House Aesin
Boon: Nature's Touch. Aesin can speak to forest animals (specifically, animals found in the forests of their homeland: bears, owls, elk, deer, mice, etc… however, elephants and tigers are not so much covered). They can do this with a Mental challenge (retest Empathy) against the character's Banality + 3.
Flaw: Empathic Blindness. Aesin tend to have a Master-Slave relationship with their subjects - and everyone else in their lives who isn't a sidhe. Specifically, Aesin keep a vestige of the Sidhe's Deep Dreaming Augmen, although slightly weakened. They are down 3 traits on a challenge with anyone who is not nobility, and have some trouble truly percieving them as "people" in the same sense that Sidhe are people. The sole exception is the family of the mortal body that the Aesin occupies.
Additionally, Aesin harbor a great fear of Christians, dating from the times before the Shattering. No Aesin has yet occupied the body of a Christian mortal. And, if encountering anyone with True Faith: Christianity, the Aesin must make a test of Willpower at difficulty six to avoid leaving the scene.
House Beaumayn
Boon: Beaumayn recieve one point of Rememberance for free. This can take them past the normal maximum of 5. All Beaumayn have the gift of prophecy in one way or another: many express it in various ways from dreams to visions to a knack with tarot or runes. Their visions of the possible future are usually cryptic, needing interpretation with a Mental challenge, retesting Gremayre. The visions usually come at random times (at the whim of fate. or the Storyteller), but a Beaumayn may attempt to bring one on in a situation of need, by meditating, spending a Willpower, and making a challenge of Glamour against a difficulty of 11 minus his Rememberance.
Flaw: Thallain can sense the presence of a Beaumayn sidhe in the near vicinity (a few city blocks, generally) by using a Mental challenge, retest Kenning, against seven traits. It does not give them the Beaumayn's direct location, just the knowledge that one is near. Additionally, Beaumayn are down two traits on social challenges with sidhe of all houses except Fiona and Liam, when their house allegiance is known.
House Daireann
Boon: Battlewise. Daireann are always up 1 trait to invoke the Dragon's Ire. They will never flee in combat unless ordered to do so by their commander on the field - this renders them immune to supernatural effects that would cause them to flee if they are engaged in combat.
Flaw: Loose Tongue. They are incapable of keeping secrets. Any time a Daireann is boasting of his deeds (which happens frequently), they must succeed at a Willpower challenge against difficulty six or spill a secret.
House Varich
Boon: Pattern Sense. Given three rounds to watch a series of actions performed by another (whether it's sword fighting, chess playing or dancing), a Varich gains access to an understanding of how the observed person's actions follow a certain pattern. The Varich can then exploit that pattern, gaining two traits to any challenge where they are either opposing that person or aiding them as a partner in that action. They can observe an opponent's patterns even while they are fighting them, but cannot observe one person while fighting (or concentrating greatly in any other way) on a different person. If, during one scene, they use pattern sense three different times, they recieve another +1 trait.
Flaw: Loveless. Cannot ever give a vow of love to another person.
Flaw: Challenge-bound. Varich must accept all challenges presented to them. If they fail to acknowledge a challenge, the Varich loses one Willpower per day until the challenge is returned, and this Willpower cannot be replenished through any means, including experience spends, until the challenge is met. If a challenged member of the house is imprisoned and kept from answering her challenge, she loses one Physical trait a day until she reaches 1 Physical Trait - at which point she forgets her Fae self.





