Kiths

Antiquarian
Kith Name: Antiquarian

Description: The Antiquarian is built from secrets. She collects them, hoards them, never spilling as much as a single whisper. She was initially made to hold her master’s one weakness, and everyone knows a secret is best hidden under another — and another, and another. Other changelings confided in her, too, sharing names or memories their masters commanded them leave behind. She dug through all of them to find the secret path through the Hedge.

Skill: The Antiquarian counts three successes as an exceptional success when using Empathy to uncover secrets.

Trick: Secrets and Whispers: Once per session, the Antiquarian may spend a Glamour and roll Intelligence + Composure to find the answer to any question. The Storyteller determines how many successes are needed, and how the answer is im- parted. “Who built the statue of Zeus?” requires only one success and can be found in a library. “What is Artemis’ weakness?” would require five and be told to her by whispers in her dream.

Airtouched
Kith Name: Airtouched

Description: To be Airtouched is to understand the winds like no other. Perhaps you were them or had to ride the wind currents trying to avoid the danger below or perhaps you lived above them and directed the poor souls beneath you blow as your Keeper desired. Your time with the wind impacted your form and the deals you made burrowed deep within, even after your escape.

Skill: When rolling Athletics to climb or jump, the Airtouched achieves an exceptional success on three rather than five.

Trick: Velocity of the Zephyr: The Airtouched may, for a point of Glamour, glide at their speed for one round per dot of Wyrd they possess.

Artist
Kith Name: Artist

Description: The Gentry cannot create anything truly unique and Arcadia reflects this. It is only by human and then the changeling hands that new things can be made. Perhaps you were molded into a blacksmith to forge dreams into chains or maybe you had to carve yourself a door to escape. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill:  When the Artist uses a Crafts Skill with a Specialty they achieve an exceptional success on three successes instead of five

Trick: Impeccable Craftsmanship: A good Artist is never without her tools. She can spend a point of Glamour for her character to gain bonus dice equal to her Wyrd, to a maximum of +5, on a Crafts roll with one of her Specialties pertaining to creating art. All the necessary implements of her craft manifest around her for a scene.

Blightbent
Kith Name: Blightbent

Description: The area you worked in was diseased or corrupted. Perhaps you labored endlessly in a smokey factory or were forced to live off the diseased products of a horribly polluted land. That corruption soaked into your bones and by necessity you learned to live with it as it kept you alive.

Skill: When attempting to convince someone of your volatile nature with Intimidation, gain an exceptional success on three rather than five.

Trick: Caustic Caress. Once per chapter, the changeling may spend one Glamour to inflict a polluted touch on an opponent — breathing a puff of toxic smog into his face, marking him with acidic fingertips or the like. The player rolls Dexterity + Survival + Wyrd against the target’s Stamina + Wyrd; the victim takes one point of lethal damage per success. Defense and armor can affect this roll if the target is free to defend himself; otherwise, they do not apply. The Blightbent are also resistant to toxins and poisons of manmade origin, and gain +3 on rolls to resist their effects.

Bright One
Kith Name: Bright One

Description: Powered by an inner passion, you cannot help but let it out and it manifests as a light around you. The Keepers might have taken you specifically for this passion or perhaps they created it within you to get a living light for their home. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Bright One uses Socialize to be the center of attention, achieving three successes counts as an exceptional success instead of five.

Trick: Flare: A Bright One always has a visible glow, even in the darkest of rooms, though the Mask normally prevents mortals from seeing it. She can spend a point of Glamour to turn this glow up to a dazzling brilliance that blinds her enemies for one turn; the Mask does not obscure this light. Each turn the Bright One uses this blessing, each enemy that can see her takes a point of bashing damage and rolls at a −2 on all Physical and Mental actions that turn.

Chatelaine
Kith Name: Chatelaine

Description: Brought to knee to serve Them with whatever sick and twisted needs They might have. Whether from organizing resources to outright cleaning up the mess, you were tasked with completing it. You learned their habits and their schedules and perhaps slipped away on an errand never, hopefully to hear from then again.(See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Chatelaine uses Empathy to determine a target’s immediate desires, achieving three successes counts as an exceptional success.

