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Changeling Homebrew Kiths
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==Beast== ===Crypticskin=== Changelings who blended in with their surroundings to hide; becoming like chameleons, octopuses, cuttlefishes, and other disguised and camouflaged creatures. The Crypticskin benefit from '''Protective Coloration''', granting them a free stealth specialization. Once per scene the Lost may spend a point of Glamour, shifting their mask and mien to allow them to blend in with the surroundings; granting them the ability to hide most anywhere, even among a crowd a people. This camouflage lasts as long as the player remains still or moves no faster then a few feet a minute; any sudden movements disrupt the illusion of invisibility. ===Hardshell=== The kin of turtles and crustaceans and all animals known for their rock hard durability. Sometimes slow and wise, sometimes stubborn and unflinching, they all share the trait of being very hard nuts to crack thanks to their ability to '''Hunker Down.''' A Hardshell adds 3 dice to defense with the expenditure of a willpower point instead of 2 as well as always having 1/0 natural armor. By spending a single point of Glamour, the Changeling may reflexively convert the damage dealt by a single attack from a bladed weapon into bashing damage. The hardshell may only do this once per scene. ===Hearthweaver=== Changeling who have an affinity with industrious builders, such as spiders, birds, beavers, and other such animals known for making their own homes. Hearthweavers are '''Instinctive Architects''', granting them the 8 again rule on all Crafts when working by hand. Additionally the changeling may purchase the Hollow merit at half price as their innate knowledge of how to construct a home makes carving a Hollow out of the Hedge a much easier process. ===Hedgeurchin=== Most changelings lose something when they are dragged through the hedge, but the hedgeurchins took a bit of the hedge themselves. These changelings share qualities with hedgehogs, porcupines, and sea urchins, covering themselves in needle-like spines and barbs. Their dubious blessing is the '''Hedgehog's Dilemma''': once per day as an instant action, the player may spend of a point of Glamour to wreathe the character in spines for the remainder of the scene. Upon being attacked by any kind of brawl attack and certain types of weaponry, the hedgeurchin rolls an attack of Wyrd + their attacker's strength that deals lethal damage. While this power is active however, the hedgeurchin suffers a penalty to all social rolls, with the exception of intimidation, equal to half their Wyrd rounded up, as the spines are only useful at driving away others. ===Hiveborn=== Changelings who are connected with bees, ants, and other such animals that dwell in great colonies and hives. These Lost have developed a '''Synergistic Rapport''', allowing them to work together with others in concert more efficiently; the Hiveborn add half their wyrd (rounded up) to all teamwork rolls. The player may spend a point of Glamour to ignore penalties for using an untrained skill in teamwork provided that one member of the team has dots in the skill being used, allowing them to always be able to lend a hand. ===Qilin=== Some lost became as Beasts of myth, imbued with a spark of the divine and the will to punish the wicked. Whether they served as guardians or messengers, the force of their sheer presence lent power to their attacks, but only upon those who were deemed impure or unworthy. While the Qilin is mainly an Eastern kith, it has manifested in the West as Unicorns and other semi-divine beasts. Once per scene with the expenditure of 1 glamour, the Qilin may invoke the '''Celestial Balance''' and add their presence to any one brawl or weaponry roll so long as the target's morality score is 4 or below. Conversely, any attack against an individual with a morality score of 8 or above, the Qilin subtracts their Wyrd from the attack.
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