Merits & Flaws

Merits

Wayfarer's Feet (1 point). Kithbook: Eshu page 85.

You are comfortable going shoeless in most environments year round, including places most people would find impossible in bare feet - including broken glass or hot sand. This does not extend to lava or other truly harmful things, though.
Eshu only.

Long-Winded (2 points) Kithbook: Eshu page 85

A capacity for long-distance running without getting tired. The character may run or jog (but not sprint) for up to six hours without becoming tired; after that, he can continue, making Physical challenges, +2 traits, to continue.
Eshu only.

Gift of Babel (2 Points) Kithbook: Eshu page 85.

Functions just as Natural Linguist - except that it can be stacked with Natural Linguist (leading you to be able to know four times the number of languages a given rating in Linguistics would usually impart.)
Eshu only.

Melody of Days to Come (2 points). Book of Lost Houses page 21.

With the merit, the character has an affinity for a particular kind of vision and finds it easier to recieve auguries related to the subject.Affinities might include a theme (love, betrayal), an emotion, or a particular person with Storyteller permission. They are +2 traits to consciously bring on a vision in their affinity. This merit may be purchased only once.
This merit is appropriate for House Beaumayn sidhe and characters with Oracular Ability, but few others.

Tunnel Vision (2 Points). Kithbook: Nocker page 53.

You can see in absolute darkness as if it were daylight: you suffer no penalties to vision in natural darkness. Additionally, you'll never be down more than one trait for vision-related penalty in natural fog or mist.
Appropriate for Nockers only.

Burning Gaze (3 Points) Book of Lost Houses page 22.

Beaumayn with this merit can detect Thallain and even, in certain circumstances, Unseelie fae. The character has to concentrate for a turn, and make a Mental challenge, retest Gremayre at difficulty 6 for Thallain and 8 for Unseelie fae. The Beaumayn will see the Thallain or Unseelie for who they are - this will include detecting disguised and hidden targets, although in that case it becomes a contested Mental challenge against the disguised character, and the Beaumayn is down one trait in the challenge in this case.
This merit is appropriate for House Beaumayn sidhe only.

Faerie Godparent (3 Points) Fool's Luck: Way of the Commoner page 76.

Your faerie soul is bound in service to a particular family, for whom you play some traditional role of fairy companion: godmother, tinker, protector… the choices from old fairy tales are expansive. Because of their belief in you, you gain some further resistance to Banality, and may may a Willpower challenge against a number of traits equal to your permanent banality, to resist gaining a temporary banality. You can do this once per story. If one of your Dreamers is from that family, you are up one trait to reach Epiphany with them. However, there are downsides to this arrangement. You do have to protect and aid the family, and keep your ties with them fresh. The family has some method of summoning you, which you must rush to or resist with a Willpower challenge against six traits.
This merit is appropriate for all commoners, but sidhe (except Scathach sidhe) must have a very good explanation. In addition, unless worked out with the Staff in advance, you must take the Kinain background in connection with this merit.

Gifted Liar (3 Points) Book of Houses 2 page 32.

A master of lying, you are even able to convince yourself of the truth of your lies at times. In mundane circumstances, you can withstand questioning and interrogation without any challenges. If confronted with House Gwydion's truth-testing power or a similar supernatural/magical detection, you can make a Willpower challenge against seven traits to have your lie sensed as truth, no matter the success or failure of the truth senser's challenge.
This merit is appropriate for House Ailil sidhe only.

Speedy Hammer (3 Points) Kithbook: Nocker page 53.

You are up one trait on crafting challenges, and three traits up on mining challenges. You need one to three fewer successes on extended crafting and/or mining challenges, to be decided at ST discretion.
This merit is appropriate for Nockers only.

Unstoppable Fury (3 Points). Book of Houses 1 page 96.

The house flaw of Gwydion affects you as it does all others of your house, in that you are susceptible to uncontrollable fits of rage. However, when you do fall victim to your temper, your strength and toughness increase, making you an even more formidable opponent; you gain +2 traits to all Physical challenges so long as you are subject to your frenzy.
This merit is appropriate for House Gwydion only.

Blood of the Wolf (4 Points). Book of Houses 1 page 96.

You are kinfolk to one or another of the Werewolf tribes.
Appropriate for anyone AFTER a discussion with the Storytellers.

