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Homebrew Changeling Merits

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  • Homebrew Changeling Merits

    Here is my personal thread for homebrew Changeling Merits. The main post will be where I compile them until I eventually need a GDoc to relocate them to. As always, critique and contributions are always welcome.

    Iron Vow (o to ooo)
    Prerequisite: Changeling
    Effect: You are one of the few who have sworn an Oath with Iron, and thus can invoke it as a Corporal for swearing extremely potent pledges. If you bind or trap a fellow changeling or another fae creature with an object made of Cold Iron (iron shackles, iron cages, or even a circle around them made from iron shavings), you may spend a Willpower point to have him perform one duty or service to the person that trapped them.

    The Iron Vow can be invoked on a target once per scene, and can be resisted by spending Willpower and rolling Resolve + Wyrd in a Clash of Wills. Furthermore, the level of the pledge that can be inflicted is based on the dot rating, with Minor at one dot, Medial at two dots, and Major at three dots.

    A breach of this Oath will result in the changeling suffering a number of points of Aggravated damage equal to the Size of the Corporal. If, however, the Corporal is destroyed in any way, the changeling is automatically released from the pledge.

    Drawback: Iron has never forgotten the Contract broken by the Fae, and does not forgive those who pledged themselves to it only to break an Oath forged in its name. A changeling who gains the Oathbreaker Condition from breaking a pledge which used Iron as the Corporal suffers additional damage equal to his dots in Iron Vow from all attacks made with iron weapons.


    Iron Curtain (oo)
    Prerequisites: Iron Vow
    Effect: Through continued communion with his hard-won pledge with Iron, the Changeling learns to focus its power to sunder fae magic more effectively, allowing them to disrupt even the protection of the Mask. Any fae creature harmed by him with an Iron weapon has its Mask crumble away for a number of minutes equal to its Wyrd rating.

    Drawback: Iron also disrupts the Mask of its wielder. Whenever the changeling suffers lethal damage in combat while holding an object made of Iron, onlookers may roll Wits + Composure against his Resolve + Wyrd as a reflexive action. If they score more successes, the witness sees the changeling's mien for a split second. Strengthening the Mask mitigates this risk with a penalty equal to half the changeling's Wyrd, but the Lost who wields Iron so intimately still risks exposure.

    Creator's Notes: Iron Curtain and Iron Vow were inspired by optional rules from Dreams of Delirium, a fan supplement by Angelus Michaels.


    The Unassuming Mask (o to ooooo)
    Effect:
    The Mask is about more than hiding the physical changes wrought by a changeling's time in Faerie; it's a defense mechanism to allow the changeling to escape notice. This make it all too easy for him to be overlooked by others, including Huntsmen. Whenever he spends glamour to strengthen the Mask, the changeling is better concealed from the sight of others. Each dot inflicts a cumulative -1 penalty on all mundane perception rolls made to look for him specifically, as well as any instances of a Clash of Wills made from a sensory power attempting to pierce the Mask.


    Witch's Brew (o to ooooo)
    Effect: This Merit allows a changeling to brew her Contracts into a potion or powder for later use, either by the character or by another (even a mortal). The number of dots purchased in this Merit reflects the highest level of Contract she may brew (i.e. a character possessing Witch’s Brew •• may brew Contracts of level •• or lower).

    In order to make this brew, a changeling must know the Contract she wishes to brew. He then needs to gather the ingredients with which she will make her brew. Popular tales say that brews are made from such ingredients as eye of newt or bat’s wings. Indeed, the ingredients for a given Contract must be symbolically tied to its nature. The addition of Oddments and Goblin Fruit make the brew much easier to create, however, due to their unique properties. This can be reflected with dice bonuses, and the fact that a particular Goblin Fruit can be used to fuel the enchantment of specific Contracts (see below).

    When all of the ingredients have been gathered, the character must combine them with an extended action. The number of successes that must be accumulated is based on the rating of the Contract, as well as the addition of Seeming tricks. A changeling may choose to add his Seeming's clause in a Contract for free. Furthermore, he need not spend every minute of each day slaving over the cauldron, but must be nearby to keep tabs on it: if a character leaves a brew unattended for (6 - Contract dots) hours, it becomes useless.

    Once the brew is complete, the changeling must activate the clause so the brew can absorb the effect. In addition to the normal activation cost, he must spend an additional point of Glamour to enchant the brew. Catches may not be used to reduce the activation cost, though an appropriate Goblin Fruit may be used to pay the enchantment. Afterwards, the changeling rolls the dice pool to activate the Contract. A result of failure or dramatic failure affects the changeling normally, and the brew remains inert. The changeling may try to enchant the brew again (at the same Glamour cost) but must be successful within six hours of the brew’s creation, or else it dries away to nothing.

