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Every changeling walks a perilous tightrope

between the chaotic tides of the Dreaming and


the heavy anchor of the mundane

Arts describe the faerie magic


available to a character, while Realms determine the
scope and focus of the characters Arts

Cantrips
Changelings use cantrips, the act of channeling
Glamour into an Art, to rework the chimerical and
even physical worlds to their whim. The Kithains
fae nature serves as a conduit for Glamour to pass
from the Dreaming into the mortal world, and her
level of mastery in any given Art dictates what sort
of mayhem and magic she creates.

Unleashing (page 196) ignores the need for Realms


as the character directs a flood of Glamour directly using an Art

To invoke a cantrip, the player decides which level of the


Art her character will use, adds at least one Realm known to
the character to determine the target of the power, and spends
Glamour based on the type of cantrip: chimerical or Wyrd.
Changelings may apply the effects of a cantrip to different kinds
of targets simultaneously by using multiple Realms, but doing
so increases the difficulty.

Cantrip Types
The description for each level within an Art states whether
the effect is chimerical, Wyrd, or chosen by the player. Chimerical
effects typically do not manifest in the Autumn world,
and are thus invisible to nonenchanted witnesses, while Wyrd
cantrips exist in equal measure in both worlds. If an Art can
be invoked as either type, the player chooses and spends the
appropriate amount of Glamour.

Cantrip Glamour Cost


Chimerical cantrips do not require the player to spend
Glamour. Wyrd cantrips require the player to spend one point
of Glamour. Using a Realm or level of a Realm the character
does not possess (p. 232), increases the total cost of the cantrip
by one Glamour for each Realm cheated. Players pay all
Glamour costs for a cantrip before rolling the dice.

Cantrip Dice Pool


Players roll a number of dice equal to their characters Art
rating plus the rating of the lowest primary Realm used (Fae,
Actor, Nature, Prop).

All cantrips begin with a difficulty of eight, 8 dificuldade


but several factors modify the cantrip difficulty (see table).

The player must replace dice in her cantrip pool with a


number of distinct dice (all the same color, for example) for the
roll equal to the characters Nightmare rating. A full description
of Nightmare dice and their effects are on p. 274.

Bunks as Actions
Typically, bunks require the character to spend at least one
turn acting before the changeling invokes the cantrip. Players
may opt to split their dice pool (p. 244) and accomplish both
the bunk and the cantrip in the same turn (assuming the action
required for the bunk can be completed in a single turn) or the
player may wait until after the actions necessary for the bunk
and then use a full dice pool for the cantrip.

Unleashing se rola com o valor de Glamour !!!

Unleashing
Changelings perform cantrips to focus Glamour through
their Arts in specific, deliberate ways, but every Kithain possesses
another, more dangerous method to do magic. Learning
an Art unlocks a new door into the Dreaming, and a changeling
desperate enough can kick that door open.
Because the Unleashed Glamour reaches through the Dreaming
by way of the changelings kith, an Unleashed Art always
reflects the changelings nature. A redcap Unleashing Wayfare
yanks the target violently through the air or sends him hurtling
through a nightmare world of blood and pain before emerging
blocks away. An eshu Unleashing Contract, on the other hand,
surrounds the target with the noises and smells of a busy marketplace
as she is forced to accept a future favor from the changeling
in return for handing over an item the character seeks.
The player chooses an Art to Unleash and states her characters
intent in a short, simple statement (hurt that man,
save my friend, restore the grove). She spends two points
of Glamour and adds one to her characters Nightmare rating.
The player is not constrained by the characters Realms. Unleashed
Glamour can affect anything, regardless of the casters
knowledge of Realms.
The player rolls a number of dice equal to the characters
Glamour rating plus a number of dice equal to her Nightmare
rating (difficulty 7). This is an exception to the usual rule
about other Traits being added to Tempers (p. 244). If the roll
succeeds, the player must compare the number of successes to
the rating of the Unleashed Art (see below).

Unleashing Results
If the roll is a botch, the Dreaming floods through the character
completely unchecked until Banality violently responds
to the breach of the Mists. The character gains an Imbalance
(but does not reduce her Nightmare dice pool as a result) and
the Unleashed Art causes havoc around her for one turn. At
the beginning of the next turn, Banality responds and cuts
the character off from the Dreaming. The character suffers a
Banality trigger, and she cannot spend Glamour or use Arts for
the remainder of the scene.

If the roll fails, the character is unable to Unleash. This


triggers Banality, and the character cannot use the Unleashed
Art for the remainder of the scene.
If the roll succeeds, but garners a number of successes equal
to or fewer than the characters Art rating, the changeling successfully
invokes and controls the Dreaming. The character
automatically invokes the Wyrd for a number of turns equal
to her Glamour (the player can spend a point of Willpower to
make it last for the rest of the scene), her fae mien becomes
visible, and the player narrates the effect of the Unleashed Art.
If the player rolls more successes than the Art rating,
though, the character loses control. The characters intent is
fulfilled, but in a twisted or unintended way that adds complications
or puts everyone nearby at risk. The character gains
one Nightmare, and the Storyteller narrates the effect of the
Unleashing and should incorporate a complication or conflict
into the result. The character automatically invokes the Wyrd
for the remainder of the scene.

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