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Malkavian Madness Network  |  Creative Works  |  Users' Workshops  |  MrParaduo's Inventions (Moderator: MrParaduo)  |  MP's Toybox 2.0
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Author Topic: MP's Toybox 2.0  (Read 709 times)
MrParaduo
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« on: March 28, 2021, 02:11:21 AM »

Contains old and (eventually) new homebrew stuff.
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« Reply #1 on: March 28, 2021, 02:12:19 AM »

New Goblin Fruit: Gobblepot
Found in swamps, marshes, or in the stomach cavities of long dead hob goblins, Gobblepot takes the shape of a rotund, orange pitcher plant with blue insides. When filled with water, and properly boiled, the liquid mixes with the juice to create a single, magical draught. When taken, this incandescent blue liquid covers the walls of the changeling’s stomach, forming a spongy material that absorbs the effects of any ingested materials thereafter. Conditions and Tilts caused by poisons, orally taken drugs, even other goblin fruit are rendered inert. However, after a number of hours equal to the changeling’s Stamina + Wyrd, they are forced to regurgitate the contents of their stomach, thus ending the effect. Everything remains dry provided no other liquids were consumed (repeat-users have been noted to suffer dry mouth and nausea).
Interestingly enough, Gobblepot has an additional effect on Gristlegrinders. While active, anyone swallowed whole by the Gristlegrinder’s kith blessing is protected from the usual stomach acid, instead becoming more of a passenger or mobile prisoner. This does not protect them from anything the Gristlegrinder swallows afterwards, but few complain about not being digested, especially after their gracious host finally spits them back out. The Gristlegrinder can release such guests as an instant action, with their maw expanding as it would normally when swallowing with their kith blessing.
« Last Edit: November 17, 2022, 05:21:52 PM by MrParaduo » Logged
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« Reply #2 on: August 21, 2022, 10:44:27 PM »

New CtL 2e Token: Two-Man Coat (ooooo)
Cost: 3 Glamour + 1 Willpower point from both changelings involved.
Catch: The participants must drink a pint’s worth of each other's blood within the same scene.

At first glance, this oversized trench coat looks too big for any one person to wear. But when two changelings wear it correctly, they merge their bodies together to form a single changeling that shares characteristics of the two involved. The details on which traits are apparent depend on multiple factors. Both participants must decide who plays “top” and who plays “bottom.”

The changeling on top, when the token is used, acts as the head and speaker for the two, while the bottom changeling acts as the rest of the body, and has total control over their shared limbs. The overall size and weight of the fused changeling is also equal to that of the larger participant.

Even if not apparent, the two changelings involved can telepathically communicate with each other, and are both able to see and feel what the other does. However, unless a secondary mouth exists somewhere on the gestalt’s form, only the top changeling may speak vocally.

Usage of this token grants a +3 to Subterfuge checks to conceal their true identities, while the physical Attributes of the gestalt are defined by the highest between the two participants. Any Contracts known by the two may be cast, but any Glamour expenditure is made by the owner of said-contract. Finally, the coat itself can transform into any set of non-descript clothing (though its armor rating remains the same) as an Instant action. The only condition to this power is that part of the getup divides the body around the waist or torso (such as a sash, corset, high-rise pants, etc). Removing such clothing causes the token to deactivate prematurely. Otherwise, fabric removed disappears at the end of the scene, but can be "returned" as a reflexive action. As long as they adhere to the aforementioned rule, the participants can, theoretically, stay merged indefinitely.

Drawback: Usage of the token requires both participants to willingly agree to the process. Furthermore, if one changeling suffers Clarity damage or a Breaking Point, both suffer, as the coat causes the participants' memories and past traumas to mingle and contradict each other. If the two separate while their gestalt has Damage left on their Health track, said-Damage becomes split evenly between them, rounded up (1 Aggravated is divided into 2 Lethal, 1 Lethal is divided into 2 Bashing, but 1 Bashing becomes 1 Bashing for both participants). The two are also susceptible to any Frailties the other might have, regardless of individual Wyrd rating. The Storyteller is welcome to interpret this, and any other issues not already noted, as they see fit.

