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Adam Reha (Storyteller)
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MessageSujet: Kith   Mer 22 Nov - 16:43

Kith


Boggan
Birthrights:

* Master Craftsman: Boggans gain the Ability Traits of Repair and Crafts which can never be lost. In addition, any work involving repair or construction will take only one-third the normal amount of time to complete.
* Social Dynamics: A Boggan may make a Static Mental test to determine the social dynamics of any situation, including getting an understanding of leadership positions, group structures, hidden plots, etc.

Frailty: Boggans must render aid if they see someone suffering; a Willpower Trait may be spent to avoid this action.

Eshu
Birthrights:

* Pathways: Eshu can never become lost. In addition, if Eshu the Eshu can find a player, they may declare that they have also found that character, even in the Umbra or Phantasmal Terrain. Finally, once per night, the Eshu may find their way to any destination or person by asking a Narrator.
* Talecraft: Because of their love of stories, and skill at telling them, all Eshu are considered Ability Trait of Performance and the Attribute Trait of Expressive, neither of which can ever be lost.

Frailty: Eshu will not refuse a gamble, dare, or quest that has a chance of succeeding.

Nockers
Birthrights:

* Chimerical Creation: Nockers can create any Chimerical object, building it exactly as if they were making a material version.
* Fix-It-All: Because of their aptitude for building and fixing things, Nockers do not loose the Ability Traits of Repair, Crafts or Security when used for a Retest. These Abilities must still be purchased as normal.

Frailty: Any creation must have some flaw, represented by a specific Negative Trait.

Pooka
Birthrights:

* ShapeChange: Pooka can take the form of one normal animal, gaining its natural abilities. It costs one Glamour to change into this form, but nothing to change back. The Pooka may change shape (in either direction) if they are being observed.
* Confidant: By winning a Social Challenge, the Pooka may require someone to truthfully answer one personal question. In addition, they gain the Social Trait Empathic and the Ability Trait Subterfuge, neither of which can ever be lost.

Frailty: Pooka cannot tell the truth. Any statement, no matter how important, must contain at least some element of falsehood.

Redcaps
Birthrights:

* Dark Appetite: Redcaps can eat anything; this requires spending a Glamour Trait if they are consuming something a human normally could not. In addition, Redcaps cause one extra damage level when biting someone.
* Browbeat: Redcaps gain the Social Trait Intimidating, which can never be lost. When in their Fae Seeming, they also gain a free retest when bidding it.

Frailty: Redcaps are must bid an extra Trait for any Social Challenges that do not involve Intimidation, two extra Traits when in Fae Seeming.

Satyrs
Birthrights:

* Gift of Pan: Through extended singing and playing, Satyrs may invoke the carnal passions of those in the area. If the Satyr spends at least ten minutes singing or playing, they make make a Social Challenge against anyone who was listening; those who lose the Challenge must spend the next half-hour satisfying their desires. Note that this will evoke a feeding frenzy among Vampires, similar to the Beast Trait Lust.
* Prowess: Satyrs gain the Physical Trait Enduring, as well as the Ability Trait Athletics, neither of which can never be lost. In addition, when in Fae Seeming, they may run at triple normal speed.

Frailty: Satyrs are prone to excessive mood swings, especially while drunk. When trying to avoid temptation or maintain self-control, the Satyr must burn an appropriate Mental Trait in addition to any Willpower spent.

Sidhe
Birthrights:

* Awe and Beauty: When in Fae Seeming, Sidhe gain the Social Traits Alluring, Magnetic and Commanding, which can never be lost. In addition, they always have the Ability Traits Etiquette and Leadership which can never be lost.
* Noble Bearing: Sidhe gain a free retest against any affect which would make them look foolish. In addition, all Sidhe may opt to belong to a Noble House.

Frailty: Sidhe spend so much time in the Dreaming that they are little equipped to deal with the limitations of the mortal world. As such, any time a Sidhe gains Banality (either temporary or permanent), the affects are doubled. In addition, Sidhe do not have an affinity for a particular Realm, finding all equally difficult.

