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Custom Kiths QSF Changeling

The following Kiths, pulled from this White Wolf thread or the White Wolf Wiki, can
be chosen for your character with my clearance. (Note: None of these barring the
Gardener and Decker are of my own making, so I take no credit for them. I have
cleaned up the language on a few of them, however.)
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Table of Contents
Beasts
Fartherfast
Jabbrwock
Longbodies
Mellowmunchers
Slumberscar
Snickersnatch
Waryworry
Wilywise
Darklings
Dreamthieves
Grinmen
Hushwight
Lurkers
Mnemosyne
Sanguids
Shadowcasters
Elementals
Forgekin
Hollowmade
Pathfinder
Fairest
Healer
Mountebank
Ogres
Gluttonguts
Langoliers
Spellturners
Wizened
Decker
Gardener
Harlequin
Mediator
Beasts
Fartherfast

Like the jackrabbit and cheetah, whether hunted or hunter, these Changelings have a
tie to animals represented by speed. Gifted with the blessing of Fleetness, when
running at full tilt, the Changeling can triple rather than simply double the
distance covered represented by their speed stat.
Jabbrwock

While in Arcadia, these Changelings were designed as "guard dogs" or simply to keep
others "in check " by way of fear and intimidation. Rather than embody any -one-
particular animal archtype, their seemings tend to reflect rather freakish or
outlandish "hybrids" of any number of different animals. They might be a mish-mash
of mamallian, reptillian and/or avian features for no other apparent reason than to
inspire fear and revulsion. Their Blessing, Jaws that Bite, works exactly as the
that of Gristlegrinder Ogres.
Longbodies
These Changelings emulate those creatures with long sinuous bodies and or limbs,
taking their lead from snakes, octopi, and worms. The long body blessing is
Coilgrip: an extra dice towards any grappling maneuvers, and may spend Glamour to
add dice to any Strength roll involving a tight grip on a one for one basis.
Mellowmunchers

Those changelings who take after the lazy and easygoing domestic animals with a
perchance to lazily munch away at just about anything the come across, such as
cows, pigs, goats and the like. The Mellowmuncher blessing is Cudcrunching: 9 again
on survival rolls, and may spend one Glamour to reroll failed Survival dice.
Slumberscar

While in the Other's clutches, these Beasts had to fight, hunt, slave, and debase
themselves like any other Beast. They learned, though, that a deep and restful
sleep can cure much in the way of physical ills. Their Blessing, dubbed A Long
Winter's Nap, allows a Changeling to enter a deep sleep from which they cannot be
awaken. The player decides, before they enter their sleep, for how long they sleep;
it cannot be for less than 24 hours. During this sleep, the changeling heals wounds
twice as fast, and rerolls all stamina rolls to throw off toxins or disease with
bonus dice equal to their Wyrd.
Snickersnatch

Changelings who take after quick witted and sneaky animals with a tendency towards
taking shiny things that don't belong to them, like magpies, pack rats, raccoons,
and ravens. Their blessing is Nimble Claws: granting an extra dice on an dice roll
based on being a sneaky get, (such as Larceny, Stealth, Subterfuge, etc) as well as
being able to spend Glamour on a one for one basis to raise Dexterity for the
purpose of being sneaky.
Waryworry

All Changelings have felt victimized by more powerful entities, and these Beasts
find affinity with 'prey' animals such as deer and mice. Their attentive nature
does not allow them to be ambushed and gives a 2 dice bonus to perception rolls,
with the blessing Moment's Notice. Needless to say, Waryworries are a bit jumpy
around Hunterhearts.
Wilywise

While Beasts might not be known for their intelligence, there are Changelings who
take after the fox, coyote and raven in cleverness. They gain a 2 dice bonus to any
Wits roll when attempting to out-maneuver an opponent, be it in a fencing duel or a
battle of words at a dinner party. This blessing is called With Cunning Craft.
Darklings
Dreamthieves

Darklings that become trapped in the dream games of the Gentry must become
especially adroit at the practice of oneiromancy or perish. The flesh of their
material bodies often becomes as wispy and insubstantial as a dream in the process,
granting them an even greater understanding of dreams than other Changelings. A
Dreamthief, bound both by body and spirit to dreams, gains Dream Mastery: like the
True Fae, she may poison the dreams of others and use the techniques of dream
warping (see p.200). To poison the dreams of a mortal with a touch (as described on
p.199) requires the Changeling to expend a point of Willpower.
Grinmen

Drawing inspiration from the nocturnal doomsayers and tricksters of lore the
Grinmen confound and confuse not only with their dark riddles but also their
unnatural smiling faces. The Grinmen blessing is Wake Up #37: are seemingly
surrounded by a strange aura of peculiarity, sending others into fits of confusion
and deja vu. This imposes a -2 dice penalty to any Subterfuge and Persuasion rolls
meant to deceive the character.
Hushwight

