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Walking Shadows: Seemings and Kiths

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  • Walking Shadows: Seemings and Kiths

    So, my crossover campaign has a lot of Fae, a few of whom are at quite respectable levels of Wyrd. Over the years, my players and I have expressed some dissatisfaction with the Seeming and Kith blessings and curses, so one day we went over and decided to go and fix them. These are by myself, with input from Isabella. It's not an exhaustive list of every single Kith, mind, only the ones that appear in Walking Shadows. Still a fair few.


    GM of the Walking Shadow Campaigns
    New System and Setting Material

  • #2
    Beast
    The ecology of Faerie makes little sense. Plants grow where they shouldn’t; things subsist on less food than is logical. Faerie is not a world that has evolved in accordance with how the mortal chain of life works. Yet, Arcadia has its rule of nature, even warped. Tooth and claw are still red here. Predator still hunts prey, though both may take strange forms and be born of mad origins. The Beasts were once lost to that cycle, their minds subsumed entirely by the animal instinct that was the only thing keeping them alive. Even upon their return, the savage time of Faerie has left its mark on them, body and soul.

    The Beast Blessing
    The wildness that infuses a Beast gives her a supernatural affinity with animals. A Beast gains the benefit of the 8 again rule when using the Animal Ken Skill, and receives a free Specialty for the one animal that most reflects the Beast’s seeming. That same wild nature gives a Beast a powerful personal magnetism. A Beast’s player can spend points of Glamour to add to dice pools involving Presence and Composure; you may also increase your effective Composure if using it as a Resistance stat. Each point of Glamour spent adds one die to one dice pool (or increases your effective Composure by 1).

    The Beast Curse
    These energetic changelings rarely have the will or attention span to do boring, repetitive mental work hour after hour. They lose 10-again on Extended Intelligence Rolls. Likewise, their animalistic natures means that without a great deal of training, these changelings have difficulty with academic or trained skills, increasing the Untrained Penalty on Mental Skills to -4.

    Evolution of the Blessing
    At Wyrd 7, the player can now also increase dice pools involving Athletics with Glamour.
    At Wyrd 8, spending Glamour on dice pools of Presence and Composure adds two dice per point of Glamour spent instead of one.
    At Wyrd 9, spending Glamour on dice pools of Athletics adds two dice per point of Glamour spent instead of one.
    At Wyrd 10, any rolls involving Presence and Composure are considered an exceptional success at three successes instead of five.

    Evolution of the Curse
    At Wyrd 7, Extended Intelligence rolls now operate at a -2 penalty.
    At Wyrd 8, the Untrained Penalty on Mental Skills increases to -5.
    At Wyrd 9, the number of rolls on an Extended Intelligence roll is capped by the character's Willpower Dots.
    At Wyrd 10, if the player must roll for a Mental Skill in which the character possesses no dots, that roll is automatically a dramatic failure.

    Broadback
    Changelings who are attuned to animals that are renowned for their endurance or stubbornness, such as camels, elephants, horses, mules, goats and the like.
    ● Spend 1 Glamour to increase a single Stamina roll at a 1:1 ratio, or increase your effective Stamina for a Resisted roll by 1 per 1 Glamour spent.
    ● At Wyrd 7, glamour spent increases Stamina rolls and Resistance at a 1:2 ratio.

    Cleareyes
    These Beasts have been granted exemplary senses akin to an animal’s. Theirs are the eagle’s eyes, the bat’s ears, the hound’s nose, the raccoon’s elegant sense of touch. Cleareyes were kept as lookouts and hunters for their Keepers, charged with discovering a scent for the Hunterhearts to follow or spying an aerial intruder for the Windwings to bring down. However, Cleareyes’ keen senses also allowed them to spy a way free of their master.
    ● Spend 1 Glamour, add (Wyrd) to a single Perception roll.
    ● At Wyrd 7, add (Wyrd/2, rounded up) to all Perception rolls (this does not stack with the above).

    Riddleseeker
    Truly unusual among Beasts, Riddleseekers hone their seemingly natural cunning and curiosity to a razor’s edge. The mien of such a changeling usually reflects animals noted for especial wisdom or cunning: snakes, owls, cats or foxes, for instance. In some cases, however, these Beasts are attuned to more fanciful composite forms, legendary creatures associated with riddles (such as the sphinx) or with great knowledge (like the Iranian Angha).
    ● Spend 1 Glamour to increase a single Investigation roll at a 1:1 ratio.
    ● At Wyrd 7, glamour spent increases Investigation rolls at a 1:2 ratio.

