Last updated May 30, 2001. Those marked as NEW have been changed or added today.
NEW: Rare Art (2-5M): You have managed to learn an Art usually reserved for another kith or member of a secret society (e.g., Infusion, Metamorphosis, Spirit Link, Contempt, Discord, etc.). Perhaps you stole the information, or found a traitor willing to squeal, or traded something of value for the knowledge. This Merit does not provide a free level of the Art, just the ability to have it at all on your character sheet. The cost of this Merit varies. Something merely uncommon (Metamorphosis for a sidhe, Naming for a commoner) would cost 2 traits, something very rare or jealously guarded (e.g., Infusion, Spirit Link, Discord, Oneiromancy, Shadow Court Dark Arts) would cost five. Other Backgrounds and Merits could make things a little cheaper for you (Kith Affinity: Nockers, for instance, might make it a little easier to learn Infusion -- and as an aside, Kith Enmity: Nockers would be an easily justifiable Flaw for someone who had stolen knowledge of that Art...). -- Because of their extensive magical studies, members of House Eiluned pay one less Trait for this Merit. (Last year's players will perhaps remember when this was an exclusively Eiluned Merit.)
House Friendship (2M): You are an oathmate to one of the noble houses, and may claim certain rights of friendship, hospitality, and protection from members of that House. You may be asked to perform certain services for the House from time to time. This is usually an honor granted to commoners without Title, although occasionally a noble will have such ties to a House outside her own. You have one trait of Status applicable in Social challenges with members of that House and anyone else who chooses to acknowledge it. Often house oathmates wear some token or device to proclaim their loyalties.
Realm Specialization (2M): Even beyond your kith affinity, you are particularly gifted at cantrips involving a certain Realm. Normally appropriate Abilities (except Gremayre) cannot be spent for cantrip retests in a Shining Host game, but you may do so in cantrips in your specialization. Usually the Realm is the same as one's affinity, but not always. (So for example, a nocker with a Specialization in the Prop Realm could retest appropriate cantrips with the Craft Ability -- or even Gematria.)
NEW: Special Epiphany (5-7M): You can gain Glamour by some unusual method not normally practiced by kithain. Whether you can Harvest Glamour from nature like the Nunnehi or Inanimae, or Reap it from the dying like the Dark-Kin, or something even more bizarre, you have an edge over your peers. For more ideas cf. the Satyr Merit: Sexual Reverie, the (homemade) Redcap Merit: Glamourous Digestion, the Aonide Birthright: Adonis' Ravaging, etc.
NEW: Birthrights and Frailties (5M/3F): Several Birthrights and Frailties of other kiths are available as Merits and Flaws under pseudonyms in the main rulebook. Others not covered there, or from Denizens of the Dreaming or Blood-Dimmed Tides or what have you, could conceivably belong to your character, for a price. Ask me. These should fit well with your concept, and not just let you kick more ass, or be simply a wacky bell and/or whistle. ("And why does your arctic fox pooka have as a Merit the naraka birthright 'Wrath of Kali Ma'?" "'Cause it's, like, cool. Fire-breathing arctic fox. Yeah. Cool.")
Blackmailed (1-2F, Denizen/Changeling/Mortal Ties): Someone knows your secret, and makes you pay (money, goods, services, or information) to keep it. At one trait, the secret would inconvenience or embarrass you; at two, it could put you in danger. The blackmailer has probably taken precautions against his untimely demise at your hands, antlers, or what have you. This Flaw comes from Denizens of the Dreaming by way of my conversions.
Lackey (2-3F): You are bound in service to a noble (or, if you are a noble, to a nobler noble). The exact arrangements should be worked out with the Storyteller and, if applicable, with the player of your liege. This is the flipside of the sidhe Merit of the same name (below). It may make sense to use the free traits from this Flaw to buy the Merit: House Friendship.