These Darklings dislike loud noises and are noted for their whispering voices and
their fondness for quiet. They are drawn to places where quiet or silence is the
norm. Silent Dominion is their blessing; for 1 point of glamour they can create an
area of absolute silence. People who are making loud noises or are being disruptive
become aware of this it will silence them or at least quieten their volume. During
the scene Silent Dominion is in effect, others must pay a point of glamour to
whisper and a point of willpower to speak louder than a whisper. Other Hushwights
continue being able to whisper and only pay a point of glamour to speak louder. Non
Hushwights are at -1 to all social rolls during the effect of Silent Dominion.
Hushwights gain the benefit of the 8 again rule on Stealth dice pools.
Lurkers

They are called different things in different times and places, but everyone knows
that there are bogeymen lurking in the shadows. Their gift is Fear of the Darkling:
they get the benefit of the 8 again rule on Intimidation rolls and they get an
additional +2 to the roll if they surprised or shocked their target within the last
two minutes.
Mnemosyne

These Changelings have an affinity for lost moments, and can return them to those
who once knew them. Their blessing is the Gift of Remembrance - the changeling can
roll Intelligence + Empathy with the benefit of 8-again to discern the right
questions to remind a target of a memory she has forgotten (or that no such memory
is there).
Sanguids

Legends tell of Fae finding many uses for blood, from coloring their caps to making
a broth for their stews. Sanguid Kiths range from Ghuls whom raid the corpses of
the desert for nourishing blood, Lamias who devoured the blood of children, and
Rakshas and Kappas, who lure people to water's edge before draining them. Sanguids
posess the Red Hunger: they are able to drink the blood of mortals to gain Glamour.
This blood can only come directly from living mortals at a basis of one point of
Glamour per point of lethal damage inflicted after biting a mortal (this action can
be resisted per standard grapple rules). Despite the ability of this Kith, this
action counts as a Clarity 5 sin and the Sanguid must roll as appropriate.
Shadowcasters

The darkness is a common fear, representing the menacing unknown to the mortal
world. More specific is mankind's fear of having the light stolen from them, the
sudden rush of terror a dropped flashlight or power outage can cause. Shadowcaster
Darklings are often those who found this fear realized, forced to run through
nightmares where the lights always went out, and when they did, terrible things
would happen until the unfortunate changeling found his way out of the shadows.
Other Shadowcasters were those who used the darkness to protect themselves,
shattering lights or otherwise engendering an absence of illumination to aid their
flight from Faerie. As they returned through the hedge, they became more like the
shadows they depended upon, skin darkening and features blurring and melding, until
they seem to be caught between real and silhouette. Darklings of this Kith can
Steal the Light, creating shadows and gloom over the area of a small room (about
15' x 15' x 10' high) for a scene. These shadows make it difficult to perceive the
affected environment, adding a -1 to sight-based perception rolls. Although the
darkness centers itself on the changeling's right hand, it doesn't move once
summoned, even if the changeling leaves its radius. With the expenditure of a
Glamour point, the light is sucked out of the area, granting the Shadowcaster
concealment (-3 to sight-based rolls targeting anything in the radius). A normal
flashlight or similar effect lessens these penalties by -1; any stronger
illumination dispels them. Infrared vision or other forms of sight independent of
ambient light are unaffected. This Blessing cancels or overrides a Bright One's
Goblin Illumination.
Elementals
Forgekin

Drawn from the metallic bones of the world, these Changelings gleam with the riches
of the earth. Be they made of stunning gold, shinning brass, or lustrous silver,
they draw the gaze of those who recognize their worth. The Forgekin blessing is
Fortune's Fame: allowing them to buy up Presence dice with Glamour at a one for one
basis.
Hollowmade

Some Elementals were forced into even more humiliating, painful, and twisted
servitude then those who found themselves mere fixtures or furnishings of the
Gentry: being crafted into living buildings, used for storage or endlessly,
agonizingly renovated by sadistic architects without a sense of proportion or logic
to their designs. They show the scars of their time in Faerie, often with finished
wood or marble skin or windows in winding tattoo patterns. Some appear to be made
of the stuff of fantastic crystal castles or beautifully embroidered tents; others
have the look of haunted houses or decrepit ruins made of old stone. The Hollowmade
are Empty Inside; their bodies invariably contain an entrance of some sort that can
expand to create a special Hollow usable only by the Hollowmade, into which various
objects can be placed for storage at the cost of Glamour. This Hollow is about the
size of a large closet (5' by 5' by 10'), and cannot store living beings (or
undead). Inserting or removing an object is an instant action; the changeling never
has to search for an item, it always comes to hand immediately. When placing an
item inside, the Hollowmade's true nature is fully visible for a turn. Note that
for every day this Blessing in use (that is, the changeling contains one or more
objects), the changeling must spend a point of Glamour to avoid taking a level of
aggravated damage. In addition, Hollowmade add a dot to any Hollow which they have
already purchased at least a dot of; this dot can be in any category.
Pathfinder

