Nunnehi Character Creation
The Rules for the creation of the Nunnehi can be found in the CtD: Player's Guide, starting on page 101. It is very strongly suggested that you read this section before beginning your creation process. There's much about the Nunnehi that makes them markedly different from the European changeling. I'll go into the details later in this thread. For now, here's the process.
Choose Name and Fae Name
Choose Tribe, Camp (Which is like a changeling's court - Winter/Rock, Summer/Dogwood, or Midseason/Laurel), and Seeming (youngling, brave, elder).
Choose a Legacy that coincides with all three camps.
These are found in the Player's guide section for the Nunnehi.
Choose Nunnehi Family
These families are arranged by tribal regions. The Kachinas and the Surems are the preferred families for character creation since they're from the South-West region (Which coincides with Las Vegas). I'm more inclined to approve them. I want to know how a Nunnhei from a different region ended up in Las Vegas.
Choose Medicine (Glamour), Willpower, and Banality
Youngling (Birth to 12 - Restricted)
Glamour - 5
Willpower - 3
Banality - 1
Brave (13 - 30 years of age)
Glamour - 4
Willpower - 4
Banality - 3
Elder (31+ years of age)
Glamour - 3
Willpower - 5
Banality - 5
Choose Attributes
7/5/3
Choose Abilities
13/9/5
Choose your Songs of Power (aka your Arts)
3
In the case of the Nunnehi, Spirit-link is Permitted. Any changeling who is not Nunnehi may not take this art, whether at character creation or learning it ICly.
Choose Realms
5
Choose Backgrounds
The Totem background is strongly encouraged for Nunnehi characters so that they can enter the Spirit World (or the Dreaming). Please use the totem spirits found in pages 152-153 of the Player's Guide. Please read pages 147-150 of the Player's Guide for more information on Totems and Traveling to the Spirit World. Example totems can be found in the CtD Player's Guide as well as the WtA Books.
Choose Merits & Flaws
Maximum of 7 freebie points can be gained by purchasing flaws. In the notes section, please list the details your merits and flaws exactly as how they appear in the book.
Freebies
A character sheet with a history of at least three paragraphs gains 10 extra freebies. The ST may prompt a player for more history if it is not felt that the history warrants the extra freebies.
Attributes | 5 points per dot |
Abilities | 2 points per dot |
Secondary Abilities | 2 points per dot |
Backgrounds | 1 point per dot |
Willpower | 1 point per dot |
Glamour | 3 points per dot |
Arts | 5 points per dot |
Realms | 3 points per dot |
Younglings have 10 freebie points to spend.
Braves have 15 freebie points to spend.
Elders have 20 freebie points to spend.
This is set up to represent the experience each seeming has gained over time.
Spending XP
It is not necessary to contact the ST for regular XP expenditures however
certain things do require approval. Raising any background trait (Title,
Resources, etc) will require ST approval and potentially an XP cost of 3x the
background's current level. Please be responsible with XP expenditures. A
character ought to have earned their new ability or Art.
Any restricted Art must have ST permission prior to being gained with XP.
Raising any Art above 3 must also have the ST permission prior to being raised with ST. The ST has the right to deny any gains/raise in Arts.
Attributes | Current rating x 4 |
New Ability | 3 |
Ability | Current rating x 2 |
New Background | ST discretion |
Background | Current rating x 3 |
New Art | 7 |
Art | Current level x 4 |
New Realm | 5 |
Realm | Current level x 3 |
Willpower | Current rating |
Glamour | Current rating x 2 |
In the notes section, include your character Birthright and Frailities as they appear in the Player's Guide.
In either your history or your notes section, describe the contents of your character's medicine bag.
Notes on the Nunnehei and House Rules:
What makes the Nunnehei different from European Changeling aside from the fact that they have tribal affiliations and cultures much like the Native Americans?
1) Unlike European Changeling, Nunnehi are aware of the Spirit World, the Greater Umbra of which the Dreaming weaves around. The Higher Hunting Grounds, also known as The Dreaming, is closed
to the Nunnehi. They can travel to the Upper World, which is the land of the Spirits (similar to the Garou Umbra). They cannot travel to the Lower Worlds (the lands of the dead), though they
can converse with ancestors through the Song of Power known as Spirit Link.
