Changeling Homebrew Kiths: Difference between revisions

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==Beast==
==Beast==
===Crypticskin===
===Crypticskin===
Forthcoming.
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 players remains still or moves no faster then a few feet a minute; any sudden movements disrupt the illusion of invisibility.


===Hardshell===
===Hardshell===

Revision as of 15:20, 31 January 2010

A resource for new kiths for Changeling the Lost games by sup/tg/.

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 players 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. In addition, the Changeling always has 1/0 natural armor.

Hearthweaver

Forthcoming.

Hiveborn

Forthcoming.

Darkling

Boundwarder

Forthcoming.

Hushwight

Some Lost had to learn how to move ever-so-silently through the Arcadian gloom, lest they draw the attention of dangerous predators or worse, wake their Fae masters from dreamless sleep. These Changelings may prefer the quiet of solitude or may revel in as much noise as they can, in defiance of their former Keepers. Either way, they wear the Silent Shroud and receive +1 to all Stealth rolls. For one glamour and a successful Composure + Stealth roll, they may extend a zone of perfect silence in a circle with radius equal to their Wyrd for a number of turns equal to the successes rolled. In this zone, no sound can be heard or made without a successful Wits + Composure roll; others make this roll at a penalty of the Hushwight's Wyrd.

Adapted from this.

Murkglow

Forthcoming.

Sporekin

All Darklings were forced to shun the light, but the Sporekin alone thrived and grew in the black. Stolen through fairy rings by alien mycologists, they tended mushroom gardens and blossomed with the strange, fungal fruit. On top of a 1 die bonus to their rolls to resist ingested poisons, the Sporekin can inflict others with the Psilocybic Kiss. By spending 1 glamour and making a successful touch attack, the Sporekin levies a non-stacking 1 die penalty on all of an opponent's actions for scene, as they're haunted by hallucinatory specters. This can be resisted with a Stamina + Resolve roll made at a penalty of the Sporekin's Wyrd.

Elemental

Acidvein

These unlucky Lost were bathed in the caustic acid seas or drenched with the scorching acid rains of Arcadia and emerged with their impurities seared away. They shine and glisten with the volatile chemicals that pulse through their bodies, and simply touching one invites corrosion. Thanks to the Principle of Dissolution they can permanently reduce the durability points of an inanimate object of a size rating equal to or less than their own that they can touch. This is done by spending glamour on a one to one basis with a limit equal to the Acidvein's Wyrd.

Crystalsoul

Imbued with the alien, crystalline landscape of certain parts of Arcadia, these Lost have aspects of quartz and diamond, minerals stacked in geometric shapes or organically grown like coral. They may have spent untold years trapped and immobile in a transparent topaz prison, or mined luminous rock crystal from the depths the earth. Often, they find themselves vibrating in tune with others around them, thanks to their natural Harmonic Resonance. Once per scene, the Lost may spend 1 glamour and make a successful touch attack on an opponent. Through her next turn, she has the same dice bonuses and penalties as the opponent did at the time the glamour was spent - though no total bonus or penalty may exceed her Wyrd. This blessing can also be invoked reflexively in response to a successful brawl attack.

Delicacy

Suffering one of the worst fates, these poor souls were turned into foodstuffs to delight the refined palates of the Gentry. Some were roasted until savory and tender, others melted and recrafted out of spun sugar and candied rose petals, but all were eaten alive over and over again, never allowed to perish fully. They have the dubious blessing called Eat Me, Drink Me. By voluntarily taking one point of bashing damage, they can alleviate a 1 die penalty on a fellow Changeling. The causes of the penalties - wounds, environmental factors, contracts, etc. - still remain, but they do not bother the Changeling for the scene. In addition, a Delicacy never suffers penalties for hunger or thirst, though they may still die from lack of food or water.

Lusterlit

These Changelings were infused with radiant and brilliant light to become shining beacons to hold back the darkness or glittering stars gleaming in the night sky. These incandescent see the world in all its Scintillating Spectra, granting them a +1 bonus to Wits + Composure rolls relating to vision in areas with ample lighting. In addition, the Lusterlit may spend Glamour to shift the spectral sensitivity of their vision, 1 point of Glamour grants access to a single spectrum for the duration of the scene or until they decide to end the effect (gamma ray, x-ray, ultraviolet, visible light, infrared, t-ray, microwave, radio). For example, it would cost 2 Glamour to see in both infrared and visible light at the same time and it would cost 8 Glamour to see in all the spectra. The effects of each spectrum are ultimately arbitrated by the ST.

