Difference between revisions of "Kiths"

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===Antiquarian===
 
===Antiquarian===
 
+
(CtL p.106 and WM p.68)<br>
 +
'''Keys to Knowledge:''' Gain 9-again on Academics and Investigation rolls.  Spend 1 Glamour to temporarily use Encyclopedic Knowledge for one question (or gain +3 to your roll if you already have the merit).
 
===Gravewight===
 
===Gravewight===
 
+
(CtL p.106 and WM p.69)<br>
 +
'''Charnel Sight:''' Spend 1 Glamour to see ghosts for the remainder of the scene.
 
===Illes===
 
===Illes===
 
+
(WM p.107)<br>
 +
'''Shadow Beauty:''' Once a day, spend 1 Glamour to gain 2-dot Striking Looks merit (GMC p.170) for one hour.  Gain +2 Social bonus when dealing with the opposite sex.
 
===Leechfinger===
 
===Leechfinger===
 
+
(CtL p.106 and WM p.69)<br>
 +
'''Sap the Vital Spark:''' Once per scene per dot of Wyrd, spend 1 Glamour to heal yourself while damaging your opponent.  This deals 1 Lethal to the target and heals either 1 Bashing or 1 Lethal, or downgrades an Aggravated to a Lethal.
 
===Lurker===
 
===Lurker===
 
+
(VL p.22)<br>
 +
'''Larcenous Fingers:''' Gain 9-again on Larceny rolls with no penalty for poor equipment.  Spend 1 Glamour for a +2 bonus on Larceny rolls.  Gain 8-again on Stealth rolls, rather than the standard Darkling 9-again.
 
===Mirrorskin===
 
===Mirrorskin===
 
+
(CtL p.106 and WM p.70)<br>
 +
'''The Mercurial Visage:''' Gain a +3 to disguise rolls.
 
===Moonborn===
 
===Moonborn===
 
+
(WM p.71)<br>
 +
'''Lunatic's Kiss:''' Once every 24 hours, you may afflict both yourself and someone you touch with a derangement.  Spend 1 Glamour and roll Intelligence + Wyrd vs. Resolve + Wyrd with your target.  If you succeed, you gain a mild derangement, and your victim the severe version of the same derangement.  An Exceptional success means the Moonborn suffers no derangement at all.  The madness lasts until the next sunrise in the case of supernatural beings, but a full lunar month for humans.
 
===Nightsinger===
 
===Nightsinger===
 
+
(WM p.71)<br>
 +
'''Haunting Nocturne:''' Spend 1 Glamour and roll Expression + Wyrd.  Listeners may contest the roll with Composure + Wyrd.  If you succeed, the affected listeners suffer a -2 penalty to Resolve, Empathy and Subterfuge rolls for the duration of the scene.  You also gain a free Performance specialty. ('''HR:''' The book says Performance + Wyrd, but Performance is not a stat.)
 
===Palewraith===
 
===Palewraith===
 
+
(WM p.72)<br>
 +
'''Light's Aversion:''' Spend 1 Glamour and gain +1 Defense while you are in shadow. This Defense applies to Firearms as well.
 
===Pishacha===
 
===Pishacha===
 
+
(WM p.107)<br>
 +
'''Taste of Madness:''' Once a week, spend 1 Glamour and lick an opponent.  The opponent gains a mild derangement (or upgrades an existing derangement to a severe version) of your choice, for one week.
 
===Razorhand===
 
===Razorhand===
 
+
(WM p.73)<br>
 +
'''Ripper's Gift:''' Spend 1 Glamour and your hand becomes a knife (or you gain knife-like claws, etc.) which does 1 Lethal on attacks. Gain a melee specialty of Knives.
 
===Skogsra===
 
===Skogsra===
 
+
(WM p.107)<br>
 +
'''Keepers of the Feral Heart:''' Spend 1 Glamour and look into the eyes of a bird or a mammal.  It becomes your loyal servant until the next sunrise or sundown.
 
===Tunnelgrub===
 
===Tunnelgrub===
 
+
(CtL p.106 and WM p.71)<br>
 +
'''Slither and Squirm:''' You can spend 1 Glamour to wriggle free of restraints or squeeze through tight spaces through which you would normally be too large to fit.  To escape restraints, roll Dexterity + Athletics.  The roll is extended for areas such as narrow tunnels.
 
