Quinn Changeling Form



When you realized what you’d lost and what you still had, you chose not just to grasp it, but to make use of the potential of others. You didn’t just escape – you learned how to cut a path.

  • Blessing Once per story, Fairest gain a point of Clarity for free
  • Curse When the Fairest makes a call as a leader and someone gets hurt, she suffers a Breaking Point



Flowers blossom on bare earth where these changelings have stood (although they take months to appear in the human world rather than seconds, as they did in Faerie). Their skin is soft like the petal of a rose or a chrysanthemum and bright with a bloom of health. The Flowering Fairest has a Seductive Fragrance— her skin, hair and breath carries the aroma of unknown blossoms from places unseen, the promise of pleasures unknown. Her bouquet seduces and lulls in equal measure.

  • Blessing: When establishing a first impression during Social Maneuvering the flowering always moves his impression one step up (p. XX). Spend a point of Glamour to add his Wyrd to any Persuasion, Socialize, or Subterfuge roll made to open a victim’s Doors; an exceptional success on this roll opens Doors equal to his Wyrd, in addition to the normal effects of exceptional success.


Potent Kith (••)
Effect: Add your Potent Kith dots to her Wyrd for determining the effects of her kith Blessing.


Mask of Superiority (•)

The use of this Contract allows the changeling to convince a single subject that she is a member of his organization, or a person of some importance to this individual.

  • Cost: 1 Glamour per target, Action: Instant
  • Dice Pool: Presence + Intimidation + Wyrd vs. Resolve + Wyrd
  • Roll Results
    • Dramatic Failure: The subjects of the Contract take umbrage with the changeling’s obvious lies and immediately becomes hostile towards her.
    • Failure: The Contract fails to work.
    • Success: The changeling convinces her subject that she is a respected member of whatever organization he belongs to, as though she had a number of dots in the Status Merit equal to the number of dots invested in this Contract (• to •••). The changeling can spend Glamour to have this Contract affect multiple targets (and each individually contests the original activation roll), but her new Status must be in an organization or group common to all of her subjects. The effect of this Contract lasts for a scene (and she may add new targets as the scene progresses).
    • Exceptional Success: Instead of convincing the subject she has Status in a similar organization, she convinces him that she is a trusted Ally, as though she had the Ally Merit equal to the number of dots invested in this Contract.

Fairest: The use of this Contract serves to open a single Door per dot invested in the Contract as though the character had successfully completed a Social Maneuver on the targets.
Catch: The changeling is wearing an article of clothing that could be perceived as part of a uniform or normal mode of dress within the organization

Mirror Walk (•••)

You step into one mirror and, instantly traversing mirror space, out another.

  • Cost: 2 Glamour, Action: Instant, Duration: One turn
  • Dice Pool: Dexterity + Athletics + Wyrd
  • Roll Results
    • Dramatic Failure: The changeling becomes lost in mirror space. You roll each hour to return her to her original position. If she was reaching for an object, she drops it in mirror space and it becomes lost (though it can be retrieved with powers that reach into mirror space).
    • Failure: The mirror remains solid.
    • Success: The changeling steps into one reflective surface and out of another. Both surfaces must be large enough for her, and she must have physically touched them before. She can bring another person by holding hands, at a surcharge of one Willpower. The changeling can also reach through the mirror, allowing her to take an object from the other side. She can see through the surfaces while this Contract is active.
    • Exceptional Success: The mirrors remain portals for this scene, and anyone may pass through freely (without the changeling’s permission) in either direction.

Catch: A blood relative is currently reflected in the receiving surface.

Creeping Dread (•)

A changeling can use this Contract to make people more susceptible to fear and intimidation. Her victim initially feels a light touch of fear that grows quickly into a state of jumpiness and paranoia.