    If the Contract has been activated successfully, it binds itself to the brew, creating a potion (note the number of successes made on the activation roll- this may be important later). The potion may be drunk, bottled, or dried into a powder (a process that takes an additional hour but requires no roll). Physically, the resulting potion (or powder) is reminiscent of the brewer’s seeming and kith.

    The brew remains potent for one lunar month and shines with Glamour to those creatures that can sense such things. If the changeling spends a Willpower point during the enchanting, he can extend its duration to a full season. The target of the clause is the potion’s imbiber or whatever the powder is sprinkled upon.

    If the clause is resisted, the target rolls against the number of successes that were made by the brewer during the Contract’s activation. If a Contract instead subtracts an Attribute from its dice pool, the target reduces the number of successes made by his Resisted Trait.

    Dice Pool: Dexterity + Crafts + Wyrd
    Action: Extended (5 successes per dot of the Contract brewed, plus 5 per Seeming clause; each roll represents 1 hour of brewing)

    Roll Results

    Dramatic Failure: A bad ingredient or other problem has made the brew unsuitable for enchantment. The changeling must start again, with fresh ingredients.

    Failure: The changeling accumulates no successes, and takes the Stumbled Condition.

    Success: Successes are accumulated. Once the target number has been reached, the brew is ready for enchantment.

    Exceptional Success: The changeling not only make excellent progress in making the brew, but he also makes it either increasingly more potent, or quicker to complete. Any successes above 5 in a roll can be subtracted from the target number made to brew the potion, or added as a dice bonus to invoking the desired Contract. Alternatively, he may half the time between rolls.

    Creator's Notes: This Merit was converted from the Goblin Chronicles fan supplement.


    Wyrd Evolution (o to oooo)
    Prerequisites:
    Wyrd 3, plus two for each subsequent dot.
    Effect: By immersing himself within the potential of the Wyrd, the changeling can further develop the powers of his kith and express it in a myriad of ways. Such changes can either build upon the powers they were given during their Durance, or emulate aspects of kiths of similar natures.

    The player works with the Storyteller to determine the changes wrought by this Merit. Each dot purchased allows him to improve a single aspect of their kith blessing, or acquire one from another kith of a similar nature. An Ifrit with one dot may gain a Fireheart's ability to start fires, or he may instead raise his bonus from manipulating fire to +4.

    Drawback: In building upon the role imposed on him by his Keeper, the changeling becomes more tightly bound to the rules of the Wyrd. He gains additional Clarity Triggers or Minor Frailties equal to half his dots in Wyrd Evolution (rounded down). At Storyteller discretion, the changeling may opt to convert a minor Frailty into a Major one as a result of this drawback.

    Creator's Notes: This Merit is a spiritual conversion of the Wyrd Evolution mechanics found in Equinox Road.
    Last edited by Deionscribe; 12-26-2016, 09:59 AM.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

  • #2
    I often allow Merits very specific to the character. Here are two from Malibu Dream House.

    Hedgehog’s Dilemma (Level 2)

    If an opponent attacks Calamity with their bare hands, their player rolls a die. If even, it lands with no ill effects. If odd, the attacker takes half their Strength (rounded up) as lethal damage from Calamity’s glass spikes. This in no way mitigates the damage Calamity takes, and non-barehanded attackers take no damage. An attacker can carefully attack Calamity to avoid any glass, but she adds her Wyrd to her defense.

    If Calamity does damage in a grapple, she does Lethal damage on her attack instead of Bashing unless she takes a penalty equal to her own Wyrd. If she is grappled her attacker takes damage equal to half their own Strength (rounded up) due to her glass spikes. This damage cannot be avoided. Armor applies normally.

    Drawback: Accidental contact can be dangerous with Calamity. An ally or innocent can take damage, which makes her dangerous. Sex or roughhousing requires a Dexterity + Athletics for her to avoiding harming her partner, and if she actually sleeps next to someone she damages them on an odd number on a single die roll.


    Prehensile Tongue (Level 2)

    Insincere Marguerite’s tongue is a slightly disgusting limb of it’s own. It is two feet long unfurled and incredibly flexible. It can provide up to two die bonus on rolls where having a third limb can help, usually Athletics, but can include Persuasion (if “I have a two foot prehensile tongue” is an enticement in that situation) Larceny (Lockpicking), or Brawl (Grappling).

    The tongue has only half of Insincere Marguerite’s Strength rounded up for lifting purposes, and is too soft to do damage as a punch (though it could poke an eye or slap).


