Changeling/Homebrew Merits

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Standard Merits

Acute Mien Sense

Cost: • or ••
Prerequisite: Wyrd 3
Effect: Your Mien has an acute sense that goes above and beyond normal senses. It could be a bat Beast's keen sense of hearing, a Darkling's keen eyesight from her days as a gargoyle or even a Wizened chef's sensitive sense of taste. Upon purchasing this Merit along with noting which specific sense is affected, the PC gains a +1 to relevant Perception rolls for that sense.
For two dots the bonus increases to +2.
Drawback: Because your sense is always acute and keen, it can't be turned off. A canine Beast's sensitive nose could be overpowered by a room recently disinfected with bleach, for example. A Darkling with keen eyes at night could be blinded by sudden flashes of light. Certain situations can be left to an ST to decide if a sense is 'overloaded' by stimuli congruent to the sense the merit boosts and/or could inflict penalties to all perception rolls up to the rating of the merit.
Author: Ruckus

Armored Mien

Cost: ••
Prerequisite: Wyrd 3
Even while protected by the Mask, some aspect of the faerie's mien has evolved to become defensively oriented and can be used as natural armor. This might be a beast's hardened scales or dense leathery hide, an Elemental's natural metal or stone, or some other Seeming or Kith feature of their mien that could be considered natural armor.
The changeling receives a 1/1 innate armor bonus, that counts as "worn armor" and stacks with supernatural armor. If the changeling already has an innate armor bonus that can be granted by his kith (such as a Stonebones ability to exchange Glamour for Armor), or due to his Summer Mantle 3 bonus, this merit acts as a +1/+1. Thus, a Stonebones with Armored Mien would receive a Wyrd+1 armor bonus if activated, and a changeling with Summer Mantle 3 would have 2/2 armor at all times, but would not stack with a bullet proof vest (it will still cover areas where a vest won't).

Beast Swarm

Cost: ••
Prerequisite: Wyrd 3, Fang and Talon 5 for the appropriate beast
Effect: By purchasing this Merit, the Changeling using Cloak of the Bear's massive form. (Fang & Talon *****) can decide to become a swarm of small animals instead of a single larger creature, provided they have the appropriate animal form. The purchase of this Merit allows for only one type of animal: rat, raven, horsefly, or some other creature of Size 2 or smaller (so long as they are a swarming creature, a flock of birds, a swarm of rats). This Merit must be repurchased for each different type of animal. Staff has final say on which animals are appropriate.
The swarm form exists in a radius or yards equal to the Changeling's own Size (usually Size 5). A swarm can generally inflict 1 die in bashing/lethal damage (depending on the critter) to anyone within its radius per turn.
Armor is effective against a swarm only if it covers one's full body, but even then it provides only half its rating (save for things like Elements 2, Armored mien, Stonebones, Summer Mantle 3, and similar. Those cover all things and count as full Armor.). In addition, targets are distracted by the swarm, suffering -2 dice on rolls involving perception or requiring concentration while they are within the radius, even if they're not specifically attacked.
While in swarm form the changeling adds +5 to their defense (applied after dodge is calculated), which applies against firearms as well (but not against AoE attacks like a lighter and hairspray). In addition, they take half damage from non AoE attacks. Once the swarm reaches full lethal the Changeling has no choice but to return to his original form, and roll to stay conscious.
Drawback: Fragmenting the body is not a sane action. For eight hours after changing to a swarm form, the Changeling suffers from the Irrationality derangement and must make Resolve + Composure checks accordingly to resist giving into that lunacy. If the character already suffers from the mild version, he suffers the severe malady (Multiple Personality) instead. These derangements are found in the World of Darkness Rulebook, pp. 99-100.

Clever Feet

Cost: • to ••
Prerequisite: Wyrd 3
Effect: Because of your Seeming or Kith, you were left with feet that are a little... different. Be they paws like a raccoon or monkey, talons like a gargoyle or dragon, they're unusual in multiple aspects. The biggest one being that you find yourself able to better climb and balance, provided you're using both hands and feet. With one-dot, you gain a +1 to all Athletics rolls related to climbing, balancing, running, and jumping; this increases to +2 with the two-dot version. Must be barefoot to get the benefits of this merit. Normal shoes don’t fit get funky with some sandals. Get yo flippy floppies.

