Changeling Homebrew Kiths: Difference between revisions

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===Qilin===
===Qilin===
-Description Forthcoming-
Some lost became as Beasts of myth, imbued with a spark of the divine and the will to punish the wicked. Whether they served as guardians or messengers, the force of their sheer presence lent power to their attacks, but only upon those who were deemed impure or unworthy. While the Qilin is mainly an Eastern kith, it has manifested in the West as Unicorns and other semi-divine beasts. Once per scene with the expenditure of 1 glamour, the Qilin may invoke the '''Celestial Balance''' add their presence to any one brawl or weaponry roll so long as the target's morality score is 4 or below. Conversely, any attack against an individual with a morality score of 8 or above, the Qilin subtracts their Wyrd from the attack.
 
Once per scene with the expenditure of 1 glamour, the Qilin (or any mythical beast associated with the divine for that matter) may add their presence to any one brawl or weaponry roll so long as the target's morality score is 4 or below. Conversely, any attack against an individual with a morality score of 8 or above, the Qilin subtracts their wyrd from the attack.


==Darkling==
==Darkling==

Revision as of 17:09, 24 February 2012

A resource for new kiths for Changeling the Lost games by sup/tg/.

Beast

Crypticskin

Changelings who blended in with their surroundings to hide; becoming like chameleons, octopuses, cuttlefishes, and other disguised and camouflaged creatures. The Crypticskin benefit from Protective Coloration, granting them a free stealth specialization. Once per scene the Lost may spend a point of Glamour, shifting their mask and mien to allow them to blend in with the surroundings; granting them the ability to hide most anywhere, even among a crowd a people. This camouflage lasts as long as the player remains still or moves no faster then a few feet a minute; any sudden movements disrupt the illusion of invisibility.

Hardshell

The kin of turtles and crustaceans and all animals known for their rock hard durability. Sometimes slow and wise, sometimes stubborn and unflinching, they all share the trait of being very hard nuts to crack thanks to their ability to Hunker Down. A Hardshell adds 3 dice to defense with the expenditure of a willpower point instead of 2 as well as always having 1/0 natural armor. By spending a single point of Glamour, the Changeling may reflexively convert the damage dealt by a single attack from a bladed weapon into bashing damage. The hardshell may only do this once per scene.

Hearthweaver

Changeling who have an affinity with industrious builders, such as spiders, birds, beavers, and other such animals known for making their own homes. Hearthweavers are Instinctive Architects, granting them the 8 again rule on all Crafts when working by hand. Additionally the changeling may purchase the Hollow merit at half price as their innate knowledge of how to construct a home makes carving a Hollow out of the Hedge a much easier process.

Hedgeurchin

Most changelings lose something when they are dragged through the hedge, but the hedgeurchins took a bit of the hedge themselves. These changelings share qualities with hedgehogs, porcupines, and sea urchins, covering themselves in needle-like spines and barbs. Their dubious blessing is the Hedgehog's Dilemma: once per day as an instant action, the player may spend of a point of Glamour to wreathe the character in spines for the remainder of the scene. Upon being attacked by any kind of brawl attack and certain types of weaponry, the hedgeurchin rolls an attack of Wyrd + their attacker's strength that deals lethal damage. While this power is active however, the hedgeurchin suffers a penalty to all social rolls, with the exception of intimidation, equal to half their Wyrd rounded up, as the spines are only useful at driving away others.

Hiveborn

Changelings who are connected with bees, ants, and other such animals that dwell in great colonies and hives. These Lost have developed a Synergistic Rapport, allowing them to work together with others in concert more efficiently; the Hiveborn add +1 to all teamwork rolls. Once per scene, the player may spend a point of Glamour to ignore penalties for using an untrained skill in teamwork provided that one member of the team has dots in the skill being used, allowing them to always be able to lend a hand.

Qilin

Some lost became as Beasts of myth, imbued with a spark of the divine and the will to punish the wicked. Whether they served as guardians or messengers, the force of their sheer presence lent power to their attacks, but only upon those who were deemed impure or unworthy. While the Qilin is mainly an Eastern kith, it has manifested in the West as Unicorns and other semi-divine beasts. Once per scene with the expenditure of 1 glamour, the Qilin may invoke the Celestial Balance add their presence to any one brawl or weaponry roll so long as the target's morality score is 4 or below. Conversely, any attack against an individual with a morality score of 8 or above, the Qilin subtracts their Wyrd from the attack.

