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Changeling Revised

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Changeling Revised
Abilities get a 13/9/5 spread, just like all other supernatural creatures. The experience point charts are changed so that all rows now read New rating, rather than Current rating. Changelings can take bashing, lethal, and aggravated damage. They may always soak bashing damage. Lethal damage can be soaked if it is chimerical, or if the fae is in their wyrd form. Aggravated damage, which is cause by cold iron, holly strike, fire, radiation, and certain vulgar magick, cannot be soaked. Mortals take damage as Changelings, save that they can not soak lethal damage. (Optional rule: Mortals may soak lethal damage, but with a difficulty of 8). The character record of Abilities will now feature: Talents Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Kenning, Streetwise, Subterfuge. Skills Crafts, Drive, Etiquette, Firearms, Leadership, Performance, Melee, Security, Stealth, Survival. Knowledges Academics, Computer, Gremayre, Investigation, Law, Linguistics, Lore, Medicine, Politics, Science. Initiative is now determined by adding Wits + Dexterity and adding the result of a 1d10 roll. Wound penalties do subtract from the result. When splitting up actions, you lose a number of dice on the first action equal to your number of total actions, and then that amount plus one cumulative on each extra action. For instance, if you want your kithain to dodge, strike and strike, you lose three dice on the dodge (for taking three actions), four on the first strike (for taking three actions, plus one more die because it's the second action), and five on the final strike (three actions, plus two dice because it's the third action of the turn). A changeling can never perform more than one magical effect in a turn, even with Wayfare or Chronos magics. In addition extra actions gained with Quicksilver may not be split into multiple actions. Multiple castings of Quicksilver are not cumulative. When a difficulty for a cantrip pushes above 9, keep the difficulty at 9 but require additional successes. Thus, if you are casting a cantrip on a banality 8 target with a level 2 bunk (8 + 4 - 2 = 10) , your difficulty is 9, but you lose the first success from the roll. This success is simply absorbed by the difficulty of casting the effect; you do not botch if you score no successes and no 1s. This carries over to even more banal targets, so casting a cantrip with no bunk on a banality 10 target has a difficulty of 9, but requires 5 extra successes (10 + 4 - 0 = 14. 14 - 9 = 5). Botches only occur when you score a 1 (or more) and get no other successes, including those canceled out. Thus, if your changeling attacks and you roll melee with 1, 1, 5, 9, the first 1 cancels the 9, there is a leftover 1, it's still not a botch because of the 9 (even though the 9 was canceled). Holly Strike's damage can be chosen to be bashing, lethal, or aggravated. If bashing is chosen add 1 to the successes scored to determine damage. If lethal is chosen the chart remains as is. If aggravated is chosen then the caster must pay an additional glamour, and 1 willpower, and damage is based on pure successes, not on the damage chart. Damage may also be Chimerical (for normal cost) or wyrd (for an extra point of glamour). Heather Balm may heal bashing, lethal, or aggravated damage as well. Bashing damage is healed at a rate of 2 levels per success. Lethal damage is healed as normal. Aggravated damage requires the expenditure of one willpower per level healed. Chimerical damage may be healed normally, real damage must be healed as a wyrd cantrip (requiring an extra point of glamour). Weapons that do Lethal damage have their damage reduced by 1 - 2 dice. However, they become much nastier against those poor weak mortals. Redcap teeth do aggravated damage. Successes on an attack roll add to the damage roll at a rate of 1 to 1. This makes combat bloodier, and dodging much more important.

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7/21/2012 7:04 PM

Changeling Revised

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7/21/2012 7:04 PM

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