Merits, Changeling The Lost
Merits, Changeling The Lost
Changeling Merits
Acute Senses (●)
Prerequisite: Wits or Composure •••
Effect: The changeling’s senses are especially acute, even by the standards of high Clarity. Her sight,
hearing, and sense of smell operate at twice the distance and accuracy of mortal senses. She can’t see in
pitch darkness (for that, she needs Contract magic), but she can see much
more clearly than humans can.
Add the character’s Wyrd rating as dice to any perception-based rolls. This bonus supersedes the one
normally granted by maximum Clarity. Also, add the bonus to any rolls made to remember or identify
details.
Arcadian Metabolism (●●)
Effect: Your character is particularly well-suited to time in Arcadia and the Hedge. Maybe he was
abducted at an early age and knows more of Arcadia than Earth, or he glutted himself on rare goblin fruit
for the entirety of his captivity.
In the Hedge, increase his natural healing rates: Bashing damage heals at one point per minute and lethal
damage heals at one point per day. Aggravated damage healing is unaffected.
Brownie's Boon (●)
Effect: Like the shoemaker’s elves, your character completes tasks with a casual disregard for time.
Reduce the interval for any mundane extended action roll she makes while no one watches her by half.
The character may spend a Glamour to halve the interval again, working at four times her normal speed
for that roll. Exceptional success on an individual roll can decrease the time it takes to complete that roll
to an eighth of the usual interval, if the player chooses the time reduction benefit.
Cloak of Leaves (● to ●●●)
Prerequisite: Autumn Mantle •••
Effect: Your character has learned to embrace his worries and fears, and use them as a shield against the
supernatural. Anyone using a supernatural ability to cause damage or inflict physical Tilts upon the
character suffers a penalty equal to his dots in this Merit. Supernatural abilities include Contracts, kith
blessings, vampire Disciplines, mage spells, and any other innate ability used by a supernatural creature.
Cold Hearted (●●●)
Prerequisite: Winter Mantle •••
Effect: Your character has taken her pain, and the pain of others, and crafted them into a barrier against
further suffering. She may spend a Willpower to ignore the effects of a single Clarity Condition once per
scene. She still has the Condition and doesn’t heal any Clarity damage, but she does not suffer the ill
effects of the Condition. If her actions during the scene would resolve the Condition, it resolves normally.
Court Goodwill (● to ●●●●●)
Effect: Court Goodwill represents a changeling’s influence and respect in a court that isn’t his own. It
allows him to have serious ties to as many courts as he likes, in addition to the one he has sworn magical
allegiance to. This isn’t to say Court Goodwill is a purely social construct. This Merit covers both the
mundane networking required of being part of a large social group and the fickle favor of whatever plays
patron to a court. In this way, a changeling of the White Rose Court can use the benefits of the Red Rose
Court’s Mantle, the Red Rose Courtier can be privy to the Blue Rose Court’s magic, and so on.
Each instance of Court Goodwill represents a specific court, but you may take the Merit as many times as
there are courts available. For instance, a single changeling may have Mantle: Spring ••, Court Goodwill:
Winter •, Court Goodwill: Autumn ••, and Court Goodwill: Summer •••. A character may not have Court
Goodwill and Mantle for the same court.
A changeling gains access to a court’s Mantle effects at two dots lower than his dots in that court’s
Goodwill. For instance, access to the abilities of Summer Mantle ••• requires Court Goodwill: Summer
••••• for any changeling without a Summer Mantle.
Dots in Court Goodwill also function like dots in the Allies Merit, except that attempts to block another
character’s Merit use fail automatically against a character with any Mantle dots in the same court. If you
use Court Goodwill to block a character with a Court Goodwill rating in the same court, the rating of the
blocker and actor both effectively drop by one until they make reparations to the court in question. This
usually entails a rare gift, or an oath or service of some kind.
Finally, each court in which a character has Court Goodwill comes with a single dot of Mentor, a
changeling who serves as the character’s court liaison and helps him understand its rituals, its customs,
and its very essence. Work with the Storyteller to detail this character.
Defensive Dreamscaping (●●)
Effect: Your character is adept at manipulating the dream in a hand-to-hand fight. A gust of wind carries
her out of the way of an attack, an eidolon leaps in front of a bullet for her, or her opponent’s blade dulls
when it strikes. Add half her Wyrd (rounded down) to her Defense in dreams.
Diviner (● to ●●●●●)
Prerequisites: Composure •••, Wits •••
Effect: Your character can dig within his dreams for prophetic answers to primordial truths, as all humanity
is and has always been connected through its dreams via the Dreaming Roads. He must enter a dream
state, through either the Gate of Ivory or Horn, into his own Bastion. Then, he may ask the Storyteller a
yes or no question about something he wishes to divine from his dreams. She must answer accurately,
but can use “maybe” if the answer is truly neither yes nor no. Depending on the answer, you may ask
additional, related questions, up to your Merit dots. You can ask that many total questions per chapter.
Dream Warrior (●)
Prerequisites: Wyrd 2+, one Social Attribute •••, a specialty in Brawl or Weaponry
Effect: Your character’s extensive training in oneiromancy allows her to benefit from the flexibility of the
dream. By blending dreamscaping and martial techniques, strikes land faster as the dream bends to aid
her blows. Whenever you allocate any successes generated with a Brawl or Weaponry attack (depending
on which Specialty you have) to a subtle oneiromantic shift, gain one bonus success to spend on that shift
as long as you spend it to impact the fight in some direct way. If you have a Specialty in both Skills, you
gain these benefits on both types of attack.
Dreamweaver (●●●)
Prerequisite: Wyrd 3+
Effect: As his connection to the Wyrd grows stronger, so does the changeling’s control over dreams. Once
per scene, you may spend a Willpower point to make three successes count as an exceptional success
on a dreamweaving roll.
Dull Beacon (● to ●●●●●)
Effect: Your character’s Mask is far less obtrusive when she drops it. Reduce her Wyrd by her Dull
Beacon dots when determining the distance at which she alerts fae creatures and opens Hedge gateways
when dropping her Mask. If this would effectively reduce her to Wyrd 0, she no longer opens gates or
alerts fae creatures at all until her Wyrd increases.
