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Arcadian Sidhe
Autumn Sidhe
Boggan
Clurichaun
Eshu
Morganed
Nocker
Piskies
Pooka
Redcap
Satyr
Selkie
Slaugh
Swan Maiden
Troll
Witchel
Kith (Changeling Types)
Dragonkin
Imps
Renegade Cogs

THE KITH

A kith is one of several different types of kithain, analogous to the clans and tribes of other supernatural cultures. 

Kiths are aspects of humanity's dreams and nightmares that give the fae form. Multiple and multi-faceted, Kiths are found among faeries all over the world.

While the history of the Seelie and Unseelie courts, as well as their own oral traditions, suggest that kiths have always existed, other sources claim something different. They tell of an age where faerie kind was divided only into three groups and four courts, warring against each other in a war of seasons.

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This age ended in 1230, after which the fae began to mask themselves in mortal myths and tales, creating the modern kiths in an attempt to adapt to a world where the Mists they themselves had created became increasingly hostile. 

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APPEARANCE: The entries describing the individual kith refer to their CHIMERICAL or FAE MEIN, this is only noticeable to the enchanted and changelings unless the kith invokes the WYRD, the fae mien becomes fully visible then.

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AFFINITY ARTS & REALMS: Changelings have always had Affinity Realms but only a suggestion of suitable Arts contained within the art description itself. It is well known that certain kith favour, or own certain arts. Like all other species in Nocturne we have decided to give kith their commonly used Arts as Affinities, this has the bonus of being cheaper to purchase for signature arts among the kith types. This should be looked upon as an upgrade, after all Affinity Arts are cheaper, and this brings Changelings in line with other species who have "Clan Disciplines" and "Tribe Gifts" and "Guild Arcanoi" and "Affinity Spheres"

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ARCADIAN SIDHE:

  • AFFINITY REALM : TIME

  • AFFINITY ARTS:  SOVEREIGN, CHRONOS, NAMING, CONTRACT, DRAGONS IRE

  • PROFILE: Epitomizing the beauty and grace of the “classic” faerie these aristocratic changelings exude an aura of authority and nobility regardless of their true status in Kithain society. The nobility, Lords and Ladies, elves, the Shining Host. The dream of all that is noble and honorable in leaders, but also the arrogance of many leaders. Recently arrived from Arcadia, these regal fae bring insight and authority from the Dreaming but struggle with the Autumn world.

  • APPEARANCE:  Sidhe resemble humans, but are more beautiful and flawless than any human could be. Their features are even and balanced, from their large eyes of striking colors like silver and amethyst to the tapered points of their ears. They stand tall and slender, their hair shining and silken, often brightly colored. They walk with grace and a noble bearing, and the golden bells of their laughter carry a hidden sadness that hints at the constant pain of being severed from the Dreaming. They dress, almost without exception, in the finest materials, or in chimerical gowns that defy the laws of physics.All Sidhe resemble Tolkienesque Elves.

  • BIRTHRIGHTS & FLAWS

BIRTH RIGHT: NOBLE BEARING

Sidhe carry a quiet dignity at all times. Cantrips designed to humiliate them or make them look foolish automatically fail (that does not prevent cantrips from harming them, of course, they just don’t lose their poise when it happens). Sidhe cannot botch rolls involving Politics and may add + 1 to any social rolls involving politics.

BIRTHRIGHT: NOBLE PRIVILIDGE

Arcadian Sidhe have more Affinity Arts available to them than commoner kith. The Sidhe were the ones to devise Sovereign, Contract, Naming, Chronos and Dragons Ire after all. The Arcadian Sidhe, unlike their earthly Autumn Sidhe cousins retain this advantage, this is the -true- advantage of Arcadian Sidhe, the advantage with Autumn Sidhe is their resilience to banality compared to their Arcadian cousins.

BIRTHRIGHT :​​UNEARTHLY BEAUTY 

Sidhe stand out in a crowd due to their beauty and regal bearing. Generally this beauty is noticeable even through their mortal seeming, but when the Sidhe spends a point of Glamour it can become overwhelming.

SYSTEM:

SPEND 1 Point Of Glamour (automatically activated if Wyrd is invoked)

Those who are within 2 x Sidhe's Glamor rank who have line of sight to the Sidhe must make a roll to avoid becoming awestruck.

ONLOOKER ROLL: Composure + Resolve

DIFFICULTY: 12+

FAILURE: the character can only stare in awestruck wonder at the Sidhe. This lasts for 1 turn per point of Sidhe Glamor, However this enchantment does not prevent characters defending themselves, nor does it make them receptive to views they don't already possesses. It can however act as a very effective distraction as all eyes will be on the Sidhe. Characters will have to first roll composure + resolve (difficulty 16+) to look away from the Sidhe to notice -subtle- things happening elsewhere in the scene.. however "loud" events such as explosions, gun shots, shouting or loud combat will of course draw attention away from the Sidhe. 

​ FLAW: CURSE OF BANALITY: 

While the commoner kiths have learned to make their peace with the mortal world and live within it, the Arcadian sidhe still live with their minds and hearts in the Dreaming. As such, they are even more susceptible to Banality. Each point of Banality a sidhe would receive becomes two.​​

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AUTUMN SIDHE:

  • AFFINITY REALM : FAE

  • AFFINITY ARTS:  CONTRACT, DRAGONS IRE, ONERIOMANCY,

  • PROFILE: Natural leaders who stayed behind when their cousins fled, and now occupy an uncomfortable place between the common folk and their Arcadian kin. While they are nobles like Arcadians, they tend to be less entitled and less likely to lord their positions over commoners, they are more the "Peoples Sidhe" While Arcadian Sidhe practice command and domination of the Fae, Autumn Sidhe tend to be the Noble Knight who defends his people and negotiates.

  • APPEARANCE: .Autumn sidhe have been changed by the act of taking on the Changeling Way. Not as flawless as Arcadian sidhe, these changelings instead embody the wild beauty of human complexity. Their features may be asymmetrical, their bodies of all types and sizes, their eyes all possible colors. Yet Autumns walk with the same noble bearing, their power apparent from the tips of their pointed ears to their impossibly graceful feet. Autumn sidhe dress as they like to fit their changeling lifestyle, always cutting a beautiful figure among the fae, a mixture of old-world beauty and stylish new evolution. All Sidhe resemble Tolkienesque Elves.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: NOBLE BEARING:

 Sidhe carry a quiet dignity at all times. Cantrips designed to humiliate them or make them look foolish automatically fail (that does not prevent cantrips from harming them, of course, they just don’t lose their poise when it happens). Sidhe cannot botch rolls involving Politics and may add + 1 to any social rolls involving politics.

​​BIRTHRIGHT: UNEARTHLY BEAUTY

Sidhe stand out in a crowd due to their beauty and regal bearing. Generally this beauty is noticeable even through their mortal seeming, but when the Sidhe spends a point of Glamour it can become overwhelming.

SYSTEM: 

SPEND 1 Point Of Glamour (automatically activated if Wyrd is invoked)

Those who are within 2 x Sidhe's Glamor rank who have line of sight to the Sidhe must make a roll to avoid becoming awestruck.

