Variable Kith System
Flip through the book Myth, Legend, and Romance: The History of the Irish Folk Tradition and you will read of great tales of adventure, of faeries as numerous as stars, and of the ever shifting nature of that which lingers just beyond the edge of the eye. Or perhaps your taste runs to De Lints, Dreams Underfoot, or the Grimm brothers' tales? Either way, you may have noticed that while faerie tend to come in forms, they are rarely so easily defined as the nine kith in Changeling. Neither are they completely random beings either, they have some form and purpose that makes them what they are.
This system of kith and kind creation is designed to help simulate that feel of myth. It should allow the creation of changelings that are born of nearly any myth you can name, but at the same time keep the family and group resemblance's of the various groups of fae in those same myths. It does this by splitting the differentiation of types into two classes: kith and kind.
Kith and Kind
Kind is the characters general fae type, their kith is their specific race. Kind represents the mythic type, or function of a fae, while their Kith is the specific group from which they get their form.
Kinds are not hard and fast divisions, and many scholars of the fae put different kith into different Kinds (sluagh are sometimes haunts, sometimes terrors, and is a Gaoth si really of Eshu kind?) It is very possible that in game characters will argue or be confused over who belongs to what kind (and even to what kith), because these definite terms are used mostly for purposes of game grouping. They do carry over into the game a bit, however, because they are based on the archetypal divisions of fae society and carry a bit of a social mark with them. Very few fae are, for example, completely at ease with anything they suspect might be a bogey.
Kiths can also get murky at times. Some claim that only those with different birthrights can claim to be a separate kith, while others think it depends upon appearance and function. This is problematic however. There is very little difference in the outward appearance of a Sidhe and a Fir Cleas for example despite the fact that they show different birthrights, and Ogres and Bachlach have the same gifts, but look much different. We use this break down based on the typical powers and functions of each kith, and it is considered pretty much standard by many fae scholars. It also often has a hard social function (or prejudice) in fae society. The sidhe, for example, will always try and claim precedence over the Fir Clease, despite how similar they appear to outsiders.
Example: A CtD Troll would have the kind Giant, and the kith Troll. Despite the fact that he may have similar abilities to a Firbolg, he would probably become very angry if someone made the mistake of calling him one, as Trolls and Firbolg are ancient enemies. However, it might be very possible for a newly sained fae to make that rather painful mistake.
Making a New Kith
The process of making a kith in this system is simple. Pick a Kind, then pick one gift, one birthright, and one flaw. There you go. Of course, this will lead to rather shallow kith, so you might want to follow the longer way.
First you must do some research on the kith, read every myth, story, or artwork about the kith that you can. Once your done with that then think about the kith's kind. What mythic function does it fit best? Is it a being of terror, or beauty, of strength? You don't have to find a perfect fit (and very probably won't be able to), but find the one that works best and assign it as you creatures kind.
Once you have a kind you start to actually make the kith. The first part of this process it to detail the kiths name, the general appearance of members of the kith, and what makes them what they are. Next comes the game mechanics. While thinking about the abilities and powers that the creature from myth demonstrated look over the lists of the kind's available birthrights, gifts, and flaws. Then choose one of each (one birthright, one gift, one flaw) for the kith, and explain why the kith has them. Once that is done you choose and assign the kith an affinity with realms (or none, if they are a Danan) and figure out how they interact with the other kiths and kinds.
Write up all the information (it shouldn't take you more than a page at the outside) and walla, you have a new kith.
The steps I followed to make a Hob went like this. Hobs are a kind of home and hearth spirit that liked to help out humans, making their work easier for them and chattering amongst themselves. They were helpful little buggers, but loved to play pranks on everyone around them. So I made them brownies, and chose Social Dynamics, Increase Productivity, and Pranks (though Kleptomania might also have worked). They work well with other kith, but some boggans see them as lazy, as they help others work rather than doing the work themselves.
Note: Creating new birthrights, gifts, and flaws is also very possible. However, care must be taken that they do not overshadow any existing power, or allow for the creation of twink characters. The best way to handle it is usually to insist on a myth or story about the power, and build it from there. (It does help to remember that the powers many fae exhibit in myth are not birthrights or gifts, but are actually arts. If you see a redcap shapeshift in a myth (and there are a few examples of this) it isn't because shapeshifting is a redcap birthright, it is because that redcap had Primal or Metamorphosis).
The Kinds
Here is a list of the kith, broken down by kind. It also includes the power lists for each kind, so that you can use it to create your own kith (detailed below).
Bogeys
These are the nightmares of human predation, the children of fire and fear. They are the children of nightmares, and are feared for their violent and disgusting ways. The majority of them revel in the terror they cause others. Bogeys are the cold hearted, fiery breathed murderers and fearful figures of the night, and even those that aren't actively malevolent are terrifying. Bogey kiths include Redcaps*, Greenteeth*, Brollachan*, Cailleach*, Dockalfar, Fear Dearg*, Fear Gorta*, Fochan*, Bugbears*, and Imps*.
Affinity: Actor, Fae, or Nature
Special: Bogeys never botch rolls for Intimidation or Melee
Gifts
Immunity: The character with this gift is immune to all poisons and
diseases. They can, however, be vectors for the disease (they can carry
it, it just does not effect them).
Gaia's Mercy: Within an hour of the perpetuation of violence by the
character mortal witnesses will forget the details of what they have seen.
They will be left with only distorted and nightmarish images.
Smells like Chicken: The easiest thing for a bogey to puzzle out is
"who's evil and who isn't." They can smell any actively evil creature
before they can see them and can tell the difference between seelie and unseelie.
With a successful Perception + Kenning roll they can sense a persons general
emotional state.
Bully Browbeat: Bogeys can intimidate anything, even imaginary or chimerical
objects. The difficulties of all their Intimidation rolls are reduced by one.
A successful roll causes chimera to obey without question; sentient creatures
can resist with Willpower.
Scent of the Prey: Once a bogey has marked their prey it is almost
impossible for the unfortunate to escape. With a successful Perception + Kenning
roll the bogey can track anyone, and can smell fear from farther than they
can see.
Birthrights
Sturm and Drang: With a successful Manipulation + Kenning roll, bogeys
can cause fearsome rain and hail storms; the more successes the nastier the
storm. One success, for example, might cause a quick spring shower, while
five successes could draw a storm intense enough to damage homes.
Beastie Form: Like Pucks some bogeys may shift their form. However,
they turn into beasts of nightmare rather than natural animals. They must
be alone to do so. The forms usually have armor, stingers, claws, and all
sorts of horrific appendages, though not all of them are necessarily functional.
Spawned in Darkness: Once per day, a bogey can vomit up a cloud of
foul, inky blackness. More talented bogeys can exude this from their nethermost
regions. This odorous, undulating mass of dark tendrils will drift slowly,
increasing the difficulties of any who try to see it by 2. The bogey, however,
can see normally, and can use the cloud to cover their activities.
Strength of Wave: Whenever a bogey seeks to kill or maim a person they
may pump their strength by two points. Many bogies use this power to drag
their opponents into a position where they can be drowned, or to hold them
down and torture them. This strength only lasts as long as the bogey is in
the dominant role. If the bogey becomes afraid of their prey their strength
vanishes.
Dark Appetite: Bogeys can literally eat anything. They can chew through
cars and eat their way through walls. Their bulldog teeth are brutally flat
and hard as steel; their digestive systems (thankfully) remain a mystery.
Most prefer human or animal meat, but when hunger strikes anything will do.
