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Flaws are negative quirks a character may possess. During character creation, a player may choose to take on some of these disadvantages in exchange for gaining extra freebie points. Some of the more powerful Flaws may be subject to Storyteller discretion. For Flaws specific to a particular Kith, see Kith-Specific Flaws.

Name Description Point Gain Type Source Notes
Absent-Minded Though you do not forget things such as Knowledges or Skills, you do forget things such as names, addresses and the last time you gained Glamour. In order to remember anything more than your own name and the location of your freehold, you need to make a Wits roll, or, as a last resort, spend a Willpower point. This Flaw may not be taken with the Merit Concentration. 3 Points Mental Changeling: The Dreaming Second Edition
Addiction You are addicted to anyone of a variety of things. A one point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine or alcohol. A two-point Flaw would be either a severe addiction to any easily obtained substance, or any "mild" drug, such as pain killers, sleeping pills or marijuana. A three-point Addiction involves the heavy street drugs or hard-to-find drugs. The need for these drugs varies from once a day for some to two to three times a day for others, depending on the strength of the drug and the addiction. If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (one, two or three) until you receive your "fix." If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, +1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price. 1-3 Points Psychological Changeling: The Dreaming Second Edition
Amnesia You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may some day come back to haunt you, and the Storyteller is under no obligation to be merciful. (You can, if you wish, take up to five points of other flaws without specifying what they are. The Storyteller can supply the details. Over the course of the chronicle, you and your character will slowly discover them.) 2 Points Mental Changeling: The Dreaming Second Edition
Allergic You are allergic to some substance--pollen, animal fur, alcohol, chocolate, etc. For one point, you get hives, sneeze or become dizzy upon prolonged contact with your bane; for two points, you swell up uncomfortably in the affected area, reducing all dice pools by one; for three points, your reaction actually incapacitates you, reducing appropriate Dice Pools by three. If the substance is really common in your chronicle, add an additional point to this Flaw. 1-4 Points Physical Changeling: The Dreaming Second Edition
Asthma You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath. 1 Point Physical Changeling: The Dreaming Second Edition
Bad Sight Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness--it is a minor form of blindness. The impairment is not correctable. 2 Points Awareness Changeling: The Dreaming Second Edition
Blind You automatically fail all dice rolls involving vision. You cannot see--the world of colour and light is lost to you. 6 Points Awareness Changeling: The Dreaming Second Edition
Changeling's Eyes Your eyes are a startling colour, maybe emerald green, violet or yellow. This is a sign you are a Changeling, recognizable to those who know the ancient lore. 1 Point Supernatural Changeling: The Dreaming Second Edition
Child You were a small child at the time of your Chrysalis. You may be precocious, but you're still just a kid. You have the Flaw Short, and find it difficult to be taken seriously by others (two dice penalty to all relevant rolls.). Additionally, you may be subject to parental control, curfews and child labour and truancy laws. Few clubs will admit you, because you are "underage". Childlings who do not take this Flaw are for some reason more accepted by those older than themselves. 3 Points Physical Changeling: The Dreaming Second Edition
Chimerical Disability Part of your Fae Mien 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 Mien 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). 1-3 Points Supernatural Changeling: The Dreaming Second Edition
Chimerical Magnet For some reason, Chimera notice you more 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 irresistible, and sprites of all types surround you constantly, often making you the butt of their harmless but annoying pranks. 5 Points Supernatural Changeling: The Dreaming Second Edition
Cleared Mists The Mists are the effect of the Shattering on the human world. It cloaks the powers and enchantments of the Kithian, hiding their presence in its tendrills. 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 Kithian. 3 Points Supernatural Changeling: The Dreaming Second Edition
Colour Blindness You can only see in black and white. Colour means nothing to you, although you are sensitive to colour density, which you percieve as shades of grey. Note: colour blindness actually indicates an inability to distinguish between two colours, but we fudged a bit for the sake of playability. 1 Point Awareness Changeling: The Dreaming Second Edition
Compulsion You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times. 1 Point Psychological Changeling: The Dreaming Second Edition
Confused You are often confused, an the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behaviour all the time to a small degree, but your confusion becomes especially strong whenever stimuli around you (such as when a number of different people talk all at once, or you enter a nightclub with loud, pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily. 2 Points Mental Changeling: The Dreaming Second Edition
Curiosity You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll (difficulty 5) for simple things like, "I wonder what is in that cabinet." Increase the difficulty up to 9 for things like, "I wonder what those strange sounds coming from the Unseelie duke's freehold are. I'll slip in and check it out--no one will ever know. What could possibly go wrong?" 2 Points Psychological Changeling: The Dreaming Second Edition
Cursed You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed. It cannot be expelled without extreme effort, and it can be life-threatening. Some examples follow:
  • If you pass on a secret that was told to you, your betrayal will later harm you in some way. (One Point)
  • You stutter uncontrollably when you try to describe what you have seen or heard. (Two Points)
  • Tools often break or malfunction when you attempt to use them. (Three Points)
  • You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don't get too close to the other characters!). (Four Points)
  • Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (Five Points)
1-5 Points Supernatural Changeling: The Dreaming Second Edition
Dark Fate You are doomed to experience a most horrible demise, or worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles and your dreams will come to naught. Your fate is certain, and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate--and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and the malaise will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as it if takes away all free will, we have found that, ironically, it grants freedom. Combining this Flaw with the Destiny Background is appropriate--Elric and Vanyel are classic literary examples. 5 Points Supernatural Changeling: The Dreaming Second Edition
Dark Secret You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among your peers. This can be anything from having murdered a noble to secretly being a member of the Shadow Court. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact. 1 Point Psychological Changeling: The Dreaming Second Edition
Deaf You cannot hear sound, and automatically fail any rolls that require hearing. 4 Points Awareness Changeling: The Dreaming Second Edition
Deformity You have some kind of deformity--such as a misshapen limb, a hunchback--that affects your interactions with others an may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.

