Kithain

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Kithain Order

Symbol: None
Skills: Integrity or Presence
Status: Secret

The Kithain, or "children of Kith Kanaan," are secretive guardians of mundane people they refer to as "Folk." They seek to enlighten and empower Folk, turning them from the chaotically dangerous forces of magic and protective them from threats and manipulation of supernatural origin. Though relatively rare even in their ranks, a number of Kithain have embraced powers known as psionics to arm them beyond simple cunning and connections in dealing with such potent threats. A number of Kithain are even counted among the Joshuites, finding faith and the belief of the church to work well with their own beliefs. To them, however, Adonai is not an omnipresent being, but a manifestation of the collective will of the Folk.

Secrecy is paramount, and many Kithain know only the names of a few others, operating in small cells and reporting only to a local leader. Kithain eschew spellcasting and view those of supernatural blood as potential threats. More often than not, they work behind the scenes to manipulate situations to their advantage. The more fanatical are not above psionically brainwashing someone they consider tainted to use in an assassination attempt against a greater threat, but even they are indoctrinated not to harm innocents in such affairs. The covert nature of the organization and those with a willingness to do anything to further the cause have given the Kithain a reputation (among those that even know of them) as ruthless manipulators, yet the majority are merely concerned people willing to take some risks to make a difference and help their kind.

History

The Kithain were founded during the Age of Dragons, when villages were victimized by the creatures that existed in that ancient time. Under the tyrannical rulership of Naydene, and the cults that would eventually become the first religions of Kith Kanaan, mundane folk were plagued by creatures and powers beyond anything they had experienced before. Death was often quick and brutal, and many innocent lives were lost by the careless use of magic and summon ing that was available to those who wished to study or sell themselves to ancient powers. The first true appearance of the Kithain began with a simple town meeting in the Shire Lands. Elders and merchants banded together in an attempt to hold off an invading horde of summoners intent on gaining access to the node that the town happened to be on. The town was decimated regardless, and the only survivor of the attack was a woman named Kiri, who fled to the city of Threshold.

Kiri lived a number of years in Threshold, watching the city grow. She could sense the growing corruption of the merchants within the city, and behind it, she knew were creatures far from natural. Intent on trying to free the city from the control of creatures not from Kith Kanaan, she threw herself into the cause that her village elders started, making many enemies and dismissed as a lunatic. A young man named Stalak encountered Kiri, and saw some truth to her wild claims. Inviting her into his home, he fed and sheltered her, and listened to her story about the loss of her homeland and the hands guiding the growth of the city. Concerned, he decided to assist her in her vengeance, by first introducing her to a power he had developed – independent of magic or other outside force. He showed her the growing science of Psionics, and together they began a search to develop the first Psionic Order.


Cause

  • To give Folk command of their own destiny, without influence of the supernatural.
  • To destroy all creatures of otherworldly origin who would threaten good Folk.
  • To enlighten the Folk in the ways of the mind, science, and culture.
  • To turn Folk form the paths of magic, a chaotically dangerous force.


Methods

  • Any method which does not harm innocent Folk is justified.
  • Extreme use of Folk who are a threat to their own kind is allowed.
  • The study of magic or summoning is prohibited.
  • The use of magical weapons is prohibited.


Order Abilities

Astral Projection (Kithain Training)

The character performs a Full Round Action and spends 5 Essence minus the number of Actions spent to enter project from their physical bodies. The body collapses, and the character can project their mind to explore. The character can fly, multiplying the character’s Speed by half the character’s Growth (round up). The character can not be seen naturally, but can manifest for a number of Rounds equal to the character’s Growth by spending a point of Essence. The character can not be heard, nor touched by anything short of Spells or Gifts. The character can remain projected for a number of hours equal to the character’s Growth. After this period of time they are automatically yanked back to their body. Killing the body while the character is projected automatically slays the projection. Damage done to the projection damages the body.

Community Support (Kithain Benefit)

The character gains a number of Additional Successes equal to the character’s Growth on all Resource Rolls. In addition, when the character uses Favours (from the Criminal Skill), the character may choose to use Business, Socialize, or Streetwise rather than the Criminal Skill. The character gains additional successes equal to their Growth on these rolls.

Neutral Guard (Kithain Ritual)

The character spends an Action and performs a mantra to focus their thoughts. For a number of hours equal to the character’s Growth, any attempts to determine the character’s affiliation to any Order, using Abilities, Gifts, Racial Merits, or Spells requires the opponent to have a Mental + Growth higher than the character’s Resistance + Growth, or the attempt instead comes up with an Order of the character’s choosing when they performed the mantra (which may be ‘unaffiliated’ or be an Order which doesn’t actually exist). If the character uses a Full Round Action and spends 4 Essence, they may roll Mental + Meditation, multiplying the number of hours this protection remains by the Successes rolled and reducing the Successes of any attempt to discern the character’s affiliation by the Successes rolled.

Imbue Psychic Artifact (Kithain Training)

The character knows how to imbue objects with psionic energy, turning them into artifacts the character can use. The character can imbue Gifts or Powers into an artifact. This takes one day, and the character can invest a number of Gifts or Powers into the artifact equal to the character’s Growth during this time. The character need not know the Gifts or Powers which will be imbued into the artifact, but must meet the requirements for the Gift. It costs 2 DP for each Gift and 3 DP for each Power being imbued into the artifact. It costs 1 Essence to activate the artifact. Powers and Gifts which last for longer than an Instant remain active for a Scene. The character rolls Mental + Craft to create the artifact, with a Difficulty equal to the number of Gifts or Powers the artifact will hold upon completion, and uses up 1 Essence for every point of Difficulty the Crafting will require. Each Success reduces the final Essence Cost by one.

Psionic Training (Kithain Training)

The character gains a 10 DP discount on purchasing Psionic Fields, including during character creation. In addition, the character reduces the DP cost of all Gifts by 1 at Growth 1, and then again for every two levels of Growth the character possesses (Growth 3, 5, and 7).


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