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    [Geist: Balance of Shadows ][ Vampire: The Conspiracy of Hrad Černá Hora ][ Scion: Bohemian Front][Changeling: Malibu Dream House] [Demon: Night Train Detective Agency] [WoD: The Golden Eagle]

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    • #3
      Cornucopia (o)
      Effect: Your character has a deep connection to the Hedge, allowing her to avail of more of its bounty. She doubles her Wyrd for the purpose of determining how many Goblin Fruits she can carry. This cannot take her effective Wyrd beyond 10 dots.
      Last edited by Deionscribe; 10-14-2016, 03:19 AM.


      "My Homebrew Hub"
      Age of Azar
      The Kingdom of Yamatai

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      • #4
        Some additional Hollow enhancements converted from First Edition and a fan supplement.

        •-••••• Gloamfire: A gloamfire is not like a normal elementary fire, for it is sustained by the gossamer and glamour of the Hedge. The hearth's light casts a twilight pallor across the entire estate, producing an enchantment known as the Gloaming. This magic provides the estate with mystical protection against malevolent Faerie sorceries, as well as a means of gaining insight to certain fae items.

        Any mortal who sleeps under the Gloaming can add the hearthfire's dot rating as a bonus to all attempts to resist Dreampoison. Changelings who own the Hollow, meanwhile, may augment their Oneiromancy rolls with a bonus modifier equal to the hearthfire's rating, as long as they and the subject they are dealing with are present.

        If an object associated with dreams, such as dream-phials, dream vessels, or even Tokens whose dot rating does not exceed the hearthfire's, is placed before the fire it creates a shadow play of strange forms on the opposite wall. In effect, the shadows it projects are like a dazzling display of the dreams bound up inside the object, all played out in silent pantomime.

        ••• Ritual Doorway: A Hollow with this enhancement can be entered anywhere in the mortal world, as long as a certain ritual is performed. Examples of such rituals include your character lighting three red candles in front of a mirror and saying a particular poem by Yeats or fully immersing herself in a bathtub, pond or other still body of water after anointing herself with special oils and cutting her finger and bleeding a drop of blood into the water. This ritual allows your character to enter her Hollow from any possible entrance to the Hedge where this ritual can be performed, no matter where in the mortal world this entrance is located. Each ritual is unique to one specific Hollow, and any changeling or True Fae who performs this ritual in the correct manner can gain entrance to this Hollow from anyplace in the mortal world. As a result, changelings whose Hollows possess this Merit are advised to keep their Hollows a closely guarded secret. Characters with this Merit are free to bring others with them when they use this ritual, but doing so risks the people learning the ritual.

        Every ritual requires proper tools and ingredients, and every ritual should have at least one unusual ingredient, such as a series of seven pennies all minted in the same year, three candles of a particular color or special oils for anointing. In all cases, these ingredients are either used up in performing the ritual or left behind when the character enters the Hollow. Also, the ritual to enter a Hollow takes an extended roll with a target number based on real-world distance (see "Navigating the Hedge"). The dice pool itself uses an Attribute and Skill based on the nature of the ritual, and each roll takes a number of minutes equal to half of [10 - Wyrd].

        •-••••• Wards: The Hollow is further reinforced against intrusion in some manner. One could be protected by a massive wall of thorns, while another's borders are marked with standing stones. Whatever the form, dots invested in Wards can be allocated to one of two effects. They may impose a cumulative -1 penalty to all perception tests made by Fetches, Gentry, Hobgoblins, and Huntsmen to notice the Hollow, or provide a +1 bonus to any Clash of Wills made to repel intruders. A changeling may have no more than five dots purchased for either benefit.
        Last edited by Deionscribe; 10-30-2016, 07:48 AM.


        "My Homebrew Hub"
        Age of Azar
        The Kingdom of Yamatai

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        • #5
          Either of those character-specific merits could be really useful for a lot of characters, they're really cool.

          Is there anything you'd need to change to carry over the Mobile Hollow merit? And how about adding some more options, like different modes of locomotion, defenses, etc.

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          • #6
            Originally posted by Geckopirateship View Post
            Either of those character-specific merits could be really useful for a lot of characters, they're really cool.

            Is there anything you'd need to change to carry over the Mobile Hollow merit? And how about adding some more options, like different modes of locomotion, defenses, etc.
            I'm trying to work out a conversion for Mobile Hollow into a 2E enhancement. I still haven't made much progress there, but in the meantime I have a conversion for Ritual Doorway that could work well for a Mobile Hollow.