Enchanting Performance (● to ●●●; Style)
Prerequisites: Presence •••, Expression •••
Effect: A character with Enchanting Performance can touch upon whatever font makes all things fae so
captivating. She brings a little of that magical obsession from beyond the Hedge and puts it to use.
Whether she does so for cruelty or kindness depends on the changeling.
- Limerick (•): Your character knows how to aim insults at an audience for maximum humiliation. Roll
Presence + Expression for your character to deliver a scathing invective or dressing down, resisted by the
target’s Composure. Her tar- get takes a penalty equal to her rolled successes to all Social rolls he makes
against any observers (other than the change- ling herself) for the rest of the scene, to a maximum of -5.
- Poem (••): When your character has successfully opened a Door using Expression for performance, she
may spend a Glamour to open another Door immediately.
- Sonnet (•••): Your character encourages a fearsome self-confidence with a performance unlike anything
her audience has ever seen. She may spend a Glamour to give the rote quality to her next mundane
performance-relat- ed Expression roll. If successful, a target in the audience gains the Inspired Condition.
On an exceptional success, everyone viewing the performance gains the Inspired Condition.
Fae Mount (● to ●●●●●)
Effect: Your character has befriended a creature of the Hedge to serve as his steed. Through a special
song or gesture, the mount comes to its master anywhere in the Hedge, except to the Hollow of a
changeling who prohibits it. Additionally, each dot of this Merit allows the creature one of the following
special abilities:
• Manyleague: With a body of screaming wind or quicksilver, the steed is faster than any other, doubling
its Speed. It gains the Merit’s rating as a bonus to Initiative if it acts on its own; if not, you gain the
Initiative bonus while mounted instead.
• Chatterbox: Many creatures in the Hedge are more intelligent than their appearance would let on. The
steed can speak to and understand its owner clearly, and can relay simple messages in its master’s
tongue to other changelings, though complex words and metaphor are beyond this special ability.
• Actormask: Most fae mounts can’t leave the Hedge, fading into nothing if they try and reforming
somewhere inside the Hedge after a day and a night. With Actormask, the changeling can bring it through
a gate into the mundane world, where it persists as long as the changeling feeds it a point
of Glamour once per scene. Like your changeling, the mount has a Mask, which the character can scour
away or reinforce just like his own. An armored spider mount might become a Volkswagen
Beetle, while a horse of steaming blood might become a sporty red motorcycle. Any other abilities it
receives from this Merit still apply and whatever form the Mask takes should bear that in mind.
• Armorshell: Plates of thick chitin or stone cover the beast. It gains 3/2 armor and provides partial
concealment to anyone currently riding.
• Burdenback: The mount is massive, with broad shoulders or a pearlescent coach that grows from
its haunches. It can carry a number of individuals equal to dots in this Merit in addition to its normal
carrying capacity. It receives an additional two dots of Stamina.
• Dreamspun: Some creatures in the Hedge exist only as long as they’re acknowledged. When the
mount dies, it returns to life the next time the character gets a full night’s rest, with no knowledge
of perishing. It gains dots in Stealth equal to your dots in Fae Mount.
• Thornbeast: Many fanged monsters hunt in the Hedge, and your character’s mount is one of these
faerie predators. Add two dice to all attacks the mount makes, and increase their weapon modifier by 2.
This can represent anything from natural claws to grotesque metal sawblades.
• Hedgefoot: Many faerie creatures aren’t earthbound. They swing from trees, claw their way up walls,
and even fly. Your character’s mount is no different. It can either run across water as fast it
moves on land, move up buildings at three times its normal Speed, or fly once per scene at twice its
Speed for a number of turns equal to your dots in this Merit.
Faerie Favor (●●●)
Effect: The Gentry’s promises bind them to a greater degree than those of the Lost do, and your character
pos- sesses such a promise. She is entitled to a favor from one of the True Fae. She may have gained
this favor through anything from knowing a clever riddle to a dark deed done at the cost of another
changeling’s freedom. How- ever she earned it, she has a bauble, song, or phrase that represents the
favor, and when she breaks, sings, or utters it, the True Fae appears.
The favor can be many things: the capture of a rival the changeling has tracked to his Hollow, a week of
freedom from a Huntsman on the changeling’s heels, safe passage to somewhere in the Hedge or mortal
world, etc. After the character calls in the favor, she gains dots in any combination of Merits appropriate to
the power of the Gentry, per the Sanctity of Merits rule.
Drawback: The character gains the Notoriety Condition among the Lost when she calls in the favor.
Fair Harvest (● or ●●)
Effect: Your character favors a particular flavor of Glamour. Choose a specific emotion when taking this
Merit. With one dot, any rolls to harvest that emotion enjoy the 8-again quality. Rolls to harvest any other
emotion do not benefit from the 10-again quality. At two dots, harvesting the favored emotion instead
enjoys the rote quality, and you subtract one success from rolls to harvest other emotions in addition to
the loss of 10-again.
Firebrand (●●)
Prerequisite: Summer Mantle •••
Effect: Your character has the spirit of Summer within him, and channels that wrath into others. Once per
scene, when your character incites someone into a fight, he regains a single Willpower point.
Gentried Bearing (●●)
Prerequisite: Wyrd 2+
Effect: Your character was molded in the image of her Keeper, stole some essential spark of its fire, or
learned to emulate its otherness. Regardless of how she obtained this mixed blessing, hob-goblins tend
to mistake her for a True Fae — if only for a moment.
When dealing with hobgoblins, Intimidation rolls add the character’s Wyrd rating in dice, to a maximum of
+5. While most hobgoblins don’t look too closely at a True Fae, a wise changeling shows caution with her
demands. Even a simpering, cowed hobgoblin does not take kindly to deceit, and even a successful ruse
is unlikely to fool the same creature twice.
Glamour Fasting (●)
Effect: Your character can endure without Glamour longer than others. As long as he has Willpower
remaining, he doesn’t suffer from deprivation when he drops to Glamour 0 (or below his Wyrd, for high-
Wyrd changelings) until one full chapter has passed since he last had any Glamour.
