Changeling: The Lost Tokens, Trifles, Oddments, and Goblin Fruits

Tokens

Name and Dots: The name of the Token and its relative level of potency (and thus the number of dots in the Token Merit that it can be purchased with). Most tokens range from • to •••••.

Action: The type of action that the token is activated with. Activating a Token requires a successful Wyrd roll, the expenditure of one point of Glamour, or the use of the Catch (see below).

Effect: The Token's effect upon activation.

Mien: Tokens normally look uninteresting and dull, though when activated, they reveal a supernatural mien to those who can see through the Mask.

Drawback: The price of using the Token.

Catch: A dread cost that anyone (mortal, changeling, or otherwise) can pay to activate a Token without a Wyrd roll or Glamour expenditure. The Catch occurs in tandem with the Drawback unless otherwise noted.

Reference: The page(s) in a Changeling: the Lost rulebook in which this Token is located.


If a row in a table is red, it is a custom or homebrew Token. Storytellers should only add them into their games with careful consideration.


Token Action Effect Mien Drawback Catch Reference
Ace in the Hole (•) Instant When placed over the lock of a door, any locks attached to that door impose a -2 modifier to attempts to pick them and remove the 10-again rule from such attempts. The card appears to be a dirty, dusty Tarot card — often the Empress or Fool. The figure on the card sometimes blinks and mouths silent words. The card's edges drip with a dark, viscous liquid. The user always cuts himself, taking a point of Bashing damage. For the rest of the day, lose 10-again. Changeling 202
The Cracked Mirror (•) Instant The user is able to see and communicate with her fetch for a number of turns equal to the user's Willpower score (plus 1 minute per extra Willpower point spent). The crack in the mirror melts away. A cool fog drifts up from the glass as the fetch's face is present. The fetch becomes aware of the changeling's location. The user must cut their face, dealing 1 Lethal damage. Changeling 202-203
Driver's Little Helper (•) Reflexive When activated in a car, the car runs without expending fuel, confers a +1 to Drive rolls, and allows the user to cut usual driving times by about one third. This lasts for one hour. Any flaws in the Token disappear, and the distant sounds of a Faerie carriage bumping along roads in the Hedge can be heard distinctly. The car overheats and must be left alone for 15 minutes (unless someone makes a Wits + Crafts roll to repair it). The user must pour a pint of their own blood into the gas tank or transmission, which causes 1 Lethal damage or 1 Vitae. Changeling 203
Jack's Lantern (•) N/A (always active) At night, the holder of Jack's Lantern can see clearly in any weather or darkness, and the light causes hidden things to shimmer in the eyes of the holder. The lantern’s light is strange and compelling, shimmering from yellow to red to blue to green. The gourd is always warm and moist to the touch, as though it was just harvested and hollowed moments ago. The lantern only works at night or when well away from the sun. Also, anyone who sees the light feels somewhat compelled to follow it (the compulsion can be resisted with Resolve + Composure + Supernatural Tolerance). No catch. Anyone can benefit from the token by holding it. Night Horrors: Grim Fears 80
The Murmuring Coin (•) Reflexive To be used, the Coin must touch the user's skin. It allows her to purchase something as if she had +1 dot in Resources. The Coin turns a burnished bronze color. The heads side of the Coin develops a new, strange ornamentation — one that's different every time. The Coin whispers incomprehensible murmurs to only its user, too. For the following day, the user's Vice changes to Greed. If the user's Vice was already Greed, she can only regain half as much Willpower through her Virtue as usual. A loved one will suffer a misfortune that reduces their Resources by 1 dot. Changeling 204
Chaosium (••) Reflexive (Instant if activated iwth the catch) The Chaosium indicates the current most dangerous situation in the immediate area. Traditionally, a bronze compass, though it could take the form of a gyroscope, a Geiger counter-esque device, or a handheld GPS-like indicator. For the next 12 hours, the activator suffers from the Suspicion derangement, and must roll Resolve + Composure to keep from activating the token again. The activator must hold the Chaosium out in front of himself, shut his eyes and spend his entire instant action turning a full circle in place and concentrating on the token. He cannot dodge, speak, or take any other actions during this turn. Dancers in the Dusk 143
Homespinner's Needle (••) Instant Anyone in the room in which the activated Needle is hidden gains a +1 to any Presence or Manipulation rolls within it, and the room feels cozy and homey. The token's user gains a +2 bonus. The Needle turns from silver to gleaming gold. In the following scene, anyone who felt the Needle's effect takes a -1 to Presence and Manipulation rolls (-2 in the case of the character who activated it). The user must whisper, "Needle, needle, sharp and fine, clean up this house for the suitor of mine," and stab it into her palm. The Needle burrows through her body and can be hacked up and spat up three hours later. Changeling 204