Where European Changeling must find a portal to cross over into the Dreaming (a rath, a freehold, or an Art) as well as find a trod that leads them into the Umbra, Nunnehi can step-sideways
into the Spirit World such as shifters cross over the gauntlet. They use their deep connection with a totem to open this connection. For example, if a Nunnehi has a Cactus Totem, he can touch
a cactus and slip into the Upper Spirit World.
As a result, this house rule is in effect.
Nunnehi characters must possess at least Level One (1) of the Art Wayfare and the Level One (1) of the Nature Realm. With Level One of Wayfare, the Nunnehi hops into their totem material.
With Level 2 of Wayfare, the Nunnehi runs into it. The most adept Nunnehi simply walk into their totem material and emerge on the other side (Wayfare Portal Passage + Nature Realm Verdant
Forest).
Nunnehi players must roll their character's Wits + Nature Realm rating against the difficulty of the local gauntlet in order to step sideways. A bunk must be performed.
So, in dice terms, to cross over it is: Wits + Nature | Diff = Local Gauntlet Rating. The higher the bunk, the less the difficulty. Because it is a cantrip that affects the real world
(invokes banality by watching a person vanish in front of their eyes), the Nunnehi must spend a temporary Medicine (Glamour) point as well as it becomes a wyrd cantrip.
In the end, the dice roll looks like this: Wits + Nature = ? | Diff = Local Gauntlet Rating | - 1 Temporary Glamour point (Wyrd).
In order to take others into the Dreaming, the Nunnehi must also have the appropriate realm (ex. Fae Two (2) to bring across a noble Sidhe). They perform the ritual (bunk) on them jus
t as surely as they would themselves. Fae 1 is considered to encompass commoners and other Nunnehi. This can be performed as two separate castings, or players can employ the multiple
realm rule and use Scene, as long as they have the highest dominant realm being used in Fae. Using Scene also costs a point of temporary Medicine (glamour).
So the roll would look like this: Wits + Nature = ? | Diff = Local Gauntlet Rating | -1 Temporary Glamour (Wyrd) | - 1 Temporary Glamour (Scene Level ? also used)
A failure to cross the gauntlet indicates that the Nunnehi cannot step-sideways.
A botch means that the Nunnehi is trapped between worlds until somebody comes along to free him or her. Or until an hour as passed and they can try again. There are a lot of Spirits in
the Upper Realms, so getting caught crossing sideways isn't a good thing for Nunnehi who're looked on as tasty snacks!
Nunnehi that have no totem may not step sideways.
2) Nunnehi gain Medicine (Glamour) from Nature such as the Inanimae do. Please refer to page 146 of the Player's Guide for details.
3) The Nunnehi do not refer to themselves as kiths, as European Changeling do. In fact, they don't seem to recognize that they're separate entities. They recognize the different families
that they come from, but everyone is a part of the Nunnehi Nation. Loss of land and their "flesh brothers" (Native Americans) have led the Nunnehi to bond more closely together as they've
grown increasingly dislocated, finding alliances where they might not have had them before (such as with Native Shifters and mages).
4) The Higher Hunting Grounds is the part of the Dreaming that the Nunnehi frequently visited before the Shattering. They were left behind when the doors to Arcadia and the Higher
Hunting Grounds closed. The Nunnehi no longer have access to the Higher Hunting Grounds or the Dreaming, whereas the European Changeling can occasionally touch it, provided they find
the right portal. Nunnehi, as a result of this, can travel to the Upper-World, which is the land of the spirits.
5) European Changeling have participated in something called the Changeling Way, and therefore, are reincarnated into a human body in each life (save the Sidhe).
For Nunnehi, this is a little bit different. Nunnehi spirits are passed down through family lines, and this has been established by the Nunnehi arranging for a shaman's family to "watch over"
the native changeling spirit. The spirit, then, becomes infused with the child's spirit before birth, effectively merging both the mortal and changeling selves into one being. Those who
host a nunnehi spirit in their bodies, before the birth that passes it onto a child, see it as an honor, and often are considered wise men and medicine women. A chrysalis happens when
the Nunnehi spirit becomes dormant as it does in European Changeling. It can be several generations before the Nunnehi's spirit becomes dominant through a dream dance.
This method of spirit fosterage has become a problem when a Nunnehi's tribe becomes extinct, and the changeling has to find a new family to guard the spirit again.