As long as a bogey can put his mouth around something, he can eat it. Large
objects can be chewed into smaller pieces. Using this birthright in combat
does a base damage of strength + 2 (difficulty 5). Additionally, the redcap
may try to sever an opponents limbs. Severing a limb requires 5 successes
on a Dexterity + Brawl roll (difficulty 8), or three successes if the victim
has been grappled first. This attack inflicts a minimum of three Health Levels
of damage if successful, in addition to any damage rolled.
Plague Nervosa: By making a Glamour test (diff 6) the bogey may send
their shadow away from their body in order to spread plague. The shadow takes
form for 1 turn per success, and has the same stats as the bogey that created
it. Anyone whom the shadow touches falls prey to a chimerical disease (ST's
choice). This infection may only be given to one person per day. Furthermore
if the bogey uses this power while wyrd, the disease will become a real plague&.
Flaws
The Hunt: The age old feuds between the bogyes and the seelie court
runs in the blood. Any seelie seeing the bogey must score at least three successes
on a Willpower roll (difficulty 9) will attack them on sight.
Dumb as Rocks: When creating a bogey you must pay twice the normal
cost to increase the Intelligence attribute, both when assigning attribute
points and when spending freebie points. This also applies to raising the
stat with experience.
Callousness: Bogeys cannot use the Empathy skill to understand humans,
though they can use it to harm them. They also cannot understand any law or
organization that does not operate on the law of the jungle.
Cruel: Bogeys have trouble governing their emotions. They sometimes
cannot stop their anger. They become cruel, killing their enemies rather than
capturing them, sometimes in excessive ways. If, for any reason, the bogey
wishes to leave someone they are hunting or fighting alive they must make
a Willpower roll (difficulty 6+ depending on the situation). They also suffer
a +1 to the difficulty of all Empathy based rolls.
Terror: When surprised or startled, bogeys aura of terror causes frightened
panic in all non-bogeys. Victims of this panic usually flee in terror, but
some strike out blindly at the cause of the fear. Note that the bogey can
not control this, it occurs only when they are surprised and places them in
the unenviable position of frightening off even allies, or being subject to
sudden and brutal attacks.
Decay: Some bogeys manifest in rotting, skeletal, or nearly dead forms.
None of these can have a Strength rating of above 3, and they all have an
Appearance of 0.
Bad Attitude: No one likes a bogey, not even other bogeys. Some Dannan
try to ostracize and kill redcaps just on general principles. As part of this
stigma, they suffer a +2 difficulty for any roll involving a social situation
other than browbeating.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no bogey with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some bogeys also have the
reaction to those wearing basic colors - such as red, green, or blue. The
bogey may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Rebound: The greatest victims of bogeys corruption is often the bogey
itself. A bogey with this frailty must chose an addiction of some sort. When
confronted with the object of their desires the bogey must make a Willpower
roll (difficulty 7) or pursue that pleasure until sated.
Eochaid's Hunger: Bogeys with this flaw have a hunger that must be
sated. The bogey must eat a particular unprepared food once per week, be it
fresh fish, carrion, oak roots, or rainwater. Without daily access to this
the bogey looses one point of stamina per day after the first week of abstinence.
Additionally they must make a Willpower roll (difficulty 7) to avoid gorging
themselves on the first source of the food they come upon. If their stamina
reaches one they will begin to loose one level of health per day, and will
do anything -- anything, to get to their food.
Brownies
Based on helping, crafts, and work these spirits of the hearth and home are known for their social dynamic and their tendency to loose their tempers if pressed too far. They take joy in work (though that work can be anything from cleaning a home to performing a ballad) and in the company of others. Most of this kith is seelie, though there are famous examples of very unseelie members of the kind. Brownie Kiths include Boggans, Hobs, Bwcas, Piskies, Nisse, Boggarts, Leprechauns, Spriggans*, and Clurichaun.
Affinity: Actor, Prop or Scene
Special: Brownies never botch rolls for Crafts or Empathy
Gifts
Social Dynamics: Since they're often intimately acquainted with the
workings of households, brownies have a heightened sense of the relationships
between people. Gossip gets around even in the largest of social circles.
Seelie pick up clues such as the glances of would-be lovers; Unseelie tend
to notice conspiratorial relationships and rivalries. A successful Perception
+ Empathy (or Subterfuge) roll allows a brownie to puzzle out a groups social
dynamics. The difficulty can range from 5 for small groups to 10 for large
and complex gatherings.
Insight: Whenever a brownie is in a social situation she can roll her
Charisma + Empathy (difficulty 7) to assess what the most appropriate response
to it is.
Human Bonds: Brownies are especially sensitive to the emotions of humans,
particularly children. The difficulty of any Empathy rolls when dealing with
mortals is reduced by 2 for adults and 3 for children, to a minimum difficulty
of 3.
Pack Mentality: Brownies can often easily find others of their kind
who are of like mind. A Perception + Kenning roll (difficulty 5) lets them
find one extra friendly worker for each success rolled. Also, once per adventure,
they can recruit others of their kind to help improve or destroy a location.
Find the Lost: Brownies like to find lost items, valuable or not. They
receive a +2 to either Intelligence or Perception when searching for something
lost.
Stalwart Gaurdian: Brownies may add +2 to their Willpower when they
accept an assignment to guard something. They will do everything possible
to keep the treasure safe. After the job is finished their Willpower reverts
to it's original level.
Clever Hands: Brownies are able crafters, and make all crafts rolls
at a -1 difficulty.
Birthrights
Twinkling of an Eye: Brownies have a talent for disappearing from
potentially troublesome situations. Should someone take his eye off a brownie
(even for only a second), the wily fae can disappear into the nearest cover
so quickly that it's impossible for anyone to find her. They can use this
trick even if being grasped by someone, but not if they themselves are blindfolded
or bound with iron.
Perform a Great Work: Brownies never shy away from hard work. In fact,
it brings them together. They have a reputation for being swift and superior
craftspersons. If unobserved they can accomplish any task involving physical
labor in one-third the normal time.
Nimble Fingers: These brownies add 1 to their Dexterity.
Fertile Mind: While some brownies can make their own works at rapid
rates, others can bring success to the ventures of other people. Brownies
with this ability are able to ensure and rapidly promote the success of any
venture.
Sturm and Drang: With a successful Manipulation + Kenning roll, brownies
can cause fearsome rain and hail storms; the more successes the nastier the
storm. One success, for example, might cause a quick spring shower, while
five successes could draw a storm intense enough to damage homes. This birthright
can also be used in reverse, to stop damaging storms and bring pleasant weather.
Flaws
Counting: Numbers and counting fascinate these brownies. When presented
with something countable and nothing better to do they will happily occupy
their time counting. Whenever a count becomes an issue, however, the brownie
must make a Willpower roll (difficulty 8) to keep from dropping whatever they
are doing and making a full and accurate count of whatever is in question.
Call of the Needy: Brownies cannot stand the sight of another person
in need. When confronted by someone in legitimate need, a brownie must make
a Willpower roll (difficulty 8) to avoid assisting that person in some way.
Tippling: Brownies have a terrible time resisting alcohol, and whenever
they tipple they undergo a change. Those of the Seelie persuasion become maudlin
and incapable of anything but singing sad songs and telling sad and pointless
tales. To take action when in this state, a brownie must make a Willpower
roll (difficulty 8). Unseelie brownies evince extreme cruelty. Their jests
are barbed, their stories and humor are bitter and angry. Unseelie brownies
must make a Willpower roll (difficulty 8) when they drink to avoid picking
a fight with the nearest person.