Goblin Bounty (● to ●●●●●)
Effect: The Lost has access to a regular bounty of goblin fruit and oddments. She may personally cultivate
them, or scavenge them from a secret place in the Hedge that only she knows about. She has access to
three times her dots in this Merit of common goblin fruits and oddments per chapter. Depending on her
Wyrd, she may not be able to carry them with her all at once, but the rest are stored somewhere safe and
do not require a special scene to access.
Grounded (●●●)
Prerequisite: Spring Mantle •••
Effect: Your character’s connection to the Spring Court makes him sure of himself and his perceptions.
Even when he is at his weakest and most vulnerable, the verdant life of Spring protects him. He has an
armor rat- ing of 1 against all Clarity attacks that deal mild damage.
Hedge Brawler (●●)
Prerequisites: Brawl, Firearms, or Weaponry ••
Effect: Your character is adept at fighting within the Hedge. You may take a dice penalty on a violent
action designated for Hedgespinning between -1 and -3 to gain that number of extra successes if the
action is successful. You can only use these successes for shaping Hedge details; this can’t turn a normal
success into an exceptional one.
Hedge Sense (●)
Effect: The character is especially skilled at finding her way in the Hedge. Gain a two-die bonus to all rolls
to navigate the Hedge, and to find Icons, food, shelter, or goblin fruit there.
Hob Kin (●)
Effect: Your character has established a kind of kinship with hobgoblins. It may be a matter of
resemblance to a True Fae they fear, or something about his kith that encourages this behavior, but they
show him a respect generally unheard of by the Lost. It isn’t much like the respect of friends or peers, but
they treat him less ruthlessly than they do outsiders. Increase his starting impression with non-hostile
hobgoblin characters by one level on the chart for Social maneuvering.
Additionally, if the character has a Hollow, he may take the enhancement Hob Alarm.
Hollow (● to ●●●●●)
Effect: While Safe Place represents a mundane-but-secure lair outside the Hedge, Hollow is your
character’s secret, private bit of real estate inside the Hedge. It may be something as simple a closet door
that opens into a quiet, hollowed-out tree, or as elaborate as a knock that opens any unlocked door into a
lavish, gothic mansion. These locations are as varied as the Hedge itself.
The character has cleared away any imposing Thorns that might cause trouble in her pocket of personal
reality. With few exceptions, these faerie safehouses are tied to a single, consistent physical entrance into
the Hedge, but being part of the Hedge means they don’t need to conform to available space. In any
case, the Hollow belongs to your character, or her motley, and has some
innate protection from intrusion.
While a changeling is inside her Hollow, any attempts to learn her personal information suffer the Merit’s
rating as a dice penalty, as if she had the Anonymity Merit at an equal rating. Attempts to pursue or track
her, both supernatural and mundane, suffer the same penalty. Only an entity whose Wyrd exceeds the
Merit’s rating may force the entrance to the Hollow. Even then, one of the Hollow’s owners (even if no one
is present) can attempt to resist the intrusion with a Clash of Wills. A day and a night must pass before the
intruder can try again if he fails.
Additionally, your Hollow may have any combination of the following enhancements that adds up to its
rating:
- Hob Alarm (•): A group of somewhat friendly hobgoblins has taken refuge in the character’s Hollow. They
react poorly to any sign of intruders. While within her Hollow, a character cannot lose her Defense due to
surprise and adds her Hollow’s rating in dice to all actions during the first turn
of an action scene. Maintaining the presence of these hobgoblins requires the character to accept one
point of Goblin Debt at the beginning of each story. Adding this to your Hollow requires at least one motley
member to have the Hob Kin Merit.
- Luxury Goods (•): A variety of mundane supplies and Hedgespun treats fills the Hollow, which allows a
changeling to hold out for the long haul. Few modern conveniences work in the Hedge, but it’s not
uncommon to find crystalline televisions that play unaired, unrecorded episodes of canceled TV shows, or
jukeboxes that play music only the changeling can hear, or iceboxes overfull of off-brand colas that never
saw the light of day. Whatever the case, once per chapter the player may roll her Hollow rating as a dice
pool. Success allows the changeling to have one mundane or Hedge-spun item on hand in her Hollow,
with an Availability or dot rating equal to or less than the rolled successes. This item lasts for a scene
before sublimating back into the Hollow’s latent Glamour. These items have minor oddities, like the
jukebox that plays only for the changeling’s ears. The Storyteller is the final arbiter of what constitutes a
minor oddity.
- Shadow Garden (•): The Hollow has a patch of trembling soil, a deceased nightmare’s fertile belly, or a
rose garden of painted flowers. Any goblin fruit consumed in the Hollow reappears in the garden an hour
after its consumption. The resulting fruit provides none of the benefits of a goblin fruit, but resembles it to
all senses. Any hunger these shadow fruits sate returns in full force an hour after they’re consumed. A
week of staving off hunger in this manner constitutes a breaking point.
- Phantom Phone Booth (•): The Hollow has an ancient phone booth, mounted boar head, or singing pool
that allows the owner to make calls outside the Hedge. A character may call any phone with a public
listing without knowing the exact digits of the number, and attempts to trace the call or read phone records
show the call as coming from the recipient’s line. The phantom phone booth has no number for incoming
calls, though it occasionally receives calls meant for out-of-service numbers.
- Route Zero (•): A length of trod with a one-dot rating bisects the Hollow. It juts awkwardly from a wall,
plunges down a tunnel of impenetrable darkness, or disappears over a foggy bridge. Its beginning and
end are troublesome to determine. Any character traversing the trod makes a Hedge navigation roll to
ensure they do so safely. At the end, anyone who makes the journey ends where they began, and regains
a point of Willpower. A character may only take this journey once a day.
If players purchase Route Zero for two or more different Hollows, it may pass through all of them. All
owners must agree to this at the time of purchase, but once done it cannot be undone.
- Size Matters (• or ••): Without purchasing this enhancement, the Hollow is only big enough for two
changelings to sleep comfortably. With one dot, a motley of five to six changelings has enough room to
stay without immediate cabin fever. The second dot turns the Hollow into a vast estate or small town, and
members of a motley might not even see each other for the duration of a stay.