Lantern of Ill Omen (••) Reflexive The Lantern must be attuned by filling it with a handful of crushed-up fireflies and seven hairs from the user's head. Then, he must spend a point of Willpower to attune it to someone he has met before. When activated, the lantern will glow and buzz when that person is within a half-mile radius for one hour per user's Willpower. Attuning the Lantern to a True Fae costs 2 Willpower points, while attuning it to the user's fetch is free. Parts of the Lantern seem etched with mad whorls of filigree and scrollwork. Within the token, the supposedly dead fireflies sometimes twitch or flutter a broken wing. After burning for an hour, the fireflies and hair inside the lantern must be refilled. While the Lantern glows (and one hour after it recedes), take a -3 to all sight-based Perception rolls. Changeling 204-205
Ribbon of Nevermiss (••) Reflexive When tied around the barrel of a weapon and activated, the weapon's ranges are doubled. The Ribbon smolders. Curls of steam and gun smoke rise from its length. After the Ribbon is used three times on the same firearm, the gun's Damage rating falls to 0 and the Ribbon cannot affect it any longer. The Token will take one of the user's teeth, which fate will take within the next 12 hours if the user doesn't yank one out. Changeling 205
Baby Cat's Eye (•••) Instant Upon activation, a character can see through the eyes of this doll for 12 hours. After this period ends, the Token is inoperable for 48 hours. The doll appears much the same, except in one's peripheral vision she appears to move. When looking indirectly at her, she may appear to wave, turn her head, even stand up and stagger forward. But looking back at her confirms that she never moved at all. After the 12 hours, the user's eye gains a cataract that provides a -2 to Perception until they get six hours of sleep. For the 12 hours that the doll is active, users gain the Suspicion derangement, or have their already-present Suspicion upgraded to Parnoia. Changeling 205
Bugbear's Mask (•••) Instant Choose a single target and meet their eyes while wearing this mask. The target gains the Phobia derangement, with the mask-wearer as the focus for the rest of the scene.
This Token is only available to changelings of the Scarecrow Ministry (see Changeling 313).
The target sees the cheap rubber mask as completely real. For the rest of the day until the user sleeps, they suffer from Narcissism (or have existing Narcissism upgraded to Megalomania). The mask must be torn off, dealing 1 Lethal damage. Changeling 316
Chess Master's Pocketwatch (•••) Instant When activated, the Pocketwatch senses if something within a mile radius will interrupt a plan in motion for two minutes. The user gets a general idea of what the threat is, its direction, and gains a +2 bonus to deal with the threat. The clockwork gears on the outside of the watch shift on occasion, and the brass grows extremely cold. Inside the watch, a tiny mechanical heart beats intermittently. While active, the user takes a -3 on all rolls made to enact or aid his plan (unless he is dealing specifically with a threat designated by the Pocketwatch). If the two minutes pass uneventfully, the penalty falls to -1 but persists for the rest of the scene. The user cannot do anything to enact or aid his plan. All rolls are considered to automatically fail. If the two minutes pass uneventfully, the user becomes unable to spend Willpower on rolls to aid the scheme at hand, and takes a -2 on those same rolls.
Crowsbill (•••) This axe functions as a weapon (Damage 2 (L), Size 1) that can be thrown at close or medium range. Upon activation, every sapient opponent the Crowsbill kills lends a +1 bonus to every other attack it makes for the rest of the combat. The Crowsbill must deliver the killing blow. Reflexive The Crowsbill’s mien appears to grow larger and fiercer with every kill made with the weapon during a given combat. Once activated, if the axe does not kill during the combat, it delivers 2 points of Lethal damage to the wielder. For the next 12 hours, the character attracts danger, and any antagonists in the area are much more likely to attack. Dancers in the Dusk 143-144
Dead Man's Boots (•••) Reflexive For as long as the user has Willpower (see the Drawback), the user doubles their Stealth score while wearing these boots. The shoes grow dark with shifting shadow, and Hedge thorns poke out from the eyelets or from other rips in the material. From time to time, the shoes waft the odor of a fruiting corpse, though only the user can smell it. The shoes consume the user's Willpower at the rate of one point per hour. Every time the user loses a Willpower point, they also take a point of Bashing damage. changeling 205-206
