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Once On This Island MUSH -- Kith and Kind

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Kind is the character's general fae type, their kith is their specific race. Kind represents the mythic type, or function of a fae, while their Kith is the specific group from which they get their form. Kinds are not hard and fast divisions, and many scholars of the fae put different kith into different Kinds (sluagh are sometimes haunts, sometimes terrors, and is a Gaoth Si really of Eshu kind?). It is very possible that in game characters will argue or be confused over who belongs to what kind (and even to what kith), because these definite terms are used mostly for purposes of game grouping. They do carry over into the game a bit, however, because they are based on the archetypal divisions of fae society and carry a bit of a social mark with them. Very few fae are, for example, completely at ease with anything they suspect might be a bogey. The process of making a kith in this system is simple. Pick a Kind, then pick one gift, one birthright, and one flaw. There you go. Of course, this will lead to rather shallow kith, so there's a little more involved. If you wish to play one of the standard kiths from Changeling: the Dreaming, all that is required is a little bit of info on the application about how your Gift, Birthright, and Flaw affect you. However, if you wish to alter one of the three elements, you'll need to do a bit of research to find at least one mythological example of a fae with those traits, and the kith's name, if you can find it. You don't have to find a perfect fit (and very probably won't be able to), but find the one that works best and assign it as your creature's kith. Once you have a name you start to actually make the kith. The first part of this process it to detail the kith's name, the general appearance of members of the kith, and what makes them what they are. Next comes the game mechanics. While thinking about the abilities and powers that the creature from myth demonstrated look over the lists of the kind's available birthrights, gifts, and flaws. Then choose one of each (one birthright, one gift, one flaw) for the kith, and explain why the kith has them. Once that is done you choose and assign the kith an affinity with realms (or none, if they are a Danan) and voila, you have a new kith. The following are kinds available on Once On This Island: Bogeys: Violent nightmare creatures (redcaps) Brownies: Helpful fae of hearth and home (boggans, piskies) Danan: Noble, awe-inspiring fae, often arrogant (sidhe) Eithu: Masters of travel, stories and illusion (eshu) Giants: Large, strong, usually stalwart warriors and guards (trolls, ogres) Haunts: Things that go bump in the night (sluagh, bogies) Kobolds: Earthy inventors and crafters of the fae (goblins, nockers) Merfolk: Water-based fae, each with an affinity to one form of sea-life Pucks: Shapeshifting tricksters (pooka, beasties) Seleni: Creatures of the wind and the water and the wild (satyrs, ghille dhu) Skin Changers: Shapeshifters who require an animal skin to transform (selkie) Also available are gifts, birthrights, and flaws.
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:24 PM

Once On This Island MUSH -- Bogeys

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Bogeys
These are the nightmares of human predation, the children of fire and fear. They are the children of nightmares, and are feared for their violent and disgusting ways. The majority of them revel in the terror they cause others. Bogeys are the cold hearted, fiery breathed murderers and fearful figures of the night, and even those that aren't actively malevolent are terrifying. Bogey kiths include Redcaps, Greenteeth, Brollachan, Cailleach, Dockalfar, Fear Dearg, Fear Gorta, Fochan, Bugbears, and Imps. Affinity: Actor, Fae, or Nature Special: Bogeys never botch rolls for Intimidation or Melee Gifts: Immunity, Gaia's Mercy, Smells Like Chicken, Bully Browbeat, Scent of the Prey Birthrights: Beastie Form, Spawned in Darkness, Dark Appetite Flaws: The Hunt, Dumb as Rocks, Callousness, Cruel, Terror, Decay, Bad Attitude, Holy Ban, Rebound Example: Redcap -- Bully Browbeat, Dark Appetite, Bad Attitude
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:25 PM

Once On This Island MUSH -- Brownies

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Brownies
Based on helping, crafts, and work these spirits of the hearth and home are known for their social dynamic and their tendency to loose their tempers if pressed too far. They take joy in work (though that work can be anything from cleaning a home to performing a ballad) and in the company of others. Most of this kith is seelie, though there are famous examples of very unseelie members of the kind. Brownie Kiths include Boggans, Hobs, Bwcas, Piskies, Nisse, Boggarts, Leprechauns, Spriggans, and Clurichaun. Affinity: Actor, Prop or Scene Special: Brownies never botch rolls for Crafts or Empathy Gifts: Social Dynamics, Insight, Human Bonds, Pack Mentality, Find the Lost, Stalwart Guardian, Clever Hands Birthrights: Twinkling of an Eye, Perform a Great Work, Nimble Fingers, Fertile Mind Flaws: Counting, Call of the Needy, Tippling, Kleptomania, Flame of Anger, Bad Nappers, Pranks, Holy Ban Example: Boggan -- Social Dynamics, Perform a Great Work, Call of the Needy
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:25 PM

Once On This Island MUSH -- Danan

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Danan
Known as the Good Folk, the Danan once ruled the earth. Their whims enchanted and terrified mortals and fae alike for millennia. The rulers and battle leaders of the fae, these are the ancient and terrible spirits of sovereignty, power, and beauty. Equally divided along seelie and unseelie lines, nearly all of them are more than slightly inhuman and arrogant in some way. The Danan kith include Sidhe, Gwagged Annwn, Bahobhan Sith, Fir Clease, Liosalfar, and Geanceanach. Affinity: None Special: Danan never botch rolls for Etiquette or Leadership Gifts: Adonis' Ravaging, Clarity of Vision, Fancy Pants, Noble Bearing, Voice of Beauty Birthrights: Awe and Beauty, Cult of Personality, The Glow, Grace of Calliope Flaws: Banality's Curse, Diamond Heart, Face in the Water, Holy Ban, Pride of Place, Ring of Truth Example: Sidhe -- Noble Bearing, Awe and Beauty, Banality's Curse
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:25 PM