Kleptomania: If these brownies see something that strikes their fancy,
they simply have to have it. Note that this doesn't have to be something terribly
valuable by human standards; a pretty rock paperweight could be interesting
enough. To resist this impulse the player must make a successful Willpower
roll (difficulty 8).
Flame of Anger: Woe to the one who rejects the help of a brownie, or
offers incorrect compensation for work done (note that incorrect can be too
much as well as too little). When this happens the brownie must make a Willpower
roll (difficulty 9) to keep from making the offender suffer from a series
of 'accidents.' This anger will last a full month, or until restitution is
made.
Ban Nappers: Bad brownies love to kidnap children, reveling in the
mayhem and commotion that it causes. If they have an opportunity to steal
a child they must make a successful Willpower roll (difficulty 8) to resist.
Pranks: Brownies love to make a particular person the subject of pranks
that range from irritating to fatal. A brownie with this flaw will constantly
pull minor pranks on everyone about, even if it might be inconvenient or dangerous.
If, however, someone raises the brownies ire the brownie must make a Willpower
roll (difficulty 8) to keep from pulling increasingly dangerous and harmful
pranks on that poor soul. The anger will last one full moon, or until restitution
is made.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no brownie with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some brownies also have the
reaction to those wearing basic colors - such as red, green, or blue. The
brownie may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Danan
Known as the Good Folk, the Danan once ruled the earth. Their whims enchanted and terrified mortals and fae alike for millennia. The rulers and battle leaders of the fae, these are the ancient and terrible spirits of sovereignty, power, and beauty. Equally divided along seelie and unseelie lines, nearly all of them are more than slightly inhuman and arrogant in some way. The Danan kith include Sidhe, Gwagged Annwn, Bahobhan Sith, Fir Clease, Liosalfar, and Geanceanach.
Affinity: None
Special: Danan never botch rolls for Etiquette or Leadership
Gifts
Clarity of Vision: The Will of the Danan is legendary, both for it's
force and it's obsessive quality. Once a Danan sets their mind to something
nothing can get in their way. Subtract 1 from the difficulty of all Willpower
rolls made in pursuit of a goal.
Voice of Beauty: Danan are famous for the beauty of their voices. They
add one die to all their performance rolls, and gain one automatic success
to singing.
Noble Bearing: Whether heroes or villains all Danan are dignified.
Any magic that would directly make them look foolish automatically fails.
Fancy Pants: These Danan have a sense about them, a poise and certainty
that can never be taken away. No matter what they wear or what condition it
is in, those about them will always see it in the best light. A Danan with
this gift could walk into a black-tie only affair in flannel and no-one would
bat an eyelash (and some would comment on their bold fashion sense).
Adonis' Ravaging: In addition to the normal methods of gaining glamour,
Danan with this gift may steal glamour by seducing their prey. Some form of
passionate embrace is necessary to use this gift. Once the target is seduced
the Danan rolls their Manipulation + Subterfuge against the targets Willpower.
Every success steals a point of temporary Glamour.
Birthrights
Sturm and Drang: With a successful Manipulation + Kenning roll, Danan
can cause fearsome rain and hail storms; the more successes the nastier the
storm. One success, for example, might cause a quick spring shower, while
five successes could draw a storm intense enough to damage homes. This birthright
can also be used in reverse, to stop damaging storms and bring pleasant weather.
The Glow: Rather than being outright gorgeous these Danan are surrounded
by an aura of indulgence and plenty. To those around the Danan this aura can
result in giddy and drunken feelings, speaking of pleasure and good times
to everyone who comes near. Though it makes it difficult for the Danan to
shrug off unwanted 'friends' it does have the benefit of giving them +2 on
all social dice rolls.
Awe and Beauty: These Danan gain two extra dots of Appearance. They
cannot help but stand out in a crowd. The fury of the Danan is a majestic
and terrifying sight. When one is impassioned all their social rolls (especially
Leadership and Intimidation) are made at a -2 difficulty. Anyone who tries
to attack an angry Danan must make a Willpower roll (difficulty 6+).
Cult of Personality: Some of the Danan rule not with dreadful beauty,
but with a powerful and manipulative social presence. These machiavellian
ones can sway crowds with their words, make friends with a smile, and lead
men down the road to hell while the poor fools chant their name. Danan with
this birthright get a +1 to Charisma, and a +1 to Manipulation. In addition
they get a -2 to the difficulty of all leadership and empathy rolls.
Grace of Calliope: This Danan may take +2 points to either Charisma
or Manipulation. In addition they are not effected by True Faith's protective
powers.
Flaws
Ring of Truth: Some Danan, obsessed with their own honor and nobility,
become unable to accept untruth in any form. Any use of Subterfuge to lie
is penalized by 2 dice, and they may only consciously lie if they first pass
a Willpower test (difficulty 9).
Banalities Curse: As many of the Danan have just recently returned
to this realm they are not as capable of dealing with real life as other fae
are. Each temporary point of Banality that they take counts as two, and all
rolls to resist banality are raised by one.
Diamond Heart: It is said that the Danan are as fair as untouched snow,
and just as cold. They make all Empathy rolls to sympathize with or understand
their 'lessers' at a +2 difficulty, and are at +2 difficulty to any Charisma
rolls to be 'just another guy.' They may lead well from the front, but they
are to hard and distant to be true friends.
Pride of Place: To avoid a fight after being insulted, the Danan must
make a Willpower roll (difficulty 8). Their temper and their pride will not
let them take lip from those who should respect them.
Face in the Water: The inherent vanity of the Danan makes them susceptible
to flattery, giving them a +1 difficulty to resist Manipulation based skills.
In addition they suffer -1 dice to all their rolls when their appearance is
adversely affected. (Or they feel that it is adversely affected, even Danan
with Fancy Pants can feel that they don't look their best).
Arachne's Folly: Some Danan simply cannot handle the humility of admitting
that someone is better than they are at one chosen field. If they hear of
someone with more talent than they in their chosen field they must challenge
the "upstart" to a competition in a public place. If the Danan should
loose they do everything in their power to make their opponents life miserable,
even to the point of neglecting the rest of their life to do so.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no Danan with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some Danan also have the
reaction to those wearing basic colors - such as red, green, or blue. The
Danan may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Eithu
This Kind is the Lord of the crossroads, ancient African and Arabian fae who are masters of travel, stories, and illusion. They embody the spirit of adventure. Though not all are storytellers in the direct sense, all are masters of making things appear to be other than they are, and twisting words.. Eithu Kiths include Eshu and Genie. There are a few European members of the kind, called Gaoth Si.
Affinity: Actor, Scene or Time
Special: Eithu never botch rolls for Performance or Enigmas.
Gifts
Talecraft: Whenever an eithu encounters a true adventure, they become
wiser and their repertoire of stories grows. Eithu characters get an additional
experience point for any session in which they learn a fantastic new story
or perform and incredible feat.
Riddle me This: The eithu are masters of riddles and puzzles. They
may add 2 dice to any roll involving riddles, puzzles, or lore.
Jesters Calm: No one can force a laugh like an eithu. They may make
a Charisma + Empathy roll (difficulty 4) to soothe other beings. This includes
the rage of Garou and other supernaturals. They can pacify one angry being
for every 2 successes that they roll.
Voice of Beauty: Eithu are famous for the beauty of their voices. They
add one die to all their performance rolls, and gain one automatic success
to singing.