Darkling

Bogeyman

Changelings whose durance was a literal nightmare from which they couldn't just wake up from becoming warped figures of grisly terror. These lost have learned the dark pathways of fright in the mind, allowing them to invoke Haunting Figments, once per scene by spending 1 Glamour and rolling Intimidation + Wyrd - the subject's Composure, the changeling may awaken the irrational fears that lurk in the mind's shadow. inflicting a -2 penalty to all rolls of an attribute of the changeling's choice. As the envoys of fear themselves, bogeyman have grown comfortable with terror, granting them a +1 bonus to resist fear themselves.

Engaoler

These Darklings had the dubious privilege of being both the ward and the warden, working as incarcerated overseers in the dank prisons of Arcadia. The Engaoler possesses the ability to secure things with Fastidious Bindings. For one point of Glamour, the changeling may either add her Wyrd to the durability of an object or add her Wyrd to the number of successes required to bypass restraints or a locking mechanism. This blessing may only be used once per dot of Wyrd per scene and may only be used for the purpose of making breaking into or out of things more difficult.

Hushwight

Some Lost had to learn how to move ever-so-silently through the Arcadian gloom, lest they draw the attention of dangerous predators or worse, wake their Fae masters from dreamless sleep. These Changelings may prefer the quiet of solitude or may revel in as much noise as they can, in defiance of their former Keepers. Either way, they wear the Silent Shroud and receive +1 to all Stealth rolls. For one glamour and a successful Composure + Stealth roll, they may extend a zone of perfect silence in a circle with radius equal to their Wyrd for a number of turns equal to the successes rolled. In this zone, no sound can be heard or made without a successful Wits + Composure roll; others make this roll at a penalty of the Hushwight's Wyrd.

Adapted from this.

Murkglow

These Changelings followed faint lights in the dark and were led not into safety, but into the clutches of the True Fae. In turn, they became dimly phosphorescent denizens of the night, luring the unwary into deadly circumstances, like the Will-o-wisps of legend. They can use their Luminous Lure to make it more difficult for a solitary target to notice traps and ambushes by spending a point of glamour and making a Subterfuge + Wyrd roll, resisted by a Composure + Wyrd roll. Success levies a -2 penalty to the target's Wits and Composure rolls for the scene. On top of this, the fae are good at recognizing such ambushes themselves and always have a 1 die bonus to Perception rolls to notice purposeful traps This does nothing for inherent, natural dangers.

Panopticon

When taken into the abyssal darkness of the Keeper's realms, these Lost never forgot the light. Growing impossibly wide eyed the Panopticon often find themselves serving as watchmen, sentries, or spies in the service of their Arcadian masters and upon escaping they often find themselves in similar roles thanks to their Ceaseless Vigilance. This grants the changeling the ability to reroll a failed perception roll once per scene with the expenditure of a single Glamour. Furthermore all penalties to the Pantopticon's vision are reduced by half their Wyrd (rounded up).

Sporekin

All Darklings were forced to shun the light, but the Sporekin alone thrived and grew in the black. Stolen through fairy rings by alien mycologists, they tended mushroom gardens and blossomed with the strange, fungal fruit. On top of a 1 die bonus to their rolls to resist ingested poisons, the Sporekin can inflict others with the Psilocybic Kiss. By spending 1 glamour and making a successful touch attack, the Sporekin levies a non-stacking 1 die penalty on all of an opponent's actions for scene, as they're haunted by hallucinatory specters. This can be resisted with a Stamina + Resolve roll made at a penalty of the Sporekin's Wyrd.

Elemental

Acidvein

These unlucky Lost were bathed in the caustic acid seas or drenched with the scorching acid rains of Arcadia and emerged with their impurities seared away. They shine and glisten with the volatile chemicals that pulse through their bodies, and simply touching one invites corrosion. Thanks to the Principle of Dissolution they can permanently reduce the durability points of an inanimate object of a size rating equal to or less than their own plus their wyrd that they can touch. This is done by spending glamour on a one to one basis with a limit equal to the Acidvein's Wyrd per scene.

Clayshapen

These Lost never ceased being molded and shaped by Arcadian forces, their forms become soft and malleable like clay or putty. Gifted with the hard earned blessing of Plasticity these changelings recover swiftly from blunt trauma, allowing them to instantly recover from bashing damage equal to their Wyrd once per scene with the expenditure of a single Glamour. Thanks to the pliable nature of their bodies, clayshapen gain a +1 to attempts to escape from a grapple.

