See Changeling 2nd Edition for information on this kith.
Obatalá are the spirits of the god who invented Ife and human beings. Though it was Olorun who created the universe, Obatalá was the creator of the world and humanity. However, Obatalá, under influence of palm wine, created crippled people, and recognizing his fault, became the patron god of the handicapped. The Obatalá are the guides and protectors of humanity, and vehemently so. Although the Olorun ruled in the sky-home, on Ife it is the Obatalá who receive the praise of mortals. Humans look to their example of strength, determination, valor, and caring. The Obatalá, strangely enough, espouse the most human virtues. They are the most human-looking of the Orishan kith. They tend to have powerful, muscular bodies, and they smile a lot.
The Obatalá feel a kinship and love for humans which other fae cannot understand. They consider humans their equals, almost like cosmic siblings. They believe that humans are by design supposed to be kind, intelligent, and virtuous, but that their creator, Obatalá, made them imperfect in his drunkenness. So, to make up for humankind's shortcomings, they vowed to look over them and protect them.
Commoner's Touch: People like and admire the Obatalá, and for good reason; the Obatalá feel the same way towards them. Obatalá find it easier to deal with humans, and even to lead them, because they understand them so well. -2 difficulty on Social rolls when interacting with humans. They also cannot botch Empathy or Leadership rolls.
Traveller's Luck: Due to their experience coming and going between Ife and the sky-home, Obatalá are at -3 Difficulty to travel between the worlds on Golden Chains.
Lifesaver: Same as the Flaw. No extra points are gained.
Obatalá's Vice: Alcohol is the bane of Obatalá. Although they like its taste, its smell, and even how it sounds when they drink it, they know they can never imbibe it. Drunkenness was the cause of all human frailties and sorrows. Nevertheless, they like their drink; once they have one serving, they do not stop until they pass out. When they are in the presence of alcohol, they must make a Willpower roll, difficulty 8, and make three successes in order to resist taking a drink. If alcohol is offered to them, the difficulty is 9. If they fail, they take the drink and keep drinking until they pass out. They generally do not remember what they did between their sobriety and the moment they pass out, but when they find out, it can almost shock them to death. When the inevitable hangover comes, half all dice pools until the character is sober enough to pass the Sobriety Test (Dexterity or Wits + Athletics, difficulty 7, minimum of 2 successes). They can spend Willpower in lieu of making a roll in order to resist this curse.
Ochosi are the hunters, scouts and guides of the Orisha. They are skilled at perception, missile weapons and with communication. They are quick to act - Ochosi killed his grandmother for eating his bird - although the killing was regarded as justified (it was a magical parrot who gathered medicinal plants for Ochosi), the killing happened because Ochosi reacted without thinking. The Ochosi, almost as much as the Eshu, wander and seek out new adventure and experiences.
Hunter's Way: Ochosi know their way on the Hunt. All rolls to perceive and follow a target is at -2. Ochosi begin with one extra dot in Athletics (for Throwing), Archery, or Firearms (thanks to the modern world). They never botch Perception rolls.
Knowledge of the Wild: Even though Ochosi have made some adaptations to the modern world, they have retained their connection to the wilderness. They will never get lost in the wild, and start with one extra dot in Survival for their home climate.
Quick Reaction: Ochosi are known to act before they think. In game mechanics, this translates to a +1 Difficulty for Investigation and Enigmas rolls, but this Frailty is truly to be roleplayed. These characters should state their actions first, not waiting for full descriptions of scenes, and do not stop to consider the consequences of their actions. For this reason especially, Ochosi are the most likely to break Escheat and be punished by other Orisha. Ochosi may also never perform a Bunk that takes longer than a turn to complete.
Ogún are the spirits of iron, war, labor and truth. Ogún are similar to Nockers in their technological ability, however they do not suffer from the imperfections of their work.
Ogún are also warriors, who clear the obstacles to spiritual growth. They pursue this path with relentless determination. As the guardian sprits of the Orisha, the Ogún are the only ones who may take a life without repercussion. Note: even though the Ogún are the spirits of iron and crafting, Cold Iron has just as much effect on them as other Fae. The Orisha are still reeling from the Cold Banality inflicted on them by the Hidden Ones.
Forge Chimera: as the Nocker Birthright of the same name. Ogún may also learn the Art of Infusion. Ogún do not botch Crafts rolls.
Warrior of Orisha: Ogún may kill without gaining Banality - they may also Ravage without repercussion from other Orisha. However, the Right of Ignorance still holds sway - if an Ogún reveals his host body, he must kill all who perceived him, or he will be hunted and killed by other Ogún. All Ogún begin with an extra dot in either Brawl or Melee.
