TEXT: Written by  Jess Hartley     Developed by Eddy Webb     Edited by Genevieve Podleski     Layout by Jessica Mullins     Art by Avery Butterworth
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  A motley of reAdy-mAde plAyer chArActers  
  for chAngeling: the lost
  
  2
  Personae is a relatively new motley, formed 
  just over a year ago. The Hunchback, who had 
  been dwelling mostly in or near the Hedge 
  surrounding the freehold, ran into a threat 
  larger than he was able to handle himself 
  and suffered grievous injury. He survived, 
  but decided that if he were going to continue 
  to spend large amounts of time within the 
  Thorns, it would be a good idea to have some 
  backup. With an eye towards the safest and 
  most advantageous manner in which to end 
  his lonely vigil, he decided against joining 
  other established motleys in the area, and 
  instead recruited several other functional 
  but undirected loners – Aslan, Romeo and 
  Keridwen – to join him.  Nicola, the newest 
  member of the motley, was added to the group 
  a short time later when it became clear to The 
  Hunchback that her political manipulations 
  could be useful to the motley. 
  Personae takes its name from several sourc-
  es, most of which were mined by Keridwen 
  when she proposed the name for the group. 
  Dramatis Personae is a term used to refer to 
  a casting list of the characters in a book or 
  play, and since every member of the motley 
  uses a name which relates to some sort of fic-
  tional character, she felt it appropriate. And, 
  as Romeo is proud to point out, everyone in 
  the group is (or at least was) “persona non 
  grata” – unwelcome people or those with little 
  value – within the freehold, at least until they 
  joined forces.
  The motley as a whole is closely tied to the 
  city. They rent a large older home in one of the 
  not-so-great areas of town from a disreputable 
  landlord who doesn’t care that they don’t have 
  much in the way of ID or references, so long 
  as they pay regularly and in cash. Between 
  Keridwen’s witchery and Aslan’s physique, 
  thugs, vagrants or would-be thieves rarely 
  bother their home, even though the crime rate 
  is rampant in the area. The house is in poor 
  condition, however, and is often in threat of 
  foreclosure as the owner pockets their cash 
  rent payments and skips out on paying the 
  mortgage. An occasional visit by Aslan is 
  sometimes necessary to ensure that the money 
  reaches its proper destination and the fore-
  closure announcements are put off for a few 
  more months.  It may not be much to look at, 
  but the house serves as a central spot for the 
  motley to protect each other and pool their 
  limited resources to eek out an existence. It 
  also can be used as a site from which to enter 
  the Hedge in relative privacy (a particular 
  boon for The Hunchback).
  In general, Personae’s current primary goal 
  is to protect the motley-members’ safety 
  while keeping an eye out for opportunities 
  to increase their standing within the free-
  hold. Under Nicola and The Hunchback’s 
  cautions, they’ve stayed mostly out of the 
  political circle thus far, watching and learn-
  ing all they can about the area and popula-
  tion before making any grabs for power. Each 
  member has personal goals as well, but each 
  would also like for the group as a whole to 
  be recognized as a useful and important part 
  of the freehold.
  
  3
  Some tension exists between the more intro-
  verted members of the motley (predominantly 
  Nicola, Keridwen and the Hunchback) and their 
  outspoken and flamboyant Spring and Summer 
  cousins. Romeo tends to defuse this situation with 
  humor, flirting with the Hunchback as well as his 
  female motley-mates. He hasn’t carried through 
  with his seductions, however – perhaps he realizes 
  that such an act might eventually drive a wedge 
  between the motley members and harm the safety 
  they’ve built with each other.  Aslan’s boisterous 
  (and egotistical) attitude, on the other hand, may 
  well put the motley into situations that they’d 
  prefer not to be in. They’ve got his back, even 
  when he’s wrong – at least in public. In private, 
  however, they’re likely to dress him down if his 
  attitude gets them into trouble.
  Within the motley, Aslan tends to take the 
  public role of “leader.” His size and powerful 
  presence attract a great deal of attention, and 
  most of those who meet the group assume he 
  leads them with an iron fist. In truth, how-
  ever, the group works in a fairly egalitarian 
  manner, with each individual taking a role of 
  leadership depending on the situation – Aslan 
  for combat and tactical situations, Romeo 
  for social matters, Keridwen for medical or 
  occult situations, The Hunchback for Hedge 
  and defense issues and Nicola for all things 
  political.  While they tend to keep this ar-
  rangement fairly quiet (at The Hunchback’s 
  suggestion – the less potential rivals know 
  about you, the better), it has served them well 
  over the last year.
  
  4
  Quotes: “Nice dress. I bet it would look great on the floor by my bed. Shall 
  we check?”
  “Once you’ve had darkling, you’ll never go back.”
  “There’s something to love in everyone, and I’m ready to brave the depths 
  to find it.”
  Virtue: Charity. Romeo believes that every individual has some-
  thing within them that is capable of inspiring Desire – it’s just a 
  matter of being able to look deeply enough to find it.
  Vice: Lust. While Romeo recognizes that not all desire is carnal, 
  it’s the flavor he prefers to focus on.
  Background: Before your durance, you were a shy and un-
  popular young man, barely able to stutter out a full sentence 
  in the presence of the opposite sex. In your mind, however, 
  you played out intricate fantasies of wooing those around 
  you with suave mannerisms and cunning words. Your Keeper 
  sensed that intense imagination and gave you the opportunity 
  to serve as Her ultimate fantasy lover – a different face and 
  persona for each whim that struck Her. However, in time She 
  grew bored and began sending you out of the Hedge to seduce 
  humans and bring them back to Her. During one such foray, you 
  broke free of Her influence and never went back. For years you 
  traveled the globe, certain your Keeper was at your heels. She’s 
  never shown back up, however, and while you’re still wary, you’ve 
  slowed down long enough to form ties with the rest of Personae, 
  hoping to trade in the speed and flexibility of a lonely life on the 
  road for the strength and support of your motley-mates, should She 
  come looking for you.
  Description: Slim and nimble, you have an effete, almost an-
  drogynous frame, and favor clothing that further blurs the line 
  between historic-feminine and romantic-masculine. In your Mask 
  and “natural” mien, you have the swarthy skin and dark hair and 
  eyes that are mistaken for everything from Greek to Spanish to 
  Black Irish. As a Mirrorskin, however, you’re capable of wearing an 
  almost infinite variety of faces, and tend to change your own fea-
  tures to coincide with whatever are preferred by your current object 
  of affection.
  Romeo
  
