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+ | <!-- | ||
+ | <pre> | ||
+ | ===== < Aaron(#1717) > ====================================================== | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Template: Changeling Concept: Dr. Scarecrow | ||
+ | Clarity: 5 Virtue: Compassion Vice: Sadism | ||
+ | Seeming: Darkling Kith: Razorhand Court: Autumn | ||
+ | Entitlement: The Lord Sag Freehold: Dragon's Knell Motley: None | ||
+ | Family: Fletcher Birthdate: 01 Nov 1981 Age: 33 | ||
+ | Experience: 56.90/880.90 | ||
+ | ----------------------------------------------------------------------------- | ||
+ | A T T R I B U T E S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Mental Physical Social | ||
+ | Intelligence..... 3 Strength......... 2 Presence......... 3 | ||
+ | Wits............. 3 Dexterity........ 3 Manipulation..... 3 | ||
+ | Resolve.......... 3 Stamina.......... 2 Composure........ 3 | ||
+ | ----------------------------------------------------------------------------- | ||
+ | S K I L L S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Mental Physical Social | ||
+ | Academics........ 3* Athletics........ 3* Animal Ken....... 1 | ||
+ | Computer......... - Brawl............ 3* Empathy.......... 3* | ||
+ | Crafts........... - Drive............ - Expression....... 4* | ||
+ | Investigation.... 3 Firearms......... 2* Intimidation..... 4* | ||
+ | Medicine......... 4* Larceny.......... - Persuasion....... 2 | ||
+ | Occult........... 4* Stealth.......... 2* Socialize........ 1 | ||
+ | Politics......... 1 Survival......... 2* Streetwise....... - | ||
+ | Science.......... 3* Weaponry......... 3* Subterfuge....... 3 | ||
+ | ----------------------------------------------------------------------------- | ||
+ | S P E C I A L T I E S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Academics: Reach History.............. Academics: Research................... | ||
+ | Athletics: Equestrian................. Brawl: Claws.......................... | ||
+ | Empathy: Oneiromancy.................. Expression: Storytelling.............. | ||
+ | Firearms: Pistols..................... Intimidation: Staredown............... | ||
+ | Medicine: Alchemy..................... Medicine: Hedge Fruits................ | ||
+ | Medicine: Psychiatry.................. Occult: Pokemon...................... | ||
+ | Occult: Courts........................ Occult: Ghosts........................ | ||
+ | Occult: Mage.......................... Occult: Myths......................... | ||
+ | Occult: Pledges....................... Occult: Twilight...................... | ||
+ | Occult: Underworld Lore............... Science: Psychopathology.............. | ||
+ | Stealth: Moving in Darkness........... Survival: Hedge Wilderness............ | ||
+ | Weaponry: Knives...................... Weaponry: Swords...................... | ||
+ | ----------------------------------------------------------------------------- | ||
+ | ----------------------------------------------------------------------------- | ||
+ | M E R I T S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Allies............................ 2 (Ghosts - Forgotten) | ||
+ | Archive........................... 1 (Dreams - Open Eye Hollow) | ||
+ | Archive........................... 1 (Prophecy - Open Eye Hollow) | ||
+ | Area of Expertise................. 1 (Science.Psychopathology) | ||
+ | Contacts.......................... 1 (Fletcher - University) | ||
+ | Dual Kith......................... 3 (Muse) | ||
+ | Eidetic Memory.................... 2 | ||
+ | Faerie Healing.................... 2 | ||
+ | Family Status..................... 4 (Fletcher) | ||
+ | Fighting Finesse.................. 2 (Knives) | ||
+ | Flaw - Derangement................ -1 (Mild Vocalization) | ||
+ | Ghost Ally........................ 3 (Maddy) | ||
+ | Harvest........................... 1 (Fear) | ||
+ | Hedge Beast Companion............. 3 (Anubis) | ||
+ | Hedgespun......................... 3 (.40 S&W) | ||
+ | Hollow Amenities.................. 1 (Open Eye Hollow) | ||
+ | Hollow Wards...................... 1 (Open Eye Hollow) | ||
+ | Language.......................... 1 (Passamaquoddy) | ||
+ | Lethal Mien....................... 2 | ||
+ | Library........................... 2 (Underworld) | ||
+ | Light Weapons..................... 2 | ||
+ | Mantle............................ 4 (Autumn) | ||
+ | Mentor............................ 1 (Elan Mathis) | ||
+ | Milestone - False Heart........... 1 | ||
+ | Mystery Cult Initiation........... 1 (Order of the Black Crow) | ||
+ | Mythologist....................... 3 | ||
+ | Perfect Stillness................. 1 | ||
+ | Pledgesmith....................... 3 | ||
+ | Relic............................. 1 (Thoth's Ring) | ||
+ | Relic............................. 3 (Sorrow's Shroud) | ||
+ | Resources......................... 4 | ||
+ | Status............................ 2 (University) | ||
+ | Status............................ 4 (Medical) | ||
+ | Status............................ 4 (Order of the Black Crow) | ||
+ | Token............................. 1 (Tenerous Mirror) | ||
+ | Token............................. 2 (False Pledge) | ||
+ | Token............................. 3 (Drowsing Coil) | ||
+ | Token............................. 3 (Dynasty Glasses) | ||
