For more information on how to build your character thematically, rather than just mechanically, please visit the Primer.
Take time to consider who you were before, and each role you've been through. How much of you is left from the real world, and what are you willing to endure to survive in this one?
If you lose Perfect status, you will swap from Virtue & Vice to Needle & Thread.
⌲ Starring Roles begin with Virtue & Vice
⌲ Background Roles begin with Virtue & Vice
⌲ Wastefuls begin with Needle & Thread.
If you lose Perfect status, you will take on a Seeming.
⌲ Starring Roles begin with no Seeming.
⌲ Background Roles begin with no Seeming.
⌲ Wastefuls begin with one of the 6 Seemings: Beast, Darkling, Elemental, Fairest, Ogre, or Wizened.
If you lose Perfect status, you will take on a Kith.
⌲ Starring Roles begin with no Kith.
⌲ Background Roles begin with no Kith
⌲ Wastefuls begin with a Kith from the following list:
Blessing: When the Artist uses a Crafts Specialty, achieving three successes counts as an exceptional success.
Tools: A good Artist is never without her tools. She can spend a point of Glamour and gain a number of bonus dice equal to her Wyrd, to a maximum of +5, on a Crafts roll with one of her Specialties, as all the necessary implements of her craft manifest around her for a scene.
Blessing: When the Airtouched uses an Athletics specialty involving jumping or running, achieving three successes counts as an exceptional success.
Freefaller: She suffers no damage from falling unless the fall is from terminal velocity. Spend a point of Glamour and your character can multiply her jumping height and distance by 1 + her Wyrd.
Blessing: When researching anything at least 50 years older than himself, achieving three successes counts as an exceptional success.
Impressions From Yesteryear: 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 yeard old. Older events impose no penalty.
Blessing: When the Author uses an Expression Specialty to telling or writing stories, achieving three successes counts as an exceptional success.
Character Study: On top of being able to read and interpret anything written in a mortal language, she has a knack for 'characters' and understanding what motivates them. By spending a glamour can pick another character's Virtue and Vice, or Needle and Thread. By spending a Willpower along with this, she can sense a character's aspirations, if the surroundings make it obvious enough to sort out.
Blessing: In the case of grappling, when the Bloodbrute achieves three successes in a grapple, it's considered an exceptional and he gains two moves.
Demolisher: She cannot be ambushed by combatants. While she might suffer from a trap or other threat, people intending to attack her can never catch her off guard. Spend a point of Glamour and give your character a bonus to unarmed combat equal to the wounds your character suffers during that fight.
Blessing: Poisons and toxins do not affect the Brewer, and in fact, by tasting them his palate can discern when it was made and what with. When attempting to discern by Intelligence + Crafts, achieving three successes counts as an exceptional success. If someone has been poisoned already, tasting their blood gives the Brewer the same benefit.
Bartender's Choice: 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.
Blessing: When the Bright One uses Socialize to attempt to be the center of attention, achieving three successes counts as an exceptional success.
Flare: A Bright One always has a visible glow, even in the darkest of rooms, though the Mask normally prevents mortals from seeing it. She can spend a point of Glamour to turn this glow up to a dazzling brilliance that blinds her enemies, and one Glamour every turn thereafter to maintain it; the Mask does not obscure this light. Each turn the Bright One uses this blessing, her enemies take a point of bashing damage and roll at a -2 on all Physical and Mental actions.
Blessing: When the Chatelaine uses Empathy to determine a target's immediate desires, achieving three successes counts as an exceptional success.
Will That Be All?: Spend a point of Glamour to activate this blessing for the scene. With a successful Manipulation + Socialize roll, a Chatelaine may use the Social Merits of one other character in the scene as though they were her own. When the effect ends, characters act as though the target had used the Merits himself.
Blessing: When performing all forms of medicine on patients, a chirurgeon never suffers penalties do to lack of proper tools. If her tools are present, achieving three successes counts as an exceptional success.
Doctor's Orders: Daily visits by a chirurgeon downgrade wounds in exactly the same manner as intensive care treatment.
Blessing: In any situation where the Coldscale is traversing over terrain where they might trip, get snared or slip, so long as they are barefoot, rolls to stay standing of Dexterity + Athletics achieving three successes counts as an exceptional success.
Serpent's Strike: Once per scene, she can spend a point of Glamour to strike with incredible speed, gaining the highest Initiative for one turn, regardless of her roll. If two coldscales use this power in the same turn, use their normal Initiative value to determine who goes first.
Blessing: A dancer gains the rote quality on all Athletics and Expression rolls relating to dancing, and adds his Wyrd to any Persuasion, Socialize, or Subterfuge rolls where movement would help. While performing, all onlookers apply his Wyrd dots as a penalty to their Wits + Composure rolls to notice anything other than the performance.