===Whisperwisp===
 
===Whisperwisp===
 
+
(WM p.73)<br>
 +
'''Turncoat's Tongue:''' Gain 9-again on Empathy and Subterfuge when gathering information and conversation.  Spend 1 Glamour to whisper a magically audible message to anyone within a normal hearing distance.
 
===Lurkglider===
 
===Lurkglider===
 
+
(WM p.71)<br>
 +
'''Gargoyle's Grace:''' Spend 1 Glamour to fall 100 yards without taking damage.  Gain a +2 bonus when balancing on ledges.
  
 
==Elemental Seeming==
 
==Elemental Seeming==
Line 258: Line 273:
 
===Artist===
 
===Artist===
  
==Author===
+
===Author===
  
 
===Brewer===
 
===Brewer===

Revision as of 16:43, 30 December 2015

Kiths

This page lists all available Seemings and Kiths and their standard blessings. For High Wyrd blessings and curses, see the High Wyrd page. For full details of the kiths, including typical appearances, please see the pages of the books referenced by each entry.

Certain kiths, created later in the book series, do not have High Wyrd blessings. If your primary is one of these, and you have an idea you would like to pitch to staff, please send up a +req/fae with your suggestion.

Remember: even if you have multiple Kiths, you can only ever have one Seeming. You gain the bonuses from your primary Kith's Seeming, plus the kith bonuses of any other Kiths you may have through the Dual Kith merit, Wyrd Evolution or the Pilgrims of the Endless Road Entitlement.

Contents

Beast Seeming

(CtL p.101 and WM p.15)

(+) 8-Again on Animal Ken and a free specialty on the animal most represented in their mien.
(+) Can add points of Glamour to Presence and Composure dice pool.
(-) -4 untrained penalty in Mental Skills.
(-) Do not reroll 10s in dice pools involving Intelligence.


Affinity Contracts:

Fang and Talon (CtL p.142)
Contracts of the Den (WM p.19)
Contracts of the Wild (RoS p.111)

Chimera

(WM p.106)
Goblin's Tongue: Spend 1 Glamour to get +3 on Social rolls with Hobgoblins until the end of the scene.

Cleareyes

(WM p.67)
Primal Senses: Add +2 to Wits + Composure rolls made to perceive things involving the specific sense that is your animal's hallmark (sight, hearing, touch, taste/smell). Spend 1 Glamour to heighten that sense to "remarkable" (very vague) levels. Assume that if an animal in reality can do it, you can, but don't go beyond what animals can do.

Coldscale

(WM p.67)
Reptilian Blood: Gain +1 to Composure when resisting emotional manipulation and +2 to Stamina when resisting poisons.

Coyote

(WM p.107)
Spending Willpower on a Persuasion or Subterfuge roll grants +5 instead of +3. If your vice is Gluttony, Greed or Lust, Manipulation only costs New Dots x 4.

Broadback

(CtL p.102 and WM p.62)
Stoic Forbearance: Spend Glamour for +2 to all Stamina rolls for the scene.

Hunterheart

(CtL p.102 and WM p.63)
Tooth and Claw: Unarmed damage does Lethal, not Bashing.

Nix

(WM p.107)
Consumptive Voice: Spend 1 Glamour once a day, and anyone hearing her voice cuts Social rolls by half of the Nix' Wyrd. Penalty continues until the end of the scene.

Riddleseeker

(NH:GF p.102)
Inquisitive Instinct: Spend 1 Glamour, and gain +2 to all Wits rolls except Perception. Free Investigation specialty "Riddles".

Roteater

(WM p.67)
Scavenger's Nature: +2 to resist poison/disease, +3 if it was something you ingested. You have 9-again for Wits + Composure rolls when scrounging for items.

Runnerswift

(CtL p.102 and WM p.63)
Runs Like the Wind: +2 to Speed (cumulative with Fleet of Foot merit if you have it).

Skitterskulk

(Ctl p.102 and WM p.64)
Impossible Counterpoise: Triple your Defense instead when Dodging.

