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Changeling Rules (redirected from Changeling rules)

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Changeling rules:

 

Background different from Garou/Kinfolk:

 

  • Holdings -You are the heir/owner of a faerie freehold of some type.
  • CompanionThis Background allows you to have living chimerical friends and companions, most likely the same ones who helped you through your Chrysalis.
  • ChimeraThis Background allows you to possess a chimerical object of some kind. 
  • DreamersThis Background demonstrates a connection with certain mortals whom you regularly patronize in order to gain Glamour. These mortals can also perform a number of services (mostly artistic) for you, and are friendly (although they are not your servants or your true friends, and under no compunction to obey your orders) .
  • Title-This Background denotes your rank in changeling society. 
  • Patron -This Background details a particular noble who has taken a liking to you, and who thus favors you over her other subjects; you and she are friends.
  • Treasure This Background represents a chimera or a physical item you possess that is imbued with Glamour, and which can perform feats equal to the Arts and Realms it was invested with. 
  • TrodThis Background represents your access to a trod that is open at least semi-regularly, and is relatively safe.

 

Deals With the Fae

With infernalism explicitly involving coordinator approval, many players turn to other genres to see what edges those supernaturals might offer over their rivals. This has resulted, somewhat understandably, in some characters trying to make bargains with Faerie.

 

Changeling magic for dummies

The  way Changeling magic works is Cantrip (The spell) Art (what type of magic you want to do), Realm (who it effects),  Bunk (what you do to cast it). Glamour (What power you use to cast it), When you fail casting the magic you don't lose the glamor when the magic fails.

 


 

Realms

 

Realms in Changeling magic, known as Arts, apply directly to who or what you can effect. Without knowing the proper realms a Changeling is unable to affect anything. Realms are a necessary part of casting a Cantrip.

 

Actor

 

Actor is the realm connected to all worldly beings, with a direct correlation to how well you know them. The less acquainted you are with a particular being, be it a werewolf, mortal, wraith, vampire, etc., the greater mastery of Actor is required. To affect someone you are opposed to, regardless of knowledge, requires complete mastery.

 

* True Friend - A well known confidant, a buddy.

** Personal Contact - You must know this person's name, have had conversations, etc.

*** Familiar Face - You must recognize his/her face.

**** Complete Stranger - You don't need to know anything, but they cannot be hostile toward you.

***** Dire Enemy - You can be opposed to someone, hate them, or otherwise be in conflict.

 

Since Changeling 20th anniversary, some Realms ratings were modified as follow:

 

  • * True Friend - A well known confidant, a buddy.
  • ** Personal Contact - You must know this person's name, have had conversations, etc.
  • *** Familiar Face - You must recognize his/her face.
  • **** Dire Enemy - You can be opposed to someone, hate them, or otherwise be in conflict.
  • ***** Complete Stranger - You don't need to know anything, but they cannot be hostile toward you.

 

Fae

 

Fae deals with other beings of the Dreaming. To affect other Changelings, the Noble Sidhe, Adhene, Chimera, or even controlling Changeling magic itself all fall under the realm of Fae.

 

* Hearty Commoner - Commoner Changelings only.

** Lofty Noble - Anyone with the Title background.

*** Manifold Chimera - Chimera & chimerical items of any sort.

**** Elusive Gallain - All fae beings not covered above - Nunnehi, Inanimae, etc.

***** Dweomer of Glamour - Anything composed of Glamour - Cantrips, treasures, etc.

 

Prop

 

Prop is the control and manipulation of all created objects. Clothing, weapons, buildings, and anything else "created" falls under Prop. The more complicated the device the more mastery of the Prop realm is required.

 

* Ornate Garb - Objects commonly worn, including tattoos.

** Crafted Tool - An item having no moving parts.

*** Mechanical Device - Any item with moving parts but that does not require fuel.

**** Complex Machine - An item with movable and sometimes electronic components that anyone can understand (toaster, car, etc).

***** Arcane Artifact - Any item not covered, usually with complex components.

 

Nature

 

Nature is the control of plants, land, and beasts. Anything untouched by creation lends itself to be controlled by the Nature realm.

 

* Raw Material - Unliving, organic materials: wood, rope, paper, etc.