Once On This Island MUSH -- Eithu

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Eithu
This Kind is the Lord of the crossroads, ancient African and Arabian fae who are masters of travel, stories, and illusion. They embody the spirit of adventure. Though not all are storytellers in the direct sense, all are masters of making things appear to be other than they are, and twisting words.. Eithu Kiths include Eshu and Genie. There are a few European members of the kind, called Gaoth Si. Affinity: Actor, Scene or Time Special: Eithu never botch rolls for Performance or Enigmas Gifts: Jester's Calm, Noble Bearing, Riddle Me This, Talecraft, Voice of Beauty Birthrights: Fast Feet, Shape of the Body, Spin the Wheel, Spirit Pathways, Spirit Speech, Twinkling of an Eye Flaws: Holy Ban, Lure of the Story, Mouthy, Omens, Recklessness Example: Eshu -- Talecraft, Spirit Pathways, Recklessness
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:26 PM

Once On This Island MUSH -- Giants

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Giants
These are the guardians and warriors, paladins and unstoppable marauders of the fae. All of them are physically large, and terribly strong. They are often associated with the spirits of the mountains, stone, and ice. Giant Kiths include Trolls, Giants, Ogres, Nokk, Ettins, Firbolg, Bachlach, and Gruagach. Affinity: Fae, Scene, or Nature Special: Giants never botch rolls for Athletics or Brawl Gifts: Clarity of Vision, Immunity, Smells Like Chicken, Stubbornness Birthrights: Rock Skin, Titan's Power Flaws: Bond of Duty, Dumb as Rocks, Holy Ban, Hothead, Weight of Stone Example: Troll -- Stubbornness, Titan's Power, Bond of Duty
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:26 PM

Once On This Island MUSH -- Haunts

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Haunts
These frightening fae are often mistaken for Terrors. But where terrors are active and often physical the haunts are psychological creatures who watch and listen. Some do so to help and bring justice, others for darker purposes. They are the things that go bump in the night. Haunt kiths include Sluagh, Jack in Irons, Haunt Trolls (not to be confused with Nordic trolls), Uath, Bogies, Draug, and Bean-Nighe. Affinity: Actor, Fae, or Prop Special: Haunts never botch rolls for Stealth or Alertness Gifts: Enticement, Find the Lost, Hear the Truth, Riddle Me This, Sharpened Senses, Smells Like Chicken Birthrights: Earth Blend, Hatred of the Weaver, Spawned in Darkness, Squirm, Twinkling of an Eye, Wisdom of the Ages Flaws: Callousness, Curse of Silence, Curse of the Weaver, Decay, Holy Ban, Lure of the Riddle, Omens Example: Sluagh -- Sharpened Senses, Squirm, Curse of Silence
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:26 PM

Once On This Island MUSH -- Kobolds

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Kobolds
Based on creation, mining, and skillful labor these spirits of mines, the earth, and the forge are the inventors, crafters, and diggers of the fae. Kobold kiths include Gnomes, Goblins, Gremlins, Dwarves, Bergfolk, and Nockers. Affinity: Nature, Actor, or Prop Special: Kobolds never botch rolls for Crafts or Security Gifts: Appraisal, Clever Hands, Fix-It, Gremlin Urge Birthrights: Imbue, Forge Chimera, Mayhem, Twinkling of an Eye Flaws: Abandonment, Destructive Flaw, Flaws, Holy Ban, Kleptomania, Tippling Example: Nocker -- Fix-It, Forge Chimera, Flaws
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:26 PM

Once On This Island MUSH -- Merfolk

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Merfolk
These water-based fae are related to the Danan and the Seleni. Fierce and proud, it is said they possess a beauty and a nobility that easily rivals the Danan, although it is even further removed and more alien. Merfolk cannot shapeshift, but their lower half forms into the lower half of whatever aquatic animal they have an affiliation with, and similar to pucks, they will show traits of that animal in their fae forms even on land. Merfolk kiths include mer, murdhuacha and kelpie. Affinity: Nature, Fae or Actor Special: Merfolk never botch rolls for Leadership or Subterfuge Gifts: Adonis' Ravaging, Clarity of Vision, Noble Bearing, Ocean's Grace, Song of the Siren Birthrights: Animal's Beauty, Cult of Personality, Elemental Bond (water only), Grace of Calliope, Summon the Herd Flaws: Banality's Curse, Cruel, Diamond Heart, Longing of the Wild, Passion's Curse, Pride of Place, Wounds Example: Mer -- Ocean's Grace, Grace of Calliope, Banality's Curse
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:27 PM

Once On This Island MUSH -- Pucks

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Pucks
The shapeshifting tricksters, sometimes kind others cruel, are the irresponsible spirits of the near fields. Almost all have become associated with animals over the years, even though not all of them actually shapeshift into animals. Puck Kiths include Pooka, Puss, Black Dogs, Beasties, Padfoots, Pixies (not Piskies), Gabriel Ratchets, Kelpies, Nyku, and Each-Usige. Affinity: Nature, Fae or Actor Special: Pucks never botch rolls for Empathy or Subterfuge Gifts: Beast Tongue, Cat on the Prowl, Confidant, Gaia's Mercy, Human Bonds, Jester's Calm, Scent of the Prey Birthrights: Beastie Form, Shapechanging Flaws: Animal Mind, Holy Ban, The Hunt, Lies, Pranks, Snare of the Hunter, Weakness of Will Example: Pooka -- Confidant, Shapechanging, Lies
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:27 PM

