Wyrd reflects the amount of faerie magic the Changeling has
tapped into, and in a more metaphysical sense how much she has tethered herself
to the power of narrative, using its power as her own.
Wyrd affects numerous factors in gameplay:
·
Wyrd determines maximum traits. At Wyrd 6+ a
changeling can achieve trans-human levels of ability.
·
Wyrd acts as the Changeling’s supernatural tolerance,
adding to her dice pool to resist some supernatural effects.
·
Wyrd determines how much Glamour a changeling can hold
as well as how much can be spent per turn.
·
Wyrd determines a Changelings connection to Arcadia,
each dot of Wyrd adds a die bonus to any fae creatures attempts to track or
find her to a maximum of +5
·
Wyrd determines the number and severity of frailties a
Changeling suffers.
·
Wyrd reduces penalties from mundane illness and
fatigue. This represents a dice bonus to resist mundane diseases outside action
scenes.
·
Wyrd determines how many Goblin fruits a Changeling
can carry into the mortal world.
Wyrd
|
Attribute/Skill
Max
|
Glamour/Per
Turn
|
Longevity
|
Disease/
Fatigue penalty reduction
|
Goblin
fruits
|
Total
Frailties
|
1
|
5
|
10/1
|
+10 years
|
By one
|
3
|
-
|
2
|
5
|
11/2
|
+20 years
|
By one
|
7
|
1 Minor
|
3
|
5
|
12/3
|
+30 years
|
By one
|
7
|
1 Minor
|
4
|
5
|
13/4
|
+40 years
|
By two
|
13
|
2 Minor
|
5
|
5
|
15/5
|
+50 years
|
By two
|
13
|
2 Minor
|
6
|
6
|
20/6
|
+75 years
|
By two
|
13
|
1 Major, 2 Minor
|
7
|
7
|
25/7
|
+100 years
|
By three
|
29
|
1 Major, 3 Minor
|
8
|
8
|
30/8
|
+200 years
|
By three
|
29
|
1 Major, 3 Minor
|
9
|
9
|
50/10
|
+500 years
|
By three
|
101
|
2 Major, 3 Minor
|
10
|
10
|
75/15
|
Immortal?
|
By four
|
unlimited
|
2 Major, 3 Minor
|
Remembered
Dreams:
A Changeling’s Wyrd also affects the way she dreams. Add the
changelings Wyrd in dice to all rolls made to remember or interpret dreams when
she is awake (but not to rolls that generate onieromancy successes). As her
Wyrd rises, a Changeling’s dreams of Arcadia grow in clarity and frequency.
At Wyrd 1-3 she barely remembers her durance beyond her
trigger, recalling only fragments.
At higher Wyrd (4-6) she recalls some of her dreams with
relative clarity.
More powerful Changelings (Wyrd 7-9) frequently dream of
their time in Arcadia and remember it clearly, as though watching it happen
outside arms’ reach.
The paragons of Fae power (Wyrd 10) dream often of Arcadia
and remember it so clearly that they feel they are actually reliving their
durance.
Frailties
Legend ascribes alien behavours, aversions and desires to
the Fae. The more powerful the Fae being, the more stranger and powerful these
quirks have a hold over their existence. Changeling’s call these weaknesses
frailties, and they come in two forms:
Taboos: a taboo is
either a compulsion or a behavoural restriction. These occur in a situations
unique to each Changeling.
Banes: A bane is a weakness many
supernatural creatures possess, something that can cause the changeling great
harm. Banes cut instantly through all forms of armour and protective magics,
and cannot be healed until the bane is removed from the changeling's presence.
Even acting against the source of the frailty is difficult. Acting against a
frailty requires a point of Willpower, which does not add to the dice pool. Additionally,
the character suffers a -3 penalty on all rolls related to acting against the
cause of a minor frailty. This penalty increases to -5 when acting against a
major frailty.
Minor Frailty: Minor frailties are difficult to
manage but uncommon to encounter. Taboos require very specific circumstances,
and banes are rare items or situations. Examples of minor taboos include being unable
to enter a dwelling without permission, a compulsion to count spilled rice
grains, or an inability to step on lines. Minor banes include touching
wolfsbane, an aversion to the sound of church bells or wind chimes, hearing
one's name said backwards, or revulsion to milk set out to ward away the fae.
A
character can spend one Willpower point to resist the behavior associated with
a minor taboo for the rest of the scene. Exposure to a bane causes continuous
lethal damage at a rate of one per turn until the bane is removed. A bane
weapon inflicts lethal damage that cannot be healed until the changeling has escaped
the bane's presence.
Major Frailty: At this level, frailties come to
dominate some aspect of the changeling's life. Taboos become major behavioral
restrictions or compulsions that are difficult, cropping up every day. Major banes
are common substances or situations, and rapidly prove fatal to the changeling.
Some major taboos could be an inability to go outside while the moon (or sun)
is in the sky, being forced to walk backwards or hop at all times, and perform
a favor for anyone who recites the character's true name. Major banes include
things like holy symbols or effigies, pain when around a certain class of
people (such as children), or touching glass.
Overcoming a major taboo requires
one Willpower point per turn or one Willpower dot to do so for the rest of the
scene. Major banes inflict one aggravated damage per turn until the changeling
escapes the bane's presence. Bane weapons at this level inflict aggravated damage.
If the changeling is killed by a bane, her entire body unravels in spectacular
fashion, exploding into thorns and leaves or hundreds of torn gossamer wings.
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