Clara's Dance: Spend a point of Glamour to force onlookers to make a Composure roll, with their Wyrd dots as a penalty. Anyone failing the roll gains the Obsession Condition related to him.
Blessing: The changeling is a master at seeing possibilities, working logic puzzles and generally reading what other people may do. When working any sort of riddle, puzzle, or trying to see patterns, achieving three successes on an Intelligence + Occult counts as an exceptional success.
Monopoly: When solving a problem with logic or game theory, you may spend a point of Glamour to benefit from the rote quality once per scene.
Blessing: Whenever the Gremlin is using Dexterity+Larceny to place or remove items for a prank or mischief (not straight theft), achieving three successes counts as an exceptional success.
Lemon Law: The changeling can cause people or items to fail at critical moments. As a Reflexive action, she can bestow a dice penalty equal to her Wyrd on a victim she can see as he attempts an action using any complex machine. Alternatively, by spending a Glamour she can touch a machine and cause Structure damage equal to her Wyrd. A Gremlin can only use this Blessing once a scene.
Blessing: When the Gristlegrinder uses Brawl to grapple someone with intent to eat them, achieving three successes counts as an exceptional success.
To Serve Man: A Gristlegrinder can make bite attacks that deal lethal damage, without needing to grapple a foe first. However, if she is holding something or grappling someone of a smaller Size than herself, she can opt to swallow it (or them) whole. She spends a point of Glamour and her jaw expands to the necessary size to swallow the target. With a successful Stamina + Survival roll, she gets the target down with minimal effort. A Gristlegrinder's digestive system deals two points of lethal damage per turn. If the target is poisoned or toxic, the Gristlegrinder takes damage as normal, unless she has a Merit, token, or other means to negate it. Targets attacking the changeling from inside her must deal at least five points of lethal damage with a single attack to break out, but she can’t apply her Defense against such attacks.
Helldiver Note: All Helldivers must be Redemptionists.
Blessing: When the Helldiver uses Larceny in the Hedge, Arcadia, or another unearthly realm, achieving three success counts as an exceptional success.
Dive: Spend a Glamour point to make a Dexterity + Occult roll. On a success, the Helldiver begins to fade into an incorporeal, invisible form. It takes a number of turns equal to (10 - her current Clarity), to a minimum of one full turn, to completely fade. While fading, the Helldiver cannot take any non-reflexive actions or interact with objects or people, and attacks with a non-magical component pass harmlessly through her. Once she completely fades, she acts like a dematerialized Hedge ghost, unable to physically interact with anything except other immaterial beings and objects, such as Hedge ghosts, other Helldivers, changelings using the Whispers of Morning Contract, the unquiet dead, and spirits of all stripes. She can see and interact with all of these, no matter their current state. If she can find a gate to another realm, such as the deathly Underworld or mysterious Shadow, she may slip through with a point of Glamour as though it were a Hedgeway. If ephemeral beings are normally material in another realm, she becomes so as well. She can spend as much time as she likes Diving, but she still requires basic necessities, such as food and sleep.To end this effect, spend another Glamour point and make another Dexterity + Occult roll. If successful, the changeling fades back into the world at the same rate she faded out. Should a Helldiver gain the Comatose Condition while Diving, she immediately vanishes from wherever she is to reappear inside her Bastion, as though she had passed through the Gate of Horn to be physically present in her dreams.
Blessing: When the Hunterheart uses Investigation to track creatures from Faerie, achieving three successes counts as an exceptional success.
Pounce: 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’s player rolls Presence + Wyrd, contested by the target’s Composure + Supernatural Tolerance. The target gains the Insensate Tilt or the Frightened Condition if the Hunterheart is successful, at her player’s choice. If the changeling attacks the frozen or fleeing target, her unarmed attacks deal lethal damage.
Blessing: The changeling only needs 3 successes to benefit from an exceptional success on Larceny rolls.
Sticky Fingers: The character automatically gains the Sleight of Hand merit. Additionally, she may spend a point of Glamour to add her Wyrd to Subterfuge and Stealth rolls for the scene.
Blessing: When the Leechfinger uses Medicine to determine the health of a potential target, achieving three successes counts as an exceptional success.
Sap The Vital Spark: If the Leechfinger can maintain physical contact with a target for a full turn, she may spend a point of Glamour to inflict a point of bashing damage, which heals the Leechfinger, either downgrading one aggravated wound to lethal, one lethal to bashing, or one bashing to fully healed. As long as the Leechfinger can maintain contact, she can spend a point of Glamour each turn to continue the effect. If the target is a changeling, the Leechfinger inflicts two points of damage per Glamour instead, and thus heals or downgrades two points of damage per turn.
