Category:Kiths: Difference between revisions
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| style="text-align:center" | '''[[Domovoi]]''' || style="text-align:center" | Family Guardians || '''Adopted Family:''' <br>Mortal family's home is your own personal freehold || '''Silent Protectors:''' <br>Extra sneaky; cannot botch Stealth || '''Bonds of Family:''' <br>Cursed if they abandon mortal family || style="text-align:center" | Actor || style="text-align:center" | ''Allowed'' | | style="text-align:center" | '''[[Domovoi]]''' || style="text-align:center" | Family Guardians || '''Adopted Family:''' <br>Mortal family's home is your own personal freehold || '''Silent Protectors:''' <br>Extra sneaky; cannot botch Stealth || '''Bonds of Family:''' <br>Cursed if they abandon mortal family || style="text-align:center" | Actor || style="text-align:center" | ''Allowed'' | ||
|- | |- | ||
| style="text-align:center" | '''[[Eloko]]' | | style="text-align:center" | '''[[Eloko]]''' || style="text-align:center" | Heritage || '''Ancestral Virtue:''' <br>Buff to Attribute/Ability valued by culture || '''Natural Instinct:''' <br>Faster in fights, cannot botch Survival || '''Familiar Ground:''' <br>Struggle with unfamiliar things; Etiquette fails are botches || style="text-align:center" | Nature || style="text-align:center" | ''Allowed'' | ||
|- | |- | ||
| style="text-align:center" | '''[[Encantado]]''' || style="text-align:center" | Freshwater Sirens || '''Life of the Party:''' <br>Excels at non-aggressive interactions, cannot botch Empathy. || '''Hypnotic Gaze:''' <br>Socially stronger after prolonged eye contact<br>'''They have a 3rd birthright: Soul Bond'''<br>Bond with a mortal to know their mental/physical health || '''Water-Born:''' <br>Must immerse in freshwater.<br>'''They have a 2nd Frailty: Coward's Curse'''<br>Avoids conflict and usually flees|| style="text-align:center" | Actor || style="text-align:center" | ''Allowed'' | | style="text-align:center" | '''[[Encantado]]''' || style="text-align:center" | Freshwater Sirens || '''Life of the Party:''' <br>Excels at non-aggressive interactions, cannot botch Empathy. || '''Hypnotic Gaze:''' <br>Socially stronger after prolonged eye contact<br>'''They have a 3rd birthright: Soul Bond'''<br>Bond with a mortal to know their mental/physical health || '''Water-Born:''' <br>Must immerse in freshwater.<br>'''They have a 2nd Frailty: Coward's Curse'''<br>Avoids conflict and usually flees|| style="text-align:center" | Actor || style="text-align:center" | ''Allowed'' |
Revision as of 11:09, 12 August 2024
The fae were born from the ancient dreams of mortals, and dreams takes many forms. A changeling’s kith defines his faerie appearance and the ways in which he connects to the Dreaming. While every changeling is her own individual person, she will still be somewhat defined and constrained by her kith and its unique aspects. Each kith has its own special affinity, birthrights, and frailties, as well as a history, culture, and traditional roles it plays within larger fae society.
Important Notes
- Mirrorplay: Fae is using all Kiths presented in C20 as kiths. This helps shift the originally Eurocentric view of Changeling to open it up to a lot of new stories. That said, that means there are almost 40 available kiths to play. You are not expected to know all of them, but they do exist in universe.
- Some Kiths are restricted or not allowed in Character Creation. This should not be considered an IC rarity, and as such the Kith write ups are presented for educational purposes. The rationale on Kith restrictions is as follows:
- Ghille Dhu (Restricted) - Nature-focused and terrified of banality, there isn't much reason for them to be in an urban setting.
- Merfolk (Not Allowed) - Beings of the ocean who hate everything above water. If your dream takes you above water, you are likely a Morganed or Selkie instead.
- Morganed (Restricted) - For beings that wither every day they spend away from the ocean, being regularly involved with events this far inland is highly unlikely.
- Oba (Not Allowed) - Bound to the ancestral soil of the Eshu, there is nothing for them in Concordia. If your dream takes you away from the ancestral soil, you are likely an Eshu instead.
- Arcadian Sidhe (Restricted) - In the time since the Resurgence, most sidhe are Autumn sidhe. Arcadian sidhe are alien, detached things. Additionally, this is not a nobility-focused game, so we want to make sure sidhe and commoners exist in reasonable comparative numbers.
- Autumn Sidhe (Restricted) - This is not a nobility-focused game, so we want to make sure sidhe and commoners exist in reasonable comparative numbers. Still, we are more likely to approve Autumn than Arcadian sidhe.
- Wolpertinger (Restricted) - Wolpertingers are active dangers to freeholds and often chased out or not allowed there. Social activity of most games will be focused inside freeholds, so it's unlikely for Wolpertingers to be regulars there.
