Post by Elisandra on Mar 24, 2008 5:33:44 GMT -8
Nockers
Source: www.geocities.com/darkworldinfo/antagonists/changeling/kith.html
Master artisans. Their skill and inventiveness are legendary; so is their cynicism and bitterness. Typically highly critical of their rulers and eminently sarcastic of the people around them, most dislike having to deal with 'imperfect' things, including people, instead preferring to surround themselves with treasures of mechanical wonder. A nocker's standards of perfection are impossibly high, and often they insult others, testing their reactions and trying to find their faults, and as far as they're concerned, they've elevated ridicule to a high art form. Fiercely individualistic, once one has selected their taste in art work and craftsmanship, he immediately condemns everyone else's. They also have a weakness they will never admit, even to themselves. They usually yearn for an escape from their flawed lives. Music, treasure, and even courtly love attract them. Denied ambitions stir the passions they bury beneath their work. Pursuing their obsessive and passionate natures, nockers lose themselves in creation. Their greatest creations are in the chimerical world. It's hardly surprising that they excel at creating things that could never be. Most nockers tend to have thick, reddish skin, pointed ears and knotty digits. Their faces look like masks of over done stage make up with red noses and cheeks. Their translucent white hair frames prominent brows that crown their beady eyes, and their rare grins reveal rows of pointed teeth. Often they tend to delve into such trades as programming, engineering, and mechanical work.
Childlings carry an imp of the perverse. They will tinker with machines to destruction. Most would rather take things apart rather than fix them.
Wilders get their kicks from the modern world - cars and computers are all the rage. All the machines they experiment with seem second-rate; there's always room for a few 'improvements'. Unseelie solve this with more tech; Seelie deconstruct modern devices into classical components. Regardless of the court, wilders are eminently critical of other people's designs.
Grumps slowly lose their edge and take it out on everyone around them. They settle into positions of authority from which they can drive younger Kithain insane from their continuous criticisms and interference.
Birthrights
* Forge Chimera -- Nockers can create simple, nonliving chimera. If an artisan has a basic working knowledge of how a device operates, she can conceive of how to build a better version. In general, her creation cannot involve electricity, magnetism or chemical reactions. To create chimera, the nocker needs raw chimerical material and a forge or machine shop of some kind. The creative process is represented by extended rolls of Intelligence + Crafts. The difficulty and number of successes depends on the size and complexity of the project. With five successes at a difficulty of 5 a nocker can create simple items ( doors, baseball bats ); 10 or more successes at a difficulty of 9 can result in a large or highly complex item ( siege engines, semi-automatic knife-throwers, and so on ) Nockers must have some degree of privacy when they construct chimera. While it is possible for Kithain to be present, a nocker cannot work with chimerical materials in the presence of mortals.
* Fix-it -- Nockers are masters of machines and everyone knows it. A few harsh words or well timed threats can intimidate a malfunctioning machine into working properly. A nocker can fix nearly any mechanical device by making a successful Intelligence + Crafts or Intimidation roll. The difficulty can range from 5 ( for simple, familiar problems ) to as high as 10 ( a complex machine that's really acting up ). This takes time and a lot of hostility, but nockers generally have both in spades. In addition, Seelie and Unseelie craftspersons can choose different specialties during character creation. A Seelie can choose one anachronistic device ( waterwheels, steam engines, pulley systems ) and get a -1 difficulty in any roll to fix, manipulate or control that device. Unseelie get the same bonus with one type of high tech or modern device. This birthright functions normally in the presence of mortals.
