Changeling: Kith and Kind

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    Kind is the character's 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 theyget 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.

    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

    there's a little more involved. If you wish to play one of the standard kiths from

    Changeling: the Dreaming, all that is required is a l ittle bit of info on the application about

    how your Gift, Birthright, and Flaw affect you.

    However, if you wish to alter one of the three elements, you'll need to do a bit of researchto find at least one mythological example of a fae with those traits, and the kith's name, if

    you can find it. 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 your creature's kith.

    Once you have a name you start to actually make the kith. The first part of this process it

    to detail the kith's 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 voila, you

    have a new kith.

    The following are kinds available on Once On This Island:

    Bogeys: Violent nightmare creatures (redcaps)

    Brownies: Helpful fae of hearth and home (boggans, piskies)

    Danan: Noble, awe-inspiring fae, often arrogant (sidhe)Eithu: Masters of travel, stories and illusion (eshu)

    Giants: Large, strong, usually stalwart warriors and guards (trolls, ogres)

    Haunts: Things that go bump in the night (sluagh, bogies)

    Kobolds: Earthy inventors and crafters of the fae (goblins, nockers)

    Merfolk: Water-based fae, each with an affinity to one form of sea-life

    Pucks: Shapeshifting tricksters (pooka, beasties)

    Seleni: Creatures of the wind and the water and the wild (satyrs, ghille dhu)

    Skin Changers: Shapeshifters who require an animal skin to transform (selkie)

    Also available are gifts, birthrights, and flaws.

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    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, Gaia's Mercy, Smells Like Chicken, Bully

    Browbeat, Scent of the Prey

    Birthrights: Beastie Form, Spawned in Darkness, Dark Appetite

    Flaws: The Hunt, Dumb as Rocks, Callousness, Cruel, Terror,

    Decay, Bad Attitude, Holy Ban, Rebound

    Example: Redcap -- Bully Browbeat, Dark Appetite, Bad Attitude

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    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, Insight, Human Bonds, Pack Mentality,

    Find the Lost, Stalwart Guardian, Clever Hands

    Birthrights: Twinkling of an Eye, Perform a Great Work, Nimble

    Fingers, Fertile Mind

    Flaws: Counting, Call of the Needy, Tippling, Kleptomania, Flame

    of Anger, Bad Nappers, Pranks, Holy Ban

    Example: Boggan -- Social Dynamics, Perform a Great Work, Call

    of the Needy

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    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: Adonis' Ravaging, Clarity of Vision, Fancy Pants, Noble

    Bearing, Voice of Beauty

    Birthrights: Awe and Beauty, Cult of Personality, The Glow, Grace

    of Calliope

    Flaws: Banality's Curse, Diamond Heart, Face in the Water, Holy

    Ban, Pride of Place, Ring of Truth

    Example: Sidhe -- Noble Bearing, Awe and Beauty, Banality's

    Curse

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    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: Jester's Calm, Noble Bearing, Riddle Me This, Talecraft,

    Voice of Beauty

    Birthrights: Fast Feet, Shape of the Body, Spin the Wheel, Spirit

    Pathways, Spirit Speech, Twinkling of an Eye

    Flaws: Holy Ban, Lure of the Story, Mouthy, Omens, Recklessness

    Example: Eshu -- Talecraft, Spirit Pathways, Recklessness

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    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: Enticement, Find the Lost, Hear the Truth, Riddle Me This,

    Sharpened Senses, Smells Like Chicken

    Birthrights: Earth Blend, Hatred of the Weaver, Spawned in

    Darkness, Squirm, Twinkling of an Eye, Wisdom of the Ages

    Flaws: Callousness, Curse of Silence, Curse of the Weaver, Decay,

    Holy Ban, Lure of the Riddle, Omens

    Example: Sluagh -- Sharpened Senses, Squirm, Curse of Silence

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    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: Appraisal, Clever Hands, Fix-It, Gremlin Urge

    Birthrights: Imbue, Forge Chimera, Mayhem, Twinkling of an Eye

    Flaws: Abandonment, Destructive Flaw, Flaws, Holy Ban,

    Kleptomania, Tippling

    Example: Nocker -- Fix-It, Forge Chimera, Flaws

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    Merfolk

    These water-based fae are related to the Danan and the Seleni.

