By Tepes (jmmcke01@morehead-st.edu)
A few preparatory definitions begin for those of you unfamiliar with my beloved plane-hopping universe.
Tiefling: "part human, part something_else." That something else is a bit of the fiend. Tieflings, as rumor has it, are as evil as their roots. This, of course, is a stereotype. Tieflings may be as ethical as the player decides, they just include devils in their family tree.
Aasimon: These beings play opposites to the Tiefling. Where a Tiefling has a fiend in its genealogy, Aasimon have angels. They may be beautiful or ugly, sexed or sexless; they just don't have the "taint of evil" in their veins.
For simplicity in reference (and because I'm throwing Aasimon in at the time of typing rather than original design) any reference to "tiefling" from this moment on will be interchangeable with either Tiefling or Aasimon. Too, reference to T$R publications will be noted by abbreviation (i.e. PGP means Player's Guide to the Planes) and page number.
--Tepes
For the simplest consideration, tieflings may be called bastards of the Dreaming. They have been born of Glamour, but cursed by it also, left to roam the outskirts of respectability because of appearance and reputation. The Dreaming that begat them has abandoned them, appalled, mayhap, at the Dark Glamour and nightmares that they spawn in the dreamers of the world. Tieflings, understandably, often turn Dauntain for this reason. But if nothing else may be stereotypically true about the blended kith we discuss, it is that stereotypes do not hold true.
Unlike any other kith, a tiefling does not necessarily have the same predilections and birthrights as his kithmates. Just as Glamour is fickle and can show many faces, the tiefling spirit -- born of those dynamics -- can show remarkable differences between two Changelings. This variation, in game terms, translates into approximately seven birthrights and four flaws that may be chosen randomly or otherwise, to simulate the differing abilities and widespread aptitudes of this motley kith.
Wilder tieflings are the penultimate angst-ridden loners of the teen age generation. They dress in dark colors (rarely black, most usually greens, browns, and blood reds), have problems in relating to their peers, and generally misread the attraction they present to other adolescents as their being the butt of a joke to come. It is at this age that any conversation and, especially, compliment received by the tiefling from the "popular" crowd is immediately suspected as a ruse. Especially so when it seems to be freely given. Tiefling wilders learn cynicism quickly, growing irrascible and more withdrawn with each passing month.
Grump tieflings give hermits good names. These gnarly curmudgeons are the Mr. Wilsons of the WoD, doubting the veracity of other's feelings and being pestered incessantly by every youngster on the block. Almost without exception grump tieflings have hearts softened by years of stony beating, though. No matter how sour he may seem, Mr. Wilson is smiling on the inside when Dennis comes to visit. Grump tieflings generally react the same way, treasuring the Glamour that they despised in their youth.
Alternately (and, by the author, preferably), the tiefling may possess as many Birthrights as she would receive in Freebie points for her Frailties. This method incurs no Freebie points, just extra Birthrights to reflect a more diverse heritage.
System: +1 to Cha. An additional +1 to any Social trait may be taken at the expense of a Physical or Mental trait.
Shadows of Dream: The tiefling may see day or night up to 60' and create darkness 20' radius.
Dreams Never Die: (This Birthright may be purchased more than once. Each purchase buys one type of protection.) The tiefling, because of heritage, enjoys special protection from her environment.
System: Take 2 extra dice to any soak roll involving either cold, fire, electricity, or poison.
Vigor of the Angels: The tiefling, rather than having infernal blood for attractive mystery, has the supernatural physique of the god-born.
System: The tiefling may take an extra dot in a Physical trait. An additional dot may be taken at the expense of a social trait.
Messenger of the Gods: The tiefling, by heritage, has the natural poise of the Vox Dei. Her voice is easily heard over crowds and plucks the heartstrings of the even the strongest with only a whisper.
System: The Changeling gains two dots to put in either a Social or Mental attribute. Such a focus on communication in a mortal body, however, has reduced the usual toughness associated with celestial messengers. -1 dot in a Physical trait.
Wheel of Fate: The tiefling, again by heritage, has certain natural aptitudes that even she may not realize.
System: Choose (at random or with character development in mind) two Abilities (Talent or Skill) and add a dot to each. The two dots may be added to a single Ability, but this must be explained in the background (few know something that well withour realizing it).
Varium Semper Arcades (Arcadians are always fickle): the tiefling has the appetites of an Arcadian and is determined to sate them. Depending on outlook, the tiefling may find everything in her life a delight or find everything to be an unending bore. Either way she is stubborn in her pursuit of entertainment through art or war.
System: The tiefling gains one permanent dot of Willpower, and receives an extra two temporary Willpower at the beginning of each story (not game session). Thus, at the beginning of each story the tiefling's temporary Willpower may exceed her permanent Willpower.
Echoes: Similarly to the Flaw: Echoes, the character must always live under the shadow of her origins fae. Things that classically affect faeries (salt, bells, etc.) affect the character as legend would have it. This flaw may not incur Freebie points.
Prince of Lies: The tiefling suffers from general delusions of grandeur. She thinks she's more accomplished, more attractive, and even, in extreme cases, invulnerable. These beliefs may spring from lies an ugly tiefling grump has told in self defense or attention payed to a beautiful young wilder.
System: a Derangement is added to the character. Most times its force will be weak, but in times of excitement or stress, the ST may call for a Willpower roll to resist the urge to tackle unbeatable opposition alone. This flaw, according to severity, may incur Freebie points. (Needless to say, this flaw can be especially dangerous for Changelings since they have naturally low Willpower in comparison to other Supernaturals.)
I Watch My Own Back: the tiefling has horrible problems coming to trust another. This might be an inborn trait and, thusly, considered a Derangement, or merely a "once bitten, twice shy" reaction to an occasion earlier in life. This flaw will not incur Freebie points, regardless.
System: all Social rolls attempted by other characters to favorably affect the tiefling fail unless the tiefling spends a Willpower to accept what is being done. The tiefling also becomes a habitual liar -- like the Pooka Frailty -- to all but those he is bound to and trusts. Those won't be many.