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Wizened: The Seeming and Kiths

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EternalValkyrie
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PostPosted: Sun Jun 06, 2010 3:54 pm


Wizened is the seeming, kiths are a more in depth type that gives you an additioal blessing

You know this story: it’s night. A man drives along a lonely
country road. He sees lights in the sky. They swoop down, engulf
the car. He blacks out. When he comes to, he is driving along that
same stretch of road. He’s traveled maybe a quarter of a mile, but
his watch says he’s been gone five hours. It’s nearly dawn. When he
gets home, his wife notices that he is covered with little scars that
look like healed-up burns. He says he’s sore and itchy all over. Over
the coming months, the man will begin to recall being taken into
a strange circular room, and being experimented on by small, pale,
dark-eyed creatures. It’s a classic abduction scenario. Except… the
truth is, this man who comes back with all his memories
and relationships, he isn’t a man at all. He’s a thing
made of sticks and stones, and he doesn’t even
know who he isn’t. The real man is still in
the clutches of the beings that took him.
They’re still doing their experiments.
They’re swapping his eyes around.
They’re repositioning his internal organs.
They’re taking out his hair one
strand at a time and slicing off his
nose and sewing on a different one.
They’re draining his blood out. And
all the time he’s conscious. And all
the time, each different procedure is
turning him into one of them. And
worst of all, they are doing it to him
for no reason. They’re not learning anything.
They’re not even doing it for fun.
Whether gray-skinned abductors, childseizing
imps, vandal faeries or tin-mine knockers,
many of the Fae marry practical talent and industry with
undirected, pointless malice. Sometimes they are the sprites and goblins
that bring people practical help and material wealth — if placated.
But if offended, even only once, even accidentally, these same givers of
aid bestow upon their hapless human victims a lifetime of misery.
The Lost who were kidnapped by such faeries have endured
this strange malice. Trained by unreliable Faerie taskmasters,
they have become nimble-fingered. They have become willing,
tireless workers. But the spitefulness of their captors infects them.
It twists them. It makes them somehow smaller. It diminishes
them. This is why, no matter how they look, other changelings
recognize them as the Wizened.
The Wizened consider their escape from the Fae realm to
have been the hardest to effect. The cunning and viciousness of
their captors was unmatched. Chained, ensorcelled, threatened,
cajoled, tricked, tortured and mocked, the Wizened found their
escape a labyrinthine problem that, for many of them, required
multiple attempts before they could break free.
Many of the Wizened make a point of trying to rise above the
malice that made them so small. Many do. Among the changeling
Courts, the Wizened often the ones who get their hands
dirty. They are the managers of households and the enforcers of
etiquette. They are the “honest mechanicals,” who toil to create
things beautiful and useful. They are eloquent seers and healers.
The paradox of their existence is that their skills place the Wizened
in trusted roles within the society of changelings, while at
the same time the fact of their origin engenders distrust. The most
cheerful, decent and helpful of the Wizened was still made what he
was by a being made of spite, and some changelings would believe
that it only stands to reason that spite is the legacy they took from
their Keepers in Faerie. In the end, this distrust can fulfill
itself, as ill will directed against the Wizened inspires
resentment in a changeling whose only sin was
his deformity.
A Wizened Chirurgeon, once kidnapped
by little gray men, works as a
medical researcher in a university.
When the Court needs her, her lab
is a makeshift hospital for her fellow
changelings whose injuries would inspire
too many questions from ordinary
medical institutions. A Brewer
takes on the role of a homeless inebriate.
He looks out for his own makeshift
community and keeps an eye on
the dead-end alleys and quiet corners
of the provincial city where he lives, for
things appear in these places and it’s better
to be prepared. It’s a hard job, and sometimes,
just so he can sleep, he indulges in his own elixirs.
Alcoholism beckons. An Artist works in an animation
studio, endlessly churning out CGI characters for ads and corporate
motivators. Every so often, he slips a frame or two into his animations,
a subliminal message for those who know. A Smith toils in the
pit of the local auto shop, welding and hammering away like some
ancient Nordic Alf. He makes few friends, thanks to his brusque
manner, but his talent at completing a tune-up is undeniable, and
his Court comes to him, whenever transport is an issue, or they have
a need for more specialist tools than those an ordinary mechanic
could supply. A Woodwalker, a recluse, lives in a cottage on a desolate
moor. Stories of a Beast abound; he’s its keeper.
Although the Wizened’s work isn’t always the most glamorous