- Escape Route (• or ••): Hollows normally only have a single exit into the real world. This enhancement
creates a second emergency egress. Whether someone invades the Hollow, or a clever Huntsman waits
for a changeling at the Hedge entrance to her den, sometimes it’s important
to be able to bug out. At one dot, the one-way exit is a secure, stationary place within the Hollow’s
borders. At two dots, the Escape Route can appear reflexively anywhere in the Hollow. Either way, only
characters who have contributed Merit dots to the Hollow and those to whom they give permission can
use the Escape Route.
- Hidden Entry (••): When all members of a motley who have contributed Merit dots are inside the Hollow,
the entrance evaporates. Rolls to find it or force entry while it is visible, including Clashes of Wills, suffer a
two-die penalty. The entrance reappears when one or more members of the motley depart.
- Easy Access (•••): The Hollow has no permanent entrance. Instead, the character can access it by
spending a single Glamour. This usually takes the form of a particular whistle or knock, but it works on
any unlocked door in the mundane world. A changeling exits her Hollow at the same location she entered
from.
- Home Turf (•••): Either the changeling has spent long enough in her Hollow that she knows its every
secret, or she simply resonates well with it. The changeling gains the Merit’s rating as a bonus to Initiative
and Defense against any intruders that manage to make it inside.
Lethal Mien (●●)
Effect: The Hedge warped some element of your character’s fae mien, and left him with wicked nails,
sharp teeth, or some other offensive trait. The changeling can inflict lethal damage while unarmed. If
another power al- ready gives him the capacity for lethal blows, such as the Beast seeming blessing, add
one to his unarmed weapon modifier instead.
The character may choose whether to use the benefit of these claws, fangs, spurs, or other dangerous
element at will.
Mantle (● to ●●●●●)
When a changeling joins a court, she accepts all its blessings and embodies it, the same way she does
her own seeming and kith. Mantle represents the mystical connection a changeling has to the elements
and emotions of her chosen court. As her Mantle rises, she becomes a better repre-sentation of what it is
to be a courtier. A changeling with a high Mantle embodies the ideals of the court, and others who belong
to the court recognize her dedication and give her respect, even if it’s grudging.
Effect: As a character’s Mantle increases, her fae mien changes to reflect it, showing both figurative and
literal signs of the season. A character with Mantle (Winter) • might have a slight frigid breeze following
her, while one with Mantle (Winter) ••• may have tiny snow flurries surrounding her, and her skin is cold to
the touch. At Mantle (Winter) •••••, her presence causes and relieves sorrow with equal measure
depending on her mood, and it always seems overcast when she is near.
The Mantle demands a level of respect. Add your character’s Mantle rating to any Social rolls you make
against other members of her court and characters with the appropriate Court Goodwill.
A character may learn the Contracts of her court as long as she meets the Contract’s Mantle prerequisite.
Should her Mantle fall, or should she adopt the Mantle of a new court, she might no longer meet the
prerequisites for her Contracts; in that case, she must spend additional Glamour to activate those
Contracts.
Members of each court gain an additional way to harvest Glamour. Each court also grants its own specific
benefits at each Mantle rating. Below are examples from the four Seasonal Courts.
Spring
The character gains a Glamour point whenever he oversteps his bounds to satisfy his personal desires.
• Gain bonus dice equal to your character’s Mantle dots to mundane rolls to seduce or attract someone.
•• Gain bonus dice equal to your character’s Mantle dots when taking mundane actions that encourage or
bring about over-indulgence.
••• Gain bonus dice equal to your character’s Mantle dots during mundane teamwork actions to help an
ally achieve her goals.
•••• Regain an additional Willpower point when you would regain one through your character’s Needle.
••••• Once per chapter, you may convert a single Clarity Condition into a different, beneficial Condition of
your choice. When you do, regain one Clarity. Your character may use this to convert an ally’s Clarity
Condition instead.
Summer
Your character gains a Glamour point whenever she enacts her wrath and successfully furthers a goal.
• Gain bonus dice equal to your character’s Mantle dots to mundane rolls to intimidate or cow someone.
•• Gain bonus dice equal to your character’s Mantle dots to mundane attack rolls when actively defending
her freehold against a fae threat.
••• Gain general and ballistic armor equal to your character’s Mantle dots, which stacks with worn
armor, when acting as a protector, bodyguard, or champion for someone else.
•••• Automatically succeed on attempts to break through mundane barriers or otherwise deal with
inanimate impediments.
••••• When defending a member of your character’s freehold, her mundane attacks deal aggravated
damage.
Autumn
Your character gains a Glamour point whenever he overcomes his fear to investigate something new and
dangerous.
• Gain bonus dice equal to your character’s Mantle dots to mundane rolls to investigate the True Fae or
Faerie.
•• Gain bonus dice equal to your character’s Mantle dots to mundane rolls to intimidate or otherwise
instill fear in someone.
••• Reduce the Glamour cost of Contracts by one when using them to subvert a True Fae or something
from Faerie.
•••• Once per story, reduce your character’s Goblin Debt by his Mantle rating.
••••• After a magical effect affects your character, you may spend 2 Glamour to mimic that effect exactly,
and may choose a new target. You must do this within the same scene that he was affected.
Winter
Your character gains a Glamour point whenever she helps someone come to terms with their grief.
• Enemies suffer a penalty equal to your character’s Mantle dots to rolls to notice her when she’s
deliberately spying.
•• Gain bonus dice equal to your character’s Mantle dots when obscuring the truth.
••• When your character surrenders in a fight, gain bonus dice equal to her Mantle dots to any subsequent
Social actions for the rest of the scene.
•••• Spend a Glamour point to bind someone in their own misery. For the rest of the scene, any time the
target enters a fight, they suffer the Beaten Down Tilt and must spend 2 Willpower to end it.
••••• Your character ignores wound penalties. For each health box filled with lethal or aggravated damage,
gain a one-die bonus on Physical actions, to a maximum of +5.
