Category:Kiths

From Mirrorplay: Fae
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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 Quick Reference
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[1] 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
Piskey 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
Redcap 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 Hag 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
Selkie 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 Maiden 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
Troll 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

Notes

  1. Unlike all other kiths, the C20 Player's Guide uses the plural form of "Biloko", but specifies the singular name is "Eloko". If searching sourcebooks your own, look for "Biloko".