Steepscrambler

(CtL p.102 and WM p.64)
Gifted Climber: +3 to Climbing rolls on any surface, and may climb surfaces as slick as wet glass if they will support your weight.

Swimmerskin

(CtL p.102 and WM p.65)
Natural Swimmer: Can swim at full speed and hold your breath (only underwater) for 30 minutes, as though you were Stamina 7.

Truefriend

(WM p.67)
Companion's Boon: Spend 1 Glamour to grant an ally +3 on a roll.

Venombite

(CtL p.102 and WM p.65)
Poisonous Bite: Once per scene, you can spend 1 Glamour to make a poisonous Brawl attack ((Strength + Brawl) - (Defense + Armor)) that deals no damage. It delivers a poison with a toxicity equal to the Changeling's Wyrd. The Target cannot avoid the resulting damage, even if they do pass a Stamina + Resolve roll.

Windwing

(CtL p.103 and WM p.66)
Gift of the Sky: Take only 1 point of Bashing damage for every 15 yards fallen, and Lethal damage only if you fall more than 150 yards. Spend 1 Glamour to glide in the air for up to 1 minute per point of Wyrd, moving at your normal Speed. You cannot gain altitude without using updrafts.

Darkling Seeming

(CtL p.104 and WM p.21)

(+) Spend Glamour to increase dice pool involving Wits, Subterfuge and Stealth.
(+) 9-Again on Stealth rolls.
(-) -1 to activate Contracts during the daytime.
(-) -2 to activate Contracts while the sun is upon the Darkling.


Affinity Contracts:

Darkness (CtL p.136)
Shade and Spirit (WM p.26)

Antiquarian

(CtL p.106 and WM p.68)
Keys to Knowledge: Gain 9-again on Academics and Investigation rolls. Spend 1 Glamour to temporarily use Encyclopedic Knowledge for one question (or gain +3 to your roll if you already have the merit).

Gravewight

(CtL p.106 and WM p.69)
Charnel Sight: Spend 1 Glamour to see ghosts for the remainder of the scene.

Illes

(WM p.107)
Shadow Beauty: Once a day, spend 1 Glamour to gain 2-dot Striking Looks merit (GMC p.170) for one hour. Gain +2 Social bonus when dealing with the opposite sex.

Leechfinger

(CtL p.106 and WM p.69)
Sap the Vital Spark: Once per scene per dot of Wyrd, spend 1 Glamour to heal yourself while damaging your opponent. This deals 1 Lethal to the target and heals either 1 Bashing or 1 Lethal, or downgrades an Aggravated to a Lethal.

Lurker

(VL p.22)
Larcenous Fingers: Gain 9-again on Larceny rolls with no penalty for poor equipment. Spend 1 Glamour for a +2 bonus on Larceny rolls. Gain 8-again on Stealth rolls, rather than the standard Darkling 9-again.

Mirrorskin

(CtL p.106 and WM p.70)
The Mercurial Visage: Gain a +3 to disguise rolls.

Moonborn

(WM p.71)
Lunatic's Kiss: Once every 24 hours, you may afflict both yourself and someone you touch with a derangement. Spend 1 Glamour and roll Intelligence + Wyrd vs. Resolve + Wyrd with your target. If you succeed, you gain a mild derangement, and your victim the severe version of the same derangement. An Exceptional success means the Moonborn suffers no derangement at all. The madness lasts until the next sunrise in the case of supernatural beings, but a full lunar month for humans.

Nightsinger

(WM p.71)
Haunting Nocturne: Spend 1 Glamour and roll Expression + Wyrd. Listeners may contest the roll with Composure + Wyrd. If you succeed, the affected listeners suffer a -2 penalty to Resolve, Empathy and Subterfuge rolls for the duration of the scene. You also gain a free Performance specialty. (HR: The book says Performance + Wyrd, but Performance is not a stat.)

Palewraith

(WM p.72)
Light's Aversion: Spend 1 Glamour and gain +1 Defense while you are in shadow. This Defense applies to Firearms as well.

