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nwod:changeling:changeling_rule_cheatsheet

Obscure Rules in Changeling

Kenning

A changeling with Clarity 6 or higher may spend a willpower point and roll their Clarity in an attempt to pick up on magic in the nearby area. Any supernatural being actively hiding their nature (Obfuscate, Auspex/Protean, Prime 2, etc), will not appear upon a successful kenning roll (Contracts are required for this). An exceptional success may pinpoint the type of magic being used. (CtL, p92)

Harvesting

  • Passive Harvest: Composure + Empathy (Ctl, P89)
  • Active Harvest: Appropriate Roll

Character Creation

  • Character creation: changelings get an additional physical skill specialization in either Brawl, Athletics, or Stealth (CtL, p73)

Mask and Mein

  • Changelings, Fae, and Ensorcelled Mortals can see through the Mask, seeing only the Mein of other Changelings (CtL p172)
  • In the Hedge and Arcadia, everyone, including humans, see the Changeling's Mein (CtL, p27)
  • A Changeling may spend a Glamour point to view a person's Mask instead of Mein for ~30 seconds (CtL p172)
  • A Changeling can spend a Glamour point to strengthen the Mask so that other Changelings cannot see his true Mein without use of a supernatural power. However, other Changelings still see the shadow cast by his true form (CtL p172). This effect lasts for a scene (CtL demo).
  • A Changeling can spend ALL of his Glamour (even beyond the Wyrd-imposed limit) as a standard action to reveal his true Mein to all viewers, even mortals. The effect lasts for one scene. To raise the Mask again, the Changeling must acquire 2 Glamour points and spend 1 as if strengthening the Mask. This action is still subject to rules for Clarity loss (CtL 173).
  • A fetch sees both a Changeling's Mask and Mein (CtL 256). A fetch can sense the presence of Changelings within 50 feet. The sensation is general; the fetch cannot differentiate between Changelings. However, a fetch is always aware if its Changeling is within 50 feet. Thus, Changelings cannot surprise fetches.

Clarity

  • Keen senses: At Clarity 8 or higher, the changeling gets a +2 dice bonus to sensory perception tests.
  • Kenning: At Clarity 6 or higher, the changeling can spend a Willpower point for the Storyteller to secretly roll the player's Clarity to notice supernatural entities or events.
  • Clarity 5-6: Changeling suffers -1 to Perception rolls.
  • Clarity 3-4: Changeling suffers -2 to Perception rolls.
  • Clarity 1-2: Changeling suffers -3 to Perception rolls.
  • Clarity 0: Changeling wins! Clari-tality! (CtL pg 93)

Cold Iron

  • Cold Iron will fuck you up. Weapons/objects made of pure iron ignore protection Contracts. Hand-forged iron weapons will cause aggravated damage, but only to the True Fae. Against Changelings, hand-forged iron works exactly like cold iron. (CtL 174)

Contracts and Clauses

  • Meeting the catch allow contract invocation at no glamour cost (CtL, p124)
  • If a character cannot pay the glamour cost for a contract up front, it may be amortized over however many rounds are required to pay it. If circumstances interrupt the contract invocation, the spent glamour is lost. (Ctl, p88)

Killing your Fetch

  • Con: Breaking point. If clarity 5 or higher, must make degeneration roll. (CtL, p92)

Piercing the Mask

Supernaturals suffer a flat -3 when attempting to pierce the mask (RoS, p74)

  • Vampires with the Auspex discipline can pierce the mask by succeeding on an opposed roll of Wits+Auspex (-3, as above) versus the Changeling's Resolve+Wyrd. The vampire must actively be using heightened senses or aura perception though.
  • Werewolves can attempt to ferret out a changeling's true nature by using the preternatural senses of any form that gives him a perception bonus. Roll Wits+Composure (-3, as above) versus the Changelings Resolve+Wyrd. This typically allows the Werewolf to smell the changeling for what he is (if he knows what Changelings smell like), but it does not pierce the visual illusion. The Insight Gift, Scent of Taint, can detect a changeling's supernatural nature, but does not pierce the mask.
  • Mages may attempt to determine a changeling's true nature with Mage Sight by succeeding in an opposed spellcasting roll (gnosis+arcanum, or the appropriate rote dice pool if applicable, -3 as above) versus the Changeling's Resolve+Wyrd.

Children

  • The True Fae cannot have children. (CtL, p23)
  • Fetches are unable to procreate. (CtL, p252)
  • Changelings are generally not able to reproduce except in very rare circumstances (CtL, p27, p42, p???; RoS, p19 Hereditary Blessings). Perhaps 1/100 changelings can still have children (with a Human), and two Changelings attempting to have children together is further reduced to 1/10,000 (CtL, p???). (ie, reproduction is a “Plot Device” thing) Of those who do reproduce, it is impossible for a changeling to pass on his fae qualities to any offspring (CtL, p27).
nwod/changeling/changeling_rule_cheatsheet.txt · Last modified: 2008/07/29 00:16 by tara