+ | Token............................. 3 (Nightmare Strands) | ||
+ | Token............................. 3 (Oneiroi Quill) | ||
+ | Trained Observer.................. 3 | ||
+ | Twinet Access..................... 3 | ||
+ | Unseen Sense...................... 2 (Ghosts) | ||
+ | Winter Goodwill................... 1 | ||
+ | Wyrd Evolution.................... 1 (Shadowsoul) | ||
+ | ----------------------------------------------------------------------------- | ||
+ | C O N T R A C T S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Darkness 3............................ Dread 5............................... | ||
+ | Dream 2............................... Eternal Autumn 3...................... | ||
+ | Fleeting Autumn 4..................... Four Directions 1..................... | ||
+ | Lucidity 1............................ Moon 4................................ | ||
+ | Shade And Spirit 5.................... Shadow 2.............................. | ||
+ | Spellbound Autumn 3................... Stone 1............................... | ||
+ | ----------------------------------------------------------------------------- | ||
+ | G O B L I N - C O N T R A C T S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Sight of Truth and Lies........... 1 | ||
+ | ----------------------------------------------------------------------------- | ||
+ | A D V A N T A G E S | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Defense.......... 6 Initiative....... 6 Size............. 5 | ||
+ | Speed............ 10 Curr Willpower... 6 Perm Willpower... 6 | ||
+ | ----------------------------------------------------------------------------- | ||
+ | H E A L T H | ||
+ | ----------------------------------------------------------------------------- | ||
+ | Wyrd............. 5 Health: 7 (7) | ||
+ | Glamour.......... 14/14 Wounds: 0-Aggravated 0-Lethal 0-Bashing | ||
+ | Dice Penalty..... 0 [ ] [ ] [ ] [ ] [ ] [ ] [ ] | ||
+ | ----------------------------------------------------------------------------- | ||
+ | |||
+ | DescriptionEdit | ||
+ | By knowing something's name, true name, a magical link can be created by associating yourself to it in a magical sense, in a similar way that you would if you had;hair, nail cliping, or blood. You have to know exactly how to say the name, just knowing it is not good enough.[1] | ||
+ | |||
+ | In the Dresden Files, all beings have a name and a Name. Anytime anyone says your name it touches you, but when a Wizard, or a supernatural being, says your Name, and means it, the effect is amplified a thousandfold.[2] | ||
+ | |||
+ | Names with a capital N, have power. If a wizard has an entity or persons name, they automatically have a conduit, a way to home in on it.[3] | ||
+ | |||
+ | Wizards collect names of creatures, spiirits and people. Like a huge supernatural Rolodex. [1] Some of the more powerful creatures in the Dresden-verse, like Ferrovax only need one part of a Name to influence said being.[2] Some of the beings are too powerful, be very dangerous and probably not a good idea to call upon. However, there are countless lesser beings with lesser price tags and it's not so hard to get them to one's bidding.[3] | ||
+ | |||
+ | A mortal's Name can change over time due to how their perception of themselves can change, whereas most supernatural beings' Name is static and unchanging.[3] | ||
+ | ----------------------------------------------------------------------------- | ||
+ | We are using the Optional Rules for the power of your True Name from Rites of Spring. | ||
+ | |||
+ | Your True Name is not necessarily the name put on your birth certificate. It is something a bit more abstract and fundamental to your being. Perhaps it was the name your mother whispered to you while she carried you in her womb Or maybe it was the name she preferred over the one she eventually agreed to. Or maybe it was song to you by a bird while you were a baby. Or perhaps even it is the Virtue that you are your core believe you are, or manifest. Perhaps it is something else altogether. Everyone has a True Name, it cannot be changed. | ||
+ | |||
+ | When you say someone's True Name it protects you from any contracts they might use against you, their contract uses take a penalty equal to their Wyrd when targeting you for a number of turns equal to their Wyrd. | ||
+ | |||
+ | Everyone remembers their True Name, if they do not remember it consciously they remember it subconsciously. If you do not know you True Name and want to rediscover it you may find it via a Memory Dream. | ||
+ | ===== < Approved 16 Nov 2011 [Wed] 11:01 AM by Venice > ===================== | ||
+ | |||
+ | Naming | ||
+ | This is a rare Art guarded jealously among the court seers and few commoner namers of the Crystal Circle. Rumor has it that entrants into the Crystal Circle are all taught the secrets of this Art upon their joining -- a rumor that august body has yet to deny or confirm. True Names hold the essence of Glamour, as well as the ability to control the soul of the being, if the namer is powerful enough. A powermongering seer could well control the flux of power within a court by injudicious use of the Naming Art. There have been a few who tried, like the infamous Malachi Tadcaster. By altering the True Name of Baron Scheiro, he caused that lofty noble to be changed into a horse, which he rode into court. Not long after, three mysterious sisters calling themselves the Norns paid Malachi a visit. Malachi disappeared with them, and he has never been heard from again. It should also be noted that all written accounts of him have gradually faded as well, as though scribed on goblin parchment. His name remains in the spoken word alone, a caveat to injudicious name-users. | ||
