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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.

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