User Tools

Site Tools


setting:changeling_merits

This is an old revision of the document!


Changeling House Rules

Changeling Merits


Physical Merits

Acute Sense (1pt. Merit)
You have one exceptionally sharp sense: hearing, touch, smell, vision or taste. The difficulties for tasks involving the sense in question are decreased by two.

Ambidextrous (1pt. Merit)
You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand.

Double-Jointed (1pt. Merit)
You’re unusually supple. Reduce the difficulty of any roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.

Friendly Face (1pt. Merit)
You have a face strangers are inclined to trust. The effect doesn’t fade even if you attempt self-deprecation, leaving you at –2 difficulty on all appropriate Social rolls (yes for first impressions, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.

Poison Resistance (1pt. Merit)
It could be you’ve a natural resistance, or perhaps you’ve built up your defenses against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three.

Wheelman (1pt. Merit)
You have a natural affinity for driving motorized wheeled vehicles. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.

Crack Shot (2pt. Merit)
Whether pointing a gun, arrow, or dart, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location and reduce the difficulty of rolls not involving specific targeting by one.

Dexterous Toes (2pt. Merit)
Anything you can do with hands (firing a gun, drawing, playing a musical instrument, etc.) can be done just as well using your feet. Polite society tends to frown on such behavior, but sluagh and pooka laugh at such prissiness.

Granite Skin (2pt. Merit)
A Trait held most commonly by trolls and redcaps, Granite Skin is quite literally an epidermal layer of thin, hard stone. You’re a great deal tougher than you might be normally, but have the undesirable effect of leaving small flakes of stone behind every time you bend or flex. You possess the equivalent of chainmail armor at all times (see p. 285). Granite Skin does not cause a Dexterity penalty, but does impose a +1 difficulty to all rolls involving moving quietly.

Murderous Mien (2pt. Merit)
Something about your mien screams danger. Previous infamies mark your appearance like open wounds. With a look or gesture, you can terrify another changeling into obedience. Any rolls you make to threaten or coerce changelings and faetouched humans have their difficulties reduced by three. Other beings find you unsettling, imposing a +1 difficulty to attempts at charming.

Nightsight (2pt. Merit)
Night blinds many eyes, but not yours. Regardless of the lighting conditions, your eyes adjust automatically, so you can see equally well at high noon, midnight, or entering pitch darkness. The adjustment is instantaneous, so if you are standing in a dark room and someone lights a candle, you’re not blinded.

Surreal Beauty (2pt. Merit)
You possess a beauty far beyond that of normal mortals, unsettling in its perfection. People stand in awe of your ideal, yet alien, form while an inexplicable nausea subconsciously rises to the fore. Reduce the difficulty by three on any roll in which you try and acquire a changeling or faetouched individual’s attention, or win them over with your looks. Other beings find your beauty unnatural, imposing a +1 difficulty on attempts at winning such a person’s trust.

Increased Pain Threshold (3pt. Merit)
You feel pain as much as others; it just doesn’t affect you to the same degree. Legends are rife with tales of heroes who fight on, even while mortally wounded, only collapsing into death once the battle is won. The dice penalty for each of your Health Levels is reduced by one level. For example, a troll who is Hurt reacts as if Bruised, and is only incapable of action when killed.

Perfect Balance (3pt. Merit)
Whether through constant training or inherited skill, your sense of balance is akin to that of a circus performer or bird on a wire. It’s very unlikely you’ll ever fall during your life. You may trip, but you’ll always catch yourself before you fully lose your footing or handhold. This Merit functions for such actions as tightrope walking, crossing ice, and climbing mountains. All difficulties involving such feats are reduced by three.

Prehensile Tongue/Tail (2 or 4pt. Merit)
An additional prehensile limb is a useful, yet potentially disgusting, feature to possess. At two points, your tongue acts as a two-foot (60cm) long limb, capable of grasping and wielding objects. While not the best of weapons, it can be used for a poke in the eye or revolting slap. When the tongue is extended, speech is incomprehensible. In order to use a prehensile tongue successfully, you must roll Dexterity + Athletics (difficulty 7). A success allows full control of the extra limb for the scene. A failure indicates the specific attempt fails; a botch leaves the protruding tongue hanging disgustingly limp down your front. At four points, you possess a tail like a monkey’s. This tail is two feet long (60cm), and can perform simple manual tasks such as pushing buttons and lifting objects with a Strength equal to half the changeling’s rating (rounded up). A prehensile tail can wield a weapon with a Melee rating equal to half the changeling’s rating (rounded up).You may use a prehensile tail with the same dexterous capability as any of your other limbs.

Sex Appeal (3pt. Merit)
You put it down to your looks and charm, but the dark truth is you have a dangerous, and perhaps unconscious, level of control over your pheromones. Your sexiness and sensuality attracts lovers to you like moths to a flame. You are the irresistible center of attention at any gathering. All rolls where sexual attraction matters have the difficulty reduced by three. This Merit cannot be used to seduce someone lacking a baseline of sexual attraction to the character.

