ST NOTE: The Dual
Kith merit no longer exists in 2nd Ed.
Mirrorskin
Officer,
I'm so glad to see you, but how did you get in here? I just called the police
station after I locked the burglar in this room. Wait, where is she? Sir, the
door was open when I got here, she must have escaped, I should check outside
for her. For your safety, I need to ask you to wait here.
Mirrorskins are premier disguise artists and Gentry make full
use of this ability. Some Keepers use Mirrorskins as spies and infiltrators,
but at least as many use them for entertainment, including a few Keepers who
only have a single changeling who they order to take on the appearance of dozens
of different individuals, providing them with the illusion of a vast retinue.
Most Mirrorskins were natural mimics before their Durance. Some were actors
other con artists but all had at least some understanding of stepping into
another's skin.
• Darkling: When not disguised, the changeling looks
partially formed, with inhumanly indistinct features and pale grey skin.
• Fairest: When not disguised, his appearance becomes a
generally attractive melding of the features of everyone around him. If he is
with a single person, he appears pleasantly similar to that person.
• Elemental: No one has ever seen her “real face” but you can
tell who she is by the shrill voice. When she gets excited her skin ripples
like quicksilver and her eyes glimmer like mirrors.
Blessing: When using
Stealth while in disguise, the Mirrorskin achieves an exceptional success on
three successes instead of five. A Mirrorskin may mould and shape herself like
putty, making an entirely new face out of composites seen in people she has met
or photos. Spend a point of Glamour and make a reflexive Wits+Subterfuge+Wyrd.
The Changeling does not suffer penalties for lacking equipment, and the power
changes both her Mask and Mein, so that anyone trying to penetrate her disguise
will see another layer of disguise underneath. Supernatural abilities that
would pierce her deception force a Clash of Wills.
Moonborn
Lunacy is
not an affliction so much as a state. Think of it like water in a bottle that
has too much pressure, its cold enough to freeze, but it doesn’t have the space
to expand. Open that bottle up, or even mix the molecules and you initiate the
change. Potential my friend, everyone has the potential for lunacy, you just
need to know how to mix the molecules properly.
The Moonborn shift mood and personality with the waxing and
waning of the moon. She is often described as mad due to these cyclic moods and
the erratic behavior that accompanies them. The Moonborn is crafted of the
moon, set into the sky to mimic the night for the Gentry. Her Durance was
simple, yet not at all peaceful, as she was forced to act out scenes witnessed
by the night sky for her fickle master.
• Elemental: Moonlight exudes from the character, making it
hard to distinguish where she beings and where the light ends.
• Fairest: The changeling is surrounded by moonbeams that
glisten and trick the eye.
Blessing: When using
Occult to understand an Ephemeral entity, the Moonborn gains an exceptional
success on three successes instead of five. Spend a Glamour, the Moonborn can
touch another person and inflict her with one of the following Conditions: Atavism, Awestruck, Delusion or Madness. If the person he is touching
does not want the contact, he must succeed on a touch attack to affect his
victim. This Condition lasts for a single lunar cycle, or until resolved.
Nightsinger
You sir, in
the back, I believe you yelled "rap sucks". I didn't come here to
perform vapid pop music and tonight is an open mike night. I'm going to be up
here for the next 10 minutes, whether you like it or not. However, in honour of
you I'll change up my style a bit and play something that may teach you a thing
or two…
Some nightsingers
spent their Durance playing frightful melodies in haunted realms. Others
accompanied bands of warriors, using their music to distract, weaken, or
ensorcel enemies. Before their Durance, nightsingers loved music, and most
preferred disturbing songs about despair or happy pop songs about mass
murder.
• Beast: He resembles a humanoid songbird, but the colour of
his feathers is black and his eyes are blood red.
• Fairest: With his strong arms, exquisite voice and long
fingers he's a living archetypes of what an attractive musician should look
like, except for his black featureless eyes and pointed teeth.
Blessing: When the
Nightsinger uses Expression to sing or compose a piece of music, she achieves
an exceptional success on three successes instead of five. Spend a point of
Glamour and roll Presence+Expression+Wyrd as an instant action to perform,
contested by anyone who hears the Nightsingers unearthly song with Composure+
Supernatural Tolerance. Anyone who fails gains the Swooned condition and is
rooted on the spot for as long as the Nightsinger continues to sing. Any
attempt to jar the victim out of it, short of an opposing power, attacking them
or physically removing them will fail.