+ | |||
+ | The Naming Art will not work against someone who already knows your True Name. Your naming magic is useless if someone knows your name and you don't know hers. | ||
+ | |||
+ | Beginning characters should not know the Naming Art, as it is rarely known to any but members of the Crystal Circle or high-ranking nobles. | ||
+ | |||
+ | Attribute: Intelligence | ||
+ | |||
+ | Seek 'n' Spell | ||
+ | Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language, even tracts written with magical wards on them (although the magic of the ward will oppose the reader, as in the example under Weaver Ward). A new cantrip must be cast or each new tract read. | ||
+ | |||
+ | The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in Latin, for example, can be ready by someone using the Prop Realm. A Fae using the Nature Realm could decipher a manuscript on the flora of South America. | ||
+ | |||
+ | Changelings unsure if they have the appropriate Realm to use for this cantrip may make a Kenning + Perception roll (usually Difficulty 7, with higher penalties for Wards, etc.) to ken the general subject matter of the text. | ||
+ | |||
+ | System: The number of successes indicate how much information is gained from reading the tract. | ||
+ | |||
+ | 1 success -- Vague understanding with few clear details. | ||
+ | |||
+ | 2 successes -- Fairly clear understanding of the tract with only a few details. | ||
+ | |||
+ | 3 successes -- Full understanding with all details coherent. | ||
+ | |||
+ | 4 successes -- Complete understanding, as well as divining the subtext or any hidden meanings behind the text (any coded information is also revealed). | ||
+ | |||
+ | 5 successes -- As above, and you can ask up to three questions about the author of the text. | ||
+ | |||
+ | Type: Chimerical | ||
+ | |||
+ | Rune | ||
+ | Rune unleashes the abstract mystical power behind the symbols known as runes. You inscribe a symbol on the object you wish to enchant, in addition to the chosen Bunk. This cantrip is an enhancement to other cantrips or actions. For example: Roderic the troll wishes to use Rune to enhance the successes of attacking with his battle-axe. He inscribes the appropriate rune on the axe, acts out the Bunk, and gains three successes from the cantrip. Roderic now has three additional successes on his axe-swing. However, the character must gain at least one success in whatever he is attempting to do before these successes are added -- this cantrip does not provide an automatic success. The effect of the cantrip lasts for one turn (the cantrip is used up, even if the axe-swing missed). | ||
+ | |||
+ | System: The Realm determines the target of the cantrip. The successes are added onto any successes gained when taking another action. The effect lasts one turn. | ||
+ | |||
+ | Type: Chimerical | ||
+ | |||
+ | Runic Circle | ||
+ | This cantrip inscribes a protective circle around the target or on a charm that can be carried. The circle acts as an invisible buffer that protects against supernatural forces. In addition to the Bunk, you must inscribe a runic circle on either the floor or an object (usually taking a full turn). | ||
+ | |||
+ | System: The realm determines where the cantrip is cast. Each Realm has its own advantages and disadvantages, thus while a Runic Circle case in conjunction with Scene may protect more people, it is not mobile as one cast on a Prop would be. A Prop may be stolen or dropped, though, unlike a Circle cast on a person by using Actor -- the possibilities are endless. | ||
+ | |||
+ | The number of successes determines the protective strength of the circle, which will protect the user as long as she does not leave the circle or drop the charm. | ||
+ | |||
+ | 1 success -- Protection against all Arts up to level one. | ||
+ | |||
+ | 2 successes -- Protection against all Arts up to level two/all Sphere magick up to level one. | ||
+ | |||
+ | 3 successes -- Protection against all Arts up to level three/Sphere magick up to level two/all other supernatural abilities (Gifts, Disciplines, etc.) up to level one. | ||
+ | |||
+ | 4 successes -- Protection against all Arts up to level four/Sphere magick up to level three/ all other abilities up to level two. | ||
+ | |||
+ | 5 successes -- Protection against all Arts up to level five/Sphere magick up to level four/all other abilities up to level three. | ||
+ | |||
+ | Type: Chimerical | ||
+ | |||
+ | Saining | ||
+ | (Player's Guide, pg. 173) | ||
+ | |||
+ | Use of this cantrip allows the namer to find the True Name of the target. This cantrip is most often used in the Saining ritual of a newly awakened kith, but it has other, more nefarious uses. All things have a True Name, even a television or a car. Changelings who possess this ability can learn the True Name of anything the use this cantrip upon, thus giving them some control over the object or person, especially if they possess the highest level of this Art, Reweaving. | ||