or the most immediately apparent, it is often the work that
other changelings would immediately notice, if it were not done.
If the Wizened were to suddenly vanish, many regional Courts
would dissolve into chaos. The Wizened know this, but still they
often fall beneath the notice of their more prominent changeling
fellows. Which is, quite commonly, the way they want it.
Appearance: Every one of the Wizened is, in some way, smaller
than she was when she was taken away. Being small often means being short — but not always. Some Wizened are tall and impossibly
thin. Some aren’t physically smaller than anyone else, but somehow
seem smaller, as if they are insubstantial, as if they are somehow not
quite there. It’s very difficult to make general statements about what
the Wizened look like. They bear the features of the “Little People”
in all their infinite variety. Wizened captured in the West often have
pointed ears, deeply lined faces, strangely-shaped noses and gimlet
eyes. Some have hunch backs and prominent warts. Often, a Wizened
changeling’s skin is richly colored. It can be bright green, red
or blue, or the deep rich color and texture of polished mahogany.
Fingers are nimble and bony; fingernails are long and sometimes
twisted. Some have hunchbacks. Some have animal feet.
The Woodwalker has a long beard and eyes that gleam like tiny
specks of polished jet, in a face like a ruddy ancient oak. A Japanese
changeling develops sparse hair and a leering, grimacing face, a wide
mouth full of white, sharp teeth. The Chirurgeon might resemble
the “grays” who kidnapped her, with a bald head, huge black eyes,
a tiny mouth and nose and no visible ears. But then, she could just
as easily look like a towering stick-figure in scrubs, a goblin surgeon
with twisted limbs like brittle twigs. The Smith’s face, smeared with
oil, becomes like charred sycamore in his fae aspect.
To those who can’t perceive the Wizened’s seemings, the Wizened
still seem small. Again, they’re often short and often thin.
That look of somehow not always being present stays with them.
Background: The Wizened are often the most unfortunate
of changelings, for they were most often taken for no reason at all
and no fault of their own. They were simply in the wrong place
at the wrong time. The faeries saw them and took them; that is
all. Unluckier still are those who came to the faeries’ attention
because they encountered a faerie who appeared to be in trouble
— like the man who found a little person under a rock and set
him free, only to be hounded to death for his presumption that
the Fae might need his help. The Wizened could be anyone.
Having said that, it takes someone as cunning and ingenious
as the Fae themselves to escape from the Little People, and
so Wizened changelings who return are most often those people
who were already nimble of hand and quick of wit.
Durance: The Wizened bring back disjointed memories of
random cruelties, of being the butt of tricks and experiments that
seemed hilarious to the Fae, even if they couldn’t appeal to any human
sense of humor. Many Wizened dimly recall trying to escape
over and over again, each time being outwitted by their spiteful
captors, perhaps at times being allowed to think they had escaped
before the fact that they were in Faerie all along was revealed.
Character Creation: The Wizened often concentrate on Mental
Attributes and Skills, but not to the complete exclusion of Physical
and Social Traits, particularly when it comes to Finesse Traits.
Wizened characters often have good Dexterity and Manipulation
in particular. Few Wizened, however, have above-average scores in
Strength and Presence. Mental Merits are as common as Physical
Merits are rare. Many of the Wizened have Envy, Greed or Wrath
as their Vice. While the Flaw: Dwarf is appropriate for the Wizened,
it’s not compulsory. Although the Wizened have all shrunk to some
extent due to their time in Faerie, few are that small.
Blessing: The Wizened are extraordinarily nimble. The player
can spend one point of Glamour to gain the benefit of the 9 again
rule on all dice pools involving Dexterity for the rest of the scene.
This same nimbleness enables the Wizened to avoid harm
in ways other beings can’t imagine. The player can also spend
one point of Glamour to add the character’s Wyrd dots to his
Dodge total (normally calculated as double Defense), for the rest
of the scene. This only applies when the character is dodging (see
the World of Darkness Rulebook, p. 156).
Curse: Spite infects the Wizened. It comes out in their appearance,
and in their manner. Their appearance, which is rarely
attractive, and their general tendency not to be approachable
means that the Wizened don’t benefit from the 10 again rule on
dice pools involving Presence. For the same reason, while Social
Skills aren’t completely barred to them, the Wizened suffer a –2
dice untrained penalty when trying to use a Social Skill in which
they have no dots, rather than the usual –1.
Seeming Contracts: Artifice
Concepts: Creepy backstreet surgeon, paranoid UFO enthusiast,
faithful laconic manservant, snooty maître d’, footpad
for hire, reclusive artist, socially inept radio technician, antisocial
Nethead, pawnbroker.

