SLYPHS
By Eric Tolle (schaduw@silcom.com) (13 September 1995)
Description
Slyphs are creatures that are distressingly common (especially in the East in winter), but have remained obscure and unacknowledged. This is actually due to deliberate actions by the Sidhe nobles and Trolls, who detest them and will not let them anywhere near their Freeholds. Though ostensibly an Unseelie kith, even the more rational of the Unseelie do not like having them around due to their penchant for slapstick.The origin of the Slyphs is uncertain, though they may be related to the Pookas. Other theories posit that they are a cross between gremlins and the faeries that make peoples bathrooms cold in the morning. Their common habitat is in cold icy cities -- where they live underneath heating grates, though they are also found in schools, bus stations, and occasionally in stairwells.
Appearance
Childing: Short, gaunt, with heavy browridges, and long arms. They are constantly grinning as they plot their next prank.Wilder: Seemingly little changed, their skin gets darker and more gnarled, and their teeth get longer. They actively seek out and revel in the confusion and pain their tricks cause.
Grump: Bitter and nasty, they become hunched over and withered. Their pranks become ever more painful, with serious injury to old people not uncommon.
Affinity
Tricks
Slip-Ups: Slyphs are masters at either creating Chimerical traps, or simply tripping people up. By spending a Glamour point, and making a Security + Wits roll (Difficulty 8), they may create completely Chimerical traps, undetectable without Kenning. These Slips will cause the victim to fall and take one point of damage per success rolled. Alternatively, any success can make it more difficult for the victim to stand back up again. Normals, or anyone who fails the Kenning roll will attribute the Slip-up to a natural feature such as black ice, a crack in the sidewalk, or a misstep on the stairs.Sneakiness: When engaged in the setting of Slip-ups, a Slyph can remain almost completely undetected. Kenning+Perception rolls must be made to detect the Slyph. This includes sitting around and waiting for a Slip-up to go off, as well as sneaking into a good 'trapping' location. However, once the process is started, a Slip-up must be planted someplace where a person shall activate it.
Ban
Slip-ups must place a trap whenever they see an 'amusing' opportunity (make Willpower roll to resist at difficulty 8). In addition, all social oriented rolls are made at a +1 difficulty.Plus, the Sidhe and Trolls absolutely hate the nasty little buggers.
I think the best way to deal with Slyphs is to squish them with hob-nailed boots, but that's just me.