Campaign:Changeling-The DERPING/Powers: Difference between revisions

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*'''Enchantment''' is the infusion of Glamour into a physical or Chimerical object to make a person be able to affect (and be affected by), the Dreaming. Noncombat enchantment involves offering a present to a target, be it brownies (who needs pot?) or a new painting, and only costs one Glamour point per day the target is to be Enchanted. Combat Enchantment is known as an Enchant Strike; by spending a Glamour and Willpower point, should your next attack hit a foe, they will be Enchanted for the duration of the combat.
*'''Enchantment''' is the infusion of Glamour into a physical or Chimerical object to make a person be able to affect (and be affected by), the Dreaming. Noncombat enchantment involves offering a present to a target, be it brownies (who needs pot?) or a new painting, and only costs one Glamour point per day the target is to be Enchanted. Combat Enchantment is known as an Enchant Strike; by spending a Glamour and Willpower point, should your next attack hit a foe, they will be Enchanted for the duration of the combat.
*While Enchanting a foe brings them into the Dreaming, sometimes you want to bring stuff from the Dreaming to the real world. There are two ways to do this: The '''Dolorous Blow''' requires spending a Willpower point, and causes a chimerical item of yours to materialize for a turn. One could get a Chimerical grenade past X-ray scanners as an example, then use the Dolorous Blow to materialize it. <br>The other form is known as '''Invoking the Wyrd''', which is powerful but risky. By spending a Glamour and Willpower point, all your Chimerical abilities, items, and companions become Wyrd and affect both worlds. However, all Chimerical damage done to you is now physical damage as well, as are all your Cantrips; additionally, your Chimerical companions can be affected by physical objects now (So your chimerical raven familiar can now be felled by birdshot).
*While Enchanting a foe brings them into the Dreaming, sometimes you want to bring stuff from the Dreaming to the real world. There are two ways to do this: The '''Dolorous Blow''' requires spending a Willpower point, and causes a chimerical item of yours to materialize for a turn. One could get a Chimerical grenade past X-ray scanners as an example, then use the Dolorous Blow to materialize it.  
*The other form is known as '''Invoking the Wyrd''', which is powerful but risky. By spending a Glamour and Willpower point, all your Chimerical abilities, items, and companions become Wyrd and affect both worlds. However, all Chimerical damage done to you is now physical damage as well, as are all your Cantrips; additionally, your Chimerical companions can be affected by physical objects now (So your chimerical raven familiar can now be felled by birdshot).
*Finally, there's '''Invoking the Dragon's Ire'''. By spending a Willpower and Glamour Point, your reflexes heighten for combat purposes. By rolling your Glamour with a difficulty equal to your permanent Banality, you gain an extra die for each success (though any successes beyond your Rememberance Background get discarded; so if you have rememberance 1 and get 3 successes, you only get one extra die), which you can use to offset die penalties for split actions. As an example, suppose our hero wanted to perform a hit-and-run attack. Normally running is one action, and attacking a second action, so the player would suffer a -2 die penalty to the attack. However, say our hero rolled 3 successes. They could buy off the -2 penalty for this action. Now, should the player instead decide to split-action for a slash-slash-thrust combo attack with a sword, (three attacks at -3 dice each), he could opt to buy off the -3 die penalty for one roll, reduce penalties to -2/-2/-2 for each attack, or anything in between.
*Finally, there's '''Invoking the Dragon's Ire'''. By spending a Willpower and Glamour Point, your reflexes heighten for combat purposes. By rolling your Glamour with a difficulty equal to your permanent Banality, you gain an extra die for each success (though any successes beyond your Rememberance Background get discarded; so if you have rememberance 1 and get 3 successes, you only get one extra die), which you can use to offset die penalties for split actions. As an example, suppose our hero wanted to perform a hit-and-run attack. Normally running is one action, and attacking a second action, so the player would suffer a -2 die penalty to the attack. However, say our hero rolled 3 successes. They could buy off the -2 penalty for this action. Now, should the player instead decide to split-action for a slash-slash-thrust combo attack with a sword, (three attacks at -3 dice each), he could opt to buy off the -3 die penalty for one roll, reduce penalties to -2/-2/-2 for each attack, or anything in between.



Revision as of 16:05, 5 December 2009

There are several powers associated with Changelings:

Glamour-harvesting

Oathmaking

Talecrafting

Enchantment and Combat-related powers

One of the classic problems Changeling characters face compared to most World of Darkness supernaturals is they lack innate healing. Vampires can convert blood points to Health, Werecritters regenerate, Wraiths have Pathos, etc. However, without the use of higher-level cantrips, or the Regeneration Merit, Changelings heal like mortals...so they generally aren't as tough in a straight-up slugfest. There are ways to even the odds though, even though the powers here need not necessarily be for combat use.

  • Enchantment is the infusion of Glamour into a physical or Chimerical object to make a person be able to affect (and be affected by), the Dreaming. Noncombat enchantment involves offering a present to a target, be it brownies (who needs pot?) or a new painting, and only costs one Glamour point per day the target is to be Enchanted. Combat Enchantment is known as an Enchant Strike; by spending a Glamour and Willpower point, should your next attack hit a foe, they will be Enchanted for the duration of the combat.
  • While Enchanting a foe brings them into the Dreaming, sometimes you want to bring stuff from the Dreaming to the real world. There are two ways to do this: The Dolorous Blow requires spending a Willpower point, and causes a chimerical item of yours to materialize for a turn. One could get a Chimerical grenade past X-ray scanners as an example, then use the Dolorous Blow to materialize it.
  • The other form is known as Invoking the Wyrd, which is powerful but risky. By spending a Glamour and Willpower point, all your Chimerical abilities, items, and companions become Wyrd and affect both worlds. However, all Chimerical damage done to you is now physical damage as well, as are all your Cantrips; additionally, your Chimerical companions can be affected by physical objects now (So your chimerical raven familiar can now be felled by birdshot).
  • Finally, there's Invoking the Dragon's Ire. By spending a Willpower and Glamour Point, your reflexes heighten for combat purposes. By rolling your Glamour with a difficulty equal to your permanent Banality, you gain an extra die for each success (though any successes beyond your Rememberance Background get discarded; so if you have rememberance 1 and get 3 successes, you only get one extra die), which you can use to offset die penalties for split actions. As an example, suppose our hero wanted to perform a hit-and-run attack. Normally running is one action, and attacking a second action, so the player would suffer a -2 die penalty to the attack. However, say our hero rolled 3 successes. They could buy off the -2 penalty for this action. Now, should the player instead decide to split-action for a slash-slash-thrust combo attack with a sword, (three attacks at -3 dice each), he could opt to buy off the -3 die penalty for one roll, reduce penalties to -2/-2/-2 for each attack, or anything in between.

There are different modifiers to reduce the difficulty of Dragon's Ire. Feel free to select one at character creation. Most reduce the Ire difficuty by 2.

External Links

Changeling: The Derping