Trick: Will That Be All?: Spend a point of Glamour to activate this blessing for the scene. With a successful Manipulation + Socialize roll, a Chatelaine may use one Social Merits of one other character in the scene as though they were her own. When the effect ends, the characters act as though the owner had used the Merits himself.

Chimera
Kith Name: Chimera

Description: The Chimera is built out of a multitude of shapes. She has horse legs to better ferry her Fae captor across his domain, a lion’s head to devour enemies, and a scorpion’s tail to assassinate his rivals. Stitched together with pieces from Arcadia’s beasts, Chimera share a unique kinship with hedge denizens and goblins. A shapeshifting creature known as a Geryo is said to despise this kith, hunting them wherever possible.

Skill: The Chimera achieves exceptional success on three successes when using Subterfuge to detect trickery, spoken or in writing.

Trick: Goblin Kin: Each chapter, choose one Goblin Contract the character possesses; that Contract doesn’t incur Goblin Debt when invoked. At the beginning of each chapter, the player must select a different Goblin Contract for this benefit; no Contract can be selected again until all the others have benefited first.

Chirurgeon
Kith Name: Chirurgeon

Description: The Keepers break things, over and over and over. The pile of broken toys needs fixing, the group of beaten soldiers needs tending, and They haven't the care or compassion to do so. Of course, some of them had the sadism to do so and they delighted in punishing failure to save another slave just as much as having you watch as your work was undone.

Skill: When doing mundane medical procedures, achieve an exceptional success on three rather than five.

Trick: The Analeptic Charm: The Chirurgeon can spend a point of glamour to roll Dexterity + Medicine + Wyrd to perform miracle procedures and never suffers from lack of equipment as the Wyrd allows them to jury rig any tool they may need. This procedure may downgrade damage to creatures touched by Arcadia. For each success, reduce Aggravated damage to lethal, lethal to bashing, or fully heal one bashing damage. This procedure takes at least five minutes. This mystical healing cannot be attempted on the same being more than once in a 24 hour period.

Cleareyes
Kith Name: Cleareyes

Description: While many were twisted to suit their Keeper’s eldritch desires, your body was changed to bring your senses to horrible clarity. You were forced to see/hear/smell arcadia on a level few others could comprehend. Even after your escape, you cannot simply ignore the Truth of things.

Skill: Choose either investigation or Survival. When searching for mundanely hidden objects, achieve an exceptional success on three rather than five with the chosen skill.

Trick: Primal Senses: You are capable of honing your senses to see the truth behind the lie that people instinctively present. As a reflexive action, you can spend a point of glamour and roll Wits + Occult + Wyrd against another’s Resolve + Composure. Success lets you ask one of the following questions:

What’s the target’s most prominent emotion?

What is the target’s attention most focused on right now?

What emotion is the target trying most to hide?

Is the target a supernatural creature?

Is the target going to attack?

Coyote
Kith Name: Coyote

Description: Cleverness can be a curse as much as a blessing. Taken for your quick wit and simple pranks, your keeper had you doing… clever things to other slaves for Their amusement. Perhaps you had to assign punishments or pretend to lead others to an escape route, knowing there was no hope. Yet that ability to fool others might be a blessing if used correctly.

Skill: Choose Subterfuge or Persuasion. Gain an exceptional success on three instead of five when using your chosen skill to convince someone to do something that seems abnormal to them.

Trick: Truth be told: Make a statement, then spend a glamour and roll Presence + Chosen skill + Wyrd to against Composure + Resolve. A successful pull convinces your target to doubt the prior statement.

Dryad
Kith Name: Dryad

Description: This woodborn decorated his master’s garden, a beautiful soul bound to ensure eternal summer leaves of her favorite tree. When the time came to escape, his affinity with all green things compelled the Hedge to reveal the way out. The Dryad still feels more at home with the trees than his fellow Lost.

Skill: The Dryad counts three successes as an exceptional success for Survival rolls (tracking, finding the path) made in wooded areas, including the Hedge.

