Merits are positive quirks a character may possess. During character creation, a player may choose to expend freebie points to take on some of these benefits for his/her character. Some of the more powerful Merits listed may be subject to Storyteller discretion. For Merits specific to a particular Kith, see Kith-Specific Merits.

Name Description Point Cost Type Source Notes
Acute Senses You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g., Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. 1 Point Awareness Changeling: The Dreaming Second Edition
Ambidextrous You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g., fighting with a weapon in each hand) is at a +1 difficulty for the "right" hand and a +3 difficulty for the other hand. 1 Point Aptitudes Changeling: The Dreaming Second Edition
Animal Magnetism You are especially attractive to others. You receive a -2 to your difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender. 1 Point Aptitudes Changeling: The Dreaming Second Edition
Art Affinity You are able to utilize one of the Arts with a greater degree of ease than other Changelings. In a previous incarnation, you were extremely proficient in one of the Arts—so much so that you have managed to draw a small portion of that knowledge through into this lifetime. Select an Art; when spending experience points to gain levels in that Art, you pay three-quarters the normal cost. This Art must be declared during character conception. Of course, this Merit may only be purchased once. 5 Points Supernatural Changeling: The Dreaming Second Edition
Black Market Ties You have special ties to the underground shopping network, ties that help you acquire hard-to-find equipment. This Merit adds one die per point to your Streetwise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the Storyteller (typically 7 or higher). The point cost reflects how "connected" you may be. The Storyteller may allow you to use your black market connections during the game to provide you with needed or useful equipment. Such connections will not simply hand you what ever you want—these things don't come cheap! It is up to the Storyteller to determine the quantity, quality and availability of the equipment. He may feel free to disallow it entirely if such connections would unbalance the game. *One point — Small items: ammo, low-clearance ID badges, good software **Two points — Average items: guns, hi-tech software, special ammo ***Three points — Fancy items: antique cars, explosives, automatic weapons ****Four points — Hefty items: heavy weapons, high-security IDs or access codes *****Five points — "Yeah, right. Maybe next game.": hi-tech military weapons, high explosives, military vehicles 1-5 Points Mortal Society Changeling: The Dreaming Second Edition
Boon A noble owes you a favor because of something either you or your mentor once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life. 1-3 Points Changeling Ties Changeling: The Dreaming Second Edition
Boon of Fate Although you know you are not immortal, you have been given the knowledge that you will not die from one certain means or event. Perhaps an Eshu grump read your fortune in the stars and prophesied that you would not die by the hand of commoner or noble. Perhaps you simply have a deep and abiding fearlessness of fire and the inherent knowledge that your death will not come from that element. Whatever your certainty, this knowledge gives you the freedom to rish your life in ways that others cannot. Storytellers should keep in mind, however, that such beliefs can turn upon those who abuse this freedom. The individual who knows she will not die from fire can still perish from the collapse of a burning roof upon her head. Storytellers should determine the cost of this Merit according to the type of "death" it precludes. 1-5 Points Supernatural Changeling: The Dreaming - War in Concordia
Church Ties You have influence and contacts in some local churches, and have the means to create protest rallies, help the needy or raise money. The more you use your ties, of course, the greater your risk of being discovered. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Code of Honour You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. when battling supernatural persuasion (Mind magik, vampiric Dominate or Chicanery) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honour in as much detail as you can, outlining the general rules of conduct for which you abide. 1 Point Psychological Changeling: The Dreaming Second Edition
Commanding Voice You have the ability to make yourself heard over long distances or above a crowd without appearing to shout. This natural project serves you well in shouting orders on a battlefield, getting a room to quiet down or calling for aid from reinforcements. Your intended audience automatically hears you regardless of the general noise level. 1 Point Physical Changeling: The Dreaming - War in Concordia
Common Sense You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do. 1 Point Mental Changeling: The Dreaming Second Edition
Computer Aptitude You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are reduced by two. 1 Point Aptitudes Changeling: The Dreaming
Concentration You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond the norm. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two dice, though no extra benefits are gained if only one penalty die is imposed. 1 Point Mental Changeling: The Dreaming Second Edition
Corporate Ties You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Corporation CEO You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you might have owned this company before your Chrysalis, and you have retained your control. Through this corporation, you know much that takes place in the corporate community and have the means to wage economic warfare. This Merit provides you with some informal allies and Resources, the exact extent of which is determined by the Storyteller. 5 Points Mortal Society Changeling: The Dreaming Second Edition
Crack Driver You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two. 1 Point Aptitudes Changeling: The Dreaming Second Edition
Crack Shot No matter what you're pointing, gun, arrow, or dart, you hit your target with great accuracy. You recieve no increased difficulty when targeting any specific location. You gain one extra dice on Firearms rolls that do not involve specific targeting. 2 Points Aptitudes Changeling: The Dreaming - War in Concordia