Pishacha

(WM p.107)
Taste of Madness: Once a week, spend 1 Glamour and lick an opponent. The opponent gains a mild derangement (or upgrades an existing derangement to a severe version) of your choice, for one week.

Razorhand

(WM p.73)
Ripper's Gift: Spend 1 Glamour and your hand becomes a knife (or you gain knife-like claws, etc.) which does 1 Lethal on attacks. Gain a melee specialty of Knives.

Skogsra

(WM p.107)
Keepers of the Feral Heart: Spend 1 Glamour and look into the eyes of a bird or a mammal. It becomes your loyal servant until the next sunrise or sundown.

Tunnelgrub

(CtL p.106 and WM p.71)
Slither and Squirm: You can spend 1 Glamour to wriggle free of restraints or squeeze through tight spaces through which you would normally be too large to fit. To escape restraints, roll Dexterity + Athletics. The roll is extended for areas such as narrow tunnels.

Whisperwisp

(WM p.73)
Turncoat's Tongue: Gain 9-again on Empathy and Subterfuge when gathering information and conversation. Spend 1 Glamour to whisper a magically audible message to anyone within a normal hearing distance.

Lurkglider

(WM p.71)
Gargoyle's Grace: Spend 1 Glamour to fall 100 yards without taking damage. Gain a +2 bonus when balancing on ledges.

Elemental Seeming

(CtL p.108 and WM p.27)

(+) Once per day, spend one point of Glamour to increase Health by your Wyrd level for one scene.
(-) Do not reroll 10s in dice pools involving Manipulation, Empathy, Expression, Persuasion or Socialize, except in dice pools for seeming affinity Contracts.


Affinity Contracts:

Elements (CtL p.138)
Communion (WM p.32)
Contracts of the Wild (RoS p.111)

Airtouched

Apsaras

Ask-wee-da-eed

Blightbent

Di-Cang

Earthbones

Fireheart

Levinquick

Manikin

Metalflesh

Sandharrowed

Snowskin

Waterborn

Woodblood

Fairest Seeming

(CtL p.112 and WM p.35)

(+) Spend Glamour to improve dice pools involving Presence, Manipulation and Persuasion.
(+) Do not suffer a penalty for untrained social skills.
(-) -1 when rolling to avoid losing Clarity


Affinity Contracts:

Vainglory (CtL p.146)
Reflections (ER p.34)
Separation (WM p.35)

Bright One

Dancer

Draconic

Flamesiren

Flowering

Gandharva

Larcenist

Minstrel

Muse

Playmate

Polychromatic

Romancer

Shadowsoul

Succubus/Incubus

Telluric

Treasured

Weisse Frau

Ogre Seeming

(CtL p.116 and WM p.42)

(+) Spend Glamour to improve dice pools involving Strength, Brawl and Intimidate.
(-) Do not reroll 10s in dice pools involving Composure (Except for perception rolls, Wits + Composure)
(-) -1 Penalty when using Composure as a defense trait (Subtracting defense from a characters dice pool).


Affinity Contracts:

Stone: (CtL p.144)
Oath and Punishment (WM p.47)

Bloodbrute

Corpsegrinder

Cyclopean

Daitya

Farwalker

Gargantuan

Gristlegrinder

Oni

Render

Stonebones

Troll

Water-Dweller

Witchtooth

Wizened Seeming

(CtL p.120 and WM p.48)

(+) Spend Glamour to get 9-Again on Dexterity for the scene.
(+) Spend Glamour to add Wyrd to dodge total.
(-) Do not reroll 10s in dice pools involving Presence.
(-) -2 for untrained Social Skills.

Affinity Contracts:

Artifice (CtL p.134)
Animation (WM p.52)
Forge (RoS p.99)

Artist

Author

Brewer

Chatelaine

Chirurgeon

Drudge

Gameplayer

Gremlin

Inventors

Miner

Oracle

Pamarindo

Smith

Soldier

Thusser

Woodwalker

You are not limited to what is on this list; For information on fleshing out your own Kith, refer to Winter Masques p. 59.
You may forgo a Kith blessing to go Kithless. For information on how to gain a Kith in this situation, refer to Winter Masques p. 59.
For information on shedding a Kith or Seeming, refer to Winter Masques p. 99.