Divergent Kith

Cost: ••
Prerequisite: Available at CG or through PrP Only
Effect: Your primary Kith is not a Kith normally found within your Seeming. A Beast Bright One who's durance was being a firefly. A Darkling Chirurgeon that spent her dark nights as a lab assistant to her Keeper creating amalgamations of flesh. An Elemental Treasured who spent their days as a statue made of the purest marble. A Fairest Mirrorskin who was forced to take whatever beautiful face their Keeper found appealing for that day. An Ogre Draconic who was expected to defend his basilisk overlord. A Wizened Razorhand whose memories of her Durance involved cutting hair endlessly. These are all fine examples of what this Merit is capable of.
Note: Staff has final say on what is a valid combination of Seeming/Kith.
Author: Ruckus

Extra Appendage

Cost: ••
Prerequisite: Wyrd 5
You have an added appendage or multiple appendages over which you have conscious control. This could be a tail, or vines, or any other reasonable thing but not anything strange or intangible like lights or shadows. The appendage(s) are Str 1, and is nimble enough to open doors and handle objects of reasonable weight. This appendage cannot be used in combat. If you have multiple appendages, like a group of vines, you can only use one of them at a time or they act as one appendage. The appendage cannot be made stronger with Strength-Boosting Contracts. The appendage is Masked. Non-Changelings cannot see it, and they will rationalize away any oddities caused by it.

Form Affinity

Cost: ••
Prerequisite: Elements or Fang and Talon 5
Effect: The changeling has a strong connection to their Element or Animal, so much so that while in Elemental or Beast form, all previous levels of that contract (Must be same Animal or Element) have their glamour cost reduced by 1, even if that brings the cost down to 0. Must be bought separately for each form (Element - Fire, Beast - Penguin)

Golem's Palate

Cost: ••
Prerequisites: Wyrd 3
During her time in Arcadia, your character was forced to endure conditions where no food was to be found, or through the strength of her growing wyrd, your character has adapted. Some have learned to feed on rock and stone, gems and gravel, where some plant based kiths might be able to gain sustenance from direct sunlight alone. Staff has final say on unique sources of sustenance. This merit however does not make you any more able to chew rocks, please visit your dentist regularly.

Hobgoblin Runt

Cost: • to ••
Prerequisites: Wyrd 2
This merit represents a positive relationship between a Changeling and the hobgoblin in question. The Hobgoblin Runt is not a servant or a slave, although it is likely to aid the character in whatever reasonable ways the Hobgoblin Runt can in exchange for the Changeling's aid, support and protection. (Text taken and butchered from Hedge Beast Companion)
A Hobgoblin Runt is not likely to put itself into overly hazardous positions that would compromise their safety. Which is a large reason why Runts tend to take Changeling companions in the first place.
Building a Hobgoblin Runt is exactly like building a Hedge Beast Companion per the Merit:
  • All Attributes begin at 0.
You have the following point totals to build them up:
  • • Dot: Attributes 15 points total, Skills 18 points total, Merits up to five points, two dots Contracts, Wyrd 1
  • •• Dots: Attributes 18 points total, Skills 21 points total, Merits up to seven points, four dots contracts, Wyrd 2
  • Where it differs:
Unlike Hedge Beast Companions, Hobgoblin Runts require a 1 in all attributes.
They may not start with any 0's. (Giving 6 points @ Level 1 and 9 points @ Level 2 for customization of Attributes)
No Contract can be higher than 3. Attributes, Skills, and Merits can be higher than 3 if fitting to the Hedge Runt.
Players my sacrifice 1 Contract Dot to have their Hobgoblin Runt fly at Speed 10. This can only be done once.
At least 2 of the Skill Points must be put into Stealth to reflect their capability to hide from larger predators.
  • Further, all Hobgoblin Runts enjoy a +2 to rolls to hide from beings size 5 or larger, reflecting instinct and necessity of survival in the Hedge along with their small sizes.
  • Each Hobgoblin Runt has 1 Minor Frailty. Examples include must eat any food freely given. Cannot abide by the sound of bells. Can only operate out of water
  • Hobgoblin Runts only come in size 1-3, chosen by the Player.
  • Hobgoblin Runts CANNOT leave the Hedge under ANY circumstances. If they are pulled from the Hedge they will start to fall apart and rot rapidly. Doing so will call for a Clarity 5 check (the same as killing a Fetch).
Hobgoblin Runts are humanoid in shape. Typically meaning 2 arms and 2 legs (or 4 legs if you want a mini-goat centaur thing). They are not "baby dragons". They are not animals. They are more like a little goblins. A sharp toothed kobold. A small pixie with butterfly wings. A fuzzy mogwai. **THEY ARE NOT BABY HOBGOBLINS, THEY ARE NOT CHILDREN** these are full grown beings that are small, weak and easy pickings for other, bigger Hobgoblins (Hello, Briarwolves!). Many would love to put them over a fire and chew off their little legs. They are coming to you for protection and assistance and in return they help out. Even then they tend to be more of a nuisance or a pest at times.
As a default the Hobgoblin Runt speaks English, the depth at which it knows English is the players call. They could know only single words or be very eloquently spoken, as fits the concept of either a barbaric little Redcap or an eloquent Runt that is used to doing finances and clerical work for a Merchant. If the player wishes to swap out English for another mortal language? They can but the communication will need to be in that tongue.
This merit is meant to be fun, entertaining and a very minor help. Comedic relief and sometimes useful assistants. Not incredible beings of awesome power. If they were that then they wouldn't need you.
  • Drawback: Changelings who have a Hobgoblin Runt in their retinue tend to be looked upon poorly by some Hobgoblins. Not all, just some. Which could, at the ST's decision, cause for some to impose a -1 to -3 to the PC's social rolls when dealing with Hobgoblins.
These things need some care. This means needing to go into the Hedge or a Hollow to see and visit it. They are needy. They are greedy. They can be cute and cuddly or with nasty, sharp teeth that if you do not feed them? They will gnaw on you instead. Going for more than a week without interacting with it? They will wander to find a new Changeling that will protect them... or they could of gotten eaten or squished by something larger and much more dangerous. They will want to be around your character as much as possible. Like an annoying, yipping dog that only shuts up when it has attention paid to it. Many are NOT well behaved or have manners. Again: many, not all. There are exceptions.
Sometimes they just choose a Changeling and linger around to harass and annoy. Anything from just being a jerk that messes with their things or hero worship.
Further, these things tend to be food to larger, much more brutish beings. So with a Runt being around you? Well, you could be target for the pack of Briarwolves who just love the taste of that miniature satyr you have that frollicks around you, always playing the flute. He is annoying, you could just throw him at them and be done with it. Hey, gives you time to escape, right?
Author: Ruckus

