Awareness | Changeling Ties | Kith Flaws | Mental | Mortal Society | Noble House Flaws | Physical | Psychological | Supernatural


● Color Blindness (1pt. Flaw, Changeling: Second Edition, p. 158) You can only see in black and white. Color means nothing to you, although you are sensitive to color density, which you perceive in shades of gray. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability.

● Hard of Hearing (1pt. Flaw, Changeling: Second Edition, p. 158) Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by two. You make not take the Merit Acute Hearing if you take this Flaw.

● Bad Sight (2pt. Flaw, Changeling: Second Edition, p. 158) Your sight is defective. The difficulties of all dice rolls related to your vision are increased by two. This flaw is neither nearsightedness nor farsightedness – it is a minor form of blindness. The impairment is not correctable.

● Deaf (4pt. Flaw, Changeling: Second Edition, p. 158) You cannot hear sound, and automatically fail any rolls that require hearing.

● Blind (6pt. Flaw, Changeling: Second Edition, p. 158) You automatically fail all dice rolls involving vision. You cannot see – the world of color and light is lost to you.

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Changeling Ties

● Enemy (1-5pt. Flaw, Changeling: Second Edition, p. 165) You have an enemy, or perhaps a group of enemies. Someone wants to harm you. The value of this Flaw determines how powerful these enemies are. The most powerful enemies (kings or elder vampires) would be five-point flaws, while someone nearer to your own power would only be worth one point. You must decide who your enemy is and how you earned such enmity in the first place.

● Infamous Mentor (1pt. Flaw, Changeling: Second Edition, p. 165) Your mentor was, or still is, distrusted and disliked by many of your fellow changelings. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily shed.

● Insane Mentor (1pt. Flaw, Changeling: Second Edition, p. 165) Your mentor has completely lost his grip on reality, and has become lost to Bedlam or dangerously insane. Any wrong committed by your mentor may affect your reputation, and some of your mentor's dangerous schemes may somehow involve you.

● Mentor's Resentment (1pt. Flaw, Changeling: Second Edition, p. 165) Your mentor dislikes you and wishes you ill. Given the smallest opportunity, your mentor will seek to do you harm, and may even attack you if provoked. Your mentor's friends will also work against you. Good luck!

● Twisted Apprenticeship (1pt. Flaw, Changeling: Second Edition, p. 166) Your mentor was quite malevolent and taught you ll the wrong things about Kithian society. Your concepts of changeling politics are all wrong, and your faulty beliefs are likely to get you in a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to 'trick' you into thinking otherwise.

● Diabolical Mentor (2pt. Flaw, Changeling: Second Edition, p. 166) Your mentor is engaged in acts that could cause a tremendous uproar. She could be ignoring unabashed Unseelie activity or worse. Plenty of folks are after your mentor's hide, and you may be tarred with the same brush.

● Notoriety (3pt. Flaw, Changeling: Second Edition, p. 166) You have a bad reputation among your peers; perhaps you violate the protocols once too often, or you brlong to an unpopular freehold. There is a two dice penalty to all dice rolls for social dealings with associated changelings. A character with this Flaw may not take the Merit Reputation.

● Divided Loyalties (3pt. Flaw, War in Concordia, p. 119) The current hostilities have placed you in an awkward position with regard to your usual loyalties. A commoner who opposes violent revolt against the rulers of Concordia may find herself distanced from friends or oathmates who support the war. Similarly, a sidhe who sides with the commoners may alienate herself from other members of her house. A Red Branch knight who supports Faerilynth may have difficulties in the presence of colleagues who belong to different factions in the search for a successor to the throne. Those of your friends or allies who know of your differing loyalties no longer trust you with confidences. Some may even consider you an enemy, or at the very least, a liability. You might try to conceal your true feelings, but if you do, you run the risk of discovery by those who would label you a traitor. You suffer a +2 to your difficulty of all Social rolls in circumstances that place you and your erstwhile friends at odds with one another. At the Storyteller's discretion, possession of this Flaw may cause other problems that require solutions through roleplaying.

● Sell-Out (2pt. Flaw, Fool's Luck: Way of the Commoner, p. 75) Other Kithain see you as a sell-out, a suck-up, a traitor to your kith or just a sidhe loving SOB. It may not be true – you may be fulfilling an oath or geas, or you may be a deep cover mole. Characters with this Flaw are at the +2 difficulty on social rolls when dealing with other commoners (the Storyteller may increase the difficulty when dealing with commoners who are especially anti-noble). Other sell-outs may treat you better, but more than likely they won't, since you're probably competing with them.

● Hostage (1-5pt. Flaw, Fool's Luck: Way of the Commoner, p. 75) Whether out of paranoia or just ruthlessness, a noble holds you as a hostage to ensure someone's good behavior. You may be held in a dungeon or tower, or be allowed the run of a freehold. It's possible that you have no travel restrictions; the noble may have laid a geas or other curse on you, one that takes effect if he's attacked. Note that being a hostage doesn't necessarily imply mistreatment; a dead hostage is worthless. In fact, you may be treated quite well, and may even pick up some choice gossip or important secrets. But the threat is always with you, and using that information could be bad for your health. Point value varies; for one point, you'll get thrown in the clink if a certain troll ever shows his face at court, while five points means that if anyone ever attacks His Nibs, someone will march pu to your cell in the west tower and do something terminally nasty to you.

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Kith Flaws
Eshu | Nocker | Pooka | Redcap | Satyr | Sluagh | Troll

- Eshu

● Lost Horizon (3-5pt. Flaw, Eshu Kithbook, p. 86) It is in the destiny of Elegbara to wander, but your travels are severely limited. You are bound to remain within a partiuclar set of borders, and crossing their threshold immediately triggers a wasting condition identical to the oba Frailty, Native Soil. These boundaries must be very clear and specifically detailed to character and player alike. The value of this Flaw stems from how limited your horizons are. A large or diverse territory (such as the Northeast in the United States) is worth 3 points. A smaller area, such as a large state or several small ones, is worth 4 points. A ridiculously small area, such as a small state or a lone county within a larger one, is worth 5 points. Note that like the oba Frailty, this has no effect on traveling in the Dreaming; indeed, your character is likely to do so as often as possible to escape the tedium of the same mundane surroundings. This Flaw stems from a curse or an ancient Geas and cannot be undone except by truly legendary means. All Elegbara pity those poor souls who suffer from this Flaw; it is true that the oba have a similar vulnerability, but that is due to their natural duty fo the land, while your condition is generally a mystery or, worse still, a punishment for some terrible past crime. Storytellers should feel free to adjust the point value of this Flaw depending on how likely it is to have an impact on play. If the setting is going to be fairly static, decrease the value of this Flaw, whereas if it wil be likely to come up especially often, additional points might be warranted. Storytellers may also forbid this Flaw if having player take it severely disrupts their plans for their Chronicles. Oba cannot purchase this Flaw.

