Fae Gifts

An-da-shealladh | The Bardic Gift | Fith-Fath | Honored Birthright | Nine Lives | Parted Mists | Riastradh | The Second Sight | Spearman's Shield | Taghairm | Taibhsear | Weakened Mists

An-de-shealladh (2 point Fae Gift, Enchanted pg. 74)

You have the ‘spirit sight’ that lets you see and hear chimera and the fae mein of any changelings in the vicinity as if you were enchanted all the time.  However, you cannot interact with any chimera unless you are enchanted, they are nothing more than solid looking phantasms to you.  This can also have some advantages in rendering you immune to chimerical attack, but it also prevents you from benefiting from any chimera unless you are enchanted (which can have interesting results if you try to walk across a chimerical bridge or sit on a chimerical flying horse).  You also can’t necessarily tell if something is a chimera or not unless you try to touch it, which means that caution is always advised when dealing with something strange.

This gift can quickly get you certified as insane in the  mortal world if you tell continually tell others about seeing things that aren’t there, especially when those things are faeries and mythical monsters.
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The Bardic Gift (1-5 point Fae Gift, Enchanted pg. 75)

Your Faerie Blood gives you the gift of the true bards of old.  Through the use of Performance or Persuasion Abilities, you can inspire deep feelings in others.  Traditionally, those with this gift were trained as musicians, but the use of the Gift does not require singing.  You can use any aspect of the Performance or Persuasion Abilities to convey emotion: poetry, speeches, song, dance, or music.  The only limitation is that you must perform live for the gift to be an effect.  Your written or recorded work may still be brilliant, but it will not carry the power of Glamour with it.

● Strain of Soothing: With a successful Charisma + Ability roll (Persuasion or Performance, difficulty 7), you can create a pleasant atmosphere where everyone feels comfortable and at ease. The difficulties of social rolls for the remainder of the scene are reduced by one.

● ● Strain of Laughter: A successful Manipulation + Ability roll (difficulty 8) sends your audience into screaming fits of laughter at your performance.  The audience members are all but paralyzed with laughing for a number of turns equal to the successes rolled, and will not respond to anything but a direct threat.  This ability can be especially effective to make someone else the subject of satire or ridicule.

● ● ● Strain of Sorrow: A successful Manipulation + Ability roll (difficulty 8) sends your audience into a storm of weeping.  The audience members will be caught up in the emotion for a number of turns equal to the successes rolled, and will find themselves very sympathetic to the subject of the strain and/or you.  Kinain have been known to use this gift to gain boons from the most hard-hearted nobles and chimera.

● ● ● ● Strain of Slumber: A Charisma + Ability roll with a difficulty equal to the subject’s Willpower can place the subject in a deep, enchanted slumber for a number of minutes equal to the number of successes rolled.  During that time the subject cannot be awakened except by some kind of violence (including grabbing and shaking him vigorously).

● ● ● ● ● Strain of Truth: A Charisma + Ability roll (difficulty 9) allows you to convince your audience that whatever story you tell with your performance is absolutely true.  A masterful storytelling (4 or more successes) results in a Rapture for you; roll Charisma + Ability against a difficulty of 8 and gain one point of Glamour for each success.  A botched roll on a Strain of Truth gains you a point of temporary Banality.
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Fith-Fath (1-5 point Fae Gift, Enchanted pg. 75)

This is a minor ability to call upon the power of the Mists similar to Feth Fiada, except that it works at your will, and can actively conceal you or something else from detection much like the cantrip Veiled Eyes.  It requires a point of Glamour spent and a Fith-Fath roll against the difficulty of the highest Banality present (which may well be your own Banality).

The obscurement last for one turn per success rolled.  The difficulty to penetrate Fith-Fath with Perception + Kenning is 4, plus the number of successes rolled in the casting.  Few mortals will even know that a Fith-Fath has been cast, so they will not try to penetrate it unless they have a reason to be suspicious (which as well-trained guards or faerie-hunters alert for such tricks).
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Honored Birthright (5 Point Fae Gift, Enchanted pg. 75)

Your Faerie blood is strong, and you have inherited the Birthrights of your faerie heritage (see the individual kith for details on their Birthrights).  That means a sidhe kinain gains two extra dots of appearance, a troll kinain gains benefits to the Strength and Willpower, and so on.

If a Birthright requires interaction with chimera or other things of the Dreaming (such as the chimera creation of the Nockers), you can only perform that Birthright while enchanted.

You do not suffer from the Frailties of your heritage unless you take the Flaw Inherited Frailty.
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Nine Lives (4 Point Fae Gift, Enchanted pg. 75)

You have a remarkable ability to bounce back from chimerical ‘death.’  Whenever you suffer enough chimerical damage to ‘kill’ you and drive you back into the mortal world, you are thrust into a comalike state as normal, but you are treated as if your Banality was only 1, regardless of your actual Banality rating.  So, you remain unconscious for only an hour, and you awake with total recall of everything that happened while you were enchanted right up to the moment you were ‘killed.’