Spectral Harvest

Cost: •••
Prerequisites: Wyrd 3, Occult 2, Empathy 2, ability to see, sense, communicate with the dead (Kith/Contract)
Effect: This merit allows a Changeling to siphon Glamour from a ghost the same way they can a living human being. To do so, the Changeling must locate the ghost's Anchor in the material world and through a warping of the Wyrd they are able to consume the emotion tied to that Anchor. The same benefits for Court apply to the Anchor based on ST referral. An Anchor tied to sorrow and sadness for a ghost would of course grant a Winter +1 to the Harvest total. The ghost of a serial killer attached to a knife, for example, could suit Autumn or even possibly Summer.
The ghost feels incredible pain when the act is done, as Essence is torn from their body that is similar to a Changeling being beaten with cold iron. This does not do any damage to the ghost's Essence.
While in the Underworld, the Changeling can use this on a ghost directly, since ghost's there no longer have Anchors in the physical world. They also get a +1 to these Harvesting rolls.
Drawback: Devouring ghosts energy and emotions carries with it great risk. Not all ghost are pushovers and many will materialize to attack the intruder, fearing their Anchor is at risk of being destroyed. Which could quickly cause the Changeling to have some notoriety amongst local ghosts who are able to communicate with one another. Some Changeling's cannot hide their spectral appetite and their Mien starts to take qualities of death. Paler skin, sunken in or blackened eyes. Further, Changelings find it difficult to Harvest human emotions, which now impose a -1 penalty to Harvest rolls regarding humans.

Author: Aaron

Striking Mien

Cost: • to ••
Effect: The same effect as the merit Striking Looks but only affects the Mien and those who can see it. Allowing your PC to look not particularly any different than anyone else that can only see the Mask. The Mien, however, could be frightening, beautiful, alien, the list goes on. More so than your average Changeling; there is just something about them that draws the eye or commands attention.
Drawback: As per the usual Drawback for Striking Looks but pertains to only Hedge-based issues. Hobgoblins are more likely to remember her. They may also be drawn or attracted, even to the ugly and frightening. Finding a sort of kinship even if it is unwanted. They are not the only ones to take notice, as the True Fae would also find such lovely specimens a wonder addition to their collections above those who do not shine as notably.
Does not stack with striking looks.

Tool at Hand

Cost: ••
Prerequisite: Wyrd 3+, Crafts 1, Artist/Inventor/Smith kiths (Other kiths possible with STAFF APPROVAL)
Effect: You have Inspector Gadget hands, Perhaps you are are a T-1000, Your mien might be robotic and modular, or maybe you have a knack for making do with what's at hand. You can ignore up to -3 penalties for lack of equipment for Crafts and crafting related rolls in which you have a specialty.

Triple Kith

Cost: ••• or ••••
Prerequisite: Dual Kith, Wyrd 3+
Effect: Like with Dual Kith, your kith is a mix of several kiths, but it’s a more complex blending, involving three kiths instead of two. You gain the blessing for this third kith, but still cannot gain the blessing of a second Seeming. At 3 dots, you gain a new kith that is the same as your current seeming. For 4 dots, that kith can be from any seeming.
Drawback: You can only have a maximum of 4 kiths, including those gained from Wyrd Evos or Entitlements, up until Wyrd 9. At Wyrd 9, you can have a maximum of 5. This does not stack with the kith gained from Pilgrims of the Endless Road Entitlement.

Twi-Net Access

Cost: •••
Prerequisite: Lord Sage of the Unknown Reaches (Geist Focused)
This Merit allows a Lord Sage to access the Sin-Eaters' quite secretive Twilight Network. They learn how to read and interpret the secret code-language used by the Bound to give and leave each other messages. The Lord Sage must be careful not to announce their presence as an outside, as while some Sin-Eaters may not care (the ones who may have taught them, for example) others might find this a justifiable reason to end the interloper's life.