Manymask (●●●)
Prerequisites: Wyrd 2+, Manipulation •••
Effect: A changeling is usually stuck with the same Mask he left the Hedge with, an immutable
combination of remembered human traits. Some changelings develop control over the appearance of
their Masks. The character may spend a point of Glamour to change his Mask permanently. He may
make one change per chapter per dot of Wyrd he possesses to any of the following: eye color, hair color,
facial structure, or skin tone; or he may remove notable scars or other features such as birthmarks,
freckles, etc. At Wyrd 5+ he may create an entirely new Mask once per chapter by spend- ing one
Glamour, mostly unbeholden to his existing features. While he can even change the sex of his Mask,
Height and build remain immutably tied to the shape that lies beneath.
Market Sense (●)
Effect: Understanding the value of a product is hard enough in the mortal world, but in the Hedge, relative
worth is even more questionable. How does one weigh the importance of a dozen cherished memories
against a music box that only plays near ghosts? Goblins make all sorts of strange requests in exchange
for Contracts, but your character knows how to navigate these exchanges better than others.
Once per chapter, you may reduce your character’s Goblin Debt by one.
Noblesse Oblige (● to ●●●)
Prerequisite: Appropriate court Mantle •
Effect: Your character knows how to harness the power of his Mantle to inspire others. Any time your
character is in charge of a group of people who share his court, either through Mantle or Court Goodwill,
he can grant benefits to the group (but not to himself) for a scene by spending a Willpower point. The
benefit conferred depends on the court. Here are examples from the Seasonal Courts:
- Spring: The team’s Initiative rolls gain a bonus equal to the leader’s dots in this Merit.
- Summer: The team’s Resolve-based rolls gain a bonus equal to the leader’s dots in this Merit.
- Autumn: The team’s Contract rolls gain a bonus equal to the leader’s dots in this Merit.
- Winter: The team’s Composure-based rolls gain a bonus equal to the leader’s dots in this Merit.
Drawbacks: Being the leader is not easy. It means that you are responsible for those under you and they
look to you for guidance. Those under your character’s command gain a two-die bonus to Social rolls
against him.
Pandemonical (● to ●●●)
Prerequisite: Wyrd 6+
Effect: The changeling is more adept at inciting Bedlam than her fellows. Add the Merit’s rating as a dice
bonus to any rolls she makes to incite Bedlam.
Parallel Lives (●●●)
Effects: The changeling is deeply connected to his fetch. Each experiences occasional flashes of the
other’s emotional state when something affects one of them strongly, and gains two bonus dice to use
Empathy or magic to read the other’s intentions, or to enter his Bastion. By spending a point of Willpower,
either can ride along with the other’s senses for a number of minutes equal to his Wyrd rating, losing his
Defense and the ability to perceive the world around him as he does. Either of them can also spend a
Willpower point to send a vague message via thought to the other; it comes across not in words, but
fleeting impressions and snippets of im- ages, and can only encompass fairly simple ideas. A fetch could
warn his changeling of a Huntsman’s impending arrival, but without any detail about when or how.
Likewise, the changeling could threaten his fetch’s life, but couldn’t make any specific demands.
Whenever the fetch uses this connection to make the changeling’s life more dangerous or inconvenient,
gain a Beat.
Rigid Mask (●●●)
Prerequisite: Subterfuge ••
Effect: For your character, the protection of the Mask extends far beyond the usual mortal camouflage.
Perhaps she can sense the subtle magic that turns her smile into her Mask’s smile, or her true face is
strongly connected to the one that lets her interact with humanity. No one fooled by the Mask knows when
she’s lying or what she’s feeling unless she allows it. Mortals automatically fail rolls to notice these things,
as do polygraphs and other mundane lie-detecting devices. Super-tural creatures must engage in a Clash
of Wills to notice her lies.
Drawback: Intentionally dropping your character’s Mask deals her a point of lethal damage in addition to
the normal rules.
Stable Trod (● to ●●●●●)
Effect: Your character’s freehold has secured and maintained a trod with a rating equal to his Merit dots in
Stable Trod. The trod bestows two additional advantages to those who have Hollows along it or travel it
frequently:
• Hollows along the trod gain an extra one-dot Hollow enhancement. The enhancement is the same for all
such Hollows. This can benefit a number of Hollows equal to the Stable Trod Merit rating. This
enhancement can bring the number of Hollow enhancements above the normal maximum a Hollow’s
rating allows.
• Goblin fruit trees cultivated along the trod produce additional fruit. You may roll your character’s dots in
Stable Trod as a dice pool once per story. Each success produces one additional generic fruit, which
contains a point of Glamour.
Token (●+)
Effect: Your character or motley has one or more tokens — mystical items suffused with the power and
danger of Faerie. Perhaps she made off with her Keeper’s most prized possession as she fled out of
spite, or found that twigs from the Hedge caught in her clothes became magical matchsticks upon her
escape. Perhaps she traded away her name for an enchanted mirror at a Goblin Market. Perhaps she
took the riding crop as a trophy when she killed the Huntsman, and now she’s driven to hunt her own
kind. Whatever the case, choose one or more tokens with a total dot rating equal to her rating in this
Merit. She may have more than five dots in this Merit, but no single token may have a rating higher than
five.
You can purchase an oath-forged token by adding one dot to its effective rating; thus, you can’t purchase
a five-dot oath-forged token with this Merit. You can purchase a stolen token at an effective rating of one
dot lower than the token’s rating. Your character’s token can still have one of these origins without these
options, without any mechanical effects.
Touchstone (● to ●●●●●)
Effect: Your character has multiple Touchstones. Each dot in the Touchstone Merit allows for an additional
Touchstone. Write each one beside the next available box to the right of the rightmost box with an
associated Touchstone. If the last Clarity box already has a Touchstone, you cannot purchase this Merit
again. For more on Touchstones.
Drawbacks: Losing attachment with Touchstones speeds the loss of Clarity. As well, if your character’s
last Touchstone dies or is destroyed, his memories and nightmares of his durance intensify.
Warded Dreams (● to ●●●)
Prerequisite: Resolve equal to dots in Warded Dreams
Effect: Whether through active mental discipline or natural stubbornness, your character’s dream Bastion
is particularly well fortified against intrusion. Each dot in Warded Dreams increases the Bastion’s
Fortification rating by one.
