Saturday, 30 December 2017

Goblin Contracts


Once a changeling purchases a Contract from a goblin, it becomes hers and she can use it whenever she wants. Every time a character successfully invokes a Goblin Contract, the Storyteller notes down one Goblin Debt point for her. No one knows whether the goblin empowers the Contract directly, or simply brokers it on behalf of another entity, or the Wyrd itself — possibly leaving the changeling indebted to a dangerous partner, and making disposing of a goblin to avoid her Debt a risky prospect. Certainly, to the Lost’s knowledge, no such deed has ever resulted in a changeling shedding Debt without unpleasant consequences.

The Storyteller may spend Goblin Debt points at any time to:
• Subtract dice from the player's pool on any roll, at one die per Debt point. The player remains entitled to a chance die no matter how many Debt points the Storyteller spends.
• Spend five Debt points to give the character a Condition or Tilt. This effect should be related to the Goblin Contract, or the character's creditor. For example, a Contract that lets a changeling spy on others, or has the Queen of Eyes as its backer, could cause the Blinded Tilt.
• Spend 10 Debt points to give the character a Persistent Condition. This effect should also be related to the Contract or creditor as above.
• A changeling can never rack up more than 10 Debt points — subsequent points wash right off her. Instead, when she uses a Goblin Contract an eleventh time, she immediately gains the Hedge Denizen Condition. Goblin Debt has no further effect on her, because she has become a goblin herself.

Conditions

Hedge Denizen (Persistent)
Having relied on Goblin Contracts too much, the character becomes a goblin herself. She retains her normal changeling powers, except in these cases:
• Arcadian Contracts are the birthright of all denizens of Faerie, but the Hedge is its own in-between place. The character can still buy and use Arcadian Contracts, but pays for all of them as if they were in nonfavored Regalia and may not circumvent this via Pupil’s Devotion.
• Whenever the sun rises over the Hedge, the character can redistribute her Goblin Contract dots across any Goblin Contracts she wants. For example, if she had one 2-dot Contract and one 3-dot Contract, she can exchange them for any Goblin Contracts totaling 5 dots. Purchasing new dots in Goblin Contracts still costs 1 Experience each.
• Courts are changeling affairs, and the character no longer is one. The character keeps and can use her old Court Contracts, but cannot purchase new ones. She loses all other benefits of her Court Mantle.
Resolution: The character pays off one Goblin Debt. She cannot simply accept a disadvantage from the Storyteller to give away Debt points — she's a goblin now, and must pay her Debt the old fashioned way. Seeking out the goblin she entered into the Contract with, or any third party involved if that goblin is dead or otherwise gone, the Hedge Denizen performs a task for him at his request.  She must also find or lose herself, to either exit or delve deeper into the Hedge. Finding herself means losing 2 dots of Clarity and gaining another, after which she becomes a changeling with 9 points of Debt and resolves this Condition. Losing herself means dropping below Clarity 5 to resolve this Condition and gain the Goblin Queen Condition instead.

Goblin Queen (Persistent)
The character has risen far beyond ordinary goblins, and they scrape and bow before her. This Condition functions as Hedge Denizen, except as follows:
• The character's Court Mantle rejects her. She cannot invoke her current Court Contracts, nor purchase new ones.
• The character has so profoundly changed, even the Huntsman lost her scent.
• She cannot leave the Hedge, but she may carry pieces of the Hedge as a mantle around her, for up to a number of hours equal to her Wyrd, to travel into the mortal realm or Arcadia.
• The Queen gains a goblin retinue equal to her Wyrd, chosen by the player from the “Hobgoblin” section in chapter 5 of this book (see p. XX). She may expand her retinue through her actions, but these initial retainers will always be loyal to her.
Resolution: The Queen finds a human child and leaves him to take her place. The child immediately gains the Goblin Queen Condition, and his retainers serve as protectors until the child is old enough to rule. The child remembers who abandoned him. Once the character resolves this Condition, she becomes a changeling with 9 points of Goblin Debt.

Friday, 29 December 2017

Contracts List


Contracts and Clarity
Changeling characters have Clarity, mortals Integrity, and vampires Humanity. Unless a Contract specifically states that it only works on other Lost, “Clarity” means “Clarity and other such traits that measure a kind of mental or emotional stability.” Where a Contract would make a Clarity attack, it forces an equivalent level of breaking point for these other creatures; the Storyteller decides the exact effects where questions arise. These Contracts never work on beings like Prometheans with traits that measure something else entirely.

Loopholes

Every Contract has a Loophole that lets the changeling invoke the Contract's basic effect at no Glamour cost (though he must pay Willpower costs, and any cost associated with seeming benefits, as normal). The character can also choose to fulfill the Loophole and still spend one point of Glamour, to change a Contract's invocation roll from instant to reflexive. He can invoke a given Contract only once per turn reflexively, but may add other reflexive Contracts, including those made reflexive by using the Loophole and paying Glamour for each.

Arcadian Contracts

Crown Regalia (Fairest)
Hostile Takeover (Common)
Mask of Superiority (Common)
Paralyzing Presence (Common)
Summon the Loyal Servant (Common)
Tumult (Common)
Discreet Summons (Royal)
Mastermind's Gambit (Royal)
Pipes of the Beastcaller (Royal)
The Royal Court (Royal)
Spinning Wheel (Royal)

Jewels (Wizened)
 Blessing of Perfection (Common)
Changing Fortunes (Common)
Light-Shy (Common)
Murkblur (Common)
Trivial Reworking (Common)
Changeling Hours (Royal)
Dance of the Toys (Royal)
Hidden Reality (Royal)
Stealing the Solid Reflection (Royal)
Tatterdemalion’s Workshop (Royal)

Mirror (Darklings)
Glimpse of a Distant Mirror (Common)
Know the Competition (Common)
Portents and Visions (Common)
Read Lucidity (Common)
Walls Have Ears (Common)
Props and Scenery (Royal)
Reflections of the Past (Royal)
Riddle-Kith (Royal)
Skinmask (Royal)
Unravel the Tapestry (Royal)

Shield (Ogres)
 Cloak of Night (Common)
Fae Cunning (Common)
Shared Burden (Common)
Thorns and Brambles (Common)
Trapdoor Spider's Trick (Common)
Fortifying Presence (Royal)
Hedgewall (Royal)
Pure Clarity (Royal)
Vow of No Compromise (Royal)
Whispers of Morning (Royal)

Steed (Beasts)
 Boon of the Scuttling Spider (Common)
Dreamsteps (Common)
Nevertread (Common)
Pathfinder (Common)
Seven-League Leap (Common)
Chrysalis (Royal)
Flickering Hours (Royal)
Leaping Toward Nightfall (Royal)
Mirror Walk (Royal)
Talon and Wing (Royal)