Noble Bearing: Whether heroes or villains all eithu are dignified.
Any magic that would directly make them look foolish automatically fails.
Birthrights
Spirit Pathways: Eithu have an amazing sense of direction and timing;
they always seem to arrive at their destinations at the most opportune moments.
The path an eithu follows is the most interesting possible, filled with danger
and challenge. No matter what they encounter along the way, an eithu will
always find their way to their destination.
Fast Feet: As masters of motion and the road, these eithu are both
nimble and fast. They gain +1 dot to Dexterity, and add 5 meters to their
running and sprinting speeds.
Spirit Speech: Eithu can speak with spirits and understand their language.
While willow whisper lets some fae have limited communication with spirits,
the Eithu surpass them. (Though they still may need willow whisper to awake
or get the attention of a spirit).
Shape of the Body: Eithu have the ability to alter size and appearance,
changing stature from very small to normal human size, enhancing their Appearance
by +/- 1, or making themselves look younger or older than they actually are.
Twinkling of an Eye: Eithu have a talent for disappearing from potentially
troublesome situations. Should someone take his eye off an eithu (even for
only a second), the wily fae can disappear into the nearest cover so quickly
that it's impossible for anyone to find her. They can use this trick even
if being grasped by someone, but not if they themselves are blindfolded or
bound with iron.
Spin the Wheel: Lucky, lucky eithu! An eithu may reroll any roll once
per game.
Flaws
Recklessness: Confidence and curiosity are inborn traits. Eithu cannot
resist a challenge, gamble or quest if there's a way to come out of it alive.
They're not stupid -- they won't take on suicide missions -- but they do believe
they can make it through any hardship.
Omens: The closeness of the Eithu to other places and spirit lands
sometimes distracts them, luring them into trances and visions. Once a vision
hits it takes a Willpower roll (difficulty 9) to snap out of it.
Lure of the Story: Eithu so love stories and riddles that they risk
loosing themselves in them. Once caught by a story or involved in an enigma
the Eithu must make a Willpower roll (difficulty 8) to resist staying with
it, no matter what else may be going on.
Mouthy: Eithu rarely take things too seriously, particularly if they
are supposed to be polite and reverent. The difficulty for all Etiquette rolls
or similar tests is raised by 2.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no Eithu with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some eithu also have the
reaction to those wearing basic colors - such as red, green, or blue. The
eithu may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Arachne's Folly: Some eithu simply cannot handle the humility of admitting
that someone is better than they are at one chosen field. If they hear of
someone with more talent than they in their chosen field they must challenge
the "upstart" to a competition in a public place. If the eithu should
loose they do everything in their power to make their opponents life miserable,
even to the point of neglecting the rest of their life to do so.
Giants
These are the guardians and warriors, paladins and unstoppable marauders of the fae. All of them are physically large, and terribly strong. They are often associated with the spirits of the mountains, stone, and ice. Giant Kiths include Trolls, Giants, Ogres*, Nokk*, Ettins, Firbolg, Bachlach*, and Gruagach.
Affinity: Fae, Scene or Nature
Special: Giants never botch rolls for Athletics or Brawl.
Gifts
Immunity: The character with this gift is immune to all poisons and
diseases.
Clarity of Vision: The Will of the Giants is legendary, both for it's
force and it's obsessive quality. Once a Giant sets their mind to something
nothing can get in their way. Subtract 1 from the difficulty of all Willpower
rolls made in pursuit of a goal.
Smells like Chicken: The easiest thing for a giant to puzzle out is
"who's evil and who isn't." They can smell any actively evil creature
before they can see them and can tell the difference between seelie and unseelie.
With a successful Perception + Kenning roll they can sense a persons general
emotional state.
Stubbornness: Nothing can come between a Giant and their duty. They
receive 2 extra dice to all Willpower rolls to resist temptation or distraction
from their cause.
Birthrights
Rock Skin: The skin of these giants is as hard as rock. This gives
then an extra Health level, and two points of armor against all physical attacks.
It also gives them +2 damage to all unarmed attacks. In addition weapons made
of stone or rock cannot harm them.
Rouse the Elements: These giants have an affinity with the earth. With
a Manipulation + Kenning roll, Giants can cause fearsome earth tremors and
avalanches; the more successes the nastier the quake. One success, for example,
might cause a quick tremble, while five successes could draw a quake powerful
enough to damage homes.
Titan's Power: Giants gain an additional Bruised Health Level. Wilders
gain an extra dot of strength as well. Grumps gain two dots of strength and
two Bruised Health Levels (total).
Flaws
Weight of Stone: Giants are always very heavy. In their mortal form
they will probably be over 400 lbs, and in their fae mien they will top 1000
lbs.
Hothead: Whenever their bravery or prowess is called into question
these giants immediately go Unseelie. To avoid battle with their insulter
they must make a Willpower roll (difficulty 8), even if they one who insulted
them apologizes or tries to run. The giant will chase the insulter until they
have a chance to throw at least one full powered blow.
Weight of Years: These giants do not seem to exhibit any frailties
till they get to their elder years. At that time one of their limbs starts
to atrophy and eventually drops off completely. They get the flaw Lame or
One Armed at no point value.
Dumb as Rocks: When creating a giant you must pay twice the normal
cost to increase the Intelligence attribute, both when assigning attribute
points and when spending freebie points. This also applies to raising the
stat with experience.
Bond of Duty: A giant who dares to renege on a sworn contract or oath
becomes sickly and looses the power of their birthright. Only by atoning for
her laps of trust can they regain their birthright. This trust, however, goes
both ways, and if a giant is lied to by another they must make a Willpower
roll (difficulty 8) to avoid becoming violent.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no giant with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some giants also have the
reaction to those wearing basic colors - such as red, green, or blue. The
giant may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Haunts
These frightening fae are often mistaken for Terrors. But where terrors are active and often physical the haunts are psychological creatures who watch and listen. Some do so to help and bring justice, others for darker purposes. They are the things that go bump in the night. Haunt kiths include Sluagh, Jack in Irons, Haunt Trolls (not to be confused with Nordic trolls), Uath, Bogies*, Draug*, and Bean-Nighe.
Affinity: Actor, Fae or Prop
Special: Haunts never botch rolls for Stealth or Alertness
Gifts
Sharpened Senses: The natural acuity of sense in these haunts is truly
amazing. Subtract two from the difficulty of any Perception rolls they make
(with a minimum of 3). They may see through illusions with a Perception +
Alertness roll (difficulty 7).
Smells like Chicken: The easiest thing for a haunt to puzzle out is
"who's evil and who isn't." They can smell any actively evil creature
before they can see them and can tell the difference between seelie and unseelie.
With a successful Perception + Kenning roll they can sense a persons general
emotional state.)
Riddle me This: Haunts are masters of riddles and puzzles. They may
add 2 dice to any roll involving riddles, puzzles, or lore.
Find the Lost: Haunts like to find lost items, valuable or not. They
receive a +2 to either Intelligence or Perception when searching for something
lost.
Hear the Truth: These haunts can hear untruth, as it is their stock
and trade. They are at +2 dice to all attempts to detect and expose lies and
untruths.
Enticement: Some haunts are masters of corruption rather than pure
fear. Whenever they are engaged in social tests to corrupt or destroy a victim
they gain +1 to both their charisma and their manipulation dice pools. This
only works for corruption, and may provoke a negative reaction in the "truly
virtuous", giving the haunt a -1 on all of their social tests against
that person only.
