Announcement

Collapse
No announcement yet.

[2E] Kith Conversion (Homebrew)

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [2E] Kith Conversion (Homebrew)

    This is the first draft of my guide to kith creation. I hope that it will prove useful to someone.

    White Oak Dragon’s Unofficial Guide to Kith Creation
    Disclaimer: While I have contributed to a couple Onyx Path projects in the past and thus technically count as an Onyx Path writer, as of the writing of this guide, none of them have been for Changeling: The Lost. The following guide is not canon or official in any capacity. It is my own interpretation and expansion of the kith creation guidelines given in the Second Edition core rulebook. I offer it in the hopes that it will ease the burden of those who feel uncomfortable trying to create or translate their own kiths for the first time.

    1. Purpose
    The first step in creating a new kith is to know what you want. If an existing kith already works for your character concept, you’re golden. If not, and that’s likely the case if you’re reading the guide, you’ll need to decide whether you wish to update a kith from a previous version or create an entirely new one.
    Updated Kiths: The advantage to updating an existing kith is that much of that much of the thought of the kith’s theme has already been done previously. Kiths from the first edition of the game are available here, and ones from the version that David Hill had been working on (as well as the rest of those playtest materials) can be found here. The homebrewed kiths from the Underhill version can be found in Deionscribe's thread here.
    Original Kiths: The advantage to creating a new kith is that you are not limited to the concepts that have previously been produced, allowing you to explore new ground that hasn’t been touched on previously. It might be a bit more work, but the possibilities are limited only to your own imagination.
    I think the most important rule when coming up with updating a kith or creating a new kith is this: Theme is King. This is something that the Storyteller and player must work on together. The player of the character should be able to roughly state what it is that they’re hoping to use as the concept of their character. Here are a couple examples:
    A favorite kith: “I enjoyed playing a character that had been a hunting hawk in Arcadia back in first edition. Can we update the Windwing kith so that I can play a similar one?”
    A desired role: “I want my character to be the greatest doctor that has ever lived, but also play upon the fear people have of medical professionals. Can I do something like that?”
    A beloved tale: “My favorite story is ‘The Gingerbread Man’, so I’d love to play with the runaway food archetype. Is that possible?”
    The answer to all of the above is “Yes, with a little work.”
    2. Benefits
    Once the group of players have worked out what they’re hoping to play, it is time to dive into the mechanical effects of the kith.
    Kith Variants: This is by far the easiest way to generate a new kith if you’re hoping to diversify the available kiths with minimal time and effort. To create a kith variant, consider existing kiths, then re-skin them to match the new type and alter the Blessing accordingly. For example, a Minstrel kith could be created by altering the Nightsinger to require a specific instrument, or the Artist kith might be made into a Scientist by substituting Science for Crafts in the Blessing. Not all Skills are equal, though, and allowing a Weaponry specialist to create weapons and gain an exceptional success on all rolls using a Weaponry Specialty would probably be a little overpowered. When creating kith variants, I recommend using equivalent Skills and conditions to the original kith. As a rule of thumb, substituting Mental Skills for Mental Skills would likely be appropriate. When attempting to balance the kith mechanically, consider the needs of your game, and set limits accordingly. The players should be challenged, but still have their chance to shine.
    Skill Benefits: If re-skinning an existing kith won’t work for your concept, the next step in updating or creating a new kith is to decide where the kith will excel. Consider the character concepts when making this decision. It could also be useful to consider how it plays into the trickery benefit that will be determined next. Here are some examples:
    The player of the Windwing wanted to be a hunting hawk. Hunting is a task that fits into the Survival Skill, so we’ll go with that as our base. As the character is going to be a bird, it makes sense that they would be intended to do so from the air. We will add in foraging and navigation as potential circumstances for the Blessing to apply, making the Windwings skilled at seeking and finding things from the air in general. This will add some variety to the tasks that Windwings could have performed in Arcadia.
    The player of the doctor wanted to be both a great doctor and terrifying to his patients. We’ll update the Chirurgeon kith for this purpose. Medicine is the obvious choice for the base Skill. Surgical procedures seem to be a good way to go, here, as those are often effective ways to save a life while being more invasive to the patient.The player wishes to futher add a requirement to use fae tools and materials, encouraging bizarre limb and organ replacements or the use of strange and unnatural implements. This drives home the disturbing aspect of the kith.
    For the player interested in the runaway food archetype, we’ll need to create a new kith. We’ll call this kith a Honeysoul. The Skill for this one is difficult to decide. To live up to the archetype, the runaway food should be desirable to eat but difficult to catch. We could go with Persuasion to reflect an ability to entice others, but the player decides that they’d rather the desirability come from the trickery aspect of the Blessing. That means that we’ll focus on the difficulty to catch the character for the Skill, and use Athletics as our base. The Honeysoul will gain their benefit to Athletics rolls when fleeing pursuers, to reflect the chase theme present in such stories.
    Trickery Benefits: The trickery benefit is the meatier part of the Blessing, and the one that’s hardest to balance. We must once again consider the theme of the kith during this portion, but we must also consider what types of abilities might be available through Contracts or Merits. Ideally, the trickery benefit should not make any Contract pointless to purchase, nor should the Contract make the trickery benefit useless. I recommend considering angles on theme that aren’t already covered in order to find a niche that isn’t fully covered. The default assumption is that a trickery benefit will have a Glamour expenditure and a dice roll associated with it that results in a special effect. If this roll affects other characters, it should probably be contested as well. We are not limited to only this format, however, and some blessings simply won’t fit it. Here’s some example benefits:
    The Windwing should be able to fly. We’ll also use the default assumption for this one, and require a Glamour expenditure and a dice roll for it. For the dice pool, we’ll need to decide which Attribute + Skill combination makes the most sense. Since flying is a physical action, we’ll assume that we need a Physical Attribute and a Physical Skill. Athletics is the obvious choice for Skill, as that’s where running and swimming would also fit. For the Attribute, we decide upon Stamina, as we find it sensible for Stamina to help determine the duration of flight. The player suggests that one minute per success might be a good duration for the flight, and I agree. I further suggest that it might be easier to fly for longer in the Hedge, and increase the duration to five minutes per success there. We’ll try these numbers out in play and see how they work. We can always adjust them later if we find that they are too short or too long for our needs. I also note that the character must rest between flights, but will at least land safely when the need arises. We now must also consider similar abilities, however. The Talon and Wing Contract also allows the character to fly. We decide that the Blessing will double the character’s Speed while flying, and also allow the character to use their Defense against Firearms. As the Contract has other benefits available as well, this seems like both Contract and Blessing would give a benefit to the character. In my games, I’d even allow the Speed to stack if both were activated.
    For our Chirurgeon, we know that we’ll need to tie the Blessing to the character’s skill as a doctor. We initially consider allowing the character the ability to heal with a touch, but that ability is similar to the Blessing of the Playmate kith as well as several Contracts. On top of that, healing hands doesn’t fit the flavor we’re looking for, either. We decide that a Glamour expenditure will boost the Chirurgeon’s Medicine rolls for the scene, while also reducing the time required to perform medical procedures. This maintains the theme very effectively, and we can adjust the time intervals required according to our needs. For now, we settle on emergency medical treatment requiring one-turn intervals and surgery or long-term medical treatment requiring ten-minute intervals. By allowing a patient to benefit from this effect once per scene instead of once per day, it also means that careful attention from a Chirurgeon can greatly speed the healing process. Of course, healing Contracts could potentially make this less useful, so we’ll need to think of an angle that hasn’t been covered yet. In some stories, such as the myth of the God Asclepius, there are surgeons so skilled that they can treat even the dead. We decide that this is the kind of surgeon the character should be, and make it so that the character can treat the recently dead to bring them back to life. We know we’ll need to set a time limit on this, and we settle on ten minutes as a good compromise between being able to do it successfully and maintaining a sense of urgency about doing so. We can always adjust the time frame later if we feel the need.
    The Honeysoul is a tricky one. We know we want the character to fear being devoured, which means we need to make it desirable for people to do so. We contemplate allowing it to heal people who eat it, but that would basically be the Playmate’s Blessing with physical damage replacing Clarity damage as the consequence. On top of that, healing Contracts could make that a far less tempting option. So instead, we decide that the delicious flesh of a Honeysoul will convert easily into Glamour or Willpower for those who devour it. For each lethal or aggravated wound inflicted upon a Honeysoul by eating them, the consumer can regain one point of Glamour or Willpower. Doing so also inflicts mild Clarity damage on the Honeysoul equal to the number of wounds inflicted if the flesh is offered willingly, or severe Clarity damage if the flesh is taken by force. The player feels that this nicely covers what they’re hoping for from the kith, but I think that since the poor thing is going to be eaten, the Honeysoul deserves a little something extra to help mitigate the suffering. I decide that Honeysouls will be immune to bleeding out, and that they will recover from injuries at twice the normal rate.
    3. Availability
    The next decision to make when creating the kith is how common you wish for it to be. Ultimately, this really depends on the needs of your story, and thus, it will vary by group and even by game. Any given kith can be as rare or as common as your story requires. Some consideration to how this will affect character interactions is necessary here. If the player’s character is the only Chirurgeon in the city, the character’s gifts will be in much higher demand than they would be if several called the city home. A rare or unique kith might be in higher demand by the Gentry, as well, leading to more frequent attempts to acquire the character.
    4. Origins
    When considering the origins of a kith, the first step is to find its core. What is the aspect of this person that makes them resonate with the kith’s theme? Whether the changeling was molded deliberately by their Keeper or became what they were through will or circumstance, this link is important. Here are some examples:
    For the Windwing, I suggest that we could have the Gentry select those that are experiencing unbridled success, symbolically calling to mind the sensation of soaring. The player agrees that this could work, but it isn’t what they’re looking for. They suggest that instead it should be a yearning for freedom at the heart of a future Windwing. The idea would be that these individuals would be ones with wasted potential, trapped in circumstances beyond their control. The Gentry giving them the gift of the sky would initially seem to free them from their burdens, until the day they realize that they’ve traded one cage for another. We both like that imagery, so we decide to go with that. A frustrated dreamer, an overwhelmed parent, or a child overburdened with familial expectations might all take to Arcadian skies.
    The easy choice for the Chirurgeon would be to focus on medical professionals, as these would already have skill in the necessary area. We feel that this is a bit too simple, though, and that we’d like to focus on a more symbolic connection. Since doctors intend to make people who are injured or ill feel better, we decide that it is a desire to improve or repair that draws the attention of Gentry looking for a future Chirurgeon. To this, we also add an eye for detail to reflect the high degree of skill that a Chirurgeon would need to develop. With these in place, we can see that a skillful surgeon could still become a Chirurgeon, but one could also be made from a technician or a therapist, provided that they were all dedicated enough to their charges.
    For Honeysouls, the player immediately begins to think of comfort food, and so we decide that it will be those that elicit feelings of comfort and security that make ideal candidates. A kindly grandparent, a charismatic hotel employee, or a fiercely protective confidante could all be potential Honeysouls. While some Honeysouls might be specially prepared by one of the Gentry or its servants to be a delicacy, others might be simple chefs to their Keepers until they infuse themselves with the juices and odors of a thousand decadent meals.