● Nemesis (5pt. Flaw, Eshu Kithbook, p. 86-87) Maybe you're the reincarnation of some ancient hero or maybe you just have rotten luck, but whatever the reason, you've inherited a true nemesis, an opposite number determined to do you some serious harm or even destroy you. This feud falls outside the scope of the regular Enemy or Hunted Flaws because it represents something more cosmic. Not only does this individual hate you and actively seek to do you harm, but the two of you seem to have been specifically designed to be enemies, an your confrontations bear testament to it. Your foe is nearly telepathic at anticipating your next move, and both of you always seem to have an answer for each other's best tricks or strongest powers, forcing a constant struggle to come up with some new way of surprising each other. Both of you know it will never end until one of you is put out of the picture permanently. The Storyteller is responsible for creating this character and is under no obligation to reveal her full powers and potencies. Optionally, you may begin the game not knowing of your nemesis, but rest assured, the Storyteller will have you make her acquaintance before long.

- Nocker

● Troglodyte (1-4pt. Flaw, Nocker Kithbook, pp. 53-54) You are a throwback to the original goblins and are used to life underground. Bright lights bother you, and it's difficult for you to see in situations involving anything brighter than firelight. If you have the one-point Flaw, you are merely sensitive to bright lights; the difficulty of all Perception rolls based on sight are increased by two in situations involving sunlight. This difficulty is lowered by one if you wear dark glasses. If you have the four point Flaw, you are a true troglodyte. Your eyes are luminous saucers in your fae mein. Light hurts your eyes, and gives you a splitting headache. You are completely blind in any surroundings brighter than firelight, though you can see if you wear extremely dark glasses. Even with such protection, the difficulties of all activities involving sight under such circumstances are increased by three.

● Foul Mouth (2pt. Flaw, Nocker Kithbook, p. 54) All nockers cuss, but your use of profanity puts others to shame. Your mouth spews forth a never-ending torrent of obscenities. Even other nockers find you tiresome. They know when to shut up in court, and when enough is enough. You just keep going. You even have a hard time with short conversations on the telephone. Basilisk Stones shatter overnight in your hands. This flaw precludes you from ever holding a respectable job of any kind in human society.

● Goblin Magnet (2pt. Flaw, Nocker Kithbook, p. 54) Goblins really like you and want to be your pal. They show up late at night and get into your tools while you're trying to work. They think it's uproariously funny when they tell the duchess that you think she has a face like a horse. (Well, she does!) Things tend to explode around you. No matter how much you tell the goblins to furk of, they just laugh and want to hang out with you all the more. On the bright side, almost everyone else leaves you alone.

● Disbarred (2-5pt. Flaw, Nocker Kithbook, p. 54) You have broken nocker prohibitions. Maybe you sold proscribed technology, failed to live up to a contract or mistreated one of your golems. In any event, your actions reflected badly on other nockers, and the Bes Din took your inventor license away. You may no longer practice your craft legally. The player and Storyteller should decide together what the character did and how serious the infraction was. If it was minor, you are only on probation; the Bes Din may eventually reinstate your license pending good behavior and special services on your part. You may be working off tour debt currently. The Storyteller decides when it has been paid off. This is a two-point Flaw. Nockers who have committed particularly heinous crimes may lose their inventor licenses forever. This is a five-point Flaw.

- Pooka

● Animalistic Features (1-3pt. Flaw, Pooka Kithbook, p. 88) The animalistic features so apparent in your faerie mein leak over into your mortal form as well. Over the years, you have developed characteristics that cause your mortal body to look somewhat odd. This might even give you away as a changeling to someone who knows the signs. In some cases, this may manifest as excessive hairiness, fang-like teeth, clammy skin, or even internal organs arranged in an odd manner. The higher the point value of the Flaw, the more noticeable and hindering the feature is to the fae.

● Pack Mentality (1pt. Flaw, Pooka Kithbook, p. 89) Your attachment to your pack far exceeds healthy limits. You not only want to be part of a pack, you need to be. You go to extreme lengths to protect your pack, even to the point of sacrificing yourself, and if you find yourself without a pack, you join up with the first hat accepts you. You stress hard when left alone. You don't, however, have to be a follower in the pack, you could just as easily be the leader who needs more than anything to have a group to oversee. If you've lost your old pack, spend a Willpower point to put off joining the first pack you find – even if they seem inimical to your own ethics. You must do this for a number of days equal to the number of failures (ie, the number of 1s rolled) on an Intelligence roll.

● Natural Urge (2pt. Flaw, Pooka Kithbook, p. 89) Animals do lots of things that would be very odd if humans or changelings did them as well. They have urges. You have these urges as well. This could be a disturbing taste for raw meat, a desire to chase cars, an unconscious habit of licking yourself, an impulse to search your friends' hair for parasites, or a predilection for attacking weaklings. Whatever natural urge you have, you do it without thinking. It's part of you and only by spending a Willpower point can you avoid the urge for an hour when in a situation where you would normally feel the urge.

● Environmental Need (3pt. Flaw, Pooka Kithbook, p. 89) Some animals need special environments and wither when they leave them. Your affinity has this problem, and worse, it leaks over into your changeling mein. Fish need water. If you are a fish pooka with this Flaw, then you need water also. However, this doesn't mean that you have to constantly immerse yourself in water. You'd drown. Rather, what it does mean is that you must spend a large portion of your time in or near water. You feel its draw like a magnet. Perhaps you need to constantly drink fluids. Perhaps you shower ten times a day. Other environmental needs might include sunning, remaining in darkness, or having a 'shell' of some sort at all times. If deprived of your environmental need for more than 24 hours, you weaken and begin to take wound levels at a rate of one per day until you reach Incapacitated – at which point you slip into a coma of sorts until you get a taste of your element again. Note, however, that in the case of sunshine, a week of rainy days won't hurt you. Merely being outside will give you what rays you need, even though it's not a bright day.

● Animal Amnesia (4pt. Flaw, Pooka Kithbook, p. 89) Most pooka can shift back and forth between forms without the slightest problem. You, however, have a challenge. Whenever you shift back from your animal mein, you forget everything that happened while you were in that form. It's as if you blacked out. Not a single memory makes it back through the change. While in your animal mein, you have complete awareness. However, once you change back into your changeling or mortal form, you forget it all. This is extremely disconcerting, worse than waking up after a particularly nasty drunk and not remembering that you took all your clothes off in the middle of the street.

