This determines your view on glamour and whether you are a dream or nightmare.
- Seelie - Conservatist when it comes to glamour. Follows the Summer Court.
- Unseelie - Liberal when it comes to glamour. Follows the Winter Court.
This effects how old your character will be
- Wilder - Over 18 years of age
- Grump - This change usually happens in the late 20s or early 30s
What specific race of Changeling.
Boggan - Homebodies and caring born of the dream of helping the needy and generosity
Craftwork - Boggans are brought together via hard work and never hesitate to dig into it. They are known for quick and superior craftsmanship, and if unobserved can complete any simple physical labor task in one-third the normal time. Boggans cannot botch a Craft roll.
Social Dynamics - Boggans have a heightened sense of relationships between people and can figure out a group's social dynamics with a Perception+Empathy (or Subterfuge) roll. Difficulty ranges from 5 (for a small group of travelers) to 10 (for a royal ball filled with scheming). This also works on mortal and the unenchanted in social situations.
Call of the Needy - A boggan must roll WP vs 8 to resist assisting a person in legitimate need.
Clurichaun - Leprechauns and traveling bards with a weakness for alcohol
Twinkling of an Eye -- Clurichaun have a talent for disappearing from potentially troublesome situations. Should someone take his eye off a clurichaun (if only for a moment), the wily fae can disappear into the nearest cover so quickly that it's impossible for anyone to find her. One minute she's there, the next she's gone! They can effect this trick even if being grasped by someone, but not if they themselves are blindfolded (or otherwise unable to see) or if bound with cold iron.
Insight -- Whenever a clurichaun is in a social situation (i.e., when not alone), she can roll her Charisma + Empathy (difficulty 7) to assess what the most appropriate response to it is. She can then say the right thing or perform the correct actions (the player may need a judicious Storyteller hint or two) to smooth things or make the situation more pleasant. Unseelie may, of course, do or say the opposite of whatever is indicated if it suits them. (Note: This does not take the place of good roleplaying. If a player is misusing the Birthright by constant overuse, she's probably burned out the talent for a while.)
Tippling -- Clurichaun have a terrible time resisting alcohol, and whenever they tipple, they undergo a change. Those of the Seelie persuasion become maudlin and incapable of anything but singing sad songs and telling sad, often pointless, tales. To take action when in this state, a clurichaun must make a Willpower roll (difficulty 8). Unseelie clurichaun must make the same roll to avoid picking a fight with the nearest person (or group of people).
Eshu - Traveling storytellers born of the dream of adventure
Spirit Pathways - With fantastic timing and an exquisite sense of direction, Eshu arrive at their destinations 'in the knick of time', and the path they follow is filled with challenge and danger (the most interesting!). Seelie triumph righteously; Unseelie leave bitterness and misfortune in their wake. No matter what path is taken, Eshu will always fine their destination.
Talecraft - True adventure where an Eshu performs an incredible feat, causes an Eshu to become wiser and his repertoire of stories grows which is reflected with the gain of an additional experience point for the session. Eshu can never botch Performance or Empathy rolls.
Recklessness - A challenge, quest or gamble is irrisistable to Eshu and as long as there is a way to come out of it alive, they believe their luck can carry them through any hardship. Confidence and curiosity are inborn traits.
Nockers - Crafters with foul mouths. They come from the dreams of creators
Forge Chimera - With raw chimerical material, a machine shop or forge, and privacy (especially from mortals), a Nocker can create simple non-living chimera. The creation cannot involve electricity, magnetism or chemical reactions (unless the STer designates the device to be extremely creative and allows). Also, as long as the Nocker has a basic working knowledge of how the device operates, she can build a better version. An extended Intelligence+Crafts represents the creative process. Difficulty and required successes depends on size and complexity of project: Diff 5 with 5 successes for simple items (doors, crowbars etc); diff 8 with 10 or more successes for large or highly complex items (catapults, semi-automatic knife-throwers, etc).
Fix-It - Nockers can fix nearly any mechanical device with enough time, intimidating it into working properly. Roll Intelligence+Crafts or Intimidation. Difficulty ranges: Diff 5 (simple, familiar problems) to 10 (complex machine with major issues). Seelie and Unseelie can choose different specialties during character creation. Seelie choose one anachronistic device (steam engines, pulley systems, waterwheels) and Unseelie choose high-tech or modern devices. Each gets -1 diff on a roll to fix, control or manipulate that device.