Hedgespun Wardrobe (•••) Instant A character can produce a Hedgespun outfit with this wardrobe once per day. The character can give general demands to the Wardrobe, but it cannot create armor. The Wardrobe rattles slightly, and may shift as if alive. Opening the object releases a musty, warm (or cold) rush of air like a breath. At the next sunrise, the garment dissolves. The user must moisten the key with his own blood; the wound aches while the garment is worn, imposing a -1 penalty on Composure rolls. Changeling 206
Hoarfrost Spine (•••) Instant The user gains +1 Defense against Brawl attacks, his defense doubles if he's the target of a grapple attempt, and the attempt to break free from a grapple doesn't take his opponent's Strength as a penalty. The token appears normally as a long, dead thorn. When active, however, it becomes wrapped in a thin sheen of clear ice, and the thorn becomes vibrant and green beneath the frost, as if recently plucked from a living vine. The character's seeming (if they have one) shifts to become icy, and they take Aggravated damage from fire for the next 24 hours. Supernatural creatures who already take Aggravated damage from fire take an additional point of damage from it. For the next 24 hours, suffer a -3 to Athletics checks. Changeling 206
Biting Grotesquerie (••••) Instant This grotesque hobgoblin will bite somebody when directed to (it remains active for a number of turns equal to its user's Clarity or equivalent); those bitten suffer a three-dice penalty to all Traits and suffer confusing hallucinations. These effects cannot be resisted, but a victim may attempt a Wits + Empathy - 3 roll to recognize that he is hallucinating. The trip lasts for (8-Stamina) hours. The idol carved from the hunk of coal (generally found in the Hedge, but some True Fae are said to collect them and keep them in vast glass cases) becomes animated. The idol's skin remains black, but is now dry and leathery. All electronics within 50 yards of the Token fail, persisting for one hour after activation. The Token can be activated with a gob of spit and a Willpower point, but it crumbles to coal dust after activation. Changeling 206-207
Bug Cudgel (••••) Reflexive This Token can be any blunt weapon. After it deals damage and is activated, the victim's wound bursts with insects and bugs. The user suffers a dice penalty to all actions equal to the user's Wyrd or Resolve (if they lack a Wyrd score), to a maximum of -5. This penalty lasts for an hour per the user's Willpower. The weapon occasionally shudders and trembles. Wisps of diaphanous spider's web trail from its tip. The night after using the Cudgel, the user suffers harrowing dreams and hallucinations involving bugs that impose a -1 penalty to all actions for an hour after waking. The user suffers the Phobia (bugs) derangement for one week. Changeling 207
The Curious Paw (••••) Instant Activation requires stroking this amulet (from which hangs a part of a strange Hedge beast), upon which it grants the user and his motley 9-again on all rolls (except those based on Glamour or Contracts) for the rest of the scene. The token moves. Not as if alive, but as if caught in the throes of death — a crow's foot might find the feet retracting suddenly, an eyeball might shake and the pupil could dilate. After the scene is over, any changelings in the motley (whether or not they benefited from the blessing) take a -2 to all rolls for one hour. For two hours after the token's effects fade, the motley suffers a -1 to Defense and a -3 to Initiative. The character loses one small but critical piece of information (such as his phone number or his spouse's name), which is lost forever. Changeling 207-208
Blood Pennon (•••••) Instant For the rest of the scene, all members of the changeling's motley gain +4 to Initiative, ignore wound penalties, and double Defense. ALso, taking the all-out attack option increases the bonus to +4. The Pennon, likely stolen from a Knight's lance somewhere in the Hedge or within Faerie, no longer seems made of sackcloth and now appears cut from silk. The smear of red paint becomes an odd heraldic symbol that oozes blood, different every time it's used. Draw the attention of powerful enemies (such as the Others or powerful hobgoblins). After the scene is up, the character who waved the Pennon loses half his Initiative, Speed, and Defense for the rest of the day. Changeling 208
Squall Knife (•••••) Reflexive For the rest of the scene, any time the Knife causes lethal damage, the victim cries out and the wielder can heal 1 Lethal or 3 Bashing points of damage. If the victim cannot cry out, this power doesn't work. The Knife's blade appears to be preternaturally sharp, and the unflattering wood suddenly becomes something impressive. Also, every time the Squall Knife is swung or thrust forward, the user hears the howling squalls of human children unable to tolerate the strange foods of Faerie and incapable of finding peaceful rest. For the following 12 hours after activation, the character suffers from the Melancholia derangement, or has their existing Melancholia upgraded to Depression. The user takes a -3 to all Social rolls for the next 24 hours. Changeling 208-209