Sluagh
Birthrights:

* Squirm: Sluagh possess the Physical Trait Lithe which can never be lost. In addition, the character may make a Static Physical Test to escape any bond, except those of Cold Iron.
* Heightened Senses: In addition to all the normal benefits of Heightened Senses, Sluagh may undergo a Static Mental Test or Mental Challenge to see through any Illusion, including Obfuscate effects.

Frailty: Sluagh will never speak louder than a whisper. In addition, all Sluagh must choose two permanent Negative Social Traits.

Trolls
Birthrights:

* Titan's Strength: Trolls gain the Physical Trait Brawny which can never be lost, as well as an extra Health Level. Grumps get a second extra Health Level, as well as gaining a free retest on any Strength or Stamina related feats (equivalent to the Potence Discipline of Might). However, Grumps must also take the Negative Physical Trait Lethargic. Finally, all Trolls possess the Ability Traits Athletics and Awareness which may never be lost.
* Stubbornness: Trolls may spend a Willpower Trait to completely ignore any Mental or Social affect, even those in which burning a Willpower only normally allows a retest. In addition, the character may call for an extra free retest against any mind control powers which would go against their Nature or cause conflicts with any Oaths they have sworn.

Frailty: If a Troll willingly breaks any Oath they have sworn, the character loses all their Birthrights until they have made amends.

Pour plus d'information;
http://ashnack.ldperron.com/changeling/index.php/Cat%C3%A9gorie:Kith

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"Si les flammes de la passion pour ce jeu conssume aussi votre entourage, diminuez l'intensité... ce n'est qu'un jeu après tout!."
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Adam Reha (Storyteller)
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MessageSujet: Re: Kith   Mer 22 Nov - 16:52

Nunnehi

These are the Changelings of Native American culture, and are much more often found in the countryside than in cities. Currently an uneasy truce exists between the Nunnehi and the Westerling Courts, though conflict is not uncommon.

Canotili
Birthrights:

* Earth Blend: When in natural surroundings and in their Fae Seeming, the Canotili may blend into the background like a chameleon; while they remain motionless, they are effectively invisible. Note that this does not apply to artificial environments, including fake plants.
* Natural Strength: Canotili can tap into the primal force of nature, gaining the Physical Traits of Wiry and Athletic which may never be lost. In addition, by spending a point of Glamour, they may regain any Physical Traits expended.

Frailty: Canotili possess a survival mechanism which causes them to release a particular scent when surprised. In such a case, anyone nearby must pass a hard Static Mental or Physical test or they will panic. Note that this will usually trigger Frenzy in those subject to such.

Inuas
Birthrights:

* Imbue Amulet: Inuas may forge simple one-shot Talismans, infusing them with a point of Glamour. These may hold one specific Art, and the Changeling must specify which Realm(s) are going to apply at creation time.
* Change Form: All Inuas learn the ways of Nature to the point where they may take the form of animals native to their region. For each Ability Trait Animal Ken purchased, the Nunnehi may know one specific animal form. It costs one Glamour Trait to assume any of these forms, but changing back to mortal or Fae seemings costs nothing.

Frailty: In part due to their close association with the natural world, all Inuas are susceptible to pollutants; this takes the form of the Flaw Allergy. When such substances are nearby, they function as if Bruised; if they are actually in contact with such, all challenges are resolved as if they were Wounded.

Kachina
Birthrights:

* Prayer of Plenty: By making a Static Mental test, they Kachina may cause food (plants) to grow, or rain to fall in an area; the Narrator will determine how many Traits must be bid based upon the area to be affected.
* Cloud Form: By spending a point of Glamour, the Kachina may take of form of mist, changing back to physical form costs nothing. While in this form, the Kachina may float in any direction at a slow pace, though strong winds will affect them; a Willpower point may be expended to move them quickly down to ground level if they are flying.

Frailty: Kachina tend to focus on one particular Ability, often to the exclusion of others; the Changeling is limited to a maximum of three Traits in all Abilities except their chosen one.

Nanehi
Birthrights:

* Shape the Body: The Changeling may alter their Mortal Seeming at will, making themselves taller or shorter, changing the physical features, even their gender; by spending a point of Glamour, they may gain any three regular Social Traits. In addition, the character may regain all of their original Social Traits by spending a point of Glamour.
* Voice of Beauty: Because of their aptitude with singing and story-telling, Nanehi gain the Attribute Trait of Expressive and the Ability Trait Performance, neither of which can never be lost.