    Roteater
    Fed on carrion and offal, the Roteater is akin to the vulture and the hyena, the crow and the worm. As a tamed Beast, the Roteater may have followed at the end of his Keeper’s war processions, left to feed himself on corpses. If wild or ungoverned, he may have fallen into a scavenger’s ways simply to survive.
    ● Gain 9-Again on rolls to scavenge objects from an environment (these will be either Survival or Investigation rolls), and +2 to rolls versus Poison or Disease.
    ● At Wyrd 7, rolls to scavenge objects improve to 8-again, and you gain a +4 to rolls versus Poison or Disease.

    Trickster
    These Beasts hold an affinity to the trickster animals of folktale and myth -- the Puss in Boots, Anansi, Reynarde the Fox, Coyote, and others. Most have only a single physical change to their mien, often an animal's head or a tail. Of course, in the folktales of old America, what’s significant about Coyote is not how he looks but how he acts. The trickster is the master of manipulating circumstances to obtain what are often the simplest of desires. He often achieves profound effects through even the simplest of deceptions. Those changelings who reflect his spirit in this kith possess the “inventiveness” of truth.
    ● Spend 1 Glamour to increase a single Subterfuge (Deception) or Persuasion (Fast-Talking) roll at a 1:1 ratio.
    ● At Wyrd 7, glamour spent increases Subterfuge (Deception) or Persuasion (Fast-Talking) rolls at a 1:2 ratio.

    Truefriend
    These Beasts learned not savagery, but loyalty. They are infused with the nature of animals who have accepted humans as their own. Truefriends are hunting hounds, loyal cats, favored horses, beloved parakeets, animals valued for the companionship they offer. Escaping Faerie was a matter of realizing that whatever fealties they may have been conditioned to show their Keepers, the changelings owed even greater loyalties to the loved ones they’d left behind.
    ● Spend 1 Glamour as an Instant Action, and grant one ally a +3 bonus to any roll -- this requires you to be able to see and speak to the ally.
    ● At Wyrd 7, the bonus increases to +5.

    Venombite
    Changelings who have an affinity with poisonous creatures, such as poisonous spiders and insects, or poisonous reptiles.
    ● Once per scene, for 1 Glamour, envenom a single natural attack (a claw, a bite, a punch), inflicting a Toxicity (Wyrd/2, rounded up) venom.
    ● At Wyrd 7, You may envenom two attacks per scene.




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    • #3
      Darkling
      The darkness of Arcadia is not simple absence of light. It is nights that have hungers all their own, shadows cast in the bowels of impossible castles, the grasping fingers of carnivorous forests. The Darklings are changed by the living shadows of Faerie — indeed, Darklings have entered into Contracts with darkness itself.

      This bond with darkness can’t help but change them. Some become entirely comfortable with fear and loneliness, and discover that they dislike forging social bonds with all but a select few. Others fight against the shadows that fall over their souls, searching out pleasure and companionship. But no Darkling can shun the darkness entirely. Even if Darklings suffered torments in absolute blackness in Arcadia, the dark is still comforting to them. It hides them from sight, and perhaps aided their escape. It’s something that few other Lost can completely understand.

      The Darkling Blessing
      Just as the shadows that infect them, the Darklings are as ephemeral and flighty as the dark itself. A player can spend Glamour to increase dice pools that include Wits, Subterfuge and Stealth — each point of Glamour increases one dice pool by one point. The character also gains the benefit of the 9 again rule on Stealth dice pools.

      The Darkling Curse
      Darkness and twilight so define these changelings that their magic falters somewhat when the sun is in the sky (that is, not at night, or at twilight). Darklings suffer a –1 die penalty to all rolls to enact Contracts during daylight hours. The penalty increases to –2 dice if the sun is directly visible to them.

      Evolution of the Blessing
      At Wyrd 7, the player can now also increase dice pools involving Larceny with Glamour.
      At Wyrd 8, the player can spend Glamour to increase dice pools that involve Wits, Subterfuge and Stealth, and each point spent increases the dice pool by two dice.
      At Wyrd 9, spending Glamour on dice pools of Larceny adds two dice per point of Glamour spent instead of one.
      At Wyrd 10, the character gains the 8-Again rule on all dice pools involving Stealth or Subterfuge.

      Evolution of the Curse
      At Wyrd 7, Perception rolls made during the daytime suffer a –1 penalty.
      At Wyrd 8, Darklings suffer a –2 dice penalty to all rolls made to enact Contracts during daylight hours (and this increases to –3 if the Sun is directly visible).
      At Wyrd 9, Perception rolls made during the daytime now suffer a –3 penalty.
      At Wyrd 10, any rolls made to enact Contracts during daylight hours do not gain the 10-Again rule and any 1s rolled subtract from successes.


      Antiquarian
      The Wizened who create startling works of art and craft: seamsters, sculptors, painters and builders.
      ● Gain 9-again to Academics and Investigation; Further, they may spend 1 glamour to gain the Eidetic Memory (●●) merit for the rest of the scene.
      ● At Wyrd 7, gain 8-again to Academics and Investigation; Further, gain the Eidetic Memory (●●) merit (no strings attached).