Crystalsoul

Imbued with the alien, crystalline landscape of certain parts of Arcadia, these Lost have aspects of quartz and diamond, minerals stacked in geometric shapes or organically grown like coral. They may have spent untold years trapped and immobile in a transparent topaz prison, or mined luminous rock crystal from the depths the earth. Often, they find themselves vibrating in tune with others around them, thanks to their natural Harmonic Resonance. Once per scene, the Lost may spend 1 glamour and make a successful touch attack on an opponent. Through her next turn, she has the same dice bonuses and penalties as the opponent did at the time the glamour was spent - though no total bonus or penalty may exceed her Wyrd. This blessing can also be invoked reflexively in response to a successful brawl attack.

Delicacy

Suffering one of the worst fates, these poor souls were turned into foodstuffs to delight the refined palates of the Gentry. Some were roasted until savory and tender, others melted and recrafted out of spun sugar and candied rose petals, but all were eaten alive over and over again, never allowed to perish fully. They have the dubious blessing called Eat Me, Drink Me. By voluntarily taking one point of bashing damage, they can alleviate a 1 die penalty on a fellow Changeling. The causes of the penalties - wounds, environmental factors, contracts, etc. - still remain, but they do not bother the Changeling for the scene. In addition, a Delicacy never suffers penalties for hunger or thirst, though they may still die from lack of food or water.

Lusterlit

These Changelings were infused with radiant and brilliant light to become shining beacons to hold back the darkness or glittering stars gleaming in the night sky. These incandescent see the world in all its Scintillating Spectra, granting them a +1 bonus to Wits + Composure rolls relating to vision in areas with ample lighting. In addition, the Lusterlit may spend Glamour to shift the spectral sensitivity of their vision, 1 point of Glamour grants access to a single spectrum for the duration of the scene or until they decide to end the effect (gamma ray, x-ray, ultraviolet, visible light, infrared, t-ray, microwave, radio). For example, it would cost 2 Glamour to see in both infrared and visible light at the same time and it would cost 8 Glamour to see in all the spectra. The effects of each spectrum are ultimately arbitrated by the ST.

Magmasteeped

Cast into Arcadian volcanoes, rivers of lava, and subterranean lakes of magma, these Changelings were immersed in unforgiving liquid rock and metal. The sweltering heat and crushing pressure were branded into their being, just waiting to erupt. Once per scene, the Changeling may stoke their inner heat for their Wyrd in turns in a display of Molten Eminence by spending a point of Glamour. The unbearable heat deals their Wyrd in bashing damage to anyone with in a radius equal to their wyrd in yards, though those subject to the immense heat may roll stamina + resolve each turn they are exposed and subtract their successes from the damage. The simmering core of the Magmasteeped also grants them a +1 bonus to all brawl rolls.

Newtonian

Elementals formed of stranger things than earth and fire, these Lost have some form of control over some of the building blocks of reality itself. They are able to spend one point of glamour to Invoke the Apple, doubling their speed for a number of turns equal to their Wyrd. Alternatively, they may spend one glamour and roll their Wyrd + Wits + Composure against an opponent's Wyrd + Resolve + Composure to half the opponent's speed for a number of turns equal to their Wyrd. In addition, physical phenomenon come naturally to the Newtonians. This comes as an innate knowledge of where an object or bullet will go, or exactly how far away someone has gone based on time and speed. The storyteller arbitrates when and how this comes into play.

Shroudwrapped

Changelings who became the invisible agents of their Keeper's dominion, orchestrators of gravity and spacetime to mysteries dark matter and energy. The shroudwrapped have learned to reach out with the Hand of the Cosmos. Once per scene the Player may spend a point of Glamour to reach up to 2 yards per dot of Wyrd away, as if the space weren't there, provided there is nobody to witness the event. The blessing also grants the Changeling with an extra die on Larceny rolls.

Wirestreaked

Modern cousins to the Manikin, these Lost bear the digital age's growing presence in Faerie in the form of cyborgs, androids, robots, and mankind's digital fears. Their mind's computational power has been expanded with Alacritous Processing, allowing the Wirestreaked to add to Intelligence-based dice pools by spending Glamour, on a one to one basis. The circuitous nature of their minds reduces the usual -3 penalty on untrained mental skills to only -1.

Fairest

Apollonian

Those Changelings who come to embody the physical ideal of perfection rather than the aesthetic, like the heroic athletes of legend. Often fiercely competitive, they excel at all manner of physical contests, whether it's cleaving a block of stone in two with a single blow, running for days on end without so much as losing their breath, or skittering catlike through the most deadly obstacles. To ensure excellence, Apollonians rely on Arete, which gives an extra die to all Athletics rolls. For 1 glamour, they can also reroll any failed Athletics roll. The second roll must be accepted.