** Verdant Forest - Living, organic plant material.

*** Feral Animal - Living, nonsentient animals.

**** Natural Phenomena - Weather, volcanic eruptions, geothermal reactions, etc.

***** Base Element - Natural elements in pure form, or earth, air, water, fire..

 

Since Changeling 20th anniversary, some Realms ratings were modified as follow:

 

  • Base Element - Natural elements in pure form, or earth, air, water, fire.
  • ** Raw Material - Unliving, organic materials: wood, rope, paper, etc.
  • *** Verdant Forest - Living, organic plant material.
  • **** Feral Animal - Living, nonsentient animals.
  • ***** Natural Phenomena - Weather, volcanic eruptions, geothermal reactions, etc.

 

Scene

 

Scene is the control of space. The more you master the realm of Scene the larger area or the more targets (in conjunction with other realms) you can affect.

 

* Chamber - Up to 25 square feet.

** Cottage - Up to 200 square feet.

*** House - Up to 750 square feet.

**** Park - Up to 2000 square feet.

***** Kingdom - Up to 50,000 square feet.

 

Since Changeling 20th anniversary, some Realms ratings were modified as follow:

 

  • * Chamber
  • ** Cottage
  • *** Lonely Lane
  • **** The Glen
  • ***** The Castle

 

Time

 

Time is the control of when your cantrips will happen or how long they will last. Mastery of Time dictates the length your spells may last or how long you can set a "trigger" upon them.

 

* 1 Turn - Up to one turn.

** 1 Hour - Up to 1 hour.

*** 1 Day - Up to 1 day.

**** 1 Week - Up to 1 week.

***** 1 Month - Up to 1 month.

 

Since Changeling 20th anniversary, some Realms ratings were modified as follow: 

 

  • * Three-Fold - The duration of the Cantrip is tripled.
  • ** Suspended Sands - The cantrip’s effect is delayed, and will activate at a time of the player’s choosing (set when the cantrip is cast), up to a year and a day in the future.
  • *** Fateful Trigger - Rather than being delayed by a set amount of time, the cantrip may be set to “hang” until a specified trigger occurs, set by the player. Examples include “the next time a Kithain walks through the door,” “the next time Bill the Sluagh walks through the door,” or “the next time the door is opened.” The character must use the appropriate Realm or Realms for the target of the trigger.
  • **** Bright Echoes - After the cantrip ends, it automatically reactivates a second time. The second activation applies the cantrip’s effects as though it rolled only a single success, no matter how many successes the original cantrip generated. If the first use of the cantrip failed, so does its echo.
  • ***** Glorious Renewal - The Cantrip becomes seasonal and reactivates after being dormant. The specific circumstance for the Cantrip reactivating is dictated by the player, but must involve a significant marker (such as an equinox, eclipse, birthday, etc.) and there must be significantly more time between activations than the duration of the cantrip.

 

Inanimae Realms

The Inanimae use a set of elemental realms that are very similar to those practiced by the Kithain, but are divided differently. The only Realm not represented by the Inanimae system is Time. Wilder Inanimae and older may also practice Kithain Realms, instead.

 

  • Air: Vaguely analogous to Scene, Air is the element that surrounds the globe. It effects non-living environment and a cantrip that effects weather, air, temperature, or anything else within the area of the caster or target.
  • Earth: Vaguely equivalent to Prop, Earth affects non-living, non-supernatural objects, natural and crafted. Enchanted objects need another Realm.
  • Fire: Vaguely analogous to Nature and Actor, Fire is used to effect non-supernatural living creatures. It effects only the physical aspect of such creatures. This realm would also be used to affect mortal humans physically.
  • Water: Vaguely related to Nature and Actor, Water only effects the mental environment of non-supernatural living creatures. Confusing others needs this realm.
  • Spirit: Equivalent to Fae, vaguely, Spirit is used to effect any aspect of a supernatural being or thing, including other Fae. It effects environment as well as the physical and mental realms. It also effects enchanted mortals.

 

 


 

Arts

 

 

 

Retests: A Changeling performing Arts may Retest both the relevant Ability, and Glamour. Anyone else defending against them may retest the relevant Ability. Relevant Ability will be determined by the ST running the scene.

