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Most powerful Changeling Merits

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  • Most powerful Changeling Merits

    I'd say it goes like this for me in rough order.

    Farie Favour ••• a nice powerful trick up your sleeve which you get back as XP when you spend it.

    Hedge Beast Companion at ••• ( As powerful as a low level Changeling retainer in power)

    Mantle Merit •••••

    Elemental Battle •••••

    Goblin Vows (• to •••••)

    Parrell Lives ••••• (you can toss damage including a killing blow to your Fetch who hopefully has higher stamina then you do, although your fetch can return the favour although most likely won't if you don't make it suicidal, it's pays to make sure it has goblin fruit stored up).

    Hollow ••••• (no one will want to mess with you in your hollow, your fortress of solidude, honorable connected mention Trod)

    Potent Kith •••••

    Dual Kith ••

    Rigid Mask •• (at high cost, automatically making mortals believe your lies is scary abusable, "of course I'm a doctor and these strange glowing pills will cure the deadly poison you just injested", but the lethal damage for dropping your mask is going to hurt alot).

    Dull Beacon • to ••••• at higher wyrd (makes it safe to use dropping your mask)

    Touchstone • to ••••• (easier to maintain higher clarity, easier to regain willpower, makes Embracing the Wyrd safer).
    Last edited by Omegaphallic; 02-04-2017, 07:33 PM.

  • #2
    Rigid Mask doesn't make mortals believe everything you say, it just makes it impossible for them to tell you are lying. I think that is an important distinction.

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    • #3
      Good point. So if say the moon is made of cheese they will think YOU honestly believe that, but not it's THE truth. Still useful for a lot of stuff, it's just has to be believe able stuff. That your a doctor, if they don't think you lying they will likely believe that, that your the Queen of England they will believe you delusionally believe that.

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      • #4
        Where is the Touchstone merit published?

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        • #5
          What does elemental battle do? Do you basically become a waterbender, firebender, etc?


          A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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          • #6
            It's both are in the playtest document, Elemental battle is a fighting style that uses the elemental cloak contract and touchstone merit is mentioned seperately from the other merits in the section that discusses touch stones.

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            • #7
              "Players may declare any number of Touchstones, but gains no mechanical benefit from these (or drawback) until she chooses the Touchstone Merit (see p. XX). See the Merit description for full details on the benefits of a Touchstone. If the character has no Touchstones, instead take a -2 penalty to detachment rolls. Losing Touchstones should always be an important story consideration. If your character acts to defend her Touchstone or her attachment to it, she regains a Willpower point as though she had just satisfied her Archetype. If in the process she suffers serious harm or loss, she regains all spent Willpower, instead."

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              • #8
                "Elemental Battle (Style, • to •••••) Prerequisites: Dexterity or Wits •••, Brawl, Firearms, or Weaponry ••, Cloak of the Elements, Become the Primal Foundation (see below) Effect: The changeling calls upon the primal association between the fae and the elements. She commands them in battle, wielding Flame, or Wind, or Earth as her weapon. In order to use the first four abilities of this Style, the character must possess Cloak of the Elements. In order to use the fifth dot of the Style, she needs Become the Primal Foundation to transform into the very element she wields. Wind Cuts to the Bone (•): The damage bonus from Cloak of the Elements becomes equal to half the character's Wyrd, rounded up. This bonus applies to Brawl or Weaponry attacks, and also increases the damage dealt to anyone striking the character in melee combat. Flurrying Defense (••): Rather than increase the damage your character causes with Wind Cuts to the Bone, she can choose to add half her Wyrd (rounded up) to her Defense. This swirling elemental shield applies to all incoming attacks, including Firearms attacks—shooting a target through spiraling winds and crashing water-flows is no mean feat. Hungry Leaping Flames (•••): The changeling can hurl bolts of the elemental power she commands. She makes a ranged attack roll using Dexterity + either Athletics or Firearms. Add half her Wyrd as a damage bonus, rounded down (at minimum, the character still inflicts lethal damage with a +0 bonus). In addition, the appropriate elemental effects may occur: flammable objects can ignite, cutting winds might knock over unsecured objects, and so forth. The short range on the attack is ten times her Wyrd in meters, with medium range being double that and long range quadruple that amount. Antaean Endurance (••••): While the character remains in contact with the elements in which she's Cloaked (standing on bare earth if she's activated a Cloak of Earth, at least knee-deep in water or in the face of powerful wind gusts, etc.), she gains extraordinary resilience. Add her Wyrd to all rolls made to resist fatigue, toxins, or stay conscious. In addition, she heals a number of bashing damage every turn equal to half her Wyrd, rounded up, and ignores wound penalties. Wrath of Primordial Titans (•••••): Every blow strikes with the unrelenting power of the ancient elements. As long as your character has her Defense available and is not Dodging, every character within arm's reach takes one lethal damage at the beginning of your turn. In addition, your successful melee attacks may gain one of the following effects (chosen when the attack is made): Armor Piercing 3, Knockdown, Stun, or she may make an attack to cause the Deafened Tilt at no penalty for called shots. Each strike is like an elemental explosion resounding throughout the area. "

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                • #9
                  Originally posted by Omegaphallic View Post
                  "Players may declare any number of Touchstones, but gains no mechanical benefit from these (or drawback) until she chooses the Touchstone Merit (see p. XX). See the Merit description for full details on the benefits of a Touchstone. If the character has no Touchstones, instead take a -2 penalty to detachment rolls. Losing Touchstones should always be an important story consideration. If your character acts to defend her Touchstone or her attachment to it, she regains a Willpower point as though she had just satisfied her Archetype. If in the process she suffers serious harm or loss, she regains all spent Willpower, instead."
                  That's not the merit proper, it even references the merit that isn't in what has been released yet.

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                  • #10
                    yeah, but it does give you some idea of what it does, like it tells you that defending your touchstone gets you willpower. and we know it adds to breaking point rolls, which together makes it very good. its basically a bonus vice and virtue combined with a bonus die or dice to clarity rolls, that's nothing to sneeze at.

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