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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.

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