Difference between revisions of "Kiths"

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| Characters in the presence of the Old One (including the Old One) benefit from the following bonuses to Investigation, Occult and Expression rolls based on their Integrity/Clarity:
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* 7+: No Bonus
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* 5-6: +1
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* 3-4: +2
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* 1-2: +3
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| Trigger an existing derangement in target; if target has multiple derangements with possible triggers, target may choose which derangement is triggered. Target does not need to divulge which derangement is triggered.  If target does not currently suffer from a triggerable derangement, force a breaking point instead at -2 to the roll.
 
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Revision as of 21:02, 6 June 2016

Kiths

Fate's Harvest has revised seemings and kiths to provide a more diverse and interesting experience for our players. This includes the creation of eleven new kiths to balance the offerings across seemings. It is strongly advised that all Changeling players familiarize themselves with these changes.

Additional information and clarification on mechanics are provided on the individual Seeming and Kith pages which are linked in the headings and tables below.

ALPHA TESTING

The information on this page is currently in the alpha testing phase. It is incomplete and has not yet undergone full staff review. Please do NOT provide feedback on kith blessings yet. When Rainier is finished with the first path of the kith updates and staff agrees everything looks workable, we'll open it up for full alpha tester review. In the meantime, this page will be updated to provide sneak previews at our work in progress. Thanks for your patience!

Seeming and Kith

Even if you have multiple Kiths, you can only ever have one Seeming. You gain the blessings and curses from ONLY your primary Kith's Seeming, but gain the kith blessings of all other Kiths you may have through the Dual Kith merit, Wyrd Evolution or the Pilgrims of the Endless Road Entitlement.

The handy +kith command will show you all of your Seeming and Kith blessings and curses, including those provided by High Wyrd.

Definitions

  • Passive Blessing: Bonuses always available to any character with the appropriate kith at no cost to use.
  • Active Blessing: Abilities which require 1 Glamour to activate, unless otherwise noted.
  • High Wyrd Blessing: Upgrades to existing blessings which are bestowed at Wyrd 7.

Beast

Seeming Blessing(s)
Seeming Curse(s)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Broadback Broadback takes encumbrance penalties at a rate of -1 for every 50 extra pounds (instead of 25) over base weight allowance for carrying items farther than a yard or for extended periods of time. +2 to all rolls involving Stamina for one scene OR +2 to all rolls involving Resolve for one scene. Only one of these bonuses may be activated per scene.
Chimera +3 to all social rolls when interacting with creatures from the Hedge. Gain /rote on a single roll to resist or avoid any contract or supernatural effect targeting the chimera. May be used reflexively.
Cleareyes
Coldscale
Coyote
Hoofstomper Quadruple speed only for the purposes of charging. +2 to a single attack immediately after charging; a successful hit imposes the Knocked Down tilt on the target.
Hunterheart
Nix /9 on all Survival and Persuasion rolls performed in aquatic environments. All who can hear the Nix's voice suffer a penalty to Perception checks to notice anything besides the Nix of half the Nix's Wyrd (rounded up) until the Nix stops speaking/singing or chooses to release the hold on the audience. Usable once per scene.
Riddleseeker
Roteater
Runnerswift
Skitterskulk Triple defense when dodging. Once per scene, triple speed for one round.
Steepscrambler
Swimmerskin Breathe underwater and swim at full speed. For one turn, move to the top of the initiative and triple movement speed while underwater.
Truefriend All rolls to coerce of force a Truefriend to betray someone they care about suffer a -5 penalty. Grant an ally +3 on any one roll. May not be used on self.
Venombite
Windwing Take only 1B damage for every 15 yards fallen; damage does not change to Lethal until 150 yards. Glide for one minute per dot of Wyrd.