  5
  Roleplaying Hints: First and foremost, you want to avoid any chance of your Keeper returning to 
  reclaim you. This desire is followed in almost equal intensity by the desire to keep your former job (as 
  a procurer for your Keeper) quiet, as you fear even your motley will not forgive you if they find out. 
  These fears are masked by a very cavalier playboy attitude and a blatantly flirtatious approach towards 
  everyone and everything you come across. Since joining the motley, you have seduced everything 
  from clowns to queens and hobs to hedgebeasts. It’s not that you’re “easy” per se – you just believe 
  that there’s something desirable to be found in every individual, and if you can’t discover it, it’s just 
  because you haven’t searched deeply enough. Besides, when confronted with such a blatant façade, 
  few search deeper to discover your real secrets – which suits you just fine.
  Weapons/Attacks:
  Type 
  Damage 
  Range 
  Dice Pool
  Pistol, Lt. 
  2 
  20/40/80 
  6
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  	
  Romeo 
  Desperate Casanova 
  Darkling 
   
   
  Charity 
  Mirrorskin
   
   
  Lust 
  Spring
      
         
    
  Lost Court Structure
  Harvest (Emotion)  
  Mantle (Spring)
  Striking Looks
   5
      3
   
       4
     4
      
         
    Shadows
      
         
       Seduction
    
       Half-truths
  The Motley Oath (Personae)
  Darkness (Creeping Dread) 
    (Night’s Distractions) 
  Eternal Spring 
    (Gift of Warm Breath) 
  Fleeting Spring 
    (Cupid’s Eye)
    (Growth of the Ivy)
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  Seasoned Character
  	
  Romeo 
  Desperate Casanova 
  Darkling 
   
   
  Charity 
  Mirrorskin
   
   
  Lust 
  Spring
      
         
    
  Lost Court Structure
  Harvest (Emotion)  
  Mantle (Spring)
  Striking Looks
  Barfly
  Resources
   5
      3
   
       4
     4
   
  35
      
         
    Shadows
      
         
       Seduction
    
       Half-truths
  The Motley Oath (Personae)
  Darkness (Creeping Dread) 
    (Night’s Distractions) 
  Eternal Spring 
    (Gift of Warm Breath) 
  Fleeting Spring 
    (Cupid’s Eye)
    (Growth of the Ivy)
  
  8
  AslAn
  Quotes: “I act for those who cannot act for themselves.”
  “Might does not make right, but it allows right to prevail.”
  “If you are not capable of doing what must be done, stand aside so 
  that someone else can.”
  Virtue: Justice. Aslan will do whatever is necessary to 
  promote the greater good – as he sees it.
  Vice: Pride. Aslan needs to be the center of 
  attention, especially when he’s promoting the 
  greater good.
  Background: As a young man, you used your 
  large size and fierce temper to get your way. 
  Whether it was bullying classmates into 
  doing your homework or “encouraging” 
  sexual favors from your dates, you never 
  hesitated to use whatever tools were at 
  your disposal to intimidate others into 
  doing what you wanted.  Unfortunately 
  for you, neither did your Keeper, and one 
  night after a particularly rowdy frat party, 
  the team’s star quarterback went missing 
  and you found yourself in your Keeper’s 
  gladiatorial pit.
  You spent what seemed like an eternity 
  fighting anything and everything He threw at you. 
  But outside of the ring, in your dank, dark cage, you 
  organized a mutiny amongst your fellow fighters. And, 
  when the time was right, you triggered the attack. It’s 
  too much to think that you killed Caesar, although you 
  left Him bleeding and nearly beheaded on the marble 
  floor at your feet. Nonetheless you escaped, taking the 
  chirugeon who had loyally bandaged your wounds over 
  your durance with you. Limping and bleeding, you dragged 
  yourself and Keridwen back through the Hedge and into the 
  mundane world. 
  
  9
  It took your wounds only a few days to heal, especially with her help. But by the time they did you 
  had already begun butting heads with the more established members of the freehold. They may not 
  appreciate your brusque and straightforward ways, but you’ve never been one to back down from a 
  challenge, especially not from a “beta.”
  Description: You move with confident grace, every bit the alpha predator. Whether sitting or 
  standing, you take up space, with a widespread stance and arms akimbo. Your voice is loud and deep, 
  although when you are angry it often drops to a low threatening tone that strikes fear in the hearts 
  of those around you. You dress to impress, in hedgespun clothing designed to enhance, but never to 
  overshadow your own inherent beauty. 
  Roleplaying Hints: You demand attention – you are worthy of it and you had darn well better 
  receive it. You often wrap your own desires and goals in the guise of the greater good, but few would 
  ever mistake you for a selfless soul. You protect your motley in no small part because they seem con-
  tent to let you have the spotlight when they’re around, and provide you with the feeling of running 
  your own “pack.”
  Weapons/Attacks:
  Type 
  Damage 
  Range 
  Dice Pool 
  Special
  Brawl 
  0(L) 
  - 
  7 
   