ONLOOKER ROLL: Composure + Resolve

DIFFICULTY: 12+

FAILURE: the character can only stare in awestruck wonder at the Sidhe. This lasts for 1 turn per point of Sidhe Glamor, However this enchantment does not prevent characters defending themselves, nor does it make them receptive to views they don't already possesses. It can however act as a very effective distraction as all eyes will be on the Sidhe. Characters will have to first roll composure + resolve (difficulty 16+) to look away from the Sidhe to notice -subtle- things happening elsewhere in the scene.. however "loud" events such as explosions, gun shots, shouting or loud combat will of course draw attention away from the Sidhe.

FLAW: ADORATION

 Autumn sidhe are better with mortals than their Arcadian cousins, but that carries problems of its own. Any time an Autumn sidhe successfully enchants  a mortal the mortal should make a roll.

SYSTEM: An enchanted mortal (only mortal) must roll Composure + Resolve vs 12+ Sidhe's Glamour Rank

FAILURE: Failure means that the mortal takes an extra interest in the sidhe, which can manifest as anything from persistently offering favors or discounts to asking personal questions or sharing unwelcome confidences, or even asking for pictures or autographs. It also means the mortal has no trouble remembering every word and detail of the interaction, which can be a problem for sidhe trying to remain inconspicuous.

BOTCH: A botch on the roll indicates the mortal either develops an unhealthy fascination with the sidhe in the case of a positive interaction, or an obsessive hatred in response to a negative one.

DURATION: The Obsession /Adoration lasts 1 day per rank of glamour the Sidhe has.

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BOGGANS

  • AFFINITY REALM: ACTOR

  • AFFINITY ARTS: PRIMAL, METAMORPHOSIS, LEGERDEMAIN

  • PROFILE: Known as practical and home-loving helpers of those in need, boggans are also inveterate meddlers in the affairs of those they help. Workers and busybodies, house fairiesgnomes. The dream of the home and the hearth and the people who tend it.

  • APPEARANCE: Boggans tend to resemble Tolkienesque "Halflings" or "Hobbits", short squat people with big furry feet. Boggans tend to be short and plump with large noses, and are distinctly earthy in appearance. They often have thick, bushy hair with matching eyebrows that hover over small, bright eyes. They have large, calloused hands with long, nimble fingers. Their skin is usually tanned, and darkens and wrinkles with age. Despite their somewhat stout appearance, they move with a spritely gait. Whether tightening a screw or tamping a pipe, their hands are constantly in motion. If left with nothing in their hands they fidget and instinctively seek out something that needs to be fixed.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: CRAFTWORK: 

Boggans can never botch craft rolls.

BIRTHRIGHT: SOCIAL DYNAMICS 

Boggans have a heightened sense of the relationships between people.

SYSTEM: 

ROLL: WITS + EMPATHY + ACTOR RANK

DIFFICULTY:

14+ (group of 4 or less)

18+ (group larger than 4)

SUCCESS :Allows the Boggan to determine hierarchies or relationships between individuals in the targeted group.

This ability functions normally even when dealing with mortals and the unenchanted in social situations.

NOTE: This does not allow them to guess the exact nature of relationships, only if there is respect, awe, hate, indifference, love etc between individuals.

FLAW : CALL OF THE NEEDY

Boggans cannot stand the sight of another person in need. When confronted by someone in legitimate need

SYSTEM: when ever a person is need then the boggan needs to roll as below

ROLL: COMPOSURE + RESOLVE

DIFFICULTY 12+

SUCCESS : Means the Boggan can  avoid assisting that person in some way.​

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CLURICHAUN

  • AFFINITY REALM: ACTOR

  • AFFINITY ARTS: WAYFARE,  LEGERDEMAIN, DRAGONS IRE

  • PROFILE: Mistaken for leprechauns a practice they once encouraged but came to regret. They are an intuitive sort who know the way to smooth over most things. Their main weakness is booze, their greatest strength is the ability to disappear in the twinkle of an eye.

  • APPEARANCE: While certainly taller than the tiny leprechauns of Irish folktales, clurichaun tend towards shorter stature, rarely topping 5’ 5”. Clurichaun are stocky and compact, with a solid build hinting at their strength and reliability. Their delicately-pointed ears are less noticeable than those of the sidhe. Clurichaun typically have red or russet hair, regardless of their skin tone, and bright, twinkling eyes with upturned corners, typically blue, green, or light hazel in color. Clurichaun walk with a spring in their step, and often wear conspiratorial smiles that make others feel like they’re all sharing a joke. They frequently sport a black eye, busted knuckles, or other evidence of one of their friendly little scuffles. The little green coats and buckled shoes of cartoon leprechauns don’t usually crop up in their wardrobes, but clurichaun do trend toward shades of green in their clothing choices, as well as grays and browns that allow them to blend in with natural surroundings. Clurichaun demonstrate practicality in their dress, with a preference towards the functional and durable. They prefer clothing that lets them move freely and comfortably, with nothing encumbering to slow them down. Crafting aprons, work coveralls, jeans, and sturdy shoes all find their place in the clurichaun wardrobe, and they usually carry a small first aid kit, or at least a few plastic bandages and a tube of ointment.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: TWINKLING OF AN EYE 

Now you see them, now you don’t. Look away for only a moment, and a clurichaun can disappear into her surroundings, completely undetectable. Unless the clurichaun is bound with iron, she can vanish in a blink, reappearing within the same area but out of her observer/captor’s line of sight. If someone is physically touching the clurichaun, or she is tied up or otherwise restrained, disappearing costs one point of Glamour.

BIRTHRIGHT: FIGHTING WORDS 

After only a few moments, a clurichaun can get a read on a person or group, knowing exactly what to say to provoke a fight. Clurichaun view fighting as an ice breaker and a form of rough and- tumble bonding. The clurichaun can prod anyone into throwing the first punch. 

PROVOKED PERSONS ROLL: Composure + Resolve.

DIFFICULTY: 16+ 

SUCCESS: The target is unprovoked and may not be tested again during the scene.

This ability  can be used to incite a fight between the clurichaun and the target, or between the target and another person.

NOTE: Successfully provoking a fight does not trigger the "Hoard " Frailty, Clurichaun's have no problem sticking around for fights they start!

​FLAW: HOARD 

For clurichaun, collecting isn’t a mere hobby, but a consuming obsession. They must spend time with their collection frequently to satisfy this aspect of their nature. At the start of a new scene (or the current scene evolves into a new scene , such as by combat starting)  a Clurichaun must make a roll to avoid checking on his collection.

ROLL: Composure + Resolve

DIFFICULTY 12+

SUCCESS : Means the Clurichaun can avoid the temptation of the checking his collection.

FAILURE: Means the Clurichaun must immediately depart the scene to check on "Me Horde!" OR he may take a point of banality if he needs to remain. If the Clurichaun checks on his horde, he disappears for 1 turn, when he returns he is automatically placed last in post order.