Hedgespun

Hedgespun items were originally classified in Changeling: the Lost as Tokens with ranks from • to ••• that looked like beautiful garments (•) or pieces of armor (•• to •••). It could be crafted by changelings in the Hedge with a Crafts roll and the use of Experience to purchase dots in the Token Merit. However, in Rites of Spring, Hedgespun items are given different effects and rules.

Creating (or even finding) Hedgespun items now draws the character(s) into a story. Before the item can be made, the story must have received some manner of closure, and all required ingredients must be at hand. After that, the roll is an extended Wits or Strength + Crafts + Equipment roll. Three successes per dot in Token are required, and each roll is equal to an hour of crafting. One point of Glamour must be spent per roll.

Hedgespun, in addition to being unique and providing tangible bonuses, allow a changeling to show off their status and give them some allure in social situations. For each Hedgespun item visibly present on or near a character, that character gains a +1 bonus to any Socialize rolls made with other changelings. The Storyteller may decide that these bonuses can fade over time as the items shown off lose their wondrous allure.

Hedgespun Automatons

Automatons begin with one dot each in Intelligence, Wits, Dexterity, Stamina, and Strength. Dots spent in Token can add to Attributes at the rate of two dots per Attribute point or to Skills at the rate of one dot per Skill point. Automatons can range from Size 1 to Size 3, and can only be given greater size through Merit dots (+1 Size per dot).

Automatons must be fed a point of Glamour each week, or they become inert until they're fed more Glamour. Also, an automaton's Mental and Social dice pools are capped at 4 dice each.

Like a Hollow, an entire motley can contribute to dots in a Hedgespun automaton.

Hedgespun Art

Like Hedgespun clothing, Hedgespun art is usually purely cosmetic and can be purchased for the sole purpose of showing off. If the storyteller is willing, further dots spent on a piece of Hedgespun art could:

Hedgespun Machines

Hedgespun machines are generally difficult to make. Simple machines are easy to make, but more complex machines (like the engine of a car) impose a -3 penalty to the roll to create them. Electronic items are even harder, imposing a -5 penalty.

One dot in a Hedgespun machine represents a basic functionality similar to an ordinary machine, but with a fae quirk. With Storyteller approval, additional dots could be spent on the following:

Hedgespun Raiment

One dot of Hedgespun raiment is a suit of elegant clothing, two dots is equivalent to a Kevlar vest, and three dots is the equivalent of a flack jacket (see World of Darkness 170). Additional ways that dots may be spent include:

Hedgespun Weapons

Hedgespun weapons start off with a +1 equipment bonus for their quality. Lethality is determined by the type of weapon. Additional dots purchased in Token could add to the weapon in the following ways:

Trifles

Trifles are minor, single-use tokens. They can be activated in the same way that normal tokens can (Glamour expenditure or a successful Wyrd roll), though they always involve some physical component. Trifles lack both drawbacks and catches, and thus can only be used by changelings.

An object in the Hedge or from Faerie may be made into a trifle by spending a point of Willpower. Also, each dot in the Token Merit can equate to three trifles.


If a row in a table is red, it is a custom or homebrew Trifle. Storytellers should only add them into their games with careful consideration.


