- 1 Overview
- 1.1 Boggans
- 1.2 Eshu
- 1.3 Nockers
- 1.4 Pooka
- 1.5 Redcaps
- 1.6 Satyrs
- 1.7 Sidhe
- 1.8 Sluagh
- 1.9 Trolls
- 2 Adhene
- 2.1 Acheri
- 2.2 Aonides
- 2.3 Fir-bholg
- 2.4 Fuaths
- 2.5 Keremet
- 2.6 Moirae
- 2.7 Naraka
- 3 References
Changelings who pass beyond the Near Dreaming to the Far and Deep Dreamings go through physical and mental changes as the pass farther from the effects of mortal Banality. What makes them Kithain becomes stronger, more defined. The term the fae give this metamorphosis is the Augmen.
The Augmen is not an immediate change. It takes place over the course of hours or even days, depending on the Glamour within a changeling.
The Augmen has its effect on mortals too. While it draws forth more of the fae nature in changelings, it dims more of the human mind. Belief in another world beyond the Dreaming fades quickly as the Mythic Realm reveals its secrets for the human visitor to see. In this way, the Mists are kind; any mortal who truly saw the Far pr Deep Dreaming in all their glory would likely be struck blind and deaf. There are things that humans were not meant to know.
The physical changes are usually the most obvious, though the mental alterations are normally noticeable to individuals closest to the fae who goes through the Augmen.
Boggans become less human looking in appearance as they enter the Far Dreaming. In a short span of time, their faces grow darker and their hair grows longer. Whatever clothes they wore when the entered are transformed, becoming more Spartan and practical. Whatever calluses they might bear become heavier, increasing the toughness of their skin. Boggans of a kinder mien seem softer and grow heavier and the move through the Far Dreaming. Ones of a crueler nature, the vindictive and spiteful, grow leaner and seem almost reptilian in features, though their skin remains alternately soft and callused. Most of the latter also develop mouths filled with sharp, needle-like fangs.
The tend to become either more helpful or more spiteful (depending on their Court) while in the Far Dreaming. Their friends often find the kith preparing all the meals and even setting up camp for the night. The vindictive boggans tend to make more acid comments and do their best to make everyone around them suffer. The boggans can no more stop this behavior than they can survive without their hearts, an option sometimes considered by their fellow travelers in the depths of the Dreaming.
- The Craftwork Birthright increases subtly. If unobserved, boggans can accomplish any task involving simple physical labor in one-sixth the time it would take a mortal, one-third the time if they are observed.
- The Social Dynamics Birthright no longer requires a die roll. The boggans' ability to understand group dynamics is far more powerful, though it might still take then a while to puzzle out the details.
- The Call of the Needy Frailty is a true bane in the Far Dreaming. Here, a boggan cannot resist aiding people in need, unless they spend a Willpower point.
- The Craftwork Birthright increases again. If unobserved, boggans can accomplish any task involving simple physical labor in one-twelfth the time it wold take a mortal, one-eighth the time if they are observed.
- The Social Dynamics Birthright is far more powerful. Within minutes, the boggan knows who influences a group and how they manage to keep control.
- Call of the Needy requires that boggans aid anyone in need, regardless of the risk to themselves.
Eshu in the Far Dreaming grow stronger, taller, and more capable of traveling by foot even than in their "normal" seemings. Their energy increases, and often even the oldest grumps among them can outrun the finest steed. Their faces grow wilder, taking on characteristics of the animals in all the lands they've visited. While the transformation is subtle, the changes are still very noticeable. Finally, the eyes of eshu change in the Far Dreaming and become darker than before. Individuals who stare into the eyes of an eshu in the Far Dreaming often grow mesmerized, imagining, or perhaps not imagining, that they can see the places where the eshu has traveled reflected in those dark, luminous eyes. The wanderlust that drives the eshu ever forward soon becomes a near-obsession. In some cases, the eshu can no longer stand to remain in one place for more than an hour, even if the rest of the motley is exhausted and can't go further. Most solve this problem by circling their friends, guarding them as the eshu burns the energy that lends constant restlessness.
- The Spirit Pathways Birthright grows much stronger in the Far Dreaming. The eshu know when danger is near, though not necessarily what the source of that danger is. Also, they are always able to find the closest trod, should they stray away from the Silver Path.
