Kiths

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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.


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)
The Trickster's Truth: 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

(CtL p.109 or WM p.74)
Velocity of the Zephyr: Once per scene, spend 1 Glamour to add your Wyrd to either Speed or Initiative.

Apsaras

(WM p.108)
Enthralling Mist: Spend 1 Glamour to change a target's vice to Lust. Add Wyrd to Manipulation rolls against affected individuals. This effect lasts 24 hours.

Ask-wee-da-eed

(WM p.108)
Taste of Ill Luck: Once per day, spend 1 Glamour to force someone to reroll a successful roll at a -1 penalty. Gain a +1 to activate all Contracts of the Hearth.

Blightbent

(WM p.78)
Caustic Caress: Once per day, spend 1 Glamour and breathe pollution at a target. Roll Dexterity + Wyrd - Target's Stamina. The target takes 1 Lethal per success unless they are free to defend themselves, in which case their Defense and Armor values apply. Gain a +3 to resist man-made poisons.

Di-Cang

(WM p.108)
Peace of Suffering: Spend 1 Glamour, and everyone within 10 yards suffers no wound penalties until the end of the scene. You may also purchase Larceny at half cost.

Earthbones

(CtL p.109 and WM p.74)
Terrestrial Might: You are able to spend Glamour on a 1-to-1 basis to increase non-combat Strength rolls.

Fireheart

(CtL p.109 and WM p.75)
Flickering Acumen: You are able to spend Glamour on a 1-to-1 basis to increase Wits rolls.

Levinquick

(WM p.79)
Fireflaught's Vigor: Spend 1 Glamour to gain +2 to Speed and Initiative. This effect lasts 1 turn per dot of Wyrd.

Manikin

(CtL p.109 and WM p.75)
Artificer's Enchantment: Learn Contracts of Artifice at 5x per dot and make untrained Crafts rolls at only -1.

Metalflesh

(WM p.79)
Forge's Endurance: One per day, spend 1 Glamour to get +1 to Stamina, Resolve and Composure for one scene.

Sandharrowed

(WM p.79)
Enveloping Sands: Gain a +2 dice bonus on grapples or to escape a grapple.

Snowskin

(CtL p.110 and WM p.76)
The Voice of Ice: Gain 9-again on Intimidation and Subterfuge rolls. Spend 1 Glamour to reroll a failed Intimidation roll.

Waterborn

(CtL p.110 and WM p.77)
The Gift of Water: Spend 1 Glamour to breathe underwater and swim at 2x Speed for the remainder of the scene. You cannot breathe air until the effect is over or Glamour is spent to nullify it.

Woodblood

(CtL p.110 and WM p.77)
Fade into the Foliage: Gain 9-again on Stealth and Survival rolls. You can spend 1 Glamour to hide in any area with decent foliage where you couldn't ordinarily hide, such as a flowerbed, a lawn, or behind a sapling.

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

(CtL p.113 and WM p.80)
Goblin Illumination: You can illuminate the area around you (15'x15'x10') at will. By spending 1 Glamour, the light becomes blinding. Anyone targeting you has a -2 penalty on attack rolls (-1 penalty if the attacker wears sunglasses).

Dancer

(CtL p.114 and WM p.81)
Fae Grace: Gain 9-again on Socialize and Expression rolls involving agility, and a +1 to Dodge rolls.

Draconic

(CtL p.114 and WM p.81)
Dragon's Talon: Gain +1 to Brawl rolls. Once per scene, spend 1 Glamour to reroll a Brawl attack.

Flamesiren

(WM p.83)
Burning Hypnotism: Once per scene, spend 1 Glamour, and everyone looking at you must succeed at a Resolve + Composure roll to avoid suffering a -2 to all actions until A) you douse the hypnotic aura or B) the scene ends.

Flowering

(CtL p.114 and WM p.82)
Seductive Fragrance: Gain 9-again on all Persuasion, Socialize and Subterfuge rolls.

Gandharva

(WM p.108)
Heavenly Articulation Spend 1 Glamour, and instead of needing 5 successes for an Exceptional success, you only need 3 successes on Expression and Persuasion rolls for the remainder of the scene.

Larcenist

(NH:GF p.63)
Thievery's Grace: Gain a +1 to Dodge and 9-again on Larceny and Socialize rolls involving agility.