  Great Ax 
  5(L) 
  - 
  12 
  9-again
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  	
  Aslan 
  Confident Bully 
  Beast 
   
   
  Justice 
  Hunterheart
   
   
  Pride 
  Summer
      Tactics
         
    
  Giant  
  Iron Stamina  
  Mantle (Summer) 
   6
      3
   
       4
     6
     Flak Jacket (2/3), Str 1, Def -1
      
  Submission Holds
         
    Moving Quietly
        Big Cats
         
    
  The Motley Pledge (Personae)
  Fleeting Summer(Baleful Sense)
    (Goblin’s Malignance) 
    (Friendless Tongue) 
  Fang and Talon (Feline) 
    (Tongues of Birds) 
    (Beast’s Keen Senses) 
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  Seasoned Character
  	
  Aslan 
  Confident Bully 
  Beast 
   
   
  Justice 
  Hunterheart
   
   
  Pride 
  Summer
      Tactics
         
    
  Giant  
  Iron Stamina  
  Mantle (Summer) 
    6
      3
   
       4
     6
     Flak Jacket (2/3), Str 1, Def -1
    
     35
      
  Submission Holds
         
    Moving Quietly
        Big Cats
         
    
  The Motley Pledge (Personae)
  Fleeting Summer(Baleful Sense)
    (Goblin’s Malignance) 
    (Friendless Tongue) 
  Fang and Talon (Feline) 
    (Tongues of Birds) 
    (Beast’s Keen Senses) 
  Contract of Stone
  
  12
  Quotes: “You don’t have any idea what you’re dealing with there, do you? 
  Here, let me take a look.”
  “No, I’m not a doctor. I’m just interested in keeping folks alive – at least until 
  I have learned everything they have to share with me.”
  “That’s ridiculous. It won’t work. They tried that in ‘72 outside of Vercilli, 
  and then again at the Lost Oasis in ’99. Heck, it’s not entirely dissimilar 
  from the Straw Man ritual documented in Barrow’s treatise from the early 
  1700s. Why don’t people learn from the past?”
  Virtue: Faith. There is no such thing as an unsolvable mystery. 
  The answer to every problem lies somewhere – you just have to 
  look in the right place.
  Vice: Greed. When it comes to information, especially about 
  history and the occult, you’re nigh insatiable.
  Background: Before your durance you had it all – looks, money, brains. You 
  had just finished med school and married your high school sweetheart when 
  you came across an accident at a crossroads on the way to the airport for your 
  honeymoon. You climbed out of the car, prepared to act as a first responder 
  on the scene, just as leaking gas from the overturned car exploded into an 
  inferno of heat and light. You woke to the words “Physician, heal thyself,” 
  and, to your amazement, you did just that. As soon as you were conscious 
  you were put to work tending the wounds and illnesses of your Keeper’s prize 
  fighting “pets” – brave and desperate creatures who were once human but 
  who had now degenerated into little more than savage beasts. As a servant, 
  you were little more than a tool to Caesar, your Keeper, who built His 
  realm in a decadent fashion that would have left the most glorious of the 
  Roman Emperors weeping in shame at their inadequacies.
  You watched Aslan for years, tended his wounds, but feared that 
  a beautiful creature like him could never come to have feelings for 
  the wretched creature you’d become. Then one night there was 
  the sound of battle – not in the arena, but in the hallway just 
  outside your quarters. He burst into the room and rescued you, 
  and you’ve followed him ever since. You still can’t bring yourself 
  to tell him of your feelings, so you have dedicated yourself to 
  researching every bit of fae magic you can. You just know that 
  someday you’ll discover the secret to turning yourself back 
  into the attractive woman you once were – and then 
  you and he can live happily ever after.
  KeRidwen
  
  13
  Description: You hate the creature your Keeper made you into, all pale-grey skin, skinny 
  limbs and alien features. Even worse, you hate the way others look at you, like you’re some 
  sort of freak even amongst the Lost. You dress to cover yourself as much as possible, in modest 
  clothing, gloves, dark glasses and scarves. But you know, deep inside, that they still see the 
  thing you’ve become.
  Roleplaying Hints: Knowledge is your shield from the harsh stares of the world around you. You 
  tend to be fairly quiet, although you can’t stand it when others around you are ignorant of even the 
  simplest facts and history about the topics they’re discussing, quickly weighing in with the informa-
  tion you so easily remember through your Encyclopedic Knowledge. 
  You stick near Aslan as much as you can, although you’re careful to make sure that you’re not mak-
  ing him uncomfortable. You know he can’t really appreciate you until you’ve found a way to regain 
  your former beauty. Time passed while you were in Arcadia, long painful decades that left your former 
  husband in a grave before you’d even escaped. You won’t lose Aslan so easily – you won’t allow that 
  to happen.
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  	
  Keridwen 
  Lorekeeper & Medic 
  Wizened 
   
   
  Faith 
  Chiurgeon
   
   
  Greed 
  Autumn
      Lost History
         
    Ceremonies
  Encyclopedic Knowledge 
  Autumn Mantle 
   5
      2
   
       5
     3
      
         
    Shadows
      
     Sense Fear
         
       
  The Motley Pledge (Personae)
  Fleeting Autumn  
    (Witches Intuition) 
    (Tale of the Baba Yaga) 
  Goblin – Burden of Life 
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  Seasoned Character
  	