Trick: Fade into the Foliage: So long as he has one turn in which he is unobserved, the Dryad may spend one Glamour to hide behind any tree or large foliage. He remains perfectly hidden while unmoving (provoking a Clash of Wills if any supernatural power is attempting to detect him) and adds his Wyrd rating on Stealth actions if he does move.

Farwalker
Kith Name: Farwalker

Description: Your keeper was a wild one, not of the cities some prefer. Perhaps it even left you alone in the horrifying woods and you had to survive on wits alone. The monsters in those lands were quick and vicious so you had to change to survive. Those instincts serve you in good stead even after your escape.

Skill: When evading pursuit, Farwalkers achieve an exceptional success on three rather than five, on Stealth rolls.

Trick: The Elusive Gift: When outside of an urban area, your instincts help you escape danger. You may spend a point of glamour to ignore an attack that would cause you to be unable to fair escape combat. This can also be used to negate a power that would prevent you from fair escaping. The damage still applies. This can only be activated once a turn.

Firestarter
Kith Name: Firestarter

Description: A Firestarter is usually made one of two ways. First, they are trapped in the darkness and continuous light is a recipe for death. Yet a sudden flare can be a weapon as rocks struck together can daze and disorient foes. Over time this would be your fingers instead of stones. The other type are those bathed in fire. Working on the sun, in the desert, in a dark and heated forge you had to take some of that fire in to survive.

Skill: When rolling Science with a Specialty, achieve an exceptional success on three rather than five.

Trick: Prometheus’ Gift: Spend one glamour to manifest a small flame at the tips of each of your fingers for a minute per dot of Wyrd. It sheds as much light as a small torch. In combat you may make a Dexterity + Brawl - Defense to touch an enemy to deal one aggravated damage. Unlike the Bright One, the Mask does conceal this as a flashlight or some kind of taser or another similar device.

Flowerling
Kith Name: Flowerling

Description: In nature there can be many types of foliage. Some are towering and strong while others are softer and brighter. You were a lure made of nature to draw others to your keeper. Perhaps you’d lure them in with bright colors and a sweet scent before taking them to your Master. After your escape, many only see the bright colors but despite your petals, you still have thorns.

Skill: When using Socialize to gain the attention of someone, gain an exceptional success on three rather than five.

Trick: Allure of the Petals: You may call upon the blessings you gained in Arcadia to distract and temp your foes. You may target someone within 10 steps and roll Manipulation + Subterfuge + Wyrd against Resolve + Wyrd. On a success, this gives the target the Wanton condition for Wyrd turns.

Gravewight
Kith Name: Gravewight

Description: Perhaps you made a deal for a second life with a Goblin unknowingly, perhaps you made a deal with death, but ever since then your keeper has learned this and has used you to torment those beyond his reach. You've been gifted with the ability to effect those the Keeper has lost due to their own apathy or cruelty. Given the empathy you have for the dead, perhaps they had shown you a way out, or hid you long enough for your keeper to lose interest.

Skill: When using Empathy to help ease someone's pain of loss, gain an exceptional on three rather than five successes.

Trick: Telltale eye: You can see, hear, and communicate with the dead; whether this is a blessing or curse is up to you.

Greenskeeper
Kith Name: Greenskeeper

Description: Your keeper was protective of his realm and you were chosen as one of the guards of his dark forest. You hunted through the forest of stone, earth and wood for new prey to give so that perhaps They would ignore you just a bit longer. You managed to use your prison to make traps and poisons to better deal with foes around you. Your vigilance extends even outside Their Realm.

Skill: When rolling Science to create poison, toxin, or medicine from plants, gain an exceptional success on three rather than five.

Trick: King’s Wood: For one glamour you can mark an area (up to  x 20 square yds), which takes  minutes to apply. If anyone enters or exits from this area you are alerted subtly as to where and when they entered and gain a +2 bonus to all mundane survival rolls to track them down while they remain in your marked area and for one hour after they leave. You may only have one area marked at a time, whether it exists in the Hedge or on Earth. Making a new area removes the old one.

Gristlegrinder
Kith Name: Gristlegrinder

Description: Hunger. In Arcadia it was ever present. You had to eat to survive and the Keeper’s kept you on a low calorie diet. The only time you got a good meal was They fed you other changelings. You learned to eat anything you could and still must battle with the hunger. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Gristlegrinder uses Brawl to grapple someone with the intent to eat them, achieving three successes counts as an exceptional success.