+ | |||
+ | To find out how many letters are in a name, roll 2d10. | ||
+ | |||
+ | Result (2d10) # of Letters | ||
+ | 2 3 | ||
+ | 3-5 4 | ||
+ | 7-9 6 | ||
+ | 10-13 7 | ||
+ | 14-18 8 | ||
+ | 19-20 12 | ||
+ | System: The realm determines who or what is affected. The number of successes determines how many runes in a name are known. A name cannot be used until all of the letters are known. | ||
+ | |||
+ | 1 success -- 1 letter | ||
+ | |||
+ | 2 successes -- 2 letters | ||
+ | |||
+ | 3 successes -- 4 letters | ||
+ | |||
+ | 4 successes -- 5 letters | ||
+ | |||
+ | 5 successes -- 7 letters | ||
+ | |||
+ | Type: Chimerical | ||
+ | |||
+ | Reweaving | ||
+ | By switching key runes in a target's True Name, the namer can fundamentally (and permanently) change the basic nature of the target. Seelie could become Unseelie, Legacies could be changed, etc. Note that the user of this cantrip cannot make a target do something impossible (i.e., a sluagh could be made into an elegant courtier, but still unable to speak above a whisper). The True Name of the target must be known before casting this cantrip. | ||
+ | |||
+ | This cantrip can be used to affect objects as well as people. While generally only a person's personality is changed by the use of this cantrip, objects can be literally transformed: a common stone may be transformed into a flower or a fish transformed into sand. Even places can be changed through the use of this awesome power. | ||
+ | |||
+ | System: The realm determines who or what is affected. The number of successes describes how drastic a change has been effected in the target. | ||
+ | |||
+ | 1 success -- Minor change; tastes or habits. Stop a target from chewing gum, or make a room less drafty. Change the color of a room from red to green. | ||
+ | |||
+ | 2 successes -- Moderate change; interests or moods. A raging tiger rolls over like a kitten, or a computer geek's interest shifts to something more worthy (like roleplaying). Make a pleasant, sunny room more gloomy and filled with foreboding. | ||
+ | |||
+ | 3 successes -- Major change; inner nature. Switch Courts, or get a gun to decide that its true calling is a paperweight, not a weapon. Turn a bank into a Communist collective. | ||
+ | |||
+ | 4 successes -- Total change; true calling. Change Legacies to that of your choice, or cause gunpowder to be edible. Turn a church into a bowling alley. | ||
+ | |||
+ | 5 successes -- Complete change; spiritual Twister. Cause vampires to embark on Golconda, or simply gain Faith. Switch stats on character sheets between Social and Mental Attributes. Change wraiths to specters. Turn the White House into a public lavatory. | ||
+ | |||
+ | Type: Chimerical or Wyrd | ||
+ | </pre> | ||
+ | |||
+ | =The Life and Times of Aaron Fletcher (''aka The Background'')= | ||
+ | |||
+ | ==Spring: Mortal Life== | ||
+ | * How was your family life before your abduction? Were your parents kind or cruel? Were you spoiled or impoverished? | ||
+ | * Where did you live? Did you live in Vienna, or did you live elsewhere? | ||
+ | * How were you viewed amongst your peers, both in school(if you went) and in your social life. Were you cited as a bully or ruffian, were you kind and charitable? | ||
+ | * What was your occupation prior to your abduction? How did this play a role in your personality (if it did)? | ||
+ | <br> | ||
+ | :They say that the Fletcher family line mixed with the Passamoquoddy tribes in the early life of Aleswich. From the research that has been done on the Passamoquoddy tribe, it is said that their history, culture, and rituals are based on oral history, prior to the arrival of European settlers on their land. The richness of an oral history pales in comparison to a written history. Each teller of the history adds their on flavor to the longer tale. And for those that knew the Fletchers of the mid-sized town in Maine, were unsurprised that two children would be gifted with the craft of storytelling. | ||
+ | |||
+ | :Born to a lawyer and doctor, Aaron and his sister, Natasha, were good at telling stories. The twins would spend hours telling stories to one another. Entertain each other with weaving words for hours. One of their favorite games was 'Once Upon a Time,' in which the tale would start sometime in the morning and go through until bedtime. Aaron and Sasha (his nickname for his sister) were a talented duo, but their tales were never light or filled with happiness. It was as though Aaron and Sasha channeled the Brothers Grimm-their stories filled with dark tones, muted light, with dark and malevolent shadows. Their parents thought it was morbid their children could take any happy story and twist it into a tragic tale. It was no surprise that upon entering high school, Sasha and Aaron joined circles of artists, writers, thespians. Even though their parents already mapped out their futures as doctors or lawyers, their parents considered it "quaint" that they felt an artist calling--and didn't see any harm in letting such idle entertainment continue through their teenage years. | ||
+ | |||