● Mortal Inhibition (4pt. Flaw, Pooka Kithbook, p. 89) Something about your mortal mein makes it necessary for you to pass almost all of your time in your animal mein. Maybe you're on the FBI's Top Ten Most-Wanted list, or maybe you are a child who should be in school. Perhaps you have a horrible birth defect that makes people stare at you in horror whenever you go out in public, or perhaps you have changeling features that put both you and the Escheat at risk. Whatever the case, you find it much easier to stay in your animal form the majority of the time. This produces many problems for you, the least of which is communication, but it's not nearly so bad as what happens when you take on your changeling or mortal form.

● Hibernation (5pt. Flaw, Pooka Kithbook, pp. 89-90) Many animals hibernate. Some do seasonally. Other hibernate when the temperature drops below a certain point. You have inherited this urge from your affinity. Whether you do it seasonally, sleeping all winter long, or whether you fall into hibernation only when the temperature drops, this can be quite debilitating. If your hibernation is triggered by season, then you miss out on a full quarter of the year. Although you don't sleep 24 hours per day, you do sleep at least 20. Your body wakes you up just enough to eat and relieve yourself, but then you go right back to sleep. If it's rigged by temperature, then you risk sudden sleepiness and slowing of your physiology whenever cold. Temperatures below 40 degrees Fahrenheit will trigger your hibernation. You can mitigate this to some extent. Whenever you are supposed to be in hibernation, you may spend a Willpower point to remain awake for 24 hours. While this keeps you from dropping into a doze every few minutes, it doesn't leave you very alert. All rolls while in a state of suspended hibernation are made at a +2 difficulty (up to a maximum difficulty of 10). Further, you cannot initiate aggressive actions or combat, though you may respond to such. Once combat occurs, you react normally (but with the +2 difficulty penalty).

- Redcap

● Aversion (1-5pt. Flaw, Redcap Kithbook, p. 89) They say that redcaps can and will eat anything. In most cases, they're right, but a redcap with this Flaw is the exception who proves the rule. A redcap who has this aversion won't eat something (or a whole category of somethings, depending on the number of points taken for the flaw). One point might be an aversion to strawberries, while five would be something much broader, like meat, vegetables, or inanimate objects. A redcap who accidentally eats something he has an aversion to is in a great deal of trouble. A Stamina roll is required (difficulty 6), otherwise he'll immediately upchuck everything in his stomach. Furthermore, any time he wants to do something more strenuous than walk in the next half hour, a Willpower roll (difficulty 6) is necessary to see if another attack of nausea hits. Storytellers should take a great deal of care not to let this flaw be abused. It's very easy to pick up points with an aversion to, say, rutabagas or left-handed can openers. Aversions should be real and important, or at least worth the points received for them.

● Chicken Claws (3pt. Flaw, Redcap Kithbook, p. 89) Some legends of redcaps gift them with chickens' claws in place of their hands or feet. This condition is rare, but occasionally present among modern-day recaps, though any Kithain who suffers from this flaw is bound to be the subject of much derision from their peers. A redcap with chicken claws for hands is at a +1 difficulty for all Dexterity-based rolls involving manual dexterity, while one with chicken claws instead of feet is at the same disadvantage for all rolls related to dodging, running, and so forth. Note that the claws are rather more menacing than one would guess from their name – claws are claws, no matter what animal they came from.

● Stolen Tooth (3pt. Flaw, Redcap Kithbook, p. 90) Another one of the long-standing redcap legends ascribes a rather unique weakness to the kith: A redcap can only be killed if one of his teeth is smashed on an altar stone. Many brave (and not terribly intelligent) souls attempted to prove or disprove this theory; most instead proved the parallel theory that anyone seeking something from a redcap's mouth is unlikely to be coming home. However, certain redcaps have managed to lose, one way or another, one of their teeth. Will the redcap be destroyed if the tooth is shattered in an appropriate place? Who knows, but what is certain is that any redcap possessing this flaw will do anything to get his tooth back. Retrieving the tooth takes precedent over any other activity to the point of mania. Why? Because those old legends might just be right after all.

- Satyr

● Swarthy (1pt. Flaw, Satyr Kithbook, p. 65) All satyrs are hairy, right? Well, you take the cake. Not only do you have hair on your legs and hips, but it grows profusely over your whole body. Your chest is a thick carpet of curls. Dark waves of hair cover your arms. A pelt covers your belly and even your back. Many find this revolting – especially on women. Yet, female satyrs don't have to worry about their faces. For male goats, however, your beard grows so quickly that you've given up shaving; because by the time you get to the left side of your face, the right side has a five o'clock shadow. But, at least you never have to worry about male pattern baldness. Only in the rarest occasions does this Flaw extend completely to the satyr's mortal seeming. You may have monkey arms or a full chest of hair, but only in the most extreme of instances does the hair growth seem abnormal. Satyrs with this flaw make all rolls related to Appearance at an increased difficulty of +1.

● Broken Voice (2pt. Flaw, Satyr Kithbook, p. 65) Dogs howl when they hear you sing, and babies cry at the very sound of your speaking voice. You were blessed with a broken voice. Like the sound of breaking glass or grinding metal, your voice hurts people's sensibilities. Although you can still play an instrument with no problem, most people want you do not sing. It makes them cringe. A broken voice makes it difficult to woo your love. No one is going to fall for someone who sounds like fingernails scratching down a blackboard or a pencil trying to erase with no eraser. And the worse part is that you don't seem to notice what you sound like or view the reactions of people toward you. Anyone who tries to tell you that you have a disgusting voice draws your immediate ire. After all, it sounds perfectly fine to you. (The difficulty of all Charisma rolls is increased by +1 for these satyrs.)

● Wishy-Washy Ways (3pt. Flaw, Satyr Kithbook, p. 65) Your satyr lifestyle involves making snap decisions on a regular basis. When you're given an opportunity, you'd better act quickly or it might just pass you by. Yet, you can seem to make up your mind fast enough; it takes you a while to sort through all the options, examine the pros and cons, and then decide which is the best decision. You are indecisive to a fault, and you want to discuss the problem with someone more intelligent before you commit. Intense situations, where the action is fast-paced, confuse you and the result is you usually standing around in the middle, with a lost look on your face. This attribute frustrates your fellows and sometimes lands you in dangerous situations. (You must make a Willpower roll whenever your character must make a decision, otherwise your character remains undecided about what to do.)

● Procrastination (3pt. Flaw, Satyr Kithbook, p. 65) Distraction comes in many forms and satyrs often want to do everything at once. Unfortunately, there is only one of you. You've never heard of the concept of time management, so you skip from one project to the next as your fancy dictates. And hen an important obligation comes along, you flit off to have fun rather than perform your duty. That party at your friend's house place seems so much more interesting than polishing your mentor's sword – you can do that tomorrow. There will be plenty of time for that tomorrow. But that elusive tomorrow never comes and the task goes shoddily unfinished. Yet, to your credit, you had a damn good time at the party. (You must make a Willpower roll any time your character must choose between duty or fun to see which she chooses.)