Alternatively; consider both wearers suffering a cumulative penalty of +1 Mild Clarity Damage per scene after activating the Token.
« Last Edit: February 11, 2024, 06:45:41 PM by MrParaduo » Logged
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« Reply #3 on: August 30, 2022, 08:33:20 PM »

New VtR 2e Merit: Haven of Flesh (o, ooo, ooooo)
Prerequisites: Beast Meld (o)*, a Ghoul Retainer and/or Touchstone bound to the character.
*Storyteller Vault - Wild Hunt: Gangrel, pg. 108. If not using, then replace with Protean (oo)

This Merit may be taken multiple times to represent separate Ghouls that the character has access to, provided they meet the noted prerequisites.

No matter their covenant, clan, or place on earth, for a vampire, the haven is sacrosanct. It's where she goes when she needs shelter from her enemies, and when the daysleep beckons. However, for most, their haven is stationary. Even if she hides beneath the floor of an RV, or has multiple havens spread out across town, once her enemies know where to look, she must either stand her ground with all the resources at her disposal, or abandon it and risk suffering detachment. With this Merit, the more Protean-inclined vampire finds a more 'intimate' solution. Through the power of the blood bond, she makes a haven within the body of her most loyal of ghouls, their flesh already saturated with her Vitae. In order to benefit from this Merit, the character must have a level 3 Vinculum with the ghoul they wish to use as their haven, called the host. If the blood bond ever drops below 3, the character loses access to this Merit until it rises back.

At (o) dot, the normal Vitae cost to use Unmarked Grave on the host is their Stamina -1 per dot in this Merit. While merged, the character may choose to wake up at nightfall, or if the host becomes afraid, or any time the host takes damage.
Any damage done to the host while the regnant is ensconced is done to the kindred as well, though bullets still only do Bashing damage to her. If the host dies, she is automatically ejected from his corpse, coalescing like blood, oil or liquid shadow from the pores of his skin. No matter how or why she emerges, she has the option of automatically taking as much of her host’s remaining Vitae as she chooses.
The ghoul, while holding his regnant, enjoys a calm bliss of satiation — like a mild version of the euphoria of the Kiss, but extended on and on. All his dice pools suffer a –2 penalty due to this lassitude, but he can still walk, talk, reason, get on the plane to Fresno — even fight if he must. He may not draw on any of his mistress’ Vitae, however, save that which he had before she merged with him. If he does use up all the Vitae in his system, he feels no craving for it. After all, he has its source slumbering within — she can’t go far.
It is clear to those able to supernaturally sense auras that something is strange about the conjoined entities, though unless the viewer has seen this unique overlapping of auras before he’s unlikely to recognize what they mean. Use of Auspex will often give contradictory information, or give information only on the host. Other than that, there’s little way to recognize the phenomenon. The ghoul carrier gains no weight, provokes no Predatory Aura and doesn’t even spook animals.

At (ooo) dots, host and regnant become more in-tuned with one another while merged. The character may perceive the world through her ghoul’s senses, and even communicate with him, either by way of their shared mouth, or via a vague form of telepathy (more subtle, less reliable, as neither kine nor kindred think in complete sentences, though visualizing imagery works). She may also choose to either drink from, or feed her own stores of Vitae directly into her host, a useful tactic when in danger during daylight hours. If this would cause the ghoul to go over their maximum limit, they may grow ruddy or flushed in complexion, as if suffering from heatstroke, or symptoms suggesting of too much blood in their system. If both regnant and host would exceed their max limit of Vitae, the excess is expunged from the ghoul’s body, usually from an orifice or (if any) open wound. No matter the circumstance, however, the regnant cannot give away her last point of Vitae, her Beast greedily hoarding it to the bitter end. 

At (ooooo) dots, the epitome of the living haven. The regnant goes from hidden passenger to taking the wheel. By spending 1 Vitae, she may ‘swap’ with her host, with his mind becoming the observer as his regnant takes direct control of his body. The switch lasts until either her own body ejects from the ghoul’s, her host comes into direct contact with his regnant’s Bane, the host dies, or the regnant chooses to switch back. Whichever comes first.
While in control, she may choose to suppress her host’s consciousness or let him remain aware of what’s going on. She may Lash Out with her Predatory Aura, though doing so causes certain cosmetic "tells" to manifest on her host’s body that betray her presence (as well as the type of aura used) – movement beneath the skin as though something were pushing or shifting independently of the host; a mingling of both regnant and host’s vocal cords when they speak; veins and sclera blackening; sudden emaciation or uneven swelling; the stench of rot or freshly dug earth, are all common examples. Players are encouraged to design tells that are thematic to their characters, and are not limited to those already listed. Said-tells disappear at the end of the scene in which Predatory Aura was activated.
« Last Edit: September 26, 2022, 02:21:16 PM by MrParaduo » Logged
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« Reply #4 on: August 30, 2022, 09:00:35 PM »