Darkling

Seeming Blessing(s)
Seeming Curse(s)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Antiquarian +3 on Academics and Investigation rolls pertaining to ancient lore or books/artifacts over 100 years old. Once per scene, roll wits + occult to ask one yes/no question per success about place or thing (as per Psychometry), with the following penalties for recent events: -3 for < week; -2 for < month; -1 for < year.
Brollachan +2 to Stealth rolls and rolls to grapple opponent. After grappling someone to make Presence + Intimidation + Wyrd vs Composure + Wyrd roll to render target insensate (deny victim ability to take combat actions until they take damage or the scene ends) OR frighten the target (who will attempt to flee from brollachan no matter what they have to leave behind or who they have to fight to get away; if they cannot flee, they will cower in terror as far away as they can get).
Gravewight Can hear and speak with any nearby ghosts in Twilight. Add or remove the Anchor, Open, Controlled or Materialized condition to a person, place or thing. Adding requires that all prerequisites be met. Removing reverts to the prerequisite state.
Harbinger
Illes SL2 from dusk till dawn or if isolated from all sunlight; cannot take SL of any level. In same dark conditions, get exceptional success on 3 successes on any rolls benefited by appearance for the duration of the scene or until the darkness abates.
Leechfinger +2 to Perception rolls to detect anything from which they might drain life, including spotting those who are hiding or laying in ambush. The leechfinger has an innate awareness of potential "food" sources. Deal 1L to target and use that stolen health to either heal 2B or 1L damage to their own body, downgrade 1A to 1L or gain one dot (max of 3) of the Hardy Merit for 24 hours. Ability may be used a number of times equal to Wyrd per scene. Damage occurs at a rate of 1L/turn and may require unarmed attack or grapple checks if the victim is unwilling.
Lurker
Lurkglider +2 to non-combat Athletics and Stealth rolls at heights above 5 yards over ground level. Fall 100 yards without taking damage.
Mirrorskin
Moonborn
Nightsinger Draw audience's darker feelings to surface by making wits + performance vs composure + wyrd and select one (and only ever one at a time) of the following effects to impose on the listener for one scene: (guilty) –2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy or Intimidation rolls; (deprived) -1 to Stamina, Resolve and Composure for purposes of dice pools (not derived stats); (shaken) fail next roll automatically.
Palewraith
Pishacha
Razorhand
Skogsra /9 on all Stealth and Survival rolls performed outside. Communicate with wild or feral animals for one scene; animals will obey simple commands unless suicidal or animal is already under supernatural control.
Tunnelgrub
Whisperwisp

Elemental

Seeming Blessing(s)
Seeming Curse(s)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Aetheric Can hear and speak with any nearby spirits in Twilight. Add or remove the Resonant, Open, Controlled or Materialized condition to a person, place or thing. Adding requires that all prerequisites be met. Removing reverts to the prerequisite state.
Airtouched Ignore any penalties imposed by wind-related environmental tilts. Gain inherent +1 Defense due to insubstantial nature. Buffeting Wind: as per Telekinetic Blow, using Wyrd instead of Telekinesis dots to determine range. Spend 1 glamour to impose the Heavy Winds environmental tilt on an area (up to Wyrd yards radius?), applying penalties to everyone within the area, friend or foe.
Apsaras +2 to all Manipulation rolls against a target if the Aspara knows the target's vice. Change the target's vice to a vice of the Apsara's choosing. Effect lasts for 24 hours.
Ask-wee-da-eed Once per scene, reflexively force a reroll of a successful roll.
Blightbent +3 to resist manmade poisons. Once per scene, roll Dexterity + Wyrd - Target's Stamina to breathe pollution dealing 1L per success.
Di-cang Wound penalties are reduced by -1 for everyone within 10 yards of the Di-cang, excluding the di-cang. Once per scene, magically unlock any non-iron lock or disable any mechanical or electronic security measure.
Earthbones
Fireheart The time required to perform primarily mental extended tasks (e.g. speech-writing or research) is reduced; if each roll requires an hour or less, the fireheart can do one roll per turn. Affect fire as per the three-dot Pyrokinesis Merit, spending glamour instead of WP.
Levinquick +1 to Initiative, Defense and Speed. Triple speed and use Defense vs firearms for one turn.
Manikin Apply /rote to either a single physical action they have watched someone else perform before or to all rolls to resist fatigue, hunger, thirst or lack of air for the next scene.
Metalflesh
Poisonpetal +3 to resist natural poisons. Once per scene, apply toxin to skin or single serving of food/drink. Skin contact or ingestion bestows Drugged or Poisoned (Grave) to a single target.
Saltborn +2 to resist all supernatural or ephemeral powers not rooted in the Wyrd. A single specified ephemeral entity treats the saltborn as a Bane for the duration of the scene. The saltborn must be able to identify the entity in some way beyond mere presence. Only one entity may regard the saltborn as Bane at a time, but the saltborn can change the target with the expenditure of an additional point of Glamour.
Sandharrowed +2 to all grappling rolls and rolls to escape from grapples. Become less solid, allowing Sandharrowed to automatically escape from grapples, slip through any opening a finger can fith through OR add +2 to Defense and use Defense vs. firearms; effect lasts Wyrd turns; while in this state, they cannot use tools, weapons or perform any physical actions beyond movement or grappling.
Snowskin Gain /9 on Intimidation and Subterfuge rolls. Reflexively reroll a failed Intimidation or Subterfuge roll. Can only be used once for any specific roll.
Waterborn Breathe underwater and swim at full speed. Grant the ability to breathe underwater and swim at full speed to an ally for Wyrd minutes per Glamour spent.
Woodblood Bonuses to cultivating plants as if the Woodblood possessed Plant Empathy, using Wyrd/2 (rounded up) to determine their bonus in place of Biokinesis. This bonus may also apply to Survival rolls while on soil or natural surfaces. Add Wyrd to Stealth rolls (hiding, moving silently and unseen, stalking) made in any vegetation which might conceivably cover the Woodblood. Bonus applies until the Woodblood leaves concealment or the scene ends.

