Supernatural Flaws

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Surreal Quality: (2 point Flaw)

Though the Mists still protect you from mortal detection, there is something about you that mortals find fascinating. At inappropriate times, they will stare at you and strike up conversations in the hopes of getting to know you better. Worse still, those mortals who are of less savory nature will choose you over other potential targets for their illicit acts.

Echoes: (2-5 point Flaw)

Your connection to the Dreaming is stronger than that of most Kithain. As a result of this powerful connection, you are more susceptible to the things that traditionally affect faeries, as told in ancient wives' tales. While Echoes is purchased as a Flaw, it often has some beneficial side-effects. The points received with this Flaw reflect the level of your connection to the Dreaming and even to Arcadia. You must have Storyteller approval in order to take this Flaw. The effects of this Flaw are cumulative. For example, a character with a five-point Flaw also suffers the setbacks of the two through four-point Flaws.

  • Minor: Salt thrown over the shoulder for good luck offers a mortal protection from faerie powers. The same is true for throwing bread over a shoulder. Any mortal who does so cannot be affected by your cantrips in any way for the duration of the scene. You may physically hurt the person, but cantrips simply do not work, or worse they may well backfire. Additionally, any mortal knowing your full name can command three tasks from you, which you must accomplish before you can be freed of that mortal's influence. However, you need only follow the exact wording of the mortal's requests, not the desire behind them. (2 points)
  • Moderate: You may not enter a home without invitation unless you perform some small favor for an occupant. However, the invitation to enter a home may come from anyone in it, not necessarily the owner. Cold iron in a residence will bar you from entering the place whether you are invited or not; religious symbols have the same effect. Religious symbols of any sort will prevent you from physically or magically affecting mortals. The sound of ringing church bells causes you pain, just as cold iron does (at this level there is only pain, but with a four-point Flaw, the changeling gains one point of Banality for every turn he is forced to endure the sound). (3 points)
  • Serious: Four-leaf clovers in the possession of a mortal prevent you from using your Arts against that mortal for good or bad. However, four-leaf clovers picked by you are sure to bring good luck (you cannot botch, or perhaps you temporarily gain the favor of a powerful individual) for as long as the petals of the clover remain intact. The clover must be worn or carried in order for this luck to remain. Any mortal wearing his coat inside out is invisible to you. You may not cross running water, save by means of a bridge. Religious symbols are now repellent to you, forcing you away from those who wear them. The shadow of a cross falling upon your person causes one Health Level of chimerical damage for each turn the shadow is cast upon you. You may no longer enter holy ground without suffering chimerical injuries (one Health Level per turn), though this damage may he soaked. (4 points)
  • Extreme: Wherever you dwell, mushrooms tend to bloom in faerie rings — even on your plush carpet. The Mists no longer hide your powers. Many people will remember you if you use your Glamour while around them. Chimerical creatures tend to become more real for you than for others, and their attacks cause real and permanent injury. By the reverse, your chimerical weapons can cause damage to anyone, even mortals. People will likely follow you if you request it, gaining dazed looks as they follow you even into dangerous situations. Your difficulties in casting cantrips might be reduced by a substantial amount (Storyteller's discretion), but those wearing cold iron or religious symbols are immune to any Arts you might use. You must make a Willpower roll (difficulty 7) in order to enter holy ground. Even if you succeed in your Willpower roll, actual physical damage (one Health Level per turn) occurs whenever you enter holy ground. (5 points)

Iron Allergy: (3-5 point Flaw)

Most of the Kithain only suffer pain and Banality when in contact with cold iron. You suffer from actual wounds. Cold iron reacts like superheated steel when it touches your skin. The very least you will endure is severe blistering. For each round in contact with iron, you suffer one Health Level of chimerical damage. When this is taken as a four-point Flaw, you take one Health Level of real damage for every three rounds in contact with cold iron. As a five-point Flaw, you suffer this damage if you stand within a foot of the iron.

Chimerical Magnet: (5 point Flaw)

For some reason, chimera notice you more often than usual. In some cases this is beneficial, hut more often than not it causes problems. Chimerical beasts on a rampage will tend to turn on you before attacking others. Nervosa find you irresistible, and sprites of all types surround you constantly, often making you the butt of their harmless but annoying pranks.

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