Oracle (4 Points / 5 Points). Book of Lost Houses page 111.

This merit costs 4 points for House Scathach sidhe, House Beaumayn sidhe, and Denizens of the Moirae adhene, and 5 points for all others. The character's lineage and connection to seers and oracles of great renown gives him +2 traits to all uses of the Soothsay art.
Acceptable for any characters.

Work With Iron (5 Points). Kithbook: Nocker page 53.

Similar to Iron Resistance (see The Shining Host MET), with the following additional property: your chimerical works are as resistant to iron's touch as you are.
Acceptable for Nockers only.

Phantom Fate (5 Points / 7 Points). Book of Lost Houses page 111-112.

This merit costs 5 points for House Scathach, and 7 points for any others, and must be taken with strong background reasons. (The exception is any Scathach who achieves the seventh level of House Mastery: they gain this merit for free as a result of the ritual they must undergo to become a Shadow.) Unlike most people, the character with Phantom Fate is invisible and nearly impossible to trace in the tapestry of Fate. Anyone is down three traits to effect the character with any level of Soothsay, including beneficial ones such as Fair is Foul and Foul is Fair, and Dance of Destiny. Futhermore, Omens targeted on this character (with the Fae realm) simply do not work; Omens using other realms that somehow relate to the character merely suffer the -3 trait penalty. You cannot have any merits or flaws relating to Luck if you purchase this merit. Moirae cannot purchase this merit, period.
No Moirae can purchase this merit; nobody with Luck-related merits or flaws may purchase this. Otherwise, it is available to all - even Kinain and mortals may, in rare cases, exhibit this trait.

Good Listener (1 Point). Kithbook: Pooka page 86.

You are one trait up on empathy challenges.

Loud Voice (1 Point). Kithbook: Pooka page 87.

You can make your voice really loud. Spend a number of physical traits (1-5) and make a physical challenge (retest performance) against difficulty 6. Your voice can be heard for a number of miles equal to the number of physical traits expended, dampened by the area. (Ex. if you spend 5 points in the city, it won't carry 5 miles, however on a farm it would.)

Calming Presence (2 Points). Kithbook: Pooka page 87.

Animals and children are calmed by your presence. Any social challenge made vs an animal or a child is made at +3 traits (except intimidation). If your animal is of a domestic variety this bonus confers to challenges made in that form as well.
,, Appropriate for Pooka and Selkies.,,

Animal Speech (3 Points). Kithbook: Pooka page 87.

You can speak to animals of your affinity. You can make a mental challenge (retest alertness) for similar animals with a difficulty set by the storyteller according to how far removed from your species the animal you are attempting to communicate with is.
Appropriate for Pooka and Selkies.

Call to Friends (3 Points). Kithbook: Pooka page 87.

You can let out a call in your animal farm to summon animals of your affinity within one mile to help you. They will spread the word if your voice can't carry that far provided it can get to a few, however, they do not teleport and the calling of their aid will generally take time. Communication can also be an issue if you don't have the Animal Speech merit.
Appropriate for Pooka and Selkies.

Intimidation (3 Points). Kithbook: Pooka page 87.

Some of your animalistic nature comes through in subtle ways making you more intimidating. You are three traits up on intimidation challenges, but keep in mind that an intimidating fellow may have a hard time making friends…
Appropriate for Pooka only.

Wholecloth (3 Points). Kithbook: Pooka page 88.

Your non-chimerical items on your person (this includes your clothing) are assumed into your animal form when you change shape and are not cast-off.
Appropriate for Pooka and Selkies.

++++Physical Abnormality (X Points). Kithbook: Pooka page 88.
Some aspect of your animal form comes through in your Fae mein granting you certain abilities based on what aspect comes through. Effects of the aspect are at ST discretion and points are assigned based on how useful the aspect chosen is.
Appropriate for Pooka and Selkies.

++++Venomous Attack (1-5 Points). Kithbook: Pooka page 88.
You can deliver a poisonous attack in your animal form (or your regular mein if you have the Physical Abnormality merit). When making an attack with an appendage that is capable of delivering poison you may spend a physical trait before the challenge to attempt to inject your target with poison. If successful the target will suffer a lethal damage in each subsequent round for a number of rounds equal to the points spent on this merit.
Appropriate for Pooka only.