Once On This Island MUSH -- Seleni

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Seleni
These are the wild spirits of the wood and water, of fertility, and of the power of nature. These are the half animals once worshiped as gods, the spirits of trees and rivers, and the lords of natural forces. Some are terrible enough to compete with Danan and Bogies. Many still follow the old seasonal rotation of court, as they are tied tightly to the elements. Seleni include Satyrs, Ghille Dhu, Undines, Nymphs, Sirens, Pans, Brown Men, Hulder, Leshiye, Russalki (river hags), Vodyany. Affinity: Nature, Fae or Actor Special: Seleni never botch rolls for Survival or Athletics Gifts: Adonis' Ravaging, Beast Tongue, Beauty of Life, Gift of Pan, Immunity, Nature's Bounty, Ocean's Grace, Song of the Siren Birthrights: Earth Blend, Elemental Bond, Fertile Mind, Grace of Calliope, Physical Prowess, Rose and Oak, Spin the Wheel, Summon the Herd, Wisdom of the Ages Flaws: Animal Mind, Chatterbox, Kiss of Winter, Holy Ban, Maenad's Madness, Passion's Curse, Wounds Example: Satyr -- Gift of Pan, Physical Prowess, Passion's Curse
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:27 PM

Once On This Island MUSH -- Skinchangers

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Skinchangers
These fae are related to the Danans and the Seleni. What sets them apart is the fact that all are skinchangers, having a cloak, skin, cape, or vest that allows them to become an animal - these all follow the rules for selkie skins, as given in The Toybox, but water is not necessary to the change. Skinchanger kith include Wolfin, Swanmae, Selkie. Affinity: Nature, Prop or Fae Special: Skinchangers never botch rolls for Subterfuge or Survival Gifts: Gaia's Mercy, Ocean's Grace, Scent of the Prey, Voice of Beauty Birthrights: Animal's Beauty, Physical Prowess, Rose and Oak Flaws: Animal Mind, Cruel, Holy Ban, The Hunt, Longing of the Wild, Longing for Freedom, Maenad's Madness Example: Selkie -- Ocean's Grace, Animal's Beauty, Longing of the Wild
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:27 PM

Once On This Island MUSH -- Kith and Kind -- Gifts

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Gifts
Adonis' Ravaging (Danan, Seleni, Merfolk): In addition to the normal methods of gaining glamour, fae with this gift may steal glamour by seducing their prey. Some form of passionate embrace is necessary to use this gift. Once the target is seduced the fae rolls their Manipulation + Subterfuge against the targets Willpower. Every success steals a point of temporary Glamour. Appraisal (Kobolds): No one knows the value of things like these fae do. Whether clothes, gems, or stereo equipment they can tell how much something is worth with a quick appraisal. Make a Perception + Kenning test (difficulty 6) to determine the worth of an object. Beast Tongue (Pucks, Seleni): Fae with this ability may speak to natural animals in any form. They also gain a +1 to all social dice pools involving elemental or animal spirits. Beauty of Life (Seleni): These fae understand the beauty and joy of life, even among plants and animals. When trying to assist an injured being they can make a Charisma + Empathy roll (difficulty 4) to ease pain and suffering. The patient of this benefit will have one less wound penalty to their actions per success of the roll. Bully Browbeat (Bogeys): These fae can intimidate anything, even imaginary or chimerical objects. The difficulties of all their Intimidation rolls are reduced by one. A successful roll causes chimera to obey without question; sentient creatures can resist with Willpower. Cat on the Prowl (Pucks): These fae are wild and free, sensual and alluring. Whenever they are out for fun and frolic they get a +2 to social rolls to make friends and lovers for the night. Clarity of Vision (Danan, Giants, Merfolk): The will of some fae is legendary, both for its force and its obsessive quality. Once a fae sets their mind to something nothing can get in their way. Subtract 1 from the difficulty of all Willpower rolls made in pursuit of a goal. Clever Hands (Brownies, Kobolds): These fae are able crafters, and make all Crafts rolls at a -1 difficulty. Confidant (Pucks): The innate charm of these fae breaks down the barriers of even the coldest people. Once during a conversation they may roll Perception + Empathy (or Subterfuge) to get their 'friend' to spill their guts. The difficulty is equal to the target's Willpower. Each success will net a truthful answer to one question. It is not an instantaneous effect though, it takes time and effort. Enticement (Haunts): Some fae are masters of corruption rather than pure fear. Whenever they are engaged in social tests to corrupt or destroy a victim they gain +1 to both their charisma and their manipulation dice pools. This only works for corruption, and may provoke a negative reaction in the "truly virtuous", giving the haunt a -1 on all of their social tests against that person only. Fancy Pants (Danan): These fae have a sense about them, a poise and certainty that can never be taken away. No matter what they wear or what condition it is in, those about them will always see it in the best light. A fae with this gift could walk into a black-tie only affair in flannel and no-one would bat an eyelash (and some would comment on their bold fashion sense).