- The Talecraft Birthright grows more powerful to the level of distraction. Eshu telling tales in the Far Dreaming actually generate chimera to act out parts of the story being told. Once the tale is finished, the chimera disappear.
- The Recklessness Frailty here means an eshu can't resist a challenge, fair or unfair, without expending a Willpower point.
- The Spirit Pathways Birthright reaches its final height of power in the Deep Dreaming. With little more than a thought, an Eshu instinctively knows where the target of their quest lies. They know when danger is near as well, but won't care. It's the thrill of the chase that matters most.
- Talecraft becomes an imposing force indeed. The eshu can generate chimera for any tale they spin, and the chimera can and often do interact with anyone around them. More often than not, these chimera are perfect representations of the tales old, right down to their personal habits. They are also sentient and might not want the tale to end. In the Deep Dreaming, the tale often escapes from the teller, and chaos sometimes ensues. These chimera act independently of the eshu once the story is finished: most wander off on their own, fully prepared to live out their new lives to the fullest.
- Recklessness goes to a new extreme. Any challenge, no matter how preposterous, must be accepted, though the eshu can delay the acceptance of the challenge if already on a quest.
While in the Far Dreaming, nockers tend to become reflections of their creative bent. Ones who work with metals begin to take on characteristics of metal; the faces become more angular, and their eye tend to glisten with a metallic sheen. Some even gain a voice that is hollow and echoes ever so faintly. Even their hair can become wiry, thicker, and metallic. Likewise, ones who work mostly with wood begin to take on the characteristics of their chosen material. They develop skin textures not unlike the grain of wood or something parklike and hard as oak. Nockers who work with multiple substances often take on subtler characteristics of all their different materials.
Many nockers are driven to the edge of madness in the Far Dreaming. Ideas that were barely concepts in the backs of their minds soon become detailed designs, an the nockers often find themselves distracted by the flow of creativity. During their time in the Far Realms, most nockers must create something... anything. Even while walking with their companions they tend to find something to whittle or form with their hands.
- The Chimera Creation Birthright requires only half the normal successes needed on die rolls to complete the task.
- The Fix-It-All Birthright no longer requires any rolls. A nocker can fix anything, though they must still take time to figure out just what they're working on before they can fix it.
- The Flaws Frailty is a source of disaster for the nockers. Everything they build is flawed, and in the Far Dreaming their creations are also fragile. Any Crafts roll without at least one 10 rolled means the item will shatter if dropped or struck.
- The Chimera Creation Birthright is automatic in the Deep Dreaming... no rolls necessary.
- Fix-It-All not only fixes anything, it often improves on the original model. Nockers know intuitively what needs repairing, an they understand the function of anything they see. As always, repairing an item might take considerable time. More importantly, the nocker must concentrate or the item being repaired might get "modified" units it bcaomes something else completely.
- The Flaws Frailty makes the nockers blind to the errors they make in creation. Whatever they build is sure to crumble within a few days, but while it works, it's likely to create miracles.
The changes in pooka are hardly subtle. The farther these Kithain travel into the Far Dreaming, the less human they appear. Their bone structure, the coloration of their skin, and even the texture of their hair take on more bestial qualities, matching up more closely to their animal affinity. A rabbit pooka might develop a light coating of fur, and the color of their hair would change to match the fur of their rabbit form. A cat pooka would develop claws and rounder teeth, even as their eyes developed more cat-like proportions and their senses grew keener.
Pooka grow more secretive in the Far Dreaming; they also grow simultaneously more enchanting and more annoying. Where the occasional prank might be enough under normal circumstances, the pooka seem unable to resist untying boot straps or cutting most of the way through the hardened wood of a bow. Anything for a laugh, sometimes without regard for the consequences. Their lies also become larger as ridiculous exaggeration and blatant falsehoods abound. But their energy is, if anything, even more infectious. Everyone around them in the Far Dreaming manages almost never to take offense at the pooka. They're just too darn cute.
- The Shapechanging Birthright no longer requires that a pooka be alone to change shapes. Additionally, the pooka may change the size of their animal form, anywhere from one-third its usual dimensions to three times larger than normal. Five-foot-tall bunnies aren't all that unusual in the Far Realms.
- The Confidant Birthright is stronger as well. The difficulty for getting a target to spill their guts is now only one-half the target's Willpower (round down).