  Keridwen 
  Lorekeeper & Medic 
  Wizened 
   
   
  Faith 
  Chiurgeon
   
   
  Greed 
  Autumn
      Lost History
         
    Ceremonies
  Encyclopedic Knowledge 
  Autumn Mantle 
  Contacts (Hospitals)
   5
      2
   
       5
     3
   
    35
      
         
    Shadows
      
     Sense Fear
         
       
  The Motley Pledge (Personae)
  Fleeting Autumn  
    (Witches Intuition) 
    (Tale of the Baba Yaga) 
  Goblin – Burden of Life 
  
  16
  Quotes: “Was that really necessary?”
  “I might be able to find something like that for you – assuming you have a similar value to exchange 
  for it?”
  “Go on, eat it. Can’t have you bleeding out Glamour here in the Hedge where it might attract the wrong 
  kind of attention.”
  Virtue: Prudence. By stilling his own volatile nature, The Hunchback believes he can not only 
  reduce his own likelihood of being detected by the Others, but also serve as an example for others.
  Vice: Gluttony. A little preparation is never enough. Although he is willing to share (or at least 
  trade) his bounty with others, he always reserves more than enough to aid him and his motley in 
  dealing with potential challenges.
  Background: Even your motley knows very little about you, the mysterious ogre known as the 
  Hunchback. When you stepped out of the Hedge near the freehold, wrapped in your heavy cloak and 
  hood, many mistook you for a hobgoblin. Your near-silence, humped shoulder and deferential man-
  nerisms only added to this impression. However, you quickly established your usefulness not only to 
  the freehold but the local Goblin Market as well, 
  earning a reputation as an astute harvester of 
  Hedge bounty as well as an insightful spirit on 
  all things Hedge-born. 
  In truth, you remember very little about 
  your past self. Occasionally you get snip-
  pets of thoughts, feelings that you could 
  have prevented 
  yourself from 
  being taken 
  if you’d just 
  paid atten-
  tion, if you’d just been prepared. But the specifics 
  are gone. You know you ended up working in 
  a goblin market (or maybe several) for years 
  and years, and that one day you just wandered 
  out of the Hedge, apparently having fulfilled 
  whatever contract or agreement you had with 
  them. And, apparently whatever you did for them 
  was satisfactory, as you’ve had no problems dealing 
  with the Markets since your return.
  The hunchbAcK
  
  17
  You founded the motley just over a year ago, calling in favors from the other three original mem-
  bers who had relied upon your information and access to fae items quite extensively. Although you 
  are still the most aloof and disconnected member of the group, they protect you (and you them) 
  out of genuine affection, as well as a vested interest in the health and strength of the motley. 
  They are well aware that the group would be weaker without the steady stream of useful items and 
  information you provide. 
  Description: Short and slim for one of your seeming, your ogre-esque hulking nature seems to 
  manifest in the prominent twisted shoulder-hump that spawned your nickname. You rarely appear in 
  public without a massive hooded cloak of heavy cloth, an accoutrement that is intended to minimize 
  your hump, but instead only sets it to the forefront. You speak politely at all times, and in a low, 
  rumbling voice like the sound of distant avalanches. 
  Roleplaying Hints: Your primary motive is to protect yourself first, your motley a close second and 
  the rest of the freehold and local human population a distant third. You believe strongly in being 
  prepared, always being on the look-out for ways to “arm” yourself and your motley mates with a wide 
  variety of Goblin Fruits, oddments, trifles, hedgespun items and mundane resources – whatever might 
  aid them in avoiding the hungry eyes and dominant strength of the True Fae. 
  You are always looking for reliable additions to your personal and collective defenses. You are ex-
  tremely alert and observant, and just a tad skeptical, requiring proof before you utterly throws your 
  belief toward something.
  Weapons/Attacks:
  Type 
  Damage 
  Range 
  Dice Pool 
  Brawl 
  0(B) 
  - 
  4 
  Club 
  2(B) 
  - 
  6
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  	
  The Hunchback 
  Quiet Conservator 
  Ogre 
   
   
  Prudence 
  Farwalker
   
   
  Greed 
  Winter
      
         
    Goblin Markets
  Goblin Fruit 
  Mantle (Winter) 
  Token (Deadman’s Boots)
   
   5
      2
   
       5
     4
      
         
    The Hedge
     The Hedge
   
  Club
      
         
    
  The Motley Pledge (Personae)
  Eternal Winter 
    (Jack’s Breath)
    (Touch of Winter)
    (Riding the Devil’s Jawbone)
  Fleeting Winter 
    (The Dragon Knows) 
    (Slipknot Dreams) 
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  Seasoned Character
  	
  The Hunchback 
  Quiet Conservator 
  Ogre 
   
   
  Prudence 
  Farwalker
   
   
  Greed 
  Winter
      
         
    Goblin Markets
  Goblin Fruit 
  Mantle (Winter) 
  Token (Deadman’s Boots)
  Hollow Size
  Hollow Amenities  
  Hollow Doors 
   5
      2
   
       5
     4
   
     35
      
         
    The Hedge
     The Hedge
   
  Club
      
         
    
  The Motley Pledge (Personae)
  Eternal Winter 
    (Jack’s Breath)
    (Touch of Winter)
    (Riding the Devil’s Jawbone)
  Fleeting Winter 
    (The Dragon Knows) 
    (Slipknot Dreams) 
  