    Fierce and proud, it is said they possess a beauty and a nobility

    that easily rivals the Danan, although it is even further removed

    and more alien. Merfolk cannot shapeshift, but their lower half

    forms into the lower half of whatever aquatic animal they have an

    affiliation with, and similar to pucks, they will show traits of that

    animal in their fae forms even on land. Merfolk kiths include mer,

    murdhuacha and kelpie.

    Affinity: Nature, Fae or Actor

    Special: Merfolk never botch rolls for Leadership or Subterfuge

    Gifts: Adonis' Ravaging, Clarity of Vision, Noble Bearing, Ocean's

    Grace, Song of the Siren

    Birthrights: Animal's Beauty, Cult of Personality, Elemental Bond

    (water only), Grace of Calliope, Summon the Herd

    Flaws: Banality's Curse, Cruel, Diamond Heart, Longing of the

    Wild, Passion's Curse, Pride of Place, Wounds

    Example: Mer -- Ocean's Grace, Grace of Calliope, Banality's

    Curse

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    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: Beast Tongue, Cat on the Prowl, Confidant, Gaia's Mercy,

    Human Bonds, Jester's Calm, Scent of the Prey

    Birthrights: Beastie Form, Shapechanging

    Flaws: Animal Mind, Holy Ban, The Hunt, Lies, Pranks, Snare of

    the Hunter, Weakness of Will

    Example: Pooka -- Confidant, Shapechanging, Lies

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    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, Fae or Actor

    Special: Seleni never botch rolls for Survival or Athletics

    Gifts: Adonis' Ravaging, Beast Tongue, Beauty of Life, Gift of Pan,

    Immunity, Nature's Bounty, Ocean's Grace, Song of the Siren

    Birthrights: Earth Blend, Elemental Bond, Fertile Mind, Grace of

    Calliope, Physical Prowess, Rose and Oak, Spin the Wheel,

    Summon the Herd, Wisdom of the Ages

    Flaws: Animal Mind, Chatterbox, Kiss of Winter, Holy Ban,

    Maenad's Madness, Passion's Curse, Wounds

    Example: Satyr -- Gift of Pan, Physical Prowess, Passion's Curse

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    Skinchangers

    These fae are related to the Danans and the Seleni. 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. Skinchanger kith include

    Wolfin, Swanmae, Selkie.

    Affinity: Nature, Prop or Fae

    Special: Skinchangers never botch rolls for Subterfuge or Survival

    Gifts: Gaia's Mercy, Ocean's Grace, Scent of the Prey, Voice of

    Beauty

    Birthrights: Animal's Beauty, Physical Prowess, Rose and Oak

    Flaws: Animal Mind, Cruel, Holy Ban, The Hunt, Longing of the

    Wild, Longing for Freedom, Maenad's Madness

    Example: Selkie -- Ocean's Grace, Animal's Beauty, Longing of the

    Wild

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    Gifts

    Adonis' Ravaging (Danan, Seleni, Merfolk): In addition to the normal

    methods of gaining glamour, fae 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 fae rolls their Manipulation +

    Subterfuge against the targets Wil lpower. Every success steals a point of

    temporary Glamour.

    Appraisal (Kobolds): No one knows the value of things like these fae do.

    Whether clothes, gems, or stereo equipment they can tel l how much

    something is worth with a quick appraisal. Make a Perception + Kenning

    test (difficulty 6) to determine the worth of an object.

    Beast Tongue (Pucks, Seleni): Fae with this ability may speak to natural

    animals in any form. They also gain a +1 to all social dice pools involvingelemental or animal spirits.

    Beauty of Life (Seleni): These fae understand the beauty and joy of life,

    even among plants and animals. When trying to assist an injured being

    they 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.

    Bully Browbeat (Bogeys): These fae 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.

    Cat on the Prowl (Pucks): These fae 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.

    Clarity of Vision (Danan, Giants, Merfolk): The will of some fae is

    legendary, both for its force and its obsessive quality. Once a fae 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.

    Clever Hands (Brownies, Kobolds): These fae are able crafters, and

    make all Crafts rolls at a -1 difficulty.

    Confidant (Pucks): The innate charm of these fae breaks down the

    barriers of even the coldest people. Once during a conversation they may

    roll Perception + Empathy (or Subterfuge) to get their 'friend' to spill

    their guts. The difficulty is equal to the target's Willpower. Each success

    will net a truthful answer to one question. It is not an instantaneous

    effect though, it takes time and effort.

    Enticement (Haunts): Some fae 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.

    Fancy Pants (Danan): These fae 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 fae 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).