Oathbreaker (4-7F): You are known to have broken an important or powerful oath (or even several). Perhaps you are even chimerically marked as forsworn. This gets you all the "benefits" of the Flaw: Notoriety as well as the penalties of having broken a specific oath. (You and the Storyteller should decide the details.) Further, no changeling feels obligated to honor oathbonds, hospitality, or justice as far as you are concerned (cf. the House Liam Flaw). The value of the Flaw varies according to what oath has been broken and its effects on you. (Trolls with this Flaw can expect a particularly chilly reception from other trolls, perhaps even additional trait penalties in dealing with them.)
Careful Craftsman (3M): This is more or less identical to the Nocker Merit: Speedy Hammer.
Uptight (2F): You are straightlaced and prudish, proving what everyone always knew about boggans all along. If someone is behaving inappropriately, you will tell them what you think, whether it's a good idea to do so or not.
Workaholic (3F): Your view of your self-worth is directly related to how much work you get done. Choose a task or type of work that consumes you. You must make a Willpower test against a difficulty of 4 (or spend a Willpower trait) to spend a few hours away from your duties (however you perceive them), whether to relax or to waste time with court business or mortal pressures. Some Nockers and even Trolls have this Flaw.
Sober Up (5M): Like most clurichaun, you're a hard drinker, but you have developed a special ability to sober up in a hurry when danger -- or severe embarrassment -- threatens (a power said to be shared by the Prodigal shapeshifters of the Fianna). By spending an appropriate stamina-related Physical trait, you can banish the effects of alcohol from your system and even resist some other toxins (although those, as well as some forms of particularly strong or enchanted alcohol, will probably also require a static Physical challenge). Some Satyrs have this Merit.
Cheap Date (3F): Your tolerance to alcohol is more or less nonexistent, which makes your Tippling Frailty especially troublesome. It only takes a beer or two to make you falling-down drunk, and a shot of something stronger is almost sure to knock you out. Whenever you have a serving of alcohol, make a static Physical challenge (of varying difficulty). If you win, you are one trait down for comparison on all challenges for the next hour. On a tie, the penalty increases to three traits. If you should lose the static challenge, make an additional one (win or tie) to stay conscious, and even if you do stay conscious, you will lose all ties for the next hour. Satyrs and some other kithain occasionally have a similar Flaw.
Overlooked (4F): An unfortunate side effect of your Birthright: Twinkling of an Eye, you have a hard time getting people to notice you. You must make a Simple test to get anyone to pay attention to you for any reason. This does NOT apply in combat, except in bad ways: your opponent knows you're there, but your allies might not, with varying unpleasant results. In general, when you rely on this Flaw for some advantageous use, it won't work.
Inspiring Story (4M): Your tales are more than just entertainment: they can inspire your listeners to greater things. With a successful Performance challenge (difficulty equal to the number of people to be affected, min. diff. 4) you grant your listeners one free retest each to be used that day in an endeavor related to the subject or spirit of the story. (So a tale about how a great king defeated a dragon would grant retests related to overcoming great difficulty -- or perhaps merely an actual hostile chimera). The Eshu him- or herself does not gain this benefit.
Ooh, Shiny (2F): Your love of freedom has apparently extended to the point where you feel compelled to "liberate" small unguarded objects. When confronted with the opportunity to do so, you can resist only with a successful Willpower challenge (diff. 4) or the expenditure of a Willpower Trait. Some Pooka have this Flaw.
Restless (4F): Your Recklessness Frailty is more pronounced, making it hard to concentrate on anything for very long. You are easily distracted and diverted from your purpose. Essentially, this is identical to the Flaw: Wyld Mind, except that it may even slow down the workings of your Spirit Pathways Birthright.
Friend to the Inanimae (4M): Local inanimae (especially kuberas -- tree nymphs, dryads, etc.) look upon you favorably. While they don't like to get involved in meat-faerie politics, they may do small favors for you or share information. They will probably expect something in return, of course -- you wouldn't want to presume on their friendship too much. In extreme situations, if they are nearby, they might protect you if they can (static Social challenge to determine their reaction to your plea). Occasionally Satyrs, Selkies, or Pooka or possibly a Troll or even a Sidhe might have this Merit, although different kiths tend to have ties to different phyla of the inanimae.