      Leechfingers
      The faeries who steal life from humans, grain by grain, drop by drop, with just a touch. They are the Glaistig, the Leanansidhe, the Rusalka, every fae vampire of lore.
      ● When in physical contact with someone else (via a kiss or via a Grapple roll), spend 1 Glamour and roll Presence+Wyrd, minus the victim's Stamina. They take (Successes) Lethal damage, and you heal (Successes) Bashing or Lethal damage. This counts as a Grapple maneuver.
      ● At Wyrd 7, you can also heal Aggravated damage now.

      Lurkglider
      Raised among the twisted treetops of Arcadian forests or the spires of palaces lost in dark storm clouds, the Lurkgliders are at home watching from the shadows far above. They may be tied to legends of creatures that swooped down to carry off the unwary, or Lurkgliders may have been kept as grotesque sentinels to watch over their Keepers’ holdings.
      ● You can fall up to 100 yards without taking any damage, and gain a +2 to any roll to keep your balance on unstable footing (narrow ledges, rain-slick outcroppings, etc).
      ● At Wyrd 7, when falling, you can glide 30 yards for every 10 fallen, and you gain a +4 to all rolls to keep your balance on unstable footing.

      Mirrorskin
      Darklings who hide in plain sight from the eyes of humankind. Their bones are malleable, their faces like flowing quicksilver.
      ● You can change the cast of your features to resemble (if not completely mimic) anyone you have met. This grants a +3 bonus to all Wits+Subterfuge (Disguise) attempts.
      ● At Wyrd 7, the bonus increases to +5.

      Razorhand
      Some Darklings are embodiments of the promise of nighttime violence. They are the sudden slash in the darkest alleys, the gleam of metal under a flickering streetlamp. They may come silently, or whistle tuneless little ditties learned in Arcadia. Some even become skilled practitioners of medicine, though their ministrations are often too unnerving for all but the boldest Lost to seek out.
      ● Spend 1 Glamour, and a 1L knife appears in your hand of whatever style you prefer (stiletto, K-Bar knife, surgeon's scalpel, etc). If the knife leaves your hand, it vanishes the instant no one is paying attention to it.
      ● At Wyrd 7, the knife deals 3L damage now.

      Skogsra
      This Darkling-of-the-wood kith stems from old Swedish and Scandinavian folklore. In these fairy tales, the skogsra are vicious trolls protecting the dark forests, leading travelers astray and either killing them or stealing their goods. Other tales have the skogsra luring wanderers off the trails where they are enslaved, certainly speaking to legends of the True Fae who have done that very thing. The changelings known as the Skogsra are Darklings in appearance, but often possess miens adorned with dark vines and leaves (sometimes growing beneath the surface of the flesh where the veins should be) or have eyes like black pools of water.
      ● The changeling must look into the eyes of a single animal (bird or mammal), and by spending a Glamour point, enslaves the beast to be his “pet” until the next sunrise or sundown (whichever occurs first). The animal will do whatever it is that the changeling demands, even to its own detriment. The animal must of course be capable of doing the thing asked of it, and this does not work on supernatural animals.
      ● At Wyrd 7, the animal gains a limited empathetic connection to the changeling (enough to convey vague impressions and emotions), and gains a modicum of intelligence and creativity. Rats may open doors, birds may show initiative and shadow targets, and so forth.

      Tunnelgrub
      Those of the Darkling faeries who slide and slither through tunnels and sewers and chimneys, the better to do terrible things in the night.
      ● You gain 9-again on Survival rolls in subterranean environments (natural or artificial, doesn't matter), and may spend 1 Glamour to wiggle through an area no smaller than their head.
      ● At Wyrd 7, you gain 8-again on Survival rolls in subterranean environments, and need not spend glamour to get through small spaces.


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      • #4
        Elemental
        Elementals are the most diverse of any of the seemings and also, on average, the one least connected to the human world. Other than this lack of connection, it is difficult to make generalizations about Elementals, because they can be so different from one another. Elementals associated with radically different elements often have radically different physical and mental traits and similarly divergent attitudes about the world and their places in it. The only thing they all share is the profound and deeply alien experience of being an intelligent force of nature.

        While the Beasts had the minds of animals in Arcadia, almost all Elementals retained their thoughts and consciousness, but temporarily lost their humanity, and in some cases, all traces of their physical forms, as they became living lightning bolts, contemplative boulders or excitable and talkative brooks and streams. Many had the experience of completely losing themselves in these experiences and temporarily becoming utterly inhuman animate elemental manifestations. However, all of those who escaped Arcadia managed to retain their awareness and spent most of their time as living elements who knew they had once been human.