Trifle Effect Reference
45 Auto Anti-Fae Hand-loaded .45 caliber pistol ammunition with a cavity into which is inserted a lump of pure iron. The bullet is then sealed with a dab of hot wax from bee-like hedgebeasts called cull wasps. The ammunition performs like a normal .45 pistol round (though grants +1 for craftsmanship), but also overcomes all fae defenses and cannot be healed by fae means (such as goblin fruits).
Bilefruit Eating the bilefruit allows a changeling to hide their seeming, including the shadow, for eight hours. This effect cannot be turned off once the fruit is consumed. Changeling 209
Glimmerbraid When tugged, this severed braid of hair casts an illusion upon whoever holds it for the rest of the scene. The holder of the braid gains the Fame Merit at three dots; humans see the wielder as whatever public personality they want to see most at that moment. Changelings see through this illusion with no problem. Changeling 209
Gravenails Gravenails are fingernails covered with a gray, mossy film pulled from someone dead in the Hedge. When placed under somebody's pillow, they take a point of Bashing damage from choking upon waking. Also, they don't regain Willpower from sleeping, and they lose the ability to regain Willpower for 8 hours. Rites of Spring 145
Hoarcotton If this icy puff of Hedge frost is consumed by a changeling, they become immune to fire for a number of turns equal to their Wyrd. Rites of Spring 145
Spinnerthorn This Hedge thorn that has remained in the flesh of a hobgoblin for a full day grants a changeling a +2 to the Wits + Crafts roll involved in Hedgespinning. Rites of Spring 154
Stingseed The stingseed can be nestled into the tip of a bullet and watered to activate it. Those harmed by a stingseed bullet take a -1 penalty on all actions until half of the lethal damage caused by the shot is healed. These penalties stack to a maximum of -3. Changeling 209
Sweetblood Sprinkling a teaspoon of sugar over sweetblood and quaffing it gives the changeling 9-again on Socialize rolls during the next scene. Changeling 209
Thimbleblack This thimble is activated by drizzling a drop of blood on it and putting it underneath the tongue, upon which the user can add Subterfuge to any Crafts and Computers rolls. Changeling 209
Thistlegift After delicately kissing the living thistle, the changeling leaves no physical evidence of his passing for the remainder of the scene. Night Horrors: Grim Fears 63
Torchfly Torchflies are plump-bellied, human-faced, hobgoblin flies with glowing thoraxes. When the Torchfly is dead and has been dried for seven days, its body contains a moist goo that can be spread upon an object or person to illuminate a 10-yard radius for a scene. Perception penalties are eliminated within this radius and reduced by two even outside the glow. However, the glow makes a character easier to see, and perception rolls made to see them gain a +2 bonus. Rites of Spring 145
Tumbleglass Breaking this glass bauble allows the changeling to fall up to 100 yards without damage once during the next scene. Changeling 210
Welkinstick This twig must be taken from somewhere at least 50 yards up in the Hedge. When snapped in half, the changeling's next jump roll (within three turns) results in double distance. See World of Darkness 66. Changeling 210

Goblin Fruits

Name: The name of the goblin fruit.

Description: The details of the appearance of the fruit and/or where it grows.

Effect: The fruit's effect upon being eaten by a changeling or True Fae. Unless noted otherwise, goblin fruits cannot affect mortals or other creatures.

Reference: The page(s) in a Changeling: the Lost rulebook in which this goblin fruit is described.

Goblin fruits can be found in the Hedge or grown (see below). Also, purchasing a dot in the Token Merit can allow a changeling to obtain goblin fruits at the rate of three per dot (subject to Storyteller approval, as always).


If a row in a table is red, it is a custom or homebrew goblin fruit. Storytellers should only add them into their games with careful consideration.


