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Changeling - Players Guide.pdf

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stances. You may not ever willingly endanger the lives of<br />

innocents or in any way participate in a killing. You have no<br />

problems with killing animals (for the right reasons), and will<br />

kill evil and inhuman creatures to protect others if necessary.<br />

(Be very careful, however, of your definition of "evil"....)<br />

Senseless death in all forms repulses you, and you feel that<br />

those who commit murder should be punished.<br />

Phobia (Severe): (3 point Flaw)<br />

You have an overpowering fear of something. Common<br />

objects of fear include insects, crowds, open spaces, confined<br />

spaces, heights and certain animals. You must make a Willpower<br />

roll to avoid freaking out when faced with the object<br />

of your fear. The difficulty depends on the circumstances. If<br />

you fail the roll, you must retreat in terror from the object of<br />

fear. If you score less than three successes, you will not<br />

approach it. The Storyteller has final say over which phobias<br />

are allowed in a chronicle.<br />

Mental<br />

These Merits and Flaws deal with the mind, its strengths,<br />

weaknesses and special capacities. These Merits and Flaws<br />

should be carefully considered before being taken because of<br />

the degree of effect they may have both on the character and<br />

the story.<br />

Common Sense: (l point Merit)<br />

You have a significant amount of practical, everyday<br />

wisdom. Whenever you are about to do something contrary<br />

to common sense, the Storyteller should alert you to how your<br />

potential action might violate practicality. This is an ideal<br />

Merit if you are a novice player because it allows you to<br />

receive advice from the Storyteller concerning what you can<br />

and cannot do, and (even more importantly) what you should<br />

and should not do.<br />

Concentration: (l point Merit)<br />

You have the ability to focus your mind and shut out any<br />

distractions or annoyances, above and beyond the norm. Any<br />

penalty to a difficulty or Dice Pool arising from a distraction or<br />

Dther inauspicious circumstance is limited to two dice, though<br />

no extra benefits are gained if only one penalty die is imposed.<br />

Lightning Calculator: (l point<br />

Merit) You have a natural affinity with numbers and a talent for<br />

mental arithmetic, making you a natural when working with<br />

:omputers or betting at the track. The difficulties of all relevant<br />

rolls are decreased by two. Another possible use for this ability,<br />

assuming you have numbers on which to base your conclusions,<br />

is the ability to calculate the difficulty of certain tasks. In<br />

appropriate situations, you may ask the Storyteller to estimate<br />

the difficulty rating of a task you are about to perform.<br />

Eidetic Memory: (2 point Merit)<br />

You can remember things seen and heard with perfect<br />

detail. By gaining at least one success on an Intelligence +<br />

Alertness roll, you can recall any sight or sound accurately,<br />

even if you heard it or glanced at it only once (although the<br />

difficulty of such a feat would be high). Five successes enable<br />

you to recall an event perfectly: the Storyteller relates to you<br />

exactly what was seen or heard.<br />

Iron Will: (3 point Merit)<br />

When you are determined and your mind is set, nothing<br />

can divert you from your goals. You cannot be Dominated,<br />

and wraiths, mages and other changelings using mental<br />

attacks against you gain an additional + 3 to their difficulties<br />

if you are aware of them and resisting. However, the additional<br />

mental defense costs you one Willpower point per turn.<br />

Even if you are unaware of an attack, anyone attempting to<br />

magically influence you must add + 1 to her difficulty.<br />

Self-Confident: (5 point Merit)<br />

When you spend a point of Willpower to gain an automatic<br />

success, your self-confidence may allow you to gain the<br />

benefit of that expenditure without actually losing the Willpower<br />

point. When you declare that you are using a point of<br />

Willpower and roll for successes, you do not lose the point of<br />

Willpower unless you fail. This will also prevent you from<br />

botching, but only if you declare that you are spending the<br />

Willpower point before you roll. This Merit may only be used<br />

when you need confidence in your abilities in order to succeed.<br />

You can use it only when the difficulty of your roll is 6 or higher.<br />

You may spend Willpower at other times; however, if the<br />

difficulty is 5 or less, the Merit will not help you.<br />

Amnesia: (2 point Flaw)<br />

You are unable to remember anything about your past,<br />

yourself or your family. Your life is a blank slate. However,<br />

your past may some day come back to haunt you, and the<br />

Storyteller is under no obligation to be merciful. (You can, if<br />

you wish, take up to five points of other Flaws without<br />

specifying what they are. The Storyteller can supply the<br />

details. Over the course of the chronicle, you and your<br />

character will slowly discover them.)<br />

Confused: (2 point Flaw)<br />

You are often confused, and the world seems to be a very<br />

distorted and twisted place. Sometimes you are simply unable to<br />

make sense of things. You need to roleplay this behavior all the<br />

time to a small degree, but your confusion becomes particularly<br />

strong whenever stimuli surround you (such as a number of<br />

different people talking all at once, or the pounding music of a

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