Changeling/Theme/Kiths

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Published Kiths
Antiquarian
A collection of secrets, many held their Master's weakness in Arcadia.

Book & Page: Chronicles of Darkness: Dark Eras 2, p 69

Kith Blessing: Antiquarians receive an exceptional success with three successes using Empathy in uncovering secrets. May uncover secrets with a Glamour expenditure and roll once per week (HR'd).

Active PCs:

none

Artist
The artisans and artists of Arcadia, as much their creations as the things they create. Due to their durances, they tend to be highly protective of the works they create, preferring to keep them away from the public eye until perfected.

Book & Page: Changeling: The Lost, pp 51-52

Kith Blessing: Artists receive an exceptional success with three successes when rolling either crafts or expression with a specialty. May gain a bonus to creating art using a specialty in either crafts or expression.

Active PCs:

none

Bright One
Pent up passions created the Bright Ones. Typically lured to Arcadia through subtle influence and their own drives and motivations, their durance was one of profound suffering. Forestalled pleasure, denied relief, and unexpressed anguish.

Book & Page: Changeling: The Lost, pg 52

Kith Blessing: Bright Ones receive an exceptional success with three successes when using Socialize to be the center of attention. Bright Ones may use their inner light to induce penalties and cause damage to their enemies due to their blinding brightness.

Active PCs:

Chatelaine
Chatelaine served the Gentry in Arcadia, and tend to have been servants before they were taken. A butler, a maid, a secretary, a trusted courier, even a dedicated fast food worker all make excellent candidates for this Kith.

Book & Page: Changeling: The Lost, pp 52-53

Kith Blessing: Chatelaines receive an exceptional success with three successes when rolling empathy to deduce a subject's immediate desires. May roll Manipulation+Socialize to use one other character's social merits for a scene.

Active PCs:

Chimera
Stitched together from pieces of Arcadia's Beasts, the Chimera often carries Goblin parts woven into her body.

Book & Page: Chronicles of Darkness: Dark Eras 2, p 69-70

Kith Blessing: Chimeras receive an exceptional success with three successes using Subterfuge in uncovering trickery either written or spoken. They take reduced Goblin Debt from using Goblin Contracts.

Active PCs:

none

Dryad
Woodborn creatures, escaped from Arcadia's gardens.

Book & Page: Chronicles of Darkness: Dark Eras 2, p 70

Kith Blessing: Dryads receive an exceptional success with three successes using Survival in wooded areas, including wooded areas of the Hedge. May hide behind any tree or large foliage even if it would normally not obscure her.

Active PCs:

Gristlegrinder
Cannibals, cooks, enforcers, and garbage disposals; Gristlegrinders could be any or all of these things at once. Few are the Gristlegrinders who have never feasted on the flesh of their fellow Changelings either during their Durance or since. As such, they are viewed with some suspicion by many Lost.

Book & Page: Changeling: The Lost, pg 53

Kith Blessing: Gristlegrinders receive an exceptional success with three successes when rolling to grapple someone with the intention of eating them. Gristlegrinders can inflict lethal damage with their bite attacks without needing to grapple first. Additionally, they can swallow beings smaller than them whole.

Active PCs:

Helldiver
Helldivers lived their lives with a paradox of freedom and slavery. Unlike most, they were able to travel out of Arcadia, even into other realms of existence. They were forever tethered to their Keepers, however, and could literally be yanked back to face their Keepers whenever they liked. Freedom could only be found by severing the cord that tied them to their Keeper, a dangerous and painful proposition indeed.

Book & Page: Changeling: The Lost, pp 53-54

Kith Blessing: Helldivers receive an exceptional success with three successes when rolling Larceny in any realm but Ironside. May become incorporeal, pass through gates to other realms, see and interact with incorporeal beings, among other useful things.

Active PCs:

Hunterheart
Gentry cannot reshape animals, for whatever reason. So they reshape humans to become animals instead. Their durances were ones of predation and wild abandon, stalking the forests of Arcadia to bring swift and sudden punishment to those who linger there.

Book & Page: Changeling: The Lost, pp 54-55

Kith Blessing: Hunterhearts receive an exceptional success with three successes when rolling either survival or investigation to track creatures of Faerie. May cause fright in another creature, rooting it in place. If they attack the frightened creature, their unarmed attacks do lethal damage.

Active PCs:

Leechfinger
Leechfingers are as close to Vampires as the Lost can ever become. While they may not draw blood from the necks of a tightly bodiced heroine while brooding like some Byronic anti-hero, they can and do sustain their health via draining the health of others. Their ability to draw life force from others at will makes them a focus of suspicion from some Changelings.

Book & Page: Changeling: The Lost, pp 55

Kith Blessing: Leechfingers receive an exceptional success with three successes when rolling Medicine to diagnose a patient. They may drain health from a target to downgrade their own damage, moreso if the target is a changeling.

Active PCs:

Mirrorskin
In Arcadia, the Mirrorskins were protean things, able to become and unbecome objects and individuals seemingly at will. In the realm of Arcadia where creatures are only what their Keeper made them, this is a fantastic advantage. Most won their escape by simply looking like whatever belonged in whatever place they were passing through, walking right past the pickets and patrols intended to stop just such an escape.