  20
  Quotes: “I’m certain that we can come to an 
  understanding.”
  “Let’s not allow emotion to overcome our intel-
  lect on this matter, shall we?”
  “Those who allow themselves 
  to be governed by their hearts will 
  often find themselves ruled by those 
  who do not.”
  Virtue: Temperance. Nicola 
  walks a careful path, being certain 
  not to tip her hand until she is sure 
  of the outcome.
  Vice: Pride. Be-
  cause she remains 
  aloof from emotional 
  entanglements, Nicola sees 
  herself as better than those 
  who allow their actions to 
  be dictated by whim rather 
  than will.
  Background: Your earliest 
  memory is of sitting on the stairs eaves-
  dropping. Below you, your parents slung 
  verbal barbs back and forth at each other, 
  and to this day you still remember the secrets they 
  revealed as they each reached for more and more hurtful in-
  sults to add to the argument. As a middle child whose youth 
  was shattered by an exceedingly messy divorce, you learned 
  early on how to verbally dance circles around your family, 
  using words to manipulate the emotions of those around you 
  while remaining safely distant in a shield of immutable logic 
  yourself. That shield, however, couldn’t protect you from abduc-
  tion, and on a debate club field trip you were stolen between 
  events by someone who fancied He had a better use for your 
  unique skills.
  ni colA
  
  21
  Your Keeper, an ice-hearted Gentry who called Himself the Barrister, used you first as a research 
  assistant and spy to gather information on His enemies and come up with interesting and unique ways 
  to use it. Eventually He honed your skills (and hardened your heart) to the point where you were 
  capable of drafting agreements and verbally sparring with His enemies on His behalf. You escaped 
  after finding a technical loophole in the legalese of the contract that bound you into His service and 
  returned to the mortal world, only to find that your place had been taken by a much more complacent 
  simulacrum of yourself. After mulling over the pros and cons of the situation, you left your hometown 
  and your former life to your fetch, and set about looking for a new start. Most of the strongly established 
  motleys seemed wary about accepting a new member whose greatest merit seemed to be the ability 
  to manipulate others into doing what she wanted, but The Hunchback seemed to see something of 
  value in you and invited you to join.
  Description: You know the old saying that “clothes make the man” is at least partially true, 
  and you always dress to impress. Your choices are more often powerful than fashionable, however, 
  favoring outfits that add additional weight to your stature and apparent authority. Your hairstyle, 
  perfume, jewelry and mannerisms lean towards classic elegance, smooth and strong. Everything 
  about you is designed to make an impact on those around you without leaving so much as a minute 
  chink in your armor.
  Roleplaying Hints: You prefer to listen to all sides before making an internal decision about the 
  best path. This is often the one that is most beneficial to you, although you have learned early on that 
  if you can convince others that they are “winning” in a given situation, you’re much more likely to 
  get your own way. You are cool and calculating, even with your motley, although you recognize that 
  it is important to keep their needs met in order to be able to call upon them as a resource. 
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  	
  Nicola 
  Cool Manipulator 
  Elemental 
   
   
  Temperance 
  Snowskin
   
   
  Pride 
  Courtless
      
         
    
   Court Intrigue
  Court Goodwill (Autumn)
  Court Goodwill (Spring) 
  Court Goodwill (Summer)
  Court Goodwill (Winter)
  Resources
  Striking Looks
   5
      2
   
       4
     4
      
         
    Eavesdropping
      
     Body Language
         
      Logical Arguments
    
  The Motley Pledge (Personae)
  Elements (Ice) 
    (Cloak of the Elements) 
    (Armor of the Elements’ Fury) 
  Fleeting Spring 
    (Cupid’s Eye) 
  Hearth 
    (Fickle Fate)
    (Favored Fate) 
  
  Clarity
  10 
  O
  9 
  O
  8 
  O
  7 
  O
  6 
  O
  5 
  O
  4 
  O
  3 
  O
  2 
  O
  1 
  O
  Skills
  Name:
  Player:
  Chronicle:
  Concept:
  Virtue:
  Vice:
  Seeming:
  Kith:
  Court:
  Power
  Finesse
  Resistance
  Attributes
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  Other Traits
  Merits
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Flaws
   
   
   
   
   
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Pledges
   
   
   
   
   
   
   
   
   
   
   
   
   
  O O O O O O O O O O O O O O O O
  Health
  Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 
  Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • 
  Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 
  1/2 maximum (determined by Wyrd).
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Mental
  (-3 Unskilled)
  Academics 
  OOOOO
  Computer 
  OOOOO
  Crafts 
  OOOOO
  Investigation 
  OOOOO
  Medicine 
  OOOOO
  Occult 
  OOOOO
  Politics 
  OOOOO
  Science 
  OOOOO
  Physical
  (-1 Unskilled)
  Athletics 
  OOOOO
  Brawl 
  OOOOO
  Drive 
  OOOOO
  Firearms 
  OOOOO
  Larceny 
  OOOOO
  Stealth 
  OOOOO
  Survival 
  OOOOO
  Weaponry 
  OOOOO
  Social
  (-1 Unskilled)
  Animal Ken 
  OOOOO
  Empathy 
  OOOOO
  Expression 
  OOOOO
  Intimidation 
  OOOOO
  Persuasion 
  OOOOO
  Socialize 
  OOOOO
  Streetwise 
  OOOOO
  Subterfuge 
  OOOOO
  Seeming Blessing: 
   
   
   
  Seeming Curse: 
   
   
   
  Size: 
   
  Defense: 
   
  Initiative Mod.: 
   
  Speed:  
  Armor:  
  Experience: 
   
  Seasoned Character
  	
  Nicola 
  Cool Manipulator 
  Elemental 
   
   
  Temperance 
  Snowskin
   
   
  Pride 
  Courtless
      
         
    