Danger Sense You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. 2 Points Supernatural Changeling: The Dreaming Special Edition
Daredevil You are good at taking risks, and are even better at surviving them. All difficulties are -1 whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled, as if you have an extra success). 3 Points Aptitudes Changeling: The Dreaming Second Edition
Double-Jointed You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit. 1 Point Physical Changeling: The Dreaming Second Edition
Entertainment Ties You have a degree of fame and influence in the local entertainment scene (music, theater, dance, S.C.A., etc.). Either you own or manage a good venue or site, or you have some notoriety among both peers and fans. You can exert this influence to ferret out information or buy favors. For five points, this fame can become nationwide. 3-5 Points Mortal Society Changeling: The Dreaming Second Edition
Eidetic Memory You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard. 2 Points Mental Changeling: The Dreaming Second Edition
Faerie Eternity After you went through your Chrysalis, you had a birthday, and then another, and then another. Something was strange, however—you didn't seem to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae. As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally. 5 Points Supernatural Changeling: The Dreaming Second Edition
Fast Learner You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story (not each game session). 3 Points Aptitudes Changeling: The Dreaming Second Edition
Gifted Liar You are so good at lying that you can sometimes convince yourself that you are telling the absolute truth. This makes it extremely difficult for anyone to catch you in a falsehood; in your own mind, you are not lying. In most cases, no rolls need to be made for you to stand up to questioning or interrogation. Success in a simple Willpower roll (difficulty 7) allows you to evade the truth-sensing ability of House Gwydion or negate the effects of magical attempts to detect deception. 3 Points Mental Changeling: The Dreaming - Book of Houses II - Pour L'Amoure Et Liberte This Merit was listed with House Ailil, though it was not stated to be exclusive to it.
Guardian Angel Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need, you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched and what is watching you (not necessarily an angel, despite the name). 6 Points Supernatural Changeling: The Dreaming Second Edition
Higher Purpose All changelings have some vision of their path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern your self with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival,it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is,and make sure you discuss it with the Storyteller. You may not take this Merit if you have the Flaw Driving Goal. 1 Point Psychological Changeling: The Dreaming Second Edition
Huge Size Your mortal seeming is abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this as an extra Health Level, with no penalties to rolls. Trolls can take this Merit since the extra Health Level gained through Huge Size affects only the mortal seeming. The extra Health Level is added to those a Troll gets from his Birthright for the purposes of chimerical damage, however, or real damage if the Troll has called upon the Wyrd. 4 Points Physical Changeling: The Dreaming Second Edition
Iron Resistance Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double-edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal. A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present. 4 Points Supernatural Changeling: The Dreaming Second Edition
Iron Will When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Dominated, and Wraiths, Mages and other Changelings using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of the attempt, anyone attempting to magically influence you must add +1 to their difficulty. 3 Points Mental Changeling: The Dreaming Second Edition
Jack-Of-All-Trades You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If you train or spend experience in the Skill or Knowledge, you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots. 5 Points Aptitudes Changeling: The Dreaming Second Edition
Judical Ties You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants. 2 Points Mortal Society Changeling: The Dreaming Second Edition
Lightning Calculator You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the race tracks. The difficulties of all televant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller to estimate the difficulty rating of at ask you are about to perform. 1 Point Mental Changeling: The Dreaming Second Edition
Luck You were born lucky; either you have a guardian angel, or maybe the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeat attempt may be made on any single roll. 3 Points Supernatural Changeling: The Dreaming Second Edition
Mansion You own a large mansion—a home with 25 or more rooms—as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Dreamers or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available and a fence around the perimeter, but does not have access to a trod (see the Freehold Background for such a place). While the mansion can be in as poor or as good a shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits, but it may attract police scrutiny if bands of strange kids hang out there. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Many Armed Like the many armed Indian gods (such as Kali) and Asura, you have extra (chimerical) arms in your Pari seeming. Each extra arm costs 2 points and allows you to hold/carry an extra object. 2 Points Supernatural Unknown Can only be used by Pari Fae.
Many Headed Akin to the many headed god like Brahma, or the Daityas like Ravana, you have extra (chimerical) heads. These can even be facing in completely different directions from your own head (such as behind you) making it almost impossible for anyone to sneak up on you, and enabling you to look everywhere at once (if you have at least 2 extra heads). Each head can also make a separate Perception roll when trying to notice something.

Combined with Many Armed, each extra head allows you to make an extra attack at no penalty for every extra pair of arms you have.