Goblin Fruit Description Effect Reference
Generic Healing Fruit These are by far the most common and varied types of fruits, so they can look like nearly anything. Examples include blushberries (pink fruits slightly larger than cherries), dream-a-drupe (which looks like a purple nectarine and is faintly intoxicating), murmurleaf (a blossom that curls upward at the end of the leaf) and ertwen (mealy seeds inside a pod, similar to peas). These fruits are the most common variants of goblin fruit. They refresh the changeling who eats them, healing one point of Lethal or two points of Bashing damage per fruit consumed. They grow in all seasons in the Hedge, and if one type is out of season, another type is surely in its prime. Changeling 223
Amaranthine A fruit that looks like a small, red eggplant. This comparatively rare fruit heals a changeling of one point of Aggravated damage. This effect only works once per scene; glutting on amaranthine has no effect. Changeling 223
Amberjack This fruit looks very much like a pumpkin, although instead of just being connected to its vine by the stem, it has a series of additional vines poking erratically through the sides. The insides of an amberjack provide three "servings," each of which is said to taste utterly unique. Eating a serving restore 2 points of Glamour. Additionally, once an amberjack is hollowed out and carved so that there's some hole in the front, one can place a candle within and the amberjack will reveal hidden things. It's unknown what exactly this entails.
Bloodbane This pale yellow lichen tends to grow in moist areas, and needs to be scraped off using a sharp knife. When dried and ground up, it is easily mixed in with other foods. Bloodbane acts as an ingested poison that has Toxicity 3, but which rises to Toxicity 6 if taken more than once in a month. Night Horrors: Grim Fears 20
Bloodgourd A bulbous hedge fruit that resembles a light brown summer squash. Its flesh is incredibly savory and tastes like steak. The inside of it is filled with a crimson fluid that’s sweet like Halloween candy blood. Eating this fruit recovers 1 point of Glamour and 1 Lethal damge (or 1 Bashing damage).
Brumebulb Effectively a small, almost sour-tasting onion that grows beneath the ground and gives only a minute curl of pale foliage to announce its presence. Finding a brumebulb takes a successful Wits + Investigation roll (usually with a -3 penalty due to the thick tangles it grows under). Eating the bulb might require success on a Resolve + Composure roll, but it allows the changeling to instantly exit the Hedge, appearing in the mortal world within a few miles of where they first entered the Hedge. Upon returning, the character vomits and takes two points of Bashing damage. Transplanting brumebulb requires expenditure of sanity. Rites of Spring 131
Chitteryip Not a fruit whatsoever, but an animal: the chitteryip is a quail-sized Hedge game bird that's perfectly edible to humans (or changelings, for that matter). Eating a small bit of chitteryip is incredibly filling, like lembas. When prepared and cooked as one would cook any other game bird, a chitteryip provides four servings that will each nourish a person for a full day.
Coupnettle A delicate, leafy plant that grows in the Hedge, coupnettle is often used to make tea. Whether steeped as tea or eaten raw, coupnettle has a bitter, minty taste. Eating an entire coupnettle plant restores a point of Willpower. Eating more than one plant in a 24-hour period restores additional points of Willpower but imposes a -1 penalty to Composure rolls. Changeling 223
Fear Gortach "Hungry grass" planted by wicked fae to entrap those mortals who find themselves lost in the Hedge (or possibly those trying to escape Faerie). Eating fear gortach makes the consumer famished. Whoever eats it loses the lasting effects of any goblin fruits they have previously eaten and gains no benefits from eating goblin fruits for the rest of the scene. If a character who has eaten fear gortach encounters it in the next scene, they must roll Wits + Composure (-3 if their Vice is Gluttony) or consume it again.
Fear gortach affects mortals and other creatures, not just fae.
Changeling 223
Fuguespores These brown spores come from a type of fungus that grows on the briars of the Hedge. When ingested, they tend to lodge in the intestines, growing slowly through the gut wall and releasing toxins into the bloodstream. Fuguespores have Toxicity 5. Over time, the spores cause hallucination,s dizzy spells, and upon maturation, can metastasize to the character's brain and destroy their memories, forcing them into a fugue state. Night Horrors: Grim Fears 20
Giant's Heart A heart-shaped fruit found within a massive tree that has grown at least a mile tall large, its roots nourished by the carcass of a great hedge beast. The fruit resembles a large, dry persimmon. Eating this fruit causes one to become overwhelmed with sloth and fatigue for a day. Moving at all requires a Stamina + Composure check, and physical actions take at least a -3 penalty.