Sword (Elementals)
 Elemental Weapon (Common)
Might of the Terrible Brute (Common)
Overpowering Dread (Common)
Primal Glory (Common)
Touch of Wrath (Common)
Elemental Fury (Royal)
Oathbreaker's Punishment (Royal)
Red Revenge (Royal)
Relentless Pursuit (Royal)
Thief of Reason (Royal)

Goblin Contracts

Blessing of Forgetfulness
Glib Tongue
Goblin's Eye
Goblin's Luck
Huntsman's Clarion
Lost Visage
Mantle Mask
Sight of Truth and Lies
Uncanny
Wayward Guide

Court Contracts


Fire Court
Child of the Hearth (Common)
Flames of High Zeal (Common) ~ Summer's High Zeal
Helios' Light (Common)
Nike’s Charriot (Common) Cupids Arrow
Vigilance of Ares (Common)
Fiery Tongue (Royal)
Flames of Summer (Royal)
Helios’ Judgment (Royal)
Solstice Revelation (Royal)
Wisdom of Pythia (Royal) ~ Famines Bulwark

Earth Court
Dreams of the Earth (Common)
Heart of Stone (Common) ~ Heart of Ice
Reflections of Jade (Common) ~ Twilight's Harbinger
Scent of the Green Eye (Common) ~ Baleful Sense
Wyrd-Faced Stranger (Common)
Bounty of the Earth (Royal) ~ Blessing of Spring
Curse of Avarice (Royal) ~ Winter's Curse
Harrowing of Kith and Kin (Royal) ~ Fallow Fields
Pandora’s Gift (Royal)
Prince of Ivy (Royal)

Water Court
Ice Queen’s Call (Common)
Spring’s Kiss (Common)
Scrying the Brine Abyss (Common) ~ Witches Intuition
Still the Heart’s Blood (Common)  ~ Touch of Winter
Tale of the Brine Abyss (Common) ~ Tale of Baba Yaga
Abjuration of the Sin Eater (Royal) ~ Tasting the Harvest
Aqua Vitae (Royal) ~ Gift of Warm Blood
Avatar of the Brine Abyss (Royal) ~ Mein of Baba Yaga
Mantle of Frost (Royal)
Purity of Absolution (Royal) ~ Sorcerer's Rebuke

Air Court
Gift of Warm Breath (Common)
Fury of the Void (Common) ~ Autumn's Fury
Last Harvest (Common)
The Dragon Knows (Common)
Slipknot Dreams (Common)
Breaking the Chain of Inhibition (Royal) ~ Sunburnt Heart
Field of Regret (Royal)
Riding the Falling Leaves (Royal)
Regret’s Grim Masque (Royal) ~ Ermine's Winter Coat
Waking the Inner Fae (Royal)

Tuesday, 19 December 2017

Kiths M-Z


ST NOTE: The Dual Kith merit no longer exists in 2nd Ed.

Mirrorskin
Officer, I'm so glad to see you, but how did you get in here? I just called the police station after I locked the burglar in this room. Wait, where is she? Sir, the door was open when I got here, she must have escaped, I should check outside for her. For your safety, I need to ask you to wait here. 

Mirrorskins are premier disguise artists and Gentry make full use of this ability. Some Keepers use Mirrorskins as spies and infiltrators, but at least as many use them for entertainment, including a few Keepers who only have a single changeling who they order to take on the appearance of dozens of different individuals, providing them with the illusion of a vast retinue. Most Mirrorskins were natural mimics before their Durance. Some were actors other con artists but all had at least some understanding of stepping into another's skin. 

• Darkling: When not disguised, the changeling looks partially formed, with inhumanly indistinct features and pale grey skin. 
• Fairest: When not disguised, his appearance becomes a generally attractive melding of the features of everyone around him. If he is with a single person, he appears pleasantly similar to that person.
• Elemental: No one has ever seen her “real face” but you can tell who she is by the shrill voice. When she gets excited her skin ripples like quicksilver and her eyes glimmer like mirrors.

Blessing: When using Stealth while in disguise, the Mirrorskin achieves an exceptional success on three successes instead of five. A Mirrorskin may mould and shape herself like putty, making an entirely new face out of composites seen in people she has met or photos. Spend a point of Glamour and make a reflexive Wits+Subterfuge+Wyrd. The Changeling does not suffer penalties for lacking equipment, and the power changes both her Mask and Mein, so that anyone trying to penetrate her disguise will see another layer of disguise underneath. Supernatural abilities that would pierce her deception force a Clash of Wills.

Moonborn
Lunacy is not an affliction so much as a state. Think of it like water in a bottle that has too much pressure, its cold enough to freeze, but it doesn’t have the space to expand. Open that bottle up, or even mix the molecules and you initiate the change. Potential my friend, everyone has the potential for lunacy, you just need to know how to mix the molecules properly.

The Moonborn shift mood and personality with the waxing and waning of the moon. She is often described as mad due to these cyclic moods and the erratic behavior that accompanies them. The Moonborn is crafted of the moon, set into the sky to mimic the night for the Gentry. Her Durance was simple, yet not at all peaceful, as she was forced to act out scenes witnessed by the night sky for her fickle master.

• Elemental: Moonlight exudes from the character, making it hard to distinguish where she beings and where the light ends.
• Fairest: The changeling is surrounded by moonbeams that glisten and trick the eye.

Blessing: When using Occult to understand an Ephemeral entity, the Moonborn gains an exceptional success on three successes instead of five. Spend a Glamour, the Moonborn can touch another person and inflict her with one of the following Conditions: Atavism, Awestruck, Delusion or Madness. If the person he is touching does not want the contact, he must succeed on a touch attack to affect his victim. This Condition lasts for a single lunar cycle, or until resolved.

Nightsinger
You sir, in the back, I believe you yelled "rap sucks". I didn't come here to perform vapid pop music and tonight is an open mike night. I'm going to be up here for the next 10 minutes, whether you like it or not. However, in honour of you I'll change up my style a bit and play something that may teach you a thing or two…

 Some nightsingers spent their Durance playing frightful melodies in haunted realms. Others accompanied bands of warriors, using their music to distract, weaken, or ensorcel enemies. Before their Durance, nightsingers loved music, and most preferred disturbing songs about despair or happy pop songs about mass murder. 

• Beast: He resembles a humanoid songbird, but the colour of his feathers is black and his eyes are blood red.
• Fairest: With his strong arms, exquisite voice and long fingers he's a living archetypes of what an attractive musician should look like, except for his black featureless eyes and pointed teeth.