            "My Homebrew Hub"
            Age of Azar
            The Kingdom of Yamatai

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            • #7
              Originally posted by Deionscribe View Post
              ••• Ritual Doorway: A Hollow with this enhancement can be entered anywhere in the mortal world, as long as a certain ritual is performed. Examples of such rituals include your character lighting three red candles in front of a mirror and saying a particular poem by Yeats or fully immersing herself in a bathtub, pond or other still body of water after anointing herself with special oils and cutting her finger and bleeding a drop of blood into the water. This ritual allows your character to enter her Hollow from any possible entrance to the Hedge where this ritual can be performed, no matter where in the mortal world this entrance is located. Each ritual is unique to one specific Hollow, and any changeling or True Fae who performs this ritual in the correct manner can gain entrance to this Hollow from anyplace in the mortal world. As a result, changelings whose Hollows possess this Merit are advised to keep their Hollows a closely guarded secret. Characters with this Merit are free to bring others with them when they use this ritual, but doing so risks the people learning the ritual.

              Every ritual requires proper tools and ingredients, and every ritual should have at least one unusual ingredient, such as a series of seven pennies all minted in the same year, three candles of a particular color or special oils for anointing. In all cases, these ingredients are either used up in performing the ritual or left behind when the character enters the Hollow. Also, the ritual to enter a Hollow takes an extended roll with a target number based on real-world distance (see "Navigating the Hedge"). The dice pool itself uses an Attribute and Skill based on the nature of the ritual, and each roll takes a number of minutes equal to half of [10 - Wyrd].

              •-••••• Wards: The Hollow is further reinforced against intrusion in some manner. One could be protected by a massive wall of thorns, while another's borders are marked with standing stones. Whatever the form, dots invested in Wards can be allocated to one of two effects. They may impose a cumulative -1 penalty to all perception tests made by Fetches, Gentry, Hobgoblins, and Huntsmen to notice the Hollow, or provide a +1 bonus to any Clash of Wills made to repel intruders. A changeling may have no more than five dots purchased for either benefit.
              These are largely duplicated or replaced by the Easy Access quality and the universal effect of having dots in Hollow, respectively.


              Resident Sanguinary Analyst
              Currently Consuming: Changeling: the Lost 1e

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              • #8
                Originally posted by Satchel View Post
                These are largely duplicated or replaced by the Easy Access quality and the universal effect of having dots in Hollow, respectively.
                Ah. Noted on the Easy Access enhancement. I must have missed it. As for the Wards enhancement, I thought the Clash of Wills (and the forcing of entry) were tied to Wyrd? And even then, Wards only add dice to the Clash.


                "My Homebrew Hub"
                Age of Azar
                The Kingdom of Yamatai

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                • #9
                  Originally posted by Deionscribe View Post

                  Ah. Noted on the Easy Access enhancement. I must have missed it. As for the Wards enhancement, I thought the Clash of Wills (and the forcing of entry) were tied to Wyrd? And even then, Wards only add dice to the Clash.
                  Your first five dots in Hollow apply as a penalty to attempts to track you or find out about you like Anonymity dots do while you're inside. By a similar token, the Hidden Entry perk specifically boosts both of the things that Wards does.


                  Resident Sanguinary Analyst
                  Currently Consuming: Changeling: the Lost 1e

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                  • #10
                    Here is a simplified version of a Merit I came up with long ago, inspired by Lethal Mien. Feedback is appreciated.

                    Sharpshooter Mien (ooo)

                    Prerequisite:
                    Wyrd 3

                    Effect: The changeling develops a long range attack based on their Seeming and Kith. The dice pool is Dexterity + Athletics / Firearms / Occult - Defense, depending on how the attack manifests. This costs 1 Glamour, deals +0L and its range bands are Wyrd x 10 / Wyrd x 20 / Wyrd x 40 yards. Each additional point of Glamour increases the damage bonus by one, up to a maximum of Wyrd/2 round up. You may spend 1 Willpower point to ignore the target's Defense, which does not add +3 to the roll. This does not work If the target has an ability that lets them apply Defense against ranged attacks. You may spend turns aiming to increase your dice pool, and apply Merits such as Firefight, Marksmanship and Thrown Weapons. This is considered supernatural damage.

                    Sharpshooter Mien (Advanced, ooooo)

                    Prerequisite:
                    Sharpshooter Mien, Wyrd 5

                    Effect: Each additional point of Glamour also grants one point of Armor Piercing, which works against supernatural Armor. The range bands are doubled. Lastly, the attack now inflicts a Tilt if the damage exceeds the target's Stamina. The Tilt must be chosen upon purchasing this Merit, and must based on the changeling's Seeming and Kith. Should the Tilt have minor and major versions, use the former. During combat, the Tilt lasts for a number of turns equal to Successes, and outside combat it lasts for hours. You may choose to not cause damage and only inflict the Tilt (additional expenditure of Glamour still grants extra Successes). The Tilt can only be applied once per scene.
                    Last edited by GibberingEloquence; 02-09-2017, 10:40 PM.


                    "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

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