Rather than any physical phenomenon of nature, these changelings are touched by
space and motion; the ways between places. Their blessing is the Sure Path - any
rolls to navigate or orient benefit from 9-again - when faced with several possible
routes, the changeling may also spend 1 Glamour to sense which is the safest.
Fairest
Healer

The Fairest have a purity to them, even at their worst, and that enables some to
make others pure; these changelings embody this potential, able to mend and unmark
the bodies of others. They possess the Healer's Blessing - once per scene, the
changeling may spend Glamour to heal a subject - each point spent heals 1 bashing
damage, downgrades 1 lethal to bashing, or removes all scars from an older wound.
Mountebank

Always entertaining, charming and smooth talking, this fairest could sell ice in
exchange for gold. Their beauty is in their use of words and social grace to charm
their wares. Strongly associated with wonder cure potions and tonics, they actually
have some skill in medicine. Their blessing is Quintessential Quackery: they
receive the benefits of the 9 again rule on pools including Medicine, Persuasion
and Subterfuge.
Ogres
Gluttonguts

Changelings forced to eat and eat by their hungry brutes of faerie, gorging until
they grow and widen to mortifying sizes. The Gluttongut blessing is Fat-Dulled
Nerves: they do not have a -1 wound penalty level, and may spend a point of Glamour
to cancel another wound penalty on a one for one basis.
Langoliers

This offshoot of the Oger Gristlegrinder kith tend to appear short of stature,
often hunched over, small, and innocuous. Their smiles give hint of their true
purpose. When closed a Langolier's mouth appears normal, but upon smiling, their
smile is wide; in most cases, too wide for their faces. An open mouthed Langolier
has been equated to gazing into a gaping abyss. Their power of Mikey Likes It suits
their job fine. With the expenditure of a Glamour point, the Langolier can ingest -
and digest - anything up to 1 size larger then their own size. This effect will
last for 1 minute per point of Wyrd.
Spellturners

These orges, often used as test subjects for offensive magics by their Keepers,
have developed a resistance to such types of attack. Through their Blessing of
Lion's Skin, they can spend 1 Glamour to add their Stamina to their Wyrd for
purposes of resisting a magical effect, or to turn their Stamina into an Armour
bonus against attacks backed by magic (Awakened magic, Vampire Disciplines, et al).
For 3 Glamour, this additional protection lasts a scene.
Wizened
Decker

These Wizened often spring from the realms of the more 'techno-savvy' True Fae,
although not always; they were often used as living pin cushions for their Keepers,
with numerous items grafted on to them then eventually removed. Deckers have the
ability to Jack In: by spending a Glamour point, they may integrate any metallic
object (including weapons) that they can wield into their bodies for a scene. Guns
either meld with the flesh or become stylized cannons on the Decker's body, swords
become wicked curved blades in the arms, and scrap metal becomes armor plating
beneath the skin (usually only Armor 1). The Decker is not impaired by new
enhancements equal to his Wyrd rating; past that, he takes a -2 penalty due to the
amount of foreign material in his form. The items remove themselves painlessly from
the body at the end of the scene.
Gardener

Some of the Lost were put to work tending the gardens, forests and orchards of
their Keepers. However, they were more likely than not used to care for them, part
of them spread about the fields like so much fertilizer. Their Blessing is that of
the Green Thumb; Gardeners may purchase Contract of Elements (Plants) at new rating
x5 rather than the usual price.
Harlequin

These changelings were created from the vestiges of those who served their Fae
lords as jesters, fools and heralds. They range from the devil-clowns of urban
folklore, from Punch the Fool to Hop-Frog and Scaramouche. Harlequins are known for
Cutting Capers: they can use Athletics + Wyrd and expend 2 Glamour to add his
Dexterity to his Armor score for the rest of the scene. Harlequins are often
dwarves or are otherwise deformed in nature.
Mediator

Forced into the mad politics of Faerie these Wizened were forced to hold up Arcadia
and its various Contracts the Fae lords had while they bartered away. Through this
process Mediators developed the Calming Keystone: They are able to quell anger in a
crowd by spending a point of Glamour and making a Manipulation+Empathy roll. They
can then subtract their Wyrd Rating from any roll trying to incite the crowd by any
normal means. If the crowd is the target of a Supernatural affect, they must roll
their Resolve + Wyrd against the source.

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