Nature Bound (2F): This is identical to the Troll Flaw of the same name.
King of Pain (3M): You are a scary guy, even more so than other redcaps. You have two free retests per session on any Intimidation challenge.
Glamourous Digestion (5M or 6F): You can effectively Ravage Dreamers -- or even other Kithain -- by eating their hearts. This will probably lead to trouble and the accrual of Banality traits, but hey, you got your fix. Use regular Ravaging mechanics to see how much Glamour you harvest; if your challenges fail, something went wrong (but you still got a yummy sticky treat). As a Flaw, it's the only way you can gain Glamour from mortals. This makes life pretty hard for the would-be seelie redcap. Very occasionally, an unseelie Troll will have this Merit/Flaw, and it's also found among the Thallain. It would also make for a very conflicted Sidhe of House Liam, don't you think?
Pansy (2F): Other redcaps view you as soft and weak. Perhaps this stems from your fervent devotion to the Seelie cause, or perhaps you have the Flaw: Lifesaver and word has gotten out, or maybe they're just mistaken. In any case, you are two traits down in Social challenges against other redcaps (also effectively negating your use of the Intimidiation Birthright against members of your own kith).
Carnivore (4F): The problem with eating vegetables or beer bottles is that 10 minutes later, you're hungry again. While you can digest anything like any other redcap, you only feel sated if you've had at least one hearty helping of meat today.
Sunburn (5-7F): Legend has it that the Unseelie and other creatures of nightmare cannot abide the light of the sun. Whether you're unseelie or not, your nightmare heritage has still made you violently allergic to sunlight (further fueling rumors that the Children of Lilith are descended from redcaps). You take damage from sunlight as if you were a vampire. At 5 traits, this damage is only chimerical; at 7, it is aggravated. This Flaw will occasionally afflict Sluagh and Thallain, and more rarely Nockers and Trolls (who turn to stone).
Stealth Coat (3M): Most selkies' coats are actual coats, or wetsuits, or large belts embossed with pictures of happy playing seals, making them more vulnerable to attack or theft. Your seal "coat" is disguised as an inobvious object of any sort, and may be detected by a Kenning challenge only at a two-trait penalty. You, of course, always know where it is.
Any Port (4M): You have the ability to withstand your "Longing for the Ocean's Shore" Frailty better than other selkies can. When forced to spend extended periods of time away from the shore, you gain Banality from this Frailty at half the usual rate (one every two days) so long as you spend a few hours each day swimming or taking long baths. Other selkies may admire your ability, or mistrust you for it.
Fish Out of Water (1F): (What else could I call it?) When on land you are two traits down on all challenges (instead of the usual one-trait penalty that afflicts your average selkie).
Fomorian Throwback (2F): Some House Balor scholars claim that the first selkie was the younger sister of Lugh, the ancestor of all Balor sidhe. As support for their theories, you suffer from the Balor House Flaw: a physical or mental deformity that cannot be overcome by any means (in game terms: the equivalent of two negative traits or a Derangement that cannot be bought off).
Popular (1M): The commoners in your area all seem to love you. Perhaps you are truly a good and just ruler, or maybe you've just manipulated them well. Regardless, you are two traits up on all Social challenges with commoners. Other sidhe may view you as a rabble-rouser.
Lackey (3-4M): Another changeling, probably a commoner but perhaps a sidhe of low title, is sworn to your service. The exact arrangements should be worked out with the Storyteller and, if applicable, the player of your lackey. If you mistreat your lackeys, you may be the target of a mini-revolution. This Merit may be taken more than once, and is available to titled commoners as well.