Courtesan

Exemplars of courtly upbringing and social standing, these changelings were kept as companions by the True Fae. Although never treated with equal status, these Lost maintained a position above their follow changelings provided they could navigate the social mores and protocol of their faerie lords and ladies. Due to their experience with faerie high society, Courtesans have developed a sense of Impeccable Etiquette which allows them to, once per scene, reroll the failed dice of any social roll dealing with manners and social protocol by spending a point of Glamour. Additionally, their social graces allow them to purchase the Contacts merit for half price.

Gladiator

When thrown into the arenas of Faerie before an audience of Lords and Ladies, the Gladiators learned not brute savagery but elegant style to take down the foes and please their fickle audience lest they face their jeers and their Keeper's displeasure. To keep the spectators pleased, Gladiators had to learn to strike with Fantastic Flourish, allowing them to once per scene spend Glamour in place of taking negative combat aspects on a one to one basis (Mirrors p74).

Lionhearted

The chivalrous champions and dashing heroes, these changelings embody all that makes up the knights in shining armor of legend. These Lost were paladins of exemplary honor or dignified chevaliers to their Fae lords and ladies. The Lionhearted shine with Gallant Splendor whilst acting with honor, allowing them to use their Presence to substitute for either Strength, Weaponry, or Brawl; replacing which ever is lowest. Their dauntless nature of the Lionhearted also grants an extra die to composure rolls to resist fear.

Pampered

Kept as pets, some lucky Changelings received doting attention from their Keepers who treasured and spoiled them before starving them of attention. These Lost often have the looks and lazy manners of felines, though coquettish, indolent concubines and sultry, sly harem slaves fit as well. The Pampered Fairest knows the subtle power of a Silken Suggestion, granting her a 1 die bonus to Manipulation rolls. In addition, once per scene, she can spend 1 glamour and roll Wyrd + Socialize + Manipulation versus a single opponent's Wyrd + Resolve + Composure. If successful, that opponent may only deal bashing damage to the Pampered for that scene, kicking and clubbing instead of stabbing or shooting. The bonus is lost of the Changeling directly attacks that opponent.

Ogre

Bellower

Big, mean, and loud, these Ogres learned to use their voice as a weapon - not the fine rapier of witty debate, but the heavy hammer of an old fashioned scream. Brothers and sisters to banshees and other howling, shrieking creatures, they may have been used as messengers or alarms, or may have possibly developed their talent in order to drive away the sharp-eared monsters that stalked them. Once per scene, a Bellower may create Cacophonous Chaos by spending a point of Glamour. The Changeling shouts at the top of his lungs and causes bashing damage equal to his Wyrd to everyone in a radius equal to his Wyrd in yards, unless they make a successful Wits + Composure roll to cover their ears in time. Warning one's motley in advance is always a good idea. If the Ogre is gagged or otherwise unable to make sounds, this blessing may not be activated.

Berserker

These ogres lived and breathed rage, becoming consumed in an uncontrollable frenzy. Either on alien battlefield or gladiatorial arenas of Faerie, these Lost lost themselves in frenzied trances that made them into a whirlwind of unstoppable violence like the warriors of legend. Worked to Reckless Abandon, berserkers enter battle with little concern for their own wellbeing, treating wound penalties as bonuses as they channel the mindless fury that was seared into their very core during their durance. Additionally berserkers gain a +1 to all stamina rolls made to stay conscious.

Blunderhulk

These poor souls are not unlike the Gobbleguts, fed all sorts of unkindness by their Keepers. But unlike their blubbery cousins, the Blunderhulks are meant for a different purpose: living artillery. Their digestive tracts were remade into two-way affairs, horrible ammunition rammed inside and promptly vomited back out with soul-rending force to collapse the walls of Arcadia. These bulky changelings have the Bombardier's Bezoar: they can ingest anything of a Size equal to their Wyrd and keep it inside their body for a number of hours equal to their Wyrd. Inevitably, they *will* vomit it back out - the resulting projectile has a range equal to the ogre's strength + athletics in yards, dealing bludgeoning (or lethal) damage equal to their strength + athletics.