● Parfum de Goat (4pt. Flaw, Satyr Kithbook, pp. 65-66) The goat musk is a unique, horrific scent that makes the eyes water. You are a walking, breathing sachet of smelly goat. You're not sure if it's glandular, but you do know that it's not because you never bathe. You know plenty of satyrs who never wash themselves and they don't smell like you do. Actually, you've grown so accustomed to your own odor that you never even notice it. Unfortunately, everyone else does, and they let you know about it. Only the most socially anal-retentive of the sidhe can pretend that it doesn't bother them, although most don't care whether they hurt your feelings or not. Satyrs themselves are not bothered by your musk. However, all the other kith, with the exception of redcaps, who are equally offensive themselves, refuse to stay in the same room with you. This banishment of a sort hinders greatly your chances for romance, for acquiring a title, or even just chatting with the other changelings. Your stinky goat is at a +2 difficulty on all Social rolls kith other than satyrs.

● Issues (4pt. Flaw, Satyr Kithbook, p. 66) You have issues. Whether you're insecure, repressed, or slightly neurotic, or all three, your issues affect your life negatively. You haven't rejected the ideal of freedom, you just can't seem to live up to it. No matter how loudly you proclaim your dedication to the pursuit of happiness, you are too afraid to act on it. This fear can be crippling to a satyr. You are the poor love-lorn soul who can never find the courage to tell the person you love how you feel about her. You keep your emotions pent up inside and let no one know what you need or want. Perhaps your parents told taught you that you didn't deserve love or maybe you feel that others are entitled to that last piece of cake more than you are. Whatever the reason, these detrimental feelings keep you from what you most desire. You always let other have the spotlight first and take only what scraps they give you. Player, roll willpower to see if this satyr can assert himself and express his needs and desires.

● Sexual Hang-Up (5pt. Flaw, Satyr Kithbook, p. 66) The other satyrs are out in the weeds romping on Beltaine, but you're sitting alone by the fire because you can't seem to get over your aversion to sex. This repugnance can manifest in several ways. It may not be every aspect of sex that bothers you, but because certain standard acts really turn you off, you're afraid to even ignite something. You may find a partner willing to accommodate your 'special' needs, but even then, you never quite get over the fear that she is telling everyone about your hang-ups and they are all secretly laughing at you. Sometimes it's just easier to remain celibate. To your horror, your tragos-mates will try to fix you if they discover your problem. Explaining that you don't want their help can be disconcerting, at best. If your inhibition is severe enough, you might find yourself ostracized. The tragos won't tick you out, but they'll quick inviting you to their parties and gatherings. After all, why would they want a party-pooper like you around?

- Sluagh

● Gregarious (1pt. Flaw, Slaugh Kithbook, p. 65) Among the worse breaches of etiquette a sluagh can commit is spending too much time in the company of others. A Gregarious sluagh may win friends and influence other Kithain, but is likely to acquire a bad odor among others of her kind. If you are Gregarious, you will be ostracized by other sluagh, not invited to High Teas, and left unapprised of information that might otherwise be of use. Player, your Gregarious sluagh is at -2 on all social rolls involving other slaugh. And, no, you can't keep it a secret.

● Short Attention Span (2pt. Flaw, Sluagh, p. 65) Much of a sluagh's time can be spend pouring over complex problems, separating informational wheat from chaff. This requires time, effort, and most of all, patience. Unfortunately, with Short Attention Span, patience is something you have in short supply. You bounce from idea to idea and project to project, never finishing on before starting the next. Even if you're promised to complete work for someone else, you never quite seem to be able to get around to it, particularly when there are so many more exciting things to which you could devote yourself. (Alas, each of these eventually pales, and you're left with a string o unfinished pieces, which depresses you so much that you want to wipe the slate clean and start on something completely new...) For a slaugh with Short Attention Span to finish a piece of work that cannot be done at a single sitting, the player must make a Willpower roll (difficulty 6); otherwise the necessary work will be left undone. This roll must be made every time the project in question is returned to. A sluagh with this Flaw will be treated like a child by others of her kith. A sluagh without the patience to watch is no real sluagh at all.

● Loudmouth (3pt. Flaw, Sluagh Kithbook, p. 65) Secrets? What secrets? If you've got a piece of information, you can't resist telling the world. As information is the kith's stock in trade, you're literally giving away the store every time you open your mouth. It's not that you mean to mouth off, it's just that you can't help yourself. (Player, make a Willpower roll, difficulty 8, to keep your sluagh from blurting out any secrets she knows). Of course, once word gets around that there's a blabbermouth sluagh in town, you can expect plenty of visitors – other changelings looking for the latest dirt and whatnot. Then again, folks may try to use you to spread false information, and oyu're certainly not going to e in the good graces other sluagh.

● Recluse (3pt. Flaw, Sluagh Kithbook, p. 65) Above and beyond slaugh aversion to companionship, you have a phobia when it comes to others. It takes a real effort (Willpower roll, difficulty 6) for you to even come out of your lair, and another one every day to keep you from scuttling back in. You're most comfortable at home, and generally don't let others see you, preferring to remain behind curtains or one-way glass. Whenever the sluagh is in the company of more than one person, you are at -1 on all rolls unless you make a Willpower roll (difficulty 5).

● Hag-Ridden (4pt. Flaw, Sluagh Kithbook, p. 65) Somewhere along the line, someone whom you wronged died. This wouldn't be so bad, except now she's a wraith and out to make your life a (brief) living hell. No matter where you go or what you do, your ghost will follow you and do her best to interfere. As you grow in power, so will she, and she won't rest until you're destroyed. The worst part of it, however, is that you can see her and everything she's up to, but most of the time, you're powerless to do anything about it.

● Knows Too Much (5pt. Flaw, Sluagh Kithbook, p. 65) You have learned what many consider to the be the great secret of the sluagh: that sluagh fae are in their last incarnation, and beyond this life yawns nothingness. This revelation has twisted your perspective irreparably. No longer do you see any good in the world or others. Nothing means anything to you anymore, and life is something to be endured before the darkness that awaits for you inevitably swallows your spirit. This also means that others will have an extremely difficult time convincing you of the urgency of any quests or requests, and you may well abruptly lose interest in whatever you're doing simply because it's too much effort.

- Troll

● Nature Bound (2pt. Flaw, Troll Kithbook, p. 64) Legends are full of incidents concerning the connection to nature and strength; this Flaw represents the negative side of that link. Characters with this Flaw take their strength from contact with nature, and weaken when removed from it. In game terms, characters are at no penalty when in natural surroundings, yet subtract one die from all actions when in unnatural settings. For purposes of this Flaw, cities, wastelands, and the like are not considered natural. Characters with this Flaw should consider careers as park rangers, farmers, and the like, or as live as close as possible to a large park.