   Court Intrigue
  Court Goodwill (Autumn)
  Court Goodwill (Spring) 
  Court Goodwill (Summer)
  Court Goodwill (Winter)
  Resources
  Striking Looks
   5
      2
   
       4
     4
   
     36
      
         
    Eavesdropping
      
     Body Language
         
      Logical Arguments
    
  The Motley Pledge (Personae)
  Elements (Ice) 
    (Cloak of the Elements) 
    (Armor of the Elements’ Fury) 
  Fleeting Spring 
    (Cupid’s Eye) 
  Hearth 
    (Fickle Fate)
    (Favored Fate)
  Fleeting Autumn 
  
  24
  storyteller Advice 
  Personae Directed
  One of the dominant themes in Changeling: 
  The Lost is coping with (and overcoming) loss. 
  Picking up the pieces of what was left behind 
  is rarely possible for the Lost. But those things 
  – companionship, safety, trust, camaraderie 
  and even love – are just as important to the 
  returned changeling than they were to the hu-
  man he once was. Since recovering the past is 
  unlikely, ways are found to achieve those goals 
  within the context of one’s new existence. The 
  motley fulfills many of those needs. Bound by 
  pledge to aid one another no matter what, 
  the motley becomes a bizarre combination of 
  fraternal organization, gang, family, military 
  unit and sometimes even marriage. Unlike 
  the freehold, where Lost are loosely allied, 
  the motley binds those involved into a tightly 
  woven unit. Their fates are aligned, at least for 
  the duration of the pledge.
  Because of these ties, motley-focused games 
  often do best when the group is faced with chal-
  lenges that they are able (and motivated) to aid 
  one another with. Not every plot thread will 
  equally hook all members (see “Personae Dismem-
  bered” below for story ideas for each of Personae’s 
  members), but stories which set members against 
  each other may quickly result in one party or 
  another violating their pledge’s Task (Greater 
  Alliance) which requires them to give their re-
  sources and assistance freely and aid one another 
  even unto death.
  On a meta-level, this type of story often in-
  volves a problem being presented to the motley, 
  which they then must deal with as a group. This 
  can be as simple as an outside force attacking 
  them, or as deep and philosophical as deciding 
  where the lines of right and wrong lie. In The 
  Fear-Maker’s Promise, a Storyteller Adventure 
  System product for Changeling: The Lost, the 
  group is challenged to determine whether the 
  ends (protecting the city’s children against 
  predation by the True Fae for a year) justifies 
  the means (ritually torturing an innocent child 
  who acts as a symbolic scapegoat for the ritual). 
  Individual characters within the motley may 
  have different reactions to this. The Hunch-
  back, with his focus on safety and protection, 
  may well see this as unpleasant but necessary 
  sacrifice, while Romeo might prefer to leap to 
  the lovable child’s defense. As a group, how-
  ever, they will have to determine which course 
  of action to throw their weight behind. Does 
  Keridwen lobby for it, simply to gain access to 
  the knowledge of the ritual (and the potential 
  harvest of Glamour in the form of intense fear 
  from the child)? Does Aslan see the scapegoat as 
  the underdog to be protected, or simply a means 
  to accomplish a greater good? What political 
  repercussions does Nicola anticipate from the 
  motley either supporting or attempting to block 
  the ritual, and how will that effect the group’s 
  standing in the freehold? 
  Regardless of the specific challenge facing 
  the group, while individual members of the 
  motley will make their own decisions about 
  the good or evil of the situation, ultimately 
  their fates are tied together, and (unless one 
  is willing to break the Motley Pledge) they 
  must decide on a joint path to deal with the 
  challenge before them.
  Personae Modified
  Removing Cast Members
  When a character group is created to work 
  together, each individual within that group usu-
  ally performs one or more vital roles for the unit 
  as a whole. Challenges abound for the Lost, and 
  there is little room for redundancy in a motley of 
  five characters. However, not all player groups 
  will include a full five players, which means that 
  Storytellers who wish to use Personae as player 
  characters for a four- or fewer player game will 
  have to make some decisions about how to handle 
  the player to character ratio. One option would be 
  to allow the players to choose from among the es-
  tablished motley members for their own characters 
  and then to run the remaining motley characters 
  as Storyteller characters. This maintains the group 
  dynamic, but can be taxing on a Storyteller who 
  is then responsible for fulfilling both protagonist 
  and antagonist roles.
  
