Difference between revisions of "Seemings and Kiths"

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==Elemental==
 
==Elemental==
Children of the earth, air and sky of Faerie; those born of the raw elements of nature itself.
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Children of the earth, air and sky of Faerie; those born of the raw elements of nature itself. Their Durances involve the element of their affinity in some fashion - they tended it, fought it or were simply remade into it, in some fashion.
 
* '''Affinity Contract:''' Elements
 
* '''Affinity Contract:''' Elements
 +
* '''Blessing:''' May channel the natural world to make themselves more resilient; may spend 1 Glamour to add Wyrd to Health dots for scene.
 +
* '''Curse:''' Removed from humanity; do not gain the 10-Again quality on Manipulation, Empathy, Expression, Persuasion or Socialize rolls.
 
* '''Kiths'''
 
* '''Kiths'''
** ''X:'' X
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** ''Airtouched:'' Elementals of wind, cloud, smoke and sky. (1 Glamour to add Wyrd to Speed or Initiative for scene.)
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** ''Earthbones:'' Elementals of earth, soil and stone. (1 Glamour to add one die to non-combat Strength-based rolls.)
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** ''Fireheart:'' Elementals of fire, heat or electricity. (1 Glamour to add one die to Wits-based rolls.)
 +
** ''Manikin:'' Hand-made elementals, such as caryatids, mannequins or strange creatures such as clockwork or steam-powered being, or entities of living glass or mercury. (Reduce cost to learn Artifice Contracts, and untrained Crafts rolls are made at -1 instead of -3.)
 +
** ''Snowskin:'' Elementals of cold, snow and ice. (Gain 9-Again on all Intimidation and Subterfuge rolls, and spend 1 Glamour to re-roll failed Intimidation rolls.)
 +
** ''Waterborn:'' Elementals of water, lakes, rivers, wells and oceans. (1 Glamour to breathe underwater and swim at double Speed for scene, but cannot leave water until power wears off or is dispelled with another Glamour.
 +
** ''Woodblood:'' Elementals of plantlife, such as Green Men, flower maidens, spirits of mandrake, rose, thorns, medicinal and poisonous herbs. (Gain 9-Again on Stealth and Survival rolls in areas with vegetation, and 1 Glamour to be allowed to roll Stealth where he normally couldn't, as long as there is foliage to blend with.)
  
 
==Fairest==
 
==Fairest==

Revision as of 19:04, 7 December 2008

Beast

The animal-blooded who hunt in the tangled forests of Faerie, swim in its waters, soar in its skies or pace in its kennels. The Durance of beast characters always had something to do with animals or beasts, whether tending them, hunting them, being hunted by them or being them.

  • Affinity Contract: Fang and Talon
  • Blessing: Beasts gain the 8-Again quality on Animal Ken rolls, as well as a free Specialty in any skill that seems appropriate to the Beast's animal side. The Beast also exudes powerful animal magnetism, with the ability to spend 1 Glamour to add one die to Presence and Composure-based rolls.
  • Curse: Beasts find mental concentration hard, receiving a -4 penalty to the use of all Mental skills he has no dots in. Additionally, he does not gain the 10-Again quality on Intelligence-based skill rolls.
  • Kiths: Beast kiths are generally based on the type of creature whose traits the Changeling has absorbed.
    • Broadback: Creatures of endurance and stubbornness, such as camels, elephants, horses, mules, goats and the like. (May spend 1 Glamor to add +2 to all Stamina rolls for the scene.)
    • Hunterheart: Hunters and predators, such as wolves, bears, cats, crocodiles, snakes and birds of prey. (May inflict lethal damage with unarmed attacks.)
    • Runnerswift: Fast moving creatures, such as hares, rabbits, antelopes and the like. (Permanent +2 Speed.)
    • Skitterskulk: Insects and other creepy-crawlies, such as flies, spiders, beetles, centipedes and worms. (When using Dodge action, Defense triples, instead of doubles.)
    • Steepscrambler: Creatures at home in high places, such as monkeys, raccoons, squirrels, some insects and lizards. (Permanent +3 bonus to climb checks, and may attempt to climb surfaces normally impossible to get handholds in.)
    • Swimmerskin: Amphibious or aquatic creatures, such as seals, otters, ducks, salmon, as well as creatures such a mermaids. (Hold breath for 30 minutes underwater, and swim at full Speed.)
    • Venombite: Poisonous creatures, such as poisonous spiders, insects and reptiles. (May make unarmed brawling attack 1/scene that inflicts no damage, but delivers poison.)
    • Windwing: Flying creatures, such as birds, butterflies and bats. (Cannot fly, but may spend 1 Glamour to glide and reduce falling damage.)