Notary
"You
do understand that when you agreed to bind your children and your children’s
children to that Other unto the seventh generation that they were being
savagely literal, yes? There's no exaggeration with the Gentry. No, stop
crying, I'll help you figure this out."
Not all pledges are signed on paper or carved into stone.
Some are literally living documents. Notaries are changelings who were taken to
solidify pledges between two or more True Fae. The agreement is written in
their blood, etched across their skin, and imprinted on their soul. They are
both witness and pledge, and they are kept under close supervision by their
Keeper lest their pledge vanish into the thorns.
• Elemental: Covered in tattoos, these are actually tiny
vines spelling out complex legal terms and burrowing into the skin with
Arcadian thorns.
• Wizened: Their skin is cracked and yellow like old
parchment. Smelling of dust and ink, when she speaks it is always in a soft
pedantic correction for some ill-thought out point of legal minutiae.
Blessing: when using
Politics to negotiate, reed or interpret a Faerie pledge, the Notary achieves
an exceptional success on three successes. Once per chapter a Notary can
completely negate the need for Glamour in a pledge as long as she is involved in
the creation, without a roll. Thereafter, the Notary can perfectly recite a
pledge so long as it lasts.
Playmate
I wouldn’t
call him selfless or altruistic. Sure, he’s there to help, but he gets a
certain satisfaction out of being the one to always help, the one to always
make the difference between success and failure. Don’t think he’s doing it for
you, because he’s not, he doesn’t help unless he also has something to gain
from your success.
The concept of friendship, boredom, and entertainment are
completely lost on the True Fae. One may feel these emotions on some basic
level, but never for long. If ever a Gentry desires a companion, she simply
makes one, and if ever she gets bored of said companion, she casts him aside. A
playmate lives such a life, created to fulfill a desire for base entertainment
for a short time, forced to interact with his master until she grew bored.
• Ogre: The changeling is big and green, like an oversized
army figure.
• Wizened: He is made up of parts of toy dolls. His skin is
made of plastic and his hair is woven yarn.
• Beast: Plush skin hidden under a fleece like fur.
Heart-meltingly cute.
Blessing: When the
Playmate uses Persuasion to cause someone to like her, an exceptional success
is achieved on three successes. The Playmate may touch an ally and spend a
Glamour to heal any number of Bashing or Lethal damage as an instant action.
The Playmate suffers a number of mild clarity damage equal to the number of Bashing
healed and a number of Severe Clarity damage equal to the number of Lethal
healed, resolve mild damage first. The Playmate cannot heal more damage than
they have clean Clarity Health boxes.
Razorhand
You made
me; you gave me my shiny claws and forced me to kill. Now these same claws are
going to taste your perfect blood.
A Keeper creates a razorhand to be a killer. Some Gentry
wanted a bodyguard who could swiftly dispatch any threat, others desired an
assassin able to slay his victims with a single blow but all wished to create
exceptionally deadly changelings. Their Keeper made the changeling's body into
a living weapon. While some embrace pacifism after their escape, in Arcadia,
their Keepers forced razorhands to murder dozens of changelings and to also
eliminate their enemies among the Gentry. Regardless of their Seeming, all
razorhands look deadly and have blades, claws, or perhaps shards of crimson
glass attached to their hands or fingers.
• Beast: A sleek and predatory carnivore with short fur,
sharp fangs, and exceptionally long claws.
• Darkling: A sharp-faced furtive-looking individual with
pointed teeth, exaggerated features, and long fingers. Each hand has a sixth
finger normally kept folded against the palm. This finger is a shining blade of
pale bone.
Blessing: When using
Weaponry to inflict a Tilt with a knife, the Razorhand achieves an exceptional
success on three successes instead of five. Spend a point of Glamour, for the
turn the Razorhands unarmed attacks cause Lethal damage (or an additional level
of damage if they already cause Lethal damage), even to creatures which
normally take bashing from lethal wounds (like Vampires). The Razorhand can
also cause her next successful attack in this turn to automatically inflict one
of the following Tilts: Arm Wrack, Blinded, Deafened, or Leg Wrack.
Render
One time I
saw her cut through a steel door like it was warm butter, with just her hands.
This stuff wasn’t aluminium like you see on houses either, it was that high
grade military stuff.
A render is capable of ripping a tree apart with her bare
hands, or just as easily pulling down a building or shattering a retaining
wall. She is not just brute strength, but employs wicked talons to aid her in
her destruction. The render is created to destroy, usually by Gentry who can’t
be bothered to create actual devices such as a wrecking ball or battering ram.