Trick: To Serve Man: A Gristlegrinder can make bite attacks that deal lethal damage, without needing to grapple a foe first. If she holds something or grapples someone of a smaller Size than herself, she can swallow it (or them) whole. She spends a point of Glamour and her jaw expands to the necessary size. With a successful Stamina + Survival roll, she gets the target down with minimal effort. A Gristlegrinder’s digestive system deals two points of lethal damage per turn. If the target is poisoned or toxic, the Gristlegrinder takes damage as normal (p. 189), unless she has a Merit, token, or other means to negate it. Targets attacking the changeling from inside her must deal at least five points of lethal damage with a single attack to break out, but she can’t apply her Defense or armor against such attacks.

Helldiver
Kith Name: Helldiver

Description: Even the Gentry do not know what lurks outside their Realms. For that, they need eyes and ears that can leave and be trusted to return. Part of you was stripped away so you can be harder to see and act easier in the lands your Keeper cared about. Bound by a silver thread or other such bindings, you were never truly free until it was broken but their blessing or curse still stays with you. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Helldiver uses Larceny in the Hedge, Arcadia, or another unearthly realm, achieving three success counts as an exceptional success.

Trick: Dive: Spend a Glamour point to make a Dexterity + Occult roll. On a success, the Helldiver begins to fade into an incorporeal, invisible form. It takes a number of turns equal to (10 − her current Clarity), to a minimum of one full turn, to completely fade. While fading, the Helldiver cannot take any non-reflexive actions or interact with objects or people, and attacks with a non-magical component pass harmlessly through her. Once she completely fades, she acts like a dematerialized Hedge ghost (p. 249), unable to physically interact with anything except other immaterial beings and objects, such as Hedge ghosts, other Helldivers, changelings using the Whispers of Morning Contract (p. 143), the unquiet dead, and spirits of all stripes. She can see and interact with all of these, no matter their current state. If she can find a gate to another realm, such as the deathly Underworld or mysterious Shadow, she may slip through with a point of Glamour as though it were a Hedgeway (p. 109). If ephemeral beings are normally material in another realm, she becomes so as well. She can spend as much time as she likes Diving, but she still requires basic necessities, such as food and sleep.

To end this effect, spend another Glamour point and make another Dexterity + Occult roll. If successful, the changeling fades back into the world at the same rate she faded out. Should a Helldiver gain the Comatose Condition (p. 334) while Diving, she immediately vanishes from wherever she is to reappear inside her Bastion, as though she had passed through the Gate of Horn to be physically present in her dreams.

Hunterheart
Kith Name: Hunterheart

Description: While some might wonder what their Keeper might have been thinking when they were changed, you never had to wonder. You were taken for the Hunt. You were brought there to be the wild animal, to hunt to chase, to kill. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: Choose either Investigation or Survival. When the Hunterheart uses the chosen Skill to track down creatures from Faerie, achieving three successes counts as an exceptional success.

Trick: Pounce: If the target can see the Hunterheart’s eyes, the changeling may spend a point of Glamour to lock the target in place or cause him to flee in terror. The Hunter- heart’s player rolls Presence + Wyrd as an instant action, contested by the target’s Composure + Supernatural Tolerance. The target gains the Insensate Tilt (p. 330) or the Frightened Condition (p. 339) if the Hunterheart is successful, chosen by the target’s player. If the changeling attacks the frozen or fleeing target, her unarmed attacks deal lethal damage.

Leechfinger
Kith Name: Leechfinger

Description: The oldest stories, somehow begin and end with blood. The oldest stories are now far too similar to yours. Blood, you need it to survive, whatever your keeper did to you changed you, they took and took and took from you until you needed to start taking from others to merely survive. (Un)fortunately, blood was the easiest and most abundant resource to take. They never exected that you would be capable enough to turn this gift into a weapon. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Leechfinger uses Medicine to determine the health of a potential target, achieving three successes counts as an exceptional success.