Binding of Truth: Ogún may never, ever lie. It is completely impossible to their mindset. Ogún may not even intentionally shade the truth to mislead others or themselves.
Laborers: Ogún may never accept gifts or steal anything. If an Ogún does not work to earn something, it means nothing to him. (Of course, Ogún may trade, but will be fair in their trading, due to Binding of Truth.)
Sprits of Olorun, the sky god and creator of the universe, the Olorun exemplify divine command. They are generally radiant and powerfully built, with hair, eyes, and skin being the colors of the sky. Even for their more human-looking members, they have traces of the sky, either in their dress or bearing. A few of them resemble sidhe with pale blue hair and white eyes. Still others are midnight black with flaming orange hair and eyes which change colors at dusk. All have an unearthly air which belies their true nature.
Olorun tend to view people as little children who still have a lot of growing up to do. They are generally benevolent towards mortals, for they see no joy in subjugating a people who are powerless to begin with. This condescending attitude also extends toward the other Orisha. They feel themselves responsible for the care of humans and the Orisha. Surprisingly, they are flexible and just creatures, out of habit if not out of nature. They believe the use of magic or manipulation to influence people is beneath their semi-divine status. Thus, they never use the Sovereign Art.
Due to the destruction of Sky-Home and their unwillingness to adapt to mortals, the Olorun are few in number, and have a hard time maintaining their Orishan selves.
Royal Bearing: +1 Charisma and Apperance, even over 5. This only counts for the fae form. Olorun also begin with one extra dot in Leadership. Olorun never botch any Social rolls.
Sky-Home: When in the Sky-Home, Olorun are home. Each and every roll made by Olorun in the Sky-Home (including Blessing) has its Difficulty reduced by 2. However, Olorun can be just as affected by Bedlam as any other Changeling, even here.
Strangers: the Olorun are oriented towards Sky-Home, so they have difficulty dealing with mortals. Humans find Olorun strange and more than arrogant. Even when people may be favorably dispositioned toward them, they are also intimidated by the Olorun. +2 difficulty on all Social rolls involving humans.
Banality's Curse: as the Side Flaw. Unfortunately, Olorun find themselves prone to the same fits of depression as the Sidhe.
Orunmila is said to be the prophet of the gods, who is able to predict the future, and was a witness to the creation of the universe by Olorun. The Orunmila are the seers and visionaries of the Orisha. They tend to have distinguished eyes that reflect their deep knowledge. They seem to be always focused on something far away.
The Orunmila like people, but they believe the humans to be ignorant. They are usually benevolent towards the Obatalá, who are humanity's allies. They like the Olorun as well, but they don't share the same attitude towards people. Orunmila prefer to give humans the tools they need to keep their independence. Not-so-shockingly, the Orunmila are reserved, introspective, and sagely beings. However, they are fiercely protective of their independence and those of others. They consider it more worthy for people to stand on their own and make their own way than to have others do it for them. Seemingly silent Orunmila can become extremely vocal when the question of freedom is asked.
Future Sight: With a successful Glamour roll against a difficulty of 7, an Orunmila can tell the future. The successes gained indicate the distance into the future they can look and how much detail can be gathered. Generally speaking, the farthest an Orunmila can see without the Soothsay and Chronos Arts is one year, and the information is hazy then. Using this power requires the use of some sort of divination tool. Orunmila can learn the Art of Chronos.
Past Sight: This works the same as Future Sight, except it goes backward. However, the limit for this power without the Soothsay and Chronos Arts is two years. Also, the difficulty is raised to 8. To search for specific information can raise the difficulty even more. Once again, successes indicate how clearly the information is seen.
Unfocused: Locked in the realm of ideas and imagination, it is hard for Orunmila to concentrate on matters at hand. When their thoughts are engaged, they can be visionary, but they sometimes tune out at the most inappropriate times. Once every scene, the Orunmila has to make two successes on a Perception + Alertness roll, difficulty 7. If this roll fails, the character must be physically moved to snap him back to Ife.
Oshún are the spirits of flowing waters of the world, fertility, and abundance. They have a facility with healing and sensuality. Oshún tend to be consummate artists, for they generate the passion of beauty in their work and inspirations.
Beauty of the Artist: Oshún begin with one extra dot in either Performance or Crafts, and will not botch a roll in this chosen skill. Also, any artist patronized by an Oshún makes rolls relating to her art at a -1 Difficulty so long as the patronization lasts - this requires the Oshún to be a True Friend of the artist (or Possessing her). Oshún gain 1 extra temporary Glamour from Reverie rolls attended this way. Oshún also get a -1 Difficulty to Rapture rolls.