- It should be noted that all of these are still considered Kithain, and qualify under the Realm Fae 1 (with no title) and Fae 2 (with title). Other rarer beings known as Gallain (Inanimae, Nunnehi, Hsien, etc.) and Thallain still qualify under the Realm Fae 4. Gallain are not available for play in any capacity.
Kiths in Mirrorplay: Fae
Kith Name | Dream of... | Birthright | Birthright | Frailty | Affinity | Status |
---|---|---|---|---|---|---|
Alicanto | Treasure | All That Glitters: Keen perception; treasure tracking; cannot botch Kenning |
Wonder Workers: Excels at crafting magical items, cannot botch Crafts |
Draconic Fever: Eat metal and suffer greed |
Prop | Allowed |
Boggan | Helpfulness | Craftwork: Speedy crafters, cannot botch Crafts |
Social Dynamics: Read group dynamics |
Call of the Needy: Help those in need |
Actor | Allowed |
Boraro | Forest Guardians | Deep Roots: Stronger on natural soil |
Warrior Heart: Immune to surprise, combat buff on natural soil |
Creeping Menace: Penalty to friendliness |
Nature | Allowed |
Clurichaun | Raucousness | Twinkling of an Eye: Magical disappearing act |
Fighting words: Know how to start fights |
Hoard: Find something and obsessively collect it |
Actor | Allowed |
Djedi | Spotlight | Magic in the Blood: Knack for magic & prestidigitation; cannot botch Gremayre |
All Eyes On Me: Immensely personable |
The Crash: Burns out hard after using Magic in the Blood |
Fae | Allowed |
Domovoi | Family Guardians | Adopted Family: Mortal family's home is your own personal freehold |
Silent Protectors: Extra sneaky; cannot botch Stealth |
Bonds of Family: Cursed if they abandon mortal family |
Actor | Allowed |
Eloko | Heritage | Ancestral Virtue: Buff to Attribute/Ability valued by culture |
Natural Instinct: Faster in fights, cannot botch Survival |
Familiar Ground: Struggle with unfamiliar things; Etiquette fails are botches |
Nature | Allowed |
Encantado | Freshwater Sirens | Life of the Party: Excels at non-aggressive interactions, cannot botch Empathy. |
Hypnotic Gaze: Socially stronger after prolonged eye contact They have a 3rd birthright: Soul Bond Bond with a mortal to know their mental/physical health |
Water-Born: Must immerse in freshwater. They have a 2nd Frailty: Coward's Curse Avoids conflict and usually flees |
Actor | Allowed |
Eshu | Adventure Tales | Serendipity: Never get lost; always know where to turn at crossroads. |
Talecraft: WE NEED TO UPDATE THIS |
Recklessness: Never back down from bet/dare/call to adventure. |
Scene | Allowed |
Ghille Dhu | Nature | Nature's Bounty: May harvest Glamour from nature |
Contingent on life phase | Kiss of Death: Every chimerical death ages Ghille Dhu a season |
Nature | Restricted |
Ifrit | Righteous Anger | Flame Forged: Heat-resistant on several levels |
Warrior's Might: Stronger fighters |
Hot Headed: Struggle to focus on anything but vengeance when it comes up |
Nature | Allowed |
Korred | Lore-Keepers | Testament: Start with one big secret; find more with ease |
Balance: Overcome Imbalance through sheer Will |
Truth: May never knowingly lie |
Fae | Allowed |
Kuino | Cunning Deals | Eyes for Detail: Vision grants heightened senses and immunity to surprise |
Bargainer's Gift: Highly manipulative; excels at contracts and Contracts |
Sambio: Fae soul bound into a single item |
Prop | Allowed |
Lilin | Independence | Breaking Bonds: Break any unjust deal/contract |
Endless Charms: Socially capable (and winged!) |
Wilting Nightbloom: Adverse to direct sunlight They have a 2nd Frailty: Free Spirit Personal preference trumps commitments every time |
Fae | Allowed |
Llorona | Weeping Woman | Ties That Bind: Absorb the negative emotions of another; sense ghosts |
Foreseen is Forewarned: Gains a second chance once per story |
Inevitable Truths: Struggles to lie and accidentally speaks larger truths |
Actor | Allowed |
Merfolk | Dangerous Depths | Apsara of Vatea: Shared features of a fish |
Ocean's Beauty: Can breathe underwater; exceptionally beautiful |
Coldness: Need Glamour to breathe underwater; out of touch with mortal life |
Nature | Not Allowed |
Morganed | Siren Song | Born of the Sea: Transform into mermaid; at home in the water |
Song of the Sea: Lure any mortal |
Bound to the Sea: Must immerse in saltwater |
Actor | Restricted |
Nocker | Eccentric Crafting | Make It Work: Craft unlikely/impossible items from odd components |
Fix-It: Make any device work |
Perfect is the Enemy of Done: Every creation has some key flaw |
Prop | Allowed |
Oba | Landbound Nobility | Mantle of the Orishas: Exceptional beauty, cannot botch Leadership/Empathy |
Talecraft: See Eshu |