3 Points Supernatural Unknown Can only be used by Pari Fae.
Mechanical Aptitude You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. This Merit affects a character's aptitude with chimerical mechanical objects just as well as the mundane. 1 Point Aptitudes Changeling: The Dreaming Second Edition
Media Ties You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch), and you have access to the files and gossip of the staffs of newspapers and TV stations. 2 Points Mortal Society Changeling: The Dreaming Second Edition
Medium You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice for free—they will always want something in return. 2 Points Supernatural Changeling: The Dreaming Second Edition
Natural Linguist You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken). 2 Points Aptitudes Changeling: The Dreaming Second Edition
Natural Swimmer The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for maneuvering underwater are made at -2 difficulty. This Merit only costs 1 point for aquatic characters such as Rokea. 2 Points Aptitudes World of Darkness: Blood Dimmed Tides
Nightclub You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your freehold (though you must purchase the Background Trait to do so), or you may simply hang out there. The name of the night club, its style, design and its regular patrons are all up to you. Variations on this theme could include a restaurant, theater, comedy club, sports arena or retail store. 2 Points Mortal Society Changeling: The Dreaming Second Edition
Oath of the Honour-Bound Allies Where Sidhe with the Sovereign command obedience, Scathach with this ritual forge alliances. This oath is exchanged only when a member of the house has done a great favour for a commoner or vice-versa. Each Kithian involved in the transaction must exchange blood and spend 1 point of temporary Glamour. Only Scathach's descendants may master this potent ritual, and the caster must have at least Fae 2 (Lofty Noble) and Gremayre 3 to learn its intricacies. The cost for casting this rite is 1 point of Glamour; this, if the caster is also party to the exchange, she must spend 2 points of Glamour (one to cast the spell and the other to seal her half of the oath). 5 Points Supernatural(?) Book of Lost Houses: The Second Coming House Scathach merit. Only Sidhe of House Scathach and Commoners may take this feat. Any player who takes this feat must discuss it with their Storyteller to determine how Scathach is involved.
Oracle Except for the Moirae and the Sidhe of House Beaumayn, the seers of House Scathach are quite possibly the best in the Dreaming. This is a birthright handed down the generations from the Morrigan herself, giving the character a -2 difficulty on all rolls involving the Soothsay Art. This Merit is not exclusive to House Scathach, but is possessed by the most able prophets of other kith and houses. Because most others don't share Scathach's prophetic heritage, however, the cost is +1 freebie point for all other fae except for the Moirae and House Beaumayn. 4 Points Supernatural (?) Book of Lost Houses: The Second Coming Morrigan fae might not be subject to the +1 penalty (Storyteller's discretion).
Past Life You can remember one or more of your previous incarnations. This can be as simple as constant de ja vu in places known to your past lives, or as complex as conscious, waking memories of being another person. In practical terms, this means that your character (and therefore you the player) knows slightly more about whatever situations the dead memories contain. You might know your way around the past life's hometown, or back away from your murderer without knowing why. This is a good Background for beginning players; the Storyteller can tell them that something they are about to do is stupid, dangerous or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Background cannot be used to "remember" Abilities. The Storyteller can, and likely should, take the opportunity to flesh out one or more of these past selves with you. Unless the memory is very detailed, your character isn't likely to know everything about that past. *One point — De ja vu memories of one life **Two points — Dreamy, vague memories of one life, with de ja vu from several lives ***Three points — Vague memories of several lives and one or two well-remembered impressions from one life ****Four points — Several well-remembered impressions from many lives *****Five points — A clear but broken thread of memories back to the Mythic Age and beyond... 1-5 Points Aptitudes Changeling: The Dreaming Second Edition
Perfect Balance Your sense of balance has achieved great heights by constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you will always catch yourself before you fully lose your footing or hand hold. This Merit functions for such actions as tightrope walking, crossing ice and climbing mountains. All difficulties involving such feats are reduced by three. It would take a lot to push or shove a character off his feet if he has this Merit. 3 Points Aptitude Changeling: The Dreaming Second Edition
Phantom Fate Fate's tapestry records the life and destiny of every living being. Most lives are stitched in bright and vivid threads, easy for Fate's disciples to watch and record. Others, however, are recorded in threads invisible to all but the most discerning eye. Because House Scathach has taken up a contrarian relationship to Fate's design, some have become truly adept at camouflaging their patterns. Such "ciphers" are all but invisible to the soothsay cantrip Omen (the only way to track such a character is by deciphering the "ripples" she causes when she interacts with others). Furthermore, all other Soothsay cantrips are at +3 difficulty when cast against her, though this additional difficulty pertains to beneficial and detrimental effects alike. The character is just as likely to deflect blessings as curses and may not purchase any Merits or Flaws pertaining to luck. Scathach who attain the seventh level of mastery undergo a rite known as the Trial of Shadows and automatically exhibit this Merit--if they survive. This Merit is not exclusive to House Scathach (indeed, even some humans may unwittingly be ciphers) but is quite rare elsewhere. The cost is +2 freebie points for all other fae. Moirae may not purchase this Merit and are particularly antipathetic toward those so endowed. 5 Points Book of Lost Houses: The Second Coming