    Updated Kiths


    Chirurgeon
    How do you feel, sir? No, don’t get up yet. That’s a briarwolf heart beating within your chest now. You might want to increase your red meat intake during your recovery.
    When recounting their transformations, many changelings speak fearfully of eerie surgeons performing bizarre experiments upon them. These unfortunate souls watched helplessly as bits of hobgoblin and stranger materials were spliced into their bodies, twisting them into horrific new forms. Even death provided no escape, as the Chirurgeons calmly replaced damaged organs and pulled the poor changeling back to suffer once more.
    While medical professionals are often favored, it is a precise eye for detail and a desire to bring improvement that the Gentry seek in future Chirurgeons. A dedicated therapist or passionate mechanical engineer make better Chirurgeons than a gifted surgeon who only cares about the paycheck. Many Chirurgeons were partially responsible for their own transformations, forced to reattach their own severed limbs or quickly replace their vital organs as a test of their skill. Many who survived such trials were forced to assist in the creation of other changelings. Others functioned as field surgeons in brutal territorial battles between the Gentry, aiding the wounded and returning the dead to their ranks. Many Chirurgeons flee Arcadia when grateful patients choose to take them along during their own escapes. Others cobble together horrific monstrosities and unleash them, the ensuing rampages acting as distractions while they slip away.
    The Courts of the Lost often find Chirurgeons useful, as they ease the healing of wounds that might draw scrutiny from mundane medical professionals. While they cannot reach as far beyond the brink of death on Earth as they could in Arcadia, even the chance to save a beloved ally can make a Chirurgeon indispensable. Despite this, many changelings find Chirurgeons deeply disturbing. The existence of the greatest surgeon in the freehold is often a lonely one.
    Darkling: Her features are completely shrouded in shadow, except for the bright glare reflecting off her glasses and the gleaming teeth of her eternal smile. People shudder when she vivisects them with her unseen eyes, but she’s only determining how best to put them back together again.
    Ogre: He's more scar than man, his towering frame covered in remembered wounds of bullet and blade. He has witnessed the worst that war has to offer, but leaps into the fray without hesitation. His own body is a small price to pay for a life.
    Kith Blessing: When the Chirurgeon uses Medicine to perform surgical procedures involving fae tools or materials, achieving three successes counts as an exceptional success.
    Three Surgeons’ Gift: By spending a point of Glamour, a Chirurgeon adds Wyrd to Medicine rolls for the scene and reduces the time required for medical treatment to one-turn intervals for emergency medical treatment and ten-minute intervals for surgery or long-term medical care. The Chirurgeon may downgrade one wound each scene in this manner. Additionally, by spending a point of Willpower, a Chirurgeon may use this blessing to pull a patient from beyond the brink of death. Provided that the victim is reached within ten minutes of suffering a fatal wound, and said wound was not inflicted by cold iron or another bane, the Chirurgeon may attempt to tend the patient as though providing long-term care. Successfully downgrading the wound pulls the patient back into the world of the living, but failure on any roll during the process puts them forever beyond the Chirurgeon’s reach.


