Editing
Changeling Homebrew Kiths
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Hunchbacks== Hunchbacks tend not to change too much from entering Arcadia because, not to put too fine a point on it, their life on Earth sucks so much it's kind of hard for the True Fae to make it any worse. When the True Fae take Hunchbacks, they generally take pains to both keep them alive and preserve them as they are in order to amuse themselves by pointing and laughing at something more pathetic than they could ever be. And because Misery is Misery wherever one goes, Fae-stolen Hunchbacks tend to eventually gain enough power to escape home- where they find that their Master probably now thinks that their Fetch is them, because Hunchbacks can't ever catch a break. Fellow Hunchbacks, on the other hand, are never fooled by a Fetch of a Hunchback, as the True Fae either cannot or will not replicate the true nature and effects of the Hump. This also means that Fetches of Hunchbacks tend to be far more well-adjusted and live much better lives than their originals, who will often return to find their Fetch living a life that they, as a Hunchback, can never have. This often ends badly for both the Fetch and the Hunchback. Hunchbacks who escape Arcadia become part of the Rue de Perrault and gain access to the Twist of Talespin, which acts as a set of pseudo-contracts that allow the Hunchback to apply the narratives omnipresent in Arcadia to real life- generally with adverse side-effects applying to the Hunchback, because none of the stories involving them are happy ones. Hunchbacks who were already part of a Rue when taken will forget all of their knowledge of the Rue's signature Twists when they return in favor of power that would better help them in Arcadia, represented by the player switching all dots in the Rue's Twist to Talespin. Hunchbacks who have escaped Arcadia may join Courts if their Master is a Court member. Perraults of all Santuaires tend to seek out Changeling Masters for their shared experience of Arcadia; Concordians will take a Court as a master, some Mabuse gravitate towards Autumn courtiers who seek to understand the fiddly rules of the Hedge (though Mabuse are also the most likely to attempt to keep themselves as far away from anything Fairy-adjacent as possible after escaping back home), the Mondelora will switch their focus from mundane to Changeling society, the Outrevie find themselves ideally placed to aid Changelings in making new lives for themselves, the Savagine find common ground with the Beast Seeming, and even the Abandonnai know kindred spirits when they see them. Hunchbacks aside from the Abandonnai cannot join courts independently, as their devotion to their Master overrides all other loyalty. While Changelings sympathize with everyone taken to Arcadia and are inured to the horrific and grotesque, they are still well aware that even a Perrault Hunchback is not truly a Changeling, but one of The Other. They don't struggle with their Clarity and have no use for Glamour; what kind of Changeling is like that? Hunchbacks don't take social penalties with Changelings of their Court, but they are still kept at arm's length. They cannot earn Court Goodwill or learn Court Contracts- though the latter is partially the fault of the Hump's interference. ===Talespin=== ====Fairy Sense *==== Cost: - Having managed to survive a Durance, this Hunchback has learned to recognize Arcadia and the Hedge for what they are, and now wonders why he never noticed before. The Hunchback can see through the Mask and can always reliably identify any Changeling or related creature (Gentry, Goblins, etc.). If they are hidden or magically disguised, the Hunchback knows that they're in the area but can't pinpoint anything directly. ====Gambler's Charm **==== Cost: 1 Misery The Hunchback is marked by a world where reality means less than stories, and probability is subject to the narrative. By spending 1 Misery, they can focus this effect, granting a bonus to one roll to another person, while giving themselves equal penalties on random roll. The misery cost is negated if the twist is used on someone who is a complete stranger to the Hunchback. ====Genre Savvy ***==== Cost: - If there's one thing Hunchbacks are really good at, it's quickly figuring out the desires and whims of powerful and often insane entities so that they can better serve, or at least not get squished for being ugly. Serving a Durance in Arcadia has only sharpened that talent, allowing the Hunchback to fit in seamlessly and seemingly effortlessly to the bizarre and magical world of the Fae. The Hunchback may spend 1 Misery per rank of merit to temporarily mimic Changeling merits, without the social penalties for being a Hunchback (if applicable), as anyone who's spent any amount of time in the Hedge will have seen much worse. All normal restrictions for having these Merits apply; for example, if the Hunchback were to attempt to mimic Market Sense twice in a session, the second attempt would be wasted. Copied Merits last until the next midnight. The Misery cost is negated if the Hunchback is using it to interact with people or items related to their Durance- though when compared to the risk of their Keeper deciding to come back to pick up their lost entertainment, most Hunchbacks prefer to just spend the Misery. ====Your Trusty Guide ****==== Cost: 1 Misery per included character The Hunchback has found a knack for navigating through the Hedge while using it to escape their Keepers. By spending 1 Misery, they may safely enter, move through, and exit the Hedge, concealed from the denizens and suffering no damage from the Thorns. They may also extend this protection to others in their group by paying 1 Misery per passenger. Passengers must follow the Hunchback's instructions to the letter, or they will lose access to all benefits of the Twist. The misery cost will be negated if the passengers pay the Hunchback a fair price for the trip, though for obvious reasons the Hunchback cannot pay for their own passage and must spend Misery for themselves. ====Godmother's Gambit *****==== Cost: - The Hunchback cloaks themselves in a weave of Arcadian tales, taking on the role of the old and ugly in fairy tales who were in fact disguised fairies or enchanters who would reward those who treated them kindly and punish those who were rude to them. The Target must roll Composure + Willpower - the Hunchback's Hump rating. The number of successes gained will allow the Hunchback to spend 1 misery per success to turn a roll's failure into success and success into exceptional success, while a Failure will allow the Hunchback to spend 1 Misery to curse one future roll to fail regardless of what the dice show, and a Dramatic Failure will also allow the Hunchback to automatically succeed in one action meant to harm the target. Misery need not be spent if the initial roll is made in place of the normal Composure roll to interact with normal humans, with a failure not giving the Hunchback the normal Misery.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information