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2/17/2012 9:28 PM

Once On This Island MUSH -- Kith and Kind -- Gifts

http://web.archive.org/web/20030404123657/http://island.erisian.net/...

Find the Lost (Brownies, Haunts): These fae like to find lost items, valuable or not. They receive a +2 to either Intelligence or Perception when searching for something lost. Fix-It (Kobolds): These fae are masters of machines, and are able to quite literally scare a machine into behaving. A character may fix nearly any mechanical device with an Intelligence + Crafts roll. The difficulty can range from 5 (for simple problems) to 10 (for complex machines with difficult problems). Also, the kobold may choose one specialty in crafts, to which they get a -1 difficulty. Gaia's Mercy (Bogeys, Pucks, Skinchangers): Within an hour of the perpetuation of violence by the character mortal witnesses will forget the details of what they have seen. They will be left with only distorted and nightmarish images. Gift of Pan (Seleni): Dionysian revelry is high ritual to these fae. Singing, music and dance can be used to stir fae and mortals alike to the heights of emotion and passion. Anyone who fails a Willpower roll (difficulty 7) is swept away by the song of Pan's pipes. After an hour or two, the Banality of everyone in the area begins to slowly drop. Everyone has their banality lowered by one for as long as the seleni continue to perform. In addition, each fae past the first can drop the banality an additional point, to a minimum of 2. These effects last as long as the fae entertain. Lost Banality returns at the rate of one point per hour. Gremlin Urge (Kobolds): By spending a point of glamour this fae may make a mechanical device malfunction, usually in an especially dangerous and spectacular fashion. Hear the Truth (Haunts): These fae can hear untruth, as it is their stock and trade. They are at +2 dice to all attempts to detect and expose lies and untruths. Human Bonds (Brownies, Pucks): These fae are especially sensitive to the emotions of humans, particularly children. The difficulty of any Empathy rolls when dealing with mortals is reduced by 2 for adults and 3 for children, to a minimum difficulty of 3. Immunity (Bogeys, Giants, Seleni): The character with this gift is immune to all poisons and diseases. They can, however, be vectors for the disease (they can carry it, it just does not effect them). Insight (Brownies): Whenever a fae is in a social situation she can roll her Charisma + Empathy (difficulty 7) to assess what the most appropriate response to it is. Jester's Calm (Eithu, Pucks): No one can force a laugh like these fae. They may make a Charisma + Empathy roll (difficulty 4) to soothe other beings. This includes the rage of Garou and other supernaturals. They can pacify one angry being for every 2 successes that they roll. Nature's Bounty (Seleni): These fae may harvest glamour from nature rather than just from humans. Noble Bearing (Danan, Eithu, Merfolk): Whether heroes or villains all of these fae are dignified. Any magic that would directly make them look foolish automatically fails. Ocean's Grace (Seleni, Skinchangers, Merfolk): When in the water all difficulties on Dexterity actions are lowered by 2. Pack Mentality (Brownies): These fae can often easily find others of their kind who are of like mind. A Perception + Kenning roll (difficulty 5) lets them find one extra friendly worker for each success rolled. Also, once per adventure, they can recruit others of their kind to help improve or destroy a location. Riddle Me This (Eithu, Haunts): These fae are masters of riddles and puzzles. They may add 2 dice to any roll involving riddles, puzzles, or lore.

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2/17/2012 9:28 PM

Once On This Island MUSH -- Kith and Kind -- Gifts

http://web.archive.org/web/20030404123657/http://island.erisian.net/...

Scent of the Prey (Bogeys, Pucks, Skinchangers): Once these fae have marked their prey it is almost impossible for the unfortunate to escape. With a successful Perception + Kenning roll the fae can track anyone, and can smell fear from farther than they can see. Sharpened Senses (Haunts): The natural acuity of sense in these fae is truly amazing. Subtract two from the difficulty of any Perception rolls they make (with a minimum of 3). They may see through illusions with a Perception + Alertness roll (difficulty 7). Smells Like Chicken (Bogeys, Giants, Haunts): The easiest thing for these fae to puzzle out is "who's evil and who isn't." They can smell any actively evil creature before they can see them and can tell the difference between seelie and unseelie. With a successful Perception + Kenning roll they can sense a person's general emotional state. Social Dynamics (Brownies): Since they're often intimately acquainted with the workings of households, these fae have a heightened sense of the relationships between people. Gossip gets around even in the largest of social circles. Seelie pick up clues such as the glances of would-be lovers; Unseelie tend to notice conspiratorial relationships and rivalries. A successful Perception + Empathy (or Subterfuge) roll allows them to puzzle out a groups social dynamics. The difficulty can range from 5 for small groups to 10 for large and complex gatherings. Song of the Siren (Merfolk, Seleni): These fae have incredibly beautiful singing voices and can charm other beings with their singing. Any who are within hearing distance of their singing may be affected. The character must roll Manipulation + Performance (difficulty 7). Each success causes anyone in the audience to become entranced with the fae for one hour. Targets may resist with Willpower. Those under the influence of the song become susceptible to suggestions of the character. Stalwart Guardian (Brownies): These fae may add +2 to their Willpower when they accept an assignment to guard something. They will do everything possible to keep the treasure safe. After the job is finished their Willpower reverts to it's original level. Stubbornness (Giants): Nothing can come between this fae and their duty. They receive 2 extra dice to all Willpower rolls to resist temptation or distraction from their cause. Talecraft (Eithu): Whenever these fae encounter a true adventure, they become wiser and their repertoire of stories grows. Characters get an additional experience point for any session in which they learn a fantastic new story or perform and incredible feat. Voice of Beauty (Danan, Eithu, Skinchangers): These fae are famous for the beauty of their voices. They add one die to all their performance rolls, and gain one automatic success to singing.
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:28 PM