Huge Size (4pt. Merit)
Your mortal seeming is abnormally large in size, over 6’10” and 300 pounds in weight (well over two meters tall and over 130 kgs). You are extremely noticeable in public, but gain one additional Bruised Health Level.

Eidetic Taste (4pt. Merit)
Possessed most commonly by redcaps, Eidetic Taste allows you to remember the taste of everything you’ve ever eaten, and be able to identify it instantly if you taste it again. Furthermore, you’re granted the ability to sense where the nearest supply of that taste might be. If you’ve ever had a bite of someone, it serves as an excellent way to track that meal. Creative changelings have found other uses for this power, including tracking down poisons.

Blessing of Atlas (5pt. Merit) Remarkable among trolls and seen as a true miracle among other kiths, the Blessing of Atlas permanently raises your Strength by one, and raises the potential maximum Strength rating by one. You’re only slightly larger than your fellows, but defined as if carved of marble. Should it become known by others you possess this Merit, you’ll be expected to act the hero or be feared as a budding warlord.

Changeling Flaws

Phsyical:

Addiction (1-3pt. Flaw) You suffer from an addiction to a substance or experience. If the addiction is to something sedative and a fix cannot be obtained, you should roll to avoid triggering a gain of temporary Banality, as the mists of fugue gnaw at you. If the addiction is to something stimulating and a fix cannot be obtained, the Storyteller can choose to give you a point of Nightmare or even an Imbalance. For a one-point Flaw, the addiction must be satiated weekly; for a two-point Flaw, the addiction must be satiated daily; for a three-point Flaw, the addiction must be satiated after an hour of sobriety. Allergic (1-4pt. Flaw) You’re allergic to a substance. For one point, you get hives, sneeze or become dizzy upon prolonged contact with your bane, for two points, you swell up uncomfortably in the affected area, increasing all difficulties by one, and for three points, your reaction actually incapacitates you, increasing all difficulties by three. If the substance is really common in your chronicle, add an additional point to this Flaw. A redcap who accidentally eats something he’s allergic to is in trouble. A Stamina roll is required, otherwise he’ll immediately vomit everything in his stomach. Furthermore, any time he wants to do anything more strenuous than walk for the next half hour, a Willpower roll is necessary to see if another attack of nausea hits. Asthma (1pt. Flaw) You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air lungs require. Any time you exert yourself, you must make a Stamina roll or be unable to perform any action on the next round while you catch your breath. Bad Sight (1, 3, or 6pt. Flaw) Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts, as a three-point Flaw, the condition is too severe to be corrected, and as a six-point Flaw, you are blind and difficulties of all Dexterity-based rolls are increased by two with Perception rolls based purely on eyesight failing automatically. Impaired Hearing (1, 2, or 4pt. Flaw) You have flawed hearing. The difficulties of any die rolls involving listening are increased by two. As a one-point Flaw, this condition can be corrected with a hearing aid or ear implant, as a two-point Flaw, the condition is too severe to be corrected, and as a four-point Flaw, you are completely deaf and all hearing based rolls fail. Short (1pt. Flaw) You are well below average height, and find this world is not built for changelings of your stature. You suffer a difficulty penalty of +2 to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Twitch (1pt. Flaw) You’ve some sort of repetitive motion that manifests in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles, and so on. It costs one Willpower point to refrain from engaging in your tic. Deformed (2-3pt. Flaw) A disfigurement makes your appearance disturbing and memorable. When in the presence of those who judge based on appearances, the difficulties of die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2. As a three-point Flaw your deformity also raises the difficulty by two for rolls of one chosen Physical Attribute, as your deformity afflicts your mobility. Too Human (2 or 5pt. Flaw) Your fae side struggles to penetrate that of your mortal seeming. As a two-point Flaw, this makes all changelings view you warily. Social rolls increase in difficulty by two until you make an action inarguably proving your fae nature. As a five-point Flaw, the wariness other changelings feel towards you becomes antipathy, as you also lose one of your kith’s Birthrights. You choose which one to sacrifice. Lame (3pt. Flaw) Your legs are injured or otherwise prevented from working effectively. Difficulties of all dice rolls related to movement increase by two. A character maynot take this Flaw along with the Merit Double-Jointed. Parfum de Goat (4pt. Flaw) The goat musk is a unique, horrific scent that makes the eyes water. You are a walking, breathing sachet of smelly goat. This Flaw isn’t restricted to satyrs, but is most common among them. Satyrs and redcaps are not bothered by your musk. Other kiths must be convinced against maintaining a distance from you, no matter the situation. This hinders your chances for romance, titles, and even simple chats. The difficulty of all social rolls involving any beings with sense of smell other than satyrs and redcaps is increased by three

setting/changeling_merits.1642434351.txt.gz · Last modified: 2022/Jan/17 15:45 by flowercrystals