Physical
Too Human (2 or 5 points)
Your human side often hides your fae side, making it difficult for other changelings to recognize you. 2 points means that your Social rolls with other fae are made at +2 difficulty until you can perform some action that inarguably proves your nature; 5 points removes one of your Kith’s Birthrights (your choice) in addition to the effects of the 2-dot version.
Mental
Wyld Mind (2 points)
You have trouble focusing on any one task for very long. When attempting an extended action, you must succeed on a Willpower roll (difficulty 4) after the second and each succeeding roll. If you succeed, you can roll again, subject to the usual limitations on the maximum number of rolls you would normally be able to make on an extended action. If you fail, you lose interest in the task (complete or not) and abandon it, although you can start over from scratch the next day if you wish.
Social
Possessive (2 points)
You really don’t like it when other people mess with your stuff. Anyone else attempting to use your equipment, whether mundane or chimerical — a weapon, a vehicle, an item of clothing, even your cellphone — triggers a Willpower roll, difficulty 7. On a failure, you refuse to allow them to touch your things, and will lash out if they push it. On a botch, you jump straight to violence.
Supernatural
Chimerical Magnet (5 points)
Something about you is absolutely irresistible to chimera. Sometimes this can be helpful, but most of the time it’s just the opposite — chimerical monsters will almost always pick you as their first target, sprites prank you constantly, and nervosa will gravitate to you given half a chance.
Cleared Mists (3 points)
Your magic and fae abilities are not hidden from mortals by the Mists. You must be very careful when using them, lest you find yourself guilty of violating the Right of Ignorance (to say nothing of possibly exposing yourself and your friends to danger).
Iron Allergy (3 to 5 points)
Contact with cold iron is painful for almost all Kithain, but for you it’s especially bad. At 3 points, you suffer one level of chimerical damage per turn you’re in contact with cold iron; at 4 points, one level of lethal damage. At 5 points, in addition to taking one level of aggravated damage per turn of contact, you also take a level of lethal damage if you are within a foot of the iron.
Sidhe’s Curse (5 points)
Whenever you would normally gain a point of Banality, gain two instead. Sidhe may not take this Flaw.
Slipped Seeming (1 to 5 points)
Some of your fae seeming bleeds over into the mortal world, making your Kithain nature extremely obvious to someone who knows what to look for. A troll whose skin has a slight bluish tint might be worth 1 point, while a pair of satyr’s horns would be worth 5. At higher levels of this Flaw, you’re obviously inhuman in some way unless you take pains to conceal the feature, which may cause difficulties in interacting with the mortal world.
Winged (Flaw) (2 points)
You have chimerical wings. They must always be free to move, necessitating clothes that accommodate them — otherwise, you suffer a +1 difficulty to any Dexterity rolls. Unlike the Merit, you cannot use these wings to fly — they’re strictly ornamental.