Blessing: In situations where the Levinquick is chasing or escaping, should he win the chase, it's considered an exceptional success in the case of just a success.
Flash In The Pan: If a character is not actively looking for the Levinquick to pass by, or observing their surroundings, the player may slip past them unnoticed without a roll. He adds +1 to his Initiative, Defense, and Speed. For each point of Glamour he spends, they can also triple their Speed and use their Defense against firearms for one turn. Spending additional Glamour adds more turns of this effect; not additional Speed.
Blessing: When using Crafts or Scients rolls to design, build, modify, repair, or understand any sort of device, achieving three successes counts as an exceptional success.
The Maker gains the Good Time Management Merit on all Technology, Crafts, or Science rolls to design, build, modify, repair, or understand any sort of device, mechanism, or software.
Shortcut Keys: In addition, by spending one Glamour, he can add his Wyrd to any such rolls during the same scene.
Blessing: Any time that the Manikin wishes to hide his true feelings, thoughts, or mood via Manipulation + Subterfuge, achieving three successes counts as an exceptional success.
Doll Eyes: By spending a point of Glamour, the manikin can apply the rote quality to either a single physical action that she has actively watched someone else perform in the last scene or to all rolls to resist fatigue, hunger, thirst, or lack of air for the next scene.
Blessing: The changeling can never fail on an Expression roll. She gains one automatic success on any Expression rolls. When using Expression in an attempt to harvest Glamour, she achieves exceptional success on three successes instead of five.
Magnum Opus: When inciting Bedlam, the character adds Expression and if applicable, the bonus from their instrument.
Blessing: When the Mirrorskin uses Stealth while in disguise, achieving three successes counts as an exceptional success.
Mercurial Visage: A Mirrorskin may mold and shape her appearance like putty, making an entirely new face out of composite pieces of people she's met or seen in photos. Spend a point of Glamour and make a reflexive Wits + Subterfuge + Wyrd roll. The changeling does not suffer penalties for lacking equipment, and the power changes both her Mask and mien, so that anyone attempting to penetrate her disguise will see another layer of disguise underneath. Supernatural abilities that would pierce her deception prompt a Clash of Wills.
Blessing: When the Nightsinger uses Expression to sing or compose a piece of music, achieving three successes counts as an exceptional success.
Lullaby: Spend a point of Glamour and roll Presence + Expression + Wyrd as an instant action to perform, contested by anyone who hears the Nightsinger’s unearthly song with Composure + Supernatural Tolerance. Anyone who fails gains the Swooned Condition and is rooted to the spot for as long as she continues to sing. Any attempt to jar the victim out of it, short of an opposing power or physically attacking or removing them, will fail.
Blessing: When the Notary uses Politics to negotiate, read, or interpret a Faerie pledge, achieving three successes counts as an exceptional success.
Abatement: Once per chapter, a Notary can completely negate the need for Glamour in a pledge as long as she is involved in its creation, without a roll. Thereafter, the Notary can perfectly recite the pledge as long as it lasts.
Blessing: In dim light, fog, or other conditions where characters suffer at least a 1 penalty to rolls involving vision, achieving three successes on a stealth roll counts as an exceptional success..
Now You See Me: If she spends a point of Glamour in these same low light conditions, she increases her Defense by +2, and can use her Defense against firearms. These effects last until she enters a well lit area, or the end of the scene.
Blessing: When the Playmate uses Persuasion to cause someone to like her or her friends, achieving three successes counts as an exceptional success.
Coeur Loyal: A Playmate may touch a wounded character and spend a point of Glamour to heal any number of bashing or lethal damage points as an instant action. She takes the same amount of mild Clarity damage as bashing damage healed, and the same amount of severe Clarity damage as lethal damage healed; apply the mild damage first. She can’t heal more damage than she has undamaged Clarity boxes left. It is entirely possible for a Playmate to lose herself completely while healing others.
Blessing: In the case of disarming someone else, using Strength + Brawl, achieving three successes counts as an exceptional success.
Cut The Cards: Her natural weapon does their Wyrd rating in lethal damage, even to creatures which normally take bashing damage from lethal wounds (like vampires). If she spends a point of Glamour, a razorhand can also cause her next successful attack with this weapon to automatically inflict one of the following Tilts: Arm Wrack, Blinded, Deafened, or Leg Wrack.
Blessing: When building or repairing objects, using a Crafts roll, achieving three successes counts as an exceptional success.
Tool Man: By spending a point of Glamour, he can repair, modify, or sabotage any object within human speed. If the repair or alteration would require an extended action, he makes rolls on the extended task once a turn.
Blessing: When the Snowskin attempts to use Subterfuge to hide her feelings from others, achieving three successes counts as an exceptional success.
