Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
Changeling - Players Guide.pdf
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Luck (3 point Merit)<br />
You were born lucky; you have a guardian angel or the<br />
Devil looks after his own. Either way, you can repeat three<br />
tailed non-magical rolls per story. Only one repeat attempt<br />
may he made on any single roll.<br />
Unbondable: (4 point Merit)<br />
You are immune to being Blood Bound. No matter how much<br />
vampire Mood you drink, you can never be Bound to a vampire.<br />
This is exceedingly rare, and the Merit should he carefully considered<br />
by Storytellers hefore it is allowed into the game.<br />
Sphere Natural: (5 point Merit)<br />
You are able to utilize one of the Arts with a greater<br />
degree of ease than other changelings can. In a previous<br />
incarnation, you were extremely proficient in one of the Arts<br />
— so much so that a small portion of that knowledge has<br />
carried over into this lifetime.<br />
Select an Art; when spending experience points to gain<br />
levels in that Art, you pay three-quarters the normal cost.<br />
This Art must he declared during character conception. Of<br />
course, this Merit may only be purchased once.<br />
Guardian Angel: (6 point Merit)<br />
Someone or something watches over you and protects you<br />
from harm. You have no idea who or what it is, but you have an<br />
idea that someone is looking out for you. In times of great need,<br />
you may be supernaturally protected. However, one can never<br />
count upon a guardian angel. The Storyteller must decide why<br />
you are heing watched and what is watching you (not necessarily<br />
an angel, despite the name).<br />
True Faith: (7 point Merit)<br />
You have a deep-seated faith in and love for God, or<br />
whatever name you choose to call the Almighty. You begin<br />
the game with one point of Faith (a Trait with a range of 1-<br />
10). This Faith provides you with an inner strength and<br />
comfort that continues to support you when all else betrays<br />
you. This Merit is exceedingly rare among changelings, and<br />
is found most often among those who have undergone their<br />
Chrysalis late in life.<br />
Your Faith adds to Willpower rolls, giving + 1 to the Dice<br />
Pool for each point in Faith. The exact supernatural effects of<br />
Faith, if any, are completely up to the Storyteller, although it will<br />
typically repel vampires. (Basically, the changeling must make a<br />
Faith roll against a difficulty of the vampire's Willpower to repel<br />
him. For more rules, see Vampire <strong>Players</strong> <strong>Guide</strong>, pg. 30, or The<br />
Hunters Hunted, pp. 64-66.) The effects of Faith will certainly<br />
vary from person to person, and will almost never be obvious —<br />
some of the most saintly people have never performed miracles<br />
greater than managing to ease the suffering of injured souls. The<br />
nature of any miracles you do perform will usually he tied to your<br />
own Nature, and you may never realize that you have been aided<br />
by a force beyond yourself.<br />
An additional benefit of True Faith is innate magic<br />
resistance. This effect will not work for changelings (theories<br />
about the reason for this vary), but can add a dangerous<br />
wrinkle to fanatical witch-hunters or enemy Dauntain. A<br />
character may roll his True Faith (difficulty 6) to reduce the<br />
successes of any cantrips cast upon him. Therefore, a changeling<br />
facing a hunter with 5 points of True Faith stands a slim<br />
chance of affecting him with magic.<br />
True Faith is a rare attribute in this day and age. No one<br />
may start the game with more than one Faith point. Additional<br />
points are only awarded at the Storyteller's discretion,<br />
based on appropriate behavior and deeds.<br />
Throwback (1-5 point Flaw)<br />
One or more of your past lives still affects you... badly. Fears<br />
come back to haunt you in your dreams, and you have flashbacks<br />
of the past lives' worst memories. Worse still, a past life personality<br />
could encroach on your own. For bad dreams or flashbacks, take<br />
a one- to two-point Flaw depending on the severity of the<br />
condition and how much it will affect your studies or performance<br />
in dangerous situations. For a "roommate in your head," take a<br />
three-point Flaw (whether you know the personality exists or<br />
not). For the package deal and a truly miserable existence, take a<br />
five-point Flaw, but expect the Storyteller to take every opportunity<br />
to use it against you. This Flaw can be "worked off' during the<br />
course of play, but only with difficulty.<br />
Cursed: (l -5 point Flaw)<br />
You have been cursed by someone or something with<br />
supernatural or magical powers. This curse is specific and<br />
detailed. It cannot be dispelled without extreme effort, and it<br />
can be life-threatening. Some examples follow:<br />
• If you pass on a secret that was told to you, your betrayal<br />
will later harm you in some way. (1 point)<br />
• You stutter uncontrollably when you try to describe<br />
what you have seen or heard. (2 points)<br />
• Tools often break or malfunction when you attempt to<br />
use them. (3 points)<br />
• You are doomed to make enemies of those to whom<br />
you become most attached (so whatever you do, don't get too<br />
close to the other characters). (4 points)<br />
• Every one of your accomplishments or achievements<br />
will inevitably become tainted or fail in some way. (5 points)<br />
Magical Prohibition or<br />
Imperative: (1-5 point Flaw)<br />
There is something you must or must not do, and your life,<br />
your luck, your magic and perhaps your very soul depends on it.<br />
This imperative may he something that has always been upon you;<br />
a geas prophesied by Druids at your birth, a sacred oath or vow you