Kiths

Artist — The Wizened who create startling works of art and
craft: seamsters, sculptors, painters and builders. The Artists’
blessing is Impeccable Craftsmanship: the changeling enjoys
the benefit of the 8 again rule on any dice pool using Crafts, and
can choose to spend a point of Glamour to re-roll any failed dice
on one Crafts roll (so if, for example, an Artist who rolls five dice
and gets 1, 4, 6, 8 and 9 can spend a point of Glamour and re-roll
the 1, 4 and 6). This blessing can be used only once per roll.
Brewer — Changelings who spent their durance in Faerie
learning how to create mind-bendingly potent drinks or peculiar
alchemies. Due to long exposure and gradual immunity, a
Brewer gains four bonus dice to any Stamina roll made to resist
poisons or intoxication. In addition, the Brewers know the recipe
for The Inebriating Elixir: once per scene, the changeling can
instantly ferment one pint of any drink with Glamour, turning
it into a powerfully intoxicating brew. The changeling needs to
be able to touch the container holding the drink to do this. The
changeling’s player rolls Wits + Crafts. If the roll is successful,
the player may spend one Glamour point to invest the drink with
a Potency rating equal to the changeling’s Wyrd rating, plus the
number of successes the player rolled. If the Potency of the brew
is higher than the Health of the person drinking the brew, the
person gets very drunk, and in five turns falls unconscious. If the
Potency doesn’t exceed the drinker’s Health, the drinker must
roll Stamina + Resolve, or suffer the effects of having drunk one
more drink than her Stamina (see the World of Darkness Rulebook,
p. 177). The brew’s effects last for the rest of the scene.
Chatelaine — Preternaturally skilled manservants, organizers
and house-managers. The Chatelaine’s talent is Perfect
Protocol: the changeling gains the benefit of the 9 again rule
on all Social Skill rolls which depend on manners, etiquette or
proper social practice (such as in a formal ball, a business meeting
or a changeling Court), even when using Presence. Further, the
player can spend a point of Glamour to gain a +2 dice bonus to
Manipulation and Presence dice pools for the rest of the scene.
Chirurgeon — Changelings who master surgery and pharmacy,
sometimes from altruism, and sometimes simply because
they can, ranging from scary back-street surgeons to strangely
alien experimenters. The Chirurgeon’s blessing is The Analeptic
Charm: able to perform medical miracles, the changeling
gains the benefit of the 9 again rule on Medicine dice pools. The
Chirurgeon can also use the humblest tools well, and never suffers
from penalties for poor equipment as long as at least something
can be jury-rigged as a medical tool. Finally, anyone whom the
changeling tends to for any length of time receives the benefit of
the Chirurgeon’s skills as if they were in a hospital intensive care
unit (see the World of Darkness Rulebook, p. 61).
Oracle — Changelings who, like many imps and goblins,
can, in a limited way, see the future. The Oracle’s blessing is
Panomancy: the changeling can, once per chapter, tell fortunes
using any method she wants — tea-leaves, cards, bones,
a crystal ball or anything else. The
effect works the same as the Common
Sense Merit (although the
character can buy
the Merit as well, if
the player wishes).
Smith — Changelings who were forced to labor under the
watchful eye of the most unimpeachable Faerie blacksmiths, tinkers
and toolmakers. Their blessing is Steel Mastery: the changeling
can use his supernatural skill with metallurgy to alter metal objects,
improving them, even if improving them would normally be impossible.
The player spends one Glamour and makes an extended roll
of Dexterity + Crafts, with each roll representing half an hour of
tinkering, polishing and hammering. If the changeling manages to
gather four successes, he can alter a tool so that it gives a +1 equipment
bonus. The item has to mostly be made of metal. The magic
wears off after a day. No object this way can be improved more than
three times. If the changeling tries to alter an object a fourth time,
he destroys the tool, and it can never be used again.
Soldier — Members of the vast goblin hosts of the Fae, the
Soldiers fought strange, inconclusive battles and now find that
fighting comes easier to them. The Soldiers’ talent is Blade
Lore: living and breathing the lore of the blade, the
Soldiers of the goblin hosts find it easy to master any
weapon that carries an edge. A Soldier is considered to
have a Weaponry specialization with any weapon that
carries an edge, no matter what it is. This can’t stack
with other specializations the changeling may learn.  
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