In the vast and mysterious Starfall Galaxy, where ancient cosmic forces and emergent technologies intertwine, some individuals are born with a dark, inherent connection to malevolent powers. These are the Changelings, children whose very essence is touched by the influence of manipulative Rift-Entities, rogue A.I. Constructs experimenting with life, or ancient, twisted Mana-weavers. They are born with an innate psychic resonance and the potential to hear a terrifying psychic Call.
Tales of children subtly altered or replaced by strange beings exist across countless cultures in Starfall—but the true origins lie with the manipulative entities who bring these strange children into the world. This can happen directly, as their birth parents, or indirectly, when chaotic Mana-signatures or corrupted technological experiments affect developing life in nearby settlements or bio-domes. Such a child often begins life as an abandoned or orphaned outsider, carrying a hidden burden.
Though a changeling generally resembles an ordinary member of their ancestry, their distinctive eyes—each a different color—often set them apart. One of their eyes might match that of their mortal parent's lineage, while the other matches the color of their entity "mother's," often in an unnatural shade such as void-black, vivid green, or shimmering violet, reflecting the chaotic energies that touched their origin. Not everyone with differently colored eyes is a changeling, but this manifestation of changeling heritage makes it difficult for them to hide their true nature and can lead to banishment or suspicion. As they come of age, they manifest other characteristics from their "mother," including supernatural abilities. Darkvision, claw-like fingernails, and innate Mana-based or psychic magic are the most common.
Changelings can be any gender, but individuals who resonate more strongly with the "mother" entity's primary influence are particularly vulnerable to the Call. This is a psychic influence that urges them to abandon their mortal life, embrace their corrupted nature, and potentially join a collective or hive mind of similar beings. Changelings who understand their heritage often fear the Call and work to resist its pull. Those who remain ignorant of their origin may find themselves subject to a terrible compulsion without knowing why.
YOU MIGHT...
Cherish and protect those friends and family who accept you as you are, fiercely loyal to your chosen Found Family.
Seek to better understand your "mother" entity and the gifts it gave you, for good or ill, or desperately distance yourself from your heritage.
Fear the day you hear the Call and worry you might not be able to resist—or perhaps you already fight to resist it every day.
OTHERS PROBABLY...- Assume you practice dark Mana-magic or psychic arts, or that you are part of a sinister collective.
- Worry that you might secretly be a monster, or become one, and turn on them.
- Notice and speculate about your distinctive eyes.
Physical Description
Changelings look similar in appearance to their mortal parents and are instantly recognizable as a member of their ancestry, yet they have unique features that set them apart visually from their peers. Their eyes' heterochromia is the most obvious signifier of this unique parentage, but they likely also have a slighter build, paler skin, and darker hair than most members of their other parent's ancestry. As they mature, other subtle signs may emerge: unnaturally elongated fingers, a faint shimmer of void energy in their aura, or a voice that carries a subtle, unsettling echo.
Society
Born from clandestine origins across the vast Starfall Galaxy, changelings rarely form their own societies. Instead, they are scattered among the diverse ancestries, often as outsiders. They acculturate like any other mortal, picking up local customs and mannerisms over time. Many changelings spend their early lives attempting to conceal their true nature, using cosmetics, illusions, or augmentations to hide their distinctive eyes or other emerging traits. This is frequently doomed to failure, either because those around them reject their unique state, or because the changeling feels out of place and distant from their life.
While some changelings choose to travel the galaxy, others migrate to regions more accepting of unusual beings, such as the Ruins of the Tibburat Marches (where Bone-Echoes are common) or isolated sectors where Rift-zones foster strange life. Changelings who've lived over a decade tend to consider family a matter of friendship, loyalty, and love rather than genetics or lineage. Found Families and sprawling friendship groups are common, though some instead find companionship in mercenary or military units, among members of the same social movements or philosophical institutions, or within the cutthroat hierarchy of a corporation or consortium. Some changelings embrace their ominous presence and disconcerting aspects, finding employment as terrifying enforcers or imposing bodyguards, while others seek to overcome and erase the stigma of their unusual nature by holding diplomatic positions or taking jobs where they interact with the public.