Magmasteeped

Cast into Arcadian volcanoes, rivers of lava, and subterranean lakes of magma, these Changelings were immersed in unforgiving liquid rock and metal. The sweltering heat and crushing pressure were branded into their being, just waiting to erupt. Once per scene, the Changeling may stoke their inner heat for their Wyrd in turns in a display of Molten Eminence by spending a point of Glamour. The unbearable heat deals their Wyrd in bashing damage to anyone with in arm's reach, unless they make a successful Stamina + Resolve roll to bear the sweltering heat. The simmering core of the Magmasteeped also grants them a +1 bonus to all brawl rolls.

Newtonian

Elementals formed of stranger things than earth and fire, these Lost have some form of control over some of the building blocks of reality itself. They are able to spend one point of glamour to Invoke the Apple, doubling their speed for a number of turns equal to their Wyrd. Alternatively, they may spend one glamour and roll their Wyrd + Wits + Composure against an opponent's Wyrd + Resolve + Composure to half the opponent's speed for a number of turns equal to their Wyrd. In addition, physical phenomenon come naturally to the Newtonians. This comes as an innate knowledge of where an object or bullet will go, or exactly how far away someone has gone based on time and speed. The storyteller arbitrates when and how this comes into play.

Shroudwrapped

Changelings who became the invisible agents of their Keeper's dominion, orchestrators of gravity and spacetime to mysteries dark matter and energy. The shroudwrapped have learned to reach out with the Hand of the Cosmos. Once per scene the Player may spend a point of Glamour to reach up to 2 yards per dot of Wyrd away, as if the space were't there, provided there is nothing to witness the event. The blessing also grants the Changeling with an extra die on Larceny rolls.

Wirestreaked

Modern cousins to the Manikin, these Lost bear the digital age's growing presence in Faerie in the form of cyborgs, androids, robots, and mankind's digital fears. Their mind's computational power has been expanded with Alacritious Processing, allowing the Wirestreaked to add to Intelligence-based dice pools by spending Glamour, on a one to one basis. The circuitous nature of their minds reduces the usual -3 penalty on untrained mental skills to only -1.

Fairest

Apollonian

Those Changelings who come to embody the physical ideal of perfection rather than the aesthetic, like the heroic athletes of legend. Often fiercely competitive, they excel at all manner of physical contests, whether it's cleaving a block of stone in two with a single blow, running for days on end without so much as losing their breath, or skittering catlike through the most deadly obstacles. To ensure exellence, Apollonians rely on Arete, which gives +1 dot to Athletics. For 1 glamour, they can also reroll any failed Athletics roll. The second roll must be accepted.

Pampered

Kept as pets, some lucky Changelings received doting attention from their Keepers who treasured and spoiled them before starving them of attention. These Lost often have the looks and lazy manners of felines, though coquettish, indolent concubines and sultry, sly harem slaves fit as well. The Pampered Fairest knows the subtle power of a Silken Suggestion, granting her a 1 die bonus to Manipulation rolls. In addition, once per scene, she can spend 1 glamour and roll Wyrd + Socialize + Manipulation versus a single opponent's Wyrd + Resolve + Composure. If successful, that opponent may only deal bashing damage to the Pampered for that scene, kicking and clubbing instead of stabbing or shooting. The bonus is lost of the Changeling directly attacks that opponent.

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

Forthcoming.

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 . 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.

Wizened

Chauffeur

Tasked with the safe transport of their Fae masters throughout the wild terrain of Arcadia, the Chauffeurs learned to handle all manner of vehicles with aplomb lest the whips be turned on them next. Whether guiding a team of wild fae horses, piloting an impossible clockwork watercraft, or soaring through storm-tossed skies in fantastic balloon, these Wizened always arrive safely and on time. When behind the controls of their preferred vehicle, they can Take the Reins and re-roll any failed Drive check by spending a point of glamour. On top of this, they receive a free Drive specialty in their chosen mode of locomotion.

Gourmand

No mere kitchen slaves, these Lost learned to work culinary magic with strange goblin fruits, vegetables, meats, and spices - all to please their demanding Masters. Those who failed became the next course. Gourmands enjoy a 1 die bonus to all Craft rolls involving cooking and all Intelligence rolls to identify edibles, and may bestow the Epicurean Benefaction by spending a point of glamour while preparing a single serving of food. This glamour is stored in the food and may be later consumed - by anyone - to recover the glamour point. If the food goes bad or is otherwise rendered inedible or unpalatable, the glamour is lost.

Huckster

Forthcoming.