    We have a list of 1E kiths that people can use as a reference and link their own updated versions to here, thanks to wyrdhamster.
    Last edited by White Oak Dragon; 12-13-2017, 11:16 PM. Reason: Added the first draft of my guide to kith creation.


    Currently working on: DtD Night Horrors: Enemy Action
    Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

  • #2
    Interesting idea; I'm not sure I'd limit the Kith Blessing to just being with fae tools or materials though, since surgical procedures are in and of themselves not a commonplace occurrence. I'm looking between it and the Artist's blessing of simply using a Crafts specialty, or the Leechfinger's examining a potential target's health. Heck, you may even get away with the Changeling simply using a Medicine specialty that pertains to surgery or treating others.

    I wonder if we should turn this thread into the newest incarnation of the Second Edition Kiths thread. While that thread had many good ideas behind it, it was designed for the David Hill version and is rather extensively filled with Kiths that would require a lot of reworking for the current version.
    Last edited by Taidragon; 12-06-2017, 11:41 PM.

    Comment


    • #3
      Originally posted by Taidragon View Post
      I wonder if we should turn this thread into the newest incarnation of the Second Edition Kiths thread. While that thread had many good ideas behind it, it was designed for the David Hill version and is rather extensively filled with Kiths that would require a lot of reworking for the current version.
      Agreed. Still fiddling with my 'witchtooth' write up (Trickery is tricky), but I will post it here.

      On Chirurgeon: I would limit the exceptional success to "Medicine rolls made for surgery or with fae tools." Meaning it applies in both circumstances. All of the flavour, less of the too broadness.I would also suggest that Three Surgeons Gift have a limitation. Perhaps only one of the benefits may be used on a patient per scene? You can bring someone back from the brink of death, but you need to take the regular intervals for emergency care after. you revive them, (still able to help others with you Wyrd boosted, reduced time healing techniques though). Otherwise....it is a little strong.


      Thoughts ripple out, birthing others

      Comment


      • #4
        Here's my Airtouched kith; a bit different from what we've seen before, but I rather like the idea. I'm not entirely sure the special ability is quite right though; may take some fine-tuning.

        Airtouched

        You may think walking on sunshine doesn't get old, but trust me, you start to miss the earth after a while.

        Not all Changelings were made into figureheads or animals that roamed about. Some Keepers preferred having living snowflakes that would dance as they fell, or dust motes that would hold their place for that perfect, sunset moment. Some wanted living balloons, or perhaps something to kick they wouldn't need to pick up again in a ghoulish sport they created. A few have simply wanted grand but weightless feathers to decorate a particular hat. Their bones are hollowed and filled with air, if not their whole bodies, they are coated in dust that they then become or bits of their weight are picked off without reducing their waistline.

        Even if their transformation translates to simply hitting the ground later and softer, many Changeling have made an escape out of it. Decorations thrown out windows have allowed themselves to keep flying, while others have ridden storms their Keepers made upon a disappointment. Some have even simply snuck out as their feet make the barest of taps upon landing. Some have even found pits in the ground, following them down at a steady gait, and finding a hole out hidden by the bodies of others who were not so gifted with landing.

