Minotaurs
Affinity Realm: Scene
Birthrights:
Children of the Labyrinth - A minotaur has an uncanny sense of direction; they will never get
lost, no matter where they find themselves. A minotaur always knows where the north is and
can locate the nearest entrance to the Dreaming with a successful Perception + Kenning roll
(diff. 7). While in the Dreaming, they always know in which general direction the Silver Path
is. They can never botch Alertness or Survival rolls.
Strength of Bull - A minotaur gets an additional dot in Strength at character creation, even if
that brings her over 5. Additionally, her horns can inflict Strength + 1 lethal damage
(although this damage is chimerical only, unless the changeling Invokes the Wyrd).
Frailty:
Bull in a China Shop - Never expect a Minotaur to do anything requiring fine dexterity or a
gentle touch. Such actions have +2 difficulty added on.
Gargoyles
Affinity Realm: Time
Birthrights:
Wings of Stone - Gargoyles may always glide on air currents, reducing all fall damage by 3
dice. By spending a point of Glamour each scene (or hour), however, a gargoyle may truly
fly at five times her running speed. Both actions are chimerical, and if performed in front of
the unenchanted the disbelief will trigger Banality.
Eternal Vigilance - Gargoyles have always been guardians and sentinels. A gargoyle
receives an additional dot of Stamina at character creation, even if this brings her above 5,
and need to sleep only two hours per night. A gargoyle may not botch Alertness rolls.
Frailty:
Chains of Duty - Every gargoyle has a place they swear to protect, but that oath has a price.
If significant harm befalls on the place - a roof falling in, walls crumbling, a balefire being
Razed would qualify, but not, for example, a painting falling down - the gargoyle suffers a
Banality trigger; if the place is destroyed outright, or ruined beyond repair, the gargoyle gains
a Banality dot.
A gargoyle may leave her sacred place for a number of nights equal to her Willpower rating,
but afterwards she raises the difficulty of all her actions by 1 for each week she spends away
from her sacred place. Wilders are immune to this part of the frailty if they are on a quest.
Centaurs
Affinity Realm: Nature
Birthrights:
Children of the Wild - Centaurs get the Extra Legs Merit for free at character creation. They
can run at twice the normal speed and attempts to trip them are made at +2 difficulty. They
may never botch an Athletics roll.
Wisdom of Chiron - There is wisdom in the passion of centaurs.
Frailty:
Curse of Dionysus - Centaurs are creatures of the wild places, and the blood runs hot still in
their veins; this makes their passions burn brighter, but they also have less control, much
like their satyr cousins. A centaur’s Willpower rating may never rise above 5 dots.
Dullahan
Affinity Realm: Actor
Birthrights:
Agent of Death - The dullahan is attuned to the flow of death. She may sense those who
have the Dark Fate Flaw and the presence of ghosts and the undead; if they are hiding using
some sort of supernatural power, the dullahan may pierce it with a successful Perception +
Kenning roll (difficulty 7). Additionally, with a touch and the expenditure of a point of
Glamour, she can see how a person is fated to die, but not when. The dullahan receives an
additional die when using the Autumn Art.
Headless Rider - A dullahan may never botch a Drive roll. [something else]
Frailty:
The Golden Curse - For a dullahan, gold acts exactly as cold iron does. Furthermore, casting
a cantrip against someone wearing gold costs an additional point of Glamour, and her
cantrips may not target objects made of gold itself.
Sphinxes
Affinity Realm: Fae
Birthrights:
Enigmatic Smile - A sphinx receives an additional dot in Wits at character creation, even if
this takes her above 5. Sphinxes may never botch Enigma rolls.
[something] -
Frailty:
Riddle-bound - Should a mortal solve a sphinx’s riddle, the mortal may command three tasks
of her which she must obey. She may refuse to do so, but such an act is a Banality trigger
for her.
Saci
Affinity Realm: Nature
Birthrights
Dust Devil - A saci may transform into a dust devil and run at her running speed * 5.
Transforming into a dust devil is free if the saci is alone or only in the company of Kithain or
enchanted, and costs one Glamour if in the presence of the unenchanted.
Nimble Fellow - Despite having only one leg, the saci is extremely dexterous. She gains an
additional dot in Dexterity at character creation, even if it takes her above 5.
Frailty:
Magic Cap - Much like a selkie, a saci’s faerie soul is bound within the magical red cap she
always wears. If the cap is lost or stolen, the saci loses all access to his magical powers and
if it is destroyed (a feat only possible by tearing it to shreds with a cold iron blade or burning
it completely in a fire) then the saci’s soul is destroyed with it.
Strigoi
ctor
Affinity Realm: A
Birthrights
Undead Allure - The strigoi were born from humanity’s fear of the undead. In recent years,
the dreams of undeath have changed greatly; now, the undead are desirable and alluring,
charged with the appeal of the forbidden. Strigoi have the difficulty of all rolls pertaining to
seduction reduced by 2, and they may never botch a Subterfuge or Empathy roll.
Heart’s Blood - By biting a living human on the neck and spending a point of Willpower, she
may drink the human’s blood and inflict a point of real lethal damage on him each turn. For
each point of damage she inflicts, she regains a lost Glamour point. Mark these “blood”
Glamour points differently on her sheet: she may spend one of these blood Glamour points
to become immune to her Frailty for a day.
Frailty
Sol’s Hatred - While touched directly by the light of the sun, the strigoi shrivels up to a dead
husk of herself, falling to Appearance 1. This negates her Undead Allure birthright, and the
difficulty of all social actions rises by 2. A strigoi may offset this as per her Heart’s Blood
Birthright.