Flaws - Nockers are never satisfied with their creations and to reflect this, all Nocker creations will have on trivial, but irreparable flaw. This flaw occurs even on a creation roll of 5 or more successes.
Piskies - Wandering and good natured. Have a habit of taking objects
Nimble -- All piskeys add one to their Dexterity, even if this raises the Trait above 5; this Birthright is in effect at all times.
Human Bonds -- Piskeys are especially sensitive to the emotions of humans, particularly children. The difficulty of any Empathy rolls when dealing with mortals is reduced by two for adults and three for children, to a minimum difficulty of 3. Piskies are also incredibly adaptable to their surroundings and cannot botch any Survival rolls.
Kleptomania -- If piskeys see something that strikes their fancy, they simply have to have it. Note that this doesn't have to be anything terribly valuable by human standards; a pretty rock paperweight could be just as interesting to a piskey as a gold watch. To resisit this impulse, the player must make a successful Willpower roll, difficulty 8. Most Seelie piskies give back stolen property with no hard feelings; an Unseelie piskey matter entirely.
Pooka - Pranksters and can not tell the whole truth. Come from Dreams of animals
Shape Changing - Each pooka has an affinity with an animal of their choice. When unobserved (their awareness of the observer is irrelevant, this only works if no one looking - a houserule change from the original which required that they be completely alone), they can shapechange into an animal (or back from it) in one turn. Shapechanging costs a point of Glamour, but revering back is free. The pooka has all of the animal's natural abilities. Changelings can't ken the animal form of a pooka in their mortal seeming. Pooka share a few of the animals endearing qualities (ie: cat pooka may lick fingers after a meal, purr and in faerie mien, may have little ears and long tails etc)
Confidant - The innate charm of a pooka breaks down the barriers of even the coldest people. Adding a faeries curiosity to that makes him an outstanding confidant. Once during a conversation, a pooka may roll a Perception + Empathy (or Subterfuge) to get a changeling or mortal to spill her guts; the difficulty is the 'victim's' Willpower. Each success allows a truthful answer to one personal question. This isn't an instantaneous effect, though. It takes time, effort and role-playing to coax out the information. This birthright functions normally at all times, even with mortals.
A pooka can never botch an Empathy or Subterfuge roll.
Lies - People may trust a pooka, but no one in their right mind would believe one. They're infamous for their elaborate lies. No matter how important an issue may be, a pooka must always mix in a lie. It's their nature. A pooka must make a Willpower roll, difficulty 8, to tell the whole truth. Seelie may tells lies which are always the opposite, while Unseelie, with a successful WP roll, can mix truth and lies to make them less predictable.
Redcaps - Can Eat Anything, almost all Unseelie. They come from the Dream of Hunger
Dark Appetite - Redcaps can literally eat anything, and although animal meat is a preference, anything will do. The Redcap must be able to put the object in his mouth or chew it into smaller pieces to consume. Vile or tough items require a one point Glamour burn. In combat, using this birthright requires a point of Glamour to be burned. Base damage for a redcap bite is Strength+2 vs 5. To severe an opponent's limb, Dexterity+Brawl vs 8 with 5 successes (3 succ if the target is grappled), and if successful it inflicts a minimum of 3 health levels of damage in addiction to any damage rolled.
Bully Browbeat - Redcaps can intimidate anything, even imaginary or chimerical objects. Difficulties for Intimidation rolls are -1. Successful rolls cause chimera to obey without question; sentient creatures can resist with WP vs <Redcap's Willpower>. This birthright functions normally at all times, even in the presence of mortal or unenchanted supernaturals.
Bad Attitude - Noone likes a redcap, even other redcap. As part of this stigma, they suffer +2 difficulty (or greater) for any roll involving social situations other than browbeating.
Satyr - Part Goat, musicians, and come dreams of passion and lust
Gift of Pan -- Dionysian revelry is high ritual to these fae. Singing, music and dance can be used to stir fae and mortals alike to the height of carnal passion. Anyone who fails a willpower roll, difficulty 7, is swept away by hidden desires and the activities of the evening. As the satyr plays, the Banality of those in the area slowly drops until after 15 minutes, the Banality of everyone in the area, mortal or not, has his permanent Banality lowered by one for as long as the satyrs continue to perform. Tragos can combine their efforts to lower Banality even further. Each satyr fueling the fire can lower the revelers' temporary Banality by one more, to a minimum of 2. These effects last only for as long as the satyrs continue to entertain. Lost Banality returns at the rate of one point per hour.