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    Find the Lost (Brownies, Haunts): These fae like to find lost items,

    valuable or not. They receive a +2 to either Intelligence or Perception

    when searching for something lost.

    Fix-It (Kobolds): These fae are masters of machines, and are able to

    quite literally scare a machine into behaving. A character may fix nearly

    any mechanical device with an Intelligence + Crafts roll. The difficul ty

    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.

    Gaia's Mercy (Bogeys, Pucks, Skinchangers): 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.

    Gift of Pan (Seleni): 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 swept 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 fae past the first can drop the banality an

    additional point, to a minimum of 2. These effects last as long as the fae

    entertain. Lost Banality returns at the rate of one point per hour.

    Gremlin Urge (Kobolds): By spending a point of glamour this fae maymake a mechanical device malfunction, usually in an especially

    dangerous and spectacular fashion.

    Hear the Truth (Haunts): These fae can hear untruth, as it is their stock

    and trade. They are at +2 dice to al l attempts to detect and expose lies

    and untruths.

    Human Bonds (Brownies, Pucks): These fae 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.

    Immunity (Bogeys, Giants, Seleni): The character with this gift is

    immune to al l poisons and diseases. They can, however, be vectors for

    the disease (they can carry it, it just does not effect them).

    Insight (Brownies): Whenever a fae is in a social situation she can roll

    her Charisma + Empathy (difficulty 7) to assess what the most

    appropriate response to it is.

    Jester's Calm (Eithu, Pucks): No one can force a laugh like these fae.

    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 .

    Nature's Bounty (Seleni): These fae may harvest glamour from nature

    rather than just from humans.

    Noble Bearing (Danan, Eithu, Merfolk): Whether heroes or villains all of

    these fae are dignified. Any magic that would directly make them look

    foolish automatically fails.

    Ocean's Grace (Seleni, Skinchangers, Merfolk): When in the water all

    difficulties on Dexterity actions are lowered by 2.

    Pack Mentality (Brownies): These fae 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.

    Riddle Me This (Eithu, Haunts): These fae are masters of riddles and

    puzzles. They may add 2 dice to any roll involving riddles, puzzles, or

    lore.

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    Scent of the Prey (Bogeys, Pucks, Skinchangers): Once these fae have

    marked their prey it is almost impossible for the unfortunate to escape.

    With a successful Perception + Kenning roll the fae can track anyone, and

    can smell fear from farther than they can see.

    Sharpened Senses (Haunts): The natural acuity of sense in these fae 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 (Bogeys, Giants, Haunts): The easiest thing for

    these fae 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 person's general emotional state.

    Social Dynamics (Brownies): Since they're often intimately acquainted

    with the workings of households, these fae 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 them to

    puzzle out a groups social dynamics. The difficulty can range from 5 for

    small groups to 10 for large and complex gatherings.

    Song of the Siren (Merfolk, Seleni): These fae have incredibly beautifulsinging voices and can charm other beings with their singing. Any who

    are within hearing distance of their singing may be affected. The

    character must roll Manipulation + Performance (difficulty 7). Each

    success causes anyone in the audience to become entranced with the fae

    for one hour. Targets may resist with Willpower. Those under the

    influence of the song become susceptible to suggestions of the character.

    Stalwart Guardian (Brownies): These fae may add +2 to their Wil lpower

    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.

    Stubbornness (Giants): Nothing can come between this fae and their

    duty. They receive 2 extra dice to all Willpower rolls to resist temptation

    or distraction from their cause.

    Talecraft (Eithu): Whenever these fae encounter a true adventure, they

    become wiser and their repertoire of stories grows. Characters get an

    additional experience point for any session in which they learn a fantastic

    new story or perform and incredible feat.

    Voice of Beauty (Danan, Eithu, Skinchangers): These fae are famous for

    the beauty of their voices. They add one die to all their performance rolls,

    and gain one automatic success to singing.

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    Birthrights

    Animal's Beauty (Merfolk, Skinchangers): These fae are often seductive

    and sensual, adding +2 to their Charisma, but only with regards to those

    attracted to their gender.

    Awe and Beauty (Danan, Merfolk): These fae gain two extra dots of

    Appearance. They cannot help but stand out in a crowd. Their fury 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 one of these fae when they are angry must

    make a Willpower roll (difficulty 6+).

    Beastie Form (Bogeys, Pucks): These fae 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.

    Cult of Personality (Danan, Merfolk): Some of the fae 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.