        The Elemental Blessing
        Elementals, touched as they are by the stuff of the world, are able to channel the forces and materials that define them into their bodies, giving them an uncanny ability to shrug off punishment. Once per day, the player can spend one point of Glamour to add the character’s Wyrd rating to his Health dots for the rest of the scene.

        The Elemental Curse
        Just as the candle fears water, or the doll the flames, the Elemental has more to fear than just Cold Iron. Each Elemental chooses a common element or situation that is antithetical to their own nature (the Fireheart may fear water, the Mannequin may dread chopping weapons, the Air-Touched may despise subterranean areas). Whenever the Elemental is confronted with their Bane, they take a -2 to all Physical rolls for the rest of the scene.

        Evolution of the Blessing
        At Wyrd 7, the character can now access the Elemental blessing (adding Wyrd to Health by spending a point of Glamour) twice a day instead of only once — but its second use that day necessitates spending two Glamour instead of one.
        At Wyrd 8, the player can spend one point of Glamour to add the character’s Wyrd dots to her Speed score. This lasts for a number of turns equal to the character’s Willpower and can only be used once per day.
        At Wyrd 9, the character’s element is a potent part of the character’s form and demeanor: the player may spend a single point of Glamour to gain two dice to any rolls involving Presence.
        At Wyrd 10, the character may permanently add half her Wyrd score (five) to her Health dots; in addition, she can still access the normal Elemental blessing (adding Wyrd to Health) twice a day by spending Glamour.

        Evolution of the Curse
        At Wyrd 7, the physical penalty from the Elemental's Bane increases to -3.
        At Wyrd 8, an Elemental who has suffered her Bane cannot spend Willpower to increase Resistance rolls.
        At Wyrd 9, the Elemental gets an additional elemental or situational Bane.
        At Wyrd 10, in addition to penalties, touching the Bane deals (10-Clarity) Bashing damage to the Elemental, possibly in addition to any damage the Bane would normally deal. This cannot occur more once per scene.


        Airtouched
        The Elementals of wind, cloud, smoke and sky, who can be as healthy as a fresh breeze or as pestilent as the miasma that surrounds the dead.
        ● Add (Wyrd/2, rounded up) to your Initiative
        ● At Wyrd 7, add (Wyrd) to your Speed

        Ask-wee-da-eed
        The Abenaki people of the northeastern United States tell stories of a will-of-the-wisp-type creature formed of fickle fire. This creature, the Ask-wee-da-eed, is tied to meteors and comets and is said to bring bad luck and death by its presence. Those of this kith in some way embody the meteoric fire, but are also able to foretell the misfortune of others, in a way.
        ● Once per day, spend 1 Glamour as a Reflexive action to curse a target within line of sight that has just made a roll. They immediately reroll.
        ● At Wyrd 7, you may now curse three rolls per day.

        Earthbones
        Changelings who have the mark of earth and stone: lumpen Paracelsian Gnomes, sand spirits, dour men of peat and dwarfs made of mountain granite.
        ● Spend 1 Glamour to increase a single Strength roll at a 1:1 ratio.
        ● At Wyrd 7, glamour spent increases Strength rolls at a 1:2 ratio.

        Fireheart
        Elementals marked with fire, heat or electricity.
        ● Spend 1 Glamour to increase a single Wits roll at a 1:1 ratio.
        ● At Wyrd 7, glamour spent increases Wits rolls at a 1:2 ratio.

        Sandharrowed
        The howling deserts of Faerie produce their own children. The Sandharrowed are embodied with the merciless grace and power of the shifting sands. Those who escape the blasted wastes of Arcadia can make homes anywhere, though they seem happiest in warm cities surrounded by the desert.
        ● Gain a +2 to Grapple rolls; Further, they may spend 1 glamour to gain the Double-Jointed (●●) merit for the rest of the scene.
        ● At Wyrd 7, gain a +4 to Grapple rolls; Further, gain the Double-Jointed (●●) merit (no strings attached).

        Waterborn
        Changelings who are imbued with the nature of the waters, soft and brutal, gentle and mighty: undines and nymphs, man-eating river demons, water babies, ladies of the lake.
        ● Add (Wyrd/2, rounded up) to Initiative and Defense when swimming.
        ● At Wyrd 7, add (Wyrd) to Speed when swimming.

        Woodblood
        The children of plants: Green Men, flower fairies, spirits of mandrake, rose, thorns and all manner of medicinal herbs, fair and foul.
        ● Gain 9-Again on Survival and Stealth rolls in any area where plants are growing from the ground. Also spend a point of Glamour to hide in a place where you couldn’t normally hide, making a Stealth roll as usual. There has to be a reasonable amount of foliage there. The character couldn’t hide using a small patch of moss or a single dandelion, but could use a flowerbed, a lawn or a sapling.
        ● At Wyrd 7, you now gain 8-again on Survival and Stealth rolls in any area where plants grow from the ground.


