Changeling Merits and Flaws
Changeling Merits
*Faerie Eternity - After your Chrysalis you seamed to stop aging, and now age like fae of old. Your life span is ten times longer than the average person.
*Iron Resistance - Cold iron don't cause you the slightest of pain, however it still causes Banality after extended contact.
WoD Rules: Roll Perception + Intelligence (diff 7) to recognize cold Iron to avoid any accidents.
CoD Suggested Rules: Composure + intelligence - 1 dice to recognize cold Iron to avoid any accidents.
or Oracle - Cost 3 for House Beaumayn and House Scathach, anyone else it cost 4. A birthright from direct descendants of Morrigan herself, chars are true prophits and there use of the art of Soothsay is the best if the Dreaming.
WoD Rules: -2 difficulty on all rolls involving the Soothsay art.
CoD Sugested Rules: +2 dice on all rolls involving the Soothsay art.
*Oath of the Honor-Bound Allies - A pact entered between a member of the house of Scathach and another house. This merit gives access to combat skills special to this merit (see bellow in combat skills bellow for full details) in addition it allows members of the house of Scathach to preform the rite to declare this oath and fae of other houses a permanent bonus of +1 dice to ether Melee/Weaponry or Brawl.
When entering this oath the Scathach loses his house boon agenist all members of the kith to whitch he has sworn the oath, while the commoners new bonus will not work agenst members of the House Scathach. If a party should deliberately commit vile deed against any member of the allied house/kith they lose the benefits (including the skills gained) from the oath while the other party of the pact dose not lose anything.
To cast the rite each member must exchange some of there blood and 1 point of glamour and the caster must spend a point of glamor as well (2 total if they are involved). The caster must have at least Fae 2 (lofty noble) and Gremayre 3 to learn it. (not sure how this would work for CoD)
or *Phantom Fate - If a Scathach survives the Trial of Shadows they gain this merit for free, some however are just born with it. It cost 5 for members of the house of Scathach and 7 for any other house. They taken up a contrarian relationship to Fate's design, and have become truly adept at camouflaging there patterns.
WoD Rules: +3 difficulty to use Soothsay on them. This includes beneficial affects as well. They may not have Merits or Flaws pertaining to Luck.
CoD Suggested Rules: - 3 dice to any attemps to use Soothsay on them. They can not have Merits, Conditions, or Tilts pertaining to Luck.
General Suggestion: Expand this to all powers reading fate and manipulating luck.
Poetic Heart - You have a truly inspired soul within you and are destined to be a great hero and/or artist, and thus Glamour shields you from Banality. You are able to make a willpower roll to avoid gaining Banality once per chapter/story.
*Regeneration - Your faerie nature is very strong and you heal much faster than others. You heal one health level of chimerical damage any round you take no other action but resting, one physical health level every hour, and heal twice as fast as this in a free hold. Wounds inflicted by cold iron are not affected by this merit.
General Suggestion: Aggravated wounds take 3 hours to heal, or 1 glamour per wound to heal at this rate.
*Seeming's Blessing - Your Birthrigh's affect your mortal body as well as your fae mien. Thus any attribute bonuses that would normally would only affect your fae mien now affects the whole of your being.
*Sphere Natural / Art Adept / Contract Specialist - You are able to utilize one of the arts with greater ease than other changelings can. Can only be taken once.
WoD Rules: You way 3/4ths as much exp to raise your chosen art, and must be taken at char creation.
CoD Suggested Rules: You gain +2 dice when using a chosen Art/Contract.
to *Trod
You possess access to a trod that leads to other earthly destinations, or even to destinations, or even to destinations within the Dreaming. Trods are usually situated within freeholds, but not all freeholds have trods. Your trod may be situated in your freehold (if you have the Holdings Background), or it may stand on its own. Trods do not necessarily correspond in power tot he freehold in which they are situated. It is possible to have an immensely powerful trod within a minor freehold (or vice versa). Trods are tied to the cycles of nature (seasons, movement of the planets, etc.) and are only accessible at certain times. The player and the Storyteller should decide at which times the character's trod may be opened.
A trod that is open one half of the total time in a year may only be accessible at night, or on even numbered days, or from Beltaine to Samhain. Several very powerful trods, such as the one at Tara-Nar exceed the scale listed below.
The Legendary Silvers Gate trod was was rumored to lead everywhere. Any trod purchased with this Background is assumed to be relatively safe for the changeling at both ends (it doesn't lead to the Nightmare Realms, etc.). The only exception are trods which lead to the Deep Dreaming, which cannot be predicted.
Please note that mere ownership of a trod does not necessarily grant the ability to open it.
WoD/CoD Rules: Trods don't exist in CoD but if adapted they would have the same rules.
1 local destination, accessible one forth of the time.
1 local destination, accessible half the time; or 2-3 local destinations, available one fourth of the time; or 1 local destination, accessible all the time.
2-3 Local destinations and one regional destination accessible half the time; or 2-3 local destinations, one regional destination, and one Near Dreaming Destination, accessible one fourth of the time, or 2-3 local destinations, accessible all the time.