Unforgettable Taste

Cost: ••
The sense of taste is dominated by the sense of smell. The two are intertwined with one another. With this Merit, the Changeling has an abnormally sensitive sense of taste that is linked right into their lizard brain. Basically whatever the Changeling has ever tasted before in their life? They will recognize it immediately upon tasting it again. What is more, they can actually sniff out the nearest source of whatever it was. So if the Changeling has had a particular brand of wine and they are at a bar the Changeling very well could be able to sniff out exactly which bottle it was. This also works for blood as well, turning the Changeling into a very effective bloodhound.

Mechanics: The Changeling adds +2 to rolls to track by scent only things they have tasted before. This is a standard tracking roll with all the negatives and bonuses associated with such. Further, the Changeling gains the 9again quality to such a roll but only by scent and, again, only those they have tasted. If the Changeling already has 9again for a tracking roll, it turns to 8again. If they already have 8again, it ramps up to a Rote roll.
Seeming Merits

Savage Agility

Cost: ••• / •• for Beasts
Prerequisites: Wyrd 3, Beast-based Kith, Fang & Talon 4+
Effect: The Beast is attuned to their animal nature. As such they use the higher of either Wits or Dexterity to determine their Defense score.
Drawback: Due to being so close to their bestial natures, the Beast tends to react to things as the animal she most closely associates with. A cat will hiss when surprised without thinking about it. A dog will growl when angered out of pure instinct. The animal rides closer to the surface and this could create odd situations in their mortal lives.
Author: Ruckus

Eventide Eyes

Cost: •• / • for Darklings
Prerequisites: Wyrd 2
Effect: The Changeling is perfectly accustomed to seeing in complete darkness. Their Durance or some quirk of the Wyrd has changed their eyes in a way that they no longer suffer penalties for being in darkness. This does not, however, circumvent any penalty imposed for being blind. Losing your eyesight and being in a dark room are two different things, afterall.
Drawback: The character's eyes are sensitive to bright light and sunlight, as one could suspect. Sunglasses during the day are damn near critical. The character could be prone to headaches or migraines for it sometimes. Also, bright flashes of light in the darkness could impose a -2 to visual perception for a number of turns determined by the ST. This could be anything from a LED flashlight shined in the eyes (Why hello, Officer!) to a flashbang grenade (Also of note: the glamour-infused version of the Bright One blessing will also trigger this penalty, regardless of the current lighting in the room, due to its painful intensity). This -2 penalty is stacked on top of whatever penalties may be imposed by what created the sudden source of illumination.
Author: Ruckus

Natural Attunement

Cost: •• / • for Elementals
Prerequisites: Wyrd 3
Effect: Your character is one with the natural world around her. The earth, the wind, the forest, it all feels like home to her. It is where she feels truly free. Because of that, she enjoys 9-Again to any Athletics rolls made while outside any man-made dwelling. Outside is defined as anything that is not inside a man-made structure. So even a cave or even a mine counts due to it being largely 'natural' but is far from being a suitable place for a human to live for long.
Drawback: Due to that connection with nature, your character is not very comfortable indoors. They tend to be candidates for claustrophobia. Finding the homes of man unnatural. This is not to say they cannot have a home or apartment but they are more the 'outdoorsy' sorts that only come home to sleep and sometimes eat. Good luck trying to take them to the mall for any extended periods of time.
Author: Ruckus

Tyrant Will

Cost: ••• / •• for Fairests
Prerequisites: Wyrd 3, 1 Social Skill at 3+
Effect: Changelings with this Merit are usually from positions of social esteem, power, influence. Alternatively, they could have a particularly imposing tone in their voice, a certain way of asking for something. Whatever 'it' is? It works.
Pick 1 Social Skill.
Any Willpower expenditures for mundane rolls (No Contracts or Dreamweaving) of that Skill grant a +5 instead of +3 to the roll. This stacks with any supernatural effects that may assist the roll to begin with. The will of a Fairest will not be denied, their word is law and their noble bearing cannot be ignored easily.
Drawback: Changelings with this merit tend to be haughty, narcissistic creatures. Used to getting what they want, they sneer down upon those they deem their inferiors. Needless to say, they do not make friends easily. Even the ones that are just more persuasive tend to come across overconfident at times.
Author: Ruckus