Trick: Sap The Vital Spark: If the Leechfinger maintains physical contact with a target for a full turn, she may spend a point of Glamour to inflict a point of bashing damage. This heals the Leechfinger, either downgrading one aggravated wound to lethal, one lethal to bashing, or one bashing to fully healed. As long as the Leechfinger maintains contact, she can spend a point of Glamour each turn to continue the effect. If the target is a changeling, the Leechfinger inflicts two points of damage per Glamour instead, and thus heals or downgrades two points of damage per turn.

Lurkglider
Kith Name: Lurkglider

Description: After you arrived in Arcadia, the ground was something to look down at, but never to walk on. You were taken high into the trees or in the clouds above. To eat you would have to swoop down on things beneath you and bring them to your Keeper or to consume yourself. Some were even stationed as grim sentinels overlooking a Fortress, forever watchful for those seeking to escape.

Skill: When using Athletics to balance on high places, gain an exceptional success on three rather than five.

Trick: Falling With Style: Your time spent above the Earth taught you many tricks for how to get down safely. A lurkglider may ignore Wyrd x 15 yards of falling damage.

Miner
Kith Name: Miner

Description: You were taken from your home into an underground world. While some changelings were being chased through the forest, you were suffocating below them, perhaps seeking to find a single precious gem to get even a moment of relief or hunting through the caverns for fish to eat. Your fellows in the dark were your only respite yet talking was punished horribly so you learned to communicate through your prison itself.

Skill: When using crafts to detect weakness in any stone or earthen environment or structure, gain an exceptional success on three rather than five.

Trick: Tappingspeak: by spending one Glamour, the changeling may tap out a coded message on a nearby surface. The message (which cannot be longer than three sentences) travels via vibrations to the intended recipient, as long as there’s a sufficient medium between the two to carry it all the distance (thus, a recipient currently in an airplane could not receive the missive sent from the ground). The range is one mile per point of the Miner’s Wyrd. The recipient automatically understands the meaning of the Tappingspeak, thanks to the Glamour embedded in the message.

Mirrorskin
Kith Name: Mirrorskin

Description: A Mirrorskin is a creature that can be anything that their Keeper willed them to be. This mercurial essence flowed into them and forever altered them. Many lost any sense of identity under this relentless assault but for those who held onto themselves, it often provided the key to their escape.(See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Mirrorskin uses Stealth while in disguise, achieving three successes counts as an exceptional success.

Trick: Mercurial Visage: A Mirrorskin may mold and shape her appearance like putty, making an entirely new face out of composite pieces of people she’s met or seen in photos. Spend a point of Glamour and make a reflexive Wits + Subterfuge + Wyrd roll, with no penalties for lacking equipment. The power changes both the changeling’s Mask and mien. Supernatural abilities that would pierce her deception prompt a Clash of Wills (p. 126).

Nightsinger
Kith Name: Nightsinger

Description: Some Lost have theorized that the Gentry feed off emotions much like changelings do but for them it is everything. If so, music might be the greatest feast they can receive and you were to be the deliverer of that meal. You were trained to make art to evoke emotion in the True Fae themselves and punished for any wrong note, any slightly unlevel surface, or any dull spots on your masterpiece. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Nightsinger uses Expression to sing or compose a piece of music, achieving three successes counts as an exceptional success.

Trick: Siren Song: Spend a point of Glamour and roll Presence + Expression + Wyrd as an instant action, contested with Composure + Supernatural Tolerance by anyone who hears the Nightsinger’s unearthly song. Anyone who fails gains the Swooned Condition (p. 345) and is rooted to the spot for as long as the Nightsinger continues to sing; the changeling can take a victim’s hand and lead him along with her, but otherwise, he can’t move, although he can still apply his Defense against attacks. Jarring him out of it requires an opposing power (prompting a Clash of Wills), dealing him at least as much damage as his Stamina rating, or making it impossible for him to hear the song anymore.

Notary
Kith Name: Notary

Description: In Arcadia, you can find Honor or talk to Sorrow. So too can Oaths wander off if not properly bound. You were chosen to be the page on which the oath was sworn, your blood carrying the ink and your soul stamped and filed in septuplicate for their files. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Notary uses Politics to negotiate, read, or interpret a fae pledge, achieving three successes counts as an exceptional success.

