Gremlin

Enamored of the products of human science and technology, and constantly seeking ways to make them stop functioning properly (cf. "Goblins," SHPG pp. 124-126).

- Court: Unseelie

- Birthrights:

- Frailties: Destructive Urge: Gremlin devices are often more dangerously flawed than the gremlin himself desires. All gremlin devices have at least one additional Negative trait, and at worst may catch up the gremlin and his allies in the destruction it unleashes. -- Gremlins themselves must take an additional Obnoxious or Violent trait that can never be bought off.

- Immunity: Gremlins may ignore the first health level of damage caused by a gremlin device or a mechanical failure they have themselves caused (even accidentally). Also, as gremlins' Weakness is sunlight, they are able to work with Cold Iron at no penalty.

- Bans:Never create anything harmless; never pass up a chance to sabotage a machine given the time and opportunity.

- Weakness: Sunlight (use rules for vampires, although gremlins melt rather than combust).

- Binding: Gremlins normally carry some sort of tool on their person -- e.g., a wrench or a hammer -- that they believe grants them the power of their Gremlin Urge (although they need not use the tool to activate that Birthright). Taking a gremlin's prized tool will give the bearer control over him (the bearer wins all ties in Social challenges against the gremlin) and the gremlin may not use his Birthrights except as directed by the bearer. It is wise to force the gremlin to swear oaths to keep him faithful and to prevent him from taking the tool back by violence. -- Note that many gremlins (and lookalike nockers) carry numerous tools as a matter of practicality, not to mention camouflage, so it will not always be easy to guess which tool is the gremlin's favorite.

- Regaining Mana: Mana Stealing, Ravaging, Rapture.

- Preferred Disciplines: Chimerstry, Thaumaturgy (Alchemy, Elemental Mastery, Hands of Destruction, Path of Biothaumaturgy, Path of Conjuring, Path of Transmutation, Technomancy). Gremlins may also take either Hands of Destruction or Technomancy "as a Discipline," meaning the gremlin may advance in it irrespective of progress in another path -- but it does not grant rituals.

- Origin:Many gremlins, fascinated by humans and their machines, stayed on earth during the Separation (or were catapulted into our Realm by irreproducible magical or mechanical accidents). Those that remembered their fae selves worked in jobs that allowed them to create and especially to destroy all manner of contraptions, maintaining Contacts and Allies with their own kind and even the odd nocker. Gremlins of any Origin are as likely as any fairy to possess Magic Items; those of Earthly Origin tend to develop Influence in Industry, Transportation, and University. -- During the war, even before the Reawakening, gremlins were delighting in the destruction and, until the return of the Unseelie Court to earth and its pact with the Allies, were particularly fond of sabotaging planes on all sides of the conflict.

- Appearance: Gremlins appear much as nockers -- pointed features, white hair, wrinkles giving them an elderly appearance, and so on. Some few appear more inhuman, or grow to do so as they increase in Rank, with yellow-orange or purple skin or even reptilian scales. Many of low Rank can pass as human, more can pass as nockers.

- Note: In our setting, “goblins” and “gremlins” are different sorts of creatures; goblins aren't even immortal.


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