Changeling Rules
Opening a trod
Wayfare 3 + Fae Realm 5. Successes required depend on a number of factors. Mages can slip through a trod opening with Spirit 3. Activating or closing a trod magically requires Spirit 4.
Wraith Crossover Rules
Sluagh Perception
In order to see a wraith, a sluagh must make a Perception + Kenning roll (difficulty 9). To hear a wraith, the character must spend a point of Glamour.
Keening
Keening is the wraith power to create emotions within a target. Changelings are affected by this power more easily than most. Any Keening roll made against a changeling has its difficulty reduced by one. A changeling and a wraith can work in unison to enhance the creation of Glamour from a Dreamer. For ever two successes rolled by a wraith using Keening, the difficulty for Reverie or Ravaging is reduced by one.
Pandemonium
The effects of this wraithly power often extend into the Near Dreaming. The chimerical effects created by the use of this power can be quite disturbing, not to mention dangerous, to any Kithain in the vicinity.
Werewolf Crossover Rules
Changelings who are actively in their fae mien are not affected by the Delirium.
Vampire Crossover Rules
Obfuscate
A sluagh can pierce the vampiric Discipline Obfuscate by rolling Perception + Alertness (difficulty 7). This perception works on any level of the Discipline.
Auspex
Any Kindred using Auspex 2 (Aura Perception) can perceive a changeling's aura as a flickering pattern of lights and colors. This adds two to the difficulty of attempting to read a changeling's aura. Additionally, an Intelligence + Occult roll (difficulty 8) allows the vampire to recognize the changeling for what she is.
Drinking Changeling Blood
Fae blood acts as a potent hallucinogen to any Kindred
drinking it. As soon as the vampire ingests the blood, the player must make a Courage roll
(difficulty 3 + the number of Blood Points ingested). If there are no successes, the vampire enters the second threshold of Bedlam (see Changeling: The Dreaming second edition pg. 208) A botch causes the vampire to enter the equivalent of third-stage Bedlam as well as gaining a permanent Derangement (Storyteller's choice).
The Embrace
Anytime a changeling is Embraced, the player must make a Glamour roll (difficulty equal to the vampire's Banality + 2). Only one success is needed to survive the transformation. If no successes are gained, then the character's faerie soul is forever destroyed and the character dies. Assuming he survives, any Kithain unlucky enough to be Embraced is immediately claimed by the Mists. He reverts entirely to his mortal seeming and loses all access to (as well as memory of) his Arts and Birthrights.
Chimestry
All illusions created by Chimerstry have chimerical reflections as well. These chimera often remain in existence long after the original illusion has faded. For every success earned in creating an illusion with Chimerstry, the chimera will remain for at least an additional day. How this chimera acts depends upon the nature of the illusion that was cast. Inanimate chimera generally remain in the area where they were created, and can be interacted with by changelings just like any other inanimate chimera. These are almost always considered to be Incidental chimera (see Changeling: The Dreaming second edition, pg. 218). Animate chimera can take on a life of their own, often with extremely unpredictable effects.
Detect Chimestry
A Kithain can sense the use of Chimerstry within a mile with a simple Kenning roll (difficulty 7). One success gives the Kithain a general idea of where the Discipline is being used, while five successes allows the Kithain to pinpoint the exact location.
Mage Crossover Rules
Detect magic
Mages affect reality, changing it to fit their vision. The Near Dreaming often reflects this change. When a mage changes reality, using subtle or obvious effects, the Dreaming may be affected as well. A successful Kenning roll (difficulty 8 for vulgar magick, 9 for coincidental — see Mage: The Ascension) allows a Kithain to know that a mage used True Magick in the vicinity (within 10 yards). Three or more successes may determine what kind of magick was used, and five or more may allow some gleaning of who performed the magick (i.e., what Tradition or Convention, and perhaps who it was, if it is a mage known to the Kithain.) the mage may be able to resist the effect of the enchantment. To do so requires a Willpower roll for the mage (difficulty 8). The mage must score one success for each point of Glamour that the changeling invested in the enchantment attempt.
Resisting Enchantment
The will and sense of reality of mages is stronger than that of most people. Therefore, when a changeling is attempting to enchant a mage, the mage may be able to resist the effect of the enchantment. To do so requires a Willpower roll for the mage (difficulty 8). The mage must score one success for each point of Glamour that the changeling invested in the enchantment attempt.
Counter magic
When a Kithain performs a cantrip that will affect a mage, the mage can use her Arete to counter the cantrip. The system for this is to roll the mage's Arete with the difficulty equal to the highest level of Art being used in the cantrip + 3. This is the formula regardless of whether the mage is using countermagick, unweaving or anti-magick. To resist mage magick, a changeling player must roll her Glamour against a difficulty of the highest Sphere rating used in the effect + 4. If successful in countering the effect, the changeling receives a point of temporary Banality for having removed some small bit of magic from the world.
Marauders
Insane mages existing in their own reality, twist and warp the Dreaming in their wake. Where Marauders pass, the Dreaming recoils and reforms in grotesque shapes, reflecting the mad ones' views of reality. Strange chimerical creatures and artifacts are spawned, and go on rampages.
Detect Kithain
Any mage with one dot in Spirit can attempt to discover if someone is Kithain by rolling his Arete (difficulty 7). To perceive the local Near Dreaming, the mage must roll Arete (difficulty 8). If the mage wants to scan an area for a Kithain presence, again, an Arete roll is called for (difficulty 9).
Locate Freehold
To locate a freehold, a mage must first actively examine an area and must use both Spirit 1 and Prime 1 on the location he thinks may be a freehold. He then must succeed in an Arete roll (difficulty 9). A failure indicates that the mage fails to notice the freehold and sees only the seeming of the place. If he succeeds, he sees a brief glimpse of the freehold's true nature.
Drain Freehold
To drain the freehold of its Glamour, the mage must have Prime 3 or higher. The amount of Quintessence gleaned without destroying the freehold is equal to its level. If the mage decides, he may drain double the points of Glamour, extinguishing the balefire within the freehold. Any points taken over the level of the freehold may damage the freehold at the Storyteller's discretion.
Werewolf Crossover Rules
The Delirium
Changelings who are actively in their fae mien are not affected by the Delirium.
Demon Crossover Rules
Resistant to illusions
A Demon can see right through a changeling's Seeming with a Perception+Alertness, difficulty 7 due to their resistance to illusions.
Detect Lore
A Kithain can sense the use of Lore within a mile with a simple Kenning roll (difficulty 7). One success gives the Kithain a general idea of where the Lore is being used, while five successes allows the Kithain to pinpoint the exact location.
Creatures From the Lower Depths
This message was last edited by the GM at 12:45, Sun 26 Mar 2017.