Minstrel

(NH:GF p.43)
Perfect Pitch: Spend 1 Glamour to reroll any failed dice on an Expression roll. Harvesting Glamour from an audience is rolled with the 8-again benefit.

Muse

(CtL p.114 and WM p.83)
The Tyranny of Ideas: Spend 1 Glamour to give a human +2 to an Expression, Persuasion, Socialize or Subterfuge roll. This effect stacks.

Playmate

(NH:GF p.122)
Circle of Friends: When you are the primary actor in a teamwork roll, add +2. If you are a secondary actor, you may forgo your own roll to automatically give the primary the 9-again benefit.

Polychromatic

(WM p.84)
Prismatic Heart: All Empathy rolls suffer a -1 against you. Reflexively spend 1 Glamour and gain +2 to resist any form of emotional manipulation for the remainder of the scene.

Romancer

(NH:GF p.46)
Narcissus' Blessing: You look subtly different to every viewer, which gives others a -3 on rolls to remember you well enough to describe you or your clothing. Cameras, video and digital, are also affected by this blessing.

Shadowsoul

(WM p.84)
Unnatural Chill:Gain a bonus to all Intimidation rolls equal to your Wyrd score, as well as 9-again on Subterfuge rolls. Contracts of Darkness count as Affinity to you.

Succubus/Incubus

(WM p.109)
Vice to Vice: If you have the same vice as your target, gain a +1 to all Social rolls. If your vices are both Lust, that bonus is +2. Gain the Striking Looks merit (GMC p.170) at the 1-dot level for free. If you already have it, gain the 2-dot version.

Telluric

(WM p.84)
Music of the Spheres You always know the exact time. Gain a +3 in situations which require precise timing. Gain a free specialty in Astronomy on Academics, and Astrology for Occult.

Treasured

(WM p.85)
Alabaster Fortitude: Once per scene, spend 1 Glamour to retake one Stamina, Resolve or Composure roll. Not applicable to derangement rolls.

Weisse Frau

(WM p.109)
Kiss of Life: Once per game session, spend 1 Glamour and kiss a target. The target gains +2 Armor. If the target is younger than 13, this bonus is +3. Does not stack with other Armor.

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

(WM p.90)
Improvised Mayhem: Spend 1 Glamour to turn something into any weapon from the Melee Weapons Chart (WoD p.170). No -1 Improvised weapon penalty.

Corpsegrinder

(WM p.90)
Sepulchral Hunger: An enemy at half health grants +1 to your attack rolls. Gain +1 to attacks when fighting the undead (vampires, zombies, etc.).

Cyclopean

(CtL p.118 adn WM p.86)
Smell the Blood: Gain 8-again on Wits based Perception rolls.

Daitya

(WM p.109)
Cutting Might: Spend 1 Glamour to ignore the Durability of a structure and do damage for one attack. Free Weaponry specialty of your choice when kith is chosen.

Farwalker

(CtL p.118 and WM p.86)
The Elusive Gift: Gain 9-again on Stealth and Survival rolls. Spend 1 Glamour to reroll a Stealth or Survival roll.

Gargantuan

(CtL p.118 and WM p.87)
Spurious Stature: Once a day, spend 1 Glamour to add your Wyrd to your Size for the rest of the scene. When returning to your normal size, take 1 Lethal damage.

Gristlegrinder

(CtL p.118 and WM p.88)
Terrible Teeth: When in a grapple, you can bite your opponent to do 2 Lethal damage.

Oni

(WM p.110)
Mouthful of Sin: Once per session, spend 1 Glamour and succeed on a bite attack. Heal 1 Lethal or 2 Bashing for every damage you deal the target. If the target's Integrity if 6 or higher, the ability does not work.

Render

(WM p.91)
Sundering Talons: When attacking with your bare hands, ignore 3 Durability points on objects.

Stonebones

(CtL p.118 and WM p.88)
Obdurate Skin: Once a day, as an instant action, spend 1 Glamour to gain Armor equal to your Wyrd. While this Armor is active, all Dexterity rolls suffer a -1 penalty. Defense takes a penalty of -1 if Wyrd 3-4, -2 if Wyrd is 5-6 and so on. Does not stack with normal Armor. Lasts one scene.

Troll

(WM p.110)
Unyielding Voice: Spend 1 Glamour to add your Strength to any Manipulation rolls.

