least a year.<br />
5 successes — The spirit is completely satisfied and does<br />
not again cause trouble unless it is once again offended.<br />
Ghost Dance<br />
This powerful cantrip allows you to assert actual control<br />
over the spirits of the deceased. It can be used to command or<br />
compel a ghost to cease troubling the living, banish it from a<br />
particular place or object, or force it to return to the Lower<br />
World if it has managed to cross into the Middle World. Used<br />
with the Fae Realm, this cantrip can be used against vampires<br />
and other monstrous beings. It is also believed that under certain<br />
circumstances, a Nunnehi using this cantrip can actually raise<br />
an army of ghost warriors to do battle for her, her Family or her<br />
tribe. Attempting such a drastic use of this cantrip, however,<br />
puts the Nunnehi's faerie self at risk. If such an attempt fails<br />
catastrophically (a botch), the Nunnehi is drawn against her<br />
will into the Lower World where she must battle the ghosts she<br />
was trying to command. A Nunnehi who dies in this manner is<br />
forever destroyed and becomes the ghost of her mortal self.<br />
Realms: The Realm describes the person, creature,<br />
thing or place affected by the cantrip.<br />
Actor — Describes the human spirit who is the subject<br />
of the cantrip.<br />
Fae — Describes the supernatural creature who is the<br />
subject of the cantrip.<br />
Nature — Describes the animal, plant or other natural<br />
spirit who is the subject of the cantrip.<br />
Prop — Describes the object or item associated with the<br />
subject of the cantrip (such as a bow haunted by the spirit of<br />
a dead warrior).<br />
Scene — Describes the place which is the subject of the<br />
cantrip (for example, the clearing where a deer was wrongfully<br />
killed).<br />
Successes: The number of successes indicates the degree<br />
to which the spirits of the deceased can be controlled.<br />
1 success — You can command a ghost to stop troubling<br />
the living, but cannot make it leave unless it wishes to do so.<br />
You cannot affect powerful spirits of the dead or supernatural<br />
creatures.<br />
2 successes — You can command a ghost to cease its<br />
disturbance and leave the area for a short period of time<br />
(regardless of whether or not it is appeased). Powerful spirits<br />
of the dead or supernatural creatures such as vampires or<br />
werewolves can be forced to leave an individual alone temporarily,<br />
but you cannot drive them away from the area.<br />
3 successes — You can permanently banish a ghost from<br />
an area or forbid it to trouble an individual. A powerful ghost<br />
or a supernatural creature can be commanded to leave for a<br />
short period of time.<br />
4 successes—You can point the way to the Lower World<br />
to a "lost" ghost (although you may not travel there yourself)<br />
and force it to leave the Middle World entirely. You can<br />
banish a supernatural creature from a specific area (such as a<br />
clearing or a particular dwelling) of the Middle World.<br />
5 successes — You can exert phenomenal control over<br />
the spirits of the dead, compelling them to do what you tell<br />
them, even to the extent of raising an army of spirit warriors<br />
to do battle for you. The dangers of using this degree of power<br />
to create an army are detailed in the description of the cantrip<br />
above. You can control the actions of supernatural creatures<br />
for a time lasting until the next sunrise or sunset, whichever<br />
comes first at this level of success.<br />
Bunks<br />
Pyretics Bunks<br />
Level Bunk<br />
• Flick Your Bic: Light a lighter.<br />
• • Burn Baby Burn: Perform an anachronistic<br />
dance.<br />
• • • Dragon Breath: Take a swig of alcohol<br />
and spit it out while lighting it, creating a<br />
ball of flame.<br />
• • • • Insurance Nightmare: Burn a valuable<br />
object.<br />
• • • • • Guy Fawkes: Sculpt a candle as a replica<br />
of your target and burn it down to the stub.<br />
Naming Bunks<br />
Level Bunk<br />
• Laundry List: Tear up a list you used<br />
within the past 24 hours.<br />
• • Spin-off: Spin a coin on a wooden surface.