Sidhe characters cannot take this flaw.

3 Points Physical Changeling: The Dreaming Second Edition
Diabolical Mentor 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. 2 Points Changeling Ties Changeling: The Dreaming Second Edition
Disfigured A hideous disfigurement makes you ugly and easy to notice or remember. You therefore have a zero Appearance.

Sidhe characters cannot take this flaw.

2 Points Physical Changeling: The Dreaming Second Edition
Divided Loyalties The current hostilities have placed you in an awkward position with regard to your usual loyalties. A commoner who opposes violent revolt against the rulers of Concordia may find herself distanced from friends or oathmates who support the way. Similarly, a Sidhe who sides with the commoners may alienate herself from other members of her house. A Red Branch knight who supports Faerilyth may have difficulties in the presence of colleagues who belong to different factions in the search for a successor to the throne.

Those of your friends or allies who know of your differing loyalties no longer trust you with confidences. Some may even consider you an enemy, or, at the very least, a liability. You might try to conceal your true feelings, but if you do, you run the risk of discovery by those who would label you a traitor. You suffer a +2 to your difficulty for all Social rolls in circumstances that place you and your erstwhile friends at odds with one another. At the Storyteller's discretion, possession of this Flaw may cause other problems that require solutions through roleplaying.

3 Points Social War in Concordia
Driving Goal You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to restore equality for commoners or to return to Arcadia. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does. 3 Points Psychological Changeling: The Dreaming Second Edition
Echoes 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 recieved 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 a five-point Flaw also suffers the setbacks of the two through four-point flaws.
  • Minor: Salt thrown over the shoulder for good lick 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 can 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 invitation, unless you perform some small favour for the owners of the dwelling. However, the invitation to enter a 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 affecting 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 or for bad. However, four-leaf clovers picked by you are sure to bring good luck (you cannot botch, or perhaps you temporarily gain the favour 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 now 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 powers. Many people will remember you if you use your Glamour while around them. Chimerica creatures tend to become more real for you thatn for others, and their attacks 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 angerous situations. Your difficulties in casting cantrips might be reduced by a substantial amount (Storyteller's discretion), but those wearing cold iron and religious symbols are immune to any Arts you might use. You must make a Willpower roll (difficulty 7) in order to enter holy ground. Even if you succeed in your Willpower roll, actual physical damage (one Health level per turn) occurs whenever you enter holy ground. (Five Points)
2-5 Points Supernatural Changeling: The Dreaming Second Edition
Enemy You have an enemy, or perhaps a group of enemies. Someone wants to harm you. The value of the flaw determines how powerful these enemies are. the most powerful enemies (kings or elder Vampires) would be five-point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you earned such enmity in the first place. 1-5 Points Changeling Ties Changeling: The Dreaming Second Edition