- The Lies Frailty of the pooka is amplified in the Far Dreaming. They no longer believe what anyone tells them; even if they know they're being told the truth, they can't accept what they hear as anything but a lie.
- With Shapechanging, the pooka can now become any animal they can imagine. Shape and size are of no consequence. Pooka can become dragons here, if they so desire. the risk is great however, as many pooka opt never to change again and leave their motleys in search of a new life in their new forms.
- The Confidant Birthright now allows the pooka to learn even greater secrets of a target with little effort. A die roll is no longer needed, though the expenditure of a Willpower point allows the target o such trickery to stop speaking, once they realize they've revealed too much.
- Pooka Lies become so complex that even the pooka have trouble untangling the tales they weave. No matter how complicated a lie already is, the pooka can't help but expand on the details. Also, pooka cannot trust anyone else and often go out of their way to avoid contact with other fae.
Redcaps are born of nightmare, and their appearance changes to match their birthplace as they delve deeper into the Far Dreaming. Their skin, already rough, soon resembles the texture of sandpaper, and their massive teeth grow sharper and more menacing, often taking on a color similar to iron or granite. Whatever color their hair normally is, the Dreaming soon paints it blood red. The ragged nails on their hands grow thicker, capable of rending flesh without need of weapons.
Most disturbing of all, their appetites increase, leaving the redcaps perpetually hungry for fresh, raw meat. Seelie and Unseelie redcaps aloe soon start to suffer from their dark appetites, as they long to indulge in the bloody treats they enjoyed before the Shattering.
- The redcaps' notorious Dark Appetite Birthright is changed in hellish ways. The mouths of redcaps grow impossibly wide, allowing them to sink their teeth into larger items. Their preference for raw, bloody meat is also increased, and though they can eat anything, the redcaps begin to crave the meat of fresh kills the way a heroin addict wants a fix. If deprived of fresh meat for more than a day, the redcap must make a Willpower roll to avoid "just taking a nibble" from the closest target.
- The Bully Browbeat Birthright is much stronger in the Far Dreaming. Difficulties on all Intimidation rolls are reduced by four or more. The difficulty to resist this ability increases by two.
- The redcaps' Bad Attitude Frailty becomes even worse as their true nature is revealed for all to see in the Far Dreaming. Even the kindest of Seelie redcaps can resist the taste of hot, raw meat and fresh blood in the Far Realms. In any social situation except browbeating, the redcap suffers a penalty of +4 or more.
- The redcaps' Dark Appetite is more a curse than a boon in the Deep Realms. While they are capable of devouring a human in two bites, they remain undated for as long as they stay in the Deep Dreaming. Fresh meat is a must, and anyone standing too close is a target. They don't want to eat other redcaps, but all other fae are fair game.
- The Bully Browbeat Birthright doubles again. Difficulties of all Intimidate rolls are reduced by 8 or more. The difficulty to resist is increased by 4.
- A redcap's Bad Attitude causes all but the most forgiving individuals to loathe them on sight. Any redeeming characteristics are ignored by other fae, and the redcaps don't seem to mind at all. In fact, they revel in the terror they inspire and thrill in crushing their enemies. No one is safe around a redcap in the Deep Dreaming, except another redcap.
The satyrs change in ways more subtle than most changelings. The bestial aspects of their bodies are only slightly increased, but they exude an intoxicating musk that makes members of the opposite sex weak in the knees. The fur on their legs grows thicker, and their hooves become more pronounced. The horns on their head inevitably grow longer, in the case of grumps curling back into ram-like bludgeons. Perhaps most unsettling of all, their eyes take on a goat-like quality, lending an alien attraction to their glance. Satyrs also grow more energetic in the Far Dreaming. Their legs grow more powerful and their running speed is doubled.
The satyrs' sex drive is always increased while in the Far Dreaming, which is a frightening concept for many fae. Likewise, their sexual attraction is increased substantially. Even changelings who can't tolerate a particular satyr's behavior under normal circumstances have trouble concentrating on anything but the desire to get intimate with the very fae who annoys them.
- The Gift of Pan Birthright no longer requires that the satyr actually use a musical instrument or sing. Satyrs can stir the carnal desires of others merely by willing it, though there is still a chance that others can resist with a Willpower roll (difficulty 8)
- A satyr's Physical Prowess Birthright now grants +2 to their Stamina and doubles their already incredible running speed (50 yards +6 times their Dexterity).
