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Changeling Homebrew Kiths
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===Talespin=== ====Fairy Sense *==== Cost: - Having managed to survive a Durance, this Hunchback has learned to recognize Arcadia and the Hedge for what they are, and now wonders why he never noticed before. The Hunchback can see through the Mask and can always reliably identify any Changeling or related creature (Gentry, Goblins, etc.). If they are hidden or magically disguised, the Hunchback knows that they're in the area but can't pinpoint anything directly. ====Gambler's Charm **==== Cost: 1 Misery The Hunchback is marked by a world where reality means less than stories, and probability is subject to the narrative. By spending 1 Misery, they can focus this effect, granting a bonus to one roll to another person, while giving themselves equal penalties on random roll. The misery cost is negated if the twist is used on someone who is a complete stranger to the Hunchback. ====Genre Savvy ***==== Cost: - If there's one thing Hunchbacks are really good at, it's quickly figuring out the desires and whims of powerful and often insane entities so that they can better serve, or at least not get squished for being ugly. Serving a Durance in Arcadia has only sharpened that talent, allowing the Hunchback to fit in seamlessly and seemingly effortlessly to the bizarre and magical world of the Fae. The Hunchback may spend 1 Misery per rank of merit to temporarily mimic Changeling merits, without the social penalties for being a Hunchback (if applicable), as anyone who's spent any amount of time in the Hedge will have seen much worse. All normal restrictions for having these Merits apply; for example, if the Hunchback were to attempt to mimic Market Sense twice in a session, the second attempt would be wasted. Copied Merits last until the next midnight. The Misery cost is negated if the Hunchback is using it to interact with people or items related to their Durance- though when compared to the risk of their Keeper deciding to come back to pick up their lost entertainment, most Hunchbacks prefer to just spend the Misery. ====Your Trusty Guide ****==== Cost: 1 Misery per included character The Hunchback has found a knack for navigating through the Hedge while using it to escape their Keepers. By spending 1 Misery, they may safely enter, move through, and exit the Hedge, concealed from the denizens and suffering no damage from the Thorns. They may also extend this protection to others in their group by paying 1 Misery per passenger. Passengers must follow the Hunchback's instructions to the letter, or they will lose access to all benefits of the Twist. The misery cost will be negated if the passengers pay the Hunchback a fair price for the trip, though for obvious reasons the Hunchback cannot pay for their own passage and must spend Misery for themselves. ====Godmother's Gambit *****==== Cost: - The Hunchback cloaks themselves in a weave of Arcadian tales, taking on the role of the old and ugly in fairy tales who were in fact disguised fairies or enchanters who would reward those who treated them kindly and punish those who were rude to them. The Target must roll Composure + Willpower - the Hunchback's Hump rating. The number of successes gained will allow the Hunchback to spend 1 misery per success to turn a roll's failure into success and success into exceptional success, while a Failure will allow the Hunchback to spend 1 Misery to curse one future roll to fail regardless of what the dice show, and a Dramatic Failure will also allow the Hunchback to automatically succeed in one action meant to harm the target. Misery need not be spent if the initial roll is made in place of the normal Composure roll to interact with normal humans, with a failure not giving the Hunchback the normal Misery.
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