Book & Page: Changeling: The Lost, pp 55-56

Kith Blessing: Mirrorskins receive an exceptional success with three successes when rolling their stealth while in disguise. They may also mold their masks and miens to adopt various features of people they've seen in person or in pictures.

Active PCs:

Muse
Muses exist to inspire humanity, if only so the Gentry can predate upon them.

Book & Page: Chronicles of Darkness: Dark Eras 2, p 70

Kith Blessing: Muses may act once per day as though their Goodwill or Mantle is one dot higher than it is. May inspire humans to create beautiful works.

Active PCs:

Nightsinger
Composers and performers, the Nightsingers created beautiful music during their durance. The music of Faerie is inscrutable and indescribable, able to bringing the Gentry and Changelings alike to the edge of bedlam with its beauty, exquisite pain, or unflinching truth. Having escaped, these heights of creation are now beyond their ability to replicate, though Nightsingers often chase such perfection even so.

Book & Page: Changeling: The Lost, pp 56-57

Kith Blessing: Nightsingers receive an exceptional success with three successes when rolling their Expression to compose or perform music. In addition, they are able to give people the Swooned condition with the power of their enchanting voices.

Active PCs:

Notary
If the Declaration of Independence got up and walked out of the Library of Congress, it would be a Notary. They are ink wells and parchments, the living stuff onto which the Gentry carved and kept the record of their Oaths. As such, an escaped Notary is guaranteed to be pursued by its Keeper and hounded endlessly.

Book & Page: Changeling: The Lost, pp 57

Kith Blessing: Notaries receive an exceptional success with three successes when rolling Politics to negotiate, read, or interpret a Fae pledge. Notaries can negate having to spend glamour to form a pledge they are a party to creating, and can thereafter perfectly recite the pledge even if they themselves didn't swear it.

Active PCs:

none

Nymph
Nymphs are the classical mermaids, with gills and a tail.

Book & Page: Chronicles of Darkness: Dark Eras 2, p 70

Kith Blessing: Nymphs receive an exceptional success with three successes using Athletics while swimming. May spend Glamour to gain gills and a tail; may breathe water or air regardless of gill status.

Active PCs:

none

Playmate
Typically, Playmates are abandoned rather than finding the initiative to escape on their own. They were dolls, pets, toys, and distractions for the enigmatic whims of the fae. Until, one day, their Keepers grew tired of the familiar and tossed them aside to be discarded and forgotten.

Book & Page: Changeling: The Lost, pp 57-58

Kith Blessing: Playmates receive an exceptional success with three successes when rolling Persuasion to make someone like them or their friends. Playmates can heal bashing and lethal damage by taking mild or severe clarity damage themselves.

Active PCs:

Snowskin
The sad truth is that most Snowskins are cold, arguably unfeeling, and undeniably selfish. They escaped Arcadia by putting their needs first over all others and surviving in some of the coldest, bleakest, most desolate and hostile reaches of Arcadia imaginable.

Book & Page: Changeling: The Lost, pp 58-59

Kith Blessing: Snowskins receive an exceptional success with three successes when rolling Subterfuge to hide their emotions. Snowskins can rebuke another, giving them the Shaken condition and shutting them out of changeling society until the condition is resolved.

Active PCs:

Custom Kiths
Draconic
Dragons are terrible, powerful, and above all, frightening, and therefore make excellent tools for the Fae. A Keeper might shape their fiercest Ogre with the scales of a dragon and horns to boot, or they might bless their favorite elemental warrior with the breath of a dragon. And of course, who would think of a dragon without wondering about their hoards?

Kith Blessing: When the Draconic uses the Intimidation skill to threaten someone who is attempting to steal or has stolen from them, they achieve an exceptional success with 3 successes.

The Dragon's Hoard: Draconic changelings experience shards of the legendary greed of dragons and it is reflected in the personal collections they keep. But no Dragon would be caught without the best finery and so they can spend a point of glamour to gain bonus dice equal to their Wyrd rating (Max +5) to social rolls where displays of wealth and riches would be beneficial. Their clothing suddenly appears much more luxe, rings manifest on his hands...

Innovator
Innovators are dreams of possibility, of what tomorrow will bring. Their Keepers lusted after all that was better, faster, stronger. But their value was always tied up in what they could produce and how much it could please, with no consideration for their personhood. Due to this, many Innovators are infused with technology, which may or may not be functional.

Kith Blessing: 'When the Innovator uses Crafts to build, modify, or Jury-Rig an object or device, achieving three successes counts as an exceptional success.

Trailblazer's Glory: Once per scene, by spending a point of Glamour and rolling Intelligence + Occult, the Innovator may gain the 9-again quality to operate an object or device which they have built, modified, or Jury-Rigged (this includes using the Wizened Blessing) for its intended purpose for the rest of the scene. If the Innovator uses the object or device for a different purpose than it was made for, this blessing immediately ends. For example, the Innovator can use Trailblazer's Glory on a chainsaw and gain the 9-again quality for cutting through wood, but if the chainsaw is used as a weapon, the effect ends. If the object would normally have the 9-again quality, this power grants the 8-again quality instead.

