Aaron Fletcher

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"Fear. Fear is the mind killer" - <Frank Herbert, The Litany Against Fear
Mortal Profile

Fullname Name:
Aaron Fletcher
Date of Birth:
November 1, 1986
Therapist / Novelist
Virtue / Vice:
Humble / Violent
Apparent Age:
Late Twenties
Height / Build:
6'0" / Lean
Hair / Eyes:
Dark-brown / Hazel

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Changeling: The Abhorsen
Also Known As...
A. Fletcher, Jack of Blades, Doctor
The Vivisectionist of Memories
Razorhand / Gravewight / Inventor

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Seasonal Alignment:
The Ashen Court (Mantle ••••)
Court Title:
Lord Scrivner (Influence •••)
Court Role:
Arcanist, Occultist, Ritualist

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Freehold Affiliation:
Fate's Harvest
Freehold Position:
Lore Leader (Influence •••••)
Noble Affiliation (Entitlement):

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Wyrd Relationships (Contracts):
  • ...of Elements - Darkness •••
  • ...of Eternal Autumn •••
  • ...of Fleeting Autumn •••••
  • ...of Shade •••••
  • ...of Dread •••••
  • ...of Spellbound Autumn •••
  • ...of Moon •

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Roleplay Hooks
  • Changeling - Aaron is one of those that got taken someplace extraordinary, stayed a bit longer than anticipated, and changed (physically and mentally) by the whole ordeal. He doesn't really remember his time in Faerie. What little he recalls are in flashes from the fugue of his subconsciousness.
  • New England Patriot - Not so much the football team, but more the sort of person that has been a resident of New England since he could remember. He was born in Aleswich, a town on the coast of Maine, and attended school in Boston, MA. The only time he's been outside of the New England borders was when he returned from Faerie--in Montreal, Québec, Canada. Speaking of New England...
  • Aleswich (aka The Reach) - For anyone that happened to have been to a town of Aleswich. Maine, would be familiar with the both Aaron's face, and the family name. Aaron was born into one of the founding families of the town. There, he was the face of the health and wellness of the city. His family (with his nudging) helped build and establish a number of clinics, medical centers, and shelters for the town and neighboring towns of Dunlin's Reach. Several members of his family still run and work in various sectors of education, medicine, and social justice.
  • The Chronicler of Lies - This was Aaron's Keeper. A thing that rarely showed itself to any of its captives. She would provide them with a wealth of items for one simple purpose--to be the embodiment of characters within its twisted tales it told to other Gentry. Needed a hero that transformed to villain? A motherly character that loved her children so much that she fashioned their skins to be worn as a coat to hold onto them forever and ever? A monster that realized that it was the prey to an even larger predator? The Vivisectionist of Memory was a sham artist. All stories told were not of her original mind. They were fragments of other stories heard, told, and above all, stolen.
  • Delicious Autumn... - He's a sworn courtier of the Ashen Court. From his time out of the Hedge, Aaron has been a long standing member to the Court of Fear. The exploration of fear, the magics of the Wyrd, the mysteries of contracts. Perhaps something there he feels comfort in. Then again, the occult is something he's been intrigued for years.
  • Elm, Dragon's Heatstring... - Speaking of tokens, Aaron is something of a crafter of trinkets culled from Hedgestuff. A list of some of his known creations can be found here
  • The Ghost Whisperer - He is a Priest to the Speakers of the Dead. To be able to speak with those that have left this mortal coil, and help them with the unfinished business they left behind, or to be able to provide them with an appropriate farewell. He sees this as a noble role within the Changeling (and mortal) world.
  • Speaking of whisperer... - Aaron is not the sort of person that carries a loud and pronounced voice. It's not overzealous, not boisterous, not louder than the sound one makes when gently rubbing two fingers together on a dry winter afternoon. He's known to be soft-spoken, speaking in a hushed whisper like he's telling a secret for your ears only.
  • (Fame Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png) A Talented Teller of Tales... - Aaron has grown to have made a name for himself in the world of writers. He's published a couple of horror and suspense novels and anthologies. Perhaps finding another way of both exploring his own fears, and spreading fear to others.
  • (not all that) Inconspicuous Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png - Anyone that has heard Aaron talk about ghost stories, will on random occasions hint that he has spoken to them face-to-face and person-to-person. He'll even do a seance for anyone that really believes him, allowing someone the chance to speak to a lost soul--family, friend, neighbor, stranger, enemy, frenemy.
  • The Doctor is... - Aaron Fletcher has several letters attached to his name. Upon exiting the Hedge just over the U.S. border, he went on to complete a bachelor in Psychology from the Université de Montréal. He then went on to earning a master degree in counseling psychology from Boston University. For a while, he had aa private practice in Aleswich, ME where he counseled both mortals and changelings alike to deal with their fears and nightmares. Even though he's still a LPC (Licensed Professional Counselor), he hasn't gotten it renewed within the state of Vermont. At least, not yet.
  • Contacts - Despite his stand-offish demeanor, Aaron actually knows some people. A list of them and his opinions can be found here.
  • Logs - Aaron sometimes gets involved. Sometimes he's regularly active. Logs can be found here.