Darkling

The nocturnals, the fae that lurk in the shadows and call from lightless grottoes and hidden glens. Their Durances involve shadowy fears, subterranean places, raw and terrible agony and terror and deep black oubliettes and voids.

  • Affinity Contract: Darkness
  • Blessings: May spend 1 Glamour to gain a one die bonus to Wits, Subterfuge or Stealth rolls. Also gains 9-Again Quality on Stealth rolls.
  • Curse: Sunlight limits powers; -1 penalty to all Contracts during daytime hours, -2 while actually in sunlight.
  • Kiths
    • Antiquarian: Focused on old lore and artifacts of long-dead places and people. (Gain 9-Again on Academics and Investigation rolls, and spend 1 Glamour to gain the Encyclopedic Knowledge Merit for one question.)
    • Gravewight: Cold and dead-like creatures who prefer the company of the dead. (1 Glamour to see ghosts for the scene.)
    • Leechfinger: Those who steal the vitality of the living by touch. (1 Glamour and touching target, who takes one lethal damage, while changeling heals one bashing or lethal, or downgrades an aggravated to lethal.)
    • Mirrorskin: Dopplegangers who hide by changing their features. (May alter mien or Mask to look like another, +3 to Wits + Subterfuge rolls to do so.)
    • Tunnelgrub: Dwellers in tunnels, sewers and chimneys. (May spend 1 Glamour to fit through tiny, tight places normally cannot, or to escape bonds.)

Elemental

Children of the earth, air and sky of Faerie; those born of the raw elements of nature itself. Their Durances involve the element of their affinity in some fashion - they tended it, fought it or were simply remade into it, in some fashion.

  • Affinity Contract: Elements
  • Blessing: May channel the natural world to make themselves more resilient; may spend 1 Glamour to add Wyrd to Health dots for scene.
  • Curse: Removed from humanity; do not gain the 10-Again quality on Manipulation, Empathy, Expression, Persuasion or Socialize rolls.
  • Kiths
    • Airtouched: Elementals of wind, cloud, smoke and sky. (1 Glamour to add Wyrd to Speed or Initiative for scene.)
    • Earthbones: Elementals of earth, soil and stone. (1 Glamour to add one die to non-combat Strength-based rolls.)
    • Fireheart: Elementals of fire, heat or electricity. (1 Glamour to add one die to Wits-based rolls.)
    • Manikin: Hand-made elementals, such as caryatids, mannequins or strange creatures such as clockwork or steam-powered being, or entities of living glass or mercury. (Reduce cost to learn Artifice Contracts, and untrained Crafts rolls are made at -1 instead of -3.)
    • Snowskin: Elementals of cold, snow and ice. (Gain 9-Again on all Intimidation and Subterfuge rolls, and spend 1 Glamour to re-roll failed Intimidation rolls.)
    • Waterborn: Elementals of water, lakes, rivers, wells and oceans. (1 Glamour to breathe underwater and swim at double Speed for scene, but cannot leave water until power wears off or is dispelled with another Glamour.
    • Woodblood: Elementals of plantlife, such as Green Men, flower maidens, spirits of mandrake, rose, thorns, medicinal and poisonous herbs. (Gain 9-Again on Stealth and Survival rolls in areas with vegetation, and 1 Glamour to be allowed to roll Stealth where he normally couldn't, as long as there is foliage to blend with.)

Fairest

The most beautiful of Arcadia, if not always the kindest; the elegant and adored, the graceful and manipulative.

  • Affinity Contract: Vainglory
  • Kiths
    • X: X

Ogre

The strong and often brutal goblins and giants of Faerie, broad-backed and bloody-handed.

  • Affinity Contract: Stone
  • Kiths
    • X: X

Wizened

The subtle and ingenious crafters of Arcadia, the wise and cunning wondermakers.

  • Affinity Contract: Artifice
  • Kiths
    • X: X