Frailties
* Flaws -- Nockers are cynical because they're such perfectionists. They can always see ways for things to work better, but they can never quite achieve their ideals. Some say this is a curse from the First Artisan; others claim it's a karmic debt for their attitude problems. Regardless, anything a nocker creates will have one trivial ( but irreparable ) flaw. This serves as a constant frustration to the artisan who's crafted it. Even if a nocker scores five or more successes on a creation roll ( a complete success ) there will still be an elusive, annoying fault
Source: www.geocities.com/darkworldinfo/antagonists/changeling/kith.html
Master artisans. Their skill and inventiveness are legendary; so is their cynicism and bitterness. Typically highly critical of their rulers and eminently sarcastic of the people around them, most dislike having to deal with 'imperfect' things, including people, instead preferring to surround themselves with treasures of mechanical wonder. A nocker's standards of perfection are impossibly high, and often they insult others, testing their reactions and trying to find their faults, and as far as they're concerned, they've elevated ridicule to a high art form. Fiercely individualistic, once one has selected their taste in art work and craftsmanship, he immediately condemns everyone else's. They also have a weakness they will never admit, even to themselves. They usually yearn for an escape from their flawed lives. Music, treasure, and even courtly love attract them. Denied ambitions stir the passions they bury beneath their work. Pursuing their obsessive and passionate natures, nockers lose themselves in creation. Their greatest creations are in the chimerical world. It's hardly surprising that they excel at creating things that could never be. Most nockers tend to have thick, reddish skin, pointed ears and knotty digits. Their faces look like masks of over done stage make up with red noses and cheeks. Their translucent white hair frames prominent brows that crown their beady eyes, and their rare grins reveal rows of pointed teeth. Often they tend to delve into such trades as programming, engineering, and mechanical work.
Childlings carry an imp of the perverse. They will tinker with machines to destruction. Most would rather take things apart rather than fix them.
Wilders get their kicks from the modern world - cars and computers are all the rage. All the machines they experiment with seem second-rate; there's always room for a few 'improvements'. Unseelie solve this with more tech; Seelie deconstruct modern devices into classical components. Regardless of the court, wilders are eminently critical of other people's designs.
Grumps slowly lose their edge and take it out on everyone around them. They settle into positions of authority from which they can drive younger Kithain insane from their continuous criticisms and interference.
Birthrights
* Forge Chimera -- Nockers can create simple, nonliving chimera. If an artisan has a basic working knowledge of how a device operates, she can conceive of how to build a better version. In general, her creation cannot involve electricity, magnetism or chemical reactions. To create chimera, the nocker needs raw chimerical material and a forge or machine shop of some kind. The creative process is represented by extended rolls of Intelligence + Crafts. The difficulty and number of successes depends on the size and complexity of the project. With five successes at a difficulty of 5 a nocker can create simple items ( doors, baseball bats ); 10 or more successes at a difficulty of 9 can result in a large or highly complex item ( siege engines, semi-automatic knife-throwers, and so on ) Nockers must have some degree of privacy when they construct chimera. While it is possible for Kithain to be present, a nocker cannot work with chimerical materials in the presence of mortals.
* Fix-it -- Nockers are masters of machines and everyone knows it. A few harsh words or well timed threats can intimidate a malfunctioning machine into working properly. A nocker can fix nearly any mechanical device by making a successful Intelligence + Crafts or Intimidation roll. The difficulty can range from 5 ( for simple, familiar problems ) to as high as 10 ( a complex machine that's really acting up ). This takes time and a lot of hostility, but nockers generally have both in spades. In addition, Seelie and Unseelie craftspersons can choose different specialties during character creation. A Seelie can choose one anachronistic device ( waterwheels, steam engines, pulley systems ) and get a -1 difficulty in any roll to fix, manipulate or control that device. Unseelie get the same bonus with one type of high tech or modern device. This birthright functions normally in the presence of mortals.
Frailties
* Flaws -- Nockers are cynical because they're such perfectionists. They can always see ways for things to work better, but they can never quite achieve their ideals. Some say this is a curse from the First Artisan; others claim it's a karmic debt for their attitude problems. Regardless, anything a nocker creates will have one trivial ( but irreparable ) flaw. This serves as a constant frustration to the artisan who's crafted it. Even if a nocker scores five or more successes on a creation roll ( a complete success ) there will still be an elusive, annoying fault