    Dark Appetite (Bogeys): They 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 he 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, they may try to sever an opponent's limbs.

    Severing a limb requires 5 successes on a Dexterity + Brawl rol l

    (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.

    Earth Blend (Haunts, Seleni): When a fae 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.

    Elemental Bond (Merfolk, Seleni): Seleni with this birthright choose one

    element with which they have an affinity (although merfolk are obviouslylimited to water). 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 fae could slide through cracks or disappear

    into a stream. A Metal Bound seleni would become almost invulnerable to

    damage (though also immobile...)

    Fast Feet (Eithu): As masters of motion and the road, these fae are both

    nimble and fast. They gain +1 dot to Dexterity, and add 5 meters to their

    running and sprinting speeds.

    Fertile Mind (Brownies, Seleni): While some fae can make their own

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    works at rapid rates, others can bring success to the ventures of other

    people. Fae 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.

    Forge Chimera (Kobolds): These fae 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 they

    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 abaseball bat, but it would take 10 or more successes at difficulty 9 to

    create sidhe plate.

    The Glow (Danan): Rather than being outright gorgeous these fae are

    surrounded by an aura of indulgence and plenty. To those around the

    character 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 fae to shrug off unwanted 'friends' it does have the

    benefit of giving them +2 on all social dice rolls.

    Grace of Calliope (Danan, Seleni, Merfolk): This fae may take +2 points

    to either Charisma or Manipulation. In addition they are not affected by

    True Faith's protective powers.

    Hatred of the Weaver (Haunts): By spending a point of glamour the

    haunt may become invisible to technology for an hour. Cameras andsensors will not pick them up, and even bright lights will flicker and go

    out in their presence.

    Imbue (Kobolds): The kobold may make an item and imbue it with one

    of their own arts. To do this they must choose an 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.

    Mayhem (Kobolds): 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 breaksdown the number of successes on the first roll is the number of additional

    damage dice that it will inflict.

    Nimble Fingers (Brownies): These brownies add 1 to their Dexterity.

    Perform a Great Work (Brownies): 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.

    Physical Prowess (Seleni, Skinchangers): These fae 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. 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.

    Rock Skin (Giants): 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.

    Rose and Oak (Seleni, Skinchangers): These fae are not only beautiful

    but is also strong. They gain a dot in Appearance and a dot in Strength.

    Shape of the Body (Eithu): 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.

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    Shapechanging (Puck): 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.

    Spawned in Darkness (Bogeys, Haunts): Once per day, these fae can

    vomit up a cloud of foul, inky blackness. More talented fae 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 fae, however, can see normally, and can use the cloud to covertheir activities.

    Spin the Wheel (Eithu, Seleni): Lucky, lucky fae! They may reroll any

    roll once per game.

    Spirit Pathways (Eithu): 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.

    Spirit Speech (Eithu): 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).

    Squirm (Haunts): 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.

    Titan's Power (Giants): 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).

    Twinkling of an Eye (Brownies, Eithu, Haunts, Kobolds): 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 foranyone 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.

    Wisdom of the Ages (Haunts, Seleni): These fae 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.

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    Flaws

    Abandonment (Kobolds): 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.

    Animal Mind (Pucks, Seleni, Skinchangers): If one of these fae 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.

    Bad Attitude (Bogeys): No one likes a bogey, not even other bogeys.

    Some Danan try to ostracize and kill redcaps just on general principles.

    As part of this stigma, they suffer a +2 difficulty for any roll involving asocial situation other than browbeating.

    Bad Nappers (Brownies): Bad brownies love to kidnap children, reveling

    in the mayhem and commotion that i t causes. If they have an

    opportunity to steal a child they must make a successful Willpower roll

    (difficulty 8) to resist.

    Banality's Curse (Danan, Merfolk): 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.

    Bond of Duty (Giants): 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.

    Call of the Needy (Brownies): 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.

    Callousness (Bogeys, Haunts): These fae 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.

    Chatterbox (Seleni): 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

    nonstop chatter has a tendency to let important secrets come flooding out

    at the worst of times.

    Counting (Brownies): 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.

    Cruel (Bogeys, Merfolk, Skinchangers): These fae 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 fae wishes to leave someone they

    are hunting or fighting alive they must make a Willpower roll (difficulty

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    6+ depending on the situation). They also suffer a +1 to the difficulty of

    all Empathy based rolls.

    Curse of Silence (Haunts): 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.