        For whatever or however they were made, the Airtouched have a unique relationship with gravity, allowing them to bend the rules. On their own, they cannot defy it - what goes up much come down, as they say - but they are allowed to slip its grip for a small moment and be taken in by a good wind. A good few have Some Airtouched have even experimented with man-made equipment to allow themselves more casual flight, but it isn't easy; gliders, windsuits and even kites are designed to work with a human's weight involved. Still, the dream is there, and few can deny that mimicking the ability to run on wind is fun.

        Darkling: Shadows don't so much cling to her as flow, only to solidify with every downward movement she makes. Be it on a step that isn't there, during a small hop or even simply bringing her hand down, a dark surface forms under her that supports her. She is the queen of shadows, and is never without the air of confidence that defines her.

        Ogre: Wind curls around his legs and thunder cracks instead of static. His skin billows with the clouds of a storm, his chest strong with muscle and a wind waiting to be unleashed. His enemies know to look up, for they know they'd never hear him step down behind them. His eyes crackle with unbidden anger, but his boyfriend brings out the sun in them.

        Kith Blessing: When using Athletics to mitigate damage from falling, the Changeling gets an Exceptional Success on 3 successes instead of 5.

        Zephyr's Grace: The Changeling may reflexively spend a point of Glamour and roll Dexterity + Athletics to call a mist about them. On a success, for the rest of the scene, the Changeling's effective weight is minimized and she falls at a much slower rate, allowing them to jump from greater heights than one would otherwise. Add the Changeling's Wyrd to the number of meters they need to fall before taking any points of damage. The Changeling may also choose to become physically lighter, allowing others (or the wind) to pick her up with considerably less burden and granting a +2 on any rolls that would benefit lighter weight, such as jumping or climbing. On an Exceptional Success the Changeling can reduce her Speed up to her Athletics per turn while in freefall, to a minimum of 1, and may induce some sideways motion in turn.

        Edit: added Jumping bonus
        Edit 2: changed Jumping bonus to be more encompassing.
        Last edited by Taidragon; 12-07-2017, 09:25 PM.

        Comment


        • #5
          Originally posted by Taidragon View Post
          Interesting idea; I'm not sure I'd limit the Kith Blessing to just being with fae tools or materials though, since surgical procedures are in and of themselves not a commonplace occurrence. I'm looking between it and the Artist's blessing of simply using a Crafts specialty, or the Leechfinger's examining a potential target's health. Heck, you may even get away with the Changeling simply using a Medicine specialty that pertains to surgery or treating others.

          I wonder if we should turn this thread into the newest incarnation of the Second Edition Kiths thread. While that thread had many good ideas behind it, it was designed for the David Hill version and is rather extensively filled with Kiths that would require a lot of reworking for the current version.
          I figured that it could be, which is why I gave it a more general name. Once I'm able to get my computer to cooperate, I'll edit the first post to include a link to the other one so that it's still easy to find for those using the Underhill version. The idea of trying to do so with my phone fills me with dread. I'll address the Chirurgeon in the next post for the same reason.


          Currently working on: DtD Night Horrors: Enemy Action
          Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

          Comment


          • #6
            Originally posted by FallenEco View Post

            Agreed. Still fiddling with my 'witchtooth' write up (Trickery is tricky), but I will post it here.

            On Chirurgeon: I would limit the exceptional success to "Medicine rolls made for surgery or with fae tools." Meaning it applies in both circumstances. All of the flavour, less of the too broadness.I would also suggest that Three Surgeons Gift have a limitation. Perhaps only one of the benefits may be used on a patient per scene? You can bring someone back from the brink of death, but you need to take the regular intervals for emergency care after. you revive them, (still able to help others with you Wyrd boosted, reduced time healing techniques though). Otherwise....it is a little strong.
            Ultimately, it kind of already works that way. Pulling someone back from the dead would put the patient at a Health track full of aggravated damage except for one lethal, and they'd be unable to downgrade any other wounds until the following scene using this blessing. At that point, emergency medical treatment couldn't do much for them. Or did you mean that they could only use the blessing for a single patient (i.e.: if Patient A is saved from death, Patient B couldn't be)? I apologize if I misunderstood.

