Birthrights

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Generally speaking (the main article has specifics), Faerie Birthrights (except as modified by the Mystery), have been changed to be uniformly Wyrd. That is to say, a Sidhe's unearthly beauty, a Troll's godly strength, a Satyr's indefatigable endurance, and so on, all benefit them in the mortal world. This is good and bad. Faerie stats can frequently exceed the human maximum of 5 (especially Sidhe) and this requires care to avoid being constantly outed. There are such things as 'faerie hunters' folks, and they know what to look for.

"Cannot Botch"

Anytime a birthright says 'cannot botch' we take this to mean dice that come up as '1' do not subtract successes from the roll. The +roll command has a '/no1s' switch for this.

Boggan

Craftwork: Craftwork functions as long as the only witnesses are other boggans or Chimera attached to an observing boggan's +sheet through the (Chimerical) Companion background.

Call of the Needy: Call of the Needy is automatically resisted if the boggan cannot provide the needed assistance. In most cases 'fetch someone who can help' will cover it, but you can't torture a helpless boggan by repeatedly asking them for help. The need must also be genuine.

Eshu

Spirit Pathways: This birthright is a role playing device and plot hook, only. It does not in any way make travel faster, no matter how crunched for time you are. Nor, however, does 'the most interesting route' make an Eshu late.

Talecraft: Talecraft requires the Eshu to walk away from a TP or PrP with a good story, and they must then tell this story to an audience who remains engaged (usually as part of a scene). A log of the re-telling may be submitted to staff for the bonus XP.

Recklessness: May be resisted by rolling Willpower, difficulty 8.

Nocker

Forge Chimera: Real world materials may be consumed by spending 1 point of glamour per material type, per session. This converts the real material into chimera including any desired refinement or transformation the nocker desires. This birthright also allows a nocker to forge raw glamour, either from balefire, dross, or their own personal pool. This adds a processing step, but essentially lets the nocker create chimera from nothing. All kithain may use crafts or other appropriate rolls to process chimerical materials harvested from The Dreaming or dreamed and incidental chimera.

Fix-It: When performing this birthright in front of unenchanted witnesses, 'percussive maintenance' techniques may be needed as well.

Fatal Flaw: Nocker players are welcome to suggest flaws for their creations, but staff has the final say.

Pooka

Shapechanging: Non-chimerical items do not transform with the Pooka. Voille and any items earned from the Chimera background, however, do transform either re-sizing as is appropriate for the new animal body, or vanishing away until the transformation is reversed, as would items dedicated to a shifter.

Confidant: Strongly recommended as a roleplaying guide. When the dice come out, the ability is considered a supernatural mind-control power, but the Pooka does not have control over /what/ the target reveals - they only ensure that whatever it is will be both honest and a thing that is bothering them. Leading questions can help prime the target to go in a certain direction, but once the floodgates open, they go wherever the target's heart decides. The difficulty is the higher of the target's Willpower Rating or Banality.

Lies: We will not be playing Opposite Day. The lies a Pooka tells must be constructed so as to confuse or mislead a casual listener. People who carelessly take everything a Pooka says as truth deserve what's coming to them.

Redcap

Dark Appetite: Functions in the presence of mortals. This is a Wyrd effect and induces the mists if the material is genuinely inedible. Eating otherwise inedible chimerical matter does not require the expenditure of glamour - including during combat.

Satyr

Gift of Pan: The roll to resist this gift is Willpower Rating, difficulty 6. Successes on the relevant performance roll beyond the first 3 raise this difficulty by one each.

Physical Prowess: The stamina dot is Real, even if this takes the satyr's stamina beyond 5. The running speed relies on the goat legs which are chimerical and is therefore only applicable when there are no unenchanted witnesses, or the satyr has called the Wyrd.

Passion's Curse: The difficulty to resist any gift, discipline, or magical effect to influence the satyr's emotions is made at +2 difficulty. A base difficulty of 8 becomes difficulty 9, threshold 2.

Sidhe

Awe and Beauty: The 2 extra dots of appearance are Real, even if this takes the appearance beyond 5. (An Appearance of 7, however, really stands out to faerie hunters and... other predators.) Similarly the social roll benefits apply to: persuasion, seduction, intimidation, expression, performance, and leadership - this effect is also Real. The willpower roll needed to attack an angered sidhe is, however, chimerical. It only works against attackers who perceive the Sidhe's faerie seeming. (i.e. they must be enchanted, or the sidhe must have called the Wyrd). The difficulty is the sidhe's Glamour Rating + Title background, capped at Difficulty 9, Threshold 2.

Noble Bearing: All cantrips, gifts, sorcery, disciplines, and psychic powers whose outcome would make the sidhe look silly or awkward automatically fail. All True Magick that would have a similar outcome requires additional successes equal to the Sidhe's Glamour Rating + Title background in order to overwhelm this birthright.

Sidhe's Curse: Only one half of the points of banality taken may be converted into nightmare dice, the 'bonus' banality you must take as banality.

Sluagh

Squirm: This birthright is real and may be performed in front of unenchanted witnesses, however doing so involves a +2 difficulty penalty. The Puddle Merit makes this birthright Wyrd, it requires 1 glamour to do this in front of unenchanted witnesses and it incurs the mists.

Whisper: Sluagh are, in fact, incapable of speaking above a whisper in their mortal seeming. Sign Language is recommended as people who can only whisper are easy marks for faerie hunters.

Troll

Titan's Strength: The extra health levels and strength dots are real, as is the dexterity difficulty penalty, even if this takes one's strength beyond 5. This includes Troll merits which amplify these birthrights, as well. Trolls consider it petty to use superhuman strength to win strongman competitions and abusing this advantage to push mortals around counts as breaking an oath for purposes of the same. Showing off where there are no stakes, however, is fine (if really stupid).

Stubbornness: This birthright applies only to things which would, in fact, cause them to be viewed as disloyal. If the infraction would insult on their own sense of pride, they must resist temptation on their own.

Piskey

Nimble: The dot of dexterity is real, even if this takes one's dexterity beyond 5.

Human Bonds: This effect is also real.

Clurichaun

Twinkling: This effect is Wyrd and incurs The Mists. Blinking doesn't count as 'taking one's eyes off.' To avoid abuse, someone attempting to hold a Clurichaun needs Fae Lore 3 and to have correctly identified the individual as a Clurichaun to know how to prevent their escape. The roll is then stamina+alertness (or Willpower Rating, roller's choice) in order to keep their attention on the Clurichaun. The difficulty begins at 4 and goes up by 1 every ten minutes. If there are multiple observers they must all fail the roll for Twinkling to trigger. Anyone else must make regular wits+alertness rolls that begin at difficulty 7 and go up with time.

Insight: This birthright may only be used once per scene, but it is Real.

Tippling: Requires willpower rating, difficulty 8 to refuse an offered drink. Diff 6 to avoid requesting one of the host, once the Clurichaun lays eyes on liquor. If the Clurichaun's willpower (temp) is 3 or lower (even if it's at maximum), simply walking past an open bar, public house, or party which is visibly including alcohol (but not a liquor store or grocer which sells booze), requires a Willpower Rating roll vs difficulty 4. Childling Clurichauns are at -2 difficulty to resist Tippling.