KITHS




Boggans
(BOG-guns)

In folklore, called Brownies, hobbits and various other "helpful creatures of the hearth," boggans tend to be short, jolly, and very skillful in various crafts.

Craftwork: Can perform any craft in 1/3 the normal time, as long as they are alone (except for other boggans). Free level of the Crafts ability that can never be permanently lost.
Social Dynamic: Free Empathetic Trait which can never be permanently lost.
Call of the Needy: Gullible Negative Trait what can never be bought off.

Clurichaun
(Cloor-uh-cohn)

Clurichaun are the typical Irish leprechauns, though they don't have a pot of gold, and are often annoyed by the comparison. They do wear green, though.

Twinkling of an Eye: Can make a Fair Escape any time all eyes are off them.
Insight: Can ask "what would be the best response to this situation" and if they win a social challenge, get a true answer. Free "Friendly" trait.
Tippling: Must make a Static Mental Challenge to avoid drinking when offered. When drinking, Seelie must spend a willpower to do anything other than sing sad songs and tell depressing stories, while Unseelie must do same to avoid picking a fight.

Eshu
(EE-shoo)

Eshu are storytellers, adventurers, performers, and wanderers.

Spirit Pathways: Once per session, they will be at the "right place at the right time." (Can be used for a Fair Escape, Surprise, or to get to any destination/purpose and get there as long as they try).
Talecraft: Free Expressive Trait.
Recklessness: Impatient Negative Trait. Gullible in any Challenge that involves a challenge or proposition (but not a suicide mission).

Nockers
(NOCK-ers)

Nockers are abrasive Faerie inventors and gadgeteers.

Forge Chimera: Nockers can forge chimera using Glamour(ask a ST if you want to do this).
Fix-It: Nockers can make a Simple Test (or a social challenge, against a sentient machine) to intimidate a machine into working.
Flaws: Something is always wrong with anything a Nocker creates; all items have at least one of (Heavy, Loud, Fragile), and this is not correctable. All Nockers have a permanent Obnoxious or Tactless Negative Trait.

Pooka
(POO-kuh)
Pooka are tricksters and shapeshifters.

Shapechanging: Pookas can pick ONE animal which they can change into at any time, given privacy.
Confidant: Free level of Subterfuge and Ingratiating Trait, since people LIKE to talk to the Pookas.
Lies: Pooka are incapable of telling the complete truth; they must slip a lie, exaggeration, or other untruth into anything they say. Spend a willpower trait to keep from doing this.

Redcaps
(RED-kaps)

Usually (but not always) Unseelie, Redcaps are thugs, fighters, and monsters.

Dark Appetite: Redcaps can and will eat anything, though they have to spend Glamour to eat anything that a human couldn't digest at all.
Bully Browbeat: Redcaps receive a free Intimidating Trait, and are two traits up on any Social challenges involving sheer bad attitude.
Bad Additude: Must have two of (or one twice): Bestial, Callous, Ignorant, Impatient, Obnoxious, Tactless, Violent. Also, cannot start out as a Seelie unless a Grump.

Satyrs
(SAY-ters)

These fae have the legs and horns of a goat.

Gift of Pan: Free level of Performance, and can engage a target or targets (including a crowd) in a Performance Social challenge, which if successful, forces the target(s) to act out a negative trait, Derangement, or simply a repressed desire. Targets effective Banality is temporarily lowered for the duration. Against groups, target is most banal person. Combat or other direct threats usually cancel this.
Physical Prowess: Permanent Athletic Trait, and an automatic Fair Escape from running away (goat legs, don't ya know?).
Passion's Curse: Two traits down on any attempt to maintain self control, and all supernatural powers that affect emotions receive a free retest against satyrs.

Selkies
(SEL-kees)

Selkies have a sealskin which allows them to take the form of a seal, when they wish.

Seal's Beauty: Seductive and Alluring against the appropriate gender.
Ocean's Grace: automatic success in non-combat, non-cantrip challenges involving swimming. 2 traits up on any challenge made in the water, but 1 down on physical challenges made on the land.
Seal Form: Can transform into a seal; gains Nimble, Lithe, Dexterous, and Athletic, Short-sighted, Bestial x 2, and Delicate. (only in water)
Longing for the Ocean: Each day away from the sure (in our game, defined as any large body of water; the pool counts) they gain one banality trait, which can be lost by spending appropriate time in the ocean.
Seal Coat: a selkie's powers are in his or her coat (which can be disguised as anything), and are lost without it. To some degree, the coat IS the selkie.

Sidhe
(SHEE)

Sidhe look like stereotypically tall Tolkien elves, and are the haughty (and sometimes not so haughty) nobles of the Fae.

Awe and Beauty: All sidhe radiate the aura of born leaders and rulers, and recieve free Gorgeous and Dignified Social Traits and a level of the Leadership Ability.
Noble Bearing: No cantrip can ever directly make a sidhe look foolish, and any such attempt automatically fails. This only affects DIRECT cantrips.
Banality's Curse: All banality ratings are considered one higher, and all banality gained is doubled. Also, Sidhe do not reincarnate, as other fae do, and are often more afraid of death.
Sluagh
(SLOO-ah)

Sluagh are the lurkers and goths of the Fae, delighting in secrets even as they speak rarely, if at all.

Heightened Senses: Sluagh have very keen senses, and have no penalty for acting in lightless environments. They can also see and speak to ghosts. However, this makes them more sensitive to painful stimuli than others as well.
Contortions: All Sluagh are double jointed, giving them a free Lithe trait, as well as letting them make a Simple or Static Test to escape bond or straightjackets (unless made of Cold Iron). They also have a Delicate Negative Trait.
Whispers: Sluagh Cannot speak above a whisper. Even when interacting with the non-dreaming, they are still very soft-spoken.
Trolls
(TROLS)
Stoic, strong, stern, sincere, and silent, Trolls are the honorable knights of the Fae, as well as the largest.

Titan's Power: Free Brawny and Stalwart traits, and Wilders get an additional Bruised health level. Grumps receive an additional Brawny Trait, and another Bruised Health level, but lose one dexterity or quickness-related trait (beginning character start with no more than two such traits total).
Strength of Duty: Trolls get an extra Willpower Trait per story that can only be counted or spent in direct support of an oath the troll has sworn.
Bond of Duty: Any troll who violates a sworn oath loses Titan's Power, and loses Physical Traits at a rate of one per day until he runs out. These traits cannot be regained until the troll atones for the breach, and truly feels remorse for the act.