- Passion's Curse becomes even stronger for satyrs, as they are even more prone to mood swings in the Far Dreaming. The difficulty to resist temptation or to maintain self-control is increased by an additional 2 (+4 total), more if intoxicated.
- The Gift of Pan becomes a siren's song of temptation in the Deep Dreaming. The only way to overcome its power is to spend one Willpower point.
- A satyr's Physical Prowess now adds +4 to their Stamina and doubles their running speed again (100 yards + 12 times their Dexterity).
- The satrys become complete hedonists in the Deep Dreaming, forgetting everything but the need for physical gratification. Only after they've sated their lusts are they willing to go on to something else.
The transformation of the sidhe when they enter the Far Dreaming is no more subtle than a monsoon. Where once they were beautiful to the point of distraction, here their mien inspires awe and fear. Theirs is the beauty of a lighting strike: brighter than the eyes can stand and capable of burning any who stand too close. The eyes of the sidhe emanate a raw power that is enough to stop almost any chimera from getting too close. Even the strongest Kithain finds themself both drawn to look at the sidhe and simultaneously afraid of attracting their attention. Despite this overwhelming beauty, the sidhe become far less human in appearance. Their eyes grow larger, their ears more pronounced, and their faces, in general, more angular. Seen in the Far Dreaming, no sidhe could be confused for a mere mortal, even from a thousand feet away.
The voices of the sidhe tend to carry farther, echoing with authority that none can easily deny. In the Far Dreaming, few changelings dare risk challenging a sidhe's commands. Whatever their usual personalities, the sidhe always grow more aloof. The difference between nobles and commoners becomes painfully apparent. Were is not for their overwhelming presence in the Far Dreaming, there's a very real chance the commoner fae would kill the sidhe for their attitudes alone.
- The Awe and Beauty Birthright of the sidhe increases enormously. The Appearance of the sidhe is increased by an additional 2 dots (total of 4), which usually takes them well above the normal maximum Trait of 5. The difficulties of all Social rolls involving Intimidation are reduced by four. Anyone attempting to attack an angry sidhe must make a Willpower roll (difficulty 8; higher against particularly powerful lords or ladies) or back down.
- The Noble Bearing Birthright reaches a new level in the Far Dreaming. Cantrips that would make a highborn look foolish immediately backfire, striking the caster.
- Banality's Curse has no effect on the sidhe in the Far Dreaming. As Banality can't survive in the Far Dreaming, it is replaced by the Frailty Empathic Blindness. All sidhe suffer a +2 difficulty on all empathy rolls involving commoners. While in the Far Dreaming, the sidhe, regardless of their normal tendencies, have trouble comprehending the ways and needs of the commoners and see them as less-than-equals. A sidhe can still hide this lack of empathy behind proper decorum, but all Social rolls that require understanding suffer the same +2 difficulty.
- The Awe and Beauty of the sidhe is like the light of the sun. Their Appearance is increased by an additional 4 dots (totaling +8 from their mortal seeming), making them painful to look at directly. All who see them ae cowed, save for other sidhe, and revisiting their commands requires one Willpower point per scene. It is physically impossible to see a sidhe and attack them unprovoked.
- Their Noble Bearing adds a powerful aura of light to the sidhe. They become nearly god-like in mien and terrifying to behold. Even powerful chimera fear to anger the sidhe in the Deep Realms.
- The sidhe give the commoner fae no more consideration tan the average master does a slave. The concept of equal rights simply doesn't exist. Their Empathic Blindness causes all sidhe in the Deep Dreaming to suffer a +6 difficulty on all Empathy rolls involving commoners.
The sluagh, like the redcaps, were born of nightmare, not dream. They too become more hideous in the Far Dreaming. Skin once pallid begins to resemble the flesh of a corpse, one freshly pulled from a watery grave. Hair already lifeless often grows grave mold. The dead, flat eyes of the sluagh often develop cauls of pasty gray. While the cauls don't affect their ability to see, they tend to strike fear in those foolish enough to stare into them. those few unfortunate enough to remember the experience of trading gazes with a sluagh in the Far Dreaming swear they could see the moment of their own demise in that lifeless glance. A pungent odor of decay permeates the air around the sluagh, and a decidedly unsettling gurgle develops in their speech. It's not uncommon for them to dribble a constant stream of murky water from their mouths, or for tears of the same to spill from their eyes. The fingers of the sluagh often gain webbing, as do their toes. Their frail-seeming bodies grow thinner still, and the bones beneath their flesh grow more flexible, until they can literally bend them like rubber.