Hera Pear It would seem there's hardly anything exotic or strange about this pear tree: its leaves may be a little greener, the yellow fruits a bit more succulent and polished. Some say that the Hera Pear only grows near the "center" of the Hedge, if such a thing even exists. (Further legend suggests that to find a Hera Pear tree means that you're at the point of no return — keep going past it, and you're now on the wrong side of the Hedge, the one closest to the kingdom of the Keepers.) The Hera Pear completely heals one disease of the consumer's choice (cancer counts, but derangements do not). Every Hera Pear tree is guarded by a powerful hobgoblin that can take any form and must be overcome at least long enough to snatch a pear from the branches of the tree. The Hera Pear tree cannot be transplanted or cultivated. Rites of Spring 131
Jarmyn Both the leaves and the ovaries of the jarmyn plant are edible, and each produces a distinct effect. Eating jarmyn leaves gives the changeling a +3 to attempts to stay awake. The fruit alleviates the penalties for actions taken during extended periods of activity for the duration of the scene. Consuming either the fruit or the leaves causes the changeling to sleep for a full day after it wears off. This effect stacks to a maximum of seven days. Changeling 223-224
Nightcap/Buglewort These two goblin blossoms look almost exactly alike, though their functions couldn't be any more different. The two fruits are so similar that it takes an Intelligence + Survival or Occult roll to distinguish what the changeling has foraged. Nightcap halves the changeling's speed until they gain four successes on an extended Stamina + Resolve roll (which may be made every hour). Buglewort increases the changeling's Initiative by 4 for the rest of the scene when eaten. Eating more doses of these plants grants no additional effects, though one can be under the effects of both simultaneously. Changeling 224
Pitt Moss Pitt moss looks a bit like rubbed sage, and has a very rich, pungent taste, used in sparing quantities in many opulent dishes in Faerie. When consumed raw and in quantity, whoever eats it loses a point of Willpower and becomes unable to spend Willpower for the rest of the scene. Changeling 224
Purple Haze The purple haze plant is unremarkable, looking like a sturdy fern weighed down by heavy nuts, which are smooth and have a seam down the middle like gachapon capsules. Cracking open a nut releases a cloud of thick purple smoke with psychoactive, drug-like effects. Inhaling the smoke restores 1 point of Glamour, but results in a -1 penalty to all Attributes for 4 hours (minus 1 for each success on a Stamina + Resolve roll). Attributes can be reduced to a minimum of 1 by this penalty. Thankfully, attempting to take another dose while already under the effects of a first dose results in no effect. This fruit was discovered in the Alpine Hedge around Los Angeles.
Sapling's Heart A heart-shaped fruit found in the center of a young tree that grew over the corpse of a hedge beast. It's the size of an acorn and looks like the heart of a small game bird. The character who eats the heart regenerates 1 point of bashing damage per round for a scene.
Slumberberries These small, dark green berries grow sparsely on parasitic vines that spread through the Hedge. The sour berries appear only in clumps of five or six, with each branch of the vine only producing fruit at one spot. If eaten raw just before sleeping, the berries cause a deep, dreamless sleep. If boiled into a liquid and drunk as tea, they cause vivid nightmares. Night Horrors: Grim Fears 20
Spheretree The tiny skeletal spheretree grows at an oblique angle out of loamy soil trapped inside the walls of the Briars. It bears fruits that look like tough black dates. Eating a spheretree date causes the changeling to hack up two or three small, almost weightless, softly glowing white orbs. The coughing causes a point of Bashing damage and imposes a -1 penalty on all actions for the rest of the scene, but crushing the orbs allows the changeling who coughed them up (and only that changeling) to regain a point of Willpower as if they had fulfilled a Vice.
Wineberry Blush On their own, wineberries aren’t much to get excited about. One can gain sustenance from them, but their taste puckers the lips — too tart. It’s only when left to sit for long periods of time do the wineberries break down and ferment (process takes about a month). The once-purple berries form into a seed-bogged slurry the color of spilled blood, and it provides a potent alcoholic kick. If a draught of wineberry blush is drunk within 24 hours of losing Clarity and gaining a derangement, the wine causes the derangement to fade immediately. Dancers in the Dusk 91
Wyrmthumb A fleshy fig, black and filled with dizzyingly sweet tar-sap, found on the dinner tables of many Others. They seem drawn to its honeyed goo, their fingers sticky with it. Oddly, though, the True Fae always discard the very center of these figs, which is a cluster of milky grubs with black mandibles. Eating the cluster of grubs gives the changeling impossible flexibility, granting them a +5 bonus to any rolls made to escape any kinds of bonds. It also restores a point of Glamour. Replanting a Wyrmthumb tree requires an Attribute dot to take root, and the roll made to replant it suffers a -4 penalty. Rites of Spring 131-132