+ | :Early on, Aaron has dubbed three young ladies at his high school as the Wyrd Sisters. They were the "Mean Girls" of Aleswich. Popular. Pretty. Petty. When they would pick on those they saw as not part of their clique, Aaron would tell stories here and there to dethrone them one at a time. When his sister was one of their marks, Aaron decided to raise the stakes and created an elaborate tale so intricate and filled with enough truth and lies, it caused each of the girls to endure humiliation, shame, and a significant plunge in their prestige. Things were fine for a few years. | ||
+ | |||
+ | :They say that the fury and scorn of a female is one that you never want to be a target of. Aaron was the target of three, and on a night traveling home after the final curtain of the high school production of 'The Mousetrap' ended, both Sasha and Aaron walked back home (as they always did); but this would be the last time Aleswich would hear of Aaron for some five years. Whispers of kidnapping, running away, or worse: death, would circle the home and community. Eventually, Aaron was found at a 7-11 just outside of town, looking worse for wear. He eventually returned to his family safe and sound. | ||
+ | |||
+ | :Now if you thought this was the end of the story, you would be wrong. If you thought this was only the beginning, then my fine friends, ladies, and gentlemen, boys and girls--get ready for a ride and learn how three girls destroyed five lives all for the slight of one teenage boy. | ||
+ | |||
+ | |||
+ | ==Summer: Abduction== | ||
+ | * How did your former master claim you? What methods did he establish to get you into the Hedge? | ||
+ | * How did your Master treat you during this time? Was he forceful? Or was he friendly? | ||
+ | * Give us a small description of how your character felt upon entering the Hedge, and when he officially captured you? | ||
+ | <br> | ||
+ | :So there we are, two high school kids traveling back down familiar paths towards their parents home. They had been doing it for months and years. There was a favorite spot in the woods where an old stone bridge connected the two parts of the woods. Under was a simple river that traveled from and to who-knows-where. But that path was a familiar place. Traveling down the back roads to their parents' home was easy. So why was it that on this particular night was it so difficult? ''Over the bridge, two lefts and a right at the marker stones, then one more left at the oak and we are once again home'' was the clever poem they would chant to map their way from school to home. But once over the bridge, the marker stones were at a left and two rights. An old oak tree stood in a spot that seemed familiar, but when they turned right for home--home was not there waiting for them. | ||
+ | |||
+ | :Things became even more confusing as they continued to walk, as the sky overhead grew darker and darker. Maybe they needed to travel further. ''Was it three lefts, or two? Wasn't it a right? Of course, it was. Two rights, one left, and over the stone bridge.'' The poem didn't have the rhythmic beat as before, but it had to be it. As they continued to walk through the labyrinth their familiar forest became, they finally reached a clearing to discover a ramshackle cottage in the woods. This feels very cliche, Aaron turned to say to his twin sister. But alas, his sister was nowhere to be found. Had he lost her? Had she gone to explore another direction? She was right next to me, he said to the forest and himself alike. The door opened to the cottage, just as ice-cold began to fall from above. Wanting to avoid freezing to death by sudden showers, he ran inside to the home--surprised to find that the interior was much larger than the exterior. The home was two, maybe three, or maybe five floors--Aaron couldn't determine as he explored, looking for a telephone, or a way of getting his bearings. A door would open into one room, then another, then he'd see himself leaving into a room that he just recently exited out of. Nothing was making sense. Or everything was making sense depending on who you talked to. | ||
+ | |||
+ | :He opened a set of doors, that opened into a large valley encircled in stone and lined with several rows of mismatched chairs. In the middle of the valley was a smooth stone surface that contained a menagerie of things. Scattered and tattered costumes, props and other weaponry from stage combats (or real combats) past; and anything else they would need (or his Keeper saw fit to provide them). From above him (hovering? looming?) he heard someone tell a story. Aaron heard the murmurings of words, the tale was that of a prince who fought for love. Aaron was surprised to suddenly find himself dressed in knightly garb and looming in the distance was a tower several stories high and surrounded by goblins of all shapes and sizes. He knew the tale well. Maybe this is all a dream, he considered, and played along. Save the princess, and live happily ever after. Easy peasy. He fought the goblins with some difficulty. Some scrapes and cuts from weapons held by the foe--but what hero is without some wounds to tell the tale later in life? But upon getting to the tower, and traveling up numerous stairs, he began to feel fatigued. His head felt dizzy and his throat dry. Had he traveled so long that he was going to die of dehydration? Thankfully, the door appeared in front of him. Aaron opened it and saw the princess sleeping. As he drew nearer, his stomach grew hungry, his thirst looking to be quenched '''now'''. The prince soon learned he had fought a long way for the love not of the princess, but for the blood inside her. Aaron lost himself as he fed on her without question. Suddenly awakening to the horror that he caused; covered in the blood and gore of a damsel distressed, a voice chittered somewhere "No...this will not due," and Aaron found himself back at the blank stage with an all new set of props, and without much of a pause, transformed into another type of hero on another quest that ended differently than the stories Aaron was familiar with. | ||