Water-Dweller

(CtL p.119 and WM p.89)
Lie Under the Waves: Hold your breath for 30 minutes, as though Stamina 7, with no sight-based Perception rolls when underwater.

Witchtooth

(WM p.91)
Black Hex: Spend 1 Glamour to gain +1 on Occult rolls. You have a +1 to activate any Contracts which involve cursing others.

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

(CtL p.121 and WM p.92)
Impeccable Craftsmanship: Gain 8-again on Crafts rolls. Spend 1 Glamour to reroll failed dice on a Crafts roll.

Author

(WM p.96)
Polyglot's Riddle: Gain 8-again on Expression when writing. Roll Wits + Academics to understand written text in any mortal language.

Brewer

(CtL p.121 and WM p.92)
The Inebriating Elixir: Gain +4 dice bonus to resist poisons and intoxication. Once per scene, spend 1 Glamour while touching a container with up to a pint of any drink in it. Roll Wits + Crafts. If successful, you invest the drink with a Potency rating equal to your Wyrd score plus the number of successes rolled. If the Potency of the brew is higher than the health of the person drinking it, the person gets very drunk and in five turns (15s) falls unconscious. If the Potency does not exceed their Health, they must succeed on a Stamina + Resolve roll or suffer the effects of having drunk one more drink than their Stamina (WoD p.177). Effects last for the rest of the scene.

Chatelaine

(CtL p.121 and WM p.93)
Perfect Protocol: Gain 9-again on Social rolls that deal with manners or etiquette. Spend 1 Glamour to gain +2 on Manipulation and Presence rolls.

Chirurgeon

(CtL p.122 and WM p.93)
The Analeptic Charm: Gain 9-again on Medicine rolls. You do not suffer equipment penalties on Medicine rolls if your tools are sub par or improvised.

Drudge

(WM p.96)
Unseen Labor: Spend 1 Glamour to complete a simple task (requiring 5 or fewer successes to accomplish) at Time / (Wyrd + 1). You cannot be watched while performing the task. Gain 9-again on Stealth rolls.

Gameplayer

(WM p.96)
Grandmaster's Stratagem: Spend 1 Glamour to win Mental-based board games. Gain +3 to gamble in games that require both mental skill and luck.

Gremlin

(WM p.110)
Gremlinizing Touch: Once per day, spend 1 Glamour and touch a device (weapons included) to negate its equipment bonus for the remainder of the scene.

Inventors

(VL p.22)
Inventive Genius: Gain 8-again on Crafts and Science rolls involving mechanisms and devices. Spend 1 Glamour to add your Wyrd score to such a roll.

Miner

(WM p.96)
Tappingspeak: Spend 1 Glamour to send a coded message through vibrations in the ground with a range of 1 mile / Wyrd dot. The coded message is magically understood by the recipient.

Oracle

(CtL p.122 and WM p.94)
Panomancy: You can tell the future as though you had the Common Sense merit.

Pamarindo

(WM p.110)
Gourmand's Grotesquerie: Spend 1 Glamour. Touch (minimum 1 pound) of raw meat to feed a number of people equal to your Wyrd score (whether or not they eat anything). They remain so nourished for 24 hours. Gain a free dot in Hardy (GMC p.165). (HR: Original kith bonus used Iron Stomach, but Hardy replaced that merit in GMC.)

Smith

(CtL p.122 and WM p.94)
Steel Mastery: Spend 1 Glamour to improve a tool. Make an extended roll of Dexterity + Crafts, with each roll representing half an hour of tinkering, polishing and hammering. If you get 4 successes, you can give a toll a +1 equipment bonus. The item has to be mostly metal, and the magic wears off after a day. No one object may be improved this way more than three times in its lifetime. The fourth attempt will simply destroy the tool beyond repair.

Soldier

(CtL p.122 and WM p.95)
Blade Lore: Gain a Weaponry specialty with Bladed Weapons.

Thusser

(WM p.110)
Fiddler's Delight: Spend 1 Glamour and pick a target. A successful Expression roll involving singing or playing an instrument renders the target unable to act as long as the performance continues, until the target must defend himself from danger.

Woodwalker

(CtL p.123 and WM p.95)
Wildcraft: Gain 8-again to Survival rolls. You can survive by eating any plant, no matter how poisonous.

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.