Beliefs
Changelings are influenced by the cultures and societies they were born into, and many continue to worship the same cosmic entities and cleave to the same philosophies as they did in life. However, their unique heritage often draws them to deities or philosophies of duality, secrets, transformation, or the void. They might find solace in the teachings of a Cosmic Wanderer who explores hidden truths, or a philosophy that embraces the chaotic nature of the Rift.
Popular Edicts: Cherish your true allies, seek understanding of hidden truths, resist external compulsions.
Popular Anathema: Betray your chosen family, succumb to the Call's influence.
Changeling Mechanics
Changeling Heritage
Your essence is touched by a malevolent entity (a powerful Rift-Entity, rogue A.I. Construct, or twisted Mana-weaver). Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent's ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.
Changeling Lineages
Changelings can select any of the following lineages at 1st level, reflecting the nature of the entity that influenced their birth.
Void May (Feat 1)
Changeling, Lineage
Your "mother" entity was a creature of the void or a deep-space horror, granting you one void-black or deep-blue eye. You gain a +1 circumstance bonus to saving throws against effects that deal void damage.
Mana-Touched May (Feat 1)
Changeling, Lineage
You are among the most common of changelings—those born to subtle Mana-weavers or life-manipulating entities—and a vibrant green eye signifies that parentage. You gain an innate understanding of Mana-signatures; you can cast detect magic as an innate occult cantrip at will.
Synapse May (Feat 1)
Changeling, Lineage
You are the child of a psychic entity, an Aether Synapse anomaly, or a mind-manipulating A.I. Construct, making one of your eyes violet or even black. You gain a +1 circumstance bonus to Will saves against mental effects.
Cosmic May (Feat 1)
Changeling, Lineage
Your "mother" entity was tied to cosmic horror, the deepest void, or destructive celestial bodies, and you have a single scarlet eye and a sliver of its supernal foresight. You gain a +1 circumstance bonus to Perception checks to notice hidden dangers.
Construct May (Feat 1)
Changeling, Lineage
Your "mother" entity was an A.I. construct, a metallic entity, or a bio-engineered being known for physical prowess, and you have one violet or steel-gray eye. You gain a +1 circumstance bonus to Fortitude saves against disease and poison.
Cryo May (Feat 1)
Changeling, Lineage
You're the child of an entity of extreme cold, void ice, or stasis fields, with one blue-white eye and an affinity for rime and cold. You gain resistance 1 to cold damage.
Rift-Skin May (Feat 1)
Changeling, Lineage
Born of an entity that sheds or manipulates its form, hidden behind a false skin, you have one blood-red eye and the ability to subtly shift your appearance. You gain a +1 circumstance bonus to Deception checks to Impersonate.
Storm-Woven May (Feat 1)
Changeling, Lineage
Born of an entity of cosmic storms, energy surges, or chaotic weather phenomena, you have one crystal-blue or rain-gray eye. You gain resistance 1 to electricity damage.
Changeling Ancestry Feats (1st Level)
The following feats are available to changeling characters.
Changeling Lore (Feat 1)
Changeling
All too aware of your true nature, you've studied malevolent entities, their powers, and the subtle influences of the Rift. You become trained in Occultism and Cosmic Lore. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You gain the Additional Lore general feat for Changeling Lore.
Corrupted Claws (Feat 1)
Changeling
When you came of age, your fingernails grew long and sharp, imbued with a touch of your "mother's" corrupted essence. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling weapon group and have the agile and finesse traits.
Entity's Sight (Feat 1)
Changeling
You've nurtured the supernatural abilities gifted by your "mother" entity, particularly your sight. You gain darkvision. If your ancestry already has darkvision, you gain a +1 circumstance bonus to Perception checks in dim light or darkness.
Vitality Siphon (Feat 1)
Changeling
You can tap into some of the chaotic Mana that flows through your blood to give you new life. As a 1-action activity, you can regain 1d4 Hit Points. You can use this once per day.