Fairest

Seeming Blessing(s)
Seeming Curse(s)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Bright One
Dancer +1 to Dodge; +1 Glamour gained from all agility-based performances. Gain /rote on a single Athletics or Expression roll involving agility once per scene.
Draconic
Flamesiren Flamesiren and allies within 5 yards gain +1 to all Perception checks to spot opponents or objects concealed in darkness. Force everyone who can see the flamesiren to roll resolve + composition, suffering -2 to all actions for scene (or until flamesiren ends effect) on failure.
Flowering /9 on all Persuasion rolls. Once per scene, add Wyrd to a single roll for any Social skill.
Gandharva
Larcenist Gain the benefit of the Sleight of Hand merit. Gain /rote on a single Larceny or Stealth roll once per scene.
Minstrel
Muse Mortals receive +2 to all Crafts and Expression rolls while in the Muse's presence. Once per scene, grant an ally (of any template) who can see the muse /rote on a single Crafts or Expression roll. If applied to an extended action, it may be applied to only one roll in the action.
Playmate
Polychromatic All rolls to deduce a polychromatic's emotions or thoughts, including all empathy rolls and many psychic abilities, suffer -1. This stacks with any standard resistances. Gain +2 to resist all emotional manipulation, both mundane and supernatural, for one scene; may be used reflexively.
Romancer
Shadowsoul
Succubus
Telluric
Treasured Purchase equipment as if at one resource dot higher. (Yes, this means that someone with 5 dots in Resources purchases eq as if they had 6 dots.) Reflexively reroll one Stamina, Resolve or Composure roll once per scene, excluding derangement rolls.
Weisse Frau Others may not regain willpower from indulging in their vice while in the company of the Weisse Frau unless the Weisse Frau has also indulged in their vice this scene. Kiss a target and grant +2 (targets with Integrity/Clarity 5-7) or +3 (targets with Integrity/Clarity 8+) armor for one scene. Usable once per scene. Does not stack with other armor. Does not affect targets with Integrity/Clarity below 5.