Flashbacks You are prone to flash backs if you are in either high-pressure situations or circumstances that are similar to the event that caused the flashback itself. Flashbacks can be cause by almost any trauma--torture, extended combat or repeated drug experimentation. Either positive or negative stimulation could result in an episode. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. Returning to a good and happy vision can be just as dangerous or distracting as suddenly being surrouned by demonic hallucinations. During the flashback, you are not aware of what is really around you. Even people speaking to you will be viewed as people or objects from the vision. You can mistake men for women, people for animals and even inanimate objects for people. to you, reality has shifted and you are back there again. 3 Points Psychological Changeling: The Dreaming Second Edition
Forsworn 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 honour, 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. 3 Points Social Book of Houses II - Pour L'Amoure Et Liberte This Merit was listed with House Ailil, though it was not stated to be exclusive to it.
Geas 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 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 give occasionally to charity, would only be worth one point. 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 choose. 1-5 Points Supernatural Changeling: The Dreaming Second Edition
Guileless While you enjoy the same expertise with manipulating others as other 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 evate 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. 2 Points Social Book of Houses II - Pour L'Amoure Et Liberte (Most Likely a) House Ailil-specific Flaw.
Hard of Hearing Your hearing is defective. The difficulties of all dice rolls releated to hearing are increased by two. You may not take the Merit Acute Hearing if you take this Flaw. 1 Point Awareness Changeling: The Dreaming Second Edition
Hatred You have an unreasoning hatred of a certain thing. This hate is total and laregely uncontrollable. You have hate a species of animal, a class of person, a colour, a situation or just about anything else, an you constantly pursue opportunities to harm the hated object or to gain power over it. 3 Points Psychological Changeling: The Dreaming Second Edition
Haunted You are haunted by a ghost that only you (and mediums) can see and hear. It actively islikes you and enjoys making your life misterable by insulting, berating and distracting you, especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hiding small objects; bringing a "chill" ober others, making them very ill at ease with you; causing a loud bussing in your ear or the ears of others; moving a small object such as a knife or pen; breaking a fragile item such as a bottle or mirror, tripping you or making eerie noises, such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you. (More ideas for this Flaw can be obtained from Wraith: The Oblivion.) 3 Points Supernatural Changeling: The Dreaming Second Edition
Hunted Vampires and Werewolves are not the only supernaturals who need to fear fanatical witch-hunters. You have somehow attracted the interest of some mortal agency or individual who now seeks your destruction. This hunter is beyond reason, and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one. 4 Points Mortal Ties Changeling: The Dreaming Second Edition
Infamous Mentor Your mentor was, and perhaps 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. 1 Point Changeling Ties Changeling: The Dreaming Second Edition
Insane Mentor 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 involve you. 1 Point Changeling Ties Changeling: The Dreaming Second Edition
Intolerance You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation or just about anything else. The difficulties of all dice rolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here—a dislike of left-handed Lithuanian plumbers or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike. 1 Point Psychological Changeling: The Dreaming Second Edition
Iron Allergy Most of the Kithian 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 iron, you suffer one Health Level of Chimerical damage. As a four-point Flaw, you take one Health Level of of real damage 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. 3-5 Points Supernatural Changeling: The Dreaming Second Edition
Lame Your legs are injured or otherwise prevented from working effectively. You suffer a two dice penalty to all dice rolls relate to movement. A character may not take this Flaw along with the Merit Double-Jointed.