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DRAGONKIN

  • AFFINITY REALM: FAE

  • AFFINITY ARTS: DRAGONS IRE, PYRETICS, METAMORPHOSIS

  • PROFILE: The Tuatha swore that dragons would always have a place in humanity’s collective psyche. Legends of dragons spread across the globe — from the scaly foes of European knights to the celebrated lucky dragons of China to the mysterious feathered serpents of the Americas. The descendants of those original dragon kiths called themselves the dragonkin.

  • APPEARANCE: Dragonkin are reptilian humanoids, their skin glistening with scales. Most reflect earth tones — shades of greens, greys, or browns. Others are the deep red of molten rock, while still others shine like ice. Occasionally, they sport manes of brightly colored feathers. The rarest are even a dazzling kaleidoscope of colors. Their body types range from large and stocky to slim and lithe. No matter what, though, all dragonkin project an aura of power, be it one of physical prowess or of keen intellect.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: WISDOM OF THE AGES 

A dragonkin has an impossibly long life, even by Kithain standards. She possesses knowledge unheard of by any other fae. All dragonkin have their Remembrance rating increased by one, even if it raises above five. Additionally, they cannot botch Occult rolls.

BIRTHRIGHT: CHILD OF OUROBOROS 

While they were fundamentally altered in their conversion to the Tuathan Dream, all dragonkin inherit certain traits from their lineage as dragons of old.

A Dragonkin has the following advantages.

CLAWS: +2 to Hand To Hand Attack (Aggravated damage when wyrded)

BREATH ATTACK: Range is 1 glamour rank . Roll .Composure + Athletics vs opponents dodge. (Lethal damage when wyrded, aggravated vs vampires)

BREATH ATTACK AOE: 1 target per glamour rank, within glamour rank meters. Composure + Athletics difficulty 10+ , opponents dodge at difficulty 10+

(Lethal damage when wyrded, aggravated vs vampires)

WINGS, WHIPTAIL, TOUGH HIDE animalistic favours are free to Dragon Kin (See backgrounds) 

​FLAW: TREASURE HOARD 

The dragonkin lost everything once — never again. With nothing left of her original legend, a dragonkin’s current Treasures mean as much to her as her own life. If anyone attempts to steal or tamper or even touch her possessions, she becomes consumed by rage.

ROLL: COMPOSURE + RESOLVE

DIFFICULTY: 12+ Treasure Rating (If item isn't a treasure, then the standard difficulty is 12+)

FAILURE: She immediately lashes out to attack those who would violate proof of her new dream. 

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ESHU

  • AFFINITY REALM: SCENE

  • AFFINITY ARTS: TALE CRAFT, SKY CRAFT, WAYFARE

  • PROFILE: Their sharp wits and innate canniness make eshu shrewd bargainers, while their talent for being precisely where they need to be at the proper time sometimes leads their companions down unexpected paths. African or Indian spirits; travellers, storytellers, adventurers. The dream of foreign and exotic people and places, and the freedom of travel.

  • APPEARANCE: Eshu always appear -foreign and exotic- no matter where they go. They seem to out of place to the native population, no matter how multicultural the location is. Eshu’s millennia of travel means they can possess nearly any racial or ethnic heritage, but their strongest mortal ties lie within the black, Arab, Persian, and Indian communities. They tend to have dark skin, with black or dark brunette hair, worn loose and natural or braided, twisted, or locked into intricate styles. They are typically tall, with long, graceful limbs, and have dark eyes that hint at the wisdom within. Eshu change their dress as they travel, either to blend in or make a statement, but are always carefully clothed in flattering, well-maintained styles.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: SPIRIT PATHWAYS

Eshu have an amazing sense of direction and exquisite timing; they always seem to arrive at their destinations at the most opportune moments. The path an eshu follows is always the most interesting route possible, filled with danger and challenge. No matter what she encounters along the way, an eshu will always find her way to her destination, eventually.

BIRTHRIGHT: TALE CRAFT:

An Eshu can never botch a persuasion roll.

​​FLAW:  RECKLESSNESS 

Confidence and curiosity are inborn traits. Eshu cannot resist a challenge, gamble, or quest if there's a way to come out of it alive. They're not stupid - they won't take on suicide missions  but they do believe their luck can carry them through any hardship. When a challenge presents itself and there is even the slightest chance the Eshu might prevail (such as a Sidhe issuing a duel challenge, Or the chance to gamble)

ROLL: COMPOSURE + RESOLVE

DIFFICULTY: 12+

SUCCESS: Means the Eshu may resist the challenge.

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IMP

  • AFFINITY REALM: ACTOR

  • AFFINITY ARTS: CONTRACT, PYRETICS, SUMMER

  • PROFILE: Imps take advantage of everything and everyone around them. They abhor the thought of being controlled, so they use others before anyone has a chance to take advantage of them. They’re the center of attention and the life of the party. They have what everyone wants, and they make damn sure no one forgets it. For a small favor, a trifle really, they’ll let someone else have a taste. Captivating and seductive, others can’t help themselves from loving an imp even as she talks them out of their very souls. Contract is a common Art among imps.

  • APPEARANCE: Imps look like the Hollywood stereotypes of devils — red skin, black horns, cloven hooves, bat wings and a thin tail with a spade on the end — if the Hollywood stereotypes were hot as hell. Imps exude self-confidence. They know exactly what they want, and they know they’ll get it. They don’t follow fashion trends; whatever they deem worthy to wear becomes the new fashion. They surround themselves with everything others want. They’re the flame that draws in all the moths, and they’re more than happy to burn the life out of anyone who gets too close.

  • NOTE: An Imp appears as the cute or sexy  version of demons propagated by the media, they are nothing like the apocalyptic visage's of the fallen which induce awe and terror.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: SMOOTH OPPERATOR

With the right words, anything is possible. A starving man can be convinced to forgo a meal. A wealthy woman can be talked out of her fortune. Imps always know exactly what to say. They gain an extra dot of Manipulation, even it raises the attribute above 5.

Additionally, imps can’t botch Empathy or Persuasion rolls.

BIRTHRIGHT: HEART'S DESIRE 

The saying goes that eyes are the windows to the soul. For imps, this is literally true. They may peer in and see what truly drives a person. Just a glimpse is all it takes to discover someone’s innermost secret.

By making eye contact and spending a point of Glamour, a person’s deepest desire is laid bare before the imp. Intricate plans are not laid bare, only -desires- not the means to achieve them. For example, world domination does not reveal the plans the subject has to achieve them, only the actual want for world desire, this Birthright does not reveal "plans" or "plots" only what the person -wants- ultimately.

NOTE: Eye contact may be contested by the subject if they wish , they can roll  Wits + Composure vs Imp's Charisma + Composure

BIRTHRIGHT: DEVILISH DESIGN

Imp's possess Wings and Whiptail animalistic favour for free (See backgrounds)

Imps can never botch an athletics roll with their cloven hooves.

​​FLAW:  FAUST'S FOLLY

Imps can’t help bargaining when an opportunity presents itself. The need to come out ahead in any negotiation burns within them. They’ll haggle and connive their way into the best possible terms for themselves. If their mark loses everything in the process, the deal is all the more satisfying.

ROLL: COMPOSURE + RESOLVE when the Imp is offered something.