+ | |||
+ | :The Grand Stage, as it's called, is but one of the places one can find the Gentry known as The Twisted Author. There is also the Magnificent Lorehouse, where countless books both bound and tattered can be found. This is where the Twisted Author goes to write down the tales he's told--chronicling each as they unfold with his "characters," that he's brought from the Mortal Realm. Some help him for their own reasons, and he doesn't mind--as long as he has characters to help explore the stories that he feels "inspired" to write down. The sad truth is this--The Twisted Author has never once written anything original in his timeless existence in Faerie. Indeed, all stories written and "created" are from the fragmented memories of others. He thinks they are his and his alone to twist and reshape, but a plagiarist is still a plagiarist no matter what they look like. | ||
+ | |||
+ | |||
+ | :<strike>one really understands who is listening to teenagers in the shadows, in the darkness, around the darker corners of daylight. The siblings soon discovered that they were invited to the ever twisting landscape and stage of the King of Tales and Terror. For now, they would entertain him--a lover of stories of all types, even the olden faerie tales spun by Aaron and Sasha. For now, they would be his new characters in his game of storytelling. Day spilled into night, night lasted forever until the breaking of dawn; fall gave way to summer, then came winter. Seasons did not matter, and time was unnecessary on the Taleteller's stage. People, denizens, and creatures came and left at the Taleteller's whim-anything to progress his malevolent story; and it did not matter if you knew where he was in his tale. What mattered was surviving and praying for an ending and a release. | ||
+ | |||
+ | :If days and months were a thing in Faerie, then Sasha and Aaron were prisoners and players of the Taleteller for several of them. The only thing that kept them both from total falling into madness and irreparable damage to their sanity was seeing this for what it was: a game of storytelling and tale-spinning. The King of Tales and Terror knew of nothing original, and even in the shadows behind the forests or beyond hills in the valley, he would spy on the siblings to see if he could claim the stories they would be forced to play out in his domain. So in times when they thought the King of Tales and Terror slumbered, the siblings worked on what they did best--telling stories. So the siblings formulated a plan: though their own way of secret communication, though costuming ploys, interactions with other denizens of the Dream Lands, tell a story so dark, even the King would be intrigued and distracted enough to escape.</strike> | ||
+ | |||
+ | :The story required more elaborate costumes, much more functional than the ones they would find within the Hedges. Glamour was collected amongst the trees, the ichor of watery bodies, breathed in like air. Aaron and Sasha's bodies were already altered within their time in Faerie, this was more of a welcoming ritual-welcoming all the magic of the Dreaming into themselves. They were treated like pretty nightmares; and pretty nightmares they would both become. The siblings played their part in the Taleteller's story, but the siblings altered it subtly at first, narrating their actions to give the King of Tales and Terror more theatrics and flavor than anything else. Intrigued, and distracted, they made for their final curtain and exiting off the stage. The thorns within the hedge tore at them as they escaped and when the Taleteller discovered the ruse, he sought a way to bring his favored actors back to his stage of nightmares. The siblings found a way out through the hedge-but freedom became more the focus than family; and the siblings were separated. Even today, Aaron still does not know what happened to his sister, but he found himself north of where he use to call home, in Bangor, ME. Aaron was found by a few changelings who helped him readjust, made him aware of a few rules and quickly vanished to avoid the eyes of the Gentry or any Loyalists within the area. Aaron began his new life as member of The Lost.</strike> | ||
+ | |||
+ | |||
+ | ==Autumn: Arcadia and Escape== | ||
+ | * What tasks did your Master use you for? (This is an important note for Seeming as well as Kith selection) | ||
+ | * Were other stolen people working with you? How did you view them? | ||
+ | * What urged you to escape? | ||
+ | * How do you view your Master now? | ||
+ | <br> | ||