You can do this trick a total of nine times during the course of a chronicle before exhausting this Merit.  After your ninth chimerical death, or if your permanent Banality ever reaches 10, you lose the use of this merit and are affected by chimerical death normally, as dictated by your Banality rating.
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Parted Mists (5 Point Fae Gift, Enchanted pg. 76)

The Mists do not fog your memoires or perceptions of things in the fae world.  You recall everything that happens to you while you are enchanted, and can remember any manifestations of Glamour or the faerie that you experience.  You may still be killed by chimerical damage, and you remain unconscious for the normal time  as dictated by your Banality, but once you awaken, you recall your experiences exactly.  This ability allows you to function very effectively in changeling and mortal society, moving into and out of enchantment without any difficulty.  Such a kinain can make a valuable ally for the kithain, but can also be a dangerous enemy, able to penetrate the Mists to locate changeling prey.
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Riastradh (5 Point Fae Gift, Enchanted pg. 76)

The battle frenzy of many warriors of legend can fall upon you when you engage in chimerical combat.  By spending a point of Glamour upon entering such a combat, you gain two additional dice to all your combat rolls (both attack and defense) for the duration of the combat.  You must attack with a chimerical weapon or attack of some kind.  You receive only half the bonus (one extra die) for physical combat of any kind.

The drawback of the Riastradh is that once you have invoked the battle frenzy, you cannot withdraw from the combat until you or your opponent is unconscious or dead, and there is a clear victor.  You may spend a Willpower point to attempt to snap out of the battle frenzy by making a Willpower roll against a difficulty of 8.

Once you come out of your battle frenzy, you will be weak and tired for some time, suffering a + 1 difficulty on all rolls until you have rested for at least 30 minutes.
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The Second Sight (1-5 point Fae Gift, Enchanted pg. 76)

You have the gift of Second Sight, the ability to know what is to come in the future.  You receive information about the future as flashes of insight and visions as well as prophetic dreams and omens.

The storyteller can make a Perception + Second Sight roll at any time to see if you might learn some insight about a particular event, person, or place.  The basic difficulty is 8, and each success gives you one piece of information about events involving that person, place, or thing.  A failed roll gives you no information, and a botch gives you false vision about the future that may lead you astray.

You have no real control over the visions; they come to you unbidden and are never predictable.  Oftentimes what you see is a direct vision of future events, but just as often the information may be couched in metaphor and symbolism, requiring you to interpret what you saw.  The Dream Interpretation Ability can be useful for this.

The Storyteller is encouraged to use this ability to provide the characters with hints, foreshadowings and useful clues about what is to come without letting it dominate the story.  The players should generally not feel locked into a single future that cannot change, or else their involvement in the story becomes somewhat moot.

● You can see up to two weeks into the future.
● ● You can see up to six months into the future.
● ● ● You can see up to five years into the future.
● ● ● ● You can see up to 50 years into the future.
● ● ● ● ● You can see any distance into the future, but any time further than 50 years ahead is very difficult to predict accurately and has a difficulty of 10.
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Spearman’s Shield (1-5 point Fae Gift, Enchanted pg. 76)

Your belief in your own invulnerability can protect you from chimerical damage.  Each dot in this Background gives you an additional soak die against any form of chimerical attack.  The only limitation is that your ‘shield’ is a function of your belief and bravery; if you suffer from fear or doubt, the protection fades.  Any cantrip or similar effect that causes you to lose your courage forces you to make a Willpower roll (difficulty 8) each turn to maintain your protection.  A failed roll means you lose the benefits of the shield for the duration of the encounter.  A botched roll causes you to lose the shield for a full day and a night.

The Spearman’s Shield only protects you from chimerical damage; it does not affect physical damage in any way.  It does protect against cantrips or other forms of Glamour that cause real physical damage, such as the effects of the Pyretics Art.
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Taghairm (2 Point Fae Gift, Enchanted pg. 76)

You have the ability to call the spirits of the dead and speak to them.  Such spirits are not under any obligation to come when you call, nor are they required to do as you ask, but you can use persuasion, bargaining, and even threats (either bluffs or ones you can back up) to get them to do as you want.  The spirits can provide advice on the doings and dirty secrets of the mortal world as well as their own powers to aid you.  The Restless Dead will never do anything for free – they will want something in return.
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Taibhsear (1 Point Fae Gift, Enchanted pp. 76-77)

You have the ability to see the spirits of the dead.  You cannot speak to htem or hear them unless you have the Taghairm gift, but you can see the spirts as clearly as you can anyone else.  At times the Storyteller might require a Perception roll against the local strength of the Shroud to see a spirit.  This gift does not allow you to see chimera, only the dead.  Many times this gift can prove a double-edged sword, since you often see things no one else can, and many wraiths can be an unexpected and frightening sight indeed.
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Weakened Mists (1-3 Point Fae Gift, Enchanted pg. 77)

You have a greater ability to recall things that happened to you while you were enchanted.  The Mists do not cloud your memory as much as they should.  Subtract the rating of this Merit from your Banality (to a minimum Banality of 1) when determining the effects of the Mists on you.  You recall more about your enchanted experiences, and tend to recover more quickly from being ‘killed’ in chimerical combat.
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