Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
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Surreal Quality: (2 point Flaw)<br />
Though the Mists still protect you from mortal detection,<br />
there is something about you that mortals find fascinating.<br />
At inappropriate times, they will stare at you and strike up<br />
conversations in the hopes of getting to know you better.<br />
Worse still, those mortals who are of less savory nature will<br />
choose you over other potential targets for their illicit acts.<br />
Echoes: (2-5 point Flaw)<br />
Your connection to the Dreaming is stronger than that<br />
of most Kithain. As a result of this powerful connection, you<br />
are more susceptible to the things that traditionally affect<br />
faeries, as told in ancient wives' tales. While Echoes is<br />
purchased as a Flaw, it often has some beneficial side-effects.<br />
The points received with this Flaw reflect the level of your<br />
connection to the Dreaming and even to Arcadia. You must<br />
have Storyteller approval in order to take this Flaw. The<br />
effects of this Flaw are cumulative. For example, a character<br />
with a five-point Flaw also suffers the setbacks of the twothrough<br />
four-point Flaws.<br />
• Minor: Salt thrown over the shoulder for good luck<br />
offers a mortal protection from faerie powers. The same is true<br />
for throwing bread over a shoulder. Any mortal who does so<br />
cannot be affected by your cantrips in any way for the duration<br />
of the scene. You may physically hurt the person, but cantrips<br />
simply do not work, or worse they may well backfire. Additionally,<br />
any mortal knowing your full name can command three<br />
tasks from you, which you must accomplish before you can be<br />
freed of that mortal's influence. However, you need only follow<br />
the exact wording of the mortal's requests, not the desire behind<br />
them. (2 points)<br />
• Moderate: You may not enter a home without invitation<br />
unless you perform some small favor for an occupant. However,<br />
the invitation to enter a home may come from anyone in it, not<br />
necessarily the owner. Cold iron in a residence will bar you from<br />
entering the place whether you are invited or not; religious<br />
symbols have the same effect. Religious symbols of any sort will<br />
prevent you from physically or magically affecting mortals. The<br />
sound of ringing church bells causes you pain, just as cold iron<br />
does (at this level there is only pain, but with a four-point Flaw,<br />
the changeling gains one point of Banality for every turn he is<br />
forced to endure the sound). (3 points)<br />
• Serious: Four-leaf clovers in the possession of a mortal<br />
prevent you from using your Arts against that mortal for good<br />
or bad. However, four-leaf clovers picked by you are sure to<br />
bring good luck (you cannot botch, or perhaps you temporarily<br />
gain the favor of a powerful individual) for as long as the petals<br />
of the clover remain intact. The clover must be worn or carried<br />
in order for this luck to remain. Any mortal wearing his coat<br />
inside out is invisible to you. You may not cross running water,<br />
save by means of a bridge. Religious symbols are now repellent<br />
to you, forcing you away from those who wear them. The<br />
shadow of a cross falling upon your person causes one Health<br />
Level of chimerical damage for each turn the shadow is cast<br />
upon you. You may no longer enter holy ground without<br />
suffering chimerical injuries (one Health Level per turn),<br />
though this damage may he soaked. (4 points)<br />
• Extreme: Wherever you dwell, mushrooms tend to<br />
bloom in faerie rings — even on your plush carpet. The Mists<br />
no longer hide your powers. Many people will remember you if<br />
you use your Glamour while around them. Chimerical creatures<br />
tend to become more real for you than for others, and their<br />
attacks cause real and permanent injury. By the reverse, your<br />
chimerical weapons can cause damage to anyone, even mortals.<br />
People will likely follow you if you request it, gaining dazed<br />
looks as they follow you even into dangerous situations. Your<br />
difficulties in casting cantrips might be reduced by a substantial<br />
amount (Storyteller's discretion), but those wearing cold iron<br />
or religious symbols are immune to any Arts you might use. You<br />
must make a Willpower roll (difficulty 7) in order to enter holy<br />
ground. Even if you succeed in your Willpower roll, actual<br />
physical damage (one Health Level per turn) occurs whenever<br />
you enter holy ground. (5 points)<br />
Iron Allergy: (3-5 point Flaw)<br />
Most of the Kithain only suffer pain and Banality when in<br />
contact with cold iron. You suffer from actual wounds. Cold iron<br />
reacts like superheated steel when it touches your skin. The very<br />
least you will endure is severe blistering. For each round in contact<br />
with iron, you suffer one Health Level of chimerical damage.<br />
When this is taken as a four-point Flaw, you take one Health<br />
Level of real damage for every three rounds in contact with cold<br />
iron. As a five-point Flaw, you suffer this damage if you stand<br />
within a foot of the iron.<br />
Iron Resistance: (4 point Merit)<br />
Cold iron has no physical effect on you. You may touch<br />
cold iron and feel no excruciating pain, not even a tingle.<br />
However, constant exposure to the metal will still cause you to<br />
suffer Banality. This is a double-edged sword, as you may not<br />
realize when you are sitting on a cold iron bench or leaning<br />
against a fence made of the foul metal. A Perception + Intelligence<br />
roll (difficulty 7) is required to avoid exposing yourself to<br />
the dangerous element in any setting where it is present.<br />
Regeneration: (7point Merit)<br />
Your faerie nature is very strong. As a result you heal<br />
much faster than other Kithain. For every turn spent resting,<br />
you recover one Health Level of chimerical damage. Physical<br />
wounds require a great deal more rest, but they too can be<br />
regenerated at a rate of one Health Level per hour. While in<br />
a freehold, your wounds heal at twice this speed. Wounds<br />
inflicted by cold iron are not affected by this Merit.