Active PCs:

none

Hardflesh
The tin men and manikins of Arcadia are sometimes made of harder stuff than skin and flesh.

Kith Blessing: Choose either Athletics or Survival at chargen, this may not later be changed. When the Hardened uses the chosen Skill for feats of endurance or resilience; achieving three successes counts as an exceptional success.

Unbreakable: The flesh of the Hardened has been transmuted into a durable material, such as metal or stone. The changeling makes a Stamina + [Athletics or Survival as chosen above] roll to defensively stiffen his flesh for a scene. While this blessing is in effect, if the Hardened suffers Arm Wrack or Leg Wrack Tilts he may spend 1 Glamour as an instant action, ending the Tilt immediately.

Active PCs:

none

Sentinel
The Keepers have many great treasures in their vaults - glittering harps which play of their own accord, mystical swords destined to forge great and terrible destinies for their wielders… not to mention their many beloved (or at least jealously coveted) pets and slaves. Sentinels were those servants set to watch for intruders - or escapees.

Kith Blessing: Choose Survival or Investigation at chargen; you may not change this later. When tracking a subject with this skill, three successes counts as an Exceptional Success.

Gimlet Eye: After spending a point of Glamour as a reflexive action, the Sentinel may negate up to her Wyrd in environmental penalties to perception rolls. The Gimlet's Eye provides for a Clash of Wills with any powers which levy penalties to perception rolls, such as Contracts or Devotions. Despite the name, this blessing applies to perception rolls involving any of the senses.

Truebalm
She doesn’t have a plaque at her door or a diploma, but she’s the one that the Crowns drag people to when long trips down Dreaming Roads or excursions into the Thorns leave them tattered mentally as well as physically. She rarely leaves the Freehold, curled up patiently by the throne, patient as the old dog whose sad eyes she wears. If she left, who would look after the newly returned? Who would pull the Playmate out of her fugue when she loses herself in healing others? Freedom is knowing your own mind, and no one is freer in this sense, or so they believe, than Truebalms.

Kith Blessing: When assessing someone’s mental state, a Truebalm counts three successes on an Empathy roll as an Exceptional Success. This is primarily used for determining whether or not the subject is affected by any mental Conditions (positive or negative).

Share the Load: A Truebalm may subsume a target’s mental Conditions or Clarity damage and absorb them as physical damage. This permits her to remove a Condition that is not Persistent (such as Guilty, Swooning or Shaken) or alleviate a Persistent condition (such as Obsession or Broken) for a day. By laying a hand on a target and speaking to her calmly – whether or not the target can actually hear her – the Truebalm rolls Wits + Medicine + Wyrd, spends a Glamour, and consumes the condition as 2 Bashing damage. She may also subsume Clarity damage, trading 1 mild Clarity damage for one bashing damage, and one severe Clarity damage for one lethal damage. This damage may be healed by magical means.

If the target has more than one mental Condition, the Truebalm may alleviate more than one condition in a roll but takes damage for each Condition she alleviates or removes. This may apply to Conditions whether they are detrimental to a character or not – if a Fae Inspires you, are you truly free of their touch?

Active PCs:

Gargantuan
Many Arcadian realms are places of tremendous scale, and the Gargantuan once towered over great forests, and roamed mountain spires with as little effort as one might pace the aisles of their local grocery store. Though their masks and miens come in a wide variety of sizes and shapes, many still remember what it was like to possess great strength and size, and struggle to re-adjust to a modern life built for tiny, fragile things.

Kith Blessing: Achieve exceptional success on three successes instead of five when using Brawl or Weaponry (selected at CharGen) to destroy objects.

Spurious Stature: The Gargantuan can grow to colossal size! In exchange for a point of glamour, they add their Wyrd to their size for the rest of the scene up to a maximum of +5. This confers a size bonus to temporary health dots, but returning to their normal size is painful, and the Changeling takes one point of lethal damage during the transition back to their normal size. Note: We follow the Hulk Modesty Clause vis-a-vis your clothing staying on, but anything which grants any kind of bonus would have to be a Token or other special item which has its own powers to change size -- so armor or weaponry would need to be Tokens or other special items which are activated to change size, or the Gargantuan would need different weapons and armor for their larger size.

Active PCs:

Gravewight
Even -- and sometimes especially -- in Arcadia someone must tend to the dead. Gravewights are the Changelings that drew that unfortunate straw, and were changed by their morbid task. Often cold, glassy-eyed, and bearing a striking resemblance to the charges they once ferried, the Gravewight now draws comfort from consorting with their fellow dead - both restless and in repose.

Kith Blessing: The Gravewight gains exceptional success on three successes instead of five while using Medicine or Occult checks (selected at CharGen) to glean information about the dead and soon-to-be.

Charnel Sight: For one point of Glamour, the changeling can see and hear ghosts for the rest of the scene. The power doesn’t extend to any other invisible beings that may or may not be present, and doesn’t allow the changeling to touch the ghost or compel it to answer her unless the ghost chooses to allow that.


Active PCs:

none