Once On This Island MUSH -- Kith and Kind -- Birthrights

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Birthrights
Animal's Beauty (Merfolk, Skinchangers): These fae are often seductive and sensual, adding +2 to their Charisma, but only with regards to those attracted to their gender. Awe and Beauty (Danan, Merfolk): These fae gain two extra dots of Appearance. They cannot help but stand out in a crowd. Their fury is a majestic and terrifying sight. When one is impassioned all their social rolls (especially Leadership and Intimidation) are made at a -2 difficulty. Anyone who tries to attack one of these fae when they are angry must make a Willpower roll (difficulty 6+). Beastie Form (Bogeys, Pucks): These fae may shift their form. However, they turn into beasts of nightmare rather than natural animals. They must be alone to do so. The forms usually have armor, stingers, claws, and all sorts of horrific appendages, though not all of them are necessarily functional. Cult of Personality (Danan, Merfolk): Some of the fae rule not with dreadful beauty, but with a powerful and manipulative social presence. These Machiavellian ones can sway crowds with their words, make friends with a smile, and lead men down the road to hell while the poor fools chant their name. Danan with this birthright get a +1 to Charisma, and a +1 to Manipulation. In addition they get a -2 to the difficulty of all leadership and empathy rolls. Dark Appetite (Bogeys): They can literally eat anything. They can chew through cars and eat their way through walls. Their bulldog teeth are brutally flat and hard as steel; their digestive systems (thankfully) remain a mystery. Most prefer human or animal meat, but when hunger strikes anything will do. As long as he can put his mouth around something, he can eat it. Large objects can be chewed into smaller pieces. Using this birthright in combat does a base damage of strength + 2 (difficulty 5). Additionally, they may try to sever an opponent's limbs. Severing a limb requires 5 successes on a Dexterity + Brawl roll (difficulty 8), or three successes if the victim has been grappled first. This attack inflicts a minimum of three Health Levels of damage if successful, in addition to any damage rolled. Earth Blend (Haunts, Seleni): When a fae remains still they are able to change their colors like a chameleon in order to blend in and stay unnoticed. This adds 2 dice to their Stealth pools, and adds 2 to the difficulty of anyone trying to spot them. Elemental Bond (Merfolk, Seleni): Seleni with this birthright choose one element with which they have an affinity (although merfolk are obviously limited to water). Whenever they are attacked with that element (or fall upon it, are covered in it, etc) they receive an auto-soak equal to their full stamina. In addition they may spend a point of Glamour to turn into the element for one scene or less. The effects depend upon the substance. A Water Bonded fae could slide through cracks or disappear into a stream. A Metal Bound seleni would become almost invulnerable to damage (though also immobile...) Fast Feet (Eithu): As masters of motion and the road, these fae are both nimble and fast. They gain +1 dot to Dexterity, and add 5 meters to their running and sprinting speeds. Fertile Mind (Brownies, Seleni): While some fae can make their own

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2/17/2012 9:28 PM

Once On This Island MUSH -- Kith and Kind -- Birthrights

http://web.archive.org/web/20030404123814/http://island.erisian.net/...

works at rapid rates, others can bring success to the ventures of other people. Fae with this ability are able to ensure and rapidly promote the success of any venture. Any mortal working under their care will produce more quickly and easily. Forge Chimera (Kobolds): These fae can create simple, non-living chimera. If an artisan has basic knowledge of how a device operates they can conceive of a way to make it work better. To create the chimera they will need raw materials and a workshop. They then make an extended roll of Intelligence + Crafts. The difficulty depends upon the size and complexity of the project. Five successes at difficulty 5 might make a baseball bat, but it would take 10 or more successes at difficulty 9 to create sidhe plate. The Glow (Danan): Rather than being outright gorgeous these fae are surrounded by an aura of indulgence and plenty. To those around the character this aura can result in giddy and drunken feelings, speaking of pleasure and good times to everyone who comes near. Though it makes it difficult for the fae to shrug off unwanted 'friends' it does have the benefit of giving them +2 on all social dice rolls. Grace of Calliope (Danan, Seleni, Merfolk): This fae may take +2 points to either Charisma or Manipulation. In addition they are not affected by True Faith's protective powers. Hatred of the Weaver (Haunts): By spending a point of glamour the haunt may become invisible to technology for an hour. Cameras and sensors will not pick them up, and even bright lights will flicker and go out in their presence. Imbue (Kobolds): The kobold may make an item and imbue it with one of their own arts. To do this they must choose an art and all the realms that will effect it, and then make an Intelligence + Crafts roll (difficulty 4 + the level of the art). Each success rolled allows the imbued art to be used once. The resulting treasure is usable by anyone, so long as they know the proper way to activate it. Mayhem (Kobolds): Once per story the kobold may construct a device that will wreak mayhem upon the scene. The device will damage things in the area, and will eventually self-destruct. To build the device roll Intelligence + Crafts with a variable difficulty. The device has a base damage of 3 dice (difficulty 6), and the difficulty is raised by one point for each extra dice of damage it does. When the device eventually breaks down the number of successes on the first roll is the number of additional damage dice that it will inflict. Nimble Fingers (Brownies): These brownies add 1 to their Dexterity. Perform a Great Work (Brownies): Brownies never shy away from hard work. In fact, it brings them together. They have a reputation for being swift and superior craftspersons. If unobserved they can accomplish any task involving physical labor in one-third the normal time. Physical Prowess (Seleni, Skinchangers): These fae add one dot to their Stamina. In addition they can run (or swim) faster than most, adding 5 yards to their running and sprinting speeds. The seleni should also choose an animal that they are associated with (such as a satyr with the goat). The seleni gains one small advantage of their animal association, such as a goats climbing or a cat's leaping. Rock Skin (Giants): The skin of these giants is as hard as rock. This gives then an extra Health level, and two points of armor against all physical attacks. It also gives them +2 damage to all unarmed attacks. In addition weapons made of stone or rock cannot harm them. Rose and Oak (Seleni, Skinchangers): These fae are not only beautiful but is also strong. They gain a dot in Appearance and a dot in Strength. Shape of the Body (Eithu): Eithu have the ability to alter size and appearance, changing stature from very small to normal human size, enhancing their Appearance by +/- 1, or making themselves look younger or older than they actually are.