Blessing: When the Nightsinger uses Expression to sing or compose a piece of music, she achieves an exceptional success on three successes instead of five. Spend a point of Glamour and roll Presence+Expression+Wyrd as an instant action to perform, contested by anyone who hears the Nightsingers unearthly song with Composure+ Supernatural Tolerance. Anyone who fails gains the Swooned condition and is rooted on the spot for as long as the Nightsinger continues to sing. Any attempt to jar the victim out of it, short of an opposing power, attacking them or physically removing them will fail.

Notary

"You do understand that when you agreed to bind your children and your children’s children to that Other unto the seventh generation that they were being savagely literal, yes? There's no exaggeration with the Gentry. No, stop crying, I'll help you figure this out."

Not all pledges are signed on paper or carved into stone. Some are literally living documents. Notaries are changelings who were taken to solidify pledges between two or more True Fae. The agreement is written in their blood, etched across their skin, and imprinted on their soul. They are both witness and pledge, and they are kept under close supervision by their Keeper lest their pledge vanish into the thorns.

• Elemental: Covered in tattoos, these are actually tiny vines spelling out complex legal terms and burrowing into the skin with Arcadian thorns.
• Wizened: Their skin is cracked and yellow like old parchment. Smelling of dust and ink, when she speaks it is always in a soft pedantic correction for some ill-thought out point of legal minutiae.

Blessing: when using Politics to negotiate, reed or interpret a Faerie pledge, the Notary achieves an exceptional success on three successes. Once per chapter a Notary can completely negate the need for Glamour in a pledge as long as she is involved in the creation, without a roll. Thereafter, the Notary can perfectly recite a pledge so long as it lasts.


Playmate
I wouldn’t call him selfless or altruistic. Sure, he’s there to help, but he gets a certain satisfaction out of being the one to always help, the one to always make the difference between success and failure. Don’t think he’s doing it for you, because he’s not, he doesn’t help unless he also has something to gain from your success.

The concept of friendship, boredom, and entertainment are completely lost on the True Fae. One may feel these emotions on some basic level, but never for long. If ever a Gentry desires a companion, she simply makes one, and if ever she gets bored of said companion, she casts him aside. A playmate lives such a life, created to fulfill a desire for base entertainment for a short time, forced to interact with his master until she grew bored.

• Ogre: The changeling is big and green, like an oversized army figure.
• Wizened: He is made up of parts of toy dolls. His skin is made of plastic and his hair is woven yarn. 
• Beast: Plush skin hidden under a fleece like fur. Heart-meltingly cute.

Blessing: When the Playmate uses Persuasion to cause someone to like her, an exceptional success is achieved on three successes. The Playmate may touch an ally and spend a Glamour to heal any number of Bashing or Lethal damage as an instant action. The Playmate suffers a number of mild clarity damage equal to the number of Bashing healed and a number of Severe Clarity damage equal to the number of Lethal healed, resolve mild damage first. The Playmate cannot heal more damage than they have clean Clarity Health boxes.

Razorhand
You made me; you gave me my shiny claws and forced me to kill. Now these same claws are going to taste your perfect blood.

A Keeper creates a razorhand to be a killer. Some Gentry wanted a bodyguard who could swiftly dispatch any threat, others desired an assassin able to slay his victims with a single blow but all wished to create exceptionally deadly changelings. Their Keeper made the changeling's body into a living weapon. While some embrace pacifism after their escape, in Arcadia, their Keepers forced razorhands to murder dozens of changelings and to also eliminate their enemies among the Gentry. Regardless of their Seeming, all razorhands look deadly and have blades, claws, or perhaps shards of crimson glass attached to their hands or fingers.

• Beast: A sleek and predatory carnivore with short fur, sharp fangs, and exceptionally long claws.
• Darkling: A sharp-faced furtive-looking individual with pointed teeth, exaggerated features, and long fingers. Each hand has a sixth finger normally kept folded against the palm. This finger is a shining blade of pale bone. 

Blessing: When using Weaponry to inflict a Tilt with a knife, the Razorhand achieves an exceptional success on three successes instead of five. Spend a point of Glamour, for the turn the Razorhands unarmed attacks cause Lethal damage (or an additional level of damage if they already cause Lethal damage), even to creatures which normally take bashing from lethal wounds (like Vampires). The Razorhand can also cause her next successful attack in this turn to automatically inflict one of the following Tilts: Arm Wrack, Blinded, Deafened, or Leg Wrack. 

Render
One time I saw her cut through a steel door like it was warm butter, with just her hands. This stuff wasn’t aluminium like you see on houses either, it was that high grade military stuff.

A render is capable of ripping a tree apart with her bare hands, or just as easily pulling down a building or shattering a retaining wall. She is not just brute strength, but employs wicked talons to aid her in her destruction. The render is created to destroy, usually by Gentry who can’t be bothered to create actual devices such as a wrecking ball or battering ram. She functions as a dispensable shock troop and was rarely expected to survive first contact with a mission, and if she did, she had the reward of being employed in new and dangerous ways.

• Beast: She looks like a large gorilla with overly developed muscular arms and legs and long sharp nails protruding from her fingers.
• Elemental: The changeling is made of stone with large metal blades at the ends of her fingers.

Blessing: When using Crafts to break an object, an exceptional success requires only three successes instead of five. Spend a Glamour, for the duration of the scene the Render ignores durability of an object and she ignores armour in any unarmed or Weaponry attacks she makes, up to half her Wyrd.

 Shadowsoul
It was like I’d forgotten that Nathalie was in the room. I remember the lights flicking off and feeling very alone, even with her hand in mine. It wasn’t long before I started thinking of the room as empty: empty of Natalie, empty of me.
The Shadowsoul is the almost-familiar figure in a photograph’s negative. She’s after-images that remain when the light goes out in a crowded room. She was created by luminous Others whose brilliance peeled the shadow from her body, or tenebrous Others who wove wriggling shades between the living fibers of muscle. Shadowsouls are a kith of nighttime greyscales, whispered names, and secretive eyes. 

• Darkling: Bright, yellow eyes set in silhouettes with indistinct edges and proportions just askew from human.
• Fairest: Stark black and white figures cast in cinema-perfect chiaroscuro. Film noir come to life.
• Ogre: Narrow and lanky-limbed creatures with monstrous shadows that rarely behave. 

Blessing: When using stealth to remain hidden, the Shadowsoul achieves an exceptional success on three successes instead of five. Once per turn, Spend a Glamour while unseen to step from one shadow into another. Both the entry and exit shadow must be visible, match or exceed the Shadowsoul’s Size and be no farther away than she can run in a turn. Travel is instantaneous and reflexive. The Shadowsoul can bring anyone she is touching through the shadow step with her by spending an additional Glamour per person, the exit shadow must be larger than the combined size of all travellers.