● Shrinking Violet (2pt. Flaw, Troll Kithbook, p. 64) Trolls are known to be close-mouthed and silent, particularly when they are not among their own kind. For most of the kith it is a matter of choice, but for those possessing this Flaw, is goes much deeper. Trolls who are Shrinking Violets are only comfortable with their own; with everyone else they are constantly aware of the differences between them, and are consequently ill at ease. This manifests as clumsiness (fear of breaking things and people), difficulty speaking in social situations (only able to speak of things as they are), etc. In game terms, characters with this flaw add +2 to all difficulties of Social rolls when not primarily among other trolls.

● Yearning Soul (2pt. Flaw, Troll Kithbook, pp. 64-65) You feel the pull toward romance much more strongly than other trolls, and desperately need some aspect of it in your life. You will fixate your attention on the most attractive fae or person in any given situation, though your reactions will vary, depending on your character. You may pine from afar, behave like an eager puppy desperate for approval, attempt to impress the object of your affections, etc. Note that, should you only be in the company of those you would not normally be interested in, you will begin to lower your standards; your desire and need for romance is that strong, even if it leads you to a crush on a sluagh. This Flaw should be strictly roleplayed, and the Storyteller may see fit to impose dice penalties depending on the circumstances.

● Blighted Face (3pt. Flaw, Troll Kithbook, p. 65) Throughout history, there have been legends of monstrous giants, as frightening in appearance as in strength and size. Characters with this Flaw are the stuff of such tales. Though individual appearance may vary, they will present a coarse, threatening appearance in both their mortal and fae seemings. Because of this, they will suffer severe social penalties in most situations, except for perhaps intimidation. In game terms, a penalty of +2 to the difficulties of all Social rolls should be imposed on the character, except with those who know him extremely well. The most conservative and 'proper,' whether changeling or human, will be more inclined to reject those with this Flaw. Note that this flaw is cumulative with other Merits and Flaws.

● Arcadian/Ancient Oath (2-5pt. Flaw, Troll Kithbook, p. 65) Trolls, on the whole, take oaths much more seriously than most, and diligently fulfill their duties and obligations. However, due to the effects of the Mists, many oaths have been forgotten. Characters with this Flaw are bound to just such an oath. The strength and severity of the forgotten oath depends on the points taken. Though the Storyteller may allow hints and vague memories of this oath to the character in question, the actual discovery of its nature should be a great work. Should, for any reason, the oath become invalid, the character is obligated to buy off the Flaw, or have it replaced with another by the Storyteller.

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● Amnesia (2pt. Flaw, Changeling: Second Edition, p. 157) You are unable to remember anything about your past, yourself, or your family. Your life is a blank slate. However, your past may some day come back to haunt you, and the Storyteller is under no obligations to be merciful. (You can, if you wish, take up to five points of other Flaws without specifying what they are. The Storyteller can supply the details. Over the course of he chronicle, you and your character will slowly discover them.)

● Confused (2pt. Flaw, Changeling: Second Edition, p. 157) You are often confused, and the world seems to be a very disoriented and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli around you (such as when a number of different people talk at once, or you enter a nightclub with loud, pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.

● Absent-Minded (3pt. Flaw, Changeling: Second Edition, p. 157) Though you do not forget things such as Knowledges or Skills, you do forget things such as names, addresses, and the last time you gained Glamour. In order to remember anything more than your own name and the location of your freehold, you need to make a Wits roll, or, as a last resort, spend a Willpower point. This Flaw may not be taken with the Merit Concentration.

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Mortal Society

● Ward (3pt. Flaw, Changeling: Second Edition, p. 167) You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre- Chrysalis days, or just a good friend. Wards have a talent for getting caught up in the action of stories, and they're frequent targets of a character's enemies.

● Hunted (4pt. Flaw, Changeling: Second Edition, p. 168) Vampires and werewolves are not the only supernaturals who need to fear fanatical witch-hunters. You havge somehow attracted the interest of some mortal agency or individual who now seeks your destruction. This hunter is beyond reason, and has some form of power, influence, or authority that puts you at a disadvantage. Your friends, family, and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one.

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Noble House Flaws

- Ailil

● Guileless (2pt. Flaw, Pour L'Amour et Liberte: Book of Houses 2, p. 32) While you enjoy the same expertise with manipulating others as others of your house, you lack one small tool; you cannot lie convincingly. Truth writes itself upon your face in large letters, for everyone to see. This makes it nigh impossible for you to evade the truth-sense of Gwydion's house when asked a direct question. Other attempts at subterfuge and guile are not affected. This is not a compulsion to be truthful; you can attempt to lie, you just do it badly. In game terms, you make any Subterfuge rolls that involve telling a blatant lie at +2 to your difficulty level.

● Forsworn (3pt. Flaw, Pour L'Amour et Liberte: Book of Houses 2, p. 32) At some point in your past, you were guilty of breaking an oath. Because you have taken the Oath of the Forsworn, you have managed to avoid the penalties normally incurred by your action, but you now stand amid those of your house who bear the label of Forsworn. This not only damages your reputation and honor, but it also prevents others from believing your promises. You are at a +2 difficulty to all social rolls involving attempts to persuade others of your sincerity or the validity of your word.

- Gwydion

● Judgemental (2pt. Flaw, Noblesse Oblige: The Book of Houses, p. 96) You aren't as open-minded as a true ruler would be, and you form opinions about people quickly, The difficulty to detect if a person lies is raised by two, as you're inclined to trust your prejudices rather than your senses. What's more, if you fail, you must make an Intelligence + Empathy rolls (difficulty 6) or automatically assume that they're lying or telling the truth, whichever you're already inclined to believe.

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● Allergic (1-4pt. Flaw, Changeling: Second Edition, p. 168) You are allergic to some substance – pollen, animal fur, alcohol, chocolate, etc. For one point, you get hives, sneeze, or become dizzy upon prolonged contact with your bane; for two points, you swell up uncomfortably in the affected area, reducing all Dice Pools by one; for three points, your reaction usually incapacitates you, reducing appropriate Dice Pools by three. If the substance is really common in your chronicle, add an additional point to this Flaw.

● Asthma (1pt. Flaw, Changeling: Second Edition, p. 168) You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath.

● Short (1pt. Flaw, Changeling: Second Edition, p. 169) You are well below average height, and you have trouble seeing over high objects and moving quickly. You suffer a two dice penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Only childling trolls can take this Flaw.

● Disfigured (2pt. Flaw, Changeling: Second Edition, p. 169) A hideous disfigurement makes you ugly and easy to notice or remember. You therefore have a zero Appearance. Sidhe characters may not take this Flaw.