 

Difficulties: When performing a contested Art a Changeling may add the relevant Trait category, Art, Realm, relevant Ability, and Permanent Glamour Rating vs. the targets relevant Trait category, Ability, and permanent Banality rating.  The median for Banality is a 7.

 


 

Aphrodesia (Social)

Special Note: This power should never be used to force individuals into uncomfortable situations. Any

such use of the power against PCs automatically fails.

Basic:

Lover’s Eyes: As per book. (Alternative Cantrip: Fancy: This cantrip, cast on a subject, makes that subject

suddenly noticed by all of those present in a scene. This notice is a favorable one, and individuals are

inclined to desire or seek to interact with the subject.)

Fancy: As per book. (Alternate Cantrip: Yearn, as listed in the book, is similar enough to fancy to employ

the same mechanics. For book keeping, if one learned the first basic version of Fancy they should call

the second basic Yearn.)

Intermediate:

Number One Crush: As per the book. In addition, repeated uses of this power are likely to cause the

feelings it evokes to become genuine. (Alternate Cantrip: Covet functions similarly to Number One Crush

but lasts one full day.)

Passion’s Mirror: As per the book. (Alternate Cantrip: Crave: The subject of this cantrip yearns deeply for

the chosen object or individual. They will do anything for them that does not violate their nature,

directly endanger them or their closest loved ones. Even then, a social challenge (retest Leadership) may

be called upon to incite very risky behaviors. The victim will also seek to be near to the object of their

affections at all times and will seek to guard them from harm. This lasts a scene.)

Advanced:

Yearning of the Soul: As per the book. (Alternative Cantrip: Need: May be run as per Yearning of the

Soul)


 

Chicanery (Social)

Basic:

Fuddle: As per book.

Veiled Eyes: As per book. Piercing it requires Heightened Senses and a successful mental challenge using

investigation vs stealth. It does not affect cameras unless the Prop realm is added.

Intermediate:

Fugue/Tip-of-the-Tongue: The character can use this art to warp the conscious and unconscious

memories of a victim. After defeating another character in a Social Challenge, the character can

eliminate memories concerning a single event. The extent of the information can be gained is limited by

the Realm. This power lasts a day per bunk trait. Example: Use of the Prop Realm (Crafted Tool) could be

used to make someone forget everything they know about the magical sword, Excalibur. Memory loss:

Bunk 1: Forget simple, immediate object or info, 2: Uninteresting scene in the past, 3: Complete

eradication of specific event, 4: Powerful, forthright beliefs or memories, 5: Blank Slate; total memory

loss; alternatively permanent loss of one scene.)

Switcheroo: As per book. (Alternative Cantrip: Haunted Heart: You may evoke a specific emotion in a

target. Any emotion or passion may be evoked, though it does not create passions. Instead, it draws

forth an emotional memory. It is more effective if the user knows which of the Target’s memories he

wishes to evoke. Particularly strong emotions may cause victims to flee or crumple into a deep

depression unless attacked.)

Advanced:

Captive Heart: As per book.

 


 

Dreamcraft (Mental)

Basic:

Find the Silver Path: You may learn things about the Trod on which you are presently traveling

depending on the realm you use. The scene realm allows you to see clearly the silver path within your

scene as well as gives clues to its nature (for example if it is actually a Path of the Balor). Nature would

tell you of the path’s terrain, while actor, prop and fae would tell you of the appropriate creatures also

using the path. Spend 1-5 mental traits when casting this cantrip, with 1 granting insight only to the

areas you can see all the way up to 5 letting you know information about the entire Trod.

Determinism: Somewhat similar to Find the Silver Path this art allows you to know what is on the other

end of a Trod. Much like Find the Silver Path, the realms use determine the sort of thing you come to

learn about on the other side of the Trod. By spending a mental trait, you may also gauge roughly the

danger level of traveling along the Trod in question or how long it will take to travel it. Spending 2

mental traits grants both bits of information.

Intermediate:

Homestead: Per the book, with the understanding that many of the effects of Homestead are narrative

as protection against the wilds of the dreaming rather than just represented by the health levels

granted.

Attunement: You attune an object, place or person to yourself. If any danger strikes them, you will know

they are in peril. More bunks used in the initial casting may either increase the detail of the information

or extend the duration (Lasts 1 day for a level 1 bunk, 1 week for a level 2, 1 month for a level 3, one 

season for a level 4 and 1 year for a level 5). You may not have more attunements at once than your

permanent glamour rating.