Skitterskulk
“We got the creep cornered in the alley around… How the hell did he get up there? You telling me he somehow climbed that wall?”

The Wild Hunts are always in need of fresh quarry and many Lost spent their Durance trying to stay one step ahead of terrible, inhuman trackers. Those changelings who used the erratic, alien terrain to their advantage were made into Skitterskulks. Scaling mountains of jagged crystal shards, crawling through thickets of twisted plastic tubing, scrambling up towers of gnarled rusted girders, these changelings forced themselves to navigate obstacles and hazards even the True Fae avoid.

• Beast: Glittering multifaceted eyes, fingers that bend in too many places, and flesh that has edges at the joints.
• Wizened: Shriveled limbs barely visible beneath a skirt composed of millions of spindly silver legs.

Blessing: When fleeing in a Chase using Athletics, the Skitterskulk achieves an exceptional success on three successes instead of five. Spend a Glamour, the Skitterskulk triples her Defense when dodging (instead of doubling it), and adds her Wyrd to any reflexive Wits + Composure rolls to avoid being ambushed for the scene. While this ability is active she can climb any surface, no matter how sheer.

Smith
I know it looks bad, but there's really not much wrong with it. I'll have your delivery van working in a couple of minutes; you'll definitely be able to deliver all those holiday meals on time.

The Gentry create smiths to work. Many spent their entire Durance within a dozen meters of their forges. Some Gentry look for people who enjoy making things and working with their hands and fashion these people into smiths who exist to create for beings devoid of creativity. Some smiths spend their Durance forging weapons and armour, others create exotic wonders like wings that allow the wearer to fly or chariots that can travel across any terrain, including water, or even clouds. 

• Fairest: This strong and muscular changeling has clearly been shaped by her craft, but in ways that make her appear both powerful and wise. Her bronze fingernails and shining metal hair give further evidence of her past. 
• Ogre: His flesh bears marks that make it appear to have been forged and hammered into shape, and his hair is permanently singed and smells of smoke and metal.

Blessing: When using Crafts to build or repair objects, this does not include fine art or anything that does not serve a practical function, the Smith achieves an exceptional success on three successes instead of five. By spending a point of Glamour, he can repair, modify, or sabotage any object with inhuman speed. If the repair or alteration would require an extended action, he makes rolls on the extended task once a turn. 

Snowskin
He gave the man an impassive look. Though he stood a good three inches shorter, he held himself with an air of authority. “I’d leave now before things get rough for you here.” The power of cold assurance resonated within his words..

With pallid skin and an aura of cold that seems to follow her everywhere, a snowskin finds it hard to relate with other changelings. While a snowskin is adept at projecting a cool and uncaring mask when necessary, she still has enough humanity to feel all manner of emotions. A snowskins is made of ice or snow, crafted to serve within the coldest places in Arcadia. She was a servant in an ice palace in which even the warmth of human breath might destabilize the structure. She might have simply been an icy ornament created simply to serve an aesthetic purpose.

• Darkling: Her skin is dark and covered in a sheet of black ice, her hair and nails are long icicles.
• Fairest: She is made of glittering ice, translucent and beautiful as it catches the light.

Blessing: When a Snowskin uses Subterfuge to hide her feelings from others, she gains an exceptional success on three successes. When a Snowskin attempts to shut down another in public, spend a Glamour and roll Presence+Intimidation+Wyrd contested by the targets Composure+Supernatural Tolerance. If the Snowskin succeeds her target gains the Shaken Condition and suffers a -2 to all rolls involving other Changelings until the condition is resolved, as the Snowskins contempt freezes them out of society.

Soldier
Maybe they thought Iris would be less dangerous without her gun. Maybe they thought the knife was for show, or they didn’t notice how bruised her knuckles were. Anyway, that’s three goons that’ll have a story to tell when the doctors unwire their jaws.

To the Others, war is a pastime. They wage terrible games on themselves or imaginary foes, but the Keepers are armchair players, at best. It’s the pieces on the board that stand knee-deep in bloody mud and fire gossamer bullets into their fellow captives. These deadly mock-battlefields make soldiers out of drafted changelings. The horrors of war are the rules by which these changelings are forced to play, and they are forced to play many parts if they want to keep their own intact.

• Elemental: Toy soldiers made up of the flotsam of war: barbed wire, shrapnel and blood. It’s hard to tell where weapon ends and changeling begins.
• Fairest: Colourful anachronisms with gaudy, beautiful uniforms and weapons that gleam like gold.

Blessing: In “Down and Dirty” Combat using Weaponry, the Soldier achieves an exceptional success on three successes instead of five. Once per Chapter Spend a Point of Glamour as an instant action, the Soldier may exchange a number of dots in a Fighting Style merit for another equal to his Wyrd. The Soldier does not need to meet the prerequisites for the new Fighting style and the ability to use this new Fighting style lasts for the remainder of the scene. If the Soldeir is capable of spending more than one Glamour per round he may exchange additional dots of a Fighting Style Merit on a one for one basis.

Tunnelgrub
Getting through is the easy part. It’s holding my breath until I pop out of the toilet on the other end that’s going to be tricky.

Locked away from the light and warmth of the sun, Tunnelgrubs were those changelings who spent their durance beneath the surface of the earth. Slinking along through echoing caverns, silent crypts, or slimy sewer tunnels, they pulled, pushed, and slid their bodies through the dank Arcadian underground. The vast weight of earth pressing down on them stretched them out, crushed them flat, and made them malleable enough to wriggle and squirm through the tiniest of spaces.

• Ogre: A vast bulk of rubbery flesh that bends and contorts, flowing through cracks like black ooze.
• Wizened: A shrunken, coal dust covered figure, with long, dragging arms and grasping fingers.

Blessing: When wrestling for control of a Grapple with Brawl, the Tunnelgrub achieves an exceptional success on three successes instead of five, one of her chosen manoeuvres must be to break free of the Grapple if this ability is used. Spend a point of Glamour to reduce her effective Size by his Wyrd until the end of the scene for purposes of squeezing through narrow gaps or tight spaces.

Weisse Frau
Shhh. You must be calm Adlai. There are those who would harm you rather than see you in my master’s care. We just need to wait a little bit. Close your eyes and remember the song we practiced. I’ll make sure no one follows. 

The Weisse Frau are special among the captives of Faerie in that they often serve their Keepers' interests on Earth. Their leashes are short, but when an Other needs to assure the safety of a captive, there is no better choice than the Weisse Frau. These are compassionate changelings whose desire to protect is twisted into a tool of the Gentry. It’s when their Keepers push that empathy too hard that they risk a Weisse Frau turning their considerable will against the masters of the Hedge. And their wrath is fearsome to behold.