Flaws

Disbarred Kithbook: Nockers page 54.

For disobeying Nocker prohibitions, you have been disbarred from the Bes Din, and your inventors license has been taken away; depending on the seriousness of your crime, your license may have merely been suspended, and you're on probation (which you can work your way out of, and should discuss with the STs). Or it may have been permanently revoked: this is reserved for particularly heinous infractions of Bes Din policy.
Nockers only. Please discuss particulars with Staff before taking this flaw.

Forsworn Book of Houses 2 page 32.

At some point in your life, you broke and oath, and now you have taken the Oath of the Forsworn to escape its consequences. While you will not suffer the consequences of the oath you broke, you are subject to a different penalty now. You are down two social traits on any attempt to persuade someone that you are sincere or that your word is good and trustworthy.
This merit is appropriate only for those who have access to the Oath of the Forsworn: Ailil and those they favor.

Fortune's Fool Book of Lost Houses page 21.

You believe the events you see in your visions are inevitable: no matter what you do, you cannot change them at all. The character is down two traits on any actions which might directly contradict a vision, and to actually initiate a plan to change a vision requires them to spend a Willpower.
This is appropriate for House Beaumayn sidhe, as well as characters with the Oracular Ability merit, but very few others.

Foul Mouth Kithbook: Nockers page 54.

You cuss too much, even by Nocker standards. In your possession, a Basilisk Stone might only last a few hours; there's no way for you to hold a job of any sort of respectability in mortal society.
Nockers only.

Goblin Magnet Kithbook: Nockers page 54.

Goblins really, really like you, and just want to be your buddy. But oh boy, do they make your life interesting. No matter what you do, you can't seem to get out of their good graces. Things tend to explode around you, even when your "friends" aren't about.
Nockers only.

Hostage Fool's Luck: Way of the Commoner page 75.

A noble is holding you hostage as a means of ensuring another's good behavior. The exact nature of your "hostage" situation is up to you and the Staff: it could range from imprisonment in a dungeon and sore mistreatment, to a pampered existence in a palace, to merely having a Geas of some sort placed upon you. The point value reflects exactly how bad it will go for you if the "good behavers" ever turns sour: one point might get you thrown in jail, while five points will almost certainly mean your death.
Especially appropriate in this game, but will be restricted if it turns out to be too common.

Guileless Book of Houses 2 page 32.

You cannot lie convincingly - this is not a moral compunction or a decision on your part. You're just bad at lying. In any attempt to tell a blatant lie, you are down two traits.
This flaw is appropriate for House Ailil, House Eiluned, and certain other characters who really should by all rights be good at lying.

Judgmental Book of Houses 1 page 96.

You jump to conclusions about people. When using your Gwydion truth-test, you are down two traits, and will trust your prejudices rather than what your senses tell you. If you fail, make a static mental challenge (retest Empathy); if you fail you automatically assume that the target is either lying or telling the truth based on your prior opinion of them.
Appropriate only for House Gwydion.

Melody of Days to Come Book of Lost Houses page 21.

With the flaw, the character has an affinity for a particular kind of vision and only recieves visions relating to that particular topic. Affinities might include a theme (love, betrayal), an emotion, or a particular person with Storyteller permission. The character recieves no bonuses to trying to bring about a vision of that type.
This flaw is appropriate for House Beaumayn sidhe only.

Sell Out Fool's Luck: Way of the Commoner page 75.

Other commoners see you as a traitor or a suck-up to the Sidhe. While this may not actually be the case, you suffer social penalties for your percieved "selling out". You are down two social traits in any challenge against other commoners (except other Sell Outs).
Appropriate for all commoners.

Troglodyte Kithbook: Nockers page 53. (No traits / 4 points)

You are a throwback to the original goblins and Nockers, used to working underground and uncomfortable in bright lights. We will not be giving points for the tabletop's 1 trait version of this flaw, which dictates that you are down three traits to all Perception-based challenges in bright light (this decreases to two traits down if you wear sunglasses or other eyeshades). We will be giving points for the four trait version, which dictates the following: You are completely blind in any light brighter than that of a fire, and are down five traits on any challenge which requires sight. Light hurts your eyes, and gives you a splitting headache, even with protective eyewear.
Appropriate for Nockers only.

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