        GM of the Walking Shadow Campaigns
        New System and Setting Material

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        • #5
          Fairest
          The life of a Fairest is often a mixture of pride and regret. Most suspect that the reason they were abducted by the Fae is that they had some especially impressive quality or talent. For most Fairest, their abduction and transformation served to enhance these talents, and now they take pride in being the most beautiful and talented of the Lost. However, this pride is mixed with an awareness that they would not have been ripped away from their lives and their loved ones and subjected to various horrors if they had not been as special or perhaps as prideful as they were. Also, for some the fact that they now have more talent or beauty than before their abduction means that their talents or beauty are no longer truly part of them. Balancing the natural joy and pride in being accomplished and acclaimed for their skill and beauty with the awareness of what these talents cost them is one of the central paradoxes of the lives of many Fairest.

          The Fairest Blessing
          These changelings really are the Fairest of Them All, and their magic only emphasizes this. The player can spend Glamour to improve dice pools that include Presence, Manipulation and Persuasion. Each point spent increases one dice pool by one point. A changeling counted among the Fairest also suffers no untrained penalty for using Social skills in which she has no dots.

          The Fairest Curse
          The Fairest, similar to the creatures who stole them, can be callous and unfeeling, vicious and prone to toy with others, even people who love them. Their inner balance suffers for this. When a Fairest encounters a Falling Point, they roll one dice fewer than associated with the Falling Point. (See the Innocence House System in my signature)

          Evolution of the Blessing
          At Wyrd 7, the Fairst can spend Glamour to improve dice pools that include Presence, Manipulation and Persuasion. Each point spent increases the dice pool by two dice.
          At Wyrd 8, the Fairest gains 3 free specialties in Social Skills.
          At Wyrd 9, the Fairest gains 5 dots of Social Merits, to spend however they like.
          At Wyrd 10, all Social rolls gain the 8-Again benefit.

          Evolution of the Curse
          At Wyrd 7, when the Fairest encounters a Breaking Point, they treat their Clarity as 2 less.
          At Wyrd 8, the Fairest never rolls more than 1 dice for Falling Points
          At Wyrd 9, if the Fairest has a Clarity of 6 or lower, they gain a Madness Condition. If they already have it, it triggers twice per adventure.
          At Wyrd 10, when the Fairest encounters a Breaking Point, they treat their Clarity as 4 less.

          Bright One
          Changelings who came from light; willo’-the-wisps, bright elves, White Ladies and other beings of light and fire and ice from all over the world.
          ● At will, illuminate an area the size of a smallish room (about 15’ x 15’ x 10’ high) with a soft, pale light for the rest of the scene. Although the light centers on the changeling’s left hand, it doesn’t have the changeling as its source, seemingly coming from the air itself. The light doesn’t move. If the changeling leaves the radius of the light, he leaves it behind. With the expenditure of a Glamour point, the light becomes painfully intense; all ranged attacks and Perception rolls suffer a -2 penalty (-1 if the target is wearing sunglasses).
          ● At Wyrd 7, the light you cast upon choosing now fills a much larger area (30’ x 30’ and 20’ high), and if you spend a Glamour point to make it intense and painful, those ranged attacks and perception rolls suffer a –3 dice penalty (and sunglasses don’t help).

          Draconic
          Changelings who bear within them the blood of dragons or other Great Beasts of Faerie, including celestial bureaucrats and tithe-payers to Satan alike. Haughty and possessing a robust physicality, the Draconic Fairest have the secret of the Dragon’s Talon.
          ● Gain a +1 to Brawl; once per day, spend 1 Glamour to retake a failed Brawl roll.
          ● At Wyrd 7, you now gain +2 to Brawl and deal Lethal damage with your unarmed strikes (or if you already deal Lethal damage due to claws or Fighting Style: Martial Arts, increase the damage by 1L).

          Flamesiren
          These burning Fairest represents the entrancement of flame — when people stare at a flickering candle or gaze into a crackling bonfire, the force that holds their attention is the essence of the Flamesiren’s appeal. It’s the beauty of danger and destruction, together in one sinuous, lambent package.
          ● Gain +2 to Persuasion (Fast-Talking) rolls and to the activation rolls for Contracts of Vainglory.
          ● At Wyrd 7, gain +4 to Persuasion (Fast-Talking) rolls and to the activation rolls for Contracts of Vainglory.

          Flowering
          Flowers blossom on bare earth where these changelings have stood (although they take months to appear in the human world rather than seconds, as they did in Faerie). Their skin is soft like the petal of a rose or a chrysanthemum and bright with a bloom of health. The Flowering Fairest has a seductive fragrance: her skin, hair and breath carries the aroma of unknown blossoms from places unseen, the promise of pleasures unknown. Her bouquet seduces and lulls in equal measure.
          ● Gain 9-again on Persuasion rolls.
          ● At Wyrd 7, gain 8-again on Persuasion rolls.

