GREMLIN

By "The Weaver" (weaver42@ix.netcom.com)

The Gremlins are the technologically advanced of the Kith. They have a deeply engrained interest as well as knowledge into gadgets, computers, or any type of machinery. Simple crafts will not appease them, as it often does the Boggans and Nockers. They must have complex inner workings. Gears and electrodes.

This Kith also have a rather marred history in modern legend; their name primarily derives from the thought that they were constantly hiding in the war machines (especially those nice, big planes) of WWII, always messing something up. And, this isn't entirely untrue. They were there. Playing around, trying to improve things. Oftimes, they did improve stuff, fixing holes and mechanical problems mysteriously for the pilot. However, there was a slim chance that the Gremlin in question would botch some thing up. Horribly so. And thus, a rather unfortunately reputation was earned.

In the modern age, the Gremlins are having a great deal of fun. With the advent of new computers and technology (and the wonderful realm of the Internet), they have a whole new playground to dive into. Some of the gadget and machines that these Kith build nowadays are strange enough to be qualified under the category of "magical," often because of the Glamour invested in such bewildering creations.

Another thing about the Gremlins is that they like to show-off. Braggarts of the first degree, they are infinitely proud of their works, perhaps to cover up for their past "history" with the U.S. Air Force. They are constantly pressing gadget-gifts into people's, as well as other Kith's, hands, goading them to "try it out."

But, sometimes these gifts may be dangerous, if made in haste...

Appearance: When infused with the Dreaming, the Gremlins' fae seemings are wild, and strange. Their eyes are wild and unfocused, and their skin is covered with little blue starbursts and wax and wane with intensity. Their fingers are long and nimble, and even their toes are able to grab things, which can be unnerving if seen for the very first time.

Seemings:

Childling: A Gremlin childling is the very type to break things just to see how their insides work and "look." Mischievous and curious, they meddle with just about everything, putting their hands all over stuff, even when distinctly told not to. Some call Gremlin childlings "demons."

Wilder: A Gremlin wilder is infinitely more reserved than a childling, but still has that particular manic fascination with things. Now, instead of breaking them, they try to put stuff together in the strangest of combinations. It is usually at this stage that they begin to take a liking to computers, as well.

Grumps: Gremlin grumps are arrogant know-it-alls. They feel confident enough to criticize anything that falls before their eyes, simply claiming "it just doesn't work right." At this age, they usually surround themselves with a virtual plethora of electronics, machines, and other such gadgets, making a small kingdom out of it all.

Lifestyles: Gremlins have to involve themselves with mechanics, somehow. It's an obsession in their blood. You can often find these Kith as hackers, weird little scientists with strange laboratories, or experts in robotics. Their hands are always fiddling with something.

Affinity: Prop

Birthrights

Complex Chimera: The Gremlins take what the Nockers do, and multiply its ability times 10. Whereas the Nockers can create simple items with raw chimerical energy, the Gremlins can build endlessly complex machines that usually do very odd things. But, although this may allow a Gremlin to design and create a computer after a great deal of hard work, they cannot create simple items, like a sword for instance, like the Nockers would. Their item must have complex parts.

Electricity Aversion: Most Kith, mortals, and other supernaturals wouldn't react very well to electricity; most likely, they'd end up with a fair amount of aggravated wound levels. However, it doesn't bother Gremlins. They can take it. Doesn't hurt, or bother them in the slightest. It, in fact, gives them a rather tingly sensation, one they rather like.

Frailties

Dangerous Obsession: The Gremlins have a minor problem. If they see anything broken, they have to try to fix it somehow. And, usually this involves methods way more complex than necessary. A Gremlin would be forced to fix, say, a broken picture frame, but they would use machines and tools to get the job done, when instead a simple dab of Crazy Glue may very well have done the trick. They may only resist this urge with a Willpower roll (diff 8). And, they feel hurried to complete the job, so there is a chance that they will fail. So, in the fixing process, roll a 10-sided die. If it comes up on a 1, the project is botched badly. Very, very badly.

Quote: "Come here and see this. What is it? It's a Talking Toothbrush, of course! Yes, that's what I said! Oh, don't tell me you can do it better, you pansy?"

Outlook

Bean-sidhe: Don't care two ways about these sirens.

Boggans: Worthy artisans, I guess. Too simple for my tastes.

Eshu: Sometimes they have cool stuff to give away, or maybe a story of other lands that can come in handy somewhere. Otherwise? Pay no attention.

Goblins: One word: Freaks.

Nockers: Don't even get me started. Little no-talent pink-faced little fakers. Grr.

Pooka: Annoying. Always trying to mess up our machines. Breaking this and that, just so we have to go and fix it again.

Redcaps: We stay out of their way, and they ours.

Satyrs: Funny when they're drunk, they know how to get on a good party. But they have no concerns with us, so we ignore their petty parties.

Sidhe: Some of them are real hardnosers. There are a couple okay-ones, though, as long as you don't discuss politics with them.

Sluagh: Ugh. Creepy. Whispering succubi, that's what I think.

Trolls: Good men, the Trolls. No nonsense, that sort of thing. Determined, just like us.