There is no known restraint that can bind a sluagh in the Far Realms. No door can bar them from entry. Magic is the only barrier they can't slip through with ease. They grow more secretive in the Far Dreaming, and far less trusting, even of their closest friends. The tend to revel in the fear the generate and often go out of their way to terrify all who travel with them.
- The Squirm Birthright is more effective in the Far Dreaming. The sluagh can now contort their body into shapes that should be physically impossible. Nothing short of magical bonds can hold them against their will. No rolls are required, though escaping from very complex bonds cold still take a turn or two. Additionally, their bones simply cannot be broken. They're too flexible to permit structural damage.
- The Sharpened Senses of a sluagh are increased. A sluagh can see what would normally be invisible with a successful Perception roll, and all Perception and Alertness rolls are reduced in difficulty by 4.
- The Curse of Silence affects sluagh to such a degree that, in the Far Dreaming, they can't be heard at all. Their voices disappear almost completely. The only way they can communicate is to write down what they want to say or pantomime what they wish to convey. Of course, other sluagh can still hear them due to their Sharpened Senses.
- Squirm now ensures that no barrier can stop the sluagh. While still susceptible to damage, they can transform themselves into a vapor or a liquid and drift through any opening, no matter how small. Sluagh may use their Glamour rating in dice to force their way through even magical barriers, and the very shadows become their open portals from one location to another.
- A sluagh's Sharpened Senses increase to incredible levels. With a Perception + Wits roll, difficulty 4, they can tell when someone is lying. They can see through illusions automatically and, with a successful Perception roll, can read the thoughts of anyone they concentrate on. All their Perception and Alertness rolls gain a -6 difficulty.
- Sluagh in the Deep Dreaming cannot be heard. Their attempts to make noise fail completely. Getting the attention of other fae is often a monumental task for them.
The trolls have always been called giants. In the Far Dreaming, the reason for that becomes obvious. Every troll grows taller and broader, often increasing their height and width by as much as two feet. The pale blue of their skin darkens and their hair often turns as white as fresh-fallen snow. Many trolls in the Far Dreaming actually generate cold and exude plumes of frosty breath, even in the warmest conditions. All that is noble in the troll's demeanor becomes more evident, even as the beastly aspects of their faces grow more pronounced. The tiny horns on their heads grow larger and in some cases form antlers; their jaws extend and their faces take on decidedly lupine features, growing longer and sprouting even larger teeth; some even grow a course white fur across their arms and chests. Despite this last change, there is no mistaking a troll in the Far Dreaming for a werewolf. The Garou is decidedly smaller.
Trolls tend to be more militaristic in the Far Dreaming and more protective of their charges. It's not uncommon for trolls to restrain anyone they see as their responsibility, and even to go so far as to bind such a person with ropes or shackles, to ensure they can't wander off and hurt themself. Anyone coming near the people under a troll's protection better have darn good credentials; the giants are likely to kill them otherwise, because you can never be too safe.
- The trolls' Titan's Power Birthright grants two additional dots of Strength to two free Bruised Health Levels, while Grumps gain even an additional two more dots and two more free Bruised Health Levels.
- The trolls' Stubbornness Birthright grants +4 dice to all Willpower rolls of a troll in service.
- A troll's Bond of Duty is more like chains of slavery in the Far Dreaming. No troll can rest while under oath in the Far Realms. The thought that they might fail in their oaths drives them to extremes, and all rolls suffer from paranoia while under oath. Breaking an oath still reduces the troll's Titan's Power Birthright.
- A wilder troll's Titan's Power grants another 2 additional dots of strength (+5 total) and two more Bruised Health Levels (+5 total), while grumps gain two more free dots of Strength on top of that (+7 total) and two more Bruised Health Levels (+7 total).
- A troll's Stubbornness grants +6 dice, total, to all Willpower rolls of a troll in service.
- The troll's Bond of Duty overwhelms all else. Their missions must be completed, regardless of the consequences. No troll can break an oath in the Deep Dreaming.
The Adhene handle the Augmen in a similar way; however, since they are creatures of the Dreaming newly come to the Flesh Realm, the Augmen happens as they draw closer to the Mundane World, causing them to loose part of their power.