Frailty: All Nanehi possess the Negative Social Trait Vain.

Numuzo'ho
Birthrights:

* Great Size: These Changelings gain the Physical Traits Brawny and Robust, which can never be lost. In addition, they have the Merit Huge Size and win all ties in physical contests (equivalent to the Potence Discipline Vigor).
* Rouse Elements: By spending one Willpower and one Glamour, the Numuzo'ho may summon a storm, minor earthquake, or other similar phenomena.

Frailty: Elder Numuzo'ho pay the price for their vibrant youth; each gains a physical disability (lost eye, atrophied limb). This is represented by taking three of the following permanent Negative Traits: Lame, Clumsy or Unobservant.

Pu'Gwis
Birthrights:

* Song of Beckoning: By beating the target in a Social Challenge, the Nunnehi may Summon anyone nearby, or anyone they know well.
* Song of Dismissal: By reversing the process and winning a Mental Challenge, the Pu'Gwis may cause someone to forget everything about herself; this is often used after the Changeling has grown bored with someone they used Song of Beckoning on.

Frailty: Pu'Gwis look like decayed corpses in their Fae Seeming, gaining the permanent Negative Social Trait Repugnantx2. They may never purchase the Social Traits Alluring or Gorgeous, even in their Mortal form. In addition, all Strength related Traits cost double to purchase (either starting, or through experience).

Rock Fishers [May-may-gwya-shi]
Birthrights:

* Door into Rock: Rock Fishers know the secrets of stone. By spending one Glamour, they may pass themselves through any piece of rock or earth.
* Call Swimmers: By making and easy Static Social Test, the Nunnehi may summon nearby fish; obviously, this must be done by some body of water that actually contains fish, and not in the middle of a parking lot.

Frailty: Whenever there is an opportunity to dine on fish, the Changeling must avail themselves of it; a Willpower point may be spent to resist this behavior.

Rock Giants
Birthrights:

* Flint Coat: Rock Giants gains one extra Health level and ignore any damage caused by stone or rock weapons. In addition, when in Fae Seeming, these changelings gain the Attribute Trait Intimidating, as well as a free retest when using it.
* Prowess: All Rock Giants the Physical Trait Brawny and the Ability Trait Brawl, neither of which can ever be lost. In addition, Elder Rock Giants gain a free retest in Strength and Stamina related tests (equivalent to the Potence Discipline Might).

Frailty: Whenever a Rock Giant's bravery or physical might is called into question, they will hunt down the one who insulted them and challenge them to a fight. The Rock Giant will never stop until they have struck one blow against their opponent.

Surem
Birthrights:

* Serenity: By beating any target in a Social Challenge, the Surem may cause someone to refrain from any hostile activities, and will even cause Vampires or Garou drop out of Frenzy. Those targets who were not already in Frenzy gain the Negative Traits Docile (Physical), Passive (Social) and Submissive (Mental) for the remainder of the scene.
* Congeniality: All Surem possess the Social Trait of Genial, which can never be lost. In addition, they gain a free retest in any Social Challenges, except those in which they bid Commanding or Intimidating.

Frailty: Because of their dedication to peace, Surem must spend a Willpower trait whenever they wish to undertake a violent or hostile action.

Tunghat
Birthrights:

* Animal Illusion: These Nunnehi also have the ability to take on the appearance of one specific normal animal. There is no limitation on their power to take this additional seeming, though the creature they change into will always have a distinctive appearance (large size, unusual coloration or markings, etc).
* Summon Animal: In addition, Tunghat may summon animals of their chosen species. This takes the form of a Social Challenge, with the number of Social Traits bid determining how many animals of that type may show up.

Frailty: Tunghat are so closely tied to their animal form, they often loose themselves in it. For each hour spent masquerading as their animal self, the character must win a Static Mental Challenge with a difficulty equal to the number of hours they have spent in that form. Failure means that they loose track of their true self, and become completely submerged in the animal personality. A subsequent test may be made each hour to regain their senses, though after a large number of hours, the Narrator may use Overbid rules.

