Beasts who lived and burrowed beneaththe soil call this kith theirs; from mole-men to wurms andother changelings of the underground. They have thespecial blessing called the
. With it, they may spend a point of Glamour and, for the rest of the scene,they may move through soil and earth (but not solid stone)at a rate equal to their half their speed as they tunnel.
Creatures of huge proportions, whetherleviathans of the depths to the hulking brutes of the plains,they stand tall. They are innately tall, with their
, granting them the Giant Merit for free (whichstacks with the effects of the Giant Merit itself). However,due to their ungainly girth they suffer a -1 penalty onattempts to move quietly or quickly (which increases to -2if they also purchase the Giant Merit).
Creatures of the wild who survivedthrough blending in and adapting; living chameleons andbeings of dark and light. If they spend a point of Glamour,these changelings can activation their gift of
,and gain a +2 bonus to all their tests to remain unseen asthey blend in with their surroundings. This bonus goes upto their Wyrd, if they remain still.
Either predators who lay in wait, or Beastskept as watchers and guardians, both highly valued by theirfaerie masters. These Beasts benefit from the blessing
the changeling gains +2 Stamina for thepurposes of determining duration before fatigue sets in, and+1 to any Composure tests requiring them to remain still.
Many Beasts are nomadic creatures, used totraveling far and great distances. Whether they are themigrating flocks of birds, or the wild herds of the plains,they have knowledge of the places they are going and havebeen too. This is represented by their gift known as
, giving the kith the Direction SenseMerit for free (which adds to the bonus gained if thechangeling also has that Merit).
Some creatures are gifted withextraordinary displays of beauty, color and imagery, andhave learned to show them off; the peacock guardian menand the women of the waves are examples of these.
is an innate gift they bear, which allows them togain a +1 to social tests that rely on looks and appearance.
Thieves of the sky, land and sea all pay their dues to this kith. Swooping magpies, pack rats, jackalsand the like all gain the blessing of
whichgives them a +2 to tasks involving fine manipulation withthe hands.
Such darklings were taught to fight anddefend their masters in dirty duplicitous ways. They havethe knowledge of
, which allows them toignore one point of their opponent's Armor, or two whentaking their opponent by surprise.
These are monsters who have learned tothrive on childhood imagination. They have the art toseem visible only to children with the blessing of
By spending a point of Glamour, thechangeling can drop their Mask for a scene to the eyes of children, without invoking a Clarity check.
These silent shades move like whispers, stealing the breath and essence from the lips of those they pass. With their
they can steal apoint of Willpower from one person within theirproximity. The number of times per day they can do this isequal to their Wyrd, but every time after the first coststhem a point of Glamour. They cannot target the sameperson more than once a day.
Creatures of the night that feed upondreams and dabble in deceits of dark magic. Such creaturesare night haunts, dream weavers, sandmen, and other fellcreatures like the Mara and hags. The Harrowmares have apeculiar talent called
granting themuncanny familiarity with dreams. All tests involvingdreams, including Dream Contracts gain +1.
These are monsters who have learned tothrive on silence and quiet. Both stone angels of quiet orthe noise eater, they have the art granted to them from
By spending a point of Glamour, thechangeling can drop a field of silence around them through which no natural sound can travel, which fills a smallishroom (about 15' x 15' x 10' high) for the rest of the scene.
These changelings are creatures of chance,luck and a bit of chaos in the blend. They have a fondnessfor games of luck and chance and will be willing to takemost wagers. Still, they like to
Stack the Odds,
they have anatural affinity with luck and gain +1 on any actioninvolving blind chance (such as games of chance) or use of the Hearth Contracts. If a pool is reduced to a chance die,8s, 9s and 10s all count as a success, but a 1 still counts as adramatic failure.
Such creatures will always present a lieeven if a half-truth will do, and many of them arecharlatans and pranksters with a vicious streak. A Mountebank is gifted with
which grantsthem the Merit Rigid Mask for free (the benefits of whichcombine with the Merit itself if purchased).
Songs, prophecy and presaging of doom anddespair has long been the purview of these fae. By spendinga turns to presage an
to their victim, the victim suffers a -2 to their next action. The victim must be within hearing range of the Soothsayer for the blessing to work.
These are the changelings who thrived inthe cracks and crevices of the world, covered chitinous skinand walk with a creeping motion. The Spindlebacks arecovered with a C
which gifts them witha point of Armor stacks with other Armor.
Born from the ocean reefs and marine forestsof the sea floor, these elementals are walking colonies of coral. Their form flourishes with
, whichallows them to heal one point of bashing for every point of Glamour they spend.
A flurry of petals, leaves or paper forms thesechangelings. They are buoyant flights wrapped around thehuman form. They are enveloped by a constant
Cloud of Tears
, as a swirl of petals or paper folds around them. This2