● Child (3pt. Flaw, Changeling: Second Edition, p. 169) You were a small child at he time of your Chrysalis. You may be precocious, but you're still just a kid. You have the Flaw Short, and find it difficult to be taken seriously by others (two dice penalty to all relevant rolls). Additionally, you may be subject to parental control, curfews, child labor and truancy laws. Few clubs will admit you, because you are 'under age.' Childlings who do not take this Flaw are for some reason more accepted by those older than themselves.

● Deformity (3pt. Flaw, Changeling: Second Edition, p. 169) You have some kind of deformity – such as a misshapen limb, a hunchback – that affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess. Sidhe characters cannot take this Flaw.

● Lame (3pt. Flaw, Changeling: Second Edition, p. 169) Your legs are injured or otherwise prevented from working effectively. You suffer a two dice penalty to all dice rolls related to movement. A character may not take this Flaw along with the Merit Double-Jointed. Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

● One Arm (3pt. Flaw, Changeling: Second Edition, p. 169) You have only one arm – choose which, or determine randomly at character creation. This could be a battle scar, birth defect, or other form of injury. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this flaw along with the Merit Ambidextrous. Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

● Mute (4pt. Faw, Changeling: Second Edition, p. 169) Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means – typically writing or signing. Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

● Paraplegic (6pt. Flaw, Changeling: Second Edition, p. 169) You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, no matter how difficult it makes things. A character may not take this flaw along with the Merit Double-Jointed. Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

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● Addiction (1-3pt. Flaw, Changeling: Second Edition, p. 154) You are addicted to any one of a variety of things. A one-point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine, or alcohol. A two-point Flaw would be either a severe addition to any easily obtained substance, or any 'mild' drug, such as painkillers, sleeping pills, or marijuana. A three-point addiction involves the heavy street drugs or hard-to-find drugs. The need for these drugs varies from once a day to two to three times a day for others, depending on the strength of the drug and the addiction. If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (one, two, or three) until you receive your 'fix.' If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, +1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price.

● Compulsion (1pt. Flaw, Changeling: Second Edition, p. 154) You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration, or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point, but is in effect at all other times.

● Dark Secret (1pt. Flaw, Changeling: Second Edition, p. 154) You have some sort of secret that, if uncovered, would be of immense embarrassment and would make you a pariah among your peers. This can be anything from having murdered a noble to secretly being a member of the Shadow Court. While this secret ways on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.

● Intolerance (1pt. Flaw, Changeling: Second Edition, p. 154) You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything else. The difficulties of all dice rolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here – a dislike of left-handed Lithuanian plumbers or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the file arbiter on what you can pick to dislike.

● Nightmares (1pt. Flaw, Changeling: Second Edition, p. 154) You experience horrendous nightmares every time you sleep, and memories of them haunt you in your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night (Storyteller's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.

● Overconfident (1pt. Flaw, Changeling: Second Edition, p. 154) You have an exaggerated and unshakable opinion of your own worth and capabilities. You never hesitate to trust your abilities, even if situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.

● Phobia (Mild) (1pt. Flaw, Changeling: Second Edition, p. 154) You have an overpowering fear of something. You instinctively and illogically avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open space, confined spaces and heights. You must make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.

● Shy (1pt. Flaws, Changeling: Second Edition, p. 154) You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social interactions are increased by one; the difficulties of any rolls while you are the center of attention are increased by two. Don't expect your character to make a public speech.

● Speech Impediment (1pt. Flaw, Changeling: Second Edition, p. 155) You have a stammer or some other speech impediment that hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time, but in times of stress, or when dealing with outsiders, you should attempt to simulate it. Sluagh may not purchase this Flaw in respect to their Frailty.

● Curiosity (2pt. Flaw, Changeling: Second Edition, p. 155) You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll (difficulty 5) for simple things like “I wonder what is in that cabinet.” Increase the difficulty up to 9 for things like, “I wonder what those strange sounds coming from the Unseelie duke's freehold are. I'll just slip in and check it out – no one will ever know. What could possibly go wrong?”

● Obsession (2pt. Flaw, Changeling: Second Edition, p. 155) There is something you like, love, or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves, and stranger things, and find out as much as you can about them, disregarding all warnings. If you are obsessed with Elvis, you have your house decorated with black velvet paintings and annoy your friends with your constant talk about the King. You don't necessarily believe that Elvis is still alive, but you buy ever supermarket tabloid that caries an article about him anyway. There are many other obsessions, including British royalty, guns, football, roleplaying games...you know the type.

● Sadism/Masochism (2pt. Flaw, Changeling: Second Edition, p. 155) You are excited either by causing pain or receiving it. In many situations, you will seek to be hurt or hurt someone for your pleasure. For a masochist (someone who enjoys pain), your soak roll for physical damage is increased by one because you really want to feel the pain. A sadist (someone who likes to hurt others) must make a Willpower roll (difficulty 5) to stop combat (modified depending on how much you are into the attack and how much you are enjoying hurting the other person). If you fail, you are so caught up in the event that you unaware of anything else happening around you.

● Vengeance (2pt. Flaw, Changeling: Second Edition, p. 155) You have a score to settle – a freehold was wiped out, a friend was corrupted, a parent was slain...You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then, it only temporarily subsides. Someday you may have your revenge, but the Storyteller won't make it easy.

● Wyld Mind (2pt. Flaw, Changeling: Second Edition, p. 156) Your mind is extremely chaotic and unpredictable. As a result you have difficulty concentrating on any one task. You must make a Willpower roll (difficulty 4) for ever extended action roll after the second.

● Flashbacks (3pt. Flaw, Changeling: Second Edition, p. 156) You are prone to flashbacks if you are in either high pressure situations or circumstances that are similar to the event that caused the flashback itself. Flashbacks can be caused by almost any trauma – torture, extended combat or repeated drug experimentation. Either positive or negative stimulation could result in an episode. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin with. Returning to a good and happy vision can be just as dangerous or distracting as being surrounded by demonic hallucinations. During the flashback, you are not aware of what is really around you. Even people speaking to you will be viewed as people or objects from the vision. You can mistake men for women, people for animals, and even inanimate objects as people. To you, reality has shifted, and you are back there again.

● Driving Goal (3pt. Flaw, Changeling: Second Edition, p. 156) You have a personal goal which sometimes compels you and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to restore equality for the commoners or to return to Arcadia. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

● Hatred (3pt. Flaw, Changeling: Second Edition, p. 156) You have an unreasoning hatred of a certain thing. Your hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation, or just about anything else, and you constantly pursue opportunities to harm the hated object or gain power over it.

● Lifesaver (3pt. Flaw, Changeling: Second Edition, p. 156) You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your determination of 'evil'...) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished.