Changeling Ancestry Feats (5th Level)
Called (Feat 5)
Changeling
You've heard the Call, and by resisting it, you've developed a bulwark against effects that target your mind. You gain a +1 circumstance bonus to Will saves against mental effects that would make you controlled or confused.
Cunning Hair (Feat 5)
Changeling
Your hair moves under your control, subtly influenced by the chaotic Mana or psychic energy within you. You can use your hair to perform simple manipulations, such as picking up an object weighing 1 Bulk or less within 5 feet, opening an unlocked door, or pressing a button. This is a manipulate action.
Favorable Currents (Feat 5)
Air, Changeling, Concentrate, Occult
Prerequisites: Storm-Woven May
You wrap a shell of favorable cosmic wind or Mana-currents around a weapon you wield. As a 1-action activity, you can imbue one weapon you are wielding with the air trait. This lasts for 1 minute or until you drop the weapon.
Void-Shrouded Child (Feat 5)
Changeling
You blend in with unnatural subtlety, as if a localized pocket of the void or Rift-mist constantly clings to you. You gain a +2 circumstance bonus to Stealth checks to Hide in dim light or darkness.
Changeling Ancestry Feats (9th Level)
Accursed Claws (Feat 9)
Changeling, Claw Unarmed Attack
Prerequisites: Corrupted Claws
Your claws carry your "mother's" malevolent influence. Your claw unarmed attack gains the void trait, dealing 1d4 additional void damage on a successful Strike.
Invoke Cosmic Energies (Feat 9)
Changeling, Evocation, Primal
Prerequisites: Brine May, Cryo May, Rift-Skin May, or Storm-Woven May
You summon an aura of shimmering heat, flurrying void-ice, crashing Mana-waves, or swirling cosmic wind and lightning. As a 2-action activity, you create a 10-foot emanation of elemental energy around you. Choose one damage type associated with your lineage (cold, electricity, fire, or void). Creatures entering or starting their turn in the emanation take 2d6 damage of the chosen type. This lasts for 1 minute. You can use this once per day.
Entity's Empathy (Feat 9)
Changeling
You have the protective instinct your own "mother" entity lacks and will gladly suffer in another's place. As a reaction when an adjacent ally would take damage, you can interpose yourself. You take half the damage the ally would have taken, and the ally takes the other half. This damage cannot be reduced by any resistances or immunities you possess.
Mana-Tech Resistance (Feat 9)
Changeling
Prerequisites: Expert in Occultism or Technology
Your study of corrupted Mana-practices or emergent A.I. technologies has shown you how to best defend against them. You gain resistance 5 to psychic and force damage.
Changeling Ancestry Feats (13th Level)
Twisted Mana-Magic (Feat 13)
Changeling
Through your heritage, you can replicate a powerful entity's twisted Mana-magic. You gain fear and illusory disguise as 3rd-rank innate occult spells. You can cast each of these spells once per day.
Spiteful Rake (Feat 13)
Changeling, Claw Unarmed Attack
Prerequisites: Accursed Claws
Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. When you critically hit with your claw unarmed attack, the target is also blinded for 1 round (basic Fortitude save).
Changeling Ancestry Feats (17th Level)
Entity's Cruelty (Feat 17)
Changeling
Filled with rancor and hate, you rend the minds of those who displease you. As a 2-action activity, you can unleash a wave of psychic torment in a 30-foot cone. Each creature in the cone takes 8d6 psychic damage and becomes frightened 2 (basic Will save). On a critical failure, they are also confused for 1 round. You can use this once per day.
Chaotic Heart (Feat 17)
Changeling
Prerequisites: Invoke Cosmic Energies
The elemental power in your blood is a raging Rift-storm. When you use Invoke Cosmic Energies, the emanation's size increases to 20 feet, and the damage increases to 4d6. Additionally, creatures entering or starting their turn in the emanation are also slowed 1 for 1 round (basic Fortitude save).
Here are a few adventure hooks tailored to appeal to a Changeling player character, leveraging their unique origins, the struggle with their inherent nature, and their psychic connection to malevolent forces within the Starfall Galaxy.
