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Changeling Homebrew Kiths
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=Other Fae= The Gentry don't only find mortals to be fascinating, however. Sometimes, other fae beings catch their eyes. ==Fetches== When the Fae take a mortal, they usually leave a fetch behind. Sometimes, these duplicates manage to lead fascinating and important lives of their own. When this happens, other Fae sometimes find these fetches to be just as fascinating. Sometimes these fetches escape back to the mortal world. Fetches, being the waste of a stolen mortal, are less flexible to the Fae than the mortal that they were based on. They have no Seeming (although they usually appear to have both a Seeming and a Kith). Changed Fetches experience the following changes: * Wyrd is now independent of their original Changeling. * Upon escaping, Changed Fetches have the echoes: Attuned to the Wyrd, Enter the Hedge, Heart of Wax. An additional Echo may be purchased for each additional level of Wyrd, subject to the normal rules. * Changed Fetches may have up to Wyrd pledges. * Changed Fetches collect glamour as do Changelings. * Changed Fetches follow normal Changeling Oneiromancy rules. * Changed Fetches have Clarity, not Morality/Integrity. * Related to the above- Changed Fetches can join Courts and Entitlements. If they do so, they can learn the associates Contracts at the normal cost for Changelings, subject to the same limitations. They can learn ONLY those Contracts. * New Echo (*-*****): False Kith Blessing. Some aspect of the Changed Fetch's components can be used to create an effect that mimics a kith blessing, the Lethal Mien merit, or even (at the highest rating) a weak contract. Assume that the benefits provided to fetches in Autumn Nightmares still applies. Changed Fetches have four "kiths": ===Fae-Stuff=== Fetches made of things like dreams, hedge thorns and goblin fruits. Tend to have been aware of what they were even before they were taken, and were among the least human before being taken. Possible Blessings: *Attuned: The character gets a +1 to all rolls to identify the nature of any fae items (effects, catches, drawbacks of tokens, etc.). *Pledgestone: Character may hold up to Wyrd X 2 Pledges. *Token Heart: The character has a token holding him together. By paying the usual cost, the character may use the token. Possible Curses: *Taboos and Banes: The character leaves the Hedge with a minor taboo and/or a minor bane. *Fragile Clarity: Because of the character's fae nature, they get a -1 to all clarity rolls AND a -1 to all rolls to avoid a derangement if they fail. *Attractive: The character is especially obvious magically. In the hedge, she practically glows with power. Even for those casually observing, the character stands out (-1 to hide in a crowd); soul magic and detect magic spells by all supernatural types gain +2 to find the character, while encounters in the Hedge are more likely. ===Natural=== Made of natural materials- leaves, pebbles, woodsmoke, stormcloud- these fetches tended to be competent outdoorsmen before being taken. Blesssings: *Natural Harvest: The character, once per location/chronicle, can attempt to reap the natural world for glamour, using the normal rolls. An empty lot or a well-maintained backyard get a -4 on the rolls, while a national park would get a normal roll- and if that one roll failed, the character could just walk a mile down the trail. *Natural Nature- The character can eat and drink anything natural for sustenance, be it grass, rotten meat or a polluted stream. Additionally, if the things eaten comprise the fetch, then 1L damage is healed for each serving eaten. *Wildwalker: The character receives a +1 bonus for all survival and tracking rolls in the wilderness. Additionally, all environmental penalties are reduced by 1, to a minimum of zero. Curses: *Natural Mage: The character loses the 10-again rule , and receives a -1 for all contracts, for all rolls outside of wild or rural areas- including suburbs, cities and- worryingly- the Hedge. *Natural Mind: The character suffers a -4 dice untrained penalty when trying to use a Mental skill in which the character has no dots. *Artificial Allergies: The character has difficulty handling man-made materials. This can mean breaking out in hives when wearing synthetic clothes and sleeping on synthetic sheets, finding the feel of particleboard, plastic, and paint uncomfortable, nausea after eating a hot dog, or a headache after sitting under fluorescent lighting for hours. ===Flesh=== Made of either living or formerly-living materials. This can be meat from the fridge, rotting roadkill, all the roaches and rats in the restaurant, or the skin and organs of a freshly-killed passing bystander. These fetches tended towards athletic abilities before being taken. Blessings: *Hale and Hearty: +1 dice to all physical rolls. Spend a glamour to add wyrd health for one scene. *Bolstered Clarity: Being truly made of flesh, their ability to center themselves (though not to tell the real from the fake) is bolstered. Upon losing clarity, they get +1 dice to avoid a derangement, and clearing a derangement only has 3/4 the EXP cost. *Animal Ken: The character, made largely of the (living or dead) flesh of one type of animal, gets five dots of the animal ken specialty for that type of animal. Drawbacks: *Big Eater: The character must eat and drink twice as much as a normal human in order to remain healthy. Apply the penalties for dehydration and starvation. *Biochemistry Applies: Changelings, for all their changes, are still fundamentally human. Fetches aren't, but they aren't alive either. Neither applies to these characters. All medicine rolls applied to this character take a -1 penalty, lost the 10-again rule and 1s subtract, as the mangled meats that make up the character react poorly to the medical prodding. *Obvious Fetch: The character, for all that they escaped from Arcadia like everyone else, can make Pledges and even join Courts, is still obviously a fetch. Apply all of the requisite social penalties. *Big Stinker: A big pile of rotting meat is not pleasant to be around, animated by magic or not.The greasy skin and terrible smell creates a minimum -1 dice to all interactions with mortals for the character. ===Man-Made=== These characters are made of man-made materials- the clothes that the victim was wearing, garbage from the can, fire and smoke from the burning car and the light and sound of the streetlamps. Their artificial makeup, unusually, tended to make them more adept at navigating the human world before their abduction, as well as making them less likely to understand their true nature. Blessings: *Social Fu: The character, made largely of human materials, gains a better understanding of human mentality and can apply the 9-again rule to all social rolls except for empathy made by the character. *Banality: Magic is harder around a character so attuned to the mortal world, which seems so much more real around him. The 10-again rule no longer applies to any magic; the character's presence increases the strength of the Gauntlet by 1, hedge gates seem to close faster, verges close, and the character (and anyone with him) get +1 to rolls to return to the mortal world- from any other world. *Attuned to the World: The character gets the 9-again rule to identify and understand the nature of any magic performed around them, fae or not. Curses: *Creeping Banality: The pointless, nihilistic nature of the mortal world crushes the character and those around them. Not only is magic is harder around them (lose the 10-again rule), but it crushes the spirits of those around them and those pledge-bound to the character. First, finding anything other than the mortal world (not a specific gate, but the mortal world generally) lose the 10-again rule as well. Second, emotions are deadened, so harvesting glamour from dreams and emotions is harder (no more than 2 points per attempt). Worst, all characters are more likely to gain the depression derangement- including the Changed Fetch. *City Slicker: The character doesn't understand the natural environment at all. They take a -4 penalty for all skills with zero dots related to the natural environment (including animal ken), and they cannot raise their skills above two dots. ==Hedge Beasts/Hobgoblins== Even more popular as slaves than mortal humans, Hedge Beasts and Hobgoblins can be changed by the Fae. However, they become just different hedge beasts and hobgoblins.
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