Trick: Abatement: Once per chapter, a Notary can completely negate the need for Glamour in a pledge as long as she is involved in its creation, without a roll. Thereafter, the Notary can perfectly recite the pledge as long as it lasts.

Playmate
Kith Name: Playmate

Description: The Keepers play games and they like to take people for those games. Yet sometimes the games are deep. For the playmates, they were taken and put in a place of importance in one game where they were needed and wanted. Yet eventually the Gentry grew bored with all things and either made a new game or threw away the pieces. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Playmate uses Persuasion to make someone like her or her friends, achieving three successes counts as an exceptional success.

Trick: Coeur Loyal: A Playmate may touch a wounded character and spend a point of Glamour to heal any number of bashing or lethal damage points as an instant action. She takes the same amount of mild Clarity damage as bashing damage healed, and the same amount of severe Clarity damage as lethal damage healed; apply the mild damage first. She can’t heal more damage than she has room to take more Clarity damage. It is entirely possible for a Playmate to lose herself completely while healing others.

Razorhand
Kith Name: Razorhand

Description: Sometimes They just want to see a murder. Perhaps you were taken as an assassin against another Keeper’s minions or as a piece in a twisted game of something vaguely resembling Clue. In most cases, you weren’t allowed to die but would wish you had if you failed to take down your target. The important thing was that to avoid punishment, you had to kill. And so you became good at it. Your body changed to make the kill easier and your role became solidified. And wouldn’t you know it, that sort of skill can be very useful in escaping and when you get home.

Skill: When making a stealth check while approaching a solitary person, gain an exceptional success on three successes rather than five.

Trick: The Ripper’s Gift: Spend a point of Glamour to turn your hands into razor sharp blades giving you a +1L weapon. However, you lose your fingers and the fine manual dexterity those give.

Riddleseeker
Kith Name: Riddleseeker

Description: Taken for their ability to solve anything and twisted. Left behind books and stacks of papers full of incomprehensible questions, you learned to answer them, or at least find the answers. Perhaps their madness seeped into you but it gave you clues to how to escape even if it changed your perceptions a bit. After all, the answer is simple one you realize why a raven is like a writing desk. There is a b in both and an n in neither.

Skill: Gain an exceptional success on three instead of five on occult rolls when researching the weaknesses of supernatural creatures

Trick: Weird insight: Spend a glamour and roll Intelligence + Academics + Wyrd against Intelligence + Wyrd. Success means the target suffers the Obsessed (Solving your Riddle) Condition for the scene.

Runnerswift
Kith Name: Runnerswift

Description: Speed is everything when your life's on the line. You learned that right away in Arcadia and it has rarely served you wrong. Perhaps you were told to run before the Hunterhearts were released or pitted in gladiatorial races were losing would mean another time on the surgery table, you put everything you had into speed. That same speed might have saved you in the end as well.

Skill: When using Athletics during a chase scene, gain an exceptional on three rather than five successes.

Trick: Bat Outta Hell: The player can spend one point of Glamour to add the character’s Wyrd to her Speed or Initiative (player’s choice) for the rest of the scene. This blessing can be invoked once for each Trait per scene.

Shadowsoul
Kith Name: Shadowsoul

Description: On your way into Arcadia you lost large swathes of your soul and your personality. The emptiness haunted you, the hunger to be complete may have become too much. Even in the midst of the horror and beauty you still felt hollow. It gnawed at you until you were willing to bargain with anything at all. You searched and searched and only to find nothingness. But then, one night, your Keeper brought you Darkness. It would fill the void.

Skill: Gain an exceptional success in three rather than five when you roll Stealth to hide in pitch darkness.

Trick: Fear of the Dark: Spend a glamour to add your Wyrd to any dice pool involving Intimidation for a scene.

Snowskin
Kith Name: Snowskin

Description: You were taken to a land of Cold and not given any warmth to help you survive. So to survive you let the Cold in and made it part of you. This stillness seeped deep within and chilled everything, even emotions and what passed for a soul. Perhaps you were so Cold that They simply didn’t notice you were still alive or maybe the Cold guided you out. (See Changeling the Lost 2nd Edition Core for Full Entry)

Skill: When the Snowskin attempts to use Subterfuge to hide her feelings from others, achieving three successes counts as an exceptional success.