Advanced:

Dreamweaving: As per the book but does not require a permanent willpower, only two permanent

glamour. Chimera created should be equal in power to those made with the Chimera background with

level of the background equal to bunk traits gained (max 5).


 

Primal: (Physical)

Basic:

Willow-Whisper: Run as per the book.

Eldritch Prime: Run as per the book with the following exception: This cantrip costs only 1 physical trait

to use per target, with all variables being determined by bunk traits.

Intermediate:

Oakenshield: Run as per the book with the following exception: This cantrip only costs 1 physical trait to

use per target with number of health levels determined by bunk traits. Exposure to banality (7 or

greater) causes this effect to erode within 1 scene.

Heather Balm / Holly Strike: This is a singular cantrip, allowing one to inflict harm or heal others. This

effect heals 1 non-aggravated level of damage, plus 1 level per bunk trait gained. If the wounds are

chimerical there is no glamour cost, if they are lethal or bashing it costs 1 glamour per additional level

after the first and if they are aggravated it costs 1 glamour per level. Holly Strike deals 2 damage +1 per

bunk trait gained. If cast as a Wyrd cantrip this deals lethal or aggravated if an extra glamour is spent. It

is not a violation of the Eschat to use this power.

Advanced:

Primal Form: As per the book. See Mythic Transformation for guidelines as to effects.


 

Pyretics: (Physical)

General Note: Being caught on fire deals 1 level of damage per turn (chimerical or agg if the wyrd is

evoked) at the top of the round. Spending a full round (not just action) to extinguish the fire puts it out.

If no sources of water or other such means are available this requires a static physical challenge diff: 6.

 

Basic:

Will-o-the-wisp: As per the book.

Willow Light: By casting this cantrip, you create a light. This light may be dim enough to barely see by or

bright enough to be nearly blinding (-2 penalty on all attacks). For an extra glamour this light may be

treated as sunlight. If you wish to include realms beyond scene in your casting, you may use them to

select who sees the light and who does not, allowing you an advantage.

Intermediate:

Promethian Fist: You set the target on fire with your magic, either harming them directly or enhancing

an attack of your own with fire. This cantrip automatically lasts as many rounds as bunk traits used to

cast it and after that requires 1 physical trait per round to maintain. If used directly on a target, rather

than to enhance a weapon or attack, it automatically sets them on fire as above. They may not

extinguish themselves until 1 round per bunk trait has elapsed. If used on a weapon, the weapon deals

an additional of chimerical damage or agg if the Wyrd is evoked, but does not set targets on fire.

Burn and Boil: This cantrip inflicts 3 points of chimerical damage (or agg if the wyrd is evoked) on the

target and automatically sets them on fire. Alternatively, you may destroy any non-treasure chimerical

item the ST deems reasonable (including suits of clothing, armor or weapons) or a mundane item if

you’ve invoked the Wyrd. Magical items may also be destroyed but require you to win or tie two follow

up challenges.

Advanced:

Star Body: You turn yourself and your equipment into living star-fire. You automatically inflict 3 levels of

additional damage with all attacks (chimerical or aggravated if the Wyrd is evoked), though this may not

be combined with Promethian Fist. Further, anytime you strike a target you may make a follow up

challenge: if you win or tie the target catches on fire. You yourself are immune to fire in this form. This

power costs a Glamour trait per round in combat to maintain and that cost must be paid for each target

this cantrip effects. It otherwise lasts for 1 scene.


 

Skycraft: (Physical)

Basic:

Thunderclap: As per the book.

Compass Winds: As per the book but does not cost physical traits.

Intermediate:

Willards Woe: As per the book, however, it may be used to conjure bad storms, but not tornadoes.

Stormcraft: As per the book. Further, you may selectively inflict damage with this power. It deals 2

bashing rather than 1.

Advanced:

Call Lightning: Deals 3 damage or 4 damage during a storm. The damage type is determined by the

caster. After the cantrip is successful, the victim must win or tie a simple test, otherwise she is stunned

and may not act for 1 turn.


 

Soothsay: (Mental)

Basic

Omen: As per the book.

