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Frost
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Sun Feb 08, 2009 10:34 pm
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Contract of Witchery

The Changelings of the Moon and Winter Courts have found many ways to deal with their place in the world. While those of the Winter court would use these abilities to cause pain to others from their hidden world, the Moon Court uses it to spread mischief and misery.

* The Curdled Milk

Despite it's name, the first power gained to those who know the gift of witchery grants the ability to send a minor curse or hex to those who they most desire harm.

Action: Instant (Extended rolls made for defeating the curse)

Glamour Cost: 1

Dice Pool: Wits + Occult + Wyrd - subject's Resolve

Catch: The subject has openly expressed their dislike of the character, to the character.

Dramatic Failure: The character is subjected to their own curse, until the next sunset.
Failure: The curse fails, nothing happens.
Success: The curse succeeds, and lasts until a number of sunsets equal to successes have come and gone. The subject of this curse recieves a willpower roll to defeat this curse at each sunset.
Exceptional Success: The curse not only succeeds, but its hold on the subject is so unnerving and powerful, that it causes them to lose one dice from all rolls made throughout the curses duration from distraction.

** Cross the Moonlit Sky

Some witches flew across the sky on the back of brooms. These witches actually do.

Action: Instant
Glamour Cost: 1, 1 extra for every hour spent in flight.
Dice Pool: Dexterity + Athletics + Wyrd
Catch: The character must attempt to fly on a moonlit night.

Dramatic Failure: The character is not only unable to fly, but cannot jump or move more than a few feet from the ground they're currently on until the next sunset.
Failure: The character fails to achieve liftoff.
Success: The character is able to fly for a number of hours equal to the successes made. For every hour beyond this, they must expend a point of glamour or fall like a feather to the earth.
Exceptional Success: The character can fly without re-enacting this contract for a number of nights equal to successes.

*** What Nightmares are Made Of

Children are taught to fear witches, and for a good reason. A child's imagination is an excellent source of glamour, and with the right mix of horror and illusion, those practicing Witchery can harvest it forcefully, leaving their subject disoriented and usually alone in a very bad place.

Action: Extended
Cost: 1 Willpower
Dice Pool: Manipulation + Subterfuge + Mantle (Winter or Moon) - Resisted by Resolve
Catch: The child is already frightened when the changeling begins the ritual to harvest from them.

Dramatic Failure: The character is subject to their own created nightmares, as the power turns inwardly, forcing them to not only give up their glamour to destroy the creation, but also forcing them to expend willpower.
Failure: The character fails to incite the necessary fear required to harvest glamour.
Success: The subject is tormented by the inner demons conjured up by the changeling, and as a result the glamour of their innocence is harvested for use by the changeling. This glamour is temporary, and must be used before the next sunset. The subject is left disoriented and confused.
Exceptional Success: The glamour harvested is of the permanent variety.

**** The Familiar's Transformation

What isn't true about witches is that they always have an animal familiar. The true part is that they can transform themselves into one.

Action: Instant
Cost: 2 glamour
Dice Pool: Wits + Occult + Wyrd
Catch: The changeling is the owner of the creature they wish to transform into.

Dramatic Failure: The transformation backfires, and the changelings mortal form gains an unsightly and horrible aspect of the creature.
Failure: The transformation fails and the glamour spent is wasted.
Success: The changeling transforms into any animal of size small or less, and is able to do so for a number of hours equal to success.
Exceptional Success: The changeling is able to transform without a new dice roll, but at the expenditure of new glamour for a number of nights equal to his successes.

***** The Curse of Transmogrification

The penultimate power of a witch is that of transmogrification. This contract allows the witch to transform others into animals of varying kinds, although its usually a toad.

Action: Instant
Cost: 4 glamour
Dice Pool: Wits + Occult + Wyrd - Subjects Composure
Catch: The subject must be made to make the noise of the animal they are to be transformed into.

