New Kiths

As the title suggests, this is a collection of Changeling Kiths. Caveat: I haven't read Winter Masques, so some of these may clash with or duplicate Kiths presented in that book; I've taken out a couple that I know about; but that just leaves the ones I don't.

Beast

Keenlearner: There are those animals - crows, chimpanzees, dolphins - with a high intelligence and adaptability, some with that reputation, some not (the crow for example, is the best toolmaker in the animal kingdom apart from humans and maybe chimpanzees). While it seems a strange reflection of their Seeming, some Beasts take their affinity from these animals. They do not have an active Blessing, but are instead exempt from a portion of the Beast's Curse - they do not suffer increased penalties when using untrained mental Skills.

Nestmaker: These changelings take their affinity from nesting and building animals: birds, otters, termites, and so on; they reflect the stories of fae that protect houses and buildings from harm. Their Blessing is the Stout Portal: the changeling can spend points of Glamour to improve the Durability of a building's walls and doors (this may be broken into segments or not, depending on the size of building and story needs); the protection lasts for one scene.

Scavenger: Obviously enough, changelings whose affinity is with scavenging animals, those that survive on fare too meagre and dangerous for others. Their blessing is Opportunistic Feast - the changeling may spend 1 Glamour to negate any poison or spoiling of a meal's worth of food (only protects her though).

Darkling

Deathseer (also a Fairest Kith): In the case of Fairest, their time of dwelling among beauty has made ugliness stand out all the more to them, including the ultimate ugliness of death; in the case of Darklings, their time among shadows and hidden things has given them insight into the ultimate mystery. Either way, their Blessing is the Black Sight: the changeling can spend 1 Glamour to receive a vision of the nearest threat of death hanging over a target.

Lostfinder: The darkness is where things are hidden, and where things lost find themselves. As lost beings, even among the Lost, some Darklings take their affinity for such items, brining them to the light (or at least to patches of only mild shadow ). They have the Seeker's Blessing: the changeling gains the 9-again rule for rules involving Investigation; she can also spend 1 Glamour to gain a sense of direction for the thing she seeks (to get this bonus, the object must be specific and valued, either by the changeling herself or by a party she is acting for - though the value need not be monetary or strictly personal - an archaeologist looking for a clue to interpreting a site would qualify).

Mnemosyne: These changelings have an affinity for lost moments, and can return them to those who once knew them. Their blessing is the Gift of Remembrance - the changeling can roll Intelligence + Empathy with the benefit of 8-again to discern the right questions to remind a target of a memory she has forgotten (or that no such memory is there).

Shadeskin: These are the changelings that hide in the darkness, paralleling all the invisible spirits that populated the ancient world. Their Blessing is Concealment: the changeling gains the 9-again rule for Stealth rolls; she can also spend 1 Glamour to give someone else the same ability at 8-again for a scene, provided that the changeling herself makes no attempt to hide in that time.

Elemental

Crystalline: These changelings take their affinity from gems and other crystalline stones. They have a beauty and magnetism to them - but that beauty is also cold and a little frightening. Their Blessing is Entrancement: the changeling benefits from the 9-again rule for Expression (and obviously doesn't suffer the standard Elemental Curse for that SKill) and Intimidate.

Gildskin: These changelings take their affinity from metals and other materials considered precious; by drawing on others' sense of greed, they can push them into following the direction the changeling wants to go. Their Blessing is Suggestion: the changeling gains the 9-again rule for Persuasion and Subterguge voice, by making it sound profitable to follow her; those with Greed suffer a -1 to their Resistance Attribute if applicable, while those with Temperance gain a +1.

Ironbones: These changelings take their affinity from metals, specifically those metals reknowned for utility and strength. Their Blessing is Steadfast Shape: the changeling may spend 1 Glamour to add a die to her defense (in the context of armour) for a single attack; despite the name of the Kith, iron itself is not affected.

Loamkin: These changelings take their affinity from fungi and other decomposers, and draw on their ability to survive anywhere and on anything. Their Blessing is Consumption: the changeling can eat anything organic, no matter how spoiled, and live on it; she also gains a 9-again to resist all organic poisons.