- Plague Nervosa: The acheri no longer needs to spend a point of Glamour to extend their shadow.
- Enticement: Whenever using their guile to lead someone off the track of virtue, an acheri adds +2 dice to their Charisma and Manipulation dice pools (no additional bonus in the Dioniae Ariá), even if this gives the Denizen a temporary Attribute over 5.
- Rebound: The acheri must take two subjects of addiction.
- The Scarlet Ban: The Scarlet Ban does not increase or decrease with the Augmen.
- Plague Nervosa: In the Far Dreaming, all the usual cures are at -1 to their efficacy.
- Enticement: Whenever using their guile to lead someone off the track of virtue, an acheri adds +2 dice to their Charisma and Manipulation dice pools (+3 in the Dioniae Ariá), even if this gives the Denizen a temporary Attribute over 5.
- Rebound: The Acheri must take three subjects of addiction. All rolls to resist these vices go up by +1 difficulty.
- Plague Nervosa: The acheri may create multiple shadows by rolling their current Glamour (difficulty 6, one shadow per success).
- Enticement: The acheri adds +3 to their Charisma and Manipulation dice pools (+4 in the Dioniae Ariá) when luring someone from the path of virtue.
- Rebound: The acheri must take 4 subjects of addiction. All rolls to resist these vices are made at +2 difficulty.
- Grace of Calliope: All aonides add an extra point to either their Manipulation or Charisma, even if it brings them above the maximum of 5.
- Adonis's Ravaging: The victim not only loses Glamour, but their thoughts are so fixated on the aonide that some of the Glamour they collect the next day goes to the muse, as long as the victim is in sight (the muse rolls a contested Manipulation + Subterfuge roll versus the victim's Willpower).
- Arachne's Folly: The muse becomes far more jealous and sure of their own prowess. This Frailty not only applies to the aonide's area of expertise, but any related areas of artistic endeavor. Additionally, all Empathy rolls are at +1 difficulty because the muse is too arrogant to see beyond their own interests.
- Grace of Calliope: All aonides add another point to either there Manipulation or Charisma, even if it brings them above 5.
- Adonis's Ravaging: The victim no longer resists. The player rolls the aonide's Manipulation + Subterfuge (difficulty equals the targets permanent Willpower) and takes a point of temporary Glamour for every success. This also applies to any Glamour drained the next day.
- Arachne's Folly: The muse becomes foolish in their presumption, gaining the Flaw: Overconfident in all areas of artistic endeavor. Additionally, all Empathy rolls are at +2 difficulty because the muse is too arrogant to see beyond their own interests.
- Grace of Calliope: All aonides add yet another point to their Manipulation or Charisma, even if it brings the attribute above 5.
- Adonis' Ravaging: Beyond the effects of the Far Dreaming, once seduced, the target suffers +1 difficulty in all future attempts to resist the muse's advances (even if they return to lesser Dream Realms.
- Arachne's Folly: The muse becomes totally overbearing and lost in their own virtues, gaining the Flaw: Overconfident. Additionally, all Empathy rolls area t +3 difficulty because the muse is too arrogant to see beyond their own interests.
- Breath of the Firchlis: The fir-bholg's difficulty in affecting the Firchlis goes down by one point (difficulty 7). The Birthright's effects last until the fir-bholg leaves the area or for one hour per success. The effect's strength and duration are not cumulative with additional castings.
- Eochaid's Hunger: After the first week without their special food, the fir-bholg must make a daily Willpower roll (difficulty 8) to resist eating the first source they see.
- Breath of the Firchlis: The fir-bholg strongly affects their surroundings. Difficulty in affecting the Firchlis goes down by one point (difficulty 6) and may even gnaw away stable regions such as homesteads. The Birthright's effects last u until the fir-bholg leaves the area or for one day per success. The effects strength and duration are not cumulative with additional castings.
- Eochaid's Hunger: After three days without their special food, the fir-bholg must make a daily Willpower roll (difficulty 9) to resist the first source they see, no matter the consequences. When their Stamina reaches one, they begin to loose two levels of health per day.
- Breath of the Firchlis: The firb-holg becomes a true nexus of chaotic Dream energies. Difficulty in affecting the Firchilis goes down by one point (difficulty 5). The effects strength and duration are not cumulative with additional castings.
