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Anachronism (4pt.) ====

There is something of a time lag in the Dreaming, explaining why ancient dreams still hold such power and why modern sensibilities have not monopolized the Dreamscape. Not only are you unfamiliar with the modern human world, but you're unwilling or unable to learn. Perhaps you merely think the old ways are best or perhaps you are just too strongly attached to dreams of the past.

In any case, you must spend double the experience points to buy any “modern” Abilities, no matter how long you have been in the Waking. This Flaw may not be taken by naraka.


Animal Amnesia (4pt.) ====

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.


Animalistic Features (1-3pt.) ====

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.


Arcadian/Ancient Oath (2-5pt.) ====

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.


Aversion (1-5pt.) ====

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.


Aversion to Clothing (3pt.) ====

Like the brownies in the old stories, you can’t stand to wear clothes. It’s not that you’re a nudist or an exhibitionist; it’s just that after you wear clothing of any sort for long enough, your fae mien starts slipping away from you. Your fae mien is extra hirsute so you rarely get cold without clothing, but try explaining that to the local Duke, or better yet, the mortal authorities. While not wearing clothes, your appearance rating drops by one to those with enchanted sight and the difficulty for all social roles when in plain sight of others is increased by two, unless you are dealing with nudists. While wearing clothes you feel uncomfortable and ill at ease; for every week that you spend wearing clothes without being naked for at least one full day you gain a point of temporary banality.


Babbling Brook/Long-Winded (1pt.) ====

You have to comment on everything; you can't seem to stop talking. In highly stressful situations you may need to make a Willpower roll to fall silent.


Banality Magnet (4pt.) ====

Most Denizens have a high susceptibility to Banality, but you have it worse than most. Maybe your family was cursed by the Tuatha de Danaan, or maybe you are just easily addicted to beer and television. You attract twice the Banality of other Denizens and even in forms that don't normally attract Banality you accrue one point each day you fail to gain one success on a Glamour roll (difficulty equal to the local Banality). This Flaw may created great difficulties for a beginning character and the player should consider things carefully before taking it.


Banished (2-6pt.) ====

Because of some crime, real or imagined, you have been banished from your particular adhene. This Flaw has three different degrees of seriousness. Those with the two plint Flaw have been banished but there is some hope of return. Perhaps you have “merely” to fulfill some nearly impossible task in the Waking first. This level Flaw may or may not be enforced by any magic.

With a four point Flaw, not only have you been banished, but you wear some mark that allows your entire adhene to recognize you as an outcast. You may never return to any area inhabited by your people and even those of your race in the waking world may try to make your life miserable.

Finally, the six point version of this Flaw means that a powerful Geas has exiled you from the Dreaming. This does not necessarily mean that you can never go into the Dream Realms, but only powerful magic will allow you temporary entry. (You may still enter freeholds in the Autumn World, however.) Further, not only are you banished, but actively hunted. Your fellow adhene will likely kill you on sight (or try to capture you for a reward), and even changelings and other adhene look askance at you.


Bean Counter (3pt.) ====

Most boggans consider a gift given freely to have no strings attached. Not you. From simple to extravagant, you're a bean counter. You must still answer the call of the needy, but there will always be a reckoning. A prepared meal may deserve a small thanks, or a home cleaned a modest tip. When not given, you must make a willpower roll (difficulty 6 and up, depending on the favor done) or spend the next day rearranging your schedule to make the ungrateful one regret it. A failure makes a simple pranking in order, where as a botch results in nastiness most would not predict in a normally pleasant-mannered kith.


Blackmailed (1-2pt.) ====

There is something in your past that you don't want to come to light and someone knows it. This person (or organization) demands outrageous sums of money or services and sensitive information in return for silence. This is a 1 point law if the secret is a relatively minor one that would merely cause great embarrasssment or personal inconvenience if revealed.