Callous Troll

Cost: ••• / •• for Ogres
Prerequisites: Wyrd 2, Clarity 6 or less
Effect: The Durance of some, especially Ogres, can be cruel, painful, violent things. Some Durances come with a necessity of killing, others with the need to steal for their Keeper. Forcing the human mind to do things they know is wrong. After years of this behavior, some grow callous and insensitive to a certain act. It just no longer is a big deal to them. Even outside of the Durance, some of the Lost have grown cold to a certain action to where it just no longer pings on their emotional radar as being wrong.
On the Clarity Chart, select a Clarity Breaking Point on any level 2 or above. You gain +2 dice to resist Degeneration. Popular picks of this include: Killing a fetch (Clarity 5), Grand theft/Burglary (Clarity 6), Kidnapping (Clarity 3), Impassioned killing (Self defense/defense of loved one) (Clarity 4), Casual/Callous Crime against other Supernaturals (Clarity 2)
Killing a human (premeditated murder), torture, depravity or perversion (rape) or spending time in Arcadia and being around Gentry (Clarity 1) are beyond the realm of this Merit. The Callous Troll Merit is meant to reflect a character's desensitization to a specific kind of trigger due to a variety of reasons. This does not make them absolutely psychopathic monsters. This does not make them immune to degenerating from it, just gives them the ability to shrug it off as part of survival or what needs to be done.
Drawback: The drawback of being a borderline, if not full blown, sociopath is, well, you tend to be crazy. Upon gaining this Merit the character is then at -1 dice to resist gaining a derangement when they -do- fail a roll for Degeneration that requires them to roll, to a minimum of 1.
If the characters Clarity falls below the mark where the trigger point is, they do not get XP refunded. As they may regain Clarity later and still accounts for a casual disregard for something like grand theft.
Author: Ruckus

Goblin Aegis

Cost: ••• / •• for Wizened
Prerequisites: Wyrd 2, Intimidation 2
Effect: Wizened are known to be acerbic and spiteful, the goblin horde of Arcadia are twisted in ways that the other Seemings just don't seem to understand. Social skills tend to fall on the wayside. Enjoying the comfort of creation and their work over the partnership of friends and loved ones. Because of this, some Wizened are especially spiteful beings. Able to hurl words into finely tuned insults that cut to the bone. A Wizened that does not wish to be disturbed in their workshop is about as smart as trying to take food away from a Gristlegrinder. While some Wizened can cover up their spiteful ways, for a time, it is only a matter of time before they pop. Able to focus their ire like a laser beam.
With this merit, the Changeling is capable of utilizing that natural spite and focusing it upon others. In many ways it is similar to the Striking Looks merit, in so much that it isn't always 'on' but when it is? It isn't to win any beauty agents. It could come across as a tone of voice, could be a physical transformation where the face warps into something frightening. Whatever the case, the diminutive Wizened seem like they will murder someone where they stand. Causing many to take pause and reconsider if this is all really worth it.
The Changeling enjoys a +3 bonus to all Intimidation rolls. Further, those rolls are enhanced with the 9again quality when in ones home, workshop, or territory. Finally, mundane Intimidation rolls are considered an exceptional success at 3 successes, not 5.
This merit stacks with Striking Looks, Striking Voice but it does not stack with Feral Mien (Tome of the Watchtowers p. 154).
Goblin Aegis for reasons unknown seems to not work in conjunction with Vainglory effects that require Intimidation to roll for activation. Some speculate it is simply the haughty nature of the Contract that doesn't allow these spiteful goblins anymore ire to spew down. It, however, doesn't stop them from using bonuses from a proper execution of Vainglory in conjuction with this. They just become preternaturally frightening.
Drawback: Naturally those that have this merit and use it a lot, tend to not have very many friends if they choose to just throw it out there. They also tend to have low Composure scores, finding it difficult to really master keeping their calm. They are also vocal in their actions whenever they grow frustrated. Many develop the 'Vocalization' Derangement later on down the line. Similar to Yosemite Sam from the cartoons where their mouth just spews out a lengthy diatribe of vulgarities that would make a sailor blush. However, some internalize this sort of caustic verbal bile, doing their best to keep that need to really let someone have it down. Swallow your anger and drink it away.
Author: Ruckus
Kith Merits

Acidic Touch

Cost: ••
Prerequisite: Blightbent kith
Effect: While all blightbents are toxic, those with this merit literally have a dangerous touch. You can spend a glamour to do wyrd damage to structure of an item. This does not work on cold iron.


Cost: •••
Prerequisites: Wyrd •••, Oracle Kith
Effect: Spend 1 Glamour; once per scene the Oracle can add Wyrd to any non-combat roll. This represents a vision, instinct, or other mysterious connection with the Wyrd, guiding the hand of the Oracle in their work.


Cost: • to ••
Prerequisite: Venombite kith
Effect: The Venombite has enough control of his venom production that, with a Wits+Medicine roll and spending one glamour, he can produce/secrete a single dose of antivenom for a target affected by poisons. It only works for his own poisons though. At 2 dots, it works on other venoms with a toxicity equal to the venombites wyrd.

Author: Odie

Ballistic Plating

Cost: •••
Prerequisite: Hardshell kith
Effect: Hardshells are known for their, well, hard shell. It makes them harder to hurt than other people. Those who have this merit gain an aditional 0/2 armor. In addition, they may reflexively spend a glamour to double armor for a turn.