Dramatic Failure: The changeling is subject to their own curse and is transformed into the animal of choice until the next sunset.
Failure: The curse fails and all glamour spent is wasted.
Success: The subject is transmogrified into an animal of small or smaller size for a number of nights equal to successes.
Exceptional Success: The subject loses all memory and the animals mind takes over for the duration.
_________________
"I might like you better if we slept together."

Sheriff Ishani Naetesh, Gabriel Marcus, Shadow, Lioni Dupree, Veritas, Bella Orchid, Valencia, Zen, Jamie Jones (JJ), Lisaundra Frost, Karma, Maxine Fairchild/Ankh, Lavender Rose, Detective Venessa Blas


Last edited by Frost on Sun Feb 08, 2009 11:04 pm; edited 1 time in total
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Frost
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Sun Feb 08, 2009 10:50 pm
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Custom Seeming: Fae Blooded

This Seeming may not be taken for instant play characters.It MUST be approved by the ST and may only be granted to seasoned players.

You have Fae blood running through your verins. One of your ancesters or parents reproduced with a True Fae at some point or one of your parents was the guinea pig in some Gentry's twisted experiement. Either way, you have a chaotic Fae side that struggles to come to the surface.

This part of you is difficult to control and can surface in a multitude of ways. You could have pronounced Fae features, strange colored hair and eyes, or a slight tint to your skin that doesn't quite fit in with humanity. Your powerful Fae blood could also cause your mein to be a lot stronger then normal Changelings. One way or another you are different from other Changelings and it shows.

Background:

How is this possible? Everyone knows the Fae are sterile.

While this statement may be true, it does not stop the Fae from attempting to reproduce. Most of them may see it as a waste of time, but there are a few Gentry who feel they need to find a way to continue their line.

There have been reports of Gentry visiting women in their beds for a night of intimacy. When these women wake the next morning, their partner is no where to be found and they pass it off as some wild dream. Some of these women do turn up pregnant and claim a one night stand or artificial insemination. After all, who is going to believe a story about a stranger mysteriously appearing in ones bed for the sole purpose of having sex. There is never any evidence of the Gentry's presence. Except for his seed firmly planted in the chosen female, of course.

Other Gentry feel that mating with a human is abhorent and out of the question. Instead, they prefer to capture a human and use it as a lab rat. Maybe attempting to mate is the wrong way of doing things. Fae do not think as humans do and so, for some, it may just be easier to change the human's DNA to be more like the Fae's.

Sometimes these experiments go horribly wrong and the Fae is left with a useless husk of a human. In these sad cases the best that can be done is to put the poor creature out of it's misery.

A few experiements do not end in failure, however and the proud Fae will parade his success in front of his fellow Gentry. Unfortunatly, the shine of success does not last long and most of these creations are either destroyed or forgotten.

Some have managed to escapre through the Hedge and some have never been on the other side of the Hedge to begin with. The few children born of the union between mother and Fae never step foot in Arcadia. Most times, the Gentry involved in the union never even knows they have children outside of Arcadia.

A lot of these children have one thing in common though. They all know they are different somehow, but most of them never know why.

Kiths:

Any member of another Seeming or Kith may choose the Fae Blooded Seeming. There are currently no other Kiths known to belong to just this Seeming.

Blessing:

Fae Blooded may choose one Blessing from the Fae Blessings section in the Automn Nightmares book. For Changelings with only one Kith, the new B;essing will replace the origonal Kiths Blessing. For Changeling characters with two Kiths, the player must choose which Blessing to replace.

Curse: (Choose One)

Cold Hearted

The Gentry are chaotic by nature and do not understand human emotions or concepts. Their half-breeds have similer difficulties with human emotions. Although it may be easier to understand the emotions because of their human half, Fae Blooded still have a hard time feeling such emotions.

Unless the emotion is extreme (love, hate, rage) A Fae Blooded will not react as a normal human would. Feelings of irritation, frustration or even mild friendly warm fuzzies will not touch a Fae Blooded's heart. The emotions are simply not strong enough for them to feel. And even the extreme emotions, such as love, hate, rage, or even lust, can only be felt at half the intensity.

Characters with this curse may never have more then 2 dots in the empathy, expression, or socialize skills. The 10 again rule does not apply to these skills.