- Eochaid's Hunger: After 2 days without their special food, the fir-bholg must make a daily Willpower roll (difficulty 10) to resist eating the first source they see.
- Beast Tongue: The fuath can communicate with both plants and animals. Of course, the limitations of this communication are dictated by the creature being addressed. This ability also gives the fuath +1 dice to all Charisma and Manipulation rolls involving the elemental Inanimae.
- Animal Nature: The fuath's movement increases to 25 yards + 4 times their Dexterity per turn in their chosen environment. Fuath may all add +2 to their Stamina, even if it brings it over the human maximum of 5. Finally, the fuath's natural weaponry becomes more potent with an additional +1 aggregated damage. One point of Glamour allows the fuath to extend or retract these attributes as needed for an entire scene.
- Maenad's Madness: The fuath's madness becomes more pronounced. The difficulty of telling friend from foe increases in this state (Perception + Empathy difficulty 9). Fuaths will still never attack another of their own kind in their madness. To resist this frenzy, the fuath may make a Willpower roll every turn after the first (difficulty 8). When the fuath has accumulated as may successes as they have permanent Glamour, they may break off the attack.
- Beast Tongue: In the Far Dreaming, the fuath can communicate with plants, animals, and even minerals. Of course, the limitations of this communication are dictated by the creature being addressed. This ability also gives the fuath +2 dice to all Charisma or Manipulation rolls involving the elemental Inanimae.
- Animal Nature: The fuath's movement increases to 25 yards + 5 times their Dexterity per turn in their chosen environment. Fuath may all add +3 to their Stamina, even if it brings it over 5. The fuath's natural weaponry becomes truly deadly, increasing aggravated damage by +2. The fuath no longer has to expend Glamour to use these attacks in the Far Dreaming.
- Maenad's Madness: The fuath's madness becomes even more frenzied and animalistic. The difficulty of telling friend from foe increases (Perception + Empathy difficulty 10). A fuath will still not attack another of their own kind in their madness. To resist this frenzy, the fuath may make a Willpower roll only every other turn after the first (difficulty 8).
- Beast Tongue: In the Deep Dreaming, the fuath can communicate with any sort of naturae, no matter how alien. This ability also gives the fuath +3 dice to all Social interactions with the elemental Inanimae.
- Animal Nature: The fuath's movement increases to 50 yards + 5 times their Dexterity per turn in their chosen environment. Fuath may all add +4 to their Stamina, even if it brings the Attribute over 5. The fuath's natural weaponry adds +3 aggravated damage to all attacks.
- Maenad's Madness: The fuath's madness becomes even more frenzied and animalistic. The difficulty of telling friend from foe requires a successful Perception + Empathy roll (difficulty 10). In the Deep Dreaming, a fuath may even attack another of their own kind (Perception + Empathy difficulty 8 to not). To resist this frenzy, the fuath may make a Willpower roll every other turn after the first (difficulty 9).
- The Shadowed Way: The Shadowed Way does not increase with distance into the Dreaming.
- Will to Power: As long as the keremet has at least two points of Willpower, they have the equivalent of the Merit: Iron Will and can resist the harshest physical tortures. They are immune to all but the rarest chimerical diseases.
- The Pact of Dagda: The Pact of Dagda does not change, no matter how deeply the jeremy wanders into the Dreaming.
- Melancholia: The keremet's emotion become even more dead and they suffer a +2 difficulty to all Social rolls and are at +3 difficulty to all Empathy or other rolls to determine what other people are thinking.
- Will to Power: As long as the keremet has at least one point of Willpower, they have the equivalent of the Merit: Iron Will and can resist all physical tortures. Finally, for the purpose of resisting wound penalties, the keremet's temporary Willpower subtracts half of its value (rounded up) against health penalties from any injuries against their overall health level.
- Melancholia: The keremet's emotions become almost completely dead and they suffer a +3 difficulty to all Social rolls and are at +4 difficulty to all Empathy or other rolls to determine what other people are feeling.
- Will to Power: The jeremy has the equivalent of the Merit: Iron Will and can resist the harshest physical tortures under any circumstances and cannot drop below one Willpower. Finally, for the purpose of resisting wound penalties, the keremet's permanent Willpower subtracts its value against health penalties from any injuries against their overall health level.
- Melancholia: The Keremet's emotions are completely dead. They suffer a +5 difficulty to all Social rolls and automatically fail any Empathy rolls to determine what other people are thinking.
