Nocker
Curmudgeonly craftsmen and tinkerers (SH).
- Court: Seelie
- Birthrights: Forge Mana: Game mechanics work as written ("Forge Glamour," SH), except that rather than a chimera the knocker shapes Mana into a physical form that exists in the mundane world, but which can be taken into Otherworldly locations. Spirits may interact with (or be attacked by) such objects if they are in Twilight, although nocker-made items do not automatically gain any other bonuses over normal objects. This process can take a long time (from a Scene to several days) and cannot produce objects requiring radiation, electricity, or active chemical reactions to function. +1 Crafts or Repair, +1 Creative trait. Fix-It: As written (simple test or Social challenge to force a malfunctioning machine to work); Seeming cannot be active in the case of sentient machines, who must be able to recognize the nockers true nature to be appropriately impressed.
- Frailties: Flawed Construction (cf. "Flaws," SH 57): As written (items always have an additional Negative trait). -- Nockers themselves must take + 1 Obnoxious or Tactless trait.
- Immunity: Nockers have a somewhat higher tolerance for cold iron than many fae; they make a simple test to convert one incoming level of Aggravated damage per cold-iron weapon attack to Lethal. They may also work it (using mundane tools and wearing protective gloves) without penalty.
- Bans: Never waste tact on idiots; [and one of player choice].
- Weakness: Cold Iron (but see above).
- Binding: A particularly difficult technical puzzle can leave a nocker unable to focus on anything else, forgetting even to eat or regain Mana except what is needed for his work. Focusing a nocker's attention in this manner requires the mortal to make a tricky suggestion and a Mental "staking" challenge. (Nockers may "dodge" this "attack" with an Ability test involving Crafts, Repair, or Science; if he already knows the solution to the problem, he will not be Bound to try to solve it.)
- Regaining Mana: Reverie, Rapture, Spirit Bargaining (with "FUBARs," spirits of pure Mana)
- Preferred Disciplines: Chimerstry, Thaumaturgy (Alchemy, Elemental Mastery, Path of Biothaumaturgy, Path of Conjuring, Path of Transmutation, Technomancy; nockers may also take one of these paths "as a Discipline" -- they may purchase levels of it at "In-Clan" Discipline costs and are not restricted by their mastery of a primary path, but it grants no free rituals).
- Origin: Nockers of Earthly Origin who remembered their fae nature tended to live as humans, exploring the marvels of the Industrial Revolution and the technology of the modern era. They did not make a special effort to stay connected with other fae. Such nockers usually developed good Contacts, Industry Influence, and tried to find Sanctums, sometimes with Nodes, that let them continue to experiment with more magical creations.
- Appearance: Nockers are slightly (but not noticeably) smaller than humans, with sparse, wild white hair common even for the young, pointed features (including ears), pale skin, and red cheeks and noses. In build, nockers vary about equally between scrawny researchers and brawny smiths. Nockers of low Rank can, in the right setting, pass as humans (especially older humans) without the Seeming Background.
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