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Homebrew Changeling Merits

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  • #16
    Originally posted by Demigod Beast View Post

    I prefer it as a pair of Merits, to be honest. Makes it more widely applicable, than it being a Contract. As a Contract it's tied to a Regalia, but I like the idea of it being equally available to ALL changelings.
    That is fair, but those Merit versions are in SORE need of an update. Can you give me some time to do so?


    Let Him Speak.

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    • #17
      Originally posted by GibberingEloquence View Post
      That is fair, but those Merit versions are in SORE need of an update. Can you give me some time to do so?
      Sure! Take all the time you need! Right now I'm socially distancing, so my offline gaming group hasn't done anything for s while.

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      • #18
        Originally posted by Deionscribe View Post
        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.
        Necroing this really quick to adapt and alter it to 2nd Edition, because this merit is really good.

        Witch's Brew (oo or oooo)
        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 2-dots allows the brewing of Common contracts and the 4-dots allow all Contracts to be made into a potion o powder.

        In order to make this, a changeling must know the Contract she wishes to brew. He then needs to make an extended action. The number of successes that must be accumulated is based on the type 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, he can keep a number of brews potent equals to half his Wyrd rounded up, any new brews made in excess spoil the oldest one not yet used.

        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 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/whoever 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.

        Activation Cost: Normal for the contract + 1 Glamour
        Dice Pool: Dexterity + Crafts + Wyrd
        Action: Extended (3 successes for a Common contract or 7 for a Royal one, plus 3 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 and takes the Distracted Condition.

        Failure: The changeling accumulates no successes.

        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.
        Last edited by Horodrigo; 05-17-2020, 10:37 PM.


        Check my homebrews:
        Vampire Bloodlines: Abhartach, Kiasyd, Melissidae
        Mage Legacies: Infernal Ones, Daoine

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