      His strong connection to the Wyrd mixes his fashion and that with his connection to the Court of Fear with the mantle and presence of the Ashen Court. A pair of dark blue (bordering on indigo) dress pants, with thin pinstripes that seem to look like wisps of smoke and fog that briefly move as he walks, like a strand of a spider's silk that is plucked lightly by the air. A matching vest compliments the pants looking slightly weathered and worn; with a yellowed-white short-sleeved dress shirt. His crinkled collar is unbuttoned, but he still manages to have a blue-black stripped tie hang loosely around his neck. His steps mix with distant and phantom sounds--the rustling of dried and dead leaves can be heard underfoot; mixed with faint howlings of wind through old, knotted wood. The buckle has a black stone in the middle that has been cut to look like some sort of moving stone--perhaps some sort of crow or raven. As he walks by, the scent is an aroma fitting of time long by: amber, balm-mint leaves, camphor, cloves, laudanum, and myrrh. The subtle myriad of odor slithers and wafts around him before it disappears like a stain of breath upon a mirror.

Dost thou seek the Mummer Man?
Larking in the gimcrack land?
What a gowk, that son of Pan.
Let's haul him forth, let's drag him down.

Let's speak together, a timbrous clan
Calling forth the Mummer Man.
Let's say together that bacchanal
Hoi Hoi, two three, around and round.

All fingers now upon the planchette
Speak again, with voices dulcet
Mummer Man, we call you lad,
Come play with us, and make us glad.


To sleep, perchance to dream (Dream Cheat Sheet)


The Plunge: 1 Glamour allows the oneirophysic to plunge immediately into a lucid dream state, entering the dreams of a sleeper she is in physical contact with.

  • If contact is broken or the oneiropomp's body disturbed, roll res + comp + wyrd at the beginning of each turn to maintain the dream
  • Exceptional success = dream maintained for full scene
  • Failure = she awakens and is at -2 for all actions for the remainder of the scene due to disorientation

Dream Invading - The old fashioned way.

  • 1 Glamour (with an active dreamwork pledge)
  • Extended res + comp roll (16 succs needed)
  • Res + Comp again to awaken (for oneiropomp)
  • Lucid Dreamers can try to awaken (their Res + Comp VS my Wits + Emp + Wyrd)
  • Non-lucud dreamers are stuck for it.

Dream Intensity

  • Dreamer's wits + resolve
  • 9/again on Recurring & Memory dreams
  • 8/again Recurring Memory dreams
  • Wits + Occult + Wyrd + Intensity to determine if prophetic (only an exceptional grants knowledge of how likely it is to happened and how to avoid it. Changes to a prophetic dream end it immediately; considered unlucky by dreamworkers).
  • Scouring intensity is wits + emp + wyrd - intensity. Dropping below 1 ends the dream (oneiropomp can spend a WP to maintain)


  • If the Intensity is higher than the dreamer's WP, no WP regain upon awakening/wake screaming.
  • The # of Derangements subtract from WP requirement (2 derangements = 5WP dreamer needing only a 3 Intensity dream) and nightmares generally focus on aspects of their derangements.

Dream Analysis

  • Wits + emp - intensity

Implant Subliminals

  • Wits + emp + intensity
  • 1 succ = 1 trigger.
  • 1 week effect
  • For that week, oneiropomp has total succs as bonus dice to all manip rolls against dreamer.

Learn the Dreamer

  • Wits + Emp + Wyrd
  • Extended, 1 roll per night.
  • Each five succs = learning 1 detail about the dreamer (virtue, vice, derangement, WP, mental/social merit, mental/social flaw)

Dream Therapy

  • Wits + emp + wyrd
  • Each night of dream work = 1 week of psychotherapy


  • 1 Glamour, Wits + Emp + Wyrd VS dreamer's Wits + Resolve
  • Intensity of resulting dream is net succs of contested roll
  • Or lazy way is scour to 0, pay 2 Glamour.

Disclaimer: The purpose of this wiki page
Please Note: The content on this page is provided for Out of Character reading pleasure only, and is not to be used In Character without reasonably-justified knowledge of the events or information provided. If you have questions about using this information In Character, Be Excellent and contact the player or staff.
Notable Stats
  • Intelligence •••
  • Wits •••
  • Stamina •••
  • Resolved •••
  • Composure •••
  • Manipulation •••
  • Composure •••
  • Academics ••• - Research
  • Crafts •••••(+) - Hedgespinning, Tokens, Pledges, Book-Binding, Calligraphy, Clockwork, Bonecrafting
  • Subterfuge •• - Spotting lies
  • Stealth •• - Hiding in shadows
  • Medicine •••(+) - Goblin fruits, Psychiatry, Psychology", Toxicology
  • Occult ••••(+) - Courts, Ghosts, Underworld, Pledges, Secret Societies, Urban Legends
  • Science •• - Psychopathology
  • Weaponry •• - Knives
  • Emnpathy ••• - Onieromancy, Fears, Body Language
  • Expression •••• - Storytelling, Violin
  • Investigation ••• - Little Details, Dreams
  • Intimidation ••• - Unnerving Stare
  • Ghost Ally (Natasha) •••••
  • Harvest - Fears
  • Eidetic Memory ••
  • Resources ••••
  • Trained Observer •
  • Mythologist •••
  • Fighting Finess - Knives ••
  • Light Weapons - Knives ••
  • Trained Memory •
  • Tolerance for Biology •
  • Hedge Gate Sense •
  • Good Time Management •
  • Faerie Healing ••
  • Vision •••••
  • Hedge Beast Companion (Mr. Manx) •••

  • Aloof
  • Wanderlust
  • Derangement - Mild Vocalization

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