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Changeling Homebrew Kiths
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==Ogre== ===Bellower=== Big, mean, and ''loud'', these Ogres learned to use their voice as a weapon - not the fine rapier of witty debate, but the heavy hammer of an old fashioned scream. Brothers and sisters to banshees and other howling, shrieking creatures, they may have been used as messengers or alarms, or may have possibly developed their talent in order to drive away the sharp-eared monsters that stalked them. Once per scene, a Bellower may create '''Cacophonous Chaos''' by spending a point of Glamour. The Changeling shouts at the top of his lungs and causes bashing damage equal to his Wyrd to everyone in a radius equal to his Wyrd in yards, unless they make a successful Wits + Composure roll to cover their ears in time. Warning one's motley in advance is always a good idea. If the Ogre is gagged or otherwise unable to make sounds, this blessing may not be activated. ===Berserker=== These ogres lived and breathed rage, becoming consumed in an uncontrollable frenzy. Either on alien battlefield or gladiatorial arenas of Faerie, these Lost lost themselves in frenzied trances that made them into a whirlwind of unstoppable violence like the warriors of legend. Worked to '''Reckless Abandon''', berserkers enter battle with little concern for their own wellbeing, treating wound penalties as bonuses as they channel the mindless fury that was seared into their very core during their durance. Additionally berserkers gain a +1 to all stamina rolls made to stay conscious. ===Bloodsoaker=== Red Caps and Washers-At-The-Ford, these gory ogres gain dark protection from bloody garments. By soaking a garment in blood and spending a point of Glamour, the changeling may invoke '''Sanguine Security'''. This gives the garment an Armour bonus equal to the number of points of Lethal damage inflicted while harvesting the blood. The blood must be fresh, harvested within a day, and the armour lasts a number of days equal to the changeling's Wyrd. A changeling may use their own blood, or the blood of another living being, but animal blood has no effect. In addition, the changeling may spend a point of glamour to clean or wash away blood in a way that leaves almost no forensic evidence, confounding any attempt at discerning whether blood was spilled at a crime scene. ===Blunderhulk=== These poor souls are not unlike the Gobbleguts, fed all sorts of unkindness by their Keepers. But unlike their blubbery cousins, the Blunderhulks are meant for a different purpose: living artillery. Their digestive tracts were remade into two-way affairs, horrible ammunition rammed inside and promptly vomited back out with soul-rending force to collapse the walls of Arcadia. These bulky changelings have the '''Bombardier's Bezoar''': they can ingest anything of a Size equal to their Wyrd and keep it inside their body for a number of hours equal to their Wyrd. Inevitably, they *will* vomit it back out - the resulting projectile has a range equal to the ogre's strength + athletics in yards, dealing bludgeoning (or lethal) damage equal to their strength + athletics. ===Gobblegut=== These poor souls were kept in cramped conditions and fattened until they were fit to burst. They were meant for the cooking pot, but their girth is moved by powerful muscles, something which let them escape from their brutish Keepers. Their new found size grants them a sort of '''Gluttonous Grandeur''': They have the Giant merit benefit of +1 Size and thus +1 Health, but their immense bulk gives a -2 to all Stealth rolls. Also, they'll have a load of trouble trying to find furniture that can support their bulk and doorways that will allow them access, to name a few other downsides... ((Credit to Zach ''!!m1zNwNhpIw+'' off /tg/)) ===Sentinel=== Lost who were forced to protect what their Keepers judged as most valuable, and put on the required muscle to scare off all manner of trespassers. Put to task as watchdogs, palace guards, and bridge trolls, these Ogres developed a unique sense of territoriality. Their '''Vicious Vigilance''' grants them a +1 bonus to all attacks against trespassers within a chosen 10 by 10 yards and a +1 bonus to notice trespassers. Once chosen, the designated area may not be changed without spending a willpower point, and may not be changed more than once a week. The storyteller is the final arbiter on what a valid area is and what is considered a trespasser.
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