  • Cost: 1 Glamour/target, Action: Contested; resistance is reflexive
  • Dice Pool: Manipulation + Empathy + Wyrd vs. Resolve + Wyrd
  • Roll Results
    • Dramatic Failure: The changeling’s Contract turns against her giving her the Spooked Condition.
    • Failure: The Contract fails and has no effect on the target.
    • Success: The victim’s ability to resist fear and intimidation is impaired, and he suffers a penalty equal to the changeling’s Wyrd to resist fear or intimidation. The changeling spends one Glamour per victim she is targeting with this Contract. She must be able to see her victims to use this power.
    • Exceptional Success: The target also suffers from the Shaken Condition.

Fairest: The changeling can choose to instead make her targets trust her implicitly, giving him a penalty equal to her Wyrd to resist persuasion from the changeling.
Catch: The changeling uses this Contract while in the shadows.

Cloak of the Elements (••••)

The changeling cloaks herself in one element, granting her protection and allowing her to cause harm with the element.

  • Cost: 1 Glamour, Action: Instant
  • Dice Pool: Stamina + Occult + Wyrd
  • Roll Results
    • Dramatic Failure: character takes damage from the element equal to one half her Wyrd, rounded down
    • Failure: Contract fails to work
    • Success: The character surrounds herself in one element for a number of turns equal to successes. She gains immunity to natural instances of the element, and suffers only half damage (rounded down) from magical sources. The element forms an armor around the character, affording her 1/1 armor per dot invested in the Contract to all incoming attacks, either mundane or based in her element. Additionally, the armor damages anyone who comes in close, dealing one lethal damage per turn to anyone the character could reach with her hand.
    • Exceptional Success: The elemental armor deals two lethal damage per turn instead.

Fairest: The changeling gains a +1 bonus per dot invested in the Contract to all Intimidation rolls.
Catch: The changeling is touching the element when she invokes the Contract.

Elements as Contracts
Just like the Elemental Seeming in the terms of Contracts, elements refer to broad categories of environmental factors, not exactly elements from the periodic table. Examples include fire, water, wind, earth, wood, metal, darkness, light, and any refinement of those that make sense.

Pathfinder (•)

Mingling practical navigation with omens and divination, you find Hollows, trods, local goblin fruit and dreams spawned in the Hedge.

  • Cost: 1 Glamour, Action: Instant
  • Dice Pool: Wits + Survival + Wyrd
  • Roll Results
    • Dramatic Failure: The Contract yields inaccurate information, leading the changeling into
      danger while she explores the Hedge and giving her the Hunted Condition.
    • Failure: The changeling learns nothing useful.
    • Success: The changeling gleans the following things: whether a particular feature exists in the local Hedge, what the general direction of that feature is, and its distance from the changeling’s current position. Only information about the Hedge itself is yielded, not about the creatures lurking within.
    • Exceptional Success: As success, and the changeling gains the Informed Condition while dealing with this part of the Hedge.

Catch: The changeling has plucked a thorn from the local Hedge and left a drop of blood while doing so, within the last day.

Dreamsteps (••)

You step into the dreams of a nearby sleeper, to travel from the mortal world to the Hedge and back. While you physically travel through the dream and might encounter creatures there, the journey takes place at the speed of thought – meaning no time passes in the mortal world.

  • Cost: 1 Glamour, Action: Instant, Duration: Instant
  • Dice Pool: Intelligence + Occult + Wyrd
  • Roll Results
    • Dramatic Failure: The changeling becomes trapped, allowing the Storyteller to run a dream-sequence. The changeling is expelled into the mortal world near her starting position when the dream ends. Any injuries sustained in the dream, remain.
    • Failure: The changeling cannot enter the dream.
    • Success: The changeling enters the dream, and travels from the mortal world to the local Hedge, or vice versa. She emerges in the general area of her choice, and can stipulate one additional condition for each success rolled (e.g. where no one sees me, or under the old willow).
    • Exceptional Success: The changeling sees a glimpse of the dreamer’s soul, granting her the Informed Condition.

Fairest: The Fairest gains one free reroll as the sleeper’s mind bends to her presence. The best roll stands.
Catch: The changeling brings a physical object that she crafted herself, and leaves it behind in the dream. The sleeper feels drawn to the changeling as long as the item remains, though the Storyteller determines whether this affection is positive or negative. The item can be retrieved and used by other dream walkers.