Gobblegut

These poor souls were kept in cramped conditions and fattened until they were fit to burst. They were meant for the cooking pot, but their girth is moved by powerful muscles, something which let them escape from their brutish Keepers. Their new found size grants them a sort of Gluttonous Grandeur: They have the Giant merit benefit of +1 Size and thus +1 Health, but their immense bulk gives a -2 to all Stealth rolls. Also, they'll have a load of trouble trying to find furniture that can support their bulk and doorways that will allow them access, to name a few other downsides... ((Credit to Zach !!m1zNwNhpIw+ off /tg/))

Sentinel

Lost who were forced to protect what their Keepers judged as most valuable, and put on the required muscle to scare off all manner of trespassers. Put to task as watchdogs, palace guards, and bridge trolls, these Ogres developed a unique sense of territoriality. Their Vicious Vigilance grants them a +1 bonus to all attacks against trespassers within a chosen 10 by 10 yards and a +1 bonus to notice trespassers. Once chosen, the designated area may not be changed without spending a willpower point, and may not be changed more than once a week. The storyteller is the final arbiter on what a valid area is and what is considered a trespasser.

Wizened

Barrister

Arcadia runs on rules and laws, though these esoteric systems are created from whole cloth and known only to the True Fae. An inkling of this knowledge flows into these Changelings, who navigate the bizarre legalities of life in and beyond the Hedge with inhuman aplomb. Only by knowing and exploiting the rules could they survive. Once per story, a Barrister can spend a glamour and voice their OBJECTION! to reality itself, invoking a tiny portion of the True Fae's ability to create their own laws. This forces a re-roll on any action. The second roll must be accepted. On top of this, Barristers enjoy the 9 again rule on rolls involving Politics and Expression.

Chauffeur

Tasked with the safe transport of their Fae masters throughout the wild terrain of Arcadia, the Chauffeurs learned to handle all manner of vehicles with aplomb lest the whips be turned on them next. Whether guiding a team of wild fae horses, piloting an impossible clockwork watercraft, or soaring through storm-tossed skies in fantastic balloon, these Wizened always arrive safely and on time. When behind the controls of a vehicle, they can Take the Reins and re-roll any failed Drive check by spending a point of glamour. On top of this, they receive a free Drive specialty in their chosen mode of locomotion and may add their Wyrd to their initiative when driving.

Gourmand

No mere kitchen slaves, these Lost learned to work culinary magic with strange goblin fruits, vegetables, meats, and spices - all to please their demanding Masters. Those who failed became the next course. Gourmands enjoy a Wyrd/2, rounded up, die bonus to all Craft rolls involving cooking and all Intelligence rolls to identify edibles, and may bestow the Epicurean Benefaction by spending a point of glamour while preparing a single serving of food. This glamour is stored in the food and may be later consumed - by anyone - to recover the glamour point. If the food goes bad or is otherwise rendered inedible or unpalatable, the glamour is lost.

Huckster

Everything has a price, and that goes doubly so in the lands beyond the Thorns. Some Changelings discover a talent for bartering, buying, and more importantly, selling during their time in Arcadia. They may have worked the goblin markets at their Master's behest, managed the appraisal and purchase of slaves, or just bargained every sunrise for another day of life. Their gift is the Gilded Tongue, which grants them the Market Sense (Rites of Spring, p. 94) merit for free. In addition to this, they may apply the +3 bonus for recognizing a bad deal from Market Sense to trades done outside of Goblin Markets by spending a glamour per trade. Finally, they may also spend a glamour to apply the +3 bonus when convincing a mortal into an unfair trade, as mortals were meant to be the dupes of the Fae.

Jester

These Lost learned the twisted intricacies and bizarre forms of Faerie humor during their durance. Whether these wizened served their keepers as fools for Arcadian courts or as stand-up comics in a Gentry nightclub they posses a talent for making people laugh, granting them a free specialty in expression provided it falls with in their purview. Jesters may undertake the Fool's Gambit, by spending 1 Glamour and rolling Expression + Wyrd - the subject's Composure, the changeling may make a scathing joke out of the subject, inflicting a -2 penalty to a skill of the changeling's choice. The Jester may deliver a number of these cutting remarks equal to their Wyrd per scene.

Scrounger

Living in the nooks and crannies of their Keepers realms, these Lost learned to collect and scavenge off the scraps of their Faerie masters or were sent to scour away odds and ends and knick-knacks at their Lord's behest. Honed from their time sifting through the oddest piles of junk these mischievous changelings possess the Blessing of the Missing Keys, granting them the uncanny ability to find things hidden in cracks and clutter. Once per scene, the changeling may spend Glamour on a 1 to 1 basis to add to dice pools to scrounge, scavenge, forage, or otherwise locate items stashed away. Additionally the scrounger gains a free specialty in Survival.