Campaign:Changeling-The DERPing/Kith

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This is a list of Kith, for reference. Additionally, there are houserules.

Why this List[edit]

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[edit]

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...
Affinity: Actor
Birthrights and Frailty:

  • 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.


Clurichaun were introduced in the 1st-edition book Immortal Eyes: Court of All Kings, the splat for dealing with Changeling politics in Ireland. So unfortunate implications were added, and we had Irish Leprechauns with a supernatural inability to resist booze.
Affinity: Actor
Birthrights and Frailty:

  • In The Twinkling of an Eye: Should nobody see the Clurichaun, it can disappear into the nearest source of cover/concealment. Basically, a very localized form of teleportation. This makes them really good at cartoon-like stealth.
  • Insight: Once per scene, by rolling Charisma+Empathy at difficulty 7 in a social situation, the Clurichaun can determine the most appropriate actions to take in this situation. The more successes, the more accurate the insight.
  • Tippling: Due to extreme Irishness, Clurichaun cannot resist booze. What's more, whenever they drink, they need to roll a difficulty 8 willpower roll (I may occasionally lower the difficulty for sanity's sake). Should they fail, Seelie Clurichaun become only capable of singing sad songs and telling pointless tales, while Unseelie ones become cruel and sadistic.


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.
Affinity: Stage
Birthrights and Frailty:

  • Spirit Pathways: All Eshu have a perfect sense of time and location. They never have to worry about getting lost and can always retrace their steps with perfect clarity.
  • Master Talecrafters: Eshu may reroll all 1s on Talecrafting checks. They cannot botch Performance or Empathy rolls.
  • Recklessness: Eshu cannot resist challenges or quests if there is a way to come out of it alive. This is due to a belief in their own plot armor.


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. Unseelie Nockers work more with modern technology, computers, etc. Unlike most other Kiths, the Nockers don't really have a big rivalry between the Seelie/Unseelie and they do actually work together on collaborative projects.
Affinity: Prop
Birthrights and Frailty:

  • Forge Chimera: Nockers have the innate ability to take chimerical materials and form a composite alloy of them, provided they can make an Intelligence+Crafts Roll while nobody is watching. Forged Chimera is at -2 diff to resist banality, and can selectively have properties of numerous types of dreamstuff.
  • Fix-It: By rolling Intelligence+Crafts/Intimidation, a Nocker can fix anything by swearing at and/or kicking it. Additionally, choose one anachronistic (Seelie), or hi-tech (Unseelie) type of device. You get -1 difficulty to all workings with this.
  • Flaws: Everything the Nocker builds will have a small imperfection in it. Everything.


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.
Affinity: Nature
Birthrights and Frailty:

  • Shapechanging: Select an animal of choice at character creation. When not witnessed by anyone, a Pooka can spend a Glamour point to shapeshift into that animal. It costs no Glamour to shift back. Chimerical gear shifts alongside, but normal gear doesn't.
  • Confidant: Once during any conversation, a Pooka can roll Perception+Empathy/Subterfuge (Difficulty=target's willpower). Each success ensures one truthful answer, as information gets coaxed/tricked out.
  • Lies: Pooka require a difficulty 8 willpower roll to tell the whole truth. This is the classic reason fishmalks played them...this doesn't mean they lie directly per se, but may use metaphor, doublespeak, or answering a question with another question. E.g. "Did you slip roofies to my horse?" "What kind of retarded question is that?"


Redcaps are a personification of hunger incarnate.
Birthrights and Frailty:
Affinity: Nature

  • Dark Appetite: Also known as the OmNomNom ablity. A Redcap can eat anything. Anything. Particularly toxic materials, such as copies of Twilight require Glamour to properly digest. In combat, a Redcap can spend a point of glamour to bite a foe for a difficulty 5 attack, doing Strength+2 Aggravated Damage. Alternatively, by rolling difficulty 8 with this attack and scoring 5 successes (3 if the target was grappled), the opponent has a nasty case of severed limb or severed head.
  • Bully Browbeat: A Redcap can intimidate anything into obeying. Anything. This includes Chimera, assault rifles, what have you. They have -1 difficulty to all intimidate rolls on top of this.
  • Bad Attitude: Redcaps add +2 to the difficulty of all social rolls except Browbeating.