Skill Limitation

As some Fae Blooded struggle to understand and experience human emotions, others struggle to understand human technology. True Fae do not react well to technology. In Arcadia they can create anything they want, so what is the use of a machine?

Some Fae Blooded have a similer issue. Some cannot grasp the capability to use complex technology such as computers, cell phones, ipods, palm piolets, ect. It is very difficult for them to grasp the necessary understanding to use this type of complex machinery and using this technology at all makes them very uncomfortable.

Characters with this curse may never have more then 2 dots in the computer, drive, and firearms skills. The 10 again rule also does not apply to these skills.


Iron Allergy

It is well known that the True Fae do not like Cold Iron or Hand Forged Iron. The Fae Blooded are not much different from their Arcadian cousins in this respect.

Some Fae Blooded discover they have an allergy to Cold and Hand Forged Iron. Being around the metal, having it close to their skin, or touching their skin causes a nasty looking rash. They may discover during a sparring session accident they take more dmamge and are slower to heal from the metal.

After this discovery, almost all Fae Blooded steer clear of Cold or Hand Forged Iron.

Characters with this curse cannot have the metal touching their skin for long periods of time or the area the metal is touching will break out in a terrible rash.

The Changeling will also take +2 damage from any Cold or Hand Forged Iron weapons. In addition, healing from such damage will take twice as long.
_________________
"I might like you better if we slept together."

Sheriff Ishani Naetesh, Gabriel Marcus, Shadow, Lioni Dupree, Veritas, Bella Orchid, Valencia, Zen, Jamie Jones (JJ), Lisaundra Frost, Karma, Maxine Fairchild/Ankh, Lavender Rose, Detective Venessa Blas
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Frost
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Sun Feb 08, 2009 11:04 pm
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Custom Entitlement: Hedge Warden

"I believe that the monster is lurking within this Hollow; it's not safe for you inside. Wait here, and I'll go in and deal with it."

Even on Earth, changelings are well aware that the dangers of Arcadia and the Hedge could reach them at any time. Passageways can open anywhere in the world, giving free access to horrible monsters. Changelings fleeing dangers in Arcadia sometimes run afoul of nearer threats, never making it to the safety of the mortal world. The darkness has teeth, and it hungers.

Which is where the Hedge Wardens come in. Changeling soldiers, these knights patrol the Hedge, and the areas that it commonly opens onto. They do their best to destroy the most dangerous monsters, keep the trods open, and prevent agents of the True Fae from gaining access to the world. Some would consider them a militia, except that they do little to restrict other changelings beyond preventing obviously dangerous things from passing across the Hedge. This does not always mean distancing themselves from politics - areas with Hedge Wardens often find them aligning themselves with the Summer Court - but it does mean keeping a balanced attitude towards the Hedge. The Wardens understand that both good and evil can come from the other side, and they work hard to differentiate the one from the other.

The official goal of the Hedge Wardens is not to seal off the Hedge, but to control it. Their philosophy states that, as the Hedge is the border between Arcadia and Earth, it can be controlled by agents of both sides. Changelings can learn which hobgoblins can be trusted, and which must be destroyed. They can take control of trods and hollows, fortifying them against monsters. And they can prepare against the day that a True Fae comes calling, because although the True Fae remain mighty in the Hedge, they are nowhere near the power that they have on their home ground. The dream of the Hedge Wardens is to transform the Hedge into a prison; a well-maintained wall that prevents the True Fae from approaching the mortal world.

Hollows controlled by the Wardens are usually military fortresses. Changelings who wish to visit must convince Wardens that they are not Loyalist spies; depending on the local freehold and the changelings in question, this can range from a mere formality to a minor inquisition. Within, changelings keep eyes on local trods, maintain doorways to difficult parts of the Hedge, and generally keep the Hollow well-maintained.
Titles

Hedge Warden (Male and female), Hedge King or Hedge Queen (local leader)

Prerequisites
Wyrd 2, Investigation 2, Occult 2, Brawl or Weaponry 2

Joining

To join the Hedge Wardens, one must prove their dedication to the cause and willingness to face danger in order to keep the Hedge safe. In order to do this, Wardens typically have prospective members undergo a three-step apprenticeship, under an existing Warden. The first step is simply a journey through the Hedge, with the Warden acting as an advisor and mentor. This is typically not a long period; if, after two weeks time, the Warden does not find the pupil ready, they will usually advise them to go and live their life, and possibly to apply again in a years' time.