  25
  An alternate (and perhaps easier) method is 
  simply to discard any characters that are not cho-
  sen by players. For some, since their backgrounds 
  are not as firmly entwined with other motley 
  members, this is simple. Nicola, for example, 
  could be pared from the motley without chang-
  ing any other character’s background, as she was 
  added to the motley after the initial formation. 
  And, while the rest of the motley all joined at 
  the same time, only Keridwen and Aslan have 
  background history that goes beyond their es-
  cape. Even if one is discarded and the other one 
  played, the history can remain the same and a 
  simple story put into place to explain the ab-
  sence – one or the other didn’t make it through 
  the Thorns, died as a result of injuries sustained 
  during the escape, left after the escape either due 
  to a fight with the other or an unrelated incident 
  or now shuns the other’s company. 
  Extracting one or more characters from the 
  motley may be a simple matter history-wise, but no 
  character can be removed without leaving a gap 
  in the motley’s resources. However, these chinks 
  in their proverbial armor can provide interesting 
  challenges to the remaining characters as they are 
  forced to find ways to use their abilities in unique 
  manners or to recruit allies and resources from 
  outside the motley to help them accomplish the 
  tasks before them.
  For example, while the absence of their pre-
  mier diplomat will leave the motley a bit weaker 
  in political arenas (particularly problematic if 
  they’re dealing with inter-court politics, such as 
  those presented in The Rose-Bride’s Plight), 
  that simply means that they may have to find 
  other means of interacting with the freehold 
  hierarchy. Similarly, the absence of Aslan would 
  leave the group without much in the way of 
  combat prowess, and they may have to avoid 
  physical confrontations, finding social means to 
  overcome challenges. Keridwen holds much of 
  the group’s occult knowledge (and healing abil-
  ity). Without her presence, the motley may have 
  to barter for information from others within the 
  freehold (or travel to the Goblin Market to buy 
  it there). This could come into play strongly if 
  they are investigating the Children’s Contract 
  from The Fear-Maker’s Promise, but is equally an 
  issue for any occult investigation. They will also 
  have to be a bit more careful about entering into 
  combat without their in-house physic. Romeo’s 
  social adroitness and the ability to mimic others 
  are resources which can be drawn on to address 
  a variety of challenges – without them, they may 
  be unable to verify their hunches with cold, hard 
  facts, and may have to act a bit more on instinct 
  and assumption. And, since The Hunchback is 
  their heavy hitter in terms of everything Hedge-
  focused, excluding him may strongly deplete the 
  motley’s resources and access to fae items and 
  goblin fruit, requiring them to seek outside of the 
  motley for such substances. 
  You may wish to keep such gaps in character 
  abilities in mind when planning adventures 
  for them. While it is a positive thing to pres-
  ent characters with situations wherein they 
  (and their players) must find imaginative and 
  creative solutions to bridge gaps in their own 
  skills and resources, being steamrolled over by 
  plotlines that they do not have the ability to 
  deter, let alone solve, is rarely fun for players 
  or characters.
  Adding Cast Members
  While Personae is a pretty balanced group of 
  characters, some player groups may be larger 
  than five members, necessitating additional 
  characters to be added to the group. Or, perhaps 
  a player just doesn’t find one of the offered 
  motley that really resonates with her, and she’d 
  prefer to create something different to include 
  in the group. Since the nigh-infinite variations 
  of character types available in Lost provides 
  very little in the way of limits or shoe-horning 
  of character types, one of the easiest ways to 
  decide what type of characters might be a good 
  addition to the motley is by looking at what 
  skills and abilities are not fully represented in 
  the core motley and creating characters to fulfill 
  those needs. For example, none of the existing 
  members of Personae are adept with dream work 
  (at least not beyond the basic abilities that all 
  Lost possess), nor are any focused on crafting 
  and creation of practical or aesthetic items. 
  Creating a character who specifically worked 
  with dreams and nightmares or who specialized 
  
  26
  in making and perfecting physical items might 
  be a boon to the group. While these characters 
  could be of any Seeming or Court, both types of 
  characters would likely have high Intelligence 
  and Wits, with skills and Contracts focused on 
  their individual areas of expertise (Contract of 
  Dreams for the oneiromancers and Artifice for 
  the craftsman). Similarly, although both Aslan 
  and Romeo are impressive socially in their 
  own ways, none of the motley are performance 
  focused (oration, music, dance, writing, etc.), 
  and despite having four seasonal court mem-
  bers, none are highly focused on controlling the 
  weather or environment. 
  Outside Resources
  While this product is focused entirely 
  on the Lost resources available within 
  the core book, other products in the Lost 
  line can be used to focus characters (the 
  offered motley members or new additions) 
  in specific ways, and to hone their abilities 
  in particular directions. 
  The Merits offered in Rites of Spring 
  give abilities or bonuses that would be use-
  ful in fleshing characters in certain ways, 
  for example. As well, some of the Contracts 
  offered in Rites of Spring (Forge, Hours, 
  Moon, Omen or the Wild) or in Lords 
  of Summer (additional Court Contracts) 
  or Winter Masques (additional Seeming 
  Contracts) could go a long ways towards 
  providing the motley with abilities that 
  they don’t have access to from the main 
  Changeling: The Lost rulebook alone. 
  While it is possible to simply hand-wave the 
  inclusion of new characters into the motley, 
  stating they’d been part of the original group or 
  were adopted into the motley early on, it can be 
  more satisfying for players (and provide a richer 
  in-character experience) if the new characters 
  have some sort of tie to the existing ones. A num-
  ber of possible character tie-ins for each existing 
  character are provided below.
  Aslan
  Pre-durance: Classmate, sibling, parent, date, 
  teacher, football team member, cheerleader, 
  towel/water boy, target of bullying
  During durance: Support staff for fights (medic/
  armorer/weapons maker/guard), rival in fights, 
  someone rescued during escape, someone left 
  behind to escape on their own
  Post-durance: Rival, beta, crush, underdog who 
  has been protected
  The Hunchback
  Pre-durance: Due to lack of memory, it could 
  be almost anything! Forgotten spouse, co-worker, 
  rival – all options are open.
  During durance: Co-servant of forgotten 
  Keeper, client in the Goblin Market, merchandise 
  sold in the Goblin Market
  Post-durance: Client, individual present when he 
  was still thought of as a hobgoblin, rival “supplier”
  Keridwen
  Pre-durance: Former husband, former hus-
  band’s new spouse or child, medical school peers, 
  others involved in the accident (other victims, 
  police, firefighters, news reporters)
  During durance: Gladiator/former patient, fel-
  low medic, servant of Caesar 
  Post-durance: Rival for Aslan’s attention, for-
  mer patient, fellow historian/lorekeeper
  Nicola
  Pre-durance: Childhood friend, sibling, debate 
  team members, teacher
  During durance: Co-researcher, “lawyer” for 
  rival Gentry, enforcer for Barrister’s edicts
  Post-durance: Family member who believed 
  fetch to be Nicola, 
  Romeo
  Pre-durance: Crush, teacher, fellow student, 
  rival geek
  During durance: Fellow/rival lover of Keeper, 
  target brought across by Romeo, jealous servant 
  who envied Romeo’s pampered status
  Post-durance: Jilted lover, satisfied ex-lover, jealous 
  spouse of ex-lover, wingman, friendly flirt partner
  