● Phobia (Severe) (3pt. Flaw, Changeling: Second Edition, p. 157) You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Willpower roll not to freak out when faced with the object of your fear. The difficulty depends on the circumstances. If you fail, the roll, you must retreat in terror from the object of fear. If you score less than three successes, you will not approach it. The Storyteller has final say which over which phobias are allowed in a chronicle.

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● Geas (1-5pt. Flaw, Changeling: Second Edition, p. 159) You are under some kind of geas at the beginning of play, most likely a Ban, but possibly a long-term quest. This geas may be a family curse or a duty that you have inherited, or it may have been imposed on you by a changeling using the Sovereign Art. The difficulty of the geas determines how great a Flaw it is. Something minor, such as a Ban against harming animals or a requirement to occasionally give to charity would only be worth one point. The more difficult geasa are worth more points. A five-point geas is something that rules your entire life, like a Ban against sleeping in the same place more than one night or a quest that requires you to render aid to anyone in need you encounter. The Storyteller decides the exact value of whatever geas you may choose.

● Surreal Quality (2pt. Flaw, Changeling: Second Edition, p. 159) Though the Mists still protect you from mortal detection, there is something about you that mortal find fascinating. At inappropriate times, they will stare at you and strike up conversation in hopes of getting to know you better. Worse still, those mortals who are of less savory nature will choose you over other potential targets for their illicit acts.

● Echoes (2-5pt. Flaw, Changeling: Second Edition, pp. 159-160) Your connection to the Dreaming is stronger than in most of the Kithian. As a result of this powerful connection, you are more susceptible to the ancient wives' tales of things which traditionally affect faeries. While Echoes is purchased as a Flaw, it often has some beneficial side effects. The points received with this Flaw reflect the level of your connection to the Dreaming and even to Arcadia. You must have Storyteller approval in order to take this Flaw. The effects of this flaw are cumulative. A character with the five-point Flaw also suffers the setbacks of the two through four-point flaws.

    - Minor: Salt thrown over the shoulder for good luck offers a mortal from faerie powers. The same is true of bread. Any mortal who does so cannot be affected by your cantrips in any way for the duration of the scene. You may physically hurt the person, but cantrips simply do not work, or worse, they may well backfire. Additionally, any mortal knowing your full name may command three tasks from you, which you must accomplish before you can be freed of that mortal's influence. However, you need only follow the exact wording of the mortal's request, not the desire behind the request.(Two points).

    - Moderate: You may not enter a home without an invitation, unless you perform some small favor for the owners of the dwelling. However, the invitation from the home may come from anyone at all, it need not be the owner. Cold iron in a residence will bar you from entering the place whether you are invited or not; religious symbols have the same effect. Religious symbols of any sort will prevent you from physically or magically hurting mortals. The sound of ringing church bells causes you pain, just as cold iron does (at this level there is only pain, but as a four-point flaw, the changeling gains one point of Banality for every turn he is forced to endure the sound). (Three Points).

    - Serious: Four-leaf clovers in the possession of a mortal prevent you from using your Arts against that mortal for good r for bad. However, four-leaf clovers picked by you are sure to bring god luck (you cannot both, or perhaps you temporarily gain the favor of a powerful individual) for as long as the petals of the clover remain intact. The clover must be worn or carried in order for this luck to remain. Any mortal wearing their coat inside out is invisible to you. You may not cross running water, save by means of a bridge. Religious symbols are not repellent to you, forcing you away from those who wear them. The shadow of a cross falling upon your person causes one Health Level of chimerical damage for each turn the shadow touches you. You may no longer enter holy ground without suffering chimerical injuries (one Health Level per turn), though this damage may be soaked. (Four points).

    - Extreme: Wherever you dwell, mushrooms tend to bloom in a faerie ring – even on your plush carpet. The Mists no longer hide your power. Many people will remember you if you use your Glamour while around them. Chimerical creatures tend to become more real for you than others, and their attacks can cause real and permanent injury. By the reverse, your chimerical weapons can cause damage to anyone, even mortals. People will likely follow you if you request it, often gaining a dazed look and following you even into dangerous situations. Your difficulties in casting cantrips might be reduced by a substantial amount (Storyteller's discretion), but those wearing cold iron or religious symbols are immune to any Arts you might use. You must make a Willpower roll (difficulty 7) to enter holy ground. Even if you succeed your Willpower roll, actual physical damage (one Health Level per turn) occurs whenever you enter holy ground. (Five points).

● Iron Allergy (3-5pt. Flaw, Changeling: Second Edition, p. 160) Most of the kithain only suffer pain and Banality when in contact with cold iron. You suffer from actual wounds. Cold iron reacts like superheated steel when touching your skin. The very least you will endure is severe blistering. For each turn in contact with cold iron, you suffer one Health Level of chimerical damage. As a four-point flaw, you take one Health Level of real damage for every three turns in contact with cold iron. As a five point Flaw, you suffer this damage if you stand within a foot of the iron and you will take one Health Level of aggravated damage for every turn spent in contact with cold iron.

● Chimerical Magnet (5pt. Flaw, Changeling: Second Edition, p. 160) For some reason, chimera notice you more often than usual. In some cases this is of benefit, but more often than not this Flaw causes problems. Chimerical beasts on a rampage will tend to turn on you before attacking others. Nervosa find you irresistable, and sprites of all types surround you constantly, often making you the butt of their harmless but annoying pranks.

● Throwback (1-5pt. Flaw, Changeling: Second Edition, p. 162) One or more of your past lives has affected you – badly. Their fears come back to haunt you in your dreams, and you have flashbacks of their worst memories (such as their death, or, even worse, a personality that encroaches on your own). For bad dreams or flashbacks, take one to two points depending on the severity of the condition and how much it will affect your studies or performance in dangerous situations. For a 'roommate in your head,' take three points (whether you know he exists or not). For the package deal and a truly miserable experience, take five points, but expect the Storyteller to take every opportunity to use these against you. This Flaw can be 'worked off' during the course of play, but only with difficulty.

● Cursed (1-5pt. Flaw, Changeling: Second Edition, p. 162) You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed. It cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow:

    - If you pass on a secret that was told to you, your betrayal will somehow harm you in some way. (One point).
    - You stutter uncontrollably when you try to describe what you have seen or heard. (Two points).
    - Tools often break or malfunction when you attempt to use them. (Three points).
    - You are doomed to make enemies of those to whom you become most attached (so whatever you do, don't get too close to the other characters!). (Four points).
    - Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (Five points).