A 2 point Flaw indicates a much more dangerous piece of information. Killing the blackmailer will probably only make matters worse, but if the player is sufficiently clever about turning the tables on the blackmailer (i.e. finding out one of his dark secrets) the Storyteller may decrease, or eliminate, this Flaw – at least temporarily.


Blighted Face (3pt.) ====

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.


Broken Voice (2pt.) ====

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.)


Changeling's Eyes (1pt.) ====

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.


Chicken Claws (3pt.) ====

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.


Chimerical Disability (1-3pt.) ====

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).


Chimerical Magnet (5pt.) ====

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.


Cleared Mists (3pt.) ====

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.


Diabolical Mentor (2pt.) ====

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.


Disbarred (2-5pt.) ====

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.


Doormat (5pt.) ====

Both fae and mortals think of you as a doormat and constantly take advantage your goodwill and generosity. Unfortunately, you have started to think of yourself this way as well. You must make a willpower roll to refuse any request made of you; difficulty depends on the nature of the request.


Echoes (2-5pt.) ====

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).

Environmental Need (3pt.) ====

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.


Eochaid's Curse (3pt.) ====

Even more than usual, when possessing a human body you are bound to your host's psyche and must work toward any goals that she pursued before you possessed her. This is not absolute – you can also pursue your own agenda – but unless you do something to substantively further her welfare or desires (Storyteller's decision), you lose a point of Willpower per day no matter what method of possession you use. You cannot regain any Willpower until you have been out of the body for 24 hours.


Forsworn (3pt.) ====

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.


Fortune's Fool (4pt.) ====

All House Beaumayn sidhe must bear the weight of future events; a character with this Flaw, however, believes for one reason or another that she cannot affect the futures she sees. She might think it is a judgment from her particular deity, believe in predestination, or simply be a very fatalistic soul, but whatever the reason, she believes that events she sees in her visions are inevitable and cannot bring herself to act in ways that would alter their outcome. After all, what's the point? Even if a vision is later proved false, the character simply rationalizes it somehow (I must have seen it wrong) or even believes that some greater misfortune will befall her or the others responsible for "interfering" with the true course of events.

Any actions whose success might directly lead to contradicting a vision the character has had are at a +2 difficulty, and actually initiating a plan to prevent a foreseen occurrence requires the Beaumayn to spend a point of Willpower.


Foul Mouth (2pt.) ====

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.


Geas (1-5pt.) ====

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.


Goblin Magnet (2pt.) ====

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.


Guileless (2pt.) ====

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.


Gregarious (1pt.) ====

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.


Hag-Ridden (4pt.) ====

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.


Hibernation (Inanimae) (5pt.) ====

Every autumn you become listless and wan; with the arrival of winter, you fall into Slumber. You can only be active during the spring, summer and autumn months. To remain active during the winter, you must spend one Glamour per week.


Hibernation (Pooka) (5pt.) ====

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).


Hostage (1-5pt.) ====

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.


Infamous Mentor (1pt.) ====

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.) ====

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.


Iron Allergy (3-5pt.) ====

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.


Issues (4pt.) ====

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.


Jack o' Will (3pt.) ====

The heady rush of taking Glamour directly from a human vessel can be too much for some Denizens to resist. You instantly became addicted to Ravaging, making you quite unpopular with the local Kithain. Even your fellow Denizens soon realized that you are sucking up more Glamour than your fair share. Further, no individual epiphany matches your memories of your earliest Ravaging experiences; you require more and more sensation to sate your desires, destroying more lives in your wake.

Whenever confronted with a human Dreamer of any strength, you must make a Willpower roll (difficulty 9) or spend all your energies toward being able to Ravage him. You do not even care if this leads to a net increase in your Glamour; it's the experience that you crave.

Led to greater and greater perversions, you take absurd risks to feed your addiction. Your Dioniae Aria gains +2 Willpower in all contests to assume dominance of your psyche and you may not buy the Merit: Change Aria. This is a pitiful state for a Denizen. If you work at it you may eventually free yourself of this addiction. Alternatively, local changelings may hunt you down like the mad dog you are.