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Once On This Island MUSH -- Kith and Kind -- Birthrights

http://web.archive.org/web/20030404123814/http://island.erisian.net/...

Shapechanging (Puck): Each puck has an affinity with an animal of their choice. When completely alone and unobserved the puck may change into that animal (and back again) in one turn. Even in their fae form the puck will show signs of their animal affinity, such as a tail, cat ears, a dog's nose, etc. Spawned in Darkness (Bogeys, Haunts): Once per day, these fae can vomit up a cloud of foul, inky blackness. More talented fae can exude this from their nethermost regions. This odorous, undulating mass of dark tendrils will drift slowly, increasing the difficulties of any who try to see it by 2. The fae, however, can see normally, and can use the cloud to cover their activities. Spin the Wheel (Eithu, Seleni): Lucky, lucky fae! They may reroll any roll once per game. Spirit Pathways (Eithu): Eithu have an amazing sense of direction and timing; they always seem to arrive at their destinations at the most opportune moments. The path an eithu follows is the most interesting possible, filled with danger and challenge. No matter what they encounter along the way, an eithu will always find their way to their destination. Spirit Speech (Eithu): Eithu can speak with spirits and understand their language. While willow whisper lets some fae have limited communication with spirits, the Eithu surpass them. (Though they still may need willow whisper to awake or get the attention of a spirit). Squirm (Haunts): Dislocating body parts is a popular amusement for these desiccated creatures. Confining them is almost impossible. Although they cannot change their shape or mass, underfolk can contort into disquieting shapes with unnatural ease. This requires a few minutes of entertainment and a Dexterity + Athletics roll, the difficulty ranging from 6 (escaping ropes) to 10 (worming through the bars of a locked cell). The only substance that can truly restrain them is cold iron. Titan's Power (Giants): Giants gain an additional Bruised Health Level. Wilders gain an extra dot of strength as well. Grumps gain two dots of strength and two Bruised Health Levels (total). Twinkling of an Eye (Brownies, Eithu, Haunts, Kobolds): Haunts have a talent for disappearing from potentially troublesome situations. Should someone take his eye off a haunt (even for only a second), the wily fae can disappear into the nearest cover so quickly that it's impossible for anyone to find her. They can use this trick even if being grasped by someone, but not if they themselves are blindfolded or bound with iron. Wisdom of the Ages (Haunts, Seleni): These fae have a mystic contact with the Dreaming and its cycles. Once per story they may meditate upon a question of lore. A successful glamour roll nets them an answer from the Dreaming. A simple yes/no is difficulty 7, more difficult questions have higher difficulties. Using this ability to excess is said to be very dangerous.
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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2/17/2012 9:28 PM

Once On This Island MUSH -- Kith and Kind -- Flaws

http://web.archive.org/web/20030312030739/http://island.erisian.net/...

Flaws
Abandonment (Kobolds): Whenever these kobolds start a project they must announce a deadline for working on it. If they cannot finish the project by the deadline, for any reason, they must give up working on it and never touch it again. Animal Mind (Pucks, Seleni, Skinchangers): If one of these fae stays in their animal form for more than a day they may begin to forget they are not a real animal. They must roll Wits + Empathy (difficulty 7), each 12 hours to maintain their own mind. If they fail they remain stuck in their animal form and begin to act like a normal animal. Bad Attitude (Bogeys): No one likes a bogey, not even other bogeys. Some Danan try to ostracize and kill redcaps just on general principles. As part of this stigma, they suffer a +2 difficulty for any roll involving a social situation other than browbeating. Bad Nappers (Brownies): Bad brownies love to kidnap children, reveling in the mayhem and commotion that it causes. If they have an opportunity to steal a child they must make a successful Willpower roll (difficulty 8) to resist. Banality's Curse (Danan, Merfolk): As many of the Danan have just recently returned to this realm they are not as capable of dealing with real life as other fae are. Each temporary point of Banality that they take counts as two, and all rolls to resist banality are raised by one. Bond of Duty (Giants): Nothing can come between a Giant and their duty. They receive 2 extra dice to all Willpower rolls to resist temptation or distraction from their cause. Call of the Needy (Brownies): Brownies cannot stand the sight of another person in need. When confronted by someone in legitimate need, a brownie must make a Willpower roll (difficulty 8) to avoid assisting that person in some way. Callousness (Bogeys, Haunts): These fae cannot use the Empathy skill to understand humans, though they can use it to harm them. They also cannot understand any law or organization that does not operate on the law of the jungle. Chatterbox (Seleni): Seleni simply cannot stop talking. Even when physically forced to shut up, their uncontrollable urge to fill the world with sound cause them to tap their feet or clap their hands. To stop talking a seleni must make a Willpower roll (difficulty 8). In addition this nonstop chatter has a tendency to let important secrets come flooding out at the worst of times. Counting (Brownies): Numbers and counting fascinate these brownies. When presented with something countable and nothing better to do they will happily occupy their time counting. Whenever a count becomes an issue, however, the brownie must make a Willpower roll (difficulty 8) to keep from dropping whatever they are doing and making a full and accurate count of whatever is in question. Cruel (Bogeys, Merfolk, Skinchangers): These fae have trouble governing their emotions. They sometimes cannot stop their anger. They become cruel, killing their enemies rather than capturing them, sometimes in excessive ways. If, for any reason, the fae wishes to leave someone they are hunting or fighting alive they must make a Willpower roll (difficulty