Ogre

Seeming Blessing(s)
Seeming Curse(s)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Bloodbrute Bloodbrutes suffer no penalties to their attack dice pool for either using an untrained skill or an improvised weapon. This applies only to attack dice pools.
Corpsegrinder
Cyclopean /8 on Wits-based perception rolls as per three-dot Trained Observer merit. Cripple's Compensation: Once per scene, the Cyclopean may impose Arm Wracked, Blinded, Deaf or Leg Wracked affecting one body part (e.g. one ear) to also grant (some bonus to perception/defense that I haven't yet determined). Both the tilt and the bonus last only for the remainder of the scene.
Daitya Weapon Breaker: Instead of taking control of a weapon on an exceptional success on a disarm check, the daitya may both disarm the wielder and destroy the weapon if it is mundane or suppress all non-mundane bonuses for a number of turns equal to the total successes on the disarm check if the weapon is not mundane. Ignore durability for one attack when attempting to damage a structure.
Farwalker
Gargantuan Gain the benefits of the Giant merit: size 6 and +1 Health. Add Wyrd to Size once per day; suffer 1L damage when returning to normal size.
Gristlegrinder Upon a successful grapple check, the gristlegrinder may choose to Bite its opponent, dealing 2L. Once per scene, reflexively change a normal success on a grapple check to an exceptional success, allowing the gristlegrinder to take two actions. This may be used on the roll to initiate the grapple.
Ifrit Ignore penalties imposed by Extreme Heat tilt. Gain +2 to Persuasion and Intimidation rolls made in high heat conditions. Raise temperature as per the three-dot Thermokinesis Merit, spending Glamour instead of WP.
Old One Characters in the presence of the Old One (including the Old One) benefit from the following bonuses to Investigation, Occult and Expression rolls based on their Integrity/Clarity:
  • 7+: No Bonus
  • 5-6: +1
  • 3-4: +2
  • 1-2: +3
Trigger an existing derangement in target; if target has multiple derangements with possible triggers, target may choose which derangement is triggered. Target does not need to divulge which derangement is triggered. If target does not currently suffer from a triggerable derangement, force a breaking point instead at -2 to the roll.
Oni Ignore up to -2 (blunt weapons) or -1 (any other weapon) in penalties for not meeting the strength requirement for the wielded weapon. This can be used to negate the additional strength requirement for wielding two-handed weapons in one hand. Once per scene, empower your attack to heal 1L or 2B for every point of damage dealt against a target with sin (Integrity/Clarity 6 or lower). If used against someone without sin (Integrity/Clarity 7+), the oni faces a breaking point.
Render
Skinwalker
Stonebones Gain Armor equal to Wyrd as an instant action for one scene; does not stack with natural armor. While under this effect, all dexterity rolls suffer -1 and defense suffers a penalty based on the stonebones' wyrd (-1 for every 2 Wyrd above 1).
Troll
Water-dweller Suffer no penalty to sight-based perception rolls while underwater or in Heavy Rain. Penalties to perception rolls using other senses, most commonly aural, still apply. Looming Shadow: appear as an immense shadow to those who cannot see the Waterdweller directly (through water, fog, frosted glass, from a great distance), Frightening them (per condition in Blood & Smoke, allowing some roll to resist), until you are out of view or the scene ends. If you move into plain sight, the fear subsides, but you gain a +2 to intimidation rolls against those who witnessed your shadow for the remainder of the scene.
Witchtooth
Yeti Ignore penalties imposed by Extreme Cold or Blizzard tilts. Gain +2 to Stealth and Intimidation rolls made in snowy conditions. Lower temperature as per the three-dot Cryokinesis Merit, spending Glamour instead of WP.

Wizened

Seeming Blessing(s)
Seeming Curse(s)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Artist
Author
Brewer
Chatelaine
Chirurgeon /9 on all medicine rolls and never suffer equipment penalties; daily visits from chirurgeon downgrade wounds as intensive care treatment. Allow patient to add chirurgeon's Wyrd to rolls to recover from disease and heal wounds four times faster than normal.
Drudge
Gameplayer
Gremlin +3 to all rolls (usually Crafts or Computers) to disable or dismantle a device (mechanical or electronic). Touch a device (anything mechanical or electronic) to negate the equipment bonus for one scene or until repaired.
Grey Gain use of the Eidetic Memory merit. Read surface thoughts if touching or making eye contact with someone as per the 3-dot Telepathy merit.
Inventor /9 and Good Time Management merit on Computer, Crafts and Science rolls to design, build, modify, repair or understand any device, mechanism or software. Add Wyrd to any such roll.
Miner
Oracle
Paramindo
Smith
Soldier Battle-Hardened: Once per scene, ignore the penalties imposed by a tilt for one round OR reroll any one failed combat roll. May be used reflexively.
Thusser
Woodwalker