DIFFICULTY: 12+

SUCCESS: Means the Imp can take something offered to them at face value without haggling for something better.

FAILURE: Means they will haggle for something better. "Can you buy me a drink? Hmmmn, what you think about giving me your soul instead?, I'll give you a night you won't forget in return, that's what we call a bargain!" 

NOTE: Should a victim willingly or jokingly sign over their soul to an Imp with the casual contract level of contract, and die and become a wraith, then the IMP will be their primary Fetter. This is the primary (and only)  way that Imps "Collect Souls" "Soul" contracts -never- expire as they are promised after death.

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MORGANED

  • AFFINITY REALM: ACTOR

  • AFFINITY ARTS: SKYCRAFT, SUMMER, PRIMAL

  • PROFILE: Also known as sirens, the Morganed are lithe, graceful creatures that exude sensuality and desire. Similar to merfolk in some regards, but able to pass among mortals when on land. They often work as professional divers, oceanographers, marine biologists, Sailors, fishermen, lighthouse keepers, hermits, ecologists, port workers ...or anything that lets them bridge the gap between people and the ocean.

  • APPEARANCE: Morganed appear as the stereotypical vision of a mermaid, a sexy human with a fish tail rather than legs. Their skin glistens from blue to emerald green, and their eyes are large, dark orbs split by a vertical pupil. 

  • Morganed are -not- merfolk, Merfolk look like "Merrows" and have no Chimerical Mein and cannot pass as human, thus they do not exist in Nocturne.

  • ​BIRTHRIGHTS & FLAWS

BIRTHRIGHT: BORN OF THE SEA

A morganed is at home in the ocean. While immersed in water, her legs merge, becoming a caudal fin similar to that of merfolk, and any rolls involving Dexterity are made at a –2 difficulty while in water. The pressure of the ocean’s depth doesn’t bother her, and she is able to hold her breath for five minutes per dot of Stamina. A morganed can breathe the waters of the Dreaming as easily as she can breathe air.

BIRTHRIGHT: SONG OF THE SEA

​The siren song of a morganed is a captivating and haunting melody. It is as inescapable as the tides rhythmically beating against the shore, and as soothing as the wind humming through the planks of a pier. 

​​RANGE:  10 meters per dot of Morganed Manipulation rank.

TARGET DEFENCE ROLL: Composure + Resolve

DIFFICULTY: 12+

FAILURE: Failure renders the mortal docile and compelled to seek out the source of the song. This effect lasts until the morganed ends her song or the mortal is threatened or harmed.

NOTE: This call only effects mortals unless the Morganed spends a point of glamour in which case it effects all player species that can be effected by mind /emotional control.​

FLAW: BOUND TO THE SEA

A morganed begins to dry out and wither if she spends too long away from the ocean. She loses one point of Glamour per day she doesn’t spend at least one hour immersed in salt water.

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  • NOCKERS

  • AFFINITY REALM: PROP

  • AFFINITY ARTS: INFUSION, CONTRACT, ONERIOMANCY

  • PROFILE: Skilled crafters and smiths, nockers seek a perfection that they can never achieve, and often prefer the company of their creations to social interaction. Technological beings, like dwarves and gremlins. The dream of technological creativity and creation of your dreams, but also the frustration which people feel when their dreams fail to meet up with reality.

  • APPEARANCE :Though not as hideous as the goblins of legend, nockers are nonetheless grotesque in their own right. They tend to have thick, reddish skin and elongated arms and legs. Their long, spindly fingers have thick, knotty knuckles and sharp black talons. They have hatchet faces that appear mask-like and are pasty white with red noses and cheeks. They often paint swirls or patterns around or under the eyes or on their cheeks. They usually have stark white hair with large busy eyebrows above their rat-like eyes. A nocker’s rare smile reveals a row of sharp pointed teeth. In the workshop they prefer heavy overalls, often adorned with large brass buckles and buttons. At court, they are second only to the sidhe in fashion and complexity, favoring spiral and swirling patterns. Even when at court a nocker wouldn’t be caught dead without a few favorite tools on his person.

  • BIRTHRIGHTS AND FLAWS

​BIRTHRIGHT: FIX IT

Fix-it - Nockers are masters of machines and everyone knows it. A few harsh words or well timed threats can intimidate a malfunctioning machine into working properly.

ROLL: Intelligence + Academics (Mechanics)

DIFFICULTY:

10+ for simple familiar problems

12+ for complex machines that are really acting up.

This Birthright functions normally in the presence of mortals.

BIRTHRIGHT: MAKE IT WORK

Nockers are masters of whipping up items on demand with little more than random materials, some Glamour, and a highly cinematic and honestly self-serving appreciation of “science.” A nocker can improvise all manner of temporary, but useful, chimerical items from apparently improbable materials, such as creating a crude firearm with little more than a light bulb, a water pistol, and a handful of nails.

SYSTEM:

FULL ACTION:

GLAMOUR COST:

  • Simple items such as melee weapons or armor  require 1 glamour.

  • Items that are complex such as electronics require 2 glamour

  • Firearms require 3 glamour.

  • The item crafted is chimerical. It must be wyrded to be used in the autumn.

ROLL: INTELLIGENCE + CRAFTS

DIFFICULTY: 5 + AREA BANALITY

SUCCESS:

Each successes allows the nocker to temporarily gain 5 xp for the purpose of temporarily purchasing an item of gear from the site gear pages. Unspent xp is lost, this xp gain cannot be used on multiple objects nor is it added to sheet.

DURATION: The item crafted only lasts 1 scene.

NOTE:

A nocker must have some degree of privacy when working on chimerical items. Kithain can be present, as long they do not disturb the nocker, but chimerical materials cannot be worked in the presence of mortals.

FLAW: PROFANITY

Nockers just can't help it. They -always- swear, all the arse fucking time! They just can't fucking help it. If a nocker wishes -not- to be profane in a scene they must roll as follows.

ROLL: COMPOSURE + RESOLVE:

DIFFICULTY: 12+ 1 per frustration present in the scene.

SUCCESS:

Each successes stays the profane tongue for 1 hour.

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​PISKIES

  • AFFINITY REALM: ACTOR

  • AFFINITY ARTS:  ONEIROMANCY, WAYFARE, LEDGERDEMAIN

  • PROFILE: Piskies serve as the couriers of the Dreaming, carrying missives, packages, and secrets back and forth between noble courts and commoners alike. They provide transportation and delivery services for hire, and occasionally operate as spies for those to whom they swear fealty. Other fae say that once a piskey has tucked something in its pocket, be it a treasure or a secret, no one but the piskey can ever remove it again.