When the Warden feels that the student has learned enough, they progress to the second step of the operation. With the Warden acting only as a supervisor, not stepping in unless the student's life is in serious danger, the student must kill a dangerous Hedge-Beast, and find something useful - either a Token, a friendly Hedge creature, or a source of Hedge Fruits. Often, students find something that has already been found, but if they did not know if it going in, it is considered acceptable.

The final stage is the acceptance ceremony, where the new Warden swears allegiance to the local Hedge King. In some locations, this involves an actual pledge in addition to the Entitlement, but most locations simply have the pledge be to the Hedge Wardens as a whole.
Mien

The Wardens seek to control the Hedge, and the Hedge reflects itself in them; often a strange sight for those who watch them. Their clothing slowly takes on briar patterns, subtly at first but growing more obvious as their Wyrd progresses. Even their skin eventually takes on the faint shape of the Hedge, growing rough and textured, with their hair occasionally looking, from certain angles, like the thorns of a plant. In addition, most of the Wardens prefer serviceable and plain gear and equipment, with nothing that will draw undue attention or catch on outcroppings in a dangerous situation - and they are rarely without at least one weapon, be it sharp claws or a wicked knife.

Background

The Wardens recruit most heavily from the Summer and Autumn Courts, but a few members of the other Courts might join them as well. The Summer Court focuses on the warrior aspects of the Entitlement, and the desire to fight back, while the Autumn focuses on understanding and controlling the Hedge in areas where the Wardens have already arrived. The Winter Court imagines a world safe from the threat of the Fae, and the Spring imagines mapping new places and expanding their power. Those who do join the Wardens are the ones who are not content to sit back and defend their homes, or to hide - they want to take the fight somewhere where they can measure advances, set goals, and discover. Often, they are explorers as well as warriors, willing to spend time alone or in small groups rather than in the swirling social life of a freehold.

Wardens tend to favour Physical Attributes and Abilities, with Mentals coming in a close second. Social capabilities are less common, usually being seen as a useful side benefit rather than something that the Wardens need to devote themselves to. Many Wardens possess Hollows, Tokens, Hedge Beasts, or Allies among the hobgoblins that they know, simply due to their activities across the Hedge; Merits dealing purely with the mortal world tend to be less developed.

Organization

The Wardens prefer a loose military hierarchy. Each freehold in which they are active has its Wardens divided into three tiers: The Hedge King (or Queen), his Knight, and the Wardens. The King is the nominal controller of the Wardens, organizing them, making sure that they have the information they need, and deciding what to do with anything that they recover from the Hedge. The Knight serves as the King's second in command, issuing orders if the King is unavailable and stepping into his shoes if he should fall. All other Wardens are considered to be of equal rank, and generally operate with very little oversight.

Concepts

Noble defender, curious explorer, puffed-up bully
Priveleges

The Hedge Wardens tend to have a variety of Tokens at their disposal, which are purchased normally as Merits. They also have the following Privelege:

Magical Resistance: Long exposure to and stated control of the Hedge helps the Wardens when it comes time to test their mettle against magical creatures and powers. The Wardens increase their Wyrd by 1 for the purpose of using it to resist any magical power that allows Wyrd as part of a counter-roll or die penalty.
Rumours of the Wardens
_________________
"I might like you better if we slept together."

Sheriff Ishani Naetesh, Gabriel Marcus, Shadow, Lioni Dupree, Veritas, Bella Orchid, Valencia, Zen, Jamie Jones (JJ), Lisaundra Frost, Karma, Maxine Fairchild/Ankh, Lavender Rose, Detective Venessa Blas
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