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.
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.
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