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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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