Phantom Glory (•••••)

The character is able to make herself completely incorporeal. In this state she is weightless and is immune to all physical attacks and can pass through all physical barriers.

  • Cost: 3 Glamour, Action: Instant
  • Dice Pool: Presence + Occult + Wyrd
  • Roll Results
    • Dramatic Failure: The character does not only remain corporeal, but she becomes heavy and slow. She suffers a -2 penalty to her Initiative and Defense.
    • Failure: The Contract fails and the character remains corporeal.
    • Success: The character turns intangible, and cannot touch anyone or be affected by any physical attack for the rest of the scene. The character exists in a state of Twilight, much like a ghost, and can attack or be attacked by ghosts or other ephemeral entities as though they were both solid. Everything the character is wearing and handheld items change with her. Characters who can see into Twilight may see the changeling, otherwise she is invisible to the naked eye.
    • Exceptional Success: Also, the character can pick up Size 1 objects which then turn intangible as she holds them. When she lets go of the item, she can choose to leave it in the Twilight realm, or return it to the material world.

Fairest: The character can choose to make one other person intangible instead of herself, by touching them when activating the Contract. If unwilling, the subject can contest with Stamina + Wyrd.
Catch: The changeling carries no weapons and is wearing no armor. If she picks up or dons either while using this catch, the Contract immediately ends.

Elegant Protection (••••)

  • Cost: 2 Glamour | Dice Pool: Dexterity + Athletics + Wyrd | Action: Instant
  • Roll Results
    • Dramatic Failure: The character suffers a -2 penalty to her Defense for the rest of the scene.
    • Failure: The Contract fails to work.
    • Success: Any character attacking the changeling suffers her Wyrd as a penalty for the scene. This is not Defense; it applies even if the changeling is completely unaware or denied her Defense, and applies to firearms attacks.
    • Exceptional Success: Additionally, add her Wyrd to her Initiative and Speed for the scene.

Fairest: Fairest characters always seem to be moving with grace and can dance away from danger or dodge blows without spilling her drink or wrinkling her clothes. The character also only requires three successes to achieve an exceptional success on this Contract.
Catch: The character is fighting a duel against a sworn enemy.

Saber Dance (•••••)

  • Cost: 3 Glamour | Dice Pool: Dexterity + Wyrd | Action: Reflexive

• Catch: The character is dressed in a manner appropriate to her relevant non-combat skills — a juggler in motley, a surgeon in a smock, and so forth.

Roll Results

  • Dramatic Failure: The character gracelessly miscalculates, falls prone, and must spend a full turn getting to her feet. She is stunned and suffers a –1 penalty to her defense until she regains her feet. She cannot attempt the Saber Dance again for a full day.
  • Failure: The Contract fails to activate, but the character can act normally.
  • Success: To use this clause effectively, a character ought to possess both the Weaponry skill and at least one blade-related specialty in a non-combat skill such as Expression (Dance), Athletics (Juggling), Crafts (Cooking), or Medicine (Surgery). In combat, the character gains the appropriate bonus to all blade-based weaponry attacks for a number of turns equal to the number of successes made on the activation roll times her Wyrd. Outside of combat, she gains the appropriate bonus to one use of a skill in which she has a relevant blade-related specialty. If the roll to use the skill is extended, then she gains the bonus for a number of rolls equal to the number of successes made on the contract activation roll times her Wyrd.
  • Exceptional Success: The character can carry on the dance for the duration of the combat or until she has completed her skill-based endeavor.

Suggested Modifiers
+1 The character uses blades of a fine or superior quality.
+1 The character’s clothing fits loosely and allows a maximum range of movement.
–1 The character is wearing more than one point’s worth of armor.

Innate Abilities

  • Dreamwalking
  • Pledges
  • Kenning
    • Reflexively roll Clarity, gain a sense of magic presence in the area.
    • Ask one yes/no question per success.
    • If contesting concealing magic via Clash of Wills, the Changeling instead adds her Clarity to the Clash of Wills roll.

Basic Changeling Info
Changeling 2.0

Quinn Changeling Form

We Are All Lost GMJJ