    Curse of the Weaver (Haunts): Any time this haunt is bound they lose

    1 Health Level an hour until they are set free. In addition if they are

    confined they will go mad, screeching and writhing and taking a Health

    Level a day until they are set free.

    Decay (Bogeys, Haunts): Some fae 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.

    Destructive Flaw (Kobolds): 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.

    Diamond Heart (Danan, Merfolk): It is said that these fae 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 too hard and distant to be true

    friends.

    Dumb as Rocks (Bogeys, Giants): When creating this character 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.

    Face in the Water (Danan): 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).

    Flame of Anger (Brownies): 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 thebrownie 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.

    Flaws (Kobolds): 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.

    Holy Ban (Bogeys, Brownies, Danan, Eithu, Giants, Haunts, Kobolds,

    Pucks, Seleni, Skinchangers): Because of their binding in the dreaming

    with evil forces (or holy forces in some cases) no fae with this frailty may

    use her birthrights against someone wearing a particular item or color.

    This is most commonly any holy symbol (cross, Star of David, etc), but

    some fae also have the reaction to those wearing basic colors - such as

    red, green, or blue. The fae may use arts or physical means (minus anybirthright bonuses) to attack the person, but may never attempt to

    remove the item.

    Hothead (Giants): 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.

    Kiss of Winter (Seleni): Seleni who suffer a chimerical death

    automatically age to their next seeming. Additionally anytime the

    character gains a permanent point of banali ty they must succeed in a

    Glamour roll (difficulty is current Banality), or pass into the next

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    seeming. If they are already a grump and they age, they die.

    Kleptomania (Brownies, Kobolds): If these fae 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).

    Lies (Pucks): 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 aWillpower roll (difficulty 8).

    Longing of Freedom (Skinchangers): 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.

    Longing of the Wild (Merfolk, Skinchangers): These fae 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.

    Lure of the Story (Eithu): Eithu so love stories and riddles that they risk

    losing themselves in them. Once caught by a story or involved in anenigma the Eithu must make a Willpower roll (difficulty 8) to resist

    staying with it, no matter what else may be going on.

    Maenad's Madness (Seleni, Skinchangers): Born of animal instincts

    these fae are vulnerable to fits of violence. When something occurs to

    trigger the fae'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 fr iend

    from foe while in this state. To resist the frenzy requires a Willpower roll

    (diff 8).

    Mouthy (Eithu): Eithu rarely take things too seriously, particularly if

    they are supposed to be polite and reverent. The difficulty for al l

    Etiquette rol ls or similar tests is raised by 2.

    Omens (Eithu, Haunts): The closeness of these fae 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.

    Passion's Curse (Merfolk, Seleni): These fae 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.

    Pranks (Brownies, Pucks): These fae love to make a particular person

    the subject of pranks that range from irritating to fatal. A fae with this

    flaw will constantly pull minor pranks on everyone about, even if it might

    be inconvenient or dangerous. If, however, someone raises the fae's ire

    the fae must make a Willpower roll (difficulty 8) to keep from pulling

    increasingly dangerous and harmful pranks on that poor soul. The angerwill last one full moon, or until restitution is made.

    Pride of Place (Danan, Merfolk): To avoid a fight after being insulted,

    the fae must make a Willpower roll (difficulty 8). Their temper and their

    pride will not let them take lip from those who should respect them.

    Rebound (Bogeys): 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.

    Recklessness (Eithu): Confidence and curiosity are inborn traits. Eithu

    cannot resist a challenge, gamble or quest if there's a way to come out of

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    it alive. They're not stupid -- they won't take on suicide missions -- but

    they do believe they can make it through any hardship.

    Ring of Truth (Danan): 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).

    Snare of the Hunter (Pucks): 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 themfrom reverting to their human form or using any Arts to escape or elude

    their pursuer.

    Terror (Bogeys): 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.

    The Hunt (Bogeys, Pucks, Skinchangers): The age old feuds between

    these unseelie fae and the seelie court runs in the blood. Any seelie

    seeing the fae for what they are must score at least three successes on a

    Willpower roll (difficulty 9) will attack them on sight.

    Tippling (Brownies, Kobolds): These fae have a terrible time resistingalcohol, 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 fae must make a Willpower roll

    (difficulty 8) when they drink to avoid picking a fight with the nearest

    person.

    Weakness of Will (Pucks): 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.

    Weight of Stone (Giants): 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.

    Wounds (Merfolk, Seleni): These fae were not made to walk in the

    places of man. Whether 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 l imp, 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.

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