  • APPEARANCE: A piskey’s most notable feature is their lack of notable features. A piskey’s face never stands out in a crowd, because he always looks like he belongs to the group he’s traveling with. Their skin tone, facial features, and build change with their travels. Certain characteristics remain familiar, and someone who comes to know a specific piskey well can usually identify her, but those who view the piskey for only a moment are unlikely to recognize her if they encounter her again. They are, in this respect, the perfect spies or couriers for sensitive materials. Piskies do have a natural appearance, though few ever see it, and it even begins to fade over time. In isolation, with no group to mimic, a piskey’s skin defaults to a warm olive that grows creased and weathered with age, and his hair to a soft silver. Even younger piskies’ faces carry lines from frequent smiles and crinkles at the corners of their large, luminous  eyes. Piskies have long pointed ears and a solid build. Their height ranges from only four to five feet, and they tend towards sturdy, muscular builds. Piskey grumps with a long lifetime of travel may lose the details of their facial features entirely to their creases and wrinkle

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: NIMBLE

The slender, agile bodies of piskies were meant to twist and turn their way out of trouble. Unsurprising that this kith often finds itself in a traveling cirque or as part of some avant-garde group of street performers. Piskies add 1 dot to Dexterity, even if this brings that Trait above 5.

BIRTHRIGHT: BLENDING IN

No matter where they go, piskies always look like they belong. Their skin color, hair and eye color, facial features, and clothing all appear to belong to the group with which they’re traveling. Any changeling or supernatural entity’s player can roll Perception + Wits (difficulty 16+) to see through the illusion.

FLAW: LIGHT-FINGERS

Piskies aren’t exactly thieves, but somehow items of great value somehow always end up in their pockets. When a piskey sees something she desires, she can’t help but swipe it, often without consciously making the decision to do so. Generally as a rule items that are not locked away, that can be concealed in a pocket, and are within casual reach trigger this compulsion, anything from candy bars, to cutlery, to sex toys are fair game. In order to resist this compulsion. A piskie does not have to roll for multiple items of the same type each scene. For instance "One" Candy bar in a shop discretely pocketed is more than enough to satisfy the compulsion.

ROLL: Composure + Resolve

DIFFICULTY: 12+

SUCCESS: The Piskie resists the compulsion to steal an item.

Piskies are not necessarily subtle in their pilfering, and may very well be seen stealing, though their Nimble Birthright makes discovery somewhat less likely.

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POOKA

  • AFFINITY REALM: NATURE

  • AFFINITY ARTS : WAYFARE, LEDGERDEMAIN, METAMORPHOSIS

  • PROFILE: Jester, rapscallion, fool, annoying brat, ne’er-do-well, and even philosopher have all been terms used to describe pooka. They can also be among the most charming and congenial of the Kithain and, ironically, the most truthful. They wear their hearts on their sleeves; with a pooka what you see is what you get. They love pranks and play, and they hate hard work and meanness. They play the part of the court jester, poking fun at authority figures and tearing down the walls and facades we all build to separate ourselves from one another. Every pooka has a close bond with a particular animal, and this kinship expresses itself both physically and through the pooka’s personality.

  • APPEARANCE: Nearly all pooka have physical traits relevant to the animal they share kinship with: tails, ears, beaks, whiskers, or feathers, and many have a fine layer of fur or feathers on their hands, faces, and body.

Pooka cover a wide Varity of animals  both real and mythical. racoons, pigs, hyenas, sheep, dogs, otters, foxes, bats, bears, cats, mice, wolves, lions, squirrels, monkeys, tigers, horses/unicorns, rabbits & cows

Pooka care little for social conventions, except perhaps to break them. Style for a pooka can almost always be said to be… unique. They are just as likely to show up at court wearing pajamas as they are courtly garb. And even their courtly wear is often exaggerated, loud, and ostentatious.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: SHAPECAHNGING

 Each pooka has an affinity with an animal of her choice. When completely alone, she can shapechange into that animal ( or back from it ) in one turn. Shapechanging costs a point of  Glamour, but revering back is free. The pooka has all of the animal's natural abilities ( claws, speed, leaping, etc. ), although it's only possible to assume the forms of mundane beasts. Even the large and scary forms tend to be far more playful than deadly, even when a fight breaks out. Changelings can guess  the animal form of a pooka in her mortal seeming. They really don't need to see the animal form to figure it out, though: a pooka often shares a few of the animal's more endearing qualities. A cat pooka, for instance, might lick her fingers after a meal, or purr when stroked. In her faerie mien, she might have little ears and a long swishing tail, While a squirrel pooka might have an affinity for nuts and have a big bushy tail and buck teeth.

BIRTHRIGHT: CONFIDANT

Confidant -- The innate charm of a pooka breaks down the barriers of even the coldest people. Adding a faeries curiosity to that makes him an outstanding confidant.

Once per scene a pooka may try to coax a truefull answer to a question from a Changeling or a mortal.

ROLL:  Wits + Persuasion versus targets Composure + Resolve

SUCCESS:  A success allows a truthful answer to one personal question. This isn't an instantaneous effect, though. It takes time, effort and role-playing to coax out the information. 

Additionally a pooka can never botch a wits or persuasion roll. Treat all botches using these stats as failures rather than botches.

FLAW: LIES

​ People may trust a pooka, but no one in their right mind would believe one. They're infamous for their elaborate lies. No matter how important an issue may be, a pooka must always mix in a lie. It's their nature. If they wish to tell the truth they must roll for it. Different pooka have different styles of lying. Some Seelie pooka always say the opposite of what they mean, while many Unseelie purposefully tell the truth now and then to throw listeners off guard.

ROLL: Composure + Resolve

DIFFICULTY: 16+  

SUCCESS: You manage to tell  the whole truth without mixing a lie.

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​

 

REDCAPS

  • AFFINITY REALM: NATURE:

  • AFFINITY ARTS: DRAGONS IRE, PRIMAL , WINTER

  • PROFILE: Their bloodthirsty behaviour, coupled with their amazing ability to ingest virtually anything that they can fit into their oversized mouths, wins redcaps few friends outside their own kith. Murderers and cannibals, monsters, hobgoblins. Formed from the bottomless hunger which people felt in the depth of winter and the desperation which people felt to fight their hunger.

  • APPEARANCE: Redcaps come in all shapes and sizes, but all share the same gray, rubbery skin, blood-shot eyes and yellowing, uneven teeth. Their bodies are often thick, with stocky shoulders and legs. And who can forget their signature mouth, full of blood-red gums and razor-sharp teeth, ready to rip apart flesh and grind bone? Redcaps dress in rough and ready clothing, and always sport a splash of that terrifying red in their wardrobe.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: DARK APPETITE

Redcaps can eat anything. Full stop. Their horrific jagged teeth are hard as metal and their digestive systems are best left up to the imagination. A cross between a shark and a Kithain garbage disposal, redcaps can eat anything they can put their mouth around, and chew larger objects down into smaller pieces to ingest. Tough or toxic materials (waste products, jagged metal, wood, etc.) take a point of Glamour to
keep down. Redcaps prefer meat, animal or human, but once the hunger gets going, they will eat anything. Do not ever place anything in front of a redcap’s mouth you wouldn’t mind losing.

BIRTHRIGHT: APPETITE FOR DESTRUCTION

​​Should a redcap attempt to use his Dark Appetite Birthright in combat.

SPEND: 1 Point of Glamour

ROLL: Strength + Brawl + 2 vs Opponents Dexterity +Athletics ( Non magical Armor, Weapon, Blocking defence may not be used as the bite will chew through them.)

SUCCESS: Five successes will sever a limb (three successes if the target is grappled) If less successes are scored a minimum of 3 points of health are lost by the target and the damage is aggravated. An opponent who loses a limb is minus 2 to all physical actions per limb lost. (heads and necks can not be bitten off)

BIRTHRIGHT: BULLY BROWBEAT

​ Redcaps are so frightening they can Intimidate anything, from mortals and unenchanted supernatural beings to imaginary or chimerical creatures. The difficulty of all Intimidation rolls is reduced by two, and they can never botch Intimidation rolls. (see social feats)

FLAW: BAD ATTITUDE:

​Nobody likes a redcap, just on general principle. Whether it’s their eating habits, their issues with authority, or just their tendency for destruction, redcaps are often targeted by nobles for exclusion from freeholds. If something goes wrong, the redcap is the first suspect. This stigma comes with a +2 difficulty (or greater) penalty on any roll involving social situations other than Intimidation.

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RENEGADE COGS

  • AFFINITY REALM: PROP

  • AFFINITY ARTS: All except the non affinity ones below. (Cogs have difficulty with nuance and emotional aspects of the non affinity)

  • NON AFFINITY ARTS: CHICANERY, SOVERIGN, CONTRACT, LEDGERDEMAIN, TALECRAFT, ONEIROMANCY

  • PROFILE: Every renegade cog is a Pinocchio who suddenly finds itself turned into a “real boy.” As such, existence is a curious thing for them. Most embark on a journey of self-discovery: what does it mean to be alive and one of the Kithain? Other changelings were dreamed into existence based on fundamental archetypes, but they were built. Is there really a difference? After all, they’re both someone’s dream. The nature of life and all its implications weigh heavily on them. Their search for meaning brings with it an outside perspective on aspects of changeling society the Kithain often take for granted. Their observations bring those around them face to face with uncomfortable truths. Sometimes changelings value the unique insight they provide. Others find them too alien to be trusted.

  • APPEARANCE: Renegade cogs come in all shapes and sizes, each reflecting the style of her creator. The only consistency among them is that they’re roughly humanoid-shaped — two arms, two legs, a torso, and a head — and that they’re unmistakably artificial. One might be a clockwork automaton made self-aware by a delicate balance of timing and precision. Another could be a clay golem drawing breath thanks to the rune inscribed on his forehead. A third may be an artificial intelligence program so advanced she achieved sentience by mimicking her programmer.  A Fourth might be carved directly from a tree or rock .Despite hiding within human flesh, even mortal eyes can tell something isn’t quite natural about a renegade cog. The way she carries herself, the way she speaks — it all seems more of a forced act than an authentic display.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: ANALYTICAL MIND
The precision of a renegade cog’s mind can be found in her mechanical nature, be it the accuracy of clockwork or the speed of electrons. She gains an additional dot in Wits even if it brings the rating above 5. Additionally, she cannot botch Intelligence rolls and has a greater selection of affinity arts.

BIRTHRIGHT: GHOST IN THE MACHINE

Renegade cogs are transcendent creations. They break barriers, even those imposed by their own bodies. By physically touching a machine and spending a point of Glamour, the renegade cog may transfer her consciousness into that device for a scene. Her actions are limited to those the instrument is capable of, but it might offer her a new insight or senses she wouldn’t experience otherwise. While she may release her hold on the machine at any time, her body is defenceless while absent. If it dies, so too does the renegade cog.

FLAW: UNNATURAL QUALITY

Other changelings accept a renegade cog’s idiosyncrasies. They have the advantage of knowing her true nature and making accommodations, however a Renegade Cog cannot understand other characters "Illogical " behaviours, such a lack of understanding natural characters manifests in a restriction in arts that deal with mental/ emotional command or the creative process. (See non affinity Arts above) On the flip side, they seem to naturally be adept at other less "feely" arts.

Mortals react to cogs somewhat differently, they know something is off, and they tend to fear what they don’t understand. Renegade cogs suffer a +2 difficulty to all social rolls when interacting with unenchanted humans. On a botch, people react violently to the abomination before them.

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SATYR

  • AFFINITY REALM: FAE

  • AFFINITY ARTS: SUMMER, DRAGONS IRE, SOVERIGN

  • PROFILE:  Some fae live by the sword, some search for stories, and some spend their lives building and creating. For satyrs, however, the truest passion in life is passion, and they devote themselves to the pursuit of pleasure. Whether they lust for food or drink, dancing and revelry, or something more carnal in nature, satyrs pursue their desires with wild abandon. Satyrs’ appetites are tremendous, and they have the stamina to match, able to make parties, raves, or sexual encounters stretch across multiple days. They lack restraint in all things, indulge in blunt or bawdy humor at every turn, and never lack for lovers.

  • APPEARANCE: Satyrs may be among the most distinctive kiths in appearance. Their most notable features include fur-covered legs with cloven hooves and horns growing from their foreheads. These horns grow throughout their lives. Male satyrs’ horns are slightly larger than those of the females. Their horns are a huge source of pride and vanity, as well as the subject for many bawdy jokes. Satyrs trend towards lean, though a life of overindulgence can lead to a heavier build, especially in later years. Most satyrs prefer not to shave, and both males and females wear their hair long and wild. They dress sparsely, favoring light, gauzy articles that can be quickly shed.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: GIFT OF PAN
When a satyr thoroughly indulges herself in one of her passions — often sexual, but also artistic and creative— those around her are also caught up in the frenzy. Fae and mortal alike join her in her dancing and debauchery. The Gift of Pan doesn’t force anyone to partake in sex or any other activity, but removes inhibitions that might normally keep someone from indulging. Rather than creating a new passion, the Gift of Pan removes the barriers of social convention that might otherwise prevent someone from being able to completely surrender to an action of passion or revelry. Sexual passion can automatically be resisted by a player character at anytime, though they should note they had a hard time resisting joining the orgy.  Other passions such as spontaneous "Jamming, Karaoke, Painting dancing or the like" Require a subject to successfully pass a willpower test.

RESIST ROLL: Resolve + Composure 

DIFFICULTY: 12+

SUCCESS: The passion is resisted.

NOTE: Players may roll a resist roll for sexual situations rather than automatically pass the test if they wish to allow fate to determine if they indulge or not. However automatically resisting sexual situations is -always- permitted.

BIRTHRIGHT: PHYSICAL PROWESS

Satyrs add one dot to their Stamina, even if this raises it above 5. Satyrs can use their powerful goat legs to move with great speed and agility, and thus can never botch an Athletics roll.

Satyrs may trade in their non botch on athletics for a Centaur body. (See Backgrounds) 

FLAW: PASSIONS CURSE

A satyr’s intense passion also has a darker side. Prone to mood swings and wild fits of temper, especially while intoxicated, satyrs may exhibit violent emotional outbursts, fall into uncontrolled weeping, or be otherwise unable to rein in their temper. Near-perpetual indulgence also means that satyrs struggle on the rare occasion they must resist temptation. Satyrs must make a resist roll as if they were affected by the Gift of Pan during anytime a sexual opportunity​ presents itself.

Follow the exact rules for the gift of pan Birthright. Not succumbing to the desire is entirely permissible, but DOES gain 1 point of banality. A Satyr can only gain 1 banality per night through this Flaw

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SELKIES

  • AFFINITY REALM: NATURE

  • AFFINITY ARTS: SUMMER, SKYCRAFT, WAYFARE

  • PROFILE: Selkies are skinchangers, so unlike pooka or other shapeshifters such as werewolves, a selkie must physically wear her skin in order to change form. In order to take human form again she removes her skin. If a selkie’s skin is lost or stolen, she cannot use her faerie magic until she regains it. If the skin is destroyed, the selkie’s faerie self dies along with it (see below), though fortunately a selkie’s skin is quite difficult to destroy. The mortal seeming of a selkie’s skin can take many forms. Some appear to be traditional seal skins, though they can also appear to be wet suits, long coats, or any other item of apparel. When a selkie is not wearing or touching her coat she does not have access to any of her faerie abilities. This includes her Birthrights as well as the ability to cast cantrips. She does, however, retain all of her faerie memories; she is still a changeling, just a greatly weakened one..

  • APPEARANCE: Selkies are always sleek and attractive, with large, dark, liquid eyes and a light webbing between their fingers and toes. Even when far from the sea, they drip chimerical salt water, and they have a faint scent of the sea just after a storm. They tend to dress in loose-fitting garments that are easily removed to allow them to return to their seal form.A selkie’s skin contains her faerie essence and her Glamour — it is what makes her fae. 

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: SEAL FORM

Selkies can take the form of a sea or sea lion at will. They must be wrapped in their seal coat and touching (though not necessarily immersed) in sea water for this to occur.

BIRTHRIGHT: OCEANS GRACE

Selkies reduce the difficulty for all rolls involving Dexterity by two while in the water. This applies either in human or seal form. Also, they can never botch a Swimming roll. Finally, selkies can hold their breath for hours, whether in water or out of it. This can give them immunity to gases and airborne toxins.

FLAW: SEAL COAT

 A selkie’s coat is his greatest weakness. If it is destroyed, his fae self is destroyed forever. Fortunately, seal coats are difficult to destroy. They are resistant to fire and require a successful Strength roll (difficulty 18+) to damage, and at least three successes are needed to tear it in half. Casual contact with flame does not damage it and small rips and punctures heal over time. The coat is only considered to be destroyed if it is completely burned, or shredded with cold iron.

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SLUAGH

  • AFFINITY REALM: PROP

  • AFFINITY ARTS: AUTUMN, ONEIROMANCY, SOOTHSAY

  • PROFILE: Dark and mysterious, the sluagh are little understood, and truth be told, they prefer it that way. Many call them the underfolk, and rumors persist of vast catacombs where they perform hideous rituals of sacrifice and carnage, but these are just wild suppositions… at least for the most part. Some do make their homes in abandoned tunnels and sewers beneath the city streets, but most sluagh prefer crumbling Victorian mansions or ancient stone buildings. They are alternately mistrusted and feared, taunted and ignored. The sluagh ignore the taunts and indignations and go about their business of collecting secrets and lost lore. They are by their very nature collectors, gathering things left behind and thrown away — broken toys, curious knickknacks, ancient manuscripts, worm-eaten books, and discarded correspondences are all fodder for the sluagh’s thirst for knowledge. Outsiders are often mystified by the sluagh’s penchant for collecting these apparently useless things, but then again, perversity is the sluagh’s trademark.

  • APPEARANCE: Sluagh are slender and pale and move in an unsettling manner, as if they have cartilage rather than bone. They lack teeth, their lips are black, and they have small, tired-looking eyes. They rarely look anyone in the eye, instead usually staring off at something that no one else can see. The scent of the grave lingers about them like a heavy perfume. They favor antique clothing, usually black and always ornate. 

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: SQUIRM

Confining or restraining a sluagh is almost impossible because they are able to contort their bodies with ease. They cannot change their mass, but can contort into almost any shape. (They are contortionists, not shape shifters, they cannot -imitate- things, just squirm through gaps)

ROLL: Dexterity + Athletics

DIFFICULTY :

12+ to escape ropes

14+ to escape handcuffs

16+ to escape through a small air vent. 

18+ to worm through the bars of a locked cell.

20+ to escape a straight jacket /chains or a combination.

NOTE: A sluagh cannot use this Birthright when restrained or confined by cold iron

BIRTHRIGHT: SHARPENED SENSES

​Sharpened Senses —Sluagh reduce the difficulty for all Perception rolls by one. They can also see through any illusory magic.

ROLL: Perception + Wits

DIFFICULTY: 14+ (Level of illusion power. I.E Obfuscate rank, Art Rank, Highest sphere rank used creation of the illusion)

SUCCESS: 1 success is required to see through the illusion.

NOTE: An illusion is defined as any phenomena that seeks to trick the senses into believing something is something else, invisibility by any source is an illusion of absence. The vampire discipline Obfuscate is most definitely an illusion.

BIRTHRIGHT: GHOST WHISPERERS

Ghost Whisperers - Sluagh are capable of seeing lurking ghosts. (Those that are in the shadowlands of the location she is at.

ROLL: Perception + Occult

DIFFICULTY: AREA BANALITY + 5 

SUCCESS: Means the Sluagh can see the wraith 

By spending a point of Glamour, the sluagh can also converse with these spirits (wraith only)

NOTE: ARGOS: ENSHROUD can defeat this ability.

FLAW: CURSE OF SILENCE​
No matter how hard they try, Sluagh cannot speak above a whisper. Even a scream only comes out as a soft sigh. They are very awkward in social situations and must add two to the difficulty of any Social rolls when interacting with anyone other than other sluagh or wraiths.
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  • SWAN MAIDENS

  • AFFINITY REALM: ACTOR

  • AFFINITY ARTS: SUMMER, SOOTHSAY, WAYFARE

  • PROFILE: Gentle, shy, but deeply passionate, the swan maidens (masc: swan princes, neutral: swan lovers) have only emerged in notable numbers in the Kithain community recently, though legends of their singular and often tragic love lives have circulated for far longer. They are renowned as some of the greatest and most thoughtful lovers of the changeling world, but also seem to suffer terrible, tragic fates at a far higher rate than other fae. Nevertheless, these true believers never lose faith in the power of love and romance.

  • APPEARANCE: In their fae mien, swan maidens have beautiful wings extending down from their arms, with feathers ranging from white to gray or even black in color. Some have hair that actually proves to be very fine feathers on closer inspection.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: SWANS BLESSING:

Swan’s Blessing: Swan maidens receive an additional dot in Dexterity even if it takes them above five. In addition, thanks to their innate grace, they cannot botch dance performance rolls. By default swan maidens have Chimerical Wings for free and they can use them for flight. (See Backgrounds)

BIRTHRIGHT: LOVE CONQUERS ALL:

Love Conquers All: Once per day, if a swan maiden has a romantic interest in her life, she may think of her beloved and spend 1 Glamour to reduce the difficulties of all rolls by 1 for the rest of the scene. (This affection need not be mutual, but the swan maiden’s emotions must be genuine. NPC's do not count) Swan maidens who are not currently experiencing a romantic attraction cannot benefit from this Birthright.

FLAW: PROFOUND LOSS

​Whether it’s the innocent puppy love of childlings, the impassioned flings of wilders, or the devoted attachment of grumps, swan maidens love profoundly… and losses devastate them accordingly. Any time a loving relationship ends, for whatever reason, the swan maiden suffers a Banality trigger.

ROLL: Glamour rank

DIFFICULTY: Banality + 5

FAILURE: Gain 1 point of permanent Banality.

NOTE: that this is not limited to romantic connections, but can apply to close family and friend relationships as well.

FLAW: SWAN SONG

When ever a swan maid accrues enough banality to forget herself, she transforms into a swan. This is a WYRD transformation, not a Chimerical one. The character will fly to the nearest pond, lake or canal and mix with the local bird population there. Recovering a lost swan maid can be an adventure all unto itself as her Kithian friends must search among the local swans investing glamour in them to try to find the right one to revive, if she is not recovered within a week she may find herself an actual swan and "partnered" with other swans, or even a parent to chicks, provided she doesn't end up on a humans dinner plate or consumed by natural predators.

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TROLLS

  • AFFINITY REALM: FAE

  • AFFINITY ARTS: SKYCRAFT, DRAGONS IRE, CONTRACT

  • PROFILE: Honor. Duty. Strength. Vigilance. These are the cornerstones of the life of every troll. Born of the dreams of warriors and guardians, trolls are the dauntless and dedicated stalwarts of the fae courts. Honest to a fault, trolls dedicate their lives to the service and protection of other fae. Once she takes an oath to support someone, a troll will go to any lengths to protect her charge. That dedication is the most fundamental part of a troll’s being, so much that if a troll breaks that word she begins to sicken until she has redeemed herself from dishonor. Patient, chivalrous, and dependable, many see these “giants” as naive and too trusting. Yet anyone who betrays a troll discovers the violence and rage that lurks beneath that restrained exterior.

  • APPEARANCE: Though trolls range in appearance, they have one thing in common: they’re large. Ranging from seven to nine feet tall, these Seelie giants have thick hair, slate-gray skin and pale blue or green eyes. Every troll sports a pair of ridged horns that sprout from their foreheads, and prefer warrior garb, often in Nordic styles. Unseelie trolls are terrifying dark shadows of their Seelie brethren, sporting greenish skin, thicker, more brutish features, and a generally wild, unkempt appearance.

  • BIRTHRIGHTS & FLAWS

BIRTHRIGHT: TITAN'S POWER

+2 Strength + 2 Health : This bonus is always active within the dreaming  however a point of glamour  must be spent each scene the real world to benefit. The Birthright lasts one scene in the real world when activated.

BIRTHRIGHT: STRONG OF WILL AND BODY

 When a troll is at her duty, nothing can stand in her way. A troll may add +2 for rolls to resist being seduced, persuaded, or even magically commanded away from her cause. Trolls also cannot botch Athletics or Wits rolls.

FLAW: BOND OF DUTY

A troll’s integrity is as much a part of her as her strength of arms. Should a troll break an oath or sworn contract, she loses her Titan’s Power Birthright and begins to sicken. The only way to regain her strength and vitality is to atone for her broken promise, which can involve fulfilling a new oath or making restitution to the aggrieved party. Because of how integral a troll’s word is to her very being, a troll chooses her oaths — and those to whom she becomes oathbound — very carefully.

​​Should a troll be betrayed in an oath, they must roll as follows.

ROLL: Composure + Resolve

DIFFICULTY: 12+

FAILURE:  Should she fail, the troll attacks the betrayers until restrained by others or the troll succeeds at another roll after 1 x trolls glamor turns have elapsed.

Note: Betrayal requires an oath between the troll and the other party. (Or A contract)

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WITCHEL

  • AFFINITY REALM: SCENE

  • AFFINITY ARTS: PRIMAL, DRAGONS IRE, CONTRACT

  • PROFILE: Miners and other laborers are the bedrock of a community. They do the tasks that must be completed no matter how unpleasant, venture into darkness and danger in search of the resources society depends upon, and perform perilous, backbreaking work without expectation of fame or fortune. The job gets done simply because it must. Quick to anger, slow to forgive, the short, stocky and muscular Witchel make fearsome enemies but the staunchest of allies.  

  • APPEARANCE: Wichtel tend to be short, wiry individuals built out of solid muscle. They’re famous as skilled miners, a profession as in demand now as it ever has been thanks to modern technology’s need for lithium and other rare earth elements. Wichtel are also known to work in construction or as union activists. Due to their strong kinship with the working class, they often strive to address safety issues and achieve better working conditions for miners and other blue-collar workers.

  • ​BIRTHRIGHTS & FLAWS

BIRTHRIGHT: DOWSING

Wichtel are born miners. One can innately sense where the Earth hides her secrets.

ROLL: Perception + Intelligence

DIFFICULTY 12+

SUCCESS:  Means the Witchel can determine exactly where to dig to uncover any naturally-occurring treasure, be it precious stones, valuable metals, oil, coal, natural gas, water, or anything else he might desire. (so long as it belongs in the ground naturally, he won't for instance find buried treasure or corpses)

BIRTHRIGHT: WELL BUILT

Hard labor is the lifeblood of a Wichtel, and no task is too exhausting for him to accomplish. He gains 1 additional dot of Stamina, even if it brings his total above 5. 

BIRTHRIGHT: INDUSTRIOUS

Witchel cannot botch any rolls involving manual labor. (Manual Labor here is considered tiresome back breaking work like mining or heavy construction work. Performance and fine crafts are not considered manual labor for this Birthright)

FLAW: VENGEFUL

​A wichtel can’t let even the smallest slight go. If he feels wronged, cheated, or treated unfairly, the offense consumes his thoughts, making it difficult to focus on anything other than the object of his ire. Until the offending party is paid back in kind or somehow makes amends, the wichtel gains +2 difficulty on all rolls, except those involving vengeance on his target. 

​​Anytime a Witchel is insulted, or slandered or made to look a fool, the Witchel must roll the following to see if their Flaw takes hold.​

ROLL: Composure + Resolve

DIFFICULTY 12+

SUCCESS : Means the Witchel can let the incident pass without becoming vengeful.

FAILURE:     Means the the Witchel Suffers + 2 difficulty to all rolls except those involving Vengence on his target until the target makes amends or the Witchel gets "like for like " Vengence upon the target or bests them in combat.

​A Witchel may test at the start of each new scene to resist their flaw consuming them. (Composure + Resolve Difficulty 14+) while they are suffering from vengeful thoughts. Beating this test only provides immunity from the fragility for the scene, a Witchel is only "cured" when they have got revenge or the target makes amends. "Like for Like" revenge is a slur for a slur, an eye for an eye, a prank for a prank etc.. This prevents casual insults breaking a Witchel's playthrough as they can simply pay an insult back with a foul mouthed broadside of their own. Only unsettled debts cause this Fragility to take hold.

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