Sidhe members who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

3 Points Physical Changeling: The Dreaming Second Edition
Lifesaver You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no provlems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your definition of "evil"....) Senseless death in all forms repulses you, an you feel that those who commit murder should be punished. 3 Points Psychological Changeling: The Dreaming Second Edition
Mentor's Resentment 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! 1 Point Changeling Ties Changeling: The Dreaming Second Edition
Motion Sickness A character who suffers from motion sickness is easily unbalanced by the rocking of the sea. The player makes Stamina rolls for seasickness against a base difficulty of 8. A sadistic Storyteller may also require seasickness rolls from the player of such a character in other situations, such as a long car ride... 1 Point Aptitudes World of Darkness: Blood-Dimmed Tides
Mute Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means--typically through writing or signing.

Sidhe who are members of House Dougal cannot take this as their handicap, thought it can be taken if they have a different handicap as their House Flaw.

4 Points Physical Changeling: The Dreaming Second Edition
Mystical Prohibition or Imperative There is something you must ir 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 enemies. Storytellers should examine each prohibition or imperative and assign a point value to it, as well as to the punishment for violating 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 down from a fight", are worth three (or more) points. Consequences are worth more 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, and being deserted by your faerie soul is worth 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 them to ind 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, worth four points.

1-5 Points Supernatural Changeling: The Dreaming Second Edition
Nightmares You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night (Storyteller's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this. 1 Point Psychological Changeling: The Dreaming Second Edition
Notoriety You have a bad reputation among your peers; perhaps you violated the protocols once too often, or belong to an unpopular freehold. There is a two dice penalty to all ice rolls for social dealings with associated changelings. A character with this Flaw may not take the Merit Reputation. 3 Points Changeling Ties Changeling: The Dreaming Second Edition
Oathtaken You have submitted to the recent requirements that all commoners swear the Oath of Loyal Affirmation. this oath binds you to the servie of your liege even if it places you in opposition to oathmates or other members of your motley. Your status as one of the Oathtaken also prevents you from joining any of the commoner war efforts, even if you sympathize with the rebels.

In order to take any action against the person to whom you swore the oath, you must attain three successes in a Willpower roll (difficulty 9). Even if you succeed, all actions suffer a -2 penalty to your Dice Pool, and you may not use Glamour in conjunction with any such actions. Each time you successfully violate the spirit of the oath, you lose 1 point from each of your physical Attributes, subject to a minimum of one dot remaining in each Attribute. This loss remains until you recieve a pardon from your liege.

4 Points Supernatural War in Concordia
Obsession There is something you like, love or are fascinated by to the point where you ofter disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend Vampires, Werewolves, an stranger things, and fin out as much as you can about them, disregarding all warnings. If you are obsessed with Elvis, you have your house decorated with black velvet paintings and annoy your friends with your constant talk about the King. You don't necessarily believe Elvis is still alive, but you buy ever supermarked tabloid that carries an article about him anyway. There are many other obsessions, including British royalty, guns, football, roleplaying games...you know the type. 2 Points Psychological Changeling: The Dreaming Second Edition
One Arm You only have one arm--choose which, or determine randomly at character creation. This could be a battle scar, birth defect or other form of injury. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two dice penalty to any Dice Pool where two hands woul normally be needed to perform a task. A character may not take this Flaw along with the Merit Ambidextrous.

Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

3 Points Physical Changeling: The Dreaming Second Edition
Overconfident You have an exaggerated and unshakable opinion of your own worth and capabilities. You never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence. 1 Point Psychological Changeling: The Dreaming Second Edition
Paraplegic You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, no matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.

Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.