● Mystical Prohibition or Imperative (1-5pt. Flaw, Changeling: Second Edition, pp. 162-163) There is something you must or must not do, and your life, your luck, your magic and perhaps your very soul depends on it. It may be something that has always been upon you, a geas prophesied by Druids at your birth, a sacred oath or vow you swore, or a promise or bargain you made. Someone (with a capital S) witnessed it and is going to hold you to it. If you disobey, the consequences will be dire, if not deadly. Characters may have several magical prohibitions or imperatives, and these may come into conflict. In Celtic myth, Cuchulainn had the geas to “Never refuse hospitality” and “Never eat dog meat.” Three hags once offered him roast dog for dinner, and Cuchulainn died soon after. Consequently, most changelings keep their magical prohibitions and imperatives secret, lest they be used against them by their enemies. Storytellers should examine each prohibition or imperative and assign a point value to it, as well as the punishment for avoiding it. Easily avoided circumstances, such as “Never break bread with a red-haired man,” are worth one point, while more common, or difficult, things, such as “Stop and pet every cat you see,” are worth two points, and particularly drastic or dangerous circumstances, such as “Never back own from a fight,” are worth three (or more) points. Consequences are worth points as well. Automatically botching the next major cantrip you do is worth one point, having bad luck for the rest of your life is worth two, losing all your friends and worldly possessions is worth three, dying is worth four, an being deserted by your faerie soul five. Characters and Storytellers may come up with variants of these. Traditionally, there is very little that may be done about geas, which are simply facets of one's destiny, and curses are devilishly hard to lift (and the Flaw must be bought off if they are). Characters who accidentally violate them may attempt to atone for their crime, fixing whatever they did wrong. A witch who has vowed to never eat any red meat, and then suddenly finds beef in her soup, might be able to atone for the trespass by fasting and sending checks to PETA. However, if a changeling violates an oath willingly and with full knowledge – and survives – he becomes an oathbreaker, one of the foulest epithets among changelings. Oathbreakers are psychically marked. It is virtually impossible for hem to find a tutor or any sort of aid. Characters who wish to begin as oathbreakers should take the flaw Dark Fate or some curse, as well as Oathbreaker, which is worth four points.

● The Bard's Tongue (1pt. Flaw, Changeling: Second Edition, p. 163) You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).

● Haunted (3pt. Flaw, Changeling: Second Edition, p. 163) You are haunted by a ghost that only you (and mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating, and distracting you, especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hiding small objects, bringing a 'chill' over others, making them very ill at ease with you; causing a loud buzzing in your ear or the ears of others; moving a small object such as a knife or pen; breaking a fragile object such as a bottle or mirror; tripping you or making eerie noises, such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you.

● Cleared Mists (3pt. Flaw, Changeling: Second Edition, p. 164) The Mists are the effect of the Shattering on the human world. It cloaks the powers and enchantments of the Kithain, hiding their presence in its tendrils. Unfortunately, the Mists do not hide your magic or abilities. Should a mortal witness your actions, he will not forget the effects of your Arts or other fae abilities. As a result, you may reveal your nature to the mortal world, triggering dire consequences for the rest of the Kithain.

● Chimerical Disability (1-3pt. Flaw, Changeling: Second Edition, p. 164) Part of your fae mein is damaged and no longer exists due to a past altercation. This disability is permanent. Examples of this Flaw would be a chimerical hand missing, therefore you cannot pick up chimera with that hand (two points). Your fae mein is missing one eye, therefore your view of chimera lacks depth perception (three points). One of your chimerical legs is missing; you can still walk, but it becomes extremely difficult to ride a chimerical creature (one point).

● Changeling's Eyes (1pt. Flaw, Changeling: Second Edition, p. 164) Your eyes are a startling color, maybe emerald green, violet, or yellow. This is a sign you are a changeling, recognizable to those who know the ancient lore.

● Winged (2pt. Flaw, Changeling: Second Edtion, p. 164) You have beautiful wings, be they feathered bird's wings or batwings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all your coats. If you have taken this as a Flaw, you will not be able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals.

● Slipped Seeming (1-5pt. Flaw, Changeling: Second Edition, p. 165) Your fae seeming blends into your mortal seeming and makes you obvious to those mundanes who know what to look for. A one-point would be a slight bluish cast to the skin of a troll, and a five point would be a pair of satyr's horns. This may make it difficult to explain yourself to mortals: “Ah, my friend..obviously got his head caught in a mechanical rice-picker, and fortunately there was a skilled plastic surgeon nearby...” This Flaw does not give you the benefits of certain portions of your fae mein (Goats legs will not allow you to run at advanced speeds, etc.).

● Dark Fate (5pt. Flaw, Changeling: Second Edition, p. 165) You are doomed to experience a most horrible demise, or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles and your dreams will come to naught. Your fate is certain, and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate – and they are most ditrubing. The malaise of these visions inspire you in you can only be overcome through the use of Willpower, and the malaise will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is entirely up to the Storyteller. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at the least, make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom. Combining this Flaw with the Destiny Background is very appropriate – Elric and Vanyel are classic literary examples.

● Psychic Vampire (5pt. Flaw, Changeling: Second Edition, p. 165) The spark of life is dying within you, and you must be continuously fed from outside forces. You are a psychic vampire. Plants and insects wither or die in your presence as you feed on their energies, and any person you touch for more than an hour will suffer one non-aggravated Health Level as you siphon away his life. Those already injured (including those whose Bruised Health Level has been sucked away) will not heal while in your presence. You can still be in the same building without harming someone, but sharing a bed is not possible unless you want the other person to slowly die. If you do not feed the emptiness within yourself at least once a day, you will begin to die. The rate at which you take wounds follows the progression for natural healing in reverse: you take a Health Level after one day, a second in three days, a third in a week, a forth in a month, and finally, one wound every three months.

● Sidhe's Curse (5pt. Flaw, Changeling: Second Edition, p. 165) The sidhe live in mortal terror of Banality, due to the fact that it can take root in their souls much more easily than any other of the kith. Unfortunately although you are not sidhe, you are subject to this frailty as well. You gain two points of Banality for every one given by the Storyteller. Sidhe characters may not take this Flaw.

● Oathtaken (4pt. Flaw, War in Concordia, p. 119) You have submitted an oath to the recent requirements that all commoners swear the Oath of Loyal Affirmation. This oath binds you to the service of your liege even if it places you in opposition to oathmates or other members of your motley. Your status as one of the Oathtaken also prevents you from joining any of the commoner war efforts, even if you sympathize with the rebels. In order to take any action against the person to whom you swore the oath, you must attain three successes in a Willpower roll (difficulty 9). Even if you succeed, all actions suffer a -2 penalty to your Dice Pool, and you may not use Glamour in conjunction with any such actions. Each time you successfully violate the spirit of the oath, you lose 1 point from each of your Physical attributes, subject to a minimum of one dot in each Attribute. This loss remains until you receive a pardon from your liege.
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