Difference between revisions of "Kiths"

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:'''References:''' CtL 101, WM 15
 
:'''References:''' CtL 101, WM 15
 
:'''Affinity Contracts:''' Den (WM 19), Fang and Talon (CtL 142), Wild (RoS 111)
 
:'''Affinity Contracts:''' Den (WM 19), Fang and Talon (CtL 142), Wild (RoS 111)
:'''Seeming Blessing(s):''' 8-Again (/8) on Animal Ken and a free specialty on the animal most represented in their mien; Spend Glamour to increase Presence and Composure dice pools.
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:'''Seeming Blessings:''' /8 on Animal Ken and a free Animal Ken specialty for the animal most represented in their mien (8-again); Spend Glamour to increase Presence and Composure dice pools
:'''Seeming Curse(s):''' -4 Untrained Penalty on Mental skills; lose 10-again (/0) on Intelligence dice pools.
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:'''Seeming Curses:''' -4 Untrained Penalty on Mental skills; /0 on Intelligence dice pools (no 10-again)
 
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Revision as of 15:21, 19 July 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

References: CtL 101, WM 15
Affinity Contracts: Den (WM 19), Fang and Talon (CtL 142), Wild (RoS 111)
Seeming Blessings: /8 on Animal Ken and a free Animal Ken specialty for the animal most represented in their mien (8-again); Spend Glamour to increase Presence and Composure dice pools
Seeming Curses: -4 Untrained Penalty on Mental skills; /0 on Intelligence dice pools (no 10-again)
Kith Passive Blessing Active Blessing High Wyrd Blessing
Broadback
(CtL 102, WM 62)
Take 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, excluding breaking points and degradation rolls. Only one of these bonuses may be activated per scene. Active blessing bonus increased to +4.
Chimera
(WM 106)
+3 to all social rolls when interacting with creatures from the Hedge. Gain /rote on a single roll to contest or avoid any contract or supernatural effect targeting the chimera specifically. May be used reflexively.
Cleareyes +2 on all Perception (Wits+Composure) rolls. Heighten an appropriate sense, allowing for superhuman ability. Perception rolls applying to that sense are considered exceptional at 3 successes. Distance and detail for perception rolls pertaining to that sense are increased.
Coldscale +1 to Composure when resisting emotional manipulation; +2 to Stamina when resisting poisions or extreme heat. Gain highest initiative for one turn; if two coldscales both use this, use normal initiative value to determine who's first.
Coyote Harvest 1 Glamour on any successful Persuasion or Subterfuge roll in which the coyote is lying to, tricking or coaxing a Mortal, feeding on their impressionability. If this is part of a full Harvesting action, inspiring an emotion in the target, gain /9 on the roll and gain an additional Glamour. (Total of +1, not +2.) Add +3 to a Manipulation roll.
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 Unarmed Brawl attacks deal 0L damage. Add Wyrd to one Survival or Investigation roll.
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 /9 on Investigation rolls. +2 to all Wits rolls except perception for one scene. Scrounge for a useful item without requiring a successful perception check. If the item is used in this scene, gain +2 bonus to rolls while using it. If the item is used in a story-worthy manner, it makes a fine component for Hedgespinning. If not, it loses all worth and utility by the end of the scene.
Roteater +2 to resist poison/disease or +3 if ingested Scrounge for a useful item without requiring a successful perception check. If the item is used in this scene, gain +2 bonus to rolls while using it. If the item is used in a story-worthy manner, it makes a fine component for Hedgespinning. If not, it loses all worth and utility by the end of the scene.
Runnerswift +2 to Speed. Count your total Stamina+Athletics pool as your successes (without rolling) in a foot race.
Skitterskulk Triple defense when dodging. Once per scene, triple speed for one round.
Steepscrambler +3 to climbing rolls; /9 to Athletic rolls when at a height of 30' or more off the ground. Climb up to 30' as an instant action on a successful climb check. Only one success is necessary to manage the 30' in this manner.
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 /9 on Medicine or Science rolls pertaining to poisons or venoms; /9 on Stealth rolls to stalk or ambush prey. Once per scene, the venombite may choose to imbue a Brawl attack with natural venom; a successful attack deals no damage and instead imposes the Poisoned (Grave) tilt.
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 Gain the benefits of the Omen Sensitivity merit, receiving an honest answer to one yes/no question from an ST on a successful Wits+Occult roll; usable only once per day; costs neither WP nor Glamour to use. Once per day, predict another's misfortune, imposing /weak on their next roll (no ten-again, subtract 1's from successes).
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 Gain the benefits of the Perfect Stillness merit. Add Wyrd/2 to all Larceny or Stealth rolls for scene; spend 2 glamour to apply both benefits.
Lurkglider +2 to non-combat Athletics and Stealth rolls at heights above 5 yards over ground level. Fall 100 yards without taking damage.
Mirrorskin /9 on disguise rolls; all disguise rolls affect both Mask and Mien. Gain one useful piece of knowledge about the person being impersonated by asking the ST a single question or gaining +3 to any roll relevant to the impersonated person's abilities.
Moonborn +1 to three skills depending on the moon's phase, correlating directly with the WtF Auspice affinity skills. Once per day, roll Intelligence + Wyrd vs. Resolve + Wyrd to apply the same derangement to moonborn and target; if applicable, the target receives the more severe version. Derangement fades at sunrise for Changelings, but lasts a full month for mortals.
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 In low-visibility (-1 penalty or more imposed on rolls involving vision), gain /9 to Stealth rolls and ignore penalties to sight-based perception rolls. +1 to Defense, use Defense vs. firearms while in low-visibity conditions; effect ends if visibility clears.
Pishacha +3 to rolls to Harvest Glamour from targets suffering from any derangement. Once per week, lick a target to either impose a mild derangement of the Pishacha's choosing or upgrade a minor derangement to major.
Razorhand Natural weapon dealing 0L is usable at will. Once per scene, deal aggravated damage when next attacking with natural weapon and cause that natural weapon to shine and glitter menacingly, granting +2 to all Intimidation rolls for remainder of the scene.
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 Gain the benefits of the Double-Jointed merit. Grotesque contortions allow the tunnelgrub to perform feats others would find impossible, such as hiding in cramped spaces or crawling through narrow passages.
Whisperwisp /9 on Empathy and Subterfuge rolls used to gather information. Whisper a message to anyone within normal earshot.