Workshop (● to ●●●●●)
Prerequisite: Hollow
Effect: Your character maintains, within her Hollow, a variety of equipment and tools that can help with the
creation of natural and supernatural items. Whether in the form of a forge with metallurgy tools, an artist’s
loft, a laboratory filled with beakers and crucibles, or an orchard outfitted with the best gardening
implements, your char- acter’s Hollow is outfitted with precisely the right things she needs to have on
hand to create.
Each dot in this Merit represents equipment for one particular Craft Specialty. Thus, a Hollow with a three-
dot Workshop Merit might include equipment for blacksmithing, weaving, and goblin fruit farming.
Whenever a changeling uses the Workshop for Building Equipment or other Crafts rolls with one of these
Specialties, she gains a bonus equal to her Merit dots to her rolls.
Possible Workshop Specialties include (but are not limited to) Calligraphy, Carpentry, Blacksmithing,
Automotive, Painting, or Goblin Fruit Farming.
General Merits
Allies, Alternate Identity, Anonymity, Common Sense, Contacts, Danger Sense, Demolisher, Direction
Sense, Eidetic Memory, Encyclopedic Knowledge, Etiquette, Fame, Fast Reflexes, Fast-Talking, Fighting
Finesse, Fixer, Fleet of Foot, Giant, Inspiring, Interdisciplinary Specialty, Iron Stamina, Language, Library,
Mentor, Parkour, Professional Training, Pusher, Resources, Retainer, Safe Place, Small-Framed, Staff,
Status, Striking Looks, Sympathetic, Trainer Observer, True Friend
Fae-Touched Merits
Dream Shaper (●●)
Prerequisites: Fae-touched, Lucid Dreamer
Effect: Your character is not only capable of lucid dreaming, but can make changes. She may take
dreamweaving actions, but only within her own dreams.
Expressive (●)
Prerequisite: Non-changeling
Effect: Your character was always more expressive than the people around him, and his time in the
Hedge gave him a deeper understanding of his own emotions, which are particularly nourishing to fae
creatures. When harvesting Glamour from your character through his emotions, a fae being gains two
Glamour points per success instead of one.
Find the Oathbreaker (●●)
Prerequisites: Fae-touched, Sense Vows
Effect: Your character’s devotion to her own promise makes her sensitive to other people’s vows. She can
tell whether someone has broken their word, even if it is some- thing as simple as a verbal promise. She
counts as a changeling for purposes of the Oathbreaker Condition. Additionally, if the character touches a
target, she can measure the depths of his dishonesty. Her player rolls Wits + Empathy to determine
whether the target has broken any promises or reneged on any deals in the recent past. The character
senses one promise the target has broken per success rolled within the last 24 hours, or within the last
week if it was a pledge bound with Glamour. She knows in general what the oath was about and how the
target broke it.
Hedge Delver (●●●)
Prerequisites: Fae-touched, Survival ••
Effect: Your character’s desire to return to the Hedge is tempered by her understanding of the dangers.
She gains two bonus dice to teamwork rolls she makes to aid a changeling in navigating the Hedge.
Additionally, she is capable of Hedgespinning actions, but only to make subtle shifts.
Oathkeeper (●●●)
Prerequisites: Fae-touched, Resolve •••
Effect: The Wyrd has bolstered your character’s desire to keep her promises beyond her own strength of
will. Whenever you spend a Willpower point on a roll to contest any mundane or supernatural attempt to
convince her to do something that would make her break her sworn word, either from a sealing or an
oath, gain four dice instead of three, and you achieve exceptional success on three successes.
Promise of Debt (● to ●●●)
Prerequisite: Fae-touched
Effect: A debt lies between your character and another, and he aims to see it resolved. The debt is not
necessarily monetary, though that is the most common kind; it may instead be a service debt or a life
debt. Whenever the character attempts to resolve a debt, whether his own or someone else’s, gain a dice
bonus equal to his dots in this Merit to all rolls made in service to the resolution.
Promise of Love (● to ●●●)
Prerequisite: Fae-touched
Effect: Your character promised to always love another. When he disappeared, she knew immediately that
his fetch was wrong somehow and she went in search of him. Her devotion drives and supports her. Gain
a dice bonus equal to her dots in this Merit to rolls to contest mundane or supernatural attempts to
manipulate her emotions toward another person.
Promise of Loyalty (●●●)
Prerequisite: Fae-touched
Effect: Your character would do anything for another, and she for him. They have no secrets from one
another, and he could never lie to her. When she forgot simple truths about their relationship, he knew
some- thing was wrong. He never questioned his friend; instead, he went searching for answers and
found she was missing. He values honesty and loyalty above all else and it shows in everything he does.
Reduce the number of Doors his opponents have in Social maneuvering by
one whenever he’s banking on their previous relationship or shared history.
Promise of Protection (● to ●●●●●)
Prerequisite: Fae-touched
Effect: Your character told him she would always be there for him and make sure he was safe. She didn’t
even know he had been taken when she started looking for him, her protective nature guiding her. She
knows deep down that everyone is vulnerable and needs a little protection. Whenever she protects
someone other than herself, gain a bonus to your Initiative modifier equal to her dots in this Merit, and
reduce any Defense penalties from multiple attacks in a turn by one.
Promise to Provide (●●●)
Prerequisite: Fae-touched
Effect: Your character promised he would always have room in his home for her, no matter when she
needed it. He kept a guest room always available, even when he could barely afford a two-room
apartment. He keeps her things in there, just the way she likes them. He prides himself on his hospitality,
and the Wyrd has strengthened his resolve to ensure he always has an open home and
hearth. Whenever he offers hospitality to someone, he may spend a point of Glamour to enforce it for the
rest of the chapter. Anyone who accepts must then spend a Willpower point to break his hospitality by
harming him, his allies, or his home. Anyone who accepts and doesn’t try to break his hospitality instead
regains a point of Willpower at the end of the chapter.
