Changeling/Merits

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Hedgebeast Companion ( to )

Effect: Your character has befriended a creature of the Hedge to serve as her companion. Through a special song or gesture, the creature comes to its master anywhere in the Hedge, except to the Hollow of a changeling who prohibits it.

You may select from the following abilities per dot.

Actormask: A changeling can bring their companion through a date into the mundane world, where it persists as long as the changeling feeds it a point of Glamour once per scene. Like your changeling, the companion has a Mask, which the character can scour away or reinforce just like his own. The Mask always looks like a mundane animal.

Dreamspun: When the companion dies, it returns to life the next time the character gets a full night’s rest, with no knowledge of perishing. It gains dots in Stealth equal to your dots in this merit.

Thornbeast: Add two dice to all attacks the companion makes, and increase their weapon modifier by 2. This can represent claws, teeth, spines, fae flames, or any other sort of natural or mystical weaponry.

Armorskin: The companion has plates of thick chitin, is made of stone, etc. It gains 3/2 armor.

Hedgefoot: Your character’s companion can either run across water as fast as it moves on land, swim at its normal speed, move up buildings/walls at three times its normal speed, or fly at its normal speed. This can be bought multiple times for different effects.

Skitterskulk: Your companion is small and easy to overlook. You may lower its Size and Strength by 1, and in return, all rolls to notice the hedgebeast are modified by -2. Lowering the companion’s Size also affects its Health. You may do this up to three times, but only need to purchase this ability once. Thus, a companion with Size/Strength 1 benefits from -6 to all rolls to notice it.

Wyrdtouched: The companion has a close connection to the Wyrd, and thus is able to call upon its magic. It has one Common Regalia Contract, but cannot use loopholes or seeming benefits. This ability can be bought a maximum of three times.

Nightlurk: The companion has a special sense that allows it to see in the dark--or some equivalent. It could be echolocation, heat sense, or a supernaturally heightened sense of smell. It suffers no penalties for darkness, and has 8-again on Perception rolls.

Venombite: The hedgebeast has some form of natural venom. If it successfully deals lethal damage to a victim, it may choose to infect them with the Poisoned tilt. This is a Moderate poison. This ability may be taken a second time, in which case the poison is updated to Grave.

Tricksterskin: The companion is able to shapeshift into a seemingly mundane object. If the character spends a glamour, the hedgebeast can change into an item smaller or equal to its Size for the scene. It may leave the Hedge like this, but cannot change back into its animal form outside of the Hedge unless it has Actormask. When in this form, the object has an equipment modifier equal to dots in this merit divided by two, rounded up. For example, a 5 dot briarhound may turn into a fur-lined leather coat for its master to wear, giving her 3/3 armor.


Base Stats

  • Attributes: Intelligence 2, Wits 4, Resolve 3, Strength 4, Dexterity 3, Stamina 3, Presence 4, Manipulation 1, Composure 3
  • Skills: Athletics 3, Brawl 2, Survival 2
  • Willpower: 6
  • Initiative: 6
  • Defense: 6
  • Speed: 14 (species factor 7)
  • Size: 4
  • Weapons/Attacks:
    • Bite/Claw: +0L, 6 dice
  • Health: 7
  • Wyrd: 1
  • Max Glamour: 6