Fair is Foul and Foul is Fair: As per the book with the following addition: You may only have one charm

per category (mental, social, physical) at once.

Intermediate:

Tattletale: As per the book save that it is 10 minutes per bunk trait gained.

Augury: As per the book


 

Wayfare:

Basic:

Hopscotch: As per the book with the following note: This power is not a substitute for Telekinesis (check

out Legerdemain for that). Only entities normally capable of jumping may be influenced by this power.

Letting a frog leap over a building with a single bound is kosher, flinging a television to the other side of

the room is not.

Quicksilver: This cantrip grants tremendous speed. Each round, the *subject* may spend 1 Glamour trait

to gain an extra action. If the caster has Wayfare at level 4 or higher, they instead gain 2 extra actions.

This power may not be combined with any other form of supernaturally granted extra action, though

such things as fighting with two weapons is acceptable. This effect lasts for one scene.

Note: This change is designed to bring Changeling in line with other genres (Wraith, Vampire, Mage,

etc.) which grant roughly a consistent 2 bonus actions per round. It is specifically designed to avoid

scenarios in which a basic power grants an extreme mechanical advantage to individuals already

capable of extra actions. It is the single most recommended rules update in this packet.

Intermediate:

Portal Passage: As per the book, though no physical traits are required. The passage stays open for 1

round per bunk trait.

Wind Runner: This may be run per the book. At the ST’s option, she may allow this power to function for

a full scene outside of combat if she desires.

Advanced:

Flickerflash: As per the book. Note that the original printing states it can take you “anywhere in

creation”. STs should make travel more difficult to some places (like the Umbra) and virtually impossible

to forbidden places (like Arcadia). Hostile Flickerflashes require a physical challenge. 


 

Bunk

 

A Bunk is a price to be paid or an action done to effect a Cantrip among the Fae. There was a time when Glamour could be plucked out of thin air; when the fae were infused with it and had no need for such gentle coaxing. That was the Mythic Age, but that time is no more. Now in order to summon forth the Glamour required to weave a cantrip, changelings must enact strange rituals and actions which have come to be known as Bunks.

 

Still, the Bunk is far more than a silly requirement for casting a cantrip; it is the means by which a changeling can actually touch the Dreaming within themself, allowing them to draw upon a little bit of Glamour. Nobody, not even the fae, really understand Glamour. It seems to come more readily to some than others, and it is never the same from one moment to the next. And yet over the ages, the fae have learned how to use it to create varied and wondrous effects in order to overcome the banal world.

 

Rules for Bunks

Our system is an attempt to offer a more improvisational method of performing Bunks, which allows players to create their own Bunks on the fly — with a little bit of guidance, of course. 

 

Choosing a Bunk

Whenever a character decides that they are going to cast a cantrip, they must first successfully perform a Bunk in order to call forth the Glamour required for the casting. Theoretically a Bunk can be anything from whistling a tune, to reciting a Shakespearean quotation backwards, to jumping in the air three times while holding your nose.

 

This system provides guidelines that allow players to create their own Bunks on the spur of the moment, rather than randomly drawing them from a deck of cards. Essentially the Art determines the general nature of the act which must be performed while the Realm dictates an object or person which must be involved in the Bunk. The more extensive and involved the Bunk is, the lower the difficulty for casting the cantrip.

 

When creating a Bunk, a player must observe the following steps:

 

Determine what is required for the Bunk, whether it must be a verbal phrase, a physical action, etc., by consulting the appropriate Art on the charts below.

 

Decide how complex the Bunk will be. The level of complexity determines how much the player may lower their base difficulty. The minimum for complexity is one, the maximum is five. One can find guidelines for the complexity of Bunks in the charts below. Additionally, many of the Bunks provided in the Changeling rulebook and the Changeling Players Kit may provide inspiration for Bunks. The Storyteller is the ultimate arbiter in deciding the level of a given Bunk. Storytellers should reward ingenious and creative players by giving them the benefit of the doubt when it comes to deciding the level of a Bunk.

 

Finally, the player must perform the Bunk. While it is suggested that players roleplay their Bunks if they are of a verbal nature, it is recommended that most physical actions merely be described. If for some reason the character is interrupted during the performance of the Bunk and is unable to complete it, the cantrip fails.