Birthrights
Squirm: Dislocating body parts is a popular amusement for these desiccated
creatures. Confining them is almost impossible. Although they cannot change
their shape or mass, underfolk can contort into disquieting shapes with unnatural
ease. This requires a few minutes of entertainment and a Dexterity + Athletics
roll, the difficulty ranging from 6 (escaping ropes) to 10 (worming through
the bars of a locked cell). The only substance that can truly restrain them
is cold iron.
Twinkling of an Eye: Haunts have a talent for disappearing from potentially
troublesome situations. Should someone take his eye off a haunt (even for
only a second), the wily fae can disappear into the nearest cover so quickly
that it's impossible for anyone to find her. They can use this trick even
if being grasped by someone, but not if they themselves are blindfolded or
bound with iron.
Earth Blend: When a haunt remains still they are able to change their
colors like a chameleon in order to blend in and stay unnoticed. This adds
2 dice to their Stealth pools, and adds 2 to the difficulty of anyone trying
to spot them.
Spawned in Darkness: Once per day, a haunt can vomit up a cloud of
foul, inky blackness. More talented haunts can exude this from their nethermost
regions. This odorous, undulating mass of dark tendrils will drift slowly,
increasing the difficulties of any who try to see it by 2. The haunt, however,
can see normally, and can use the cloud to cover their activities.
Hatred of the Weaver: By spending a point of glamour the haunt may
become invisible to technology for an hour. Cameras and sensors will not pick
them up, and even bright lights will flicker and go out in their presence.
Wisdom of the Ages: These haunts have a mystic contact with the Dreaming
and its cycles. Once per story they may meditate upon a question of lore.
A successful glamour roll nets them an answer from the Dreaming. A simple
yes/no is difficulty 7, more difficult questions have higher difficulties.
Using this ability to excess is said to be very dangerous.
Plague Nervosa: By making a Glamour test (diff 6) the haunt may send
their shadow away from their body in order to spread plague. The shadow takes
form for 1 turn per success, and has the same stats as the haunt that created
it. Anyone whom the shadow touches falls prey to a chimerical disease (ST's
choice). This infection may only be given to one person per day. Furthermore
if the haunt uses this power while wyrd, the disease will become a real plague&.
Flaws
Curse of Silence: These haunts cannot speak above a whisper, no matter
how hard they try. Since they dislike social situations they add two to the
difficulty of all of their Social rolls.
Omens: The closeness of the haunts to other places and spirit lands
sometimes distracts them, luring them into trances and visions. Once a vision
hits it takes a Willpower roll (difficulty 9) to snap out of it.
Lure of the Riddle: Haunts so love mysteries and riddles that they
risk loosing themselves in them. Once caught by a mystery or involved in an
enigma the haunt must make a Willpower roll (difficulty 8) to resist staying
with it, no matter what else may be going on.
Curse of the Weaver: Any time this haunt is bound they loose 1 Health
Level an hour until they are set free. In addition if they are confined they
will go mad, screaching and writhing and taking a Health Level a day until
they are set free.
Decay: Some haunts manifest in rotting, skeletal, or nearly dead forms.
None of these can have a Strength rating of above 3, and they all have an
Appearance of 0.
Callousness: Haunts cannot use the Empathy skill to understand humans,
though they can use it to harm them. They also cannot understand any act of
kindness or compassion.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no haunt with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some haunts also have the
reaction to those wearing basic colors - such as red, green, or blue. The
haunt may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Kobolds
Based on creation, mining, and skillful labor these spirits of mines, the earth, and the forge are the inventors, crafters, and diggers of the fae. Kobold kiths include Gnomes, Goblins*, Gremlins*, Dwarves, Bergfolk, and Nockers.
Affinity: Nature, Actor or Prop
Special: Kobolds never botch rolls for Crafts or Security
Gifts
Gremlin Urge: By spending a point of glamour this kobold may make
a mechanical device malfunction, usually in an especially dangerous and spectacular
fashion.
Clever Hands: Kobolds are able crafters, and make all crafts rolls
at a -1 difficulty.
Fix-It: Kobolds are masters of machines, and are able to quite literally
scare a machine into behaving. A kobold may fix nearly any mechanical device
with an Intelligence + Crafts roll. The difficulty can range from 5 (for simple
problems) to 10 (for complex machines with difficult problems). Also, the
kobold may choose one specialty in crafts, to which they get a -1 difficulty.
Appraisal: No one knows the value of things like a Kobold does. Weather
clothes, gems, or stereo equipment a Kobold can tell how much something is
worth with a quick appraisal. Make a Perception + Kenning test (difficulty
6) to determine the worth of an object.
Birthrights
Mayhem: Once per story the kobold may construct a device that will
wreak mayhem upon the scene. The device will damage things in the area, and
will eventually self-destruct. To build the device roll Intelligence + Crafts
with a variable difficulty. The device has a base damage of 3 dice (difficulty
6), and the difficulty is raised by one point for each extra dice of damage
it does. When the device eventually breaks down the number of successes on
the first roll is the number of additional damage dice that it will inflict.
Twinkling of an Eye: Kobolds have a talent for disappearing from potentially
troublesome situations. Should someone take his eye off a kobold (even for
only a second), the wily fae can disappear into the nearest cover so quickly
that it's impossible for anyone to find her. They can use this trick even
if being grasped by someone, but not if they themselves are blindfolded or
bound with iron.
Imbue: The kobold may make an item and imbue it with one of their own
arts. To do this they must choose and art and all the realms that will effect
it, and then make an Intelligence + Crafts roll (difficulty 4 + the level
of the art). Each success rolled allows the imbued art to be used once. The
resulting treasure is usable by anyone, so long as they know the proper way
to activate it.
Forge Chimera: Kobolds can create simple, non-living chimera. If an
artisan has basic knowledge of how a device operates they can conceive of
a way to make it work better. To create the chimera the kobold will need raw
materials and a workshop. They then make an extended roll of Intelligence
+ Crafts. The difficulty depends upon the size and complexity of the project.
Five successes at difficulty 5 might make a baseball bat, but it would take
10 or more successes at difficulty 9 to create sidhe plate.
Flaws
Tippling: Kobolds have a terrible time resisting alcohol, and whenever
they tipple they undergo a change. Those of the Seelie persuasion become maudlin
and incapable of anything but singing sad songs and telling sad and pointless
tales. To take action when in this state, a kobold must make a Willpower roll
(difficulty 8). Unseelie kobolds evince extreme cruelty. Their jests are barbed,
their stories and humor are bitter and angry. Unseelie kobolds must make a
Willpower roll (difficulty 8) when they drink to avoid picking a fight with
the nearest person.
Kleptomania: If these kobolds see something that strikes their fancy,
they simply have to have it. Note that this doesn't have to be something terribly
valuable by human standards; a pretty rock paperweight could be interesting
enough. To resist this impulse the player must make a successful Willpower
roll (difficulty 8).
Destructive Flaw: Anything that this kobold makes will have a flaw,
but not an innocent little flaw. This flaw will cause the device to go haywire
in terrible and often ugly ways at the most inconvenient of times.
Abandonment: Whenever these kobolds start a project they must announce
a deadline for working on it. If they cannot finish the project by the deadline,
for any reason, they must give up working on it and never touch it again.
Flaws: Anything that these kobolds make will have a flaw of some type.