• Beast: Luminous antlers beaded with silver dew drops. The build -- and teeth -- of a ferocious mother bear.
• Fairest: Gowns of icicle-gossamer with veils over faces that, like the La Llorona, can never stop weeping.

Blessing: When using Empathy to console or reassure an individual, the Weisse Frau achieves an exceptional success on three successes instead of five. The Weisse Frau gains three dots in the Telekinesis Merit and pays Glamour instead of Willpower to activate it, when using Telekinesis the Weisse Frau adds her Wyrd to her effective strength or dice pool. The cost is waved when Telekinesis is used to defend a child. Weisse Frau can benefit from the all-out attack option when using Telekinesis.

Waterborn
It’s not safe to play around the water’s edge, kid. Next time I might not be around to grab you. It might be… something else.

Pitch black oceans that have never known light. Broad, swift rivers that have no end. Wide, placid lakes covering green fields of water weeds. Faerie has its bodies of water, strange and fantastic like the rest of Arcadia. The changelings that became waterborn spent their durance in these aquatic realms, serving strange, waterlogged Keepers.

• Elemental: Bones of driftwood and river stones, thick braids of kelp slapping wetly against sea foam flesh.
• Ogre: Scaly green skin, catfish whiskers, and long, webbed fingers for snatching children who venture too close to the river’s edge.

Blessing: When using Athletics to wade or swim through a body of water, the Waterborn achieves an exceptional success on three successes instead of five. The Waterborn can breathe freely underwater. She gains the Psychometry Merit, treating any body of water (or a kilometre in diameter per dot of Wyrd for bigger bodies of water) as if it were a single item. Spend Glamour instead of Willpower to activate it. 

Windwing
They gave me a new freedom just to take it away. Nothing will take it from me again. I will never be so close to the ground that jealous hands can take it.

Windwings are most often found in the habitats of Keepers that don’t bother dividing the land and sky, or in realms with immeasurably tall features. These changelings are hollowed out by their Keepers and stretched thin. A painful process, but nothing compared to being earthbound by the transition through the Hedge. Some Windwings regret escaping their masters, but few who return find the skies of Arcadian as freeing as they remember.

• Beast: Agile, feathered and narrow, with scaled feet and long noses or beaks. Graceful in a way few things will ever manage to be.
• Darkling: Leaf-nosed with red eyes and bat-like ears. They have teeth too large and claws at the end of their wings.
• Elemental: Transparent except for the clouds beneath their skin. Puffy and white when they’re pleased, but grey and stormy when they’re not.

Blessing: When using Athletics to maintain her balance, the Windwing achieves an exceptional success on three successes instead of five. Spend a Glamour, the Windwing can fly at twice his Speed for as many turns as she has dots in Stamina, but must spend a turn without a movement action before she can fly again. During flight, she can use his Defence against Firearms and add half her Wyrd to Defence. During the time of this Flight, the Windwing can land and perch on anything capable of holding a small child, regardless of her real weight.

Witchtooth
Young man, if you don't stop trying to break into that shop, you will soon regret your actions...  My, isn't that a loud alarm...  Officer, the young man ran, or rather stumbled that way, I doubt you'll have much trouble catching him. 

Gentry seeking to create a Witchtooth typically find people who are filled with anger at the injustice of their lives and an interest in the occult. Most of these Gentry use the changeling as a tool against their rivals. Other Gentry amuse themselves by ordering the Witchtooth to curse other changelings. In Arcadia, a Witchtooth is feared by other changelings and sometimes by other Gentry except her Keeper.

• Fairest: A beautiful and terrifying figure who would appear utterly gorgeous, except for a few small features like featureless black eyes or subtly pointed teeth.
• Ogre: A gnarled witch, who has horns, cloven hooves, bird feet, or some other obvious animal feature.

Blessing: When using Occult to understand Fae Magic, the Witchtooth achieves an exceptional success on three successes instead of five. If he looks someone in the eye or points at her and curses her, the Witchtooth can curse a person. Spend a Glamour and name a specific action or Skill. Roll Wits + Occult, resisted by the opponent’s Resolve. If successful, the next time the victim uses that action or Skill, she loses dice equal to his Wyrd. If the action fails, the Witchtooth replenishes a point of lost Willpower. 

Kiths A-L


ST NOTE: The Dual Kith merit no longer exists in 2nd Ed.

Antiquarian
This dagger was made in Persia in the early 14th century, I believe it was made in Tabriz and the blade is meteoric iron. It was also used to murder another of our kind 11 days ago…

 Some people have a natural affinity for museums and history; many seek to make a career of this, others have their vocation forced upon them by the Gentry. Like most of her kind, the antiquarian was created to care for her Keeper's collections. She was charged with knowing the location of every item, fetching it for her Keeper, and often explaining it to them.

• Beast: With large eyes, slender dexterous paws, short grey fur, and long whiskers, this changeling has a rat-like appearance.
• Elemental: She appears to be a living statue made from antique ivory and polished brass.
• Wizened: His eyes have built in jeweller’s loups and his hands contain precise clockwork gears. He is a melding of centuries old technology and grey, slightly dusty flesh.

Blessing:  When using Academics to research ancient lore or books or artefacts that are more than a century old, the Antiquarian achieves an Exceptional success on three successes instead of five. If she spends a point of Glamour, she can use the Psychometry Merit without spending Willpower (or purchasing the Merit). Gaining impressions from events less than a week old imposes a -3 penalty on her roll, which drops to -2 for events less than a month old, and -1 for events less than a year old. Older events impose no penalty.

Artist
 I don't do commissions anymore. I don't care how much you are willing to offer. These days I make my art for me. If you like what you see here, I'd love for you to buy it, but now my time and my inspiration is my own…

 Artists pursued or attempted to pursue their art before their Durance, and often their efforts were what drew the Gentry too them. The Gentry prize artists, but many do not treat them well, commanding them to create new wonders without ceasing. An artist's Durance usually consisted of endless toil making his art or arts. 

• Darkling: A menacing and somewhat insect-like creature with large eyes and dexterous hands. 
• Ogre: This ill-formed muscular brute has intelligent penetrating eyes, fingers that are as dexterous as they are strong, and scars made by the tools of its trade.
• Wizened: This creature's body exists to best perform its favoured form of art. Its fingers have additional joints and its entire body is optimized for drawing, woodworking, or whatever other art is most often performs.

Blessing: When creating using a crafts specialty (which can be anything from a cake to a symphony), the artist only requires 3 successes (instead of 5) to achieve an Exceptional Success. If he spends a point of Glamour, for the next scene he also adds his Wyrd to his rolls, at a maximum of +5, to create this work.