 


 

Arts & Their Bunks

 

Chicanery

Chicanery requires a that a verbal Bunk of some sort be performed. This can be as simple as making up a new word to the reciting of a sonnet. Many Chicanery Bunks take the form of poems or silly phrases, though songs also perform adequately, of course, all must feature the Realm of the cantrip in some way. In the end it should be the character's personality that the determines the exact nature of the Bunk.

Difficulty

Modifier

RequirementExamples
-1 A single word
  • Say a word backwards 3 times
  • Swear loudly
  • Make a strange sound related to the Realm
-2 A short phrase
  • Tell a clever lie
  • Insult the subject
  • Shout your true feelings
-3 At least a full

sentence

  • Sing part of a song
  • Start a quote from a film or novel
  • Offer a toast to the subject
-4 A paragraph or

short poem

  • Recite a full poem
  • Make up a new curse in a foreign language
  • Try to start an argument between two people
-5 Several paragraphs

or a complete poem

  • Narrate your every action before doing it
  • Recite part of an epic poem
  • Tell a scary story involving the subject

 

Chronos

A bunk for Chronos must in some way involve time or representations of time. The requirements for these Bunks are dictated by how much time must be taken to enact the Bunk rather than by a specific action.


Difficulty

Modifier

Requirement
-1 1 second
-2 10 seconds
-3 1 minute
-4 10 minutes
-5 1 hour

Dream-Craft

The Bunks for Dream-Craft generally involve the creation of a model of the subject of the cantrip. This could be anything from making a quick sketch to creating a sculpture from clay or sand.


Difficulty

Modifier

RequirementExamples
-1 Vague outline,

no details

  • Draw a stick figure
  • Make a figure out of mud.
  • Make a figure out of sticks.
-2 Some details,

some accurate

  • Make a voodoo doll.
  • Wear a costume to represent the subject.
  • Make a model from glass.
-3 Clear image;

Identifiable subject

  • Draw a portrait.
  • Make a sculpture from clay.
  • Make a wood carving.
-4 Detailed representation;

Details should be accurate

  • Full color painting.
  • Create an ice sculpture.
  • Make a carving in crystal.
-5 Finely detailed re-creation;

All details accurate

  • Create a masterpiece painting.
  • Make a detailed model of your subject.

 

Legerdemain

Legerdemain Bunks require that the changeling perform some action or movement; generally silly or superfluous.


Difficulty

Modifier

RequirementExamples
-1 Subtle physical motion
  • Curtsy or bow.
  • Pull your earlobe three times.
  • Cross your eyes.
-2 Noticeable action
  • Drink a soda without stopping.
  • Leap as high as possible & touch the ceiling or a branch.
  • Give a moose salute.
-3 Blatant action
  • Assume a full lotus position.
  • Roll on the ground and giggle.
  • Raise arms to the sky and shout.
-4 Complex physical action

(requiring a full turn)

  • Write a short poem in calligraphy.
  • Perform a magic trick.
  • Stand on your head.
-5 Complex physical action

(requiring more than a full turn)

  • Make an origami figure of the subject
  • Juggle three items then add a fourth without dropping.
  • Catch a fly with chop sticks.

 

Naming

Naming Bunks usually include runes or symbolic images and actions.


Difficulty

Modifier

RequirementExamples
-1 Laundry List
  • Tear up a list you used in the last 24 hours
-2 Spin-off
  • Spin a coin on a surface
-3 Magic Fingers
  • Paint your fingertips a symbolic color & do not remove for 12 hours
-4 Ritual Garb
  • Where a specially prepared white robe inscribed with golden runes
-5 Glitter-rune
  • Smash a precious gem and use the pieces to make a runic symbol

 

Primal

Primal Bunks require the attainment and use of a natural element. For higher level Bunks, the natural object must be crafted in some manner.


Difficulty

Modifier

RequirementExamples
-1 Common element
  • Listen to a seashell.
  • Shower subject with flower petals.
  • Imitate a bird call.
-2 Uncommon element
  • Sprinkle subject with fresh spring water.
  • Eat a cake made with many spices.
  • Lick a jewel and press it to your target.
-3 Rare element
  • Shower target in four-leafed-clovers.
  • Burn mushrooms.
  • Pour curdled milk into a bowl.
-4 Crafted

uncommon element

  • Strike subject with a whip with a holly bough crafted at the end.
  • Cut your wrist with a fingernail; drip the blood on subject.
  • Break a solid oak branch with your bare hands.
-5 Crafted

rare element

  • Massage someone with scented oils.
  • Bite the head off a small animal.
  • Tightly grasp a rod covered in thorns.