She functions as a dispensable shock troop and was rarely expected to survive
first contact with a mission, and if she did, she had the reward of being
employed in new and dangerous ways.
• Beast: She looks like a large gorilla with overly developed
muscular arms and legs and long sharp nails protruding from her fingers.
• Elemental: The changeling is made of stone with large metal
blades at the ends of her fingers.
Blessing: When using
Crafts to break an object, an exceptional success requires only three successes
instead of five. Spend a Glamour, for the duration of the scene the Render
ignores durability of an object and she ignores armour in any unarmed or
Weaponry attacks she makes, up to half her Wyrd.
Shadowsoul
It was like
I’d forgotten that Nathalie was in the room. I remember the lights flicking off
and feeling very alone, even with her hand in mine. It wasn’t long before I
started thinking of the room as empty: empty of Natalie, empty of me.
The Shadowsoul is the almost-familiar figure in a
photograph’s negative. She’s after-images that remain when the light goes out
in a crowded room. She was created by luminous Others whose brilliance peeled
the shadow from her body, or tenebrous Others who wove wriggling shades between
the living fibers of muscle. Shadowsouls are a kith of nighttime greyscales,
whispered names, and secretive eyes.
• Darkling: Bright, yellow eyes set in silhouettes with
indistinct edges and proportions just askew from human.
• Fairest: Stark black and white figures cast in
cinema-perfect chiaroscuro. Film noir come to life.
• Ogre: Narrow and lanky-limbed creatures with monstrous
shadows that rarely behave.
Blessing: When using
stealth to remain hidden, the Shadowsoul achieves an exceptional success on
three successes instead of five. Once per turn, Spend a Glamour while unseen to
step from one shadow into another. Both the entry and exit shadow must be
visible, match or exceed the Shadowsoul’s Size and be no farther away than she
can run in a turn. Travel is instantaneous and reflexive. The Shadowsoul can
bring anyone she is touching through the shadow step with her by spending an
additional Glamour per person, the exit shadow must be larger than the combined
size of all travellers.
Skitterskulk
“We got the
creep cornered in the alley around… How the hell did he get up there? You
telling me he somehow climbed that wall?”
The Wild Hunts are always in need of fresh quarry and many
Lost spent their Durance trying to stay one step ahead of terrible, inhuman
trackers. Those changelings who used the erratic, alien terrain to their
advantage were made into Skitterskulks. Scaling mountains of jagged crystal
shards, crawling through thickets of twisted plastic tubing, scrambling up
towers of gnarled rusted girders, these changelings forced themselves to
navigate obstacles and hazards even the True Fae avoid.
• Beast: Glittering multifaceted eyes, fingers that bend in
too many places, and flesh that has edges at the joints.
• Wizened: Shriveled limbs barely visible beneath a skirt
composed of millions of spindly silver legs.
Blessing: When
fleeing in a Chase using Athletics, the Skitterskulk achieves an exceptional
success on three successes instead of five. Spend a Glamour, the Skitterskulk
triples her Defense when dodging (instead of doubling it), and adds her Wyrd to
any reflexive Wits + Composure rolls to avoid being ambushed for the scene.
While this ability is active she can climb any surface, no matter how sheer.
Smith
I know it
looks bad, but there's really not much wrong with it. I'll have your delivery
van working in a couple of minutes; you'll definitely be able to deliver all
those holiday meals on time.
The Gentry create smiths to work. Many spent their entire
Durance within a dozen meters of their forges. Some Gentry look for people who
enjoy making things and working with their hands and fashion these people into
smiths who exist to create for beings devoid of creativity. Some smiths spend
their Durance forging weapons and armour, others create exotic wonders like
wings that allow the wearer to fly or chariots that can travel across any
terrain, including water, or even clouds.
• Fairest: This strong and muscular changeling has clearly
been shaped by her craft, but in ways that make her appear both powerful and
wise. Her bronze fingernails and shining metal hair give further evidence of
her past.
• Ogre: His flesh bears marks that make it appear to have
been forged and hammered into shape, and his hair is permanently singed and
smells of smoke and metal.
Blessing: When using
Crafts to build or repair objects, this does not include fine art or anything
that does not serve a practical function, the Smith achieves an exceptional
success on three successes instead of five. By spending a point of Glamour, he
can repair, modify, or sabotage any object with inhuman speed. If the repair or
alteration would require an extended action, he makes rolls on the extended
task once a turn.