Blightbent
Paramedic said your lungs would look like fried scrapple if you hadn’t gotten your mask on. Me? Nah I’m fine. You’d be surprised how long I can hold my breath…
Not all the realms of Arcadia are untouched, primeval wilderness. Whether a twisted reflection of urban landscapes or corrupted from the bile of their Fae owner, some are polluted hell-scapes of sulfuric clouds, corrosive sludge, and contaminated soil. Blightbents are those changelings who survived in these conditions, breathing foul air and eating poisonous food, forced to become lesser versions of their tainted masters. 

• Darkling: A soot stained waistcoat, sizzling footsteps, and a stovepipe hat that occasionally belches smoke.
• Elemental: Pitted chunks of concrete and globs of asphalt strung together with rusted re-bar.
• Wizened: Skin like slick yellow plastic, a mouth like a Gigeresque respirator, and nictitating membranes. 
Blessing: When using Survival to find shelter from an extreme environment, the Blight bent gains an exceptional success on three successes instead of five. Spend a point of Glamour to produce a cloud of caustic smog with a radius in meters equal to your character’s Stamina. The cloud either causes a concealment penalty or deals lethal damage with a Toxicity equal to the character’s Wyrd. The cloud lasts for a scene without outside intervention.

Brewer
Never let Sara mix you a drink. The last time she played bartender for the freehold, we all woke up three days later in a clearing in the hedge with a gang of goblins calling Joe, “your majesty.”

The brewer is trained in the art of alchemy and potion making, supplying both intoxicating substances and poisons for the freehold. The changeling was created to brew arcane tinctures for her master. Not only did she make brews and potions of unknown substances, but often she was forced to test the potency and efficacy of her brews on herself. 

• Elemental: The changeling is coated in a sheen of viscous fluid, her hair is tinted the colour of dried vegetation, and her eyes are liquid brown.
• Ogre: The Ogre has overlarge muscles and his skin is mottled with sores and bruises as the effects of his brew testing.
• Wizened: She is large and portly with some piece of her trade a permanent part of her body. Maybe her torso is a cauldron, or her fingers are flattened like wooden spoons. 

Blessing: When using Science to concoct a liquid mixture, the Brewer achieves an exceptional success on three successes instead of five. The changeling may spend a point of Glamour while touching any liquid to change it either into a potent alcohol or a poison. If it is an alcohol, it gains a Potency equal to her Wyrd plus successes rolled on a Wits + Crafts roll. If it is a poison, its Potency is half that, rounded up.

Bright One
 It does appear suddenly brighter in here, doesn’t it?

Twinkling eyes, radiant smiles, glowing skin; all signs of the passion and vitality that burns within some people. All of which drew the True Fae to these mortals like giant moths to a fragile candle flame. In Faerie that inner light was pulled to the surface, harnessed by the changeling’s Keeper. Hung from ceilings, installed in wall sconces, or sealed in glass domes, these Lost were used to illuminate all manner of Fae dwellings.

• Darkling: Angler fish-things with translucent skin, bioluminescent patches, and lidless, glowing eyes.
• Elemental: Phosphorescent figures seemingly carved from polished amber, warm ivory, and glistening ice.
• Fairest: Perfectly sculpted physiques with glowing, oiled skin, halos of tiny, glimmering stars, and incandescent brands.

Blessing: When using socialise to attempt to become the centre of attention, an exceptional success is achieved on three successes instead of five. The Bright one always glows, even if the mask prevents Mortals from seeing it. The Bright one can spend a point of Glamour to flare up for a turn, blinding her foes. Each turn the Bright one uses this blessing her enemies take a point of Bashing damage and suffer a -2 penalty to all Mental and Physical actions.

Broadback
 We should stop. You look like you’re ready to fall asleep on your feet…

 Some Gentry collect vast stores of material goods. Whether as beasts of burden pulling endless wagon trains, or as porters with whole houses strapped to their backs, the changelings used to transport these goods become Broadbacks. Driven beyond mortal exhaustion they plodded on, tapping into reserves of strength and determination to continue their pointless journeys. They’re stubborn bastards. They had to be.

• Beast: Chimerical amalgamations of animals known for being stubborn, rhinos, elephants, goats, and camels.
• Ogre: Tireless, towering brutes who ignore all injury while methodically closing in on their prey.
• Wizened: Shrunken bodies strapped into smoking, clanking metallic walking machines.

Blessing: When using Stamina to move a heavy object, the Broadback achieves an exceptional success on three successes instead of five. The changeling suffers no penalties due to fatigue and injury. The character also adds his Wyrd to his Doors in Social Manoeuvring. Spend a point of Glamour as a reflexive action during a social interaction to add his Wyrd to a contested action to a Resistance trait.

Chatelaine
While you’re within the freehold, I suggest you follow all rules to the best of your ability. I cannot be held responsible for the kinds of trouble you may find yourself in if you breach protocol. Rules are in place for a reason, not the least of which is safety…

The chatelaines have a reputation as well-mannered and meticulously neat changelings with a preoccupation for organization. A chatelaine does not begrudge this stereotype since it often gives her a place within a freehold and she is not one to shy away from responsibilities. The True Fae make the Chatelaine as a servant or personal assistant, groomed for specific and exacting tasks around the Gentry’s estate. Shy may have spent her entire Durance performing one task over and over again, striving for a perfection that was just out of her reach.

• Fairest: The Fairest is beautiful and tall, her face mirrored to better reflect her master.
• Ogre: The changeling is large and strong often without eyes, ears, or tongue.
• Wizened: He is short of stature and easy to overlook.

Blessing: When using empathy to understand a targets desires, the Chanteline gains an exceptional success on three successes instead of five. The Chantaline may spend a point of Glamour for the scene and roll Manipulation + socialise, on a success the Chantaline may use the social merits of one other character for the duration of the scene is if they were her own. After the scene characters act as if the target had used the merits herself.  

Dancer
I’ll make sure everyone’s’ eyes are on me. They always are, of course, but I mean more than usual this time.

There is an undeniable beauty inherent in all motion. The Lost who became dancers know this, though like everything in Fairies, that knowledge was paid for in ways best forgotten. Some performed on stages of red-hot bronze or while wearing shoes of jagged crystal for their Keeper’s entertainment. Others served in palaces made of glittering knives, their agility necessary to carry out even basic actions.

• Beast: Long legs ending in three talented toes, an impossibly thin neck, and a fluttering train of emerald and sapphire feathers.
• Elemental: A frantically cavorting pillar of fire, a sinuously undulating column of water, a gently swaying tree, all vaguely humanoid.
• Fairest: Lithe, pliable limbs, exaggerated angular features, and flowing, dance-like movements to music only they can hear.

