Frailties

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As a changeling gains more levels in Wyrd, some of its stranger rules and limitations begin to apply to her as well. These quirks of her fae nature are called frailties. Frailties come in two forms, taboos and banes. A taboo is a behavioral restriction that either compels or prohibits a changeling to commit certain actions under certain conditions. A bane is more physical as it causes the changeling injury. Banes are often items but can be people or conditional to a situation. Band damage, major or minor, bypasses all forms of armor or magical protection and cannot be healed by any means until the character is removed from the presence of the bane.

  • Most changelings keep their frailties as secret as possible, lest their enemies find ways to use these limitations against them.
  • For a changeling to take direct action against something that weakens her so badly is extremely taxing.


Minor Frailty

Highly inconvenient but unlikely to come up often in daily life. To resist the compulsion of a minor taboo for one scene a changeling must expend a Willpower point. Exposure to a minor bane causes one automatic level of bashing damage per turn until exposure ends (bane removed or character flees).

  • She suffers a –3 dice penalty on all rolls related to working against the cause of a minor frailty.


Major Frailty

Substantial impediments to daily life, their sources cannot easily be avoided, and are common place. Willpower points are spent at one per turn to act against a major taboo. A major bane inflicts one automatic level of lethal damage per turn until the changeling flees.

  • She suffers a –5 dice penalty on all rolls related to working against the cause of a major frailty.


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