            As far as the Skill aptitude goes, I'd originally had it for surgical procedures in general, and I may very well put it back that way. I'd switched it to the fae tools or materials version for the flavor, mainly, as I'd thought that using goblin organ "donors", Hedge thorn needles, or a scalpel carved from the fang of a briarwolf would be delightfully strange without adding much difficulty. Ultimately, it may be an unnecessary distinction. I'll give it some thought.

            Thank you both for your feedback.

            On the Witchtooth: you could always give them a Tilt or Condition that they can set to strike at a later time under certain circumstances. That's the first thing that came to my mind.


            Currently working on: DtD Night Horrors: Enemy Action
            Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

            Comment


            • #7
              I like what you're doing with the Airtouched, Taidragon. I could see adding some sort of benefit to jumping with the blessing as well. It could be something as simple as adding distance or height to their leaps, or something as potent as removing the need to mitigate damage if they leap from a height under their own power. Either way could work well with their light weight.


              Currently working on: DtD Night Horrors: Enemy Action
              Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

              Comment


              • #8
                Here's my own attempt at the Draconic kith with a bit of inspiration I have.

                Draconic

                I was First among the equally weak, but here my strengths are many fold.

                The cruelest of jokes, some will argue, is being made one of the strongest mortals dwelling in Arcadia, because that strength turns to ashes in the mouth of those who face the True Fae's will. As such, the Draconics were the butt of such jokes, being something of a force of nature given the illusion of free will. Some were beasts who made the lesserfolk tremble, waiting for their hero true to rise up and slay the creature. Others were behemoths of stone, storm, or sea bound to destroy intruders. Others became faceless heroes forced to quest again and again to aid their lady fair. Or perhaps they were the trolls who feared the light of day.

                In the end though, their strength was one of the few things of existence in Arcadia they could trust in, and it won them freedom. The beast struck the weapons from the hero's hand and rampaged their way back to Earth. The behemoths rent the world apart and slipped through the cracks and into the Hedge. The faceless hero romanced a new lady fair who pointed her down a path to freedom. The trolls devoured the moon, so that the sun would forget to rise, walking through the darkness into a new world.

                On Earth, their strength no longer can break the land and sky, yet still it is a thing that those with eyes to see will fear. Their bodies still drips and seethes with barely restrained danger given a all too physical form.

                Kith Blessing: When using Intimidation to enforce their dominance over others, the changeling gets an Exceptional Success on 3 successes instead of 5.

                Dragon's Breath:The changeling may spend a point of Glamour and roll Strength + Athletics to eject a gall of fae matter or energy at a foe as a 1L attack with a range of 10 yards/meters away. They can use this attack up to half their Wyrd (rounded up) times a scene per each expenditure of Glamour.
                Last edited by haren; 12-08-2017, 07:37 AM.



                ​When noise turns to silence, when colors dull and pale, when reality no longer makes sense, there shall you find me. There, in the dreams of the River of Faceless Millions, do I dwell.

                http://harenm.deviantart.com/gallery/ for my art.

                Comment


                • #9
                  Originally posted by haren View Post
                  Here's my own attempt at the Draconic kith with a bit of inspiration I have.

                  Draconic

                  I was First among the equally weak, but here my strengths are many fold.

                  The cruelest of jokes, some will argue, is being made one of the strongest mortals dwelling in Arcadia, because that strength turns to ashes in the mouth of those who face the True Fae's will. As such, the Draconics were the butt of such jokes, being something of a force of nature given the illusion of free will. Some were beasts who made the lesserfolk tremble, waiting for their hero true to rise up and slay the creature. Others were behemoths of stone, storm, or sea bound to destroy intruders. Others became faceless heroes forced to quest again and again to aid their lady fair. Or perhaps they were the trolls who feared the light of day.

                  In the end though, their strength was one of the few things of existence in Arcadia they could trust in, and it won them freedom. The beast struck the weapons from the hero's hand and rampaged their way back to Earth. The behemoths rent the world apart and slipped through the cracks and into the Hedge. The faceless hero romanced a new lady fair who pointed her down a path to freedom. The trolls devoured the moon, so that the sun would forget to rise, walking through the darkness into a new world.

                  On Earth, their strength no longer can break the land and sky, yet still it is a thing that those with eyes to see will fear. Their bodies still drips and seethes with barely restrained danger given a all too physical form.

                  Kith Blessing: When using Intimidation to enforce their dominance over others, the changeling gets an Exceptional Success on 3 successes instead of 5.