Abundance: An Oshún's touch can mean the difference between success and failure in any growth prospect. In any roll dealing with growth, such as increasing wealth (not necessarily money), fertility, planting, healing, etc., a True Friend being actively helped by an Oshún will have one additional success in any roll. Note that the roll must succeed in the first place to have this success added. Personally, Oshún have one extra dot in Charisma, and do not botch Persuasion rolls.
Lifesaver: Oshún do not believe in destruction or death. This Frailty functions as the Flaw of the same name.
Creator: Oshún actually take the Lifesaver flaw one step further. They may not use any powers granted by their Birthrights to cause destruction. In other words, they may not help create a subdivision by destroying the forest already there; they may not help a friend win money by stealing it from other people; etc. And especially, they will not destroy works of art, even to gain Glamour from them.
Oyá are spirits of the wind, passion and change. They are fearless warriors, but without exception unpredictable. They may bring great sudden good to those around them, but also may break that which has lasted for generations. Like the Euthanatos (a Mage tradition actually largely unknown to the Orisha), Oyá believe in reincarnation and renewal through death and destruction. Westerlings almost always consider Oyá to be Unseelie in their outlook, although the Orisha see them as both White and Red simultaneously.
Spirit of the Wind: Skycraft (Blood-Dimmed Tides, page 80) is a natural art to Oyá. They begin with one dot in this Art, will never botch a roll to use this Art, and are considered to have the Art Affinity (Changeling 2nd Edition, page 162) when learning this Art.
Fearless: Like House Fiona Sidhe, Oyá are never swayed by fear. Unlike House Fiona, they do not understand it, and even threatening loved ones does not sway Oyá hearts to fear. Any attempt to instill fear in Oyá automatically fails.
Unpredictable: Oyá change Paths as often as the wind. As for the Ochosi Frailty "Quick Action," above, this should be strictly role-played. However, this also translates into a lack of trust from all others, giving a +2 Difficulty to all Social rolls (except Intimidation) by the Oyá.
Shangó are the spirits of lightning, thunder, fire, the drums and dance. They are proud warriors with quick wits, quick tempers, and are the epitomy of virility. They are extremely hot blooded and strong-willed Orisha that love all the pleasures of the world: dance, drumming, women, song and eating. Shangó have the ability to transcend physical pain.
Spirit of Fire: Pyretics (Players Guide, page 169) is a natural art to Shangó. They begin with one dot in this Art, will never botch a roll to use this Art, and are considered to have the Art Affinity (Changeling 2nd Edition, page 162) when learning this Art.
Immunity to Pain: Even though Shangó suffer wounds normally, they are not penalized by the wound levels. They still know how damaged they are, but will not drop until Incapacitated. Shangó also begin the game with one extra dot in Stamina (fae form only), even if it raises this trait above 5.
Passion's Curse: As the Satyr Frailty of the same name.
Yamajá was the sea goddess who initially opposed Obatalá and the creation of Ife, which encroached on her kingdom. Wishing to equal Obatalá, she made her own beings out of the sea. The result were the Yamajá. They are graceful and surprisingly strong-bodied people. Most Yamajá are of the colors of the sea: turquoise, dark blue, green, and white. Often, these colors flow together and make a subtle pattern.
Yamajá are a lot like their element. Placid and aloof, but at times almost violent in temper. They are often more dangerous than they seem because beneath the surface are many uncharted depths. The Yamajá are nominally friendly toward the other Orisha. They remember the shame that they had done their mother, and while the goddess may forgive them, her children will not. They find humans to be a tolerable nuisance at best, and they, more than the other Orishan kith, tend to stay away from the inquisitive eyes of humans.
Yamajá know of the Merfolk and Murdhuacha, and maintain cordial relations with both.
Yamajá's Inheritance: The Yamajá, so heavily aligned with the sea, can call upon its power once in a while. For a successful Glamour roll against difficulty 6, the Yamajá can control the sea. A single Yamajá may cause a medium-sized wave with one success, and with five successes can change the tides. A group of Yamajá can pool their successes and make even more dramatic effects, such as tidal waves or oceanic floods. Yamajá may also breath underwater with the expenditure of one temporary Glamour point. Yamajá never botch Ahtletics rolls while in water, and never botch Swimming rolls.
Water Dependent: Yamajá must submerge themselves in water at least once a week (for at least an hour) or "dry up." Drying up is the slow and painful process of having the life-giving water sucked out of the Yamajá. For each week they do not go into water, they lose one point of Glamour. When all their Glamour is gone, they become Undone. If they find a water source before this happens, they no longer lose Glamour, but must enter the Near Dreaming at a Golden Chain near a body of water (a natural, uncontaminated source such as a lake, river, or sea). They will then regain the lost Glamour at a rate of point of one per hour.
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