4-5 local destinations, two regional, one national (e.g., Concordia) and two Near Dreaming destinations, accessible half the time; or 4-5 local destinations, two regional, one national, one Near Dreaming, one Far Dreaming, accessible one fourth of the time; of 2-3 local destinations and one regional destination available all the time; or 2-3 local destinations, one regional destination and one Near Dreaming destination, accessible half of the time.
4-5 local destinations, 3-4 regional, two national, two Near Dreaming, one Deep Dreaming, accessible half the time; or 4-5 local destinations, 4-5 regional, four national, two Near Dreaming, two Far Dreaming, one Deep Dreaming (maybe as far as Arcadia Gate), accessible one fourth of the time; or 2-3 local destinations, one regional destination, and one Near Dreaming Destination, accessible all the time.
*Wings - You have beautiful chimerical wings, they need to be free or they will reduce your dexterity by one. You can fly for short periods of time (up to ST but at the very least your stamina and/or strength in rounds, at the most in hours) but not in the sight of mortals.... it would be a bad idea to do so where mortals might catch sight of you mid-flight!
Changeling Flaws
Changeling's Eyes - Your eyes are a startling and strange color, maybe emerald green, violet, or yellow. This is a sign that you are a changeling, recognizable to those who know the ancient lore and/or old wives tales.
to *Chimerical Disability - Part of your Seeming is damaged and no longer exists due to a past altercation. Exsample flaws:
- Something with little affect on your life like a leg, you can still walk with your physical legs but trying to ride a chimerical mount would be hard and you might forget and try and kick a chimerical being with the wrong leg and do no damage.
- Something more detrimental, like a missing eye causing you to have no chimerical depth perception as the flaw one eyed.
- A real pain like a missing hand meaning you can't hold chimerical items with that hand.
*Chimerical Magnet - For some reason chimera notice you more often than usual, this dose not mean they like you. You attract chimerical creatures to you, and they follow you around all the time.... this can be good, though more often it's not.
Cleared Mists - The Mists make mortals forget seeing Kithain use there powers, but for some reason this don't happen for you, making you a liability to others and causing you to have to use your powers more carefully.
to Echoes - Your connection to the Dreaming is stronger than most Kithain. This gives you some benefits but it also exposes you to the affects of some superstitious believes. Some examples:
- Salt or breath thrown over one's own shoulder for luck protects mortals from your powers for the scene. A mortal using your full name can command thre tasks from you, you need only follow the exact wording.
- You can't enter a home with out permission (not necessarily the owner) or preforming a small favor for the owner. Cold iron or religious symbols on an entrance keep you from entering. Sound of church bells pain you as much as cold iron bells do.)
- You (wod- gain banality / cod- have a mild braking point) when you hear church bells ring. Four leaf clovers protect mortals from your powers. Four leaf clovers you pick bring you luck so long as the petals are intact, it need not be on you. A mortal waring there coat inside out is invisible to you. Religious symbols repeal you and a symbol's shadow can harm you. Holy ground harms you when you do so (not contentiously but only to enter)
- Mushroms grow into faerie rings around where you live. Glamor no longer hides your powers,. Chimerical creatures are more real to you and hurt you more but your chimerical weapons can harm mortals. Weak willed peoople will likely follow you simply by request, becoming hipnotized by your voice. You must make a willpower roll to enter holy ground, doing so still harms you. People waring cold iron or religious symbols are immune to your powers.
*Forsworn - At some point you where proven guilty as an oathbraker but avoided punishment by taking the Oath of the Forsworn. This not only damages your reputation and honor, but makes it hard to get others to believe your promises.
WoD Rules: You are at +2 difficulty in all social rolls involving attempts to persuade others in the sincerity or validity of your word.
CoD Sugested Rules: You are -2 dice in all social rolls involving attempts to persuade others in the sincerity or validity of your word.
*Greedy Glamour - Only applicable when playing with Bunks. In this case you must preform an extra bunk with no benefit to cast a cantrip. In addition to spend a point of Glamour for extra success you must preform yet another bunk.
to *Iron Allergy - Most Kithain don't care to much for Cold iron, as it causes Banality and Pain, but to you it causes actual damage.
- You take a level of chimerical damage every round in contact with cold iron.
- You take one real level of damage every three rounds.
- You take damage if you are just standing with in a foot of iron.
General Suggestion: make cold iron do more damage or lower armor agents it.
to Slipped Seeming - Your fae seeming bleeds into your mortal body making what you are obvious to those who know what they are looking for. The more points the more the features bleeding through stand out, the harder they are to explain away, and the more they give away what you are. A slight blush might be a one point flaw, while a pair of horns would be five. Regardless there is no bonuses given from these.
*Wings - You have beautiful chimerical wings, they need to be free or they will reduce your dexterity by one. They unfortunately are only good for looks (though the ST might reduce fall damage or let you glide a very short distance) and you can't fly. You do gain a one dice bonus for powers that would give you flight, or when something dose allow you to fly.
*Wyld Mind - Your mind is an extremely chaotic and unpredictable place. You have a hard time concentrating on any one thing for very long.
WoD Rules: You must make a willpower roll (difficulty 4) for every extended action roll after the second.
WoC Suggested Rules: You must make a willpower roll + 2 dice for every extended action roll after the second.
This message was last edited by the user at 16:52, Wed 06 Dec 2017.