  27
  Personae  
  Dismembered
  While Storytelling for a motley includes a 
  need for attention to the balance and health of 
  the group as a whole, story hooks and sub-plot 
  threads that involve each individual member 
  of the motley can be useful to enrich the full 
  tapestry of a story, especially in an ongoing 
  chronicle. Below are some suggestions for stories 
  that could be used for minor or major plot hooks 
  for each individual character. Storytellers can 
  use these to bring a character into the spotlight 
  for a time, or to pull a shy player more firmly 
  into the action. Care should be taken, however, 
  to make sure that no one player (or character) 
  receives the brunt of the attention (negative or 
  positive) over the long run, which might make 
  the rest of the motley’s players feel as if they 
  were merely window dressing for the primary 
  character’s adventure.
  Aslan
  • Aslan comes face to face with one of the 
  people he bullied relentlessly before his ab-
  duction. The victim forgives him, even offers 
  friendship – but is it genuine, or does he have 
  something up his sleeve?
  • A dominant, and obviously more powerful, 
  predator-beast challenges Aslan for “leader-
  ship of his pack.” How will the lion-beast 
  respond, and how will his motley react?
  • Something is triggering Aslan’s fury, making 
  his temper ever shorter and driving his rage 
  to new heights. Will his motley be able to 
  discover the source of the problem before he 
  does something unforgivable? 
  Keridwen
  • After encountering an Antiquarian with the 
  library of her dreams, Keridwen is invited to 
  share in the wealth of resources there – but 
  she must leave her motley to do so. Will she 
  sacrifice those she’s oathbound to, for the 
  sake of perhaps finding the secret to restore 
  her beauty?
  • A flirtatious Spring courtier sets her 
  sights on Aslan. Will Keridwen finally 
  admit her feelings to her motley-mate, or 
  will she watch from the sidelines as he is 
  seduced away?
  • Disaster strikes, and two of Keridwen’s 
  motley mates lay dying. Which one will 
  she save, and will the others forgive her for 
  her choice?
  Nicola
  • Nicola is offered a position at the right 
  hand of the reigning monarch, serving as 
  an honored advisor. Her motley-mates, 
  however, have heard it is actually a po-
  litical trap and that the ruler plans on 
  socially sacrificing the Elemental as an 
  example of what happens to those who 
  over-reach their station. Will she listen 
  to them, or is her own desire for rank 
  and power too great for their words to 
  breach it?
  • While eavesdropping on a discussion 
  between two members of the freehold, 
  Nicola sees them referring to a map 
  with several locations circled in red ink 
  on it. A week later, a building catches 
  fire in one of those neighborhoods, and 
  a prominent member of the freehold is 
  found dead in the ashes. Will she admit 
  what she saw before another Lost dies? 
  What actions will she take when the 
  conspirators deny any knowledge of such 
  a map?
  • Nicola is hired to defend one of the 
  members of the freehold accused of be-
  ing a Loyalist. After taking the job, she 
  discovers evidence that suggests several 
  of the prominent members of the freehold 
  may have wittingly or unwittingly con-
  tributed to Loyalist activities. Bringing 
  this information to the light will certainly 
  result in at least political repercussions, if 
  not physical retaliations. Will she keep 
  her mouth shut, or share what she thinks 
  she knows?
  
  28
  The Hunchback
  • The Hunchback is offered a treasure at the 
  Market – a secret about each of his motley-
  mates that no one but the individual involved 
  knows. The catch? He can never tell what 
  secret he bought. Will he barter for the infor-
  mation, and how will the rest of the motley 
  react if they know he has done so?
  • A hobgoblin claiming to be The Hunch-
  back’s former employer appears, demanding 
  that he finish out his indentured period of 
  service. The hob claims it will bring the 
  wrath of the local Markets down on the 
  freehold if The Hunchback doesn’t agree 
  to return.
  • A recent purchase from the Goblin Mar-
  ket breaks, chips, tears or otherwise opens 
  to reveal a previously hidden compartment. 
  Within is what appears to be a map of some 
  sort, with various challenges scratched out in 
  red ink on the vellum, and a large destination 
  marked with an X. Will The Hunchback be 
  able to resist his curiosity as to what lies at 
  the hidden location?
  Romeo
  • While wearing the face of a stranger he saw 
  on the street, Romeo is chased by those who 
  insist he “give back” what he took from them. 
  He manages to escape, but it’s clear from their 
  insistence that the item they were looking for 
  was very important. Can he convince the rest 
  of the motley to help him discover the item 
  and perhaps glean its import?
  • Romeo is approached by a member of the 
  freehold and asked to impersonate them 
  for a day, in exchange for an exceedingly 
  large amount of money. Nothing danger-
  ous, just go through their day-to-day life 
  for 24 hours. Regardless of whether he 
  agrees or not, midway through the day 
  he was asked about, the person’s body is 
  discovered, brutally murdered, and Romeo 
  is interrogated about what he knows about 
  the situation.
  • A young woman shows up asking for Romeo, 
  and claims to be his child. Will he believe her, 
  or is this just another trick of the Gentry to 
  mess with his sanity?
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Changeling - The Lost/Changeling the Lost - Ready-Made PCs.pdf