- Aural Perception: The player may roll their character's current Glamour (difficulty 6) and may divine one "snapshot" image pertaining to the person's future actions per success. The moirae receives an automatic success on any Soothsay cantrip.
- Fata: This Birthright does not change with the Augmen.
- Superstition: For obvious reasons, Superstition increases as one travels more deeply into the Dreaming. Moirae can only occasionally absolve themselves of Nightmares or lessen the severity by reversing what they have done or making some form of atonement (subject to Storyteller discretion). Any violation of a geas, Ban, or other oath by a moirae incurs two extra dice of intensity to the usual penalty.
- Aural Perception: The player may roll their character's permanent Glamour (difficulty 6) and divine one "snapshot" image pertaining to the person's future actions per success. The moirae receives two automatic successes on any Soothsay cantrip.
- Superstition: Moirae can only occasionally absolve themselves of Nightmares or lessen the severity by making some form of atonement (subject to Storyteller discretion). Any violation of a geas, Ban, or other oath by a moirae incurs three extra dice of intensity to the usual penalty.
- Aural Perception: The player may roll their character's permanent Glamour (difficulty 5) and may divine two "snapshot" images pertaining to the person's future actions per success. The moirae receives three automatic successes on any Soothsay cantrip.
- Superstition: Moirae can only lessen the severity of their Nightmares by leaving the area. Any violation of a geas, Ban, or other oath by a moirae incurs four extra dice of intensity to the usual penalty.
- Wrath of Kali Ma: Naraka's searing flame from their mouths now causes aggravated damage. The player rolls a number of dice equal to the character's permanent Glamour (difficulty 7) and inflicts one level of damage per success. This attack can be dodged as normal. Use of this Birthright costs one point of Glamour.
- Arms of Ravana: The player rolls versus the naraka's current Glamour (difficulty 6). Each success adds one extra die to Melee or Brawl rolls, or may add an extra attack for every two arms (rounded up). The number of arms manifested by the use of this Birthright is also equal to the number of successes rolled. Ue of this Birthright costs one Glamour and lasts for one hour per success, or until the naraka decides to revert to their original form.
- Curse of Shiva: The naraka's weakness for music increases substantially. When in the presence of music, a naraka must drop what they are doing and dance, unless they make a number of successes equal to their Willpower (difficulty varies with the quality of the music). Successes indicate how many turns the character can go without succumbing to the effects of this Frailty. Naraka can still spend Willpower to ignore this Frailty (for the duration of exposure to the source of the music).
- Wrath of Kali Ma: The naraka's flame attack causing aggravated damage no longer costs any Glamour. The player rolls a number of dice equal to the character's permanent Glamour (difficulty 6) and does one level of damage per success.
- Arms of Ravana: The player rolls the naraka's permanent Glamour (difficulty 6). Each success adds one extra die to Melee or Brawl rolls, or may add an extra attack for every two arms (rounded up). The number of arms manifested by use of this Birthright is also equal to the number of successes rolled. Use of this Birthright costs one Glamour and lasts for one day per success or until the naraka decides to revert to their original form.
- Curse of Shiva: Here the curse is quite difficult to ignore, even in life threatening situations. The naraka must make a contested Willpower roll versus the musician's Manipulation + Performance roll. If the musician scores even one success over the naraka, the maraca must dance until the music stops. All of the naraka's rolls are at +3 difficultly while so entranced and the naraka may no longer spend Willpower to ignore these effects.
- Wrath of Kali Ma: Naraka issue forth a searing flame from their mouths causing aggravated damage. The player rolls a number of dice equal to the character's permanent Glamour (difficulty 5) and does one level of damage per success.
- Arms of Ravana: The player rolls the naraka's permanent Glamour (difficulty 4). The number of arms manifested by use of this Birthright is equal to the number of success rolled. Each success also adds one extra die to Melee or Brawl rolls, or may add an extra attack for every arm. Use of this Birthright costs one Glamour and lasts until the naraka decides to revert to their original form.
- Curse of Shiva: Even in life-threatening situations, the naraka must make a contested Willpower roll versus the musician's Manipulation + Performance roll at a +1 difficulty. If the musician scores even one success over the naraka, the naraka must dance until the music stops. All of the naraka's rolls are at +4 difficulty while so entranced.