Oddments

Oddments are bizarre plants that do not fall under the label of "goblin fruits" because they cannot be consumed in the traditional sense. Many of these plants seem to have grown with the express purpose of being tools, leading some to speculate about their origin. Nevertheless, they share the same characteristics as goblin fruits, though they need not be ingested.


If a row in a table is red, it is a custom or homebrew oddment. Storytellers should only add them into their games with careful consideration.


Oddment Description Effect Reference
Gallowsroot The gallowsroot is a ropy vine that grows on low, sprawling bushes. It is considered an oddment because the ends of its lowest-growing vines are shaped like nooses. When slipped over the head and around the neck of a living victim, the gallowsroot constricts and "attacks" as a Strength 3 combatant wielding a garrote for three turns. The gallowsroot cannot be attacked in return; its victim must hold it at bay or break it like a garrote. Changeling 224
Jennystones Described somewhat poetically as the rotten fangs fallen from the mouth of Jenny Greenteeth, a folk legend. In truth, they're just the hard seeds of the Jennystone bush, about as big as acorns and inedibly bitter. The acorns emit a horrible stench that causes everyone in a five-yard diameter to take a -1 penalty to all actions. Changeling 224
Nutbangs These fruits appear to be small nuts that look like normal walnuts, covered by a tough shell. When the shell of this fruit is cracked, the nutbang emits a burst of dazzling light and sound. Their odd name comes from members of the Orden Bestia, who discovered them in the Hedge around San Francisco.
Promise Leaves Promise leaves are curious because they're not a distinct goblin fruit or blossom of their own. Rather, they grow as occasional chaotic aberrations among the leaves of other plants among the Hedge. They look simply like engorged leaves of whatever plant they've attached to (or assimilated, or whatever their unique case is) and they have a distinct, parchment feeling. Extend the duration of specific Contracts, the most well-known of which is the Blessing of Perfection (Artifice •••). Changeling 224
Scarthistle The flowers atop this milky thistle are as black as night, seeming to eat any light that comes near it. But it's not the flower that changelings want, it's the sharp-needled barbs that circumnavigate the flower. A changeling can use a scarthistle barb to tattoo themselves; the tattoo fills in with any color and design the changeling desires and only be seen by other changelings. Each tattoo is linked to a Social Skill, and while it remains (approximately one month), it allows the changeling who wears it to spend 1 Glamour to gain +1 to that Social skill for one scene. A character can have one tattoo per Wyrd. Transplanting Scarthistle requires a Skill point to take root. Rites of Spring 132
Stabapple The fruits of the stabapple tree are benign goblin fruits, offering no benefit or detriment to those who consume them other than a mild, savory taste. The thorns of the fruit, however, are sharp and hard as bone, long as a man's forearm. Stabapple thorns can be used as a knife with a Damage rating if 1 (L) and a Size of 1. They can also be thrown. Changeling 224
Tovil's Ooze In cold parts of the distant Hedge, sinkholes about a foot wide sometimes open up and suppurate a cold, gooey, molasses-like ooze from the ground. Spread across an object, Tovil's Ooze provides +2 Durability for a week. Slathered across a living being, the ooze two points of armor for a week. It doesn't come off unless burned away by fire until the week is up, at which point the ooze flakes off and takes a layer of skin or wood with it (a character suffers a Lethal wound, and an item suffers a point of structural damage). The Mask makes the ooze look like thick mud to mortal eyes. Tovil's Ooze cannot be transplanted. Rites of Spring 132
Walking Gertrude It's a strange thing to come across Walking Gertrude for the first time: these tall stalks, thrust together by fibrous tissue and made to look like a spider made of sugarcane, tower over most changelings by 10 or more feet. And they walk. They literally move, uprooting and replanting themselves up to 20 feet away. They don't walk quickly (Speed 2), and they aren't sentient enough to avoid attacks. When the gritty residue inside a Walking Gertrude stalk is rubbed inside one's shoes, whoever wears the shoes suffers from halved Speed while using them. Shoes so affected remain permanently cursed and must be discarded. Replanting Walking Gertrude requires only a single stalk and must only be fed some manner of carcass, but the roll made to transplant it suffers a -5. Rites of Spring 132-133

Cultivation

Cultivating a goblin fruit or oddment first requires a shoot, seed, or whole fruit from the original plant. After transplanting this in a new location of a changeling's choice, they must attempt to find suitable fertilizer, after which it takes root in some obvious fashion. Hedge plants require a different fertilizer from the following list (all of these are found on Rites of Spring 129):

Fertilizer Bonus Description
Blood +3 Enough fresh blood must be spilled to coat the ground around the plant (almost a pint). Spilling the blood from a living creature inflicts a point of Lethal damage.
Carcass +1 One dead animal body must be curled around the plant; the body decays over the course of 12 hours.
Dreams +1 A changeling who whispers a dream to a Hedge plant can never again recall that dream, and suffers a -2 to Expression rolls for the rest of the day.
Gift of Attribute +5 The character sacrifices one dot of some Attribute (the plant chooses which Attribute it takes, not the player). After 10 - Wyrd days, the character regains their lost Attribute dot.
Gift of Skill +3 The character sacrifices one Skill dot, chosen by the plant. They regain the Skill after 10 - Wyrd days.
Memory +2 A memory whispered to a goblin fruit or oddment is lost forever. It cannot be something such as a name or phone number, and must have some story (however small) attached.
Sanity +4 The changeling who sacrifices sanity to a Hedge plant gains a mild derangement of the plant's choosing. It lasts for 10 - Wyrd days.

After fertilizing the plant, the character must roll Wits + Crafts + the fertilizer's bonus. This roll can be made once per day, although if the first roll fails, successive attempts can be made at a cumulative -1 penalty. The fertilizer only needs to be paid once at the beginning, but fertilizing the plant again can remove penalties up to the fertilizer's bonus.

A plant grows into maturity over the course of (7 - Successes on Wits + Crafts roll) days, to a minimum of 24 hours. Twice this amount is the duration that the plant requires to produce a useful fruit or oddment.

Hybridized goblin fruits and oddments can be created in the same manner, but it imposes a -2 on the Wits + Crafts roll and requires a point of Glamour to be spent.

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