          Incubus/Succubus
          Whether the Jewish Lilitu or the Arab um al duwayce, the core idea of the succubus or incubus is the same: a demon or spirit possessed of beauty that is used for malevolent purposes. Their beauty is darkened inevitably by something that happened to them in Faerie, and this hangs upon them in some way that colors their splendor with hints of the diabolical (blood-red eyes, bat wings, black nails, teeth filed to points or other demonic characteristics). These changelings are temptresses, creatures who are imprisoned by lust but can also wield it like a weapon.
          ● Once per day, spend 1 Glamour to place the Inflamed Condition on someone; You gain a +(Wyrd/2, rounded up) bonus to all non-Contract Manipulation rolls against the target.
          ● At Wyrd 7, you may use this power three times per day.

          Libran
          Gender is merely an illusion for these beings, caught between the binary of male and female and all the places in between.
          ● Spend 1 Glamour to shift genders, changing from one biological gender to another. You may also spend 1 Willpower to adopt a transitional form, bearing multiple sexual traits or none at all. These genders are full functional, with the sole limitation being the usual absence of fertility the fae are cursed to.
          ● At Wyrd 7, these gender shifts are free.

          Minstrel
          The Gentry love to be entertained and moved, especially by music. Fairest trained as Minstrels spend their durance serenading their Keepers, sometimes with an instrument, sometimes using only their voices.
          ● Spend 1 Glamour to reroll all failed dice on a musical Expression roll.
          ● At Wyrd 7, automatically reroll all failed dice on a musical Expression roll.

          Muse
          Their beauty inspires the arts. Whether a Rubenesque beauty, a sedate and delicate daughter of the Heavenly Ministry, a grotesquely beautiful masquer garbed in yellow tatters, or a Dark Lady who drives her beloved to destruction, the Muse inspires the creation of things of beauty and horror and love and hate and fear. The growth of confidence can precipitate a headlong rush to doom, and the Muse knows how to make it happen.
          ● You may spend Glamour to inspire someone else to greater artistic heights -- increasing their Expression dice pools by +2 for each Glamour spent.
          ● At Wyrd 7, you now increase Expression dice pools by +4 per Glamour spent.

          Treasured
          Far more than any other Fairest, the Treasured were treated as nothing more than prized objects for display. They spent their durance in golden cages or atop cold stone pedestals, with no greater hope than to please the eye of a passing Gentry. Treasured are jeweled, gilded, alabaster, like Michelangelo’s David given the faintest hint of color or a figure that has stepped away from Alma-Tadema’s The Roses of Heliogabalus. Countless hours upon a pedestal have given the Treasured the blessing of fortitude.
          ● Once per day, you may spend 1 Glamour to reroll a failed Resolve, Stamina, or Composure roll.
          ● At Wyrd 7, you may do this twice per day.


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          • #6
            Ogre
            Not all fairy tales are things of delicacy. Some are downright brutal. The Ogres mirror that brutality, and indeed inspire it from time to time. Though they may be handsome or hideous, kindly or cruel, the Ogres embody a single unfailing precept: hard places breed hard people. They enjoy a reputation as stalwart friends and monstrous enemies, and it’s not undeserved. No Ogre managed to become what he is without having to face violence. And it’s a rare Ogre who isn’t willing to face — or embrace — violence again to get what he thinks is important.

            The Ogre Blessing
            Ogres are mostly big, often ugly and always capable of frightening displays of brute force. The player can spend points of Glamour to improve dice pools involving Strength, Brawl and Intimidate. Each point of Glamour spent adds one die to one dice pool.

            The Ogre Curse
            An Ogre isn't necessarily stupid, but they do tend to be primal creatures of large appetites, wearing their hearts on their sleeve. Unless the Ogre has fulfilled their Vice this scene, they take a -2 versus mental-affecting powers.

            Evolution of the Blessing
            At Wyrd 7, the Ogre gains an additional dot of Health.
            At Wyrd 8, the Ogre’s player can spend points of Glamour to improve dice pools involving Strength, Brawl and Intimidate. Each point of Glamour spent now adds two dice to the dice pool.
            At Wyrd 9, the Ogre gains 3/3 Armor, which stacks with all other sources of armor.
            At Wyrd 10, the Ogre never suffers bashing damage, unless that damage is caused by a source of iron. Lethal damage and aggravated damage still apply as normal.

            Evolution of the Curse
            At Wyrd 7, the penalty versus mind-affecting powers increases to -3.
            At Wyrd 8, the Ogre may not spend Willpower versus mind-affecting powers unless they have indulged in their Vice this scene.
            At Wyrd 9, the Ogre also takes a -2 penalty to Mental Skills if they have not indulged their Vice this scene.
            At Wyrd 10, the penalty versus mind-affecting powers increases to -5.