Ballistics Training

Cost: ••
Prerequisites: Soldier Kith
Effect: The Soldier gains a bonus on ballistic based weapons. Anything that has a flight trajectory from bullets, grenades, rockets, thrown rocks, arrows, spears. You get the picture. They get a +1 to any ranged weapon (including thrown) to reflect an instinctive knowledge of how a projectile will fall due to payload, wind resistance, yadda yadda.

Beast of Burden

Prerequisite: Broadback kith
Effect: The Broadback is capable of lifting and carrying things and for that this merit simulates the Merit ‘Strong Back’, giving the character a +1 to Strength involving lifting/carrying objects only (this does not include throwing). This stacks with Strong Back.

Beast Tongue

Cost: ••
Prerequisite: Chimera kith
Effect: Owing to the fact that Chimera are made of multiple animals, they choose 3 mundane animals upon gaining this Merit. The Chimera now enjoys a +1 to all Animal Ken rolls involving those animals.

Bottomless Pit

Cost: ••
Prerequisite: Gristlegrinder Kith
Effect: Gristlegrinders are a hungry bunch, but most are still limited to a human capacity regarding how much they may consume. Those with this merit however may consume up to their size x half their wyrd (rounded up) before being full. This of course must still be food, or at least edible, and wont prevent consuming 4 kegs of tequila from killing you. Further, the Changeling is capable of eating all manner of organic things. Dead raccoon on the side of the road? Yummy! Handful of dirt? Sure! Broken beer bottle? Ouch but, okay. Lightbulbs? Got any of those new fangled ones? Those are spicy! However, any items like rocks, glass, plastic, metal (Except iron.) to be consumed require 1 Glamour to digest.
Drawback: This does not give you the ability to actually chew rocks, metal, etc. Your teeth are still teeth, however if you have the Render Kith, you can then ignore durability as the Kith's Blessing.


Cost: •••
Prerequisite: Stonebones Kith, Wyrd 2
Effect: While Stonebones can spend glamour to gain armor, some Stonebones have some of that armor at all times. Take half of the Armor gained by the kith blessing (rounded down), and that’s always active. Half of the Armor (rounded down) is active at all times. When the blessing is activated, the kith blessing works normally.
Drawback: You are heavier and more dense than normal and creak a little when you move -1 to stealth rolls when sound is a factor. (Mask may make it sound like floorboards creaking, house settling, or some other normal auditory background distubance.)

Charnel Insight

Cost ••
Prerequisites: Gravewight kith
Effect: Gravewights are tethered to death due to the processes suffered in Arcadia, and have learned to use this when dealing with ghosts. By spending 1 Glamour the Gravewight receives +2 to any social interactions with a ghost during that scene. This bonus can only be gained once per scene.


Prerequisite: Runnerswift kith
Effect: Though all runnerswifts are speedy, some have learned how to truly utilize their speed. Once per scene, at the cost of one glamour, the runnerswift may double their speed for a number of turns equal to their wyrd.


Prerequisite: Wyrd 2, Skitterskulk kith
Effect: A Skitterskulk with this merit can move in increasingly unearthly and disconcerting ways, especially when on all fours so they can use both hands and feet at once. The merit allows them to bend and flex their bodies so they can scuttle along at high speed on their hands and feet, moving at their normal running Movement Speed +2.
Drawback: Moving in this way requires the Skitterskulk to have both hands and feet completely free and to move on all fours. This means they cannot be holding anything (including weapons) in their hands when using this ability. They may also need to spend an action to resume a standing position if using this ability in combat. (suggested by Alejandro)

Delicious Healing

Cost: ••
Prerequisite: Delicacy kith
Effect: While all Delicacies can feed their flesh to heal on a 1 to 1 basis, some simply have more oomph to their flesh. With this merit, when another eats the flesh of this Delicacy, th delicacy may spend a glamour and give their wyrd in healing instead.

Draining Sleep

Cost: ••
Prerequisite: Succubus kith
Effect: As the succubus of myth, these succubi or incubi can sleep next to a person and steal their energy. They lose a point of willpower, while the succubus gains one. When sleeping next to a person, the succubus may shose to spend a glamour to activate this ability for the night.

Enduring Genius

Cost: ••
Prerequisite: Inventor Kith
Effect: You know your stuff, and you know it well. Any devices and mechanisms you create from scratch gain +2 Durability due to your particularly inventive design. The effects of this merit do not apply to modification of existing items beyond what the inventor has specifically added. The crank you add to a friend's winch may be a very Durable crank, but the wood it's bolted to isn't.

Author: Nemo

Eye for a Steal

Cost: ••
Prerequisite: Larcenist kith
Effect: The fairest of all the thieves in the land, the Larcenist inherently knows the worth of what he sees so that he can understand what is worth stealing. If no effort is made to obscure the worth of the item, they simply Know what the item is worth. If some effort has been made to make an item seem better or worse than it is, the Larcenist increases their dice pool to discern the worth of the item by 3. This knowledge of price also includes the worth of Humans and Changelings around them, which might be a rather unnerving thing to know, when one is with their friends in the goblin market.