Though it might be trivial the flaw will be completely irreparable. Any attempt
by another kind to repair the flaw will destroy the device.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no kobold with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some kobolds also have the
reaction to those wearing basic colors - such as red, green, or blue. The
kobold may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Pucks
The shapeshifting tricksters, sometimes kind others cruel, are the irresponsible spirits of the near fields. Almost all have become associated with animals over the years, even though not all of them actually shapeshift into animals. Puck Kiths include Pooka, Puss, Black Dogs, Beasties*, Padfoots, Pixies (not Piskies), Gabriel Ratchets, Kelpies, Nyku*, and Each-Usige*.
Affinity: Nature, Fae or Actor
Special: Pucks never botch rolls for Empathy or Subterfuge
Gifts
Confidant: The innate charm of a puck breaks down the barriers of
even the coldest people. Once during a conversation a puck may roll Perception
+ Empathy (or Subterfuge) to get their 'friend' to spill their guts. The difficulty
is equal to the targets Willpower. Each success will net a truthful answer
to one question. It is not an instantaneous effect though, it takes time and
effort.
Jesters Calm: No one can force a laugh like a puck. They may make a
Charisma + Empathy roll (difficulty 4) to soothe other beings. This includes
the rage of Garou and other supernaturals. They can pacify one angry being
for every 2 successes that they roll.
Cat on the Prowl: These pucks are wild and free, sensual and alluring.
Whenever they are out for fun and frolic they get a +2 to social rolls to
make friends and lovers for the night.
Human Bonds: Pucks are especially sensitive to the emotions of humans,
particularly children. The difficulty of any Empathy rolls when dealing with
mortals is reduced by 2 for adults and 3 for children, to a minimum difficulty
of 3.
Scent of the Prey: Once a puck has marked their prey it is almost impossible
for the unfortunate to escape. With a successful Perception + Kenning roll
the puck can track anyone, and can smell fear from farther than they can see.
Gaia's Mercy: Within an hour of the perpetuation of violence by the
character mortal witnesses will forget the details of what they have seen.
They will be left with only distorted and nightmarish images.
Beast Tongue: Pucks with this ability make speak to natural animals
in any form. They also gain a +1 to all social dice pools involving elemental
or animal spirits.
Birthrights
Shapechanging: Each puck has an affinity with an animal of their choice.
When completely alone and unobserved the puck may change into that animal
(and back again) in one turn. Even in their fae form the puck will show signs
of their animal affinity, such as a tail, cat ears, a dog's nose, etc.
Beastie Form: The darker and more evil pucks also shift their form.
However, they turn into beasts of nightmare rather than natural animals. They
must be alone to do so. The forms usually have armor, stingers, claws, and
all sorts of horrific appendages, though not all of them are necessarily functional.
Flaws
Lies: These pucks simply cannot tell the truth. Everything they say
will be misdirection, side stepping, or storytelling of one form or another.
To tell the complete and unvarnished truth they must make a Willpower roll
(difficulty 8).
Weakness of Will: These pucks are unable to resist indulging their
appetite for their favorite foods, in either of their forms. Traps and ambushes
using their favorite food are all to successful in snaring pucks who happen
to wander by at the wrong time. Whenever a puck is confronted with an unguarded
supply of their favorite food they must make a Willpower roll (difficulty
8) to keep from indulging immediately and without a care for consequences.
Snare of the Hunter: Whenever a puck is in animal form and becomes
the prey of a hunter they must make a Willpower roll (difficulty 8) to avoid
surrendering to an animal-like panic which prevents them from reverting to
their human form or using any Arts to escape or elude their pursuer.
Animal Mind: If a puck stays in their animal form for more than a day
they may begin to forget they are not a real animal. They must roll Wits +
Empathy (difficulty 7), each 12 hours to maintain their own mind. If they
fail they remain stuck in their animal form and begin to act like a normal
animal.
The Hunt: The age old feuds between the evil pucks and the seelie court
runs in the blood. Any seelie seeing the puck must score at least three successes
on a Willpower roll (difficulty 9) will attack them on sight.
Pranks: Brownies love to make a particular person the subject of pranks
that range from irritating to fatal. A brownie with this flaw will constantly
pull minor pranks on everyone about, even if it might be inconvenient or dangerous.
If, however, someone raises the brownies ire the brownie must make a Willpower
roll (difficulty 8) to keep from pulling increasingly dangerous and harmful
pranks on that poor soul. The anger will last one full moon, or until restitution
is made.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no puck with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some pucks also have the
reaction to those wearing basic colors - such as red, green, or blue. The
puck may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Seleni
These are the wild spirits of the wood and water, of fertility, and of the power of nature. These are the half animals once worshiped as gods, the spirits of trees and rivers, and the lords of natural forces. Some are terrible enough to compete with Danan and Bogies. Many still follow the old seasonal rotation of court, as they are tied tightly to the elements. Seleni include Satyrs, Ghille Dhu, Undines, Nymphs, Sirens, Pans, Brown men, Hulder, Leshiye, Russalki (river hags), Vodyany*.
Affinity: Nature, Actor or Fae
Special: Seleni never botch rolls for Survival or Athletics
Gifts
Nature's Bounty: Seleni may harvest glamour from nature rather than
just from humans.
Beauty of Life: Seleni understand the beauty and joy of life, even
among plants and animals. When trying to assist an injured being a seleni
can make a Charisma + Empathy roll (difficulty 4) to ease pain and suffering.
The patient of this benefit will have one less wound penalty to their actions
per success of the roll.
Immunity: The character with this gift is immune to all poisons and
diseases.
Song of the Siren: Seleni have incredibly beautiful singing voices
and can charm other beings with their singing. Any who are within hearing
distance of a seleni's singing may be affected. The seleni must roll Manipulation
+ Performance (difficulty 7). Each success causes anyone in the audience to
become entranced with the seleni for one hour. Targets may resist with Willpower.
Those under the influence of the song become susceptible to suggestions of
the seleni.
Ocean's Grace: When in the water all difficulties on Dexterity actions
are lowered by 2.
Gift of Pan: Dionysian revelry is high ritual to these fae. Singing,
music and dance can be used to stir fae and mortals alike to the heights of
emotion and passion. Anyone who fails a Willpower roll (difficulty 7) is sweapt
away by the song of Pan's pipes. After an hour or two, the Banality of everyone
in the area begins to slowly drop. Everyone has their banality lowered by
one for as long as the seleni continue to perform. In addition, each seleni
past the first can drop the banality an additional point, to a minimum of
2. These effects last as long as the seleni entertain. Lost Banality returns
at the rate of one point per hour.
Adonis' Ravaging: In addition to the normal methods of gaining glamour,
seleni with this gift may steal glamour by seducing their prey. Some form
of passionate embrace is necessary to use this gift. Once the target is seduced
the seleni rolls their Manipulation + Subterfuge against the targets Willpower.
Every success steals a point of temporary Glamour.
Beast Tongue: Seleni with this ability make speak to natural animals
in any form. They also gain a +1 to all social dice pools involving elemental
or animal spirits.
Birthrights
Sturm and Drang: With a successful Manipulation + Kenning roll, seleni
can cause fearsome rain and hail storms; the more successes the nastier the
storm. One success, for example, might cause a quick spring shower, while
five successes could draw a storm intense enough to damage homes. This birthright
can also be used in reverse, to stop damaging storms and bring pleasant weather.
Grace of Calliope: This seleni may take +2 points to either Charisma
or Manipulation. In addition they are not effected by True Faith's protective
powers.