Poetic Heart You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore Glamour shields you from the ravages of Banality. At times you may even be able to stave off the tide of Banality. You may make a Willpower roll (difficulty equal to the character's permanent Banality to avoid gaining a point of temporary Banality once per story.) 3 Points Supernatural Changeling: The Dreaming Second Edition
Poison Resistance You have, for some reason or another, become resistant to poisons. It could be that you are somehow naturally resistant, or that you have spent years building up your resistance against all known types of poisons. Anytime you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three. 1 Point Aptitudes Changeling: The Dreaming Second Edition
Police Ties You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through gameplay), and it can let you down at times. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Political Ties You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through gameplay. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Prestigious Mentor Your mentor had or has great Status among the Kithain, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be merely riding your mentor's coattails. This prestige could greatly aid you when dealing with elders acquainted with your mentor. Indeed, your mentor's contacts may actually approach you at some point offering aid. Although your mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever. 1 Point Changeling Ties Changeling: The Dreaming Second Edition
Regeneration Your faerie nature is very strong, and as a result you heal much faster than other Kithain. For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds can be regenerated at a rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this Merit. 7 Points Supernatural Changeling: The Dreaming
Reputation You have a good reputation among the Changelings of your Court. This may be your own reputation, or it may be derived from your mentor. Add three dice to any Dice Pools involving social dealings with others of your Court. A character with this Merit may not take the Flaw Notoriety. 2 Points Changeling Ties Changeling: The Dreaming Second Edition
Sea Legs A character with Sea Legs never needs to roll for seasickness (see World of Darkness: Blood Dimmed Tides). She is assumed to have such strong constitution as to never become motion sick. A character must have a minimum Stamina of 2 to purchase this Merit. 1 Point Aptitudes World of Darkness: Blood Dimmed Tides
Seeming's Blessing All of your Birthrights affect your mortal seeming as well as your fae mien. They even function normally in the presence of mortals. A Sidhe would have her extra dots in Appearance, a Satyr would get his extra stamina and speed, Trolls would get their extra strength, etc. 5 Points Supernatural Changeling: The Dreaming Second Edition
Self-Confidence When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you. 5 Points Mental Changeling: The Dreaming Second Edition
Spirit Mentor You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, in Flaws), but for the most part, its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of the Arts, but might give special insights into aspects of mortal life that changelings have missed or forgotten. (Further ideas for this Merit can be obtained from Wraith: The Oblivion.) 3 Points Supernatural Changeling: The Dreaming Second Edition
Strong Lungs The character has an incredible lung capacity, either through training or the grace of good genes. His maximum time to hold his breath is figured as if his Stamina were one point higher. Vampires may take this Merit, but it is of limited utility to them. 1 Point Physical World of Darkness: Blood Dimmed Tides
Surreal Beauty You possess a beauty far beyond that of normal mortals. People stand in awe of your perfect form. If you are Sidhe then perhaps your fae mien shines over into your mortal seeming. Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that. 1 Point Physical Changeling: The Dreaming Second Edition
True Love You have discovered, and possibly lost (at least temporarily) a true love. Nonetheless, this love provides joy in an arid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle. 1 Point Supernatural Changeling: The Dreaming Second Edition
Unbondable You are immune to being Blood Bound. No matter how much Vampire blood you drink, you will never be Bound to one. This is exceedingly rare, and the Merit should be carefully considered by Storytellers before it is allowed into the game. 4 Points Supernatural Changeling: The Dreaming Second Edition
Underworld Ties You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow. 3 Points Mortal Society Changeling: The Dreaming Second Edition
Werewolf/Vampire Companion You have a friend and ally who just happens to be a Werewolf or Vampire. Though you may call upon this being in time of need, she also has the right to call upon you (after all, you are friends). Neither your kind nor hers appreciate such a relationship; while Changelings deal with the Prodigals often, all sides share a healthy distrust of each other. Your friend will not become a walking Glamour battery for greedy Changelings. Such relationships often end badly....The Storyteller will create the character inquestion, and will not reveal its full powers and potencies. 3 Points Supernatural Changeling: The Dreaming Second Edition
Winged You have beautiful wings, be they feathered bird's wings or bat wings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all of your coats. If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner(Wayfare 3). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals. 4 Points Supernatural Changeling: The Dreaming Second Edition Can also be taken as a 2-point Flaw. See Flaws.