+ | :Time is something that we understand only as a linear concept. One can talk about the Before and past places, people, events that might or actually have taken place; we can also talk about the Current and present things that happened a week, a few years, or the here and the now; and then there is the Possibly in which we can talk, discuss, debate, and dream about the things, people, and places of the future and those concepts ahead of us. However, such privileges are not afforded in Fae. Time is just as much a slave, a tool, and a weapon that the Gentry wielded with wanton abandonment. | ||
+ | |||
+ | :How long was Aaron a performer on the Grand Stage? How many roles were played out where he was either lead or ancillary characters the Twisted Author needed to tell its tale? Who was the Gentry telling these tales to anyway? Was there an audience of twisted creatures from their unknown kingdoms and shared domains? Was it talking to itself through its garbled voice that sounded like a hundred voices speaking at once? No one really knows anything about such details. A character never knows how many onlookers see him or her, and never knows how many "pages" they go through in order to get to the end. | ||
+ | |||
+ | :And with each passing story, Aaron became more and more of a character and less and less of an individual. A story that requires king that lays waste to a conquered village? Aaron plays the role of the ruler behind the throne. Need a story of a young adventurer seeking the hand of his childhood lady fair? Aaron plays the highwayman that plucks out the eyes of the adventurer, and the tongue of the fair maiden--leaving neither the ability to communicate. Each role that had a dark twist on a familiar trope, Aaron was written in to change the narrative. The fear of what character he was next to play was eclipsed by the darkness his heart and mind that enjoyed each take within the Twisted Author's nightmarish stories. Many victims met horrid ends with Aaron the perpetrator, or the ringleader, or the participant. He couldn't recall the last time he was the hero, the adventurer, the protagonist. | ||
+ | |||
+ | :So what lead a man turned into a nightmare and personification of the darkness in all mortal's hearts to leave and exit the stage and Lorehouse altogether? Perhaps there was something still inside Aaron that held steadfast to his humanity and desperately looked for a way out. Maybe the Twisted Author told a tale of his release into the cold world he had forgotten; left to play out this new role of Changeling and no longer human? Maybe it was a glimpse of several scattered pages of forgotten tales that beckoned Aaron's eyes to look upon words and pictures seeing familiar rhymes that he and his sister sung, or motes of stories they told? Maybe it was all of them. Aaron's mind cannot truly remember the details. The dreams are shredded and scattered in the past, present, and forgotten realms of dreams. Perhaps it was this: Part of Aaron--the part that was still human, somehow managed to break from the nightmare cage in his mind. He spent time in the Lorehouse when he wasn't needed to play out a story being told by the Author. There he read each scrap of paper, each page of a story ever written down, each detail and committed it to memory. When called to the Grand Stage and about to take on another horrid role, he found inside him the strength to call out the Twisted Author and challenged a game of "Once Upon a Time." The Twisted Author made his presence known--and it was quite a sight to see that the mind cannot ever unsee it, and accepted the challenge (out of ego, curiosity, or just plain boredom). The Twisted Author started the tale. This was a story about three friends who only knew malice and pride. As Aaron participated whenever he could, he saw the opportunity to add to the tale, making changes to certain elements unseen or unheard of by the Twisted Author. The tale was crafted in ways that Aaron cannot truly remember. The story created three things to happen: 1) it allowed for some of the "character" be freed to be characters of their own free will; 2) it allowed for a temporary gate to be opened off stage back to the real world; and 3) it confused the Twisted Author because when it was Aaron's turn to tell the tale, he brought it to such a high stake of tension, drama, and intrigue, it ended with something the Author couldn't understand: a cliffhanger. | ||
+ | |||
+ | :With a cliffhanger being the "end" of the story, Aaron exited the domain of the Twisted Author and made for the hedge gate. ''Over the bridge, two lefts and a right at the marker stones, then one more left at the oak and I will once again home!'' was the last thing Aaron thought as he crossed over a bridge covered in brambles and thorns. It tore more than his clothes. With a part of him shredded amongst the briars, and his memories entwined in brambles, and much of who he was cut and torn by the thorns of Faerie, Aaron returned to the mortal realm. No longer human, he was one of the Changelings. Another Lost. | ||
+ | |||
+ | ==Winter: Lost== | ||
+ | * How much time has passed since your abduction and return from the Hedge? | ||
+ | * Are you just stepping out of the Hedge into Vienna, or coming from elsewhere? | ||
+ | * If you are in a Court, how did you get brought in? | ||
+ | * Does your character have a fetch? Where are they? Does your character have their old life back? What is the status of their identity? | ||
+ | |||
+ | <hr> | ||
+ | <br> | ||
+ | =The Historian of Fabrication (''aka: The Chronicler of Lies, The Vivisectionist of Memories, The Twisted Author'')= | ||