Ancient Pact (5M): Sidhe have various treaties and arrangements with Prodigals going back to before the time of the Shattering. You still have valid ties to one "kith" of Prodigals or perhaps Gallain (Silver Fang werewolves, Mannequin people, the Verbena, Clan Ventrue) and may expect their aid -- and to be asked to provide same on their behalf. The details of the pact should be worked out with the Storyteller, but in general the more often you ask for help, the less effective and willing the help will be.
Empathic Blindness (3F): This Flaw (adapted loosely from the Dreams and Nightmares sourcebook, p. 42) is usually possessed only by sidhe in the Dreaming, but you have it too (so perhaps that makes you a more perfect specimen...). In any case, no matter how hard you try -- if you even bother -- you are simply unable to understand the needs and wants of commoner kithain, especially as regards their failure to accept rightful sidhe rule. Their complaints about your fair and just policies make no sense to you. You have two of the following negative traits (or one twice) which apply in dealings with commoners: Callous, Condescending, Tactless, Impatient, Oblivious. These negative traits are valid even in situations where you're trying to order the peons around -- and in cantrips involving the Fae Realm: Hearty Commoner. Except for the latter, this Flaw affects your dealings with titled commoners as well, the uppity little twerps. (This differs slightly in specifics from the House Aesin flaw of the same name, but is essentially the same.)
NEW: Imperfect Possession (3F): This is similar to the Dark-Kin Flaw: Eochaid's Curse. 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. You have some freedom of action as well, of course, but if you do not do something each day to substantively further her welfare or desires you lose a point of Willpower no matter what form of possesion you use. You cannot regain the Willpower for 24 hours after you have either left the body or done your duty to your host. Most possessors of this Flaw will also have the True Fae Flaw (below), but a version of it could apply to sidhe who have undergone the Changeling Way; in that case, the human soul has not left the body, for some reason, and demands your service to let you live there (or maybe you just think it does...). [This replaces the Flaw of the same name that used to reside on this page.]
Houseless (4F): For whatever reason, you have lost your title. You may not possess the Title Background (making you an exception to the rule that all sidhe must have at least one Title trait) nor do you have the benefits (or drawbacks) of belonging to one of the noble Houses. You are, in short, a commoner, and can expect to be treated as such by other sidhe. Members of your old House in particular (choose which one) look on you with contempt (you suffer a two-trait penalty in Social challenges with them). Sadly, you are still afflicted by your House Flaw. Commoners may treat you sympathetically (especially if you have the "Popular" Merit) -- or they may not.
NEW: Anachronism (4F): Your knowledge of the Waking World is several centuries out of date, and you are unable or unwilling to catch up. You must spend twice the experience points (and traits in character creation) to buy any "modern" Abilities. This Flaw comes from Denizens of the Dreaming by way of my conversions, and works well for newly returned sidhe or Arcadian commoners (commoners who did not stay on earth after the Shattering).
Nightmare Stalker (1-5F): When the Shining Host rode forth from Arcadia on the day of the Resurgence, it is said that certain things followed them through the open trods. One of these creatures -- a nocnitsa chimera, one of the Thallain or Dark-Kin, or something much, much worse -- followed your faerie soul into the Autumn Lands and has decided to stick close by, causing trouble for you in whatever way it can. Perhaps you are constantly plagued by it, or perhaps it has yet to make itself known -- although you are probably sure that something is out there. The value of this Flaw varies according to the strength of the creature, its intentions, and how much you know about it: at one trait, a relatively harmless chimera follows you around, trips you up, badmouths nobles on your behalf, or whispers terrible secrets in your ear; at 5 traits, some powerful dark entity watches you from the shadows, waiting to strike.
NEW: True Fae (7F): Yes, this is a Flaw... What happens to the human souls of mortal bodies possessed by the sidhe is a great mystery to everyone. Sadly, you know where the soul of your body is: it's still there, as you have not undergone the Changeling Way. You basically have the same options open to you for body-snatching and run the same risks of gaining Banality as the Dark-Kin. You can feel all uppity that you aren't trapped in mortal flesh like some people you could mention, but that's really the only upside. -- Some Arcadian commoners have this Flaw.