            Cyclopean
            The Cyclopeans are like the ancient hunters and herdsmen of legend who sought men for their cooking pots: changelings who resemble Cyclops of Archaic Greece, the one-legged Fachan of Scots legend, the three-eyed oni of Japan, the elephant-eared rakshas of India or the wind-borne footless Wendigo of North America. Although many are crippled in some way, they have profound senses to make up for it.
            ● Gain the benefit of 8-again on Wits-based Perception rolls. Can also smell something intangible (plot power, but stuff like 'smell doom' or 'smell disease')
            ● At Wyrd 7, you can now add (Wyrd/2, round down) to any Wits-based Perception rolls.

            Farwalker
            Changelings who resemble the abominable men of mystery, the possibly savage hairy creatures of the wilds whose existence straddles the divide between folklore and cryptozoology: the Sasquatch, the yeti, the Russian Alma, the Australian yowie and dozens of other wild men.
            ● Gain 9-again on Stealth and Survival rolls
            ● At Wyrd 7, gain 8-again on Stealth and Survival rolls

            Gargantuan
            Captured by giants, these changelings had to grow to a greater stature, perhaps being stretched on racks or forced to drink noxious potions. As humans, they appear less freakish, though many purchase the Giant Merit.
            ● Once per day, spend 1 Glamour, add (Wyrd) to Size for the Scene.
            ● At Wyrd 7, while huge, also add (Wyrd/2, rounded down) to Strength for the scene.

            Gristlegrinder
            Man-eaters and gluttons, taking their cue from the English Black Annis, Scottish Red Caps or the rakshas of India, but also sometimes resembling more modern Ogres, such as the masked unstoppable lunatics of slash-andstalk horror movies.
            ● Gain a 2L Bite attack, though it requires a grapple first.
            ● At Wyrd 7, your Bite improves to 3L and no longer requires a grapple.

            Render
            The Renders were kept as living engines of destruction. They may have been used as shock troops in a besieging army, charged with ripping open the gates and tearing down the enemy’s towers. They may have been woodsmen without axes, quarry- workers reliant on their talons rather than chisel and mattock.
            ● Spend 1 Glamour, your hands ignore up to (Wyrd/2, rounded up) Durability when attacking objects for the rest of the scene.
            ● At Wyrd 7, your hand-to-hand attacks gain the Armor Piercing 3 quality as well.

            Witchtooth
            The embodiment of the cruel, maneating hag and the selfish, mystical monster, the Witchtooth is among the wisest and most cunning of Ogres. The Witchtooth have a penchant for dark magic, particularly curses. While many of the most famous examples of this monster are female — Baba Yaga, Spearfinger, Black Annis — male changelings can learn the ugly secrets of Witchtooth wisdom as well.
            ● Spend 1 Glamour to increase a single Occult roll at a 1:1 ratio.
            ● At Wyrd 7, glamour spent increases Occult rolls at a 1:2 ratio.


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              Wizened
              The Wizened are often believed to be the least fortunate of the Lost; their time in Arcadia was a period of loss and malice ranging from backbreaking labor at best to unending, maddeningly pointless tortures at worst. For some of the Lost, the mere presence of one of the Wizened can serve as a disturbing reminder of events they would far rather forget. However, the Wizened’s various abilities make them much in demand in various freeholds and Courts. Often, the Wizened end up being the ones who keep a Court or freehold running smoothly, even if others do not always notice the Wizened’s efforts. Much as it was in Faerie, the Wizened get the toil and others reap the glory.

              The Wizened Blessing
              The Wizened are well suited to their work, and possess nimble fingers and cunning minds. They gain 8-Again on all Crafts rolls, and can spend one point of Glamour to gain the benefit of the 9 again rule on all dice pools involving Dexterity for the rest of the scene. The Wizened can also spend one point of Glamour to add the character’s Wyrd dots to his Dodge total (normally calculated as double Defense), for the rest of the scene. This only applies when the character is dodging.

              The Wizened Curse
              Usually socially maladroit to begin with (the Untrained Penalty for Social Skills increases to -2), social failure makes the Wizened become increasingly difficult to deal with, whether that means they become ill-tempered and snappish or exceedingly shy and overly-formal. Whenever a Wizened fails a Social roll, they take a -2 penalty to non-Contract Presence rolls for the rest of the scene.

              Evolution of the Blessing
              At Wyrd 7, The player can spend one point of Glamour to gain the benefit of the 8-again rule on all dice pools involving Dexterity for the rest of the scene.
              At Wyrd 8, the Wizened adds (Wyrd/2) to their Defense, and applies their Defense versus Firearms attacks.
              At Wyrd 9, thrice per day, the Wizened may spend 1 Glamour to add (Wyrd) to a single Dexterity roll.
              At Wyrd 10, the Wizened adds (Wyrd) to Initiative.

