Changeling Merits

Physical

Animalistic Favor (3-5 points)

You have a minor animalistic feature from the table in the C20 Core Rulebook, p. 185, that’s visible on your mien (but not in your mortal seeming). Use of this feature follows the rules for inanimate chimera on p. 55 of the Core Rulebook, so be cautious — if you’re seeing climbing a wall with Fly Fingers, it could be a long way down! If this Merit provides you with a special attack, you use your standard dice pool for unarmed combat. The Tough Hide version of this Merit overlaps (does not stack with) the Stone Skin Merit, and vice versa. Other features than those listed in the table are possible as long as they offer similar degrees of benefit; please discuss your ideas with staff before applying for a character with a nonstandard version of this Merit.

Dexterous Toes (2 points)

Anything you can do with hands you can do equally well with your feet. This doesn’t allow you take multiple actions any more effectively than usual, but it does allow you to (for instance) wield a sword with your feet while hanging on to something with your hands.

Eidetic Taste (4 points)

You can remember everything you’ve ever tasted, and identify it if you taste it again. Even better, you can sense the general direction in which you can find the closest source of that taste, and, given enough time, can use that ability to track it down.

Nightsight (3 points)

You can see in near-total darkness. Only the complete absence of any light whatsoever will negate this ability. Additionally, you cannot be blinded by rapid changes in brightness.

Prehensile Feature (2 or 4 points)

Two points gives you a prehensile tongue — two feet long and capable of grasping and holding objects, albeit without much in the way of strength; you can’t effectively wield a weapon with it, although you could give someone a good hard slap. You can’t speak while you’re holding anything with it — not comprehensibly, at least — but it’s as dexterous as any of your other limbs. To use it, you must succeed on a Dexterity + Athletics roll, difficulty 7; success gives you full use of it for the scene. Four points gives you a prehensile tail that has a Strength equal to half of yours (round up) and can do anything your hands can, up to and including wielding a weapon (although with only half your Melee score, rounded up).

Stone Skin (3 points)

You gain an extra die of soak. Generally, this Merit is restricted to Trolls and to other Kiths for whom having it makes narrative sense. This Merit overlaps (does not stack with) the Tough Hide version of the Animalistic Favor Merit.

Surreal Beauty (2 points)

There’s something about you that’s unsettlingly attractive. When dealing with Changelings or with the faetouched, the ‘attractive’ part dominates, and you gain a -3 to difficulties on rolls that relate specifically to getting their attention or winning them over with your looks. With other beings, the ‘unsettling’ part comes to the fore, and you suffer a +1 difficulty when trying to win their trust.

Mental

Introspection (1 point)

You’re acutely aware of your own motives, granting you insight into other Changelings who share the same allegiance. Any Perception-based rolls against someone from your Court are made at -2 difficulty.

Master Craftsman (3 points)

Rolls to design, build, or repair something are made at -2 difficulty. If you’re making an extended roll for a large or complex project, you require three fewer successes than normal in order to complete it.

Social

Calming Presence (1 point)

Animals (and children) find your presence calming. The former will not attack you unless forced by some supernatural ability, and the latter find you fascinating — they’ll stop crying or fussing and watch you in fascination for as long as you’re in sight.

Good Listener (1 point)

People often find themselves trusting and confiding in you, even when their instincts are very much the opposite. Whenever you’re trying to get information from someone, you roll at -2 difficulty as long as you’re acting in a trustworthy manner — whether or not you actually are trustworthy is irrelevant. Note that if you have previously betrayed someone’s trust and they know it, you’re likely to operate under a circumstantial penalty that reduces or eliminates the benefit of this Merit entirely. You must be a Pooka to take this Merit.

Nature’s Child (2 points)

You have a particularly acute understanding of the natural world. When dealing with nonsapient animals in their natural environment, you subtract 2 from the difficulty of any rolls. Be aware that chimerical animals may well be more intelligent than their mundane counterparts …

Soul of the Muse (4 points)

Any Art, Expression, or Performance rolls made when you are in the presence of and assisting an artist — modeling for them, offering them advice on color, or even just playing music to help them relax — has its difficulty reduced by 3. The artist must be aware of your presence and able to perceive your assistance; if you’re just one of many people shouting at them in a crowded room, the bonus is unlikely to apply (unless they’re listening for you in particular and are able to distinguish your voice from the rest). You cannot serve as a muse for yourself.

Your Best Advocate (1 point)

Any Social rolls you make that relate to telling tales of your own deeds — whether they’re true, embellished, or completely made up out of whole cloth — are at -2 difficulty.

Supernatural

Art Affinity (5 points)

You’re particularly gifted with one specific Art; the difficulty to use that Art is reduced by two. You may only buy this Merit once.

Iron Resistance (4 points)

Unlike most Kithain, you suffer no physical effects from cold iron beyond what you would from any other metal (you can still be stabbed by a cold iron knife, for instance). This can be a double-edged sword, however, since you won’t even notice you’re in contact with cold iron unless you succeed on a Perception + Kenning roll (difficulty 7). Since touching cold iron still causes you to gain Banality (unless you’re a member of House Balor, of course), ignorance is definitely not bliss in this case.

Poetic Heart (2 points)

You make a Willpower roll (difficulty of your permanent Banality) to avoid gaining Banality, once per week.

Regeneration (7 points)

You recover from injury faster than most other Kithain, and far faster than humans. Chimerical damage heals at a rate of one level per turn of rest; physical damage heals at a rate of one level per hour, no matter how much damage you’ve taken. Double these rates if in a freehold or the Dreaming. Aggravated damage always heals according to the standard book rate.

Winged (Merit) (4 points)

You have chimerical wings. They must always be free to move, necessitating clothes that accommodate them — otherwise, you suffer a +1 difficulty to any Dexterity rolls. You can use things wings to fly, but be careful — being seen by mortals will likely cause you to fall out of the sky like a stone, as per the rules for inanimate chimera on p. 55 of the C20 Core Rulebook.