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 +1 (or -1, as applicable) to all effects for Contracts of the Hearth. Reduce penalties imposed by darkness by 1. 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 /9 to Brawl and Intimidate rolls while in direct skin-to-dirt contact with earth. +1 to non-combat strength rolls; may be used more than once per roll.
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 +2 to Crafts rolls; +2 to Stamina for the purpose of resisting fatigue, hunger, thirst or lack of air. 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 Gain Armor equal to Stamina. Does not stack with other sources of Armor.
Nic Note: Compare to Stonebones; need to balance these.
Downgrade up to Wyrd points of Lethal damage to Bashing. Damage can come from multiple sources during the course of a scene, but once the Lethal damage received exceeds the metalflesh's Wyrd, they take the Lethal damage normally.
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 Illuminate an area at will (as per book). /9 to Empathy rolls. Make the light blinding, reducing all rolls to stealth and subterfuge -2. Attempts to target the Bright One also suffer -2 while in this brilliance.
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 Hoard: 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.) Add Wyrd to all Intimidation rolls and provide Wyrd points of armor for one scene.
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 Expression, Socialize and Politics rolls become exceptional successes at 4 instead of 5. Gain the ability to speak and understand a spoken language for one scene. Does not apply to written languages.
Larcenist Gain the benefit of the Sleight of Hand merit. Gain /rote on a single Larceny or Stealth roll once per scene.
Minstrel +2 on Expression rolls; gain an additional point of Glamour on a successful expression roll when harvesting from an audience. Draw audience's brighter feelings to surface by making a successful wits + expression roll. Select one (and only ever one at a time) of the following effects to bestow upon the listener(s) for the remainder of the scene scene: (inspired) regain a willpower on one roll with 3+ success; (steadfast) turn one failed roll into a single success; (determined) reroll a single mundane roll.
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 As long as another participant in a teamwork roll has the required skill, the playmate suffers no untrained penalties when participating in a teamwork roll. Add Wyrd/2 (rounded up) to a teamwork roll.
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 All rolls to identify the romancer, even when seen through cameras or other technology, suffer -3. Romancer and target gain each others' Virtues in addition to their own for one day, granting another means of regaining willpower.
Shadowsoul Darken an area, comparable to a Bright One's ability to illuminate. /9 to Subterfuge rolls. Darkness becomes impenetrable, applying -2 to all rolls requiring visual perception. Shadowsouls may add +Wyrd to one Intimidation roll while in this darkness.
Succubus +1 to all Social rolls vs. a target who possesses the same vice as the succubus. Succubus and target gain each others' Vices in addition to their own for one day, granting another means of regaining willpower.
Telluric +3 on rolls requiring precise timing (provide examples, such as hitting a moving target, avoiding a moving camera's field of view, playing a complex piece of music, jumping onto a moving vehicle/animal, etc.; defer to ST discretion). While in the mortal world, gain the benefit of the Direction Sense merit and always know what time it is; these benefits do not apply while in the Hedge. Stare up at the sky for at least one minute to see/hear/otherwise perceive another place as if there on a successful Wits+Occult roll as if possessing the Clairvoyance merit.
Treasured +2 to any Social roll which might benefit from appearing to possess wealth or status. 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. Turn anything into a melee weapon as if using 'Always Armed' (Improvised Weapons 1) without needing a roll. Bloodbrute may choose which stats are used (+0, -1 initiative; +1, -2 initiative).