6 Points Physical Changeling: The Dreaming Second Edition
Phobia (Mild) You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object. 1 Point Psychological Changeling: The Dreaming Second Edition
Phobia (Severe) You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Willpower roll not to freak out when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. The storyteller has final say over which phobias are allowed in a chronicle. 3 Points Psychological Changeling: The Dreaming Second Edition
Psychic Vampire The spark of life is dying within you and must be continually fed from outside forces. You are a psychic vampire. Plants and insect life 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 Heal Level has been sucked away) will not heal while in your presence. You can be in the same building as 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 ie. 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 fourth in a month, and, finally, one wound every three months. 5 Points Supernatural Changeling: The Dreaming Second Edition
Sadism/Masochism You are excited either by causing pain or receiving it. In many situations, you will seek either to be hurt or hurt someone for your pleasure. For a Masochist (someone who enjoys pain), your soak roll for actual physical damage is increased by one because you really want to feel the pain. A Sadist (someone who likes to hurt others) must make a Willpower roll (difficulty 5) to stop combat (modified depending on how much you are enjoying hurting the other person). If you fail, you are so caught up in the event that you are unaware of anything else happening around you. 2 Points Psychological Changeling: The Dreaming Second Edition
Short You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a two dice penalty to all persuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.

Only Childling Trolls can take this Flaw.

1 Point Physical Changeling: The Dreaming Second Edition
Shy You are distinctly ill at ease when dealing with people and try to avoid social situations whenenver possible. The difficulties of all rolls concerned with social interactions are increasd by one; the difficulties of any rolls made while you are the centre of attention are increased by two. Don't expect your character to make a public speech. 1 Point Psychological Changeling: The Dreaming Second Edition
Sidhe's Curse 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, though 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. 5 Points Supernatural Changeling: The Dreaming Second Edition
Slipped Seeming Your Fae seeming bleeds 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 Mien (Goats legs will not allow you to run at advanced speeds, etc). 1-5 Points Supernatural Changeling: The Dreaming Second Edition
Speech Impediment You have a stammer or some other speech impediment that hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time, but in times of stress, or when dealing with outsiders, you should attempt to simulate it. Sluagh may not purchase this Flaw in respect to their Frailty. 1 Point Psychological Changeling: The Dreaming Second Edition
Surreal Quality Though the Mists still protect you from mortal detection, there is something about you that mortals find fascinating. At inappropriate times, they will stare at you and strike up conversations in the hopes of getting to know you better. Worse still, those mortals who are of less savoury nature will choose you over other potential targets for their illicit acts. 2 Points Supernatural Changeling: The Dreaming Second Edition
The Bard's Tongue You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing or cursing, or an Effect that can be rulled 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 prophecy, 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). 1 Point Supernatural Changeling: The Dreaming Second Edition
Throwback One or more of your past lives still affects 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 existance, 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. 1-5 Points Supernatural Changeling: The Dreaming Second Edition
Twisted Apprenticeship Your mentor was quite malevolent and taught you all the wrong things about Kithian society. Your concepts of Changeling politics are all wrong, and your faulty beliefs are likely to get you into 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. 1 Point Changeling Ties Changeling: The Dreaming Second Edition
Unable to Swim The character has never learned to swim, or has been taught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of the above movement rules. A character cannot take this Flaw unless he has at least one dot in Athletics, and a character with the Secondary Ability: Swimming canot take this Flaw for obvious reasons. At the Storyteller's discretion, a character who takes swimming lessons after game play begins may buy off this Flaw at the cost of six experience points after using experience to raise his Athletics score at least one dot. 2 Points Aptitudes World of Darkness: Blood-Dimmed Tides
Vengance You have a score to settle--a freehold was wiped out, a friend was corrupted, a parent was slain...You are obsessed with wreaking vengance on the guilty party. Revenge is your first priority in all situations. The need for vengance can only be overcome by spending Willpower points, and even then, it only temporarily subsides. Someday you may have your revenge, but the Storyteller won't make it easy. 2 Points Psychological Changeling: The Dreaming Second Edition
Ward You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Chrysalis days, or just a good friend. Wards have a talent for getting caught up in the action of stories, and they're frequent targets of a character's enemies. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Winged You have beautiful wings, be they feathered bird's wings or badwings or coloured 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 of your coats. If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithian are present, but will not work in the presence of mortals. 2 Points Supernatural Changeling: The Dreaming Second Edition Can also be taken as a 4-point Merit. See Merits.
Wyld Mind Your mind is extremely chaotic and unpredictable. As a result you have difficulty concentrating on any one task. You must make a Willpower roll (difficulty 4) for every extended action roll after the second. 2 Points Psychological Changeling: The Dreaming Second Edition

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