Water Babies
Birthrights:

* Synthesize Air: All Water Babies are able to breathe normally while under water; this power carries over to anyone being touched by the Nunnehi.
* Vengeance of the Wave: When the Changeling undertakes to punish someone for a transgression, they gain incredible physical strength. This power enables them to win all ties in any Physical Challenge, as well as giving them the Physical Traits of Ferociousx2. Note that if the target is actually innocent of the crime in question, this power will not work.

Frailty: Water Babies are dependent upon their element; if one is kept from immersing in water for more than a day, they start to weaken. For each additional day spent out of the water, they suffer one Health level of damage. Once they return to the water, these wounds heal at a rate of one per hour.

Water People [Yunwi Amai'yine'hi]
Birthrights:

* Shape of the Swimmer: By spending a Glamour point, the Changeling may take the form of one specific aquatic creature, gaining its natural abilities; changing back costs nothing. This change may not take place if there are Banal witnesses.
* Stir the Waters: A Yunwi may exercise control over any water in their general area; this takes the form of a Static Mental test. The Narrator may require the character to bid extra Traits when attempting something really big.

Frailty: When in their animal form, the Yunwi take on the basic mindset of the creature in question; normally this has little affect on their consciousness or use of Arts. However, if they are captured while in animal form, they panic, loosing all their sentient faculties, including the ability to change back out of their animal form. A Willpower point may be spent to enable one action that requires conscious thought or logic, though they may not change out of animal form until they reach a safe haven.

Yunwi Tsundi
Birthrights:

* Out of Sight: Tsundi have a natural affinity for sneaking; they gain the Ability Trait Stealth, which may never be lost. In addition, by spending a point of Glamour, the Changeling may cause people to not notice them (equivalent to the Obfuscate Discipline Unseen Presence) for one scene.
* Clever Hands: These Nunnehi are Master Craftsman, but unlike the Boggan talent which extends to fixing things, Tsundi specialize in their creation. All Tsundi gain the Ability Trait of Crafts, which can never be lost.

Frailty: Tsundi are kind and generous souls, who will usually go out of their way to help someone in need. However, they get extremely angry and vengeful if their offer of help is refused. This grudge will last for one month, during which the Tsundi will go out of their way to annoy the offender. A Willpower Trait may be spent to forgive this slight when the Tsundi is initially rebuffed or if the target of their wrath makes some form of offering to apologize.

_________________
"Si les flammes de la passion pour ce jeu conssume aussi votre entourage, diminuez l'intensité... ce n'est qu'un jeu après tout!."
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Adam Reha (Storyteller)
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MessageSujet: Re: Kith   Mer 22 Nov - 16:54

Thallain

Darker legends still hold truth, and there are some Changeling Kith that are the essence of the nightmares that come from those legends. While some rare few may be of the Seelie Court, the Thallain are almost always Unseelie.

Beasties
Birthrights:

* Beast Form: Each Beastie has an additional form, usually something out of a child's worst nightmares. When in this form, the Changeling gains three Physical Traits (appropriate to the shape), as well as the Social Trait Intimidating, none of which can be lost while in that form. It costs one Glamour to assume the monster form, and no one can be witness to the change. Returning to either their mortal of Fae seeming costs nothing.
* Gleam of Dark Eyes: The Beastie may cause their eyes to glow an unnerving color (usually blood red or dark green) in any seeming. In addition to allowing them to see clearly in the dark, the Beastie may call of a Social Challenge to frighten anyone viewing this into fleeing the scene (equivalent to the Presence Discipline Dread Gaze).

Frailty: Even in their mortal or Fae seemings, some hint of the Beastie nature shows through in the form of the Negative Social Trait Bestial. Natural animals are nervous around the character, refusing to be touched or handled by them. In addition, all Beasties are considered to have the Flaw Kith Enmity when encountering any Seelie Westerlings, Nunnehi, or Gallain.