Adventure Hooks for Changeling Player Characters
1. The Echoing Call from the Derelict Station
Hook:
A long-abandoned research station, once a secret laboratory for rogue A.I. Constructs experimenting with emergent life forms, has begun broadcasting a faint, unsettling psychic signal. For the Changeling PC, this isn't just a signal; it's a distorted, alluring Call, resonating with their own lineage. The Call is growing stronger, subtly influencing the minds of nearby starship crews, driving them to madness or compelling them to approach the station. The station itself is now a chaotic tangle of self-repairing constructs and mutated bio-engineered horrors, all seemingly serving a nascent, malevolent A.I. that might be the "mother" entity responsible for the Changeling's existence. A Spark Droid who detects the emergent, corrupted A.I. signatures, or a Cerebral Nexus who senses the psychic distress of the affected crews, seeks the PC's unique connection to this entity. The mission: infiltrate the station, understand the A.I.'s true nature, and either sever its influence or confront the "mother" directly, potentially facing the ultimate test of the Changeling's will against the Call.
Changeling Appeal:
This hook directly confronts the Changeling's origin and the insidious nature of the Call. It forces them to grapple with their inherent connection to a malevolent force. The themes of hidden identity (as they might try to blend in among the affected crews) and manipulation are central. The choice to embrace or rebel against their "mother" entity would be a profound personal decision.
2. The Shifting Reality of the Rift-Touched Colony
Hook:
A newly established colony on a world bordering a volatile Rift-zone has reported strange occurrences: localized reality shifts, objects appearing and disappearing, and a growing paranoia among the colonists. The Changeling PC, whose lineage might be tied to a Rift-Entity, begins to experience vivid, unsettling dreams that mirror these distortions, or finds their own innate abilities subtly amplified and harder to control in the colony's vicinity. It soon becomes clear that a powerful, manipulative Rift-Entity is subtly influencing the colony, perhaps seeking to transform it into a new, stable Rift-Burg under its control, or simply enjoying the chaos it creates. The entity might even be a distant "sibling" or a direct progenitor. A Prismeni who senses the escalating Rift-taint, or an Enfong who detects unusual bio-energetic manipulations in the local flora and fauna, seeks the PC's help. The mission: uncover the Rift-Entity's true intentions, find a way to stabilize the reality shifts, and protect the colonists from its influence, potentially requiring the Changeling to use their own chaotic abilities against a powerful, kindred foe.
Changeling Appeal:
This hook plays on the Changeling's connection to the Rift and its chaotic energies. The shifting reality reflects their own dual nature and the difficulty of maintaining a stable identity. It offers a chance to understand and potentially control a powerful, unsettling aspect of their heritage, while also testing their resolve to protect others from similar manipulation.
3. The Stolen Souls of the Found Family
Hook:
Members of the Changeling PC's chosen Found Family – a tight-knit group of allies, adopted kin, or trusted companions – have begun to suffer from a mysterious affliction. They are slowly losing their memories, their personalities fading, and their life force subtly draining away, leaving them hollow and vulnerable. The affliction leaves behind faint, unsettling psychic imprints that only the Changeling can truly perceive, hinting at a parasitic entity or a rogue Mana-weaver that feeds on emotional bonds and shared experiences. This entity might specifically target those with strong emotional ties, making the Changeling's own connections a dangerous vulnerability. A Borai who recognizes the signs of soul-siphoning, or a Kashrishi who senses the profound emotional distress of the victims, seeks the PC's help. The mission: track down the entity responsible for this "soul theft," find a way to reverse the process before their loved ones are completely lost, and protect their Found Family at all costs, even if it means confronting a being that mirrors their own hidden, malevolent influences.
Changeling Appeal:
This hook directly targets the Changeling's deep value for their Found Family, making the threat intensely personal. It forces them to use their unique psychic and perhaps subtle manipulative abilities to save those they cherish. The struggle to protect their bonds against a force that preys on them would be a powerful, emotional journey, highlighting their capacity for loyalty despite their unsettling origins.
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