| The Bardic
| Nine Lives
| Parted Mists
| The Second
(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.
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
● ● 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.
(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).
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.
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
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.
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.
(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.
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
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
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.
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.
(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
(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
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.