Snowskin
He gave the
man an impassive look. Though he stood a good three inches shorter, he held
himself with an air of authority. “I’d leave now before things get rough for
you here.” The power of cold assurance resonated within his words..
With pallid skin and an aura of cold that seems to follow her
everywhere, a snowskin finds it hard to relate with other changelings. While a
snowskin is adept at projecting a cool and uncaring mask when necessary, she
still has enough humanity to feel all manner of emotions. A snowskins is made
of ice or snow, crafted to serve within the coldest places in Arcadia. She was
a servant in an ice palace in which even the warmth of human breath might
destabilize the structure. She might have simply been an icy ornament created
simply to serve an aesthetic purpose.
• Darkling: Her skin is dark and covered in a sheet of black
ice, her hair and nails are long icicles.
• Fairest: She is made of glittering ice, translucent and
beautiful as it catches the light.
Blessing: When a
Snowskin uses Subterfuge to hide her feelings from others, she gains an
exceptional success on three successes. When a Snowskin attempts to shut down
another in public, spend a Glamour and roll Presence+Intimidation+Wyrd
contested by the targets Composure+Supernatural Tolerance. If the Snowskin
succeeds her target gains the Shaken
Condition and suffers a -2 to all rolls involving other Changelings until the
condition is resolved, as the Snowskins contempt freezes them out of society.
Soldier
Maybe they
thought Iris would be less dangerous without her gun. Maybe they thought the
knife was for show, or they didn’t notice how bruised her knuckles were.
Anyway, that’s three goons that’ll have a story to tell when the doctors unwire
their jaws.
To the Others, war is a pastime. They wage terrible games on
themselves or imaginary foes, but the Keepers are armchair players, at best.
It’s the pieces on the board that stand knee-deep in bloody mud and fire
gossamer bullets into their fellow captives. These deadly mock-battlefields
make soldiers out of drafted changelings. The horrors of war are the rules by
which these changelings are forced to play, and they are forced to play many
parts if they want to keep their own intact.
• Elemental: Toy soldiers made up of the flotsam of war:
barbed wire, shrapnel and blood. It’s hard to tell where weapon ends and
changeling begins.
• Fairest: Colourful anachronisms with gaudy, beautiful
uniforms and weapons that gleam like gold.
Blessing: In “Down
and Dirty” Combat using Weaponry, the Soldier achieves an exceptional success
on three successes instead of five. Once per Chapter Spend a Point of Glamour
as an instant action, the Soldier may exchange a number of dots in a Fighting
Style merit for another equal to his Wyrd. The Soldier does not need to meet
the prerequisites for the new Fighting style and the ability to use this new
Fighting style lasts for the remainder of the scene. If the Soldeir is capable
of spending more than one Glamour per round he may exchange additional dots of
a Fighting Style Merit on a one for one basis.
Tunnelgrub
Getting
through is the easy part. It’s holding my breath until I pop out of the toilet
on the other end that’s going to be tricky.
Locked away from the light and warmth of the sun, Tunnelgrubs
were those changelings who spent their durance beneath the surface of the
earth. Slinking along through echoing caverns, silent crypts, or slimy sewer
tunnels, they pulled, pushed, and slid their bodies through the dank Arcadian
underground. The vast weight of earth pressing down on them stretched them out,
crushed them flat, and made them malleable enough to wriggle and squirm through
the tiniest of spaces.
• Ogre: A vast bulk of rubbery flesh that bends and contorts,
flowing through cracks like black ooze.
• Wizened: A shrunken, coal dust covered figure, with long,
dragging arms and grasping fingers.
Blessing: When wrestling
for control of a Grapple with Brawl, the Tunnelgrub achieves an exceptional
success on three successes instead of five, one of her chosen manoeuvres must
be to break free of the Grapple if this ability is used. Spend a
point of Glamour to reduce her effective Size by his Wyrd until the end of the
scene for purposes of squeezing through narrow gaps or tight spaces.
Weisse Frau
Shhh. You
must be calm Adlai. There are those who would harm you rather than see you in
my master’s care. We just need to wait a little bit. Close your eyes and
remember the song we practiced. I’ll make sure no one follows.
The Weisse Frau are special among the captives of Faerie in
that they often serve their Keepers' interests on Earth. Their leashes are
short, but when an Other needs to assure the safety of a captive, there is no better
choice than the Weisse Frau. These are compassionate changelings whose desire
to protect is twisted into a tool of the Gentry. It’s when their Keepers push
that empathy too hard that they risk a Weisse Frau turning their considerable
will against the masters of the Hedge. And their wrath is fearsome to behold.