                  Dragon's Breath:The changeling may spend a point of Glamour and roll Strength + Athletics to eject a gall of fae matter or energy at a foe as a 1L attack up to 10 yards/meters away. They can use this attack up to half their Wyrd (rounded up) times a scene.
                  I like this. When their blessing states that they can use the attack 1/2 Wyrd times per scene, is it that they spend one Glamour and get that many attacks, or is it that they spend one Glamour for each attack? If the latter, I could see removing the hard limit on the number of times that they could use it.


                  Currently working on: DtD Night Horrors: Enemy Action
                  Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

                  Comment


                  • #10
                    I was thinking the second, but that's probably my tendency to lowball these things. Considering I agreed with your comment on the Airtouched, I think I'll change the wording so it's clearly the first.



                    ​When noise turns to silence, when colors dull and pale, when reality no longer makes sense, there shall you find me. There, in the dreams of the River of Faceless Millions, do I dwell.

                    http://harenm.deviantart.com/gallery/ for my art.

                    Comment


                    • #11
                      Originally posted by White Oak Dragon View Post
                      I like what you're doing with the Airtouched, Taidragon. I could see adding some sort of benefit to jumping with the blessing as well. It could be something as simple as adding distance or height to their leaps, or something as potent as removing the need to mitigate damage if they leap from a height under their own power. Either way could work well with their light weight.
                      Hmmm, I was thinking on that but I wasn't sure how to work it in to jumping. I wouldn't remove them needing to mitigate damage on a jump from their own power, as that could get silly and rules-lawyery. I wonder how jumping actually works here...

                      *checks the book*

                      Turns out that jumping is a simply Strength + Athletics roll. :-p Still, Seven-League Leap is a thing...hmmm, but then again, this would be a general buff as opposed to the contract's one-turn use. Perhaps a simple +2 die bonus would suffice?

                      Comment


                      • #12
                        Originally posted by haren View Post
                        Dragon's Breath:The changeling may spend a point of Glamour and roll Strength + Athletics to eject a gall of fae matter or energy at a foe as a 1L attack up to 10 yards/meters away. They can use this attack up to half their Wyrd (rounded up) times a scene per each expenditure of Glamour.
                        This is an interesting kith blessing, but I'm curious; what form would this "fae matter or energy" take? Is it meant to be a sort of element, like the various Elemental Seeming clauses draw from? Could a Draconic have an attack of fire, electricity, acid or a ball of compressed air?

                        Also, ahg, double post, my bad.

                        Comment


                        • #13
                          Originally posted by White Oak Dragon

                          On the Witchtooth: you could always give them a Tilt or Condition that they can set to strike at a later time under certain circumstances. That's the first thing that came to my mind.
                          Found a Condition which is perfect...except for resolution. So between that, tweaking the limited Occult boost, working out the 'spam limit' and formatting, I'll be done soonish.


                          Thoughts ripple out, birthing others

                          Comment


                          • #14
                            Originally posted by Taidragon View Post

                            This is an interesting kith blessing, but I'm curious; what form would this "fae matter or energy" take? Is it meant to be a sort of element, like the various Elemental Seeming clauses draw from? Could a Draconic have an attack of fire, electricity, acid or a ball of compressed air?

                            Also, ahg, double post, my bad.
                            My impression was that it was basically a breath weapon that the player could re-skin to whatever they needed for their character, so it could be any of the above.


                            Currently working on: DtD Night Horrors: Enemy Action
                            Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

                            Comment


                            • #15
                              Originally posted by Taidragon View Post

                              Hmmm, I was thinking on that but I wasn't sure how to work it in to jumping. I wouldn't remove them needing to mitigate damage on a jump from their own power, as that could get silly and rules-lawyery. I wonder how jumping actually works here...

                              *checks the book*

                              Turns out that jumping is a simply Strength + Athletics roll. :-p Still, Seven-League Leap is a thing...hmmm, but then again, this would be a general buff as opposed to the contract's one-turn use. Perhaps a simple +2 die bonus would suffice?
                              Maybe I'm misremembering, but didn't jumping also have a limit based on character Size? If so, you could also remove that limit in addition to giving them the +2.


                              Currently working on: DtD Night Horrors: Enemy Action
                              Projects I've contributed to: C20 Anthology of Dreams ("No Such Thing As Dragons")

                              Comment

                              Working...
                              X