              Evolution of the Curse
              At Wyrd 7, the Untrained Penalty on Social Skills increases to -3.
              At Wyrd 8, the penalty to non-Contract Presence rolls increases to -3.
              At Wyrd 9, after a Wizened has failed a social roll, they cannot spend Willpower to boost social rolls for the rest of the scene.
              At Wyrd 10, if the player must roll for a Social Skill in which the character possesses no dots, that roll is automatically a dramatic failure.


              Artist
              The Wizened who create startling works of art and craft: seamsters, sculptors, painters and builders.
              ● Spend 1 Glamour to reroll all failed dice in a Crafts roll.
              ● At Wyrd 7, automatically reroll all failed dice in a Crafts roll.

              Author
              In Faerie, these changelings composed words of all kinds for their masters, from poetry to plays to nonfiction. Authors may even have been their Keepers’ only connection with mortal language, having to explain precisely what words are and how they held power.
              ● Spend 1 Glamour to reroll all failed dice on a written Expression roll or on an Academics roll to decipher a written text.
              ● At Wyrd 7, automatically reroll all failed dice on a written Expression roll or on an Academics roll to decipher a written text.

              Chatelaine
              Preternaturally skilled manservants, organizers and house-managers.
              ● Spend 1 Glamour to reroll all failed dice in a Wits+Socialize or Intelligence+Socialize roll.
              ● At Wyrd 7, automatically reroll all failed dice in a Wits+Socialize or Intelligence+Socialize roll.

              Gamemaster
              The True Fae adore games, even if they despise the possibility of losing. Some Wizened were kept precisely to empower the Gentry’s love of games. The changeling was forced to play against her Keeper, or against canny goblins and cheating imps; or she was made a part of the games, a chess piece in a game that repeated over and over again, or the queen of spades in a long poker game. She mastered many games during her durance, but cannot remember them all; some operated by rules that made no sense in Arcadia, much less in the more solid reality of the mortal world.
              ● Spend 1 Glamour and automatically win any purely mental game (chess, checkers), and add a +3 to any game or gambling event that involves both mental acuity and random chance (poker, most video games, sports gambling, etc).
              ● At Wyrd 7, automatically win any purely mental game (chess, checkers), no glamour required, and always add a +(Wyrd) bonus to any game or gambling event that involves both mental acuity and random chance (poker, most video games, sports gambling, etc).

              Gremlin
              Gremlins are born more of modern folktales than anything, with their first official entrance into the lore appearing during World War I. Malevolent little gremlins were said to tinker with planes, causing them to malfunction and potentially crash. Many such malfunctions were blamed on gremlins (as a joke and, for some, a very real fear), and they entered the modern canon as any kind of faerie-like creature said to disrupt the workings of machines. (Worth noting is that the term may come from the Irish Gaelic, gruaimin, meaning “ill-humored little man.”)
              ● Once per day, point at an object and spend 1 Glamour as an Instant Action, negating any Equipment Bonus from that object for the rest of the scene -- this includes damage bonuses from weapons. If used on an enchanted or magical object, go into Clash of Wills.
              ● At Wyrd 7, you may do this three times a day.

              Inventor
              This Wizened kith was common between the late 18th century and WWII. During this era, many amazing inventions were made by a single dedicated and often eccentric mortal, and Arcadia was filled with reflections of their dreams. As with all human imaginings and passions, the Gentry wished to have servants to create all manner of clockwork, steam-powered, or electrical wonders for them. However, eventually, mortal dreams moved on to labs and factories filled with faceless technicians, and the Gentry found other interests.
              ● Spend 1 Glamour to reroll all failed dice in a Science roll.
              ● At Wyrd 7, automatically reroll all failed dice in a Science roll.

              Oracle
              Changelings who, like many imps and goblins, can, in a limited way, see the future.
              ● Once per adventure, tell fortunes using any method she wants — tea-leaves, cards, bones, a crystal ball or anything else. This is identical to the Omen Sensitivity Merit. If you have the merit as well, then you can read omens twice per chapter.
              ● At Wyrd 7, you can now tell fortunes once per day. If you also have the Omen Sensitivity Merit, then you can read omens via the Kith once a day, and have a further merit-based use once per adventure.

              Soldier
              Members of the vast goblin hosts of the Fae, the Soldiers fought strange, inconclusive battles and now find that fighting comes easier to them.
              ● Gain a universal specialty called (Weapons). This specialty applies to any manufactured weapon of war, from a flint ax to an atlatl to a sniper rifle to a submarine torpedo, but does not stack with the character's own specialties. It's most often applied to Firearms and Weaponry, but may also apply to a Crafts roll to produce a sword or a Science roll to calibrate a missile.
              ● At Wyrd 7, the universal (Weapons) specialty doubles.


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