Blessing: While using expression in a movement based performance, the Dancer achieves an exceptional success on three successes instead of five. While performing, Spend a point of Glamour, all onlookers apply his Wyrd dots as a penalty to their Wits + Composure rolls to notice anything other than the performance and  onlookers must make a Composure roll with half their Wyrd dots as a penalty. Anyone failing the roll gains the Obsession Condition related to him.

Draconic
Get out of this neighbourhood! If I see either of you or any of your friends around here or if you try to send the Huntsmen after us, I'll know who to blame. I know who you two are and if anything I don't like happens, I’ll come for you both.

The Gentry create Draconics to inspire fear and awe. These reptilian beasts are destructive creatures of primal terror. One Keeper who created a Draconic might have wished own a wondrously impressive beast, another sought an impressive guard or military commander. Before their Durance, many Draconics were interested in power and all of them were filled with confidence. Now, every Draconic is terrifying and tough. 

• Beast: A horrifying reptilian monster with thick scales and long claws.
• Elemental: A dragon-like elemental beast, most appear to be made from stone, metal, or coloured glass.
• Wizened: She is clearly a human who has been remade into a dragon, with human eyes and the forms of human limbs beneath her scales.

Blessing: When using Strength to inspire shock and awe in another, the Draconic achieves an exceptional success on three successes instead of five. By spending a point of Glamour, His thick scales transform a number of lethal damage he takes equal to his Wyrd in a turn into bashing damage and he can do lethal damage with his unarmed attacks. When this blessing is activated, the Draconic may add Wyrd to all Intimidation rolls for the rest of the scene.

Earthbones
He’s as strong as the earth and as immovable. That’s not to say he doesn’t have feelings. He’s probably the softest one of us deep down, he just doesn’t know how to show it past all that rock hard exterior.

An earthbones says little and endures much. His rocky body affords him both strength of form and spirit. The earthbones might have been moulded from clay or hewn from stone, or he may have spent all his time in Faerie within a cave too close to the soil. The changeling may have been forced to stand as a support pillar for a structure, form a small private island for his master, or simply be the stone statue gracing her halls. 

• Fairest: The changeling is carved completely from obsidian stone with moss and lichen serving as his hair.
• Ogre: The Ogre’s body is formed from large lumps of mismatched clay pressed together and held in place by rods of hard packed earth.

Blessing: When using Composure to resist emotional manipulation, the Earthbones achieves an exceptional success on three successes instead of five. The Earthbones is as powerful and indestructible as the earth and stone he is formed from. He gains X/X armour, where X is equal to half his Wyrd. With a point of Glamour, he can also take half his Wyrd as ballistic armour for a turn. This armour stacks with mundane or supernatural armour.

Fireheart
I remember existing as a single flame in an endless plain of fire. I'm home and free, but I'm still drawn to large fires, I suppose that's why I became an arson investigator.

A Fireheart is not merely a creature of flame, her thoughts are also inhumanly swift because fire also engulfed her mind. Keepers dwelling realms of flame, brass, and stone created some Firehearts to serve as scholars or highly attentive and effective servants. Other Firehearts spent their Durance as works of art made of fire or as part of a wall of fire surrounding and protecting their Keeper's home.

• Darkling: Patterns of flickering green and blue flames cover the creature's hairless skin like living tattoos, and its eyes shine with wicked dancing fires of the same colour.
• Wizened: Crystal bands glowing with flickering internal fire are grafted to the creature's joints. When it becomes emotional, fire briefly engulfs its head or hands before the crystals suppress it.

Blessing: When using Wits to react to an unexpected event, the Fireheart achieves an exceptional success on three successes instead of five. Whenever she wishes, her touch can start a fire like a match. By spending a point of Glamour, the changeling can perform any extended task that is mostly or entirely mental, like composing a speech or performing research with blinding speed. If each roll in an extended task normally requires an hour or less, she can make one roll per turn.

Gargantuan
Stand back. I’m going to block the hallway.

As with all things related to humanity, the True Fae have no concept of, nor care about, human scale. Palaces are built to immense dimensions, each brick the size of a city block. The changelings stolen away to these titanic realms needed to be resized to fit their new surroundings. Some were stretched on massive racks, while others were force fed until they reached an appropriate size. A few were simply “lucky” enough to be the head of a massive collection of grotesquely fused bodies.

• Ogre: A massive brute, seemingly clothed in rocks and boulders, capable of swelling to even more monstrous proportions.
• Wizened: Telescoping clockwork limbs, an inflatable torso, and a huffing bellows canister strapped to its back.

Blessing: When using Intimidation to act as a barrier or obstacle, the Gargantuan achieves an exceptional success on three successes instead of five. Spend a point of Glamour and an instant action to grows to titanic proportions, adding half her Wyrd dots to her Size for the scene. While grown, characters who can feel fear must succeed in a Resolve + Composure roll penalized by her Wyrd in order to attack her. Once they’ve succeeded in this roll, they can continue attacking until she’s caused damage to them, at which time they must roll again to continue.

Grey
 You really should be more careful who you shake hands with. Now that I know all about how you betrayed the previous Earth Queen are you more interested in agreeing to back my candidacy? 

This kith is relatively new and is the result of Keepers enhancing changelings' minds, often at the expense of their bodies. One was created as a watchful overseer for other changelings, able to spy on her charges' thoughts, another helped his Keeper locate mortals to abduct, and a third was a component of a vast Gentry controlled telepathic hive-mind. Before her Durance, a grey may have been an intellectual who had trouble understanding others and was granted her desire in a strange and often disturbing fashion. Another might have had latent psychic gifts that the Gentry found useful. 

• Beast: Her grey rubbery skin resembles that of a dolphin or a squid and she has the black featureless eyes of a shark.
• Fairest: Attractively androgynous, completely hairless, with large eyes, and an elegantly large head, this creature looks like a fashion model from a science fiction story.
• Wizened: His grey hairless skin has been fitted small implants made of metal and glowing glass, especially around his enlarged skull. 

Blessing: When using Empathy to read the motives of another, the Grey achieves an exceptional success on three successes instead of five. Spend a point of Glamour, she can use the 3-dot Telepathy Merit if she touches someone or looks into his eyes. She may add her Wyrd to the activation dice pool and using Telepathy in this fashion does not require spending Willpower.

Gristlegrinder
I hear you need a body disposed of. Give me, say half an hour? Hey. You wouldn’t happen to have a fork and knife handy?  
Gristlegrinders were those changelings forced to eat their own during their time in Arcadia. Whether served as steaming, pink slices on golden dinner plates or ripped raw from the bones of wayward travelers, the flesh of other Fae slowly became their preferred meal.

• Darkling: Impossibly wide mouths filled with recurred fangs, leading down to elastic, distending gullets.
• Fairest: Immaculate dinner attire, impeccable table manners, and jaws that unhinge behind politely shielding hands.
• Ogre: Railroad spike tusks, bone-crunching mandibles, and tongues like serrated files for extracting marrow.