+ | The Historian is a member of the Gentry, created by Aaron Fletcher. | ||
+ | |||
+ | ==Description== | ||
+ | [[File:Chronicler.jpg|300px|left]] The Floriographer's appearance is rather pointedly unremarkable. While his clothing is simple, never ornate, he simply...fades...into whatever is around him, without ever truly changing colours or semblance. Tall without being too tall, slender without being skeletal, those few unfortunate enough to remember him clearly have described the creature as a mousy-haired, bespectacled young man with vivid, avid eyes. | ||
+ | |||
+ | He never blinks. | ||
+ | |||
+ | Many a victim has thought herself alone, only to find the gentle, yet inexorable strength of too many hands drawing her down to be composted for her sins. | ||
+ | <br> | ||
+ | <br> | ||
+ | ==Realm== | ||
+ | The Herbarium is never truly dark. The realm possesses seemingly endless space, fields upon fields of flowers, formerly human and not, and yet, there is no day. There is no night. There are no shadows, unless the master wills it so. | ||
+ | |||
+ | Not physical shadows. | ||
+ | |||
+ | The shadow of their master's displeasure lies over all who dwell within the Fae's domain, and for those souls whose beauty isn't up to par, the filthsome, rotting, reeking heap of 'compost' more than makes up for the rest. It is never in the same place twice, rumours abounding as to how, or what, or who, is tasked with its silently unlovely relocations. | ||
+ | |||
+ | Perhaps most horrifying of all, however, is the herbarium chamber itself. Every blossom has spent hours within it, forced to gaze upon her/his own potential future. Pressed between glass, a thumb's width wide yet still alive, still beautiful, are the Floriographer's most perfect specimens, his pride, his joy, left unable to move, to speak, to interact at all -- but still able to feel. | ||
+ | |||
+ | The punishment for their release is unspeakable. | ||
+ | |||
+ | |||
+ | ==Methodology== | ||
+ | Victims are chosen for their beauty, their innate loveliness, their grace, their elocution. He does not choose average. He chooses the high school beauty queens, the dancers at the pinnacle of physical fitness and health, the winners of contests, and he chooses them himself. | ||
+ | |||
+ | The Floriographer prefers his blooms hand-picked. | ||
+ | |||
+ | Perhaps you saw his eyes observing you through mirrors, perhaps you saw him trailing you through crowds, quiet and intense. Escapees often remember scattered, dream-hazed moments in the night, eyes in the light of a streetlamp, reflections of a man who isn't there. | ||
+ | |||
+ | He is gentle, but utterly ruthless in his pruning of excesses from his blossoms' lives. Too chatty? He will steal your voice and keep it, or train it before he gives it back, to behave as HE wishes it to do. His victims are physically shaped and trimmed, groomed to emulate particular blossoms, made to study them, endless hours of attempting to be them, to behave as they behave. | ||
+ | |||
+ | Those chosen to be flowers in his garden are groomed toward the emotions and meanings their particular blossom once represented. A Flowering whose form was sculpted into a Chamomile might be forced into difficult situations, given hardships to persevere through -- or to fail, and be unworthy -- as Chamomile's meaning is ''Energy in Adversity''. One sculpted as Basil might be treated cruelly indeed, manipulated into terrible thoughts and actions, as Basil's meaning is ''Hate''. Or, perhaps, a lovely woman he intends to sculpt into a Red Rose (''Love'') persistently becomes a thistle (''LEAVE ME ALONE, defiance''), all on her own. It is this war of wills which most commonly creates hybrid blossoms (a.k.a. Dual Kith). | ||
+ | |||
+ | See the '''[[Gentry/The Floriographer/Flower Language|Flower Language]]''' for help in choosing your particular role in his bouquet. | ||
+ | |||
+ | |||
+ | ==Suggested Themes for Escapees== | ||
+ | The vast majority of the Floriographer's escapees are those who were flawed in some way or another, or simply not ''quite'' good enough to merit his especial attentions (read: not beautiful enough to belong in the herbarium -- yet...). | ||
+ | |||
+ | * Few Beast kiths are suitable for his realm. Those that are, are predators, carrion-eaters, those forced to survive by consuming the formerly-human 'compost' of the heap where truly flawed beauty is summarily discarded. Many an escapee was chased by hungry Beasts. | ||
+ | * Darklings are almost unheard of, but the occasional kith crops up in those nocturnal predators or mimics who attend the compost and guard the gardens. Who guards the guardians? Beasts are just that: Beasts. | ||
+ | * Elemental Woodbloods are fairly common, though the Floriographer has been known to trade flawed creations for other kiths if his garden requires them. Elementals would most often have been forced to do or behave in certain ways toward growing blossoms, to "encourage" them in directions this Keeper wanted, if they were not blossoms themselves. | ||
+ | * Fairest Flowerings are, far and beyond, the single most likely kith for this Keeper to produce. It is not unknown for Flowerings to deliberately mar themselves, be it a cut to the face or more severe changes, in order to be sent to the compost and take their