• Beast: Luminous antlers beaded with silver dew drops. The
build -- and teeth -- of a ferocious mother bear.
• Fairest: Gowns of icicle-gossamer with veils over faces
that, like the La Llorona, can never stop weeping.
Blessing: When using Empathy to console or reassure an
individual, the Weisse Frau achieves an exceptional success on three successes
instead of five. The Weisse Frau gains three dots in the Telekinesis Merit and
pays Glamour instead of Willpower to activate it, when using Telekinesis the
Weisse Frau adds her Wyrd to her effective strength or dice pool. The cost is
waved when Telekinesis is used to defend a child. Weisse Frau can benefit from
the all-out attack option when using Telekinesis.
Waterborn
It’s not
safe to play around the water’s edge, kid. Next time I might not be around to
grab you. It might be… something else.
Pitch black oceans that have never known light. Broad, swift
rivers that have no end. Wide, placid lakes covering green fields of water
weeds. Faerie has its bodies of water, strange and fantastic like the rest of
Arcadia. The changelings that became waterborn spent their durance in these
aquatic realms, serving strange, waterlogged Keepers.
• Elemental: Bones of driftwood and river stones, thick
braids of kelp slapping wetly against sea foam flesh.
• Ogre: Scaly green skin, catfish whiskers, and long, webbed
fingers for snatching children who venture too close to the river’s edge.
Blessing: When using
Athletics to wade or swim through a body of water, the Waterborn achieves an exceptional
success on three successes instead of five. The Waterborn can breathe freely
underwater. She gains the Psychometry Merit, treating any body of water (or a kilometre
in diameter per dot of Wyrd for bigger bodies of water) as if it were a single
item. Spend Glamour instead of Willpower to activate it.
Windwing
They gave
me a new freedom just to take it away. Nothing will take it from me again. I
will never be so close to the ground that jealous hands can take it.
Windwings are most often found in the habitats of Keepers
that don’t bother dividing the land and sky, or in realms with immeasurably
tall features. These changelings are hollowed out by their Keepers and
stretched thin. A painful process, but nothing compared to being earthbound by
the transition through the Hedge. Some Windwings regret escaping their masters,
but few who return find the skies of Arcadian as freeing as they remember.
• Beast: Agile, feathered and narrow, with scaled feet and
long noses or beaks. Graceful in a way few things will ever manage to be.
• Darkling: Leaf-nosed with red eyes and bat-like ears. They
have teeth too large and claws at the end of their wings.
• Elemental: Transparent except for the clouds beneath their
skin. Puffy and white when they’re pleased, but grey and stormy when they’re
not.
Blessing: When using
Athletics to maintain her balance, the Windwing achieves an exceptional success
on three successes instead of five. Spend a Glamour, the Windwing can fly at
twice his Speed for as many turns as she has dots in Stamina, but must spend a
turn without a movement action before she can fly again. During flight, she can
use his Defence against Firearms and add half her Wyrd to Defence. During the
time of this Flight, the Windwing can land and perch on anything capable of
holding a small child, regardless of her real weight.
Witchtooth
Young man,
if you don't stop trying to break into that shop, you will soon regret your
actions... My, isn't that a loud
alarm... Officer, the young man ran, or
rather stumbled that way, I doubt you'll have much trouble catching him.
Gentry seeking to create a Witchtooth typically find people
who are filled with anger at the injustice of their lives and an interest in
the occult. Most of these Gentry use the changeling as a tool against their
rivals. Other Gentry amuse themselves by ordering the Witchtooth to curse other
changelings. In Arcadia, a Witchtooth is feared by other changelings and
sometimes by other Gentry except her Keeper.
• Fairest: A beautiful and terrifying figure who would appear
utterly gorgeous, except for a few small features like featureless black eyes
or subtly pointed teeth.
• Ogre: A gnarled witch, who has horns, cloven hooves, bird
feet, or some other obvious animal feature.
Blessing: When using
Occult to understand Fae Magic, the Witchtooth achieves an exceptional success
on three successes instead of five. If he looks someone in the eye or points at
her and curses her, the Witchtooth can curse a person. Spend a Glamour and name
a specific action or Skill. Roll Wits + Occult, resisted by the opponent’s
Resolve. If successful, the next time the victim uses that action or Skill, she
loses dice equal to his Wyrd. If the action fails, the Witchtooth replenishes a
point of lost Willpower.
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