New Devotion: Trapdoor Coffin (Protean o)
Cost: 1 EXP
Using this Devotion, the vampire can partially manifest from the safety of Unmarked Grave, allowing the character to commune with, or even strike at passersby before slipping back into the safety of their hiding place. While manifesting outside their haven, the character must maintain at least a portion of their body within their haven, generally ending at the knees or elbows if all else is exposed. Otherwise, the effects of Unmarked Grave end as normal. Unless they peer outside first with their head, the character is unable to sense their surroundings save perhaps by way of touch.
Drawback: Exposed parts of the vampire’s body do not benefit from their haven’s protection, and will immediately cause them to be ejected from it if they suffer damage, become exposed to sunlight or come into contact with their Bane. On the other hand, the haven suffers no Structure damage if the character is struck this way.
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« Reply #5 on: January 19, 2024, 06:58:23 PM »

Ideas for Goblin Variations of Contracts
For details, see pg. 80 of CtL 2e's Kith & Kin.

Chalice
• Closing Death's Door - Instead of resurrecting the target, the changeling reanimates the corpse as a mindless, hollow shell devoid of free will, as with a Dramatic Failure from the original Contract. Unlike the original, however, the changeling may puppet the corpse, speaking through it (if the body has a mouth). Otherwise the husk obeys simple commands, and has no memories of when it was alive. It has 1 Health box, no Willpower trait, and all its dicepools are equal to the invoker's Wyrd.

Stars
• Pinch of Stardust - Instead of causing a Breaking point to invoke, the caster suffers cumulative Goblin Debt of 1 point per Chapter (or Story) the Touchstone remains. The target of the Contract will still suffer a Breaking point upon losing said-Touchstone. If the target is the changeling themselves, they will only remember that their Goblin debt is somehow related to the simulacrum.
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« Reply #6 on: March 30, 2024, 07:11:37 PM »

New Royal Contract: Oddbody (Mirror)
Having already once been transformed into something beyond human, the changeling gestures, flexes, or otherwise physically emphasizes part of their body into a shape wholly unnatural. Some whisper tales of how this Contract is in truth a reflection of Talon and Wing, plucked by the Gentry from a distorted mirror to better twist mortals into serviceable forms.

Cost: 1-3 Glamour + 1 Willpower
Dice Pool: None
Action: Instant

Effects: The character creates a unique bodily feature of their choosing. Anything from extra limbs to tree-bark armor. Whatever form it takes, the mechanical effects of said-feature must be represented by at least one the following options, the character being allowed to choose one per point of Glamour spent. The character may choose the same option multiple times.

• The feature bestows a three-die bonus to one relevant Skill, but subtracts three dots from one Attribute. If this would drop an Attribute down to zero or below, it instead stops at one, with the character suffering an appropriate Tilt that persists until either the feature is dismissed or replaced using the Contract.
• The feature adds +1/1 to the character's Natural Armor.
• The feature adds or subtracts one from the character's Size to a minimum of Size 1, and a maximum of Size 7.
• The feature suppresses one type of personal Tilt the character is suffering from. If the same Tilt is chosen twice, the feature renders the character immune to all mundane instances of said-Tilt for the Contract's duration. Supernatural powers that would cause the Tilt trigger a Clash of Wills.

Only one instance of Oddbody can remain active at a time. If used again before the end of the scene, the new feature replaces the old one. Beyond that, the Contract lasts for the remainder of the scene, or until the character chooses to consciously revert back to their normal state. Whichever comes first.
 
Beast: The Courser may take on a second feature without losing the first if it replicates phenomena found in mortal nature, such as a kangaroo's pouch, or an octopus' ability to squeeze through tight spaces. They must still pay the usual cost for activating the Contract a second time unless the Loophole is applied.

Darkling: While the feature is not in use, the Mountebank may obfuscate it from all mundane senses. Supernatural attempts at piercing the illusion trigger a Clash of Wills.

Loophole: The changeling uses a permanent marking on their body to create an appropriate effect (eg; transforming an eye tattoo into an actual eye, or turning a scar across the belly into a toothy maw).
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