Satyr
Equally famous for wisdom and that other thing (SH).
- Court: Seelie
- Birthrights:
- Gift of Pan: More or
less as written (targets defeated in a Social Performance challenge act
out a Negative trait, a Derangement, or a repressed desire) and may be used
in human Seeming, but costs 1 Mana and temporarily lowers Permanent Willpower
rather than Banality (Willpower-derived traits like Mana are not affected);
+1 free Performance Ability, also +1 Wise trait (cannot go over
limit).
- Physical Prowess: +1 Athletic trait
(can go over limit); Fair Escape by running when in goat-legged form (i.e.,
human Seeming not active).
- Frailties: Passion's Curse: More
or less as written (satyrs are two traits down in challenges related to self-control
-- 4 traits down when drunk -- and may not spend Willpower to retest supernatural
powers of emotional control).
- Immunity: Free retest in in Stamina-related challenges involving
all aspects of carousing.
- Bans: Never refuse an assignation (subject to orientation and
taste) or a drink.
- Weakness: Cold Iron
- Binding: Four words: Cold Iron Chastity Belts.
- Regaining Mana: Reverie, Seductive Ravaging, Sexual Reverie.
- Preferred Disciplines: Fortitude, Presence OR
Melpominee, Thaumaturgy: Path of the Vine of Dionysus (as
Discipline)
- Origin: Satyrs of Earthly origin who did not succumb to the
Forgetting chose two routes: withdrawing to the forests to frolic with dryads,
or (more rarely) developing "Herds" among human populations
with whom to practice their special forms of Reverie.
- Appearance: Satyrs look like humans with pointed ears, goat
legs, and goat horns. Possibly with hats and the right skirt or trousers and
special boots one of low Rank could pass as human without the Seeming Background.
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