Magmaheart: The Earth is not just enduring, it is forceful, reminding all of its presence and power; the changelings of this Kith embody that sense of power, parallelling gods and spirits of volcanos. They have the Burning Blessing: their gaze is fire, allowing them spend points of Glamour 1:1 to add dice to pools involving Presence.

Pathfinder: Rather than any physical phenomenon of nature, these changelings are touched by space and motion; the ways between places. Their blessing is the Sure Path - any rolls to navigate or orient benefit from 9-again - when faced with several possible routes, the changeling may also spend 1 Glamour to sense which is the safest.

Soilborn: Earth is not just enduring and hard; it is also nurtuing and nourishing; these are the nymphs, auki, and perhaps even (though not to their faces) flower fairies of the Elementals. Their Blessing is the Nourishing Touch: by spending 1 Glamour, they can allow a subject to go without food and water for 1 day without it counting towards deprivation; this can be repeated as many times as the subject has Stamina (other changelings, though not the Soilborn herself, mages, and werewolves can benefit from this blessing; Prometheans and vampires cannot).

Stormtouched: These changelings are infused with the energy of stormclouds, thunder, and lightning. They possess the Storm's Blessing - once per scene, the changeling may reflexively spend 1 Glamour to add her Wyrd to the damage to any non-ranged attack - the extra injury resembles a lighting strike to the victim.

Fairest

Aesthete: These are the courtly and noble faeries that pursue beauty above all. Their Blessing is the Connoisseur's Eye: the changeling can spend 1 Glamour to gain the benefits of Encyclopedic Knowledge and the 9-again rule when assessing the value of an object; or person.

Deathseer (also a Darkling Kith): In the case of Fairest, their time of dwelling among beauty has made ugliness stand out all the more to them, including the ultimate ugliness of death; in the case of Darklings, their time among shadows and hidden things has given them insight into the ultimate mystery. Either way, their Blessing is the Black Sight: the changeling can spend 1 Glamour to receive a vision of the nearest threat of death hanging over a target.

Healer: The Fairest have a purity to them, even at their worst - and that enables some to make others pure - these changelings embody this potential, able to mend and unmark the bodies of others. They possess the Healer's Blessing - once per scene, the changeling may spend Glamour to heal a subject - each point spent heals 1 bashing damage, downgrades 1 lethal to bashing, or removes all scars from an older wound.

Ogre

Bittermage: These are the hags, trollwives, and oni of the wilderness - the bearers of dark and harsh magic. Their Blessing is the Hag's Wisdom: the changeling gains the 8-again rule for Occult rolls.

Glorious: These are the bright monsters, the terrible inspiration of forgotten armies. Their Blessing is Inspiration: the changeling gains the 9-again rule for Expression (her allies) and Intimidate (her enemies).

Guardian: Gargoyles, sphinxes, dragons, and witches. All have guarded places and secrets, keeping them for the worthy or just strong. Guardians have the Keeper's Blessing: they gain the 9-again rule to any roll dedicated to protecting a place or secret; this changes to 8-again if there is only one such thing that gains their aegis.

Wizened

Hospitaller: The sharing of food is a mark of peace throughout the world; a promise, that for now, those who share in it are united against the dark. The changelings can enforce that pledge with the Blessing of Hospitality: she may spend 1 Glamour on a meal; those who eat it must pay 1 Willpower to initiate any hostility against another who has, lasting the rest of the day or night.

Husbander: These are the yard and stable faeries that were set to look after fae animals. Their Blessing is the Goom's Voice: the changeling gains the 8-again rule for Animal Ken rolls (and suffers a -1 on Social rolls with Beasts, as they have trouble relating to them).

Trickster: Trickster faeries are absurdly common, and probably every Seeming should have a Trickster Kith - but Wizened are the spiteful, the ones most likely to take their deceptions too far, to point where they backfire. They have the Deceiver's Blessing: the changeling gains the 9-again rule on Subterfuge and Stealth rolls.