Heart of Ice: A Snowskin's derision can be more vicious than a howling blizzard. When she attempts to shut another down in public, spend a point of Glamour and roll Presence + Intimidation + Wyrd, contested by the target’s Composure + Supernatural Tolerance. If the Snowskin succeeds, her target gains the Shaken Condition (p. XX) and suffers a -2 on all Social rolls involving other changelings until the Condition is resolved, as the Snowskin's contempt freezes him out of society.
Blessing: On all rolls made to gather information through conversation, achieving three successes counts as an exceptional success. A whisperwhisp can hear at great distances; she can hear up with perfect clarity up to a city block away for each dot of Wyrd she possesses.
Rumor Mill: By spending a Glamour, she can make someone else able to hear her whispers at the same distance. Focusing on specific, light sounds in a loud, congested space may require a Wits + Investigation roll.
Once you become a Wasteful, it is your choice to enter a Court or not. Entering a Court is not required.
⌲ Starring Roles begin with no Court.
⌲ Background Roles begin with no Court.
⌲ Wastefuls may begin in one of the four Courts: Rapture, Choler, Dire, or Dolor.
If you lose Perfect status, you will gain Wyrd 2. Wastefuls may not raise to Wyrd 3 at Creation.
⌲ Starring Roles begin with Wyrd 1.
⌲ Background Roles begin with Wyrd 1.
⌲ Wastefuls begin with Wyrd 2.
Only Perfects can start with 5 in an Attribute, Only Wastefuls can have 1 in an Attribute. Upon losing Perfect Starring status, you will lose a dot from each Attribute field.
⌲ Starring Roles get a spread of 6/5/4 in their Attributes.
⌲ Background Roles get a spread of 5/4/3 in their Attributes.
⌲ Wastefuls get a spread of 5/4/3 + Seeming Bonus in their Attributes.
No skills may start at 5. Upon losing Perfect Starring status, you will lose a dot from each Skill Field.
⌲ Starring Roles get a spread of 12/8/5 + 3 Specialties in their Skills.
⌲ Background Roles get a spread of 11/7/4 + 3 Specialties in their Skills.
⌲ Wastefuls get a spread of 11/7/4 + 3 Specialties in their Skills.
As a Perfect, any merit that is directly attached to your role will be given to you for free by the ST. The dots below represent your personal purchases. Wastefuls get no free Merits. Upon losing your Perfect status, Merits tied to your role will be removed. All merits are from the CtL 2.5 or GMC Core Book.
Notes On Merits:
Merits Not Allowed
⌲ Glamour Fasting: Unavailable to Perfects.
⌲ Any merits relating to the Social Door System
⌲ Professional Training
⌲ Mystery Cult Initiation
⌲ Eye For The Strange
⌲ Hobbyist Clique
⌲ Supernatural Merits
⌲ Diviner: "Per chapter" is considered per season.
⌲ Enchanting Performance, Poem: Rather than automatically opening a door, the player is treated as if they got an exceptional roll of of just three successes.
⌲ Starring Roles get of 5 dots of Merits.
⌲ Background Roles get 4 dots of Merits.
⌲ Wastefuls get 10 dots of Merits.
As a Perfect, you may not have any physical flaws. If you had flaws before you were captured, they may come back if you become a Wasteful.
⌲ Starring Roles have no Frailties.
⌲ Background Roles have no Frailties.
⌲ Wastefuls get one minor Frailty.
Size is 5 for all characters unless you take merits to change this. Please note, extra large or small characters will not be considered for some roles.
Strength + Dexterity + 5.
Lower Of Wits or Dexterity + Athletics.
Size + Stamina
Resolve + Composure
Wits + Composure
Wits + Composure
⌲ Perfects all have 1 dot of Glamour. They do not know how to spend this, or gain more. Who knows what would happen if they did.
⌲ Wastefuls will all start with 3 Glamour at the beginning of the game. Getting more is tricky and either done in the Hedge or in the real world.
⌲ Perfects do not have any Contracts to start.
⌲ Wastefuls will all start with four Contracts chosen from among Common Regalia, Common Court, and Goblin Contracts; she must meet the proper requirements to take Court Contracts. Two of those starting Contracts must come from the character’s favored Regalia. She also gains two Royal Contracts from her court or favored Regalia.
Wastefuls start with their Seeming Regalia + a second favored Regalia.
Every character will have a Touchstone. Something they have clung to in East Haven or the Yard that brings them comfort. It can be an item, a place, or a person.
Every character has lost an Icon to June Darling. It's rumored she keeps them in her room. It's up to you what this Icon is, or if you'd like, it can be created by the ST as something you've forgotten entirely but know, deep down that you desperately need it back. More Icons can be lost in the Hedge, but that's up to you.