 

Pyretics

Fire is almost always part of a Pyretics bunk.


Difficulty

Modifier

RequirementExamples
-1 Flick Your Bic
  • Light a lighter
  • Light a match
-2 Burn Baby Burn
  • Perform an anachronistic dance such as leaping through a bonfire
  • Burn a small object
-3 Dragon Breath
  • Spit out a swig of alcohol and light it on fire
  • Burn a larger object
-4 Insurance Nightmare
  • Burn a valuable object
  • Burn a large object
-5 Guy Fawkes
  • Sculpt a candle replica of your target and burn it down to a stub

 

Soothsay

Soothsay Bunks require the use of divination items or at higher levels the actual performance of divination.


Difficulty

Modifier

RequirementExamples
-1 Minor divination

object

  • Carefully tear a four-leafed clover into four separate pieces.
  • Gaze into a quartz crystal.
  • Roll a pair of dice.
-2 Major divination

object

  • Hold a lock of your subject's hair.
  • Shuffle a deck of Tarot cards.
  • Rattle a bag of runes.
-3 Perform a simple

divination

  • Scatter runes on the ground and read them.
  • Stare into the shards of a broken mirror.
  • Lay out a 10-card Tarot spread.
-4 Perform a complex

divination

  • Perform an I Ching reading.
  • Burn a bag filled with chicken bones, beads, and beans.
  • Sprinkle blood onto the sand and read the pattern.
-5 Perform an extended

divination

  • Perform a crystal divination.
  • Chew the wax of a candle burned for seven days.
  • Create a voodoo doll of your subject.

 

Sovereign

Sovereign Bunks require that one conducts themself in the manner of royalty or adorns themself in royal garments.


Difficulty

Modifier

RequirementExamples
-1 Simple word or

gesture

  • Speak with an affected accent.
  • Put on a pair of spotless white gloves.
  • Salute the subject.
-2 Make a commanding

statement

  • Break a glass of wine on the ground.
  • Issue an order.
  • Gesture with an ornate rod in hand
-3 Adorn a garment
  • Touch a jeweled necklace crafted by a friend.
  • Apply intricate make-up to your face.
  • Draw a rune on the ground.
-4 Issue a proclamation
  • Stand on a chair & recite Shakespeare.
  • Sweep someone off their feet for a long, passionate kiss.
  • Tell a story with a moral.
-5 Make an oath or vow
  • Henceforth call subject by a new name.
  • Swear loyalty to your subject.
  • Make an oath to kill your subject.

 

Wayfare

Wayfare Bunks require that the changeling physically move their body in some manner; anything from a simple jump to leaping and spinning in the air and landing on their head. Higher levels require a prop of some sort.


Difficulty

Modifier

RequirementExamples
-1 Simple, quick movement
  • Jump in the air.
  • Point at the place you want to be.
  • Stare up at the sky.
-2 Movement with multiple actions.

Simple movement with prop

  • Eat three glazed doughnuts at the same time.
  • Flap your arms like a giant bird.
  • Eat a butterfly.
-3 Action changes current location
  • Pass through a door
  • Jump out a window
  • Jump over a hedge or fence
-4 Action involving great physical

forc

  • Jump off a three-story building.
  • Trace a route on a map in blood.
  • Make a pile of sand in your hand & blow it off.
-5 Action involves a prop
  • Thrust a blade into the floor.
  • Watch the shadow of a fixed object shift location.
  • Draw a face on an egg and then break the egg.
 

Nunnehi Bunks

Most Nunnehi bunks are drawn from tribal customs, although some are more general. A Song of Power of various lengths is always appropriate.

Nunnehi Chicanery

As with the Kithain, Nunnehi Chicanery bunks are based in communication.