Promise to Serve (● to ●●●)
Prerequisite: Fae-touched
Effect: Maybe your character agreed to name her firstborn child after her brother, or promised that she
would take his children in as her own if he ever died. No matter what the agreement, after she lost touch
she stayed true to her word and followed through. She needs something to do with herself, something to
give her life direction and purpose. Whenever she is part of a teamwork action, she adds her dots in this
Merit as bonus dice in addition to those generated by her rolled successes to the primary actor’s roll.
Punish the Oathbreaker (●●)
Prerequisites: Fae-touched, Find the Oathbreaker
Effect: Your character takes his own promises seriously, and the idea that someone else might not offends
him to his core. He may use Loopholes to activate Con- tracts that would impact an oathbreaker
negatively and directly, as long as he reads their broken promises with Find the Oathbreaker first.
Contracts that affect a group of people or the environment do not gain this benefit.
Sense Vows (●)
Prerequisite: Fae-touched
Effect: Your character’s dedication to her promises allows her to sense when the Wyrd was invoked to
seal one. By spending a point of Glamour while interacting with someone, she can determine whether that
person made any promises through sealings, oaths, or bargains within the current story. She cannot tell
the details of the promise, though she knows what kind of pledge the character is sworn to, and the
general idea of what was promised.
Fae-Touched Merits
Dream-Tripper (●●●)
Prerequisites: Fae-touched, Dream Shaper, Dreamsteps Contract
Effect: Your character is not only able to use dreamweaving actions in her own dreams, but she’s also
able to exit her Bastion onto the Dreaming Roads and affect someone else’s. If she has entered a
stranger’s Bastion or that of someone hos- tile to her, even if she doesn’t know about that hostility, she
gains the Dream Infiltrator Condition immediately. This does not apply to the dreams of her prom- ise-
bound or those who know and feel fondly toward her.
Dream Ghost (●●)
Prerequisites: Fae-touched, Lucid Dreamer
Effect: When your character and her promise-bound are asleep at the same time, the Avowed can enter
her promise-bound’s dream, no matter how far apart they are, by getting three successes on a roll to
enter the Gate of Ivory. If she pos- sesses the Dream Shaper merit, she can perform dream-weaving in
the changeling’s dream but can’t enact paradigm shifts. Otherwise, she falls into the role of an eidolon,
though can spend a point of Willpower to speak out of turn to the dreamer. The sentence is vague, like
normal dreaming dialogue. If she carefully considers her words, she may be able to pass a message via
interaction with the dream itself — perhaps by posing as an actor in a commercial playing on a
background television and delivering a message about the perils of selling washing machines or inserting
riddles into books in a vast library that lead the changeling to the message if solved.
Dreamer's Gaze (●)
Prerequisites: Fae-touched
Effect: Spend a point of Glamour. The Avowed uses a reflective surface to gaze into her promise-bound’s
dream. The fae-touched cannot shape events inside the dream, but she can watch over her changeling. If
she has the Dream- steps Contract, she can spend another point of Glamour to be led to the Gate of
Horn, from which she can find her way to her promise-bound’s dream. Entering the dream requires a
successful contested roll of Intelligence + Empathy vs. the Bastion’s Fortification.
Endymion's Dream (●●●)
Prerequisites: Fae-touched, Lucid Dreamer
Effect: Make a Resolve + Occult roll. On a success, your character stays asleep. Attempts in the physical
world to wake her do not work, and she is immune to being woken by paradigm shifts. No matter how
long the dream lasts, the dreamer stays in the same Bastion, with the same props and eidolons. When
she uses this Merit, she wakes with the Dissociation Condition, which is resolved the next time she sleeps
without interference or infiltration by others.
Twice Shy (●●●)
Prerequisites: Fae-touched, Dreamer’s Gaze, changeling’s fetch is alive
Effect: Your character possesses an oneiromantic link to her promise-bound’s fetch. She is able to use
the Dreamer’s Gaze Merit to watch the fetch’s dreams.
Dreamweaving Merits
Shared Bastion (● to ●●●●●)
Your character, or her motley, has devoted time to building a shared Bastion. An individual’s Bastion never
reaches the strength and diversity achieved by the joint actions of motleys working in concert: This merit
requires group effort. While Safe Place represents a secure mundane lair within the waking world, and
Hollow represents a private stakehold in the local Hedge, a shared Bastion is a permanent location within
dreams.
Motley members don’t need to find the exit or make a roll to wake while within the shared Bastion. They
have successfully synchronized their dreams enough to bypass this requirement and wake as if they were
within their own dreams. Further, when a changeling is within her Bastion, any attempts to manipulate or
occlude her destiny or future or invade her mind in any fashion suffer the Merit’s rating as a dice penalty.
Only an individual whose Wyrd (or other Supernatural Tolerance) exceeds the Merit’s rating may even
attempt to force their way into a shared Bastion. Whether or not any of the owners is present at the time,
any owner may in- stinctively resist attempts at intrusion via a Clash of Wills. If the would-be intruder fails
the Clash of Wills, he must wait a day and a night before he may attempt another invasion.
Lastly, while the changeling rests within her Bastion, attempts to track her by any method — supernatural
or mundane — suffer a dice penalty equal to the Merit, as her fortifications occlude her presence in all
realms. Those tracking her remain unaware of her willful obfuscation of her presence; the ways of dreams
are fickle and self-effacing. The Bastion may have any of the following features, up to the dot rating of the
Bastion:
- Buttressed Dreaming (•) The motley’s sturdy fortifications to the walls or other boundaries of their
Bastion penal ize an opponent’s Clash of Wills in attempts to force the entrance to your Bastion by the
Merit rating.
- Fixed Doorway (•••) Prequisite: Hollow. The motley has created a door to the shared Bastion within their
Hollow. This permanent door functions as the Gate of Horn, those fractally-present doors to the Dreaming
Roads which are, in the end, all one door. Each individual utilizing the Fixed Door-way spends one
Glamour before physically stepping through from the Hedge into the Bastion; she may bring along a
passenger for an additional point of Glamour. Unwilling passengers trigger a Clash of Wills whether or not
they are conscious. Returning through the Fixed Doorway requires the expenditure of a second point of
Glamour.