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Once On This Island MUSH -- Kith and Kind -- Flaws

http://web.archive.org/web/20030312030739/http://island.erisian.net/...

6+ depending on the situation). They also suffer a +1 to the difficulty of all Empathy based rolls. Curse of Silence (Haunts): These haunts cannot speak above a whisper, no matter how hard they try. Since they dislike social situations they add two to the difficulty of all of their Social rolls. Curse of the Weaver (Haunts): Any time this haunt is bound they lose 1 Health Level an hour until they are set free. In addition if they are confined they will go mad, screeching and writhing and taking a Health Level a day until they are set free. Decay (Bogeys, Haunts): Some fae manifest in rotting, skeletal, or nearly dead forms. None of these can have a Strength rating of above 3, and they all have an Appearance of 0. Destructive Flaw (Kobolds): Anything that this kobold makes will have a flaw, but not an innocent little flaw. This flaw will cause the device to go haywire in terrible and often ugly ways at the most inconvenient of times. Diamond Heart (Danan, Merfolk): It is said that these fae are as fair as untouched snow, and just as cold. They make all Empathy rolls to sympathize with or understand their 'lessers' at a +2 difficulty, and are at +2 difficulty to any Charisma rolls to be 'just another guy.' They may lead well from the front, but they are too hard and distant to be true friends. Dumb as Rocks (Bogeys, Giants): When creating this character you must pay twice the normal cost to increase the Intelligence attribute, both when assigning attribute points and when spending freebie points. This also applies to raising the stat with experience. Face in the Water (Danan): The inherent vanity of the Danan makes them susceptible to flattery, giving them a +1 difficulty to resist Manipulation based skills. In addition they suffer -1 dice to all their rolls when their appearance is adversely affected. (Or they feel that it is adversely affected, even Danan with Fancy Pants can feel that they don't look their best). Flame of Anger (Brownies): Woe to the one who rejects the help of a brownie, or offers incorrect compensation for work done (note that incorrect can be too much as well as too little). When this happens the brownie must make a Willpower roll (difficulty 9) to keep from making the offender suffer from a series of 'accidents.' This anger will last a full month, or until restitution is made. Flaws (Kobolds): Anything that these kobolds make will have a flaw of some type. Though it might be trivial the flaw will be completely irreparable. Any attempt by another kind to repair the flaw will destroy the device. Holy Ban (Bogeys, Brownies, Danan, Eithu, Giants, Haunts, Kobolds, Pucks, Seleni, Skinchangers): Because of their binding in the dreaming with evil forces (or holy forces in some cases) no fae with this frailty may use her birthrights against someone wearing a particular item or color. This is most commonly any holy symbol (cross, Star of David, etc), but some fae also have the reaction to those wearing basic colors - such as red, green, or blue. The fae may use arts or physical means (minus any birthright bonuses) to attack the person, but may never attempt to remove the item. Hothead (Giants): Whenever their bravery or prowess is called into question these giants immediately go Unseelie. To avoid battle with their insulter they must make a Willpower roll (difficulty 8), even if they one who insulted them apologizes or tries to run. The giant will chase the insulter until they have a chance to throw at least one full powered blow. Kiss of Winter (Seleni): Seleni who suffer a chimerical death automatically age to their next seeming. Additionally anytime the character gains a permanent point of banality they must succeed in a Glamour roll (difficulty is current Banality), or pass into the next

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Once On This Island MUSH -- Kith and Kind -- Flaws

http://web.archive.org/web/20030312030739/http://island.erisian.net/...