Difficulty

Modifier

RequirementExamples
-1 Symbos
  • Fashion an elaborate knot out of rope or twine
  • Cut a notch in a feather and paint it
-2 Simple

Speech

  • Intone a tribal chant
  • String together colored beads into a bracelet and twist it to enact the song
-3 Campfire

Creativity

  • Wear a mask made of feathers or another natural substance
  • Touch subject with a piece of food made from corn
-4 Long Story
  • Sing a song describing your intentions
-5 Ceremony
  • Make up a story and tell it
  • Perform a dance directed to your subject

Nunnehi Legerdemain

Gesture and touch are the foundation of Legerdemain for the Nunnehi as well

Difficulty

Modifier

RequirementExamples
-1 Touch or

Gesture

  • Get the better of someone verbally
  • Counting Coup: touch someone unawares
  • Sign or mimic your intentions
-2 Simple Craft
  • Weave together several strands of reeds, grasses, or string
-3 Special Craft
  • Shape a doll from corn husks, straw, or grasses
-4 Performance
  • Perform the steps of a hoop dance
-5 Ceremony
  • Inhale the fumes from a smudge pot

Nunnehi Primal

Nunnehi Primal bunks are almost the same, just more attached to a Nunnehi's culture.

Difficulty

Modifier

RequirementExamples
-1 Nature's kin
  • Mimic the call of a bird or animal
  • Mimic the actions of a living creature
-2 Weal
  • Shake a medicine rattle
  • Create a mini sweat lodge out of sticks
-3 Woe
  • Point an arrow at your foe and break it
  • Perform the steps of a war dance
-4 Prepare

for war

  • Carve an arrowhead from flint or wood and prick your finger on the tip
  • Shout a war cry at the top of your lungs
-5 Ceremony
  • Fashion a totem figure from wood
  • Bathe in clear water from a natural source

Nunnehi Soothsay

Traditional foretelling tools or luck items are all part of Nunnehi Soothsay bunks

Difficutly

Modifier

RequirementExamples
-1 Symbol
  • Give the subject a feather from a "lucky bird"
-2 Intimidate
  • Insult your subject outrageously
  • Throw a tomahawk towards your foe (You need not try to hit them)
-3 Minor

Foretelling

  • Cup your hand around your ear and listen to the wind
-4 Major

Foretelling

  • Dribble colored sand onto the ground and read the patterns
-5 Ordeal
  • Perform a test of your physical mettle
  • Participate in the Sun Dance

Nunnehi Sovereign

Native shows of power and ritual are used by the Nunnehi for their Arts of rulership.

Difficulty

Modifier

RequirementExamples
-1 Ritual Object
  • Blow smoke from a peace pipe towards the subject
-2 Prowess
  • Boast about your strongest talent
-3 Ritual Act
  • Recite your lineage as completely as possible
  • Perform the steps of the Eagle Dance
-4 Invocation
  • Formally address the spirits of the unseen world and ask their blessing on your endeavor
-5 Potlatch
  • Offer your target something of true value
  • Bury a sacred item near your subject

Spirit Link

Spirit Link bunks tend to incorporate object of spiritual significance to the nunnehi's personal tribe of origin or that of their Family.

Difficulty

Modifier

RequirementExamples
-1 Whistle Song
  • Blow through a whistle made from a bird bone
  • Beat a drum
-2 Pottery Craft
  • Fashion a statuette that resembles the spirit out of colored clay
  • Display the spirit's material or spiritual correspondence
-3 Offering
  • Burn something of personal value
  • Burn tobacco or sage
-4 Medicine Bag
  • Remove a random object from your medicine bag and destroy it completely or throw it away
-5 Rattle the Bones
  • Cut fifty small plugs of flesh from your arms and legs, let them dry, and place them inside a rattle with several small animal bones. Shake the rattle to enact the song of power.
  • Perform the Sun Dance

Nunnehi Wayfare

Again, cultural norms prevail in these bunks.

Difficulty

Modifier

RequirementExamples
-1 Paint the Face
  • Ritually decorate your face with paint
-2 Distant act
  • Shoot an arrow in the direction of your intended target
  • Beat a small skin drum
-3 Artistry
  • Arrange several hand-painted stones in a row near your target
  • Paint the scene envisioned on rawhide with natural dyes and feathers
-4 Wings of the

Eagle

  • Hold three eagle feathers in each hand
-5 Ceremony
  • Perform the steps of an intricate tribal dance

 

 

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