Author: Alireza

Hag Hex

Cost •••
Prerequisites: Witchtooth Kith
Effect: Witches, crones, and and the like are known to have many a trick up their sleeve. However, curses are their purview the world over. The target must be within eyesight of the Witchtooth, once per scene they can spend 1 Glamour, and roll Presence + Occult - the target's Resolve as an instant action. If successful the target suffers a penalty to their next roll equal to half the Witchtooth's Wyrd (rounded down).

Hollow Back

Cost: ••
Prerequisite: Skogsra kith
Effect: Like the skogsra of scandinavian myth, you have a Hollow back. You can hide up to one size 2 or two size 1 objects in the hollow of your back. Really small objects like cellphones and tic tacs have no real limit, within reason.

Author: Elmo

Hunter’s Blessing

Cost: ••
Prerequisite: Hunterheart kith
Effect: Even among hunters there are the elite. Those with this merit are among those elite, at least when it comes to tracking their prey. Those with this merit gain 9-again to tracking rolls and +2 to one sense. This can be represented by a wolf's sense of smell, and eagles sight, a shark’s sense for blood.
Drawback: Due to your heightened predatory sense, must roll resolve + composure to avoid chasing anyone running from you.

I Am Rubber

Cost: •••
Prerequisite: Tunnelgrub kith
Effect: The Tunnelgrubs bones bend, but do not break, or at least not easily. The Tunnelgrub can spend a glamour as a reflexive action to make their bones extra rubbery for the next impact. Punch to the jaw? It folds and then springs back into place. Baseball bat to the ribs? Like a hard rubber cage. As a result, for that moment the tunnel grub takes half bashing damage from impacts and strikes, be it a hit from a bat, a punch, or falling off a building. Can be done only a number of times per scene as one has wyrd.

Improvised Armaments

Cost ••
Prerequisite: Bloodbrute Kith
Effect: With enough time a Bloodrute may be as equally armored as they are armored. Using Improvised Armaments is an extended action with one minute passing for every roll. The Bloodrute rolls their Strength + Wyrd to beat metal, stone, or whatever is at hand into something suitable enough to pass for armor, and must use whatever adhesives they can. When done the Changeling creates an equivalent to a piece of armor chosen from the Armor Chart (see the World of Darkness Rulebook, page 171).
Drawback: Any armor created through Improvised Armaments is never as good as something genuinely crafted. It fits improperly, doesn't allow the mobility normally found in such things, or simply chafes in the wrong places. The armor confers a -1 to Defense and a -1 to Speed.

Into the Deep

Cost ••
Prerequisite: Water-Dweller Kith
Effect: Water-Dwellers thrive in the water, and any enemy that meets them there places their life into their own hands. When a Water-Dweller and their target are submerged at least waist deep in water the Water-Dweller adds +2 to grappling rolls and rolls to initiate overpowering maneuvers

Mercurial Voice

Prerequisites: Mirrorskin Kith
Effect: Many Mirriorskins are versed in how best to disguise themselves. You, however, know just how to hit the right tune, pitch, and cadence to imitate any heard voice. In conjunction with The Mercurial Visage, the Mirrorskin receives 9-again to disguise attempts in which you to further your deceptions via spoken word.

Operative Expertise

Cost ••
Prerequisites: Chirurgeon Kith
Effect: All Changelings of the Chururgeon can make do without proper tools and facilities. When they're able to administer proper care with the proper care, however, they can truly work miracles. The Chirurgeon may spend 1 Glamour, and receive the ability of Rote Action when they operate in a proper medical facility and possess the appropriate tools.


Cost ••
Prerequisite: Stinkbutt Kith
Effect: After using the Stinkbutt's blessing, those who succeed (or have recovered from) the Resolve + Stamina - Wyrd roll still have their rolls penalized by -2 for the next Stinkbutt Wyrd turns due to the incredible stench: eyes watering and otherwise being distracted by the awful smell. Characters with no sense of smell are immune to this.
Drawback: By taking this merit, the Changeling also gains: Flaw - Manifest Mien (Stinky or similar descriptor). The rather pungent stench leaks out in some manner. Colognes, perfumes and oils can only cover this up so much. Therefore, in situations that require being presentable, persuasive, seductive, etc., the Stinkbutt suffers -2 to associated social rolls (if these social maneuvers are directed solely at other Stinkbutts or those with no sense of smell, the penalty doesn't apply). If the Stinkbutt has attempted to mask their scent with smelly goods, the penalty is reduced to -1 but let's face it: perfume on top of garbage only smells like slightly better garbage.

Rust Bust Dust

Cost ••
Prerequisite: Gremlin Kith
Effect: Generally, when your equipment goes to shit you can blame a Gremlin, be it fae or one's own imagination. When spending a Glamour for Gremlinizing Touch they may spend an additional Glamour. By doing so the targeted item suffers the Gremlin's Wyrd as a negative penalty. Should this result in the item's user having just a chance die the item is functionally destroyed on a dramatic failure.