Trick: Heart of Ice: A Snowskin’s derision is more vicious than a howling blizzard. When she attempts to shut someone down in front of an audience, spend a point of Glamour and roll Presence + Intimidation + Wyrd, contested by the target’s Composure + Supernatural Tolerance. If the Snowskin succeeds, her target gains the Shaken Condition (p. 344) and suffers a −2 on all Social rolls involving other changelings until the Condition resolves, as her contempt freezes him out of society.

Soldier
Kith Name: Soldier

Description: You were taken, given a job and told to fight for your life, your Keeper and hopefully a good meal at the end. Your changes were both mental and physical because the Gentry didn’t want someone afraid to die for them; they wanted a clockwork server to efficiently deliver the meals, an unthinking golem to correctly lay down bricks, a trained warhorse, etc. You learned how to receive orders and obey them quickly because it both spared you punishment as well as spared your life from the danger of your tasks. Yet the core of you remained unbroken. Learning into this gift has given you an eye for those in control and a way to survive the world away from Them as well.

Skill: When attempting to Identify any authority figure using the Politics skill, you achieve an exceptional on three successes rather than five.

Trick: Just Following Orders: When following the exact order of a superior (Monarch/Gentry/Mortal Boss) the Soldier gains a Clarity Armor of 1

Swimmerskin
Kith Name: Swimmerskin

Description: While the Gentry often made deals with Water to allow their people to drink or breath in their underwater palaces, some they simply altered to fit their chosen environment. You might have directed the flow of water around you, hunted under the water while others hunted in the air or simply were forced to work with new gills in whatever role you were assigned. Often the most difficult part of the escape was finding out how to breathe air once more. Fortunately, you still remember the water and the water still remembers you.

Skill: The Nymph counts three successes as an exceptional success for Athletics rolls made while swimming.

Trick: The Gift of Water: The changeling can spend one point of Glamour to gain the ability to breathe underwater and swim at a terrific rate (equal to twice the character’s Speed rating) for the rest of the scene. The catch is that the changeling cannot leave the water or breathe air until the power wears off or until he spends another Glamour point to cancel the blessing. The changeling has to hold his breath if he sticks his head out of the water. If the changeling is made to leave the water completely before the scene is over, he begins to drown, automatically taking one point of lethal damage each turn until he is either returned to the water or he dies.

Telluric
Kith Name: Telluric

Description: Humanity has long stared into the sky wondering what might be up there and what bearing the stars and planets have on Earth. Your Keeper had a similar desire. Perhaps you were placed in the sky as a star/meteor or maybe you had to watch the stars for any hint of what your keeper might do next. The stars and constellations on Earth are far more stable and your instinct can often serve you well here.

Skill: When judging or evaluating the time or time between events, gain an exceptional success on three rather than five for all involved Academic checks.

Trick: The Nick of Time: Having realized that the most recent action taken was predicted in the stars you can respond just in time. Using the precise elements of timing, the Changeling can spend one glamour to repull a test that involved themselves. This may be done once per hour.

Weiss Frau
Kith Name: Weiss Frau (White Lady)

Description: The most powerful emotion one can feel is sometimes Hope and Despair and no kith had to experience it more often than these rare changelings. Their Keepers delighted in giving them a chance to save another, telling them if their chosen charge made it out they might be allowed to follow. Then they were forced to watch as people ignored their directions or followed them to their doom. The skills developed in this torture are oddly relevant to a changeling’s life on Earth, but there is always a lingering fear that your skills might fai them again.l

Skill: When using Streetwise to find a safe hiding spot for you or your allies, gain an exceptional success on three rather than five successes

Trick: Parting Gift: The Changeling can, once per day, touch another and spend a point of Glamour. In doing so, she grants that person 2/2 armor that is invisible and without substance, but works to protect the individual just the same. This armor does not stack with other mundane or magical armor. This power wears off at the end of a scene.