Blessing: When using brawl to grapple for the express intent of eating the target, the Gristlegrinder achieves an exceptional success on three successes instead of five. She can make bite attacks without needing to grapple, and her teeth count as a weapon that does lethal damage. If she is holding an object of size smaller than herself she can opt to swallow it whole. She spends a point of Glamour and her mouth extends to encapsulate the object. With a successful Stamina+ Survival roll the object goes down without a hitch. Her stomach deals two lethal damage per turn and a trapped character must deal at least five lethal in a single attack to escape, the Gristlegrinder cannot apply her defence against these attempts.

Helldiver
Oh! Hey there Guy. Sorry to spook you. Occupational hazard of the job I guess…

Occasionally the Gentry need to get places they cannot even reach. Sometimes they need a spy or a theif for their byzantine intrigues, someone who will go unnoticed and unaffected to places even angels would fear to tread.

• Beast: Large, inquisitive eyes and vestigial wings - incredibly quick and nimble, though hungrily still when listening.
• Darkling: Never appearing completely solid, eyes unnervingly wandering around the room; lips moving in repetition of the voices it hears.
• Elemental: like a creature from an alien landscape, expression unreadable and prone to unfathomable ‘quirks’ of behaviour.

Blessing: When in the Hedge, Arcadia or any other unearthly realm, the Helldiver achieves an exceptional success on all larceny rolls on three successes instead of five. Spend a point of Glamour and roll Dexterity+ Occult; on a success she begins to fade into an invisible incorporeal form. This takes a number of turns equal to 10 minus her Clarity to fade during which she cannot interact with people or objects and non-magical attacks pass right through her.  Once she has completely faded she acts like a dematerialised hedgeghost, unable to physically interact with anything except other immaterial beings or objects, hedge ghosts, changelings using the “Whispers of Mourning” Contract, the unquiet dead and spirits of all stripes. She can see and interact with these no matter what their current state. If she comes across an entrance to another world such as a Gate to the Underworld or the shadow she may spend a Glamour to open this as if it were a Hedgeway. If ephemeral beings are normally material in this realm the Helldiver also becomes material. The Helldiver can spend as long time in these relams as she wants, but she still requires basic necessities such as food and sleep. To return to the Mortal world she rolls spends a Glamour and rolls Dexterity +Occult, fading back at the same rate that she entered.

Hunterheart
I’ve got his gaze now. As long as you don’t make any sudden movements, he’ll just stand there like a deer caught in the headlights of a truck.

The Gentry don’t need only humanoid servants, and hedge beasts lack a certain intelligence. The changelings that became Hunterhearts were the guard dogs, trained falcons, and hunting hounds of the Arcadian realms.   

• Beast: Fur and feathers, teeth and talons; a chimerical combination of predatory animals from Dr. Moreau’s worst nightmares.
• Elemental: Bear trap jaws, rifle-barrel fingers, Ghillie suit “skin” hung with fishing lures; the essence of hunting given form.
• Wizened: Claws lashed to hands and feet with sinew, mottled green and brown skin, and slitted eyes beneath an animal skull headpiece.

Blessing: When tracking creatures from faerie, the Hunterheart gains an exceptional success on three successes instead of five. If the target can see the Hunterheart’s eyes, the Changeling may spend a point of Glamour to lock the target in place or cause him to flee in terror. The Hunterheart rolls Presence + Wyrd, contested by Composure + Supernatural Tolerance. The target gainse the Insensate Tilt or the Frightened Condition if the Hunterheart is successful. If the Changeling attacks the frozen or fleeing target her unarmed attacks deal Lethal damage.

Jeweleyes
“You hurt my friend,” her voice was steady and calm, despite the exertion. With a grunt she heaved the man across the room. She stalked to his limp form, ignoring the bullets slamming into her body as his goons fired at her. She put one foot on his neck and pushed down hard, hearing a satisfying snap as she did so. She took one look around the room as everything went quiet, “Who’s next?” She asked in that same deadpan tone.

The Jeweleyes is known for her even temperament and stoic resolve. Sometimes other changelings mistake her cool attitude as aloofness or apathy, but underneath the cool exterior burns a fierce passion. A Jeweleyes is forged from the earth as living gemstones, forced to prove her worth to the Gentry in battle rings — hoping to be seen as the most lovely and deadly and given a short reprise to sit on display in the cavernous halls of her master’s abode. Forced to always fight, a Jeweleyes has a hard time relating to others. Yet, when she finds a friend, she is truer than any other. 

• Elemental: Elemental jeweleyes are humanoid in shape, but are composed entirely of a crystalline structure.
• Fairest: The changeling has jeweled points on his body, his nails, eyes, and teeth glitter with the look of cut gems. 

Blessing: When using Stamina to resist a power or effect that would assign a Tilt, the Jeweleyes achieves an exceptional success on three successes instead of five. Spend a Glamour, the changeling gains an automatic success on any Stamina rolls to endure fatigue or pain and add her Wyrd as a dice bonus to her action this turn if she suffers from any wound penalties.

Leechfinger
I don't like to be grabbed, it reminds me of events I'd rather forget. See, you don't like being grabbed either, and I imagine you're feeling a bit weak. I'll let you go this time. If I ever see you pawing another woman, I'll make certain you never do so again.

Leechfingers are predators that Keepers create to prey upon other changelings and hedge beasts. Some Keepers forge them as overseers or for combat, others use them to deal with hedge beast incursions in an entertaining manner. A Leechfinger does not need to feed to survive, but finds stealing life very pleasurable. Some Keepers made Leechfinger’s from human predators, other Keepers sought out desperate or amoral individuals in poor health.

• Fairest: A tall beautiful creature with long somewhat animate hair. His hair is bright red immediately after he feeds and becomes paler the longer he goes without feeding.
• Darkling: Their skin is ash grey and they look deceptively haggard and withered. All the better to extenuate their long blade like fangs.
• Wizened: Narrow tubes radiating from her heart run along the surface of the skin of her arms and torso. These tubes connect to fine needles under her fingernails and in bands around her wrists.

Blessing: When the Leechfinger uses Medicine to determine the Health of a potential target, they exceptional success on three successes instead of five. By spending one or more points of Glamour and touching the skin of a human or living supernatural creature, she can steal Health. Each point of Glamour causes the victim one point of Bashing damage. The leechfinger can use this damage either downgrade one point of Aggravated damage to Lethal damage, one Lethal to Bashing damage or heal one Bashing damage. As long as the Changeling remains in contact with the target she may spend one Glamour per turn to continue the effect. If the target is a Changeling the Leechfinger deals two points of Bashing and can downgrade two points of damage per turn.