GREMLINS
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    Small, mischeivious, and indirectly quite dangerous, gremlins are a cousin to nockers (much in the way a river hag is a cousin to redcaps). Rather than creating chimera, they mostly focus on fixing up objects, having a natural gift for that that impresses even their larger brethren. However, because their machines aren't very trustworthy, many people avoid gremlins, and some go so far as to mistake them for goblins when a device explodes violently.
Appearance
    Gremlins average slightly over five feet tall, with tanned human skin and large pointed ears. They are universally slim and dexterous, able to slip into small spaces, and usually bear a smile. They are also know for sneaky pranks.
Seemings
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Childings are often quite popular, although they can get in trouble with their parents a lot for taking apart things they can't put back together. They enjoy tweaking toys to make them work better, and have a sense of humour that appeals to youngsters.
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Wilders are class clowns, although no one makes the mistake of laughing at them - bullies around gremlins tend to suffer embarrassing mishaps. Wilder gremlins enjoy playing with machines, but keep an eye to practical applications.
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Grumps are more loners than earlier seemings of gremlins. They spend a lot of time in their workshop, although they'll leave sometimes to practice their trade in the real world.
Affinity
    Prop

Birthrights
    
- Fix-it-all - Gremlins are suspicious attuned to machinery. With a successful Manipulation + Science roll, they can make almost anything work, regardless of how broken. They will use a variety of unlikely materials to fix their machines. The difficulty is the same as for the nocker birthright, Fix-It
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Dr. X - Gremlins are extremely skilled at making machines. They receive +2 dice on all rolls to tinker with a machine, or to create or design a new one. They can also create things that are unlikely, if not impossible, using a variety of strange and unrealistic parts. These tend not to work around those with high Banalities, however.

Frailties
  - Tinker - Gremlins have an irresistable urge to tinker with machinery. When given an oppurtunity to modify any mechanical device, they must make a Willpower roll (difficulty 7) not to attempt to do so.
   
- Screwy - Gremlin machinery doesn't always work. Whenever a gremlin creates or modifies a device, the Storyteller should secretly roll a die. On a roll of 5 or higher, the device functions normally. On a roll of 3 or 4, the effect of the device will be slightly off, but not majorly so. On a roll of 2, the device will do something totally different from what was intended. On a roll of 1, the device is dangerously unstable, and will self-destruct when it is first used. A successfull Perception + Science roll, difficulty 9 for the gremlin, 7 for anyone else, will discern whether there is a flaw with the device. Three successes are required to figure out what the flaw is, and how to correct it. Gremlins tend not to bother checking, as it detracts from the adventure of using a device for the first time.
Quote
    "Here, take a look at this. What's it do? Well, it'll either power the house, or blow it up. Care to switch it on and find out?"
Relations with Others
   Dealing with gremlins is a challenge for most kiths, as they can be as tricky as pooka and as testy as nockers. Their penchant for making dangerous machinery increases this wariness. However, some kiths have special relations with the gremlins, as follows:
Nockers - Nockers have a perculiar relationship with their little brothers. On the one hand, gremlins are design geniuses, and having one around the workshop can be a great aid. On the other hand, they're really annoying. Most nockers grit their teeth and bear it, as long as gremlins confine their pranks to other areas than the nockers' homes and forges. The gremlins, for their part, like having workshops to play in, so they generally do their best to curb their mischeivious impusles around nockers. Also, nockers usually sort out any flaws in a gremlin's machines before production, so that problem is curbed.
Pooka - Pooka and gremlins get along very well. Both are mischevious are enjoy having a good time, and gremlins have the ability to make a large number of devices useful for pooka pranks. Pooka don't mind if a machine occasionally backfires on them, accepting it as all part of the fun, and gremlins enjoy hanging out with a kith that appreciates them.
Goblins - Gremlins loathe the Thallain with which they share certain attributes. The fact is, a goblin device is always dangerous. People who have delt with goblins tend to distrust gremlins. It only takes one gremlin mistake for them to assume that all their machines will backfire similarly. When a gremlin encounters a goblin, they will do their best to make the Thallain's life miserable.
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