Campaign:Changeling-The DERPing/Kith
This is a list of Kith, for reference. Additionally, there are houserules.
Why this List
Simple. There was a lot of splatbloat in Changeling: The Dreaming, with tons and tons of Kith for everything. Needless to say, it got rather messy. So taking a page from the (Generally superior) Changeling: The Lost, there's more customization being added to this game. Some merits will let you dual-kith, or take merits traditionally associated with one Kith. Also, because there was never a Revised edition of Changeling: The Dreaming, it resulted in a lot of inconsistency with a lot of powers (That, and other Revised games eliminated merits based off Experience Point gains or cost-reduction).
Also, a the individual Kith were very restrictive in design. As an example, if you were a Nocker, chances are you were Yiddish-swearing Gadgeteer with an aversion to sunlight or decent fashion. One-dimensional stereotypes abounded. Plus, there were those oh-so-annoying Kith that fishmalks tended to gravitate towards (*cough* Pooka *cough*).
A list of Kith
Boggans are formed from dreams of hearth and home. They tend to be personifications of good hosting/stewardship, and an honorable work ethic. However, they also can embody the "greater good" in a classical Marxist sense; more than a few have found the idea of a Worker's Paradise appealing. Just because they are the very embodiment of a working class, doesn't mean they are pushovers... Birthrights:
- Craftwork: So long as they're unobserved, Boggans are able to accomplsh any task involving simple physical labor in one-third the normal time. This is because they spend the other 2/3rds of the time daydreaming and procrastinating, and make up for it by doing all the work at the end. They cannot botch crafts rolls
- Social Dynamics: By making a Perception+Empathy (or Subterfuge) roll, a Boggan may sense how everyone is in relationship to one another. The difficulty can range from 5 (a garage band) to 10 (US Senate, or a royal ball full of intrigue)
- Call of the Needy: Whenever a Boggan sees someone in need, hey must make a difficulty 8 Willpower roll to avoid assisting.
Eshu are dreams of wanderlust and stories of the road. Originally, White Wolf made the unfortunate mistake of lumping them in as the "noneuropean-but-still Concordian Fae" archetype, and they tended to fall into the Magical Negro archetype. Way to go! Let us be honest though; travel is one of the core concepts of the heroic Journey, so a lot of Changelings do travel, but the Eshu generally cannot settle down. They need the adventure, or at least degenerate into grumpdom should they not reach it.
Birthrights:
- Spirit Pathways:
- Master Talecrafters:
Flaws:
- Recklessness:
Nockers are dreams of inspiration and wonder found in SCIENCE! Seelie Nockers tend to work with classical elementals and traditional technology such as steam; many build stupid tricks you wouldn't see outside of Dwarf Fortress.
Pooka are the collected work of stories involving animals. While traditionally the result of many stories of animal trickery (Reynard the Fox, Brer Rabbit, Loki, etc.), there have been numerous changes recently. "Funny Animals", such as Mickey Mouse and Bugs Bunny, as well as beast moralities like Animal Farm or Watership Down, have altered a lot of perception of animals, and the Pooka have adapted accordingly. Pooka are...infamous. A perennial favorite of Fishmalk players, unfortunately.
Birthrights:
- Shapechanger
- Empath
Flaw
Redcaps are a personification of hunger incarnate.
Satyrs are passion incarnate, and the strive for excellence. While most people remember them for their song wine and sexings, they also strive for excellence in the classical sports and humanities.
Sluagh are those that go bump in the night.
Sidhe are dreams of the Divine Right of Kings.
Trolls literally embody the phrase "Strength and Honor."
The Thallain
Thallain are corrupted fae souls. Many dreams held have their nightmarish counterparts. As an example, take the Nocker and their personification of technological progress. While the future technology can bring hope and wonder, as works like From The Earth to the Moon attest, they also bring new and more nightmarish ways to kill and destroy social order. World War 1, originally predicted to be a gentleman's war with minimal casualties, became a bloody testing ground for new and frightening contraptions, poison gas, etc.
While they are Changelings in the way Sidhe are, they are not protected by the Escheat. Of course, with Concordia in flames, this matters little nowadays, though the remnants of the Knights of the Red Branch do their part to exterminate them with extreme prejudice.
Aithu are Thallain Eshu
Beasts are Thallain Pooka
Boggarts are Thallain Boggans.
Bogies are Thallain Sluagh
Goblins are Thallain Nockers
Ogres are Thallain Trolls
They never made ones for Satyrs, Redcaps, or Sidhe, for whoever knows what reason. If one can think up good equivalents for them, feel free to mention this.