To sum up what you learned, more or less.
A: Choose one Virtue and one Vice
B: Place Attribute dots, like normal, 5/4/3
C: Assign skills, 11/7/4, by category.
D: Choose three skill specialties.
Now, for the actual template
A: Choose a Oath-Maker, this is a choice between the Seemings, but also with a wild-card...The Gentry. Probably not available as a starting choice, since those bound to the gentry often tend to be...problems. If you get my drift.
Beast: In addition to access to Minor Fae powers that are Beast-y, theirs is the Story of Claws, and they gain a free specialty in either Survival or Animal Ken.
Wizened: Minor Fae Powers related to Wizened. Take this as read in all that follow. Theirs is the Story of Cunning, and they gain a free specialty in either Crafts or Empathy.
Darklings: Theirs is the Story of Fear, and they gain a free specialty in Streetwise or Stealth
Fairest: Theirs is the Story of Glory, and they gain a free specialty in Socialize or Weaponry
Elemental: Their story is the Story of Endurance, and they gain a free specialty in Survival.
Ogres: Theirs is the Story of Battle, and they gain a free specialty in Intimidation or Brawl.
B: Choose an Oath-reason. These are the reasons that the parents of the Oathbound were Ensorcelled by the Changeling. Note: not the stated reasons, nor the reasons of the Changeling, but of the human. They can be broad classed as follows: Love, Desire for Knowledge, Obligation, Greed/Power, Imposed Upon (the choice where they didn't get to choose) and...Gentry. Who can just override the hell out of the agency of humans that make deals with them and survive un-Changed long enough to have kids to be Oathbound.
Each Oath-reason binds them to a magical Archetype, and among Minor Fae powers of the Oath-Reason category, they can only learn ones within their Archetype. Just as they may only learn Minor-Fae Seeming powers of their 'binder' Seeming.
C: Magic! Choose 3 dots of Minor Fae Powers, in addition to those they are already granted universally. These may come from any General category, any Story you qualify for, and any Archetype category you qualify for.
Built-in:
At a Glance: They cannot see through the Mask automatically, but give them a moment of staring and they'll see through it, to the truth, without even having to be Ensorcelled.
Wyrd People: They start a Wyrd of 0, and count as supernatural for the purposes of resistance rolls, though with Wyrd 0 there's not any advantage except through off-the-wall powers and such that might temporarily give them supernatural resistance that builds on their Wyrd of 0.
Part of the Story: They may use Tokens by spending Glamour or rolling Wyrd (0 at the start, which means a chance die) and can make Pledges, though the number they can uphold at once is only equal to Wyrd+2, and they cannot vow on True names, Keeper's Names, or the like, of course. By the Wyrd's opinion, they are really wimpy Changelings, with all that implies in terms of what they're allowed to do. They are a bit of the story that has been written in, the spear-carrier of the mighty lord who in some alternate story had a name...a purpose. Though you can't harvest glamour from emotions. But you can eat Goblin fruits and etc. Can't learn Contracts, though. Just, you know, a lot more than people can do, still!
As for Minor Fae powers, I'm not going to reveal them because this ain't an Oathbound game, but, incidentally, they tend to be weaker than full-on stuff, and one example is the ability to activate a Kith power from 'your' Seeming for a time. The higher level stuff can almost be impressive, though, and don't underestimate them. You might learn more if you study into it, of course.
D: You may NOT choose a Court, but you may choose a 'Benefactor' Merit, one to five dots, that represents a Changeling benefactor who mentors you. Pick a court, or lack of court. One status dot is just some weak schmo, while 5 dots is a powerful Courtless Changeling at the head of an independent Motley, an advisor to a Monarch or a Monarch themselves, or otherwise very, very important. Tyler has Benefactor (Fall) 5, for instance.
E: Oathbound have Integrity like normal humans.
F: Oathbound begin with a Wyrd of 0. It can only be raised by paying twice as much as a Changeling pays to raise it. And it can only be raised to a maximum of 3 without certain merits to unlock higher levels...up to Wyrd 5.
G: The glamour pool for a Wyrd 0 Oathbound is 5 glamour at a time, able to spend 1 glamour a turn.
H: 10 Merit dots, a lot of Oathbound-only Merits. Have fun.