Physical Prowess: These seleni add one dot to their Stamina. In addition
they can run faster than most, adding 5 yards to their running and sprinting
speeds. The seleni should also choose an animal that they are associated with
(such as a satyr with the goat). The seleni gains one small advantage of their
animal association, such as a goats climbing or a cat's leaping.
Earth Blend: When a haunt remains still they are able to change their
colors like a chameleon in order to blend in and stay unnoticed. This adds
2 dice to their Stealth pools, and adds 2 to the difficulty of anyone trying
to spot them.
Rouse the Elements: These seleni have an affinity with the earth. With
a Manipulation + Kenning roll, seleni can cause fearsome earth tremors and
avalanches; the more successes the nastier the quake. One success, for example,
might cause a quick tremble, while five successes could draw a quake powerful
enough to damage homes.
Spin the Wheel: Lucky, lucky seleni! A seleni may reroll any roll once
per game.
Rose and Oak: The seleni is not only beautiful but is also strong.
They gain a dot in Appearance and a dot in Strength.
Wisdom of the Ages: These seleni have a mystic contact with the Dreaming
and its cycles. Once per story they may meditate upon a question of lore.
A successful glamour roll nets them an answer from the Dreaming. A simple
yes/no is difficulty 7, more difficult questions have higher difficulties.
Using this ability to excess is said to be very dangerous.
Fertile Mind: Seleni with this ability are able to ensure and rapidly
promote the success of any venture. Any mortal working under their care will
produce more quickly and easily.
Elemental Bond: Seleni with this birthright choose one element with
which they have an affinity. Whenever they are attacked with that element
(or fall upon it, are covered in it, etc) they receive an auto-soak equal
to their full stamina. In addition they may spend a point of Glamour to turn
into the element for one scene or less. The effects depend upon the substance.
A Water Bonded seleni could slide through cracks or disappear into a stream.
A metal bound seleni would become almost invulnerable to damage (though also
immobile&)
Summon the Herd: This ability allows the seleni to summon animals of
a chosen type to come to his aid. Make a Manipulation + Kenning roll to call
the animals, with each successes calling a number of animals. The number varies
depending on the animal called. 1 successes might summon 10 rats, 5 cows,
2 dogs, or 1 elk, for example. The animals will help and obey the seleni,
but will not do anything obviously suicidal.
Flaws
The Kiss of Winter: Seleni who suffer a chimerical death automatically
age to their next seeming. Additionally anytime the character gains a permanent
point of banality they must succeed in a Glamour roll (difficulty is current
Banality), or pass into the next seeming. If they are already a grump and
they age, they die.
Passion's Curse: Seleni are prone to wild mood swings and torrents
of fury and tears. Furthermore on the rare occasions when they try to resist
temptation the difficulties for all Willpower rolls are increased by two.
Chatter box: Seleni simply cannot stop talking. Even when physically
forced to shut up, their uncontrollable urge to fill the world with sound
cause them to tap their feet or clap their hands. To stop talking a seleni
must make a Willpower roll (difficulty 8). In addition this non stop chatter
has a tendency to let important secrets come flooding out at the worst of
times.
Wounds: Seleni were not made to walk in the places of man. Weather
it be a water born who walks on land or a creature of the wood who walks in
the city, they all bear a stigma for leaving their natural place. These seleni
have a permanent disability of some type that is often painful. It may be
a painful limp, bad asthma, open wounds that will not heal, massive scar tissue,
etc. Whatever it is will give the seleni a -2 to their dice pools under a
fairly wide range of situations.
Animal Mind: If a seleni has no human contact for more than a day they
may begin to forget they are a person. They must roll Wits + Empathy (difficulty
7), each 12 hours to maintain their own mind. If they fail they begin to sink
into an feral state that renders them incapable of human thought or emotion.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no seleni with this frailty may use it's birthrights
against someone wearing a particular item or color. This is most commonly
any holy symbol (cross, Star of David, etc), but some seleni also have the
reaction to those wearing basic colors - such as red, green, or blue. The
seleni may use arts or physical means (minus any birthright bonuses) to attack
the person, but may never attempt to remove the item.
Arachne's Folly: Some Seleni simply cannot handle the humility of admitting
that someone is better than they are at one chosen field. If they hear of
someone with more talent than they in their chosen field they must challenge
the "upstart" to a competition in a public place. If the seleni
should loose they do everything in their power to make their opponents life
miserable, even to the point of neglecting the rest of their life to do so.
Maenad's Madness: Born of animal instincts these seleni are vulnerable
to fits of violence. When something occurs to trigger the seleni's primal
nature (such as life and death struggle, or a mating urge of great power),
they enter a frenzy which they cannot stop until all their enemies have been
routed or they have become Incapacitated. They also must roll Percpetion+Empathy
vs 8 to tell friend from foe while in this state. To resist the frenzy requires
a Willpower roll (diff 8).
Skin Changers
These fae are related to the Danans and the Nature lords. What sets them apart is the fact that all are skinchangers, having a cloak, skin, cape, or vest that allows them to become an animal - these all follow the rules for selkie skins, as given in The Toybox, but water is not necessary to the change. Skin Changer kith include Wolfin*, Swanmae, Selkie.
Affinity: Nature, Prop or Fae
Special: Changers never botch rolls for Subterfuge or Survival
Gifts
Ocean's Grace: When in the water all difficulties on Dexterity actions
are lowered by 2.
Voice of Beauty: Swanmae are famous for the beauty of their voices.
They add one die to all their performance rolls, and gain one automatic success
to singing.
Scent of the Prey: Once a skin changer has marked their prey it is
almost impossible for the unfortunate to escape. With a successful Perception
+ Kenning roll the changer can track anyone, and can smell fear from farther
than they can see.
Gaia's Mercy: Within an hour of the perpetuation of violence by the
character mortal witnesses will forget the details of what they have seen.
They will be left with only distorted and nightmarish images.
Birthrights
Animal's Beauty: Changers are often seductive and sensual, adding
+2 to their Charisma, but only with regards to the opposite sex.
Sturm and Drang: With a successful Manipulation + Kenning roll, chnagers
can cause fearsome rain and hail storms; the more successes the nastier the
storm. One success, for example, might cause a quick spring shower, while
five successes could draw a storm intense enough to damage homes. This birthright
can also be used in reverse, to stop damaging storms and bring pleasant weather.
Physical Prowess: These changers add one dot to their Stamina. In addition
they can run (or swim) faster than most, adding 5 yards to their running and
sprinting speeds.
Rose and Oak: The changer is not only beautiful but is also strong.
They gain a dot in Appearance and a dot in Strength.
Flaws
Longing of the Wild: Changers are creatures of the wild. During character
creation they must choose one type of natural location (a beach for selkie,
a forest for wolfin, a lake for swanmae, etc). For every day that they remain
away from that place they gain a temporary point of banality.
Longing of Freedom: The wish to be free is a constant fire in the hearts
of many changers. They can stay in one place for up to a week, but after that
they start to chafe. For every extra day that they remain in one place they
take a point of banality until they fade or they run.
Cruel: Male Selkie and wolfin have trouble governing their emotions.
They sometimes cannot stop their anger. They become cruel, killing their enemies
rather than capturing them, sometimes in excessive ways. If, for any reason,
the changer wishes to leave someone they are hunting or fighting alive they
must make a Willpower roll (difficulty 6+ depending on the situation). They
also suffer a +1 to the difficulty of all Empathy based rolls.
The Hunt: The age old feuds between the wolfen and the seelie court
runs in the blood. Any seelie seeing the wolfen must score at least three
successes on a Willpower roll (difficulty 9) will attack them on sight.