Prerequisite: Antiquarian kith
Effect: The Antiquarian has spent a great deal of time studying a single subject. When they take this merit, they select a specific field for either Occult or Academics. Within this field of expertise they gain +1 to rolls involving it. This can stack with Area of Expertise.

Serpent Speed

Cost: ••
Prerequisite: Coldscale Kith
Effect: The Coldscale is capable of alarming and sudden movements. By spending 1 Glamour they gain a +Wyrd to base Initiative and Speed for that turn, showing a sudden burst of movement that takes prey by surprise. If they do not pay upkeep of 1 Glamour a turn, their Initiative and Speed is recalculated by subtracting their Wyrd score from the Initiative rolled along with any changes to speed.

Sky Walker

Prerequisite: Windwing Kith
Effect: Normally, Windwings find it impossible to gain any true altitude when gliding. However, those flightful Lost with Sky Walker may spend 1 Glamour to gain altitude in yards equal to their Wyrd.


Prerequisite: Levinquick kith
Effect: More attuned than most to their native element, once a day per Wyrd level, these Levinquicks may reflexively discharge their innate electricity in a small spark, strong enough to cause a short, start a small fire, or do unpleasant things to hand-held electronics. For greater control/duration/strength, they must still purchase Elements (Electricity). To living targets, the effect is a sharp and painful zap, but causes no damage. The Levinquick must be in physical contact with the target/object to be affected.

Author: Nemo

Spirit of Love

Cost •••
Prerequisite: Weisse Frau Kith
Effect: A Weisse Frau's kiss buttresses the weak, and their own love empowers this further. When activating Kiss of Life and spending a Willpower point the target also receives half of the Weisse Frau's Wyrd (rounded up) as additional Health dots for the remainder of the scene. This can only be applied to one person at a time.

Stellar Navigation

Prerequisite: Telluric kith
Effect: One thing about being a piece of the sky is that you're especially used to navigating by it. You have kin among pin-pricks of starlight. So long as you're able to see the stars, you can find your way. This merit adds +3 to all Survival rolls meant to navigate under the open sky, as long as the stars are visible.
Drawback: Obviously, since the Telluric's domain is the night sky, she can only use this merit at night, causing many Fairest explorers to start journeys – either sea or land – at nightfall.

Author: Billy

True Guardian

Cost: ••
Prerequisite: Truefriend kith
Effect: The True Guardian is able to help protect their friends, not just help them. They take a turn to distract an attacking enemy by barking, yelling, hissing or something similar. Afterwards, the next attack that the enemy delivers to the intended friend, is at -2.


Cost: •••
Prerequisite: Cleareyes kith
Effect: While all Cleareyes are perceptive, those with this merit are exceptionally so. Gain 9-again on your main sense (Sight, hearing, etc). In addition, gain a second heightened sense (though without the 9 again)

Web of Whispers

Cost: •• or •••
Prerequisite: Whisperwisp kith
Effect: The whisperwisp has become a master of their craft and effortlessly creates networks by which clandestine information can be shared. For two dots the whisperwisp is able to spend an additional point of glamour when whispering a secret message, to allow continuous one-way communication with a single target for the scene. For three dots, multiple one way links may be established, providing the glamour cost is paid for each along with a willpower point.

Author: Leander

Ensorcelled Merits

Wyrd Sympathy

Cost: •••
Prerequisite: Empathy *** Ensorcelled characters with this Merit sometimes experience vague moments of recognition of intense emotions just as the ones holding their pledge are feeling them (even if the two of them are in separate rooms or divided by trackless miles).
The Storyteller may ask the player of the Ensorcelled to roll the character’s Wits + Empathy. The number of successes reflects the amount of useful information the character learns.
Roll Results:
Dramatic Failure: Players cannot dramatically fail a roll for Wyrd Sympathy.
Failure: Nothing happens.
Success: The Ensorcelled has a strong general impression of his changelings’s experience and has a general notion of the direction and distance to her.
Exceptional Success: The Ensorcelled knows exactly what his Changeling is feeling, and the awareness remains for a scene, fading slowly. He also knows exactly where she is.

Goblin's Palate

Cost: •• or •••
Replaces 'Fairy Healing'. The Ensorcelled can pick and consume goblin fruit and gain the benefits of doing so. They can also carry as many goblin fruit as if they had wyrd 1. At the 3 point version the Ensorcelled or Fae Touched can plant and cultivate a garden, provided of course a changeling allows them access to their hollow for doing so.

Token User

Cost: ••
Prerequisites: Ensorcelled
Effects: This Merit allows the character to use a token properly rather than with the catch. Ensorcelled characters cannot do this with a token rated higher than **, however. Using the bond of her ensorcellment to her fae sponsor, the ensorcelled character spends the sponsor's Glamour (and Willpower, if the token requires it) instead of their own.

Characters with this ability may wear/wield Hedgespun items as if they were Lost.