seeming. If they are already a grump and they age, they die. Kleptomania (Brownies, Kobolds): If these fae see something that strikes their fancy, they simply have to have it. Note that this doesn't have to be something terribly valuable by human standards; a pretty rock paperweight could be interesting enough. To resist this impulse the player must make a successful Willpower roll (difficulty 8). Lies (Pucks): These pucks simply cannot tell the truth. Everything they say will be misdirection, side stepping, or storytelling of one form or another. To tell the complete and unvarnished truth they must make a Willpower roll (difficulty 8). Longing of Freedom (Skinchangers): The wish to be free is a constant fire in the hearts of many changers. They can stay in one place for up to a week, but after that they start to chafe. For every extra day that they remain in one place they take a point of banality until they fade or they run. Longing of the Wild (Merfolk, Skinchangers): These fae are creatures of the wild. During character creation they must choose one type of natural location (a beach for selkie, a forest for wolfin, a lake for swanmae, etc). For every day that they remain away from that place they gain a temporary point of banality. Lure of the Story (Eithu): Eithu so love stories and riddles that they risk losing themselves in them. Once caught by a story or involved in an enigma the Eithu must make a Willpower roll (difficulty 8) to resist staying with it, no matter what else may be going on. Maenad's Madness (Seleni, Skinchangers): Born of animal instincts these fae are vulnerable to fits of violence. When something occurs to trigger the fae's primal nature (such as life and death struggle, or a mating urge of great power), they enter a frenzy which they cannot stop until all their enemies have been routed or they have become Incapacitated. They also must roll Percpetion+Empathy vs 8 to tell friend from foe while in this state. To resist the frenzy requires a Willpower roll (diff 8). Mouthy (Eithu): Eithu rarely take things too seriously, particularly if they are supposed to be polite and reverent. The difficulty for all Etiquette rolls or similar tests is raised by 2. Omens (Eithu, Haunts): The closeness of these fae to other places and spirit lands sometimes distracts them, luring them into trances and visions. Once a vision hits it takes a Willpower roll (difficulty 9) to snap out of it. Passion's Curse (Merfolk, Seleni): These fae are prone to wild mood swings and torrents of fury and tears. Furthermore on the rare occasions when they try to resist temptation the difficulties for all Willpower rolls are increased by two. Pranks (Brownies, Pucks): These fae love to make a particular person the subject of pranks that range from irritating to fatal. A fae with this flaw will constantly pull minor pranks on everyone about, even if it might be inconvenient or dangerous. If, however, someone raises the fae's ire the fae must make a Willpower roll (difficulty 8) to keep from pulling increasingly dangerous and harmful pranks on that poor soul. The anger will last one full moon, or until restitution is made. Pride of Place (Danan, Merfolk): To avoid a fight after being insulted, the fae must make a Willpower roll (difficulty 8). Their temper and their pride will not let them take lip from those who should respect them. Rebound (Bogeys): The greatest victims of bogeys corruption is often the bogey itself. A bogey with this frailty must chose an addiction of some sort. When confronted with the object of their desires the bogey must make a Willpower roll (difficulty 7) or pursue that pleasure until sated. Recklessness (Eithu): Confidence and curiosity are inborn traits. Eithu cannot resist a challenge, gamble or quest if there's a way to come out of

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Once On This Island MUSH -- Kith and Kind -- Flaws

http://web.archive.org/web/20030312030739/http://island.erisian.net/...

it alive. They're not stupid -- they won't take on suicide missions -- but they do believe they can make it through any hardship. Ring of Truth (Danan): Some Danan, obsessed with their own honor and nobility, become unable to accept untruth in any form. Any use of Subterfuge to lie is penalized by 2 dice, and they may only consciously lie if they first pass a Willpower test (difficulty 9). Snare of the Hunter (Pucks): Whenever a puck is in animal form and becomes the prey of a hunter they must make a Willpower roll (difficulty 8) to avoid surrendering to an animal-like panic which prevents them from reverting to their human form or using any Arts to escape or elude their pursuer. Terror (Bogeys): When surprised or startled, bogeys aura of terror causes frightened panic in all non-bogeys. Victims of this panic usually flee in terror, but some strike out blindly at the cause of the fear. Note that the bogey can not control this, it occurs only when they are surprised and places them in the unenviable position of frightening off even allies, or being subject to sudden and brutal attacks. The Hunt (Bogeys, Pucks, Skinchangers): The age old feuds between these unseelie fae and the seelie court runs in the blood. Any seelie seeing the fae for what they are must score at least three successes on a Willpower roll (difficulty 9) will attack them on sight. Tippling (Brownies, Kobolds): These fae have a terrible time resisting alcohol, and whenever they tipple they undergo a change. Those of the Seelie persuasion become maudlin and incapable of anything but singing sad songs and telling sad and pointless tales. To take action when in this state, a brownie must make a Willpower roll (difficulty 8). Unseelie brownies evince extreme cruelty. Their jests are barbed, their stories and humor are bitter and angry. Unseelie fae must make a Willpower roll (difficulty 8) when they drink to avoid picking a fight with the nearest person. Weakness of Will (Pucks): These pucks are unable to resist indulging their appetite for their favorite foods, in either of their forms. Traps and ambushes using their favorite food are all to successful in snaring pucks who happen to wander by at the wrong time. Whenever a puck is confronted with an unguarded supply of their favorite food they must make a Willpower roll (difficulty 8) to keep from indulging immediately and without a care for consequences. Weight of Stone (Giants): Giants are always very heavy. In their mortal form they will probably be over 400 lbs, and in their fae mien they will top 1000 lbs. Wounds (Merfolk, Seleni): These fae were not made to walk in the places of man. Whether it be a water-born who walks on land or a creature of the wood who walks in the city, they all bear a stigma for leaving their natural place. These seleni have a permanent disability of some type that is often painful. It may be a painful limp, bad asthma, open wounds that will not heal, massive scar tissue, etc. Whatever it is will give the seleni a -2 to their dice pools under a fairly wide range of situations.
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Changeling: the Dreaming is the property of White Wolf Games . All photographs from this site are courtesy of USVI.net .

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