Physical Prowess - Satyrs add one dot to Stamina even if it increases over 5, and this is in effect at all times. When the Wyrd is called and they take faerie form or when not in the presence of mortals, their goat legs can carry them (each turn) 25 yards + 3 times their Dexterity.
Passion's Curse - Satyrs are prone to wild mood swings with the slightest provocation, especially when drunk. They rarely attempt to resist these emotional upheavals, but when they do the difficulty for Willpower rolls are increased by two.
Sidhe - Nobles and are organized in Noble Houses. The are from dreams of nobility
Awe and Beauty - Sidhe stand out in a crowd due to their beauty and gain 2 extra appearance dots at chargen. When impassioned, all Social rolls, especially empathy or intimidation rolls, are at -2 diff.
Attacking an angry Sidhe head-on requires a successful WP roll, diff ranges from 6 (average sidhe) to 8 or 9 (higher stationed). Unless Wyrd is called upon, this only effect Kithain and enchanted.
Nobel Bearing - All Sidhe, hero or villain, are dignified and any cantrip that would directly make them look foolish fails immediately. Sidhe cannot botch Etiquette rolls.
Banality's Curse - Each temporary point of banality Sidhe gain becomes two points. Any rolls where the difficulty is equal to her banality or a roll resisted by banality, add +1 to the difficulty.
Sidhe are also prone to fits of depression. The weakest overcome by changing Legacies. When this happens, the spell must last at least 24 hours (moonrise to moonrise or sunset to sunset). Strong-willed Sidhe escape this mania by retreating further into their Legacies: Seelie become idealistic; Unseelie sink into the depths of villainy.
Sluagh - Scary and Spooky and come from Dreams of Fear
Squirm - Confining a Slaugh is almost impossible since dislocating body parts is a popular amusement of the underfolk. They cannot change their shape or mass, but with a few minutes of enterntainment, a roll of Dexterity+Athletics (diff ranges from 6 for escaping ropes to 10 for worming through bars of a locked cell). Cold iron can completely imprison them. This birthright cannot be used in the presence of mortals or unenchanted.
Sharpened Senses - Slaugh have heightened senses. Subtract two from the diff of any Perception roll to a minimum 3. They may see through illusory magic with a Perception+Alertness vs 7 roll. This birthright always functions normally.
Slaugh cannot botch a Stealth or Alertness roll.
Curse of Silence - No matter how much they try, Slaugh cannot speak above a whisper. Due to their distaste for social situations and their odd rules of etiquette, all Social rolls have +2 difficulty. While a slaugh may not appear to whisper to mortal ears, the slaugh is usually quite soft-spoken.
Troll - Strong, Honorable, and huge and come from Dreams of Chivalry
Titan's Power - Wilders gain an additional bruised health level and an additional dot of Strength at chargen even if this raises this Train above 5. Grumps get 2 extra dots of Strength and 2 additional Bruised levels. Greybeards also add +1 to diff for Dexterity-based rolls. Wyrd must called to use strength in presence of unenchanted or mortals.
Stubborness - Nothing can interfere with a troll's devotion to duty. When in service to a cause, trolls get an extra 2 dice to any WP roll to resist temptation or distraction.
No troll can botch an Athletics or Alertness roll.
Bond of Duty - If a troll reneges on a sworn contract or oath, he becomes sickly and loses Titan's Power. Only by atoning can she regain Titan's Power, which usually involves fulfilling a new oath. Seelie trolls never lie to Fae they are protecting; Unseelie trolls uphold their bond of duty, but usually support more disreputable Fae. The trust must extend both ways; if a troll's trust is betrayed he will be filled with anger and must roll WP vs 8 to avoid becoming violent. Their stoicism belies great rage.
This only applies to those characters that are Sidhe or Commoners that have bought the title background.
- House Aesin - Newly Returned House and better with animals than commoners.
- House Ailil - The Winter Court leader, alleged leaders of the Shadow Court as well. Masters of politics.
- House Beaumayn - Newly Returned House of Seers.
- House Dougal - Noble Crafters aligned with the Gwydions, all suffer from some deformity or physical ailment
- House Eiluned - Mystically inclined keepers of secrets
- House Fiona - Fearless Warriors and passionate
- House Gwydion - the Summer Court leader. Terrible Tempers and can tell if you lie and very noble
- House Liam - Protectors of Humanity and are looked down on.
- House Scathach - Split house. Some stayed stayed behind instead of retreating to Arcadia. While another part of the house retreated to Arcadia. Warriors & Seers.
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