- Guardian Eidolon (•) Your character has created a guardian-shaped container within her Bastion, into
which different eidolons flow whenever the nature of the Bastion shifts with dreams. This container may
be shaped as an alarm clock, a parrot which shrieks warnings, or another, more surreal guardian such as
a pervasive shimmering mist. The details of this guardian change as different eidolons fill it. A train
eidolon filling a parrot-shaped container might have a shriek that sounds more like a whistle and
oversized eyes in the form of slowly spinning spoked iron wheels. A changeling wakes her guardian for a
scene by spending a point of Willpower. As this guardian is woven into the Bastion itself and reacts
noticeably to any sign of trouble, while within her Bastion with a woken guardian, a character cannot lose
her Defense due to surprise and the player adds the Bastion’s rating in dice to all actions during the first
turn of an action sequence.
- Illusory Armory (••) The props within the Bastion come to the character’s hands in moments of need.
Once per chapter, by spending a point (or more) of Glamour, the character may immediately summon an
unimportant prop to hand. The dot rating of the equipment is equal to twice the number of points of
Glamour spent to a maximum of +5. The changeling may summon an important prop by spending a point
of Willpower in addition to the Glamour spent.
- Permanent Armory (•) Your character has traveled to her Bastion often enough through the Gate of Horn
to store physical items, including arms and armor, within its walls. Whether through a Fixed Doorway or
the long way ‘round, she’s carried physical equipment and can store it within her Bastion without the
eidolons messing with it, hiding it, or misplacing it. In order to store non-mundane items, such as tokens
or goblin fruits, the Bastion’s owner or owners must spend a Willpower point per chapter for each item so
stored. Motleys sharing a Bastion may share this cost as they see fit. If the owner fails to maintain the
Armory’s non-mundane stock, the Bastion absorbs it. Items represented by Merits lost in this fashion
(such as a token) are subject to Sanctity of Merits.
- Raised Defenses (•) When even one member of the motley is within the Bastion, whether physically or
as her dream self, members receive double the Merit’s rating in bonus dice against any of the attacks or
circumstances in which they would normally gain the Merit’s rating as a bonus to a maximum of 5.
- Subtle Speech (••) Translucent and fixed eidolons representing each of the motley’s members remain
always in the Bastion and may be used to send messages to waking members of the motley. These
eidolons appear to be napping, and the individual within the Bastion leans over the representative eidolon
and whispers a short sentence (up to five words) in her ear. The waking member hears this message as if
whispered to her waking body; no one else can hear it by
any means. Changelings at full Clarity know unerringly the source of these whispers; changelings at less
than full Clarity make a Wits + Composure roll to make certain they’re not hearing things or falling prey to
someone’s attempts to befuddle their sense of reality. Failure prompts a Clarity damage roll as if the
Changeling had been subjected to her Seeming Curse.
Calming Eidolons (● to ●●●)
Prerequisite: Shared Bastion
Effect: Having spent a great deal of time working together, the motley has made the oneiromantic work
they perform on one another much easier. The number of dots spent on this Merit lowers the Composure
dice penalty suffered by Subtle Shifts enacted by the owners of the shared Bastion in ques- tion. This
merit cannot lower the Composure penalty below 1. The dreamer always resists, however subtly.
Motley Awareness (● to ●●●)
Prerequisite: Shared Bastion
Effect: Spending a great deal of time in one another’s dreams increases a motley’s bond to truly uncanny
levels. Your character and her motley mates pick up on each other’s moods, finish one another’s
sentences, and anticipate the needs of their motley and its individual members. This sort of preternatural
understanding may unsettle outsiders, but it feels natural to the motley.
At the one-dot level, the changeling gains +1 to Social rolls with other members of her motley due both to
her ability to read their body language and a subconscious awareness of her motley’s moods. All
members of the motley receive this bonus as long as one member has the Merit.
At the three-dot level, the motley’s bond becomes truly intense. Regardless of distance, she knows the
general mood of each of her motley members, whether or not they have the Merit, and becomes instantly
aware of any substantial shifts in mood, positive or negative. She may utilize this aware-ness to send
messages of up to three words to her motley upon which no one can eavesdrop by any means — the
messages are encoded in the shared language of the motley’s dreams, passing through their shared
Bastion. In action scenes, this does not require an action, just like a character’s ability to speak while also
taking an instant action, but in such scenes the changeling must choose between speaking aloud and
utilizing this private communication. Replying requires possession of the Merit at three dots.
Drawback: Regardless of distance, changelings with the three-dot version suffer the highest Clarity
perception penalty of any member of their motley, even those without the merit. This drawback only
affects the Clarity perception penalty and not any other mechanics dependent upon current Clarity such
as kenning or Contracts. Merits or supernatural abilities which ameliorate such penalties only
do so for the changeling who has that Merit or ability. Feeling another’s pain becomes frightfully literal
when your bonds get this strong.
Somnambulation (●●● to ●●●●)
Prerequisite: Shared Bastion
Your character spends so much time in her Bastion that she has developed the need to have someone
tend to her body’s physical requirements while she wanders the Dreaming Roads. Leaving an eidolon
container she has shaped over time within her Bastion to tend to her bodily form, your character can rest
assured that her body will not lie fallow; one of her eidolons flows into the container and takes over basic
self-care. At three dots, your tending eidolon can maneuver your character’s somnambulating body to the
bathroom, make her body drink water or eat pre-prepared food, and walk her around the living room for
stretches and mild exercise. At four dots, the eidolon can undertake basic mundane tasks, like making
phone calls or carrying out the tasks of that at-home job you said you could do in your sleep. The eidolon
cannot do anything which would require a dice roll and will strike anyone who encounters your character
as odd, which may give your character something to explain once she wakes up.
Drawback: Your character needs dreaming sleep more than others. She’s so used to spending her resting
time in her Bastion that not doing so doesn’t just prevent her from resting; it actively drains her. At three
dots, if she goes more than a day without REM sleep, she doesn’t just fail to regain Willpower, she loses
one additional Willpower. At four dots, if your character falls asleep with 0 Willpower, roll her cur- rent
Clarity. Failure inflicts the Comatose condition as if she had filled her Clarity track with damage. These
effects do not stack.