Judgmental (2pt.) ====

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.


Lost Horizon (3-5pt.) ====

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.


Loudmouth (3pt.) ====

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 you're certainly not going to be in the good graces other sluagh.


Melody of Days to Come (3pt.) ====

(See Melody of Days to Come [Merit])

When this affinity is taken as a Flaw, the character receives no bonuses for ringing on visions and must also choose a specific motif. However, she can receive visions regarding that particular object or theme only, thus narrowing the scope of her gift considerably.


Mentor's Resentment (1pt.) ====

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!


Mortal Inhibition (4pt.) ====

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.


Mystical Prohibition or Imperative (1-5pt.) ====

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.


Natural Urge (2pt.) ====

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.


Nature Bound (2pt.) ====

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.


Nemesis (5pt.) ====

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.


Outcast (2pt.) ====

Unlike the banished, you are still nominally part of your adhene's culture, but you occupy its very lowest rung. You may be a bottom-feeder at the fringes of a fir-bholg army, a Pariah among the naraka or the worst sort of kitsch artist among the muses. Those above you think little of insulting or demeaning you and your legal status among your own kind is debatable, though they rarely attack you outright. Other Dark-kin may take pity on you, but are likely to see you as inconsequential.


Pack Mentality (1pt.) ====

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.


Paranoia (2pt.) ====

Coming through the Mists wasn't easy for you. You are suspicious of everything and everybody. These humans are everywere and possess strange and provocative powers. No wonder they're destroying the Dreaming so easily – it's a plot! The changelings are in on it too, turning themselves into some sort of demi-humans to further the cause of Banality. You'd call your friends for help, but what if they're in on it too? Characters with this Flaw are at +1 difficulty to all Social rolls.


Parfum de Goat (4pt.) ====

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.


Pig-Pen (2pt.) ====

You have a nasty habit of leaving dirt and dust in your wake. Wherever you go, you leave a faint but noticeable trail of detrius. This grit looks like the same material as your Anchor.


Polluted/Defaced (1-3pt.) ====

Your Anchor has been damaged, either indirectly by pollution (acid rain, industrial dumping, smog, etc.) or directly by human action (graffiti, construction, etc.). This affects you by maing you sickly and week. For each point of this flaw you have bought, remove a die of soak dice.


Procrastination (3pt.) ====

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.)


Psychic Vampire (5pt.) ====

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.


Pyromania (5pt.) ====

You must set fires. You cannot stop yourself. You almost get a sexual thrill from watching flames. To avoid setting fires you must make a Willpower roll each morning. If you fail, you will set at least one fire that day. This is a very dangerous flaw, and will eventually get you in trouble with mortal law-enforcement.


Recluse (3pt.) ====

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).


Sell-Out (2pt.) ====

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.


Sexual Hang-Up (5pt.) ====

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?


Short Attention Span (2pt.) ====

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.


Shrinking Violet (2pt.) ====

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.


Sidhe's Curse (5pt.) ====

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.


Slipped Seeming (1-5pt.) ====

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.)


Stolen Tooth (3pt.) ====

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.


Swarthy (1pt.) ====

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.


Surreal Quality (2pt.) ====

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.


Teddy Bear (1pt.) ====

Something about you screams harmless. Any attempt to intimidate is at +2 difficulty. This can sometimes be a benefit, as people ignore you. People aren’t fools however, and even teddy bears with swords will be dealt with quickly as threats.


The Bard's Tongue (1pt.) ====

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).


Throwback (1-5pt.) ====

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.


Troglodyte (1-4pt.) ====

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.


Twisted Apprenticeship (1pt.) ====

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.


Water Under the Bridge (5pt.) ====

Rivers and streams flow endlessl to the sea, and so does your memory. Every day you awaken, remembering nothing that happened the day before. To recall what happened to you, you must make a Willpower roll.


Winged (2pt.) ====

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.


Wishy-Washy Ways (3pt.) ====

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.)


Yearning Soul (2pt.) ====

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.