House Dougal
Dougal's Prowess (3M): Yet another incarnation of the Nocker Merit: Speedy Hammer.
Apprentice (1F): In House Dougal, "Apprentice" is synonymous
with "Childling." You, however, have yet to complete your exemplar and
be awarded Journeyman status -- even though you are a wilder or even a
graybeard. Perhaps you are incompetent, or perhaps you just had a late
Chrysalis. Either way, you are not considered a "full" member of the House
by other Dougal sidhe, who will tend to treat you as though you have one
less Status (or Title) trait than you actually have.
House Eiluned
The following Merits and Flaws marked with an asterisk (*) are suitable for House Ailil as well, especially since I have adapated them from the Ailil section of Pour L'Amour et Liberté: The Book of Houses 2, p. 32.
Gifted Liar* (3M): You lie so well that even you think you're telling the truth. You gain a free retest on all Subterfuge challenges and when defending against any supernatural attempt to detect falsehood.
Guileless* (2F): You cannot tell a lie -- at least not
very well. Unlike most Eiluned sidhe, you are not immune to the Gwydion
talent for detecting lies, and are two traits down on all Subterfuge challenges.
House Fiona
The following Satyr Merits and Flaws are particularly suitable for Fiona Sidhe: Passion, Sex Appeal, Sexual Reverie, Sexual Hangup. The Clurichaun Merit: Sober Up and Flaw: Cheap Date are also good.
Fianna Ties (special M): Any Merit relating to the Fianna werewolves (Kinfolk, Supernatural Ally) costs one trait less.
Jilted Paramour (1-3F): You have an ex who hates you, whether
kithain or mortal (or other). One of you dumped the other, and now
being around him or her is unbearable. Moreover, the ex knows many of your
secrets and weaknesses and may use them against you. The value of the Flaw
varies according to the influence, power, and position of your old lover.
This Flaw is suitable for some other changelings as well, especially Satyrs.
[This perfectly good Flaw from The Laws of Elysium, p. 32f., was
for some reason not included in the MET Camarilla Guide.] Moody
(3F): All Fiona -- all sidhe, in fact -- are prone to sudden mood changes,
but you are practically manic-depressive. Every so often the Storyteller
or a Narrator will ask you for a simple test: if you fail, your mood changes
dramatically (the specifics vary according to circumstances). This may
even lead to a temporary change of Court upon occasion. This Flaw includes
the negative Social trait: Untrustworthy.
House Liam
Religious Reverie (4M): House Liam has long had a fascination with the church. You may gain Glamour from the religious inspiration of mortals, and are one trait up in more conventional aesthetic Reverie challenges involving religious art or music.
Ease of Enchantment (5M): Your ties to mortals are so close that you may Enchant one who is nearby simply by spending a trait or more of Glamour. No token is necessary, nor do you need to make a test unless the Banality of the mortal is 8 or higher. Otherwise this is as "gentle" as token Enchantment and lasts as long. (Glamour expenditure for Enchantment is of course less than usual, as per the House Boon.)
Gwilliam's Man (1F) Your allegiance is to the Modernist-minded Duke Gwilliam of the Court of Tulips (the mortal Amsterdam), and as such you are considered an outlaw agitator by the Liam sidhe of Concordia. You are one trait down in Social challenges against Concordians of House Liam, who are expected to arrest you and have you sent back to Europe. See Noblesse Oblige pp. 125-126 for more information on the "Internal Politics" of the House [and p. 127 for Count Dongahue, an advisor of Gwilliam's who used to reside in Boston].
Lone Unseelie (2F): The Unseelie are not welcome in House Liam. You have recently changed Courts and are trying to hide the fact from your Liam peers. You've heard rumors of an "Unseelie support group" in the House, but finding them is problematic. If you are discovered, you can expect to be drummed out of the House -- at best.