Native Soil: Cannot leave their lands without wasting away |
Scene | Not Allowed |
Obambo | Collectors | Clever Hands: Excels in finding and learning about magic; cannot botch Kenning/Occult |
One False Move: Reverse any action that set off a trap/alarm/etc. |
Vengeful Heart: Struggle to focus on anything but vengeance when it comes up |
Prop | Allowed |
Okubili | Cycles & Duality | Anger Management: Master of their emotions |
Strength of the Cycle: Masters of Remembrance; cannot botch Enigmas/Leadership |
Immersive Mind: Can often be overwhelmed by their own Remembrance |
Scene | Allowed |
Piskies | Face in the Crowd | Nimble: Quick & agile |
Blending In: Effortlessly blend in a group |
Light-Fingers: Tendency to take things they like, especially when it's not theirs |
Actor | Allowed |
Pooka | Imaginary Friend | Shapechanging: Transform into the animal at the core of their story |
Confidante: Incredibly easy for people to open up to them |
Untruths: Will never truthfully answer a direct question |
Nature | Allowed |
Qareen | Knowledge of Ages | Timeless: They live a long time and remember all of it. Cannot botch Academics/Gremayre. |
Bear Witness: Can link minds to share memories |
Burden of Truth: Cannot lie; struggle to deceive or withhold information |
Time | Allowed |
Redcaps | Malicious Hunger | Dark Appetite: Dangerous teeth and a mouth that can eat anything |
Bully Browbeat: Very intimidating; cannot botch Intimidation |
Bad Attitude: Very bad at any socializing that's not Intimidation |
Nature | Allowed |
River Hags | Dangerous Waters | Dark Appetite: Dangerous teeth and a mouth that can eat anything |
Into the Depths: May submerge underwater and breathe indefinitely |
Tied to the River: Must immerse in their home river |
Nature | Allowed |
Sachamama | Slithering Danger | Snake Skinned: Transform into snake (of various sizes) |
Keen Observers: Remembers everything, surprised by nothing, cannot botch Alertness/Kenning |
Gorging: Must eat massive amounts of food |
Actor | Allowed |
Satyr | Passion | Gift of Pan: Can remove inhibitions from an area |
Physical Prowess: Tireless hedonists; cannot botch Athletics |
Passion's Curse: Struggle to resist temptation |
Fae | Allowed |
Selkies | Maritime Allure | Seal's Beauty: Highly alluring |
Ocean's Grace: More at home in the water; can transform into a seal; cannot botch a swimming roll |
Seal Coat: Fae soul bound into seal coat |
Nature | Allowed |
Shaytan | Dangerous Tricksters | Trust Me: Smooth talkers; cannot botch Streetwise/Larceny |
Pick Your Poison: Can learn an individual's preferred vice |
As Within, So Without: Struggle to convey pure intentions; Appearance/Empathy fails are botches |
Actor | Allowed |
Sidhe (Arcadian) | Nobility | Unearthly Beauty: Ethereally beautiful beings |
Noble Bearing: Embarrassing magic auto-fails; cannot botch Etiquette or Politics |
Banality's Curse: Deeply susceptible to the curse of Banality |
Time | Highly Restricted |
Sidhe (Autumn) | Nobility | Unearthly Beauty: Ethereally beautiful beings |
Noble Bearing: Embarrassing magic auto-fails; cannot botch Etiquette or Politics |
Adoration: Draw the intense attention of mortals |
Fae | Restricted |
Sluagh | Fear of the Dark | Squirm: Can wriggle out of anything |
Sharpened Senses: Highly keen senses; can even see ghosts |
Curse of Silence: Cannot speak above a whisper; socially struggles with non-sluagh |
Prop | Allowed |
Swan Maidens | Pure Love | Swan's Blessing: Pretty & nimble; winged; cannot botch Etiquette/Performance |
Love Conquers All: Everything comes easier if they're in love |
Profound Loss: The end of a relationship is a banality trigger They have a 2nd Frailty: Mantle of the Maiden: Sex impairs willpower regain They have a 3nd Frailty: True Love's Curse If in love, PC or lover gains Dark Fate |
Prop | Allowed |
Trolls | Honorable Guardians | Titan's Power: Made stronger and sturdier by oaths |
Strong of Will and Body: Cannot be diverted from cause; cannot botch Athletics/Alertness |
Bond of Duty: If oath is broken, they become dangerous ill |
Fae | Allowed |
Wichtel | Ornery Workers | Dowsing: Intuit where to dig to find treasure |
Industrious: Very sturdy; cannot botch any manual labor roll |
Vengeful: Struggle to focus on anything but vengeance when it comes up |
Scene | Allowed |
Wolpertinger | Mystical Prey | Voracious Grazing: Freeholds provide double the glamour |
Prey Alertness: Cannot be surprised, and better at piercing magical deception |
Unquenchable Appetite: Freeholds grow weaker in their presence |
Nature | Restricted |
Pages in category "Kiths"
The following 35 pages are in this category, out of 35 total.