Animal Mind: If a shifter stays in their animal form for more than
a day they may begin to forget they are not a real animal. They must roll
Wits + Empathy (difficulty 7), each 12 hours to maintain their own mind. If
they fail they remain stuck in their animal form and begin to act like a normal
animal.
The Holy Ban: Because of their binding in the dreaming with evil forces
(or holy forces in some cases) no skin changer with this frailty may use it's
birthrights against someone wearing a particular item or color. This is most
commonly any holy symbol (cross, Star of David, etc), but some sking changers
also have the reaction to those wearing basic colors - such as red, green,
or blue. The skin changer may use arts or physical means (minus any birthright
bonuses) to attack the person, but may never attempt to remove the item.
Maenad's Madness: Born of animal instincts these skin changers are
vulnerable to fits of violence. When something occurs to trigger the skin
changer's primal nature (such as life and death struggle, or a mating urge
of great power), they enter a frenzy which they cannot stop until all their
enemies have been routed or they have become Incapacitated. They also must
roll Percpetion+Empathy vs 8 to tell friend from foe while in this state.
To resist the frenzy requires a Willpower roll (diff 8).
Optional Rules
This section is fully optional, and is mostly intended to help maintain consistency with CtD's current system, and to give a few extra options in kith creation.
Thallain
Any kith with the (thallain*) notice beside it, can at the ST's choice, be a thallain kith. Thallain are exactly as in The Shadow Court, nasty villain beasts. Thallain have two unseelie legacies, no seelie legacies, and are irredeemably evil. Thallain PC's can be problematic (not because they are evil, but because they tend to be one dimensional), but they can work wonderfully well as villains. The ST may also allow some members of the kith to be thallain, and others not to be, but this can grow a bit gratuitously confusing.
Seemingless Fae
If you want to use these rules with the seemingless fae rules that I created have no fear. Everything works exactly the same, and the division of birthrights from gifts makes all these kiths instantly compatible with those rules.
Inanimae
Several of the Kith (nymphs, undines, and others) can easily fall into the role that is currently filled by inanimae. There are several ways of dealing with this. The first is to simply say that although they appear similar the inanimae and the nature bound kith are actually different types of spirits. This allows you to keep inanimae as is, and not mess about with them at all.
The second would be to say that inanimae are, in fact, just another name for certain bound kith. Thus there would be no kubera (though Kubera, the god of wealth and plenty may still exist somewhere&.), there would be Dryads and Ghille Dhu. If you want to make these kith more like the inanimae as presented in the official books then you could require them to take the peculiarity: Bound.
Bound
From genie in lamps to undines tide to a particular stream the myths of the fae are full of instances where one is bound to a particular object or location (an anchor). With this trait a character too is bound to such a place, in fact for them this anchor takes the place of their mortal seeming. It is what they hide behind in order to shelter from the ravages of banality. When a character is in their anchor they are aware of the world around them (it is their 'body' after all) but are limited to actions that the anchor could do on its own if it were fully natural. (So a dryad in her tree cannot backhand someone with a branch, at best she could rattle her branches a bit). Certain arts, of course, can change this. In order to deal with the world a character must either build a husk, or call upon the wyrd.
If a character calls upon the wyrd they appear either in or beside your anchor in your faerie mien, and follow all the normal rules for wyrd form fae. The only peculiarity is what happens to the anchor. Unlike a fae with a mortal seeming (who's seeming is "swallowed" by his fae form) bound fae separate from their anchor physically, so a dryad who calls upon the wyrd appears beside her tree, but her tree is still there. While a character is separate from their anchor it may be destroyed, which is always bad news. The character must find a new anchor before they run out of glamour, which happens at the usual rate for a wyrd form fae, plus 1 point per hour. If they run out of glamour without finding an anchor they die. Finding a new anchor follows the same procedure as in Inanimae the Secret Way.
If you want to wander free of your anchor not in your wyrd form then you must make a husk - a fake mortal body that you can hide inside while you deal with the world. To make an anchor you must spend 1 point of glamour and 1 point of willpower and then roll Medicine + Manipulation with a difficulty of 6. The number of successes you score determines how realistic your husk looks (use the table in Inanimae the Secret Way, with the successes being equal to the level of background in that book). The husk will last for 1 day per success, or until you discard it so that you can return to your anchor.
Once made husks act in all ways as your mortal seeming, including taking damage and gaining the benefits of your gifts. While you are in your husk your anchor may still be destroyed, and you must find a new one. You have a bit more time than if you were wyrd though, loosing only 1 point of glamour per day.
If you use this option you may want to allow all fae to use slivers as standard arts, using them with the standard realms system.
As another option, any kith could take the Merit Pocket Palace, or the Flaw Bottled.
New Merit and Flaw
Pocket Palace (variable)
A character who has a mortal seeming can take this merit. It gives them an object or place (as an anchor, above) that contains a little place all their own. When they are in contact with this place/object they can slip out of this world and into their own private world, which can be nearly any place imaginable. The cost depends upon how large the 'living space' is. For 1 point it would be a closet sized hiding place that could only hold the character, for 5 it could be a castle that could hold 50 people or more. For 2 extra points the Anchor has an extra "door" that opens into the Dreaming, allowing the character to exit or enter from either the world or the dream. For additional points the Anchor can contain a balefire, 1 point of fire per extra point of the merit. (Characters who are bound can take this merit as well, as normally only they can be inside their anchor).
Bottled (variable)
The character with this flaw is somehow linked to a place or object in a way which traps them, the proverbial genie in a bottle. The character is capable of entering the bottle as an anchor, but there is no living space inside (unless the character also buys Pocket Palace), once inside the character is trapped in a very small and claustrophobic space. For 2 points the character is mostly free, but can be compelled into the bottle by anyone holding or touching it, or by anyone knowing their true name. Once there the character must stay there till the next sunrise or sunset. For 3 points the character must spend half of their time in the bottle (at least 12 hours per day). For 4 points the character must spend half their time in the bottle, and can be compelled into it as above. For 5 points the character can be compelled into the bottle, and once inside cannot escape until someone issues a release command (such as rubbing the bottle three times).
Author's Notes
The reason for the Kind break downs as detailed above is partly because of a simple division of mythic forms, but is also largely to make it easy to use CtD information and ideas with this system. I wanted to change the way kiths were done, to expand the number of available kith, and to make the creation of new kith simpler. However, I did not want to make a riot of confusion (such as you could legitimately interpret myth and folk lore as being), or force a change of the whole game (as making a totally freeform system, such as spirits in Werewolf use, would probably do).
The result was the kind system, a simple and intentionally loose system for grouping the kith. The first thing it does is keeps (roughly) the original 9 groupings of the game. Rather than simply having satyrs though this system gives us Seleni, and entire group. When you integrate this system into your game, simply replace the role that the satyrs play in the game with the whole of the Seleni kind. This should work for most of the groups too. Rather than just having Redcap thugs you now have bogie thugs, giant guards and warriors, etc. There will be a slight increase in complexity, of course, as there are also internal divisions in the kinds. However, many of them mirror internal divisions in the old main kiths. The fight between the sidhe and the fir clease, for example, is almost exactly the same as the trouble between the sidhe and the Scathach.
Also, the kind system allows for a massive variety of kiths to be used, without the ST having to track every individual kith and what they are doing. When designing adventures or choosing up NPC's the ST can simply go by the mythic form of the kind, and worry less about the individual kith (in general).