Corpsegrinder +1 to attack rolls against enemies at half health or less; +1 on attack rolls vs. undead (zombies, vampires, etc.) Once per scene, as an instant action, cause a wound you have already caused in a victim to fester grotesquely, dealing 1L and 1WP damage.
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 Attempts to track the Farwalker suffer a -3 penalty. Reflexively reroll one Stealth or Survival roll at a +1 bonus.
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 Ignore 3 durability when attacking objects with bare hands. A Render's claws count as a tool created to bypass durability. Gain /9 to a single Brawl roll.
Skinwalker /9 to all Stealth rolls made within a crowd or otherwise busy urban environment. Once per scene, add Wyrd to a single Subterfuge roll made to impersonate another person or profession OR to a single Stealth roll to disappear into a crowd.
Stonebones Gain Armor equal to Wyrd/2; does not stack with natural armor; suffer -1 to all Defense rolls based on the stonebones' Wyrd (-1 at 4+ Wyrd; -2 at 8+ Wyrd) 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 Mundane Manipulation rolls made against the Troll suffer -1. Add Strength to a Manipulation roll.
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 /9 on Occult rolls. Once per day, curse someone as with Thief of Fate (all failures for one day are dramatic failures; witchtooth gains +4 instead of +3 when spending WP for heroic effort for one day) by pointing at someone while looking them in the eye.
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 Crafts and Expression rolls to create new work of art require only 3 successes for exceptional success. Gain /rote on a single Crafts or Expression. Only applies to one roll for extended actions.
Author /9 on Academics or Expression rolls involving the written word (whether reading or writing). Understand any written text for the duration of the scene. This does not grant the ability to speak or understand the spoken language.
Brewer +4 to all rolls to resist poisons or intoxication. Make up to Wyrd beverages alcoholic on a successful Wits + Crafts roll.
Chatelaine /9 on Social rolls dealing with manners or etiquette +2 to Manipulation and Presence dice pools for one scene.
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 /9 on Stealth rolls. Simple tasks (requiring 5 or fewer successes) are completed faster (specify) while unobserved. Gain /rote on a single roll taken while unobserved. If part of an extended action, this applies only to one roll in the extended action.
Gameplayer +3 to rolls involving gambling or games of chance. Win any mental-based game.
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 /9 to Survival rolls while underground; /9 to Science rolls pertaining to metals. Send a coded message over up to 1 mile through vibrations in the ground; message is always understood by recipient.
Oracle +1 to Initiative and Defense; make reflexive Wits + Composure rolls to detect ambushes, traps, bombs, snipers, etc one turn before attack. Look into the future by asking a single, specific question about the most likely future of a single person, place or object; any given target may only be used once per day.
Pamarindo Gain the benefits of the Iron Stomach merit. Touch at least 1lb of raw meat to nourish a number of people equal to the pamarindo's Wyrd for 24 hours. Those nourished in this manner do not need to eat anything.
Smith +3 to all craft rolls when working on objects made primarily of metal. Make an extended dexterity + crafts roll to improve a primarily metal object to give it a +1 equipment bonus; an object can only be improved this way three times, breaking on a fourth attempt. Magic lasts only one day.
Soldier +1 to any roll made in effort to complete a command from a superior. 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 /9 on all rolls to perform music. Enthrall with music by rolling wits + expression vs resolve + wyrd; enthralled listeners subtract thusser's wyrd from all rolls to notice their surroundings, are unable to take any combat actions and will follow wherever thusser leads. Effect ends upon taking damage or when thusser's performance ends. Thusser may only perform music and walk while enthralling an audience.
Woodwalker /9 on Survival rolls; any plant may provide sustenance. Once per scene, on a successful stealth check, hide behind one tree and appear behind another within 50 yards.