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.
Affinity: Ephemera
Birthrights and Frailty:

  • Gift of Pan: A Satyr can use anything from singing, music, dance, pot, or excellent food, as part of a ritual to bring people into passion. Anyone who witnesses this and fails a Willpower roll (difficulty 7) gets caught up in the fun. After an hour, the Permanent Banality of everyone in the area drops by 1 point per Satyr playing, so long as the Satyrs keep performing. When the song is over, the Banality returns at the rate of one point per hour.
  • Physical Prowess: A Satyr gets +1 Chimerical Stamina, and when not witnessed by mortals may run at double the speed of a mortal human. Regardless of form, they never botch Athletic rolls.
  • Passion's Curse: Add +2 to the difficulty of all Willpower rolls.

Sidhe are dreams of rulership. In the past, this was known as the divine right of kings, or providence, and most commoners accepted them with little question. However, ever since the Sundering, people have come across such ideas as personal freedom, human rights, democracy, and the Sidhe are faced with an increasingly hostile world.
Affinity: None
Birthrights and Frailty:

  • Awe and Beauty: This ability only works on Enchanted and stuff of the Dreaming (including chimerae, Kithain, etc), unless the Wyrd is invoked. Add +2 appearance, -2 difficulty to social rolls. If people want to attack you, they must roll willpower at difficulty equal to 5+your Title, scoring title number of successes (Extended rolls may be taken, but botches cancel out all successes).
  • Noble Bearing: All Cantrips designed to make a Sidhe look foolish fail automatically. They may never botch Etiquette Rolls
  • Banality's Curse: Sidhe gain Banality twice as fast as other Changelings.


Sluagh are those that go bump in the night. They tend to be spooky Nosferatu wannabes, which makes them better than many others.
Affinity: Prop
Birthrights and Frailty:

  • Slippery Skulkers: Add +1 to dexterity when not in the presnce of mortals; cannot botch Stealth rolls.
  • Sharp Senses: May roll Perception+Alertness to pierce Supernatural darkness; cannot botch Alertness rolls.
  • Silent Speech: May not speak above a whisper. Add +2 to the difficulty of social rolls. Doesn't stack with other similar penalties, if dual-kithing. (True you may be swearing like a sailor, but can they *hear* you?)


Trolls literally embody the phrase "Strength and Honor."
Affinity: Actor
Birthrights and Frailty:

  • Titan's Might: +1 Chimerical Strength and Health; grumps get +2 and +2, but add +1 difficulty to all Dexterity rolls.
  • Stubborn: Whenever you need to roll willpower to resist an action to violate your oath, you get +2 dice.
  • Oathbound: Should a Troll that violates an oath loses Titan's Might, in addition to other side effects, until the action is atoned for.

The Thallain[edit]

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
Birthrights and Frailty:

Beasts are Thallain Pooka
Birthrights and Frailty:

  • Beast Form: You may have a giant warbeast form, which you can assume by spending a Glamour and Willpower point. To figure out the abilities of it, take your Glamour; this number ties 2 is how many "Chimera Points" your Beast form gets. You may buy extra stat mods at 1 CP per dot. (It costs more because you already have stats...nice try), up to your Glamour...so a beast grump with 3 Glamour could not have any stat have anything greater than a +3 modifier. Leftover Chimera points can be used for buying "physical" Redes. Stuff like Archetype is right out. Use common sense. This shift can only be done when not witnessed by anyone.
  • Gaia's Mercy: A beast-form causes the Delerium.
  • The Hunt: One a month, a Beastie must shift to Beast Form and go on a rampage, ravaging mortals for all their precious Glamour. This tends to make them target-practice in the eyes of most Changelings.


Boggarts are Thallain Boggans.
Birthrights and Frailty:

Bogies are Thallain Sluagh
Birthrights and Frailty:

Goblins are Thallain Nockers
Birthrights and Frailty:

  • Mayhem: At the beginning of each session, with an intelligence+crafts roll, they can make a Chaotic Device. The Mists will conceal this device as something that should not exist, but it will dramatically break down at the end of the mission.
  • Gremlins: Spend a Glamour point and touch a device. It will fail...spectacularly.
  • Destructive Flaw: Everything a Goblin makes has one tiny flaw, that usually has violent results.

Ogres are Thallain Trolls
Birthrights and Frailty:

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.

External Links[edit]

Changeling: The Derping