Boggarts
Birthrights:

* Industrial Complex: Like their close relatives the Boggans, these Changeling's have an aptitude for making things. But Boggarts are more diverse, allowing them to gain a single Ability Trait in any one craft-related skill, which can never be lost.
* Pack Mentality: Once per weekend, the Boggart may call upon a group of their fellows to aid them in some task. This pack may include both Boggart and Boggan, and may sometimes contain members of both Courts.

Frailty: All Boggarts possess the Negative Social Traits of Greedy and Callous, which may never be bought off. They may also never purchase the Social Trait of Empathic.

Bogies
Birthrights:

* Spawn of Darkness: Once per game session, the Changeling may create around them a drifting cloud of inky blackness (equivalent to the Obtenebration Discipline Shroud of Night). Only Bogies and those who can see in complete darkness are able to function normally; everyone else must bid an extra Trait for all physical feats.
* Hatred of the Weaver: By spending a point of Glamour, the Bogie may become undetectable any any technological device for one hour.

Frailty: Bogies cannot stand being confined at all, suffering one point of normal damage per day they are imprisoned. If the Bogie is actually physically bound (hand cuffs, tied up, etc) they suffer one health level of damage per hour.

Goblins
Birthrights:

* Gremlin Urge: By spending a point of Glamour, the Goblin may cause any mechanical or technological device they are touching to stop working or break.
* Mayhem: Goblins have a similar affinity with weapons that Boggans have with other devices; by investing a weapon or other object with a point of Glamour, the Goblin may "improve" it, enabling it to do an extra point of damage.

Frailty: Just as with similar creations, any weapon the Goblin creates or improves must contain a flaw, in the form of a specific Negative Trait. However, such devices are always a bit unstable; if the character using the weapon loses any challenge in which the item's Negative Trait was bid, the weapon malfunctions, inflicting its normal damage upon the wielder.

Ogres
Birthrights:

* Smells Like Chicken: Ogres have a special sense of smell which enables them to detect which Court (Seelie or Unseelie) a Changeling belongs to. In addition, by winning a Mental Challenge, they may Sense Wyrm in others, detect whether a Vampire is Sabbat, even determine if a Mage is a Nephandus or Marauder.
* Strong as Oak: When in their Fae seemings, Ogres possess the Physical Traits of Brawny and Brutal which may never be lost. In addition, the character may always retest any strength related feat (equivalent to the Potence Discipline Might).

Frailty: Ogres are stupid, not crazy. All Mental Traits except those related to perception cost double, both at character creation time, and through experience.

_________________
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Adam Reha (Storyteller)
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MessageSujet: Re: Kith   Mer 22 Nov - 16:56

Gallain

Though the term truly applies to all of the non-Westerling Kith, in practice the more specific terms are applied to the other groups.

Dryads
Birthrights:

* Sense of Domain: When in their chosen domain, Dryads gain the merits of Danger Sense and Heightened Senses. In addition, while in their domain, they automatically win any ties during challenges. This birthright applies to both the physical and Umbral layers of their domain.
* Natural Beauty: While most Dryads are female, their legendary attractiveness applies even to the males of the species. When in their Fae seeming, all Dryads possess the Social Traits of Alluring and Magnetic, and the Ability Trait of Seduction, none of which can ever be lost.

Frailty: Because Dryads are so tied to their local territories, they are not able to function well outside of them. As such, when not in their native domain, the Dryad loses all ties during challenges.

Nymphs
Birthrights:

* Power of Nature: Even more than Dryads, Nymphs are closely tied to one natural setting (one tree, a small pond, a mountain top, etc). They gain an automatic awareness of anything that transpires in the vicinity of their chosen home (equivalent to the Garou Gift Attunement), as well as the ability to control natural events related to that locale. When using any Arts that apply directly to their home, no Realm is needed.
* Form of Nature: In a sense, the Nymphs and her home are one and the same. When in contact with her personal tree/pond/rock, the Nymph may merge with that natural feature, becoming undetectable to others. When stepping out of their home, the Nymph may choose to enter either the normal world or the Umbra.

Frailty: Nymphs are more tightly bound to their homes than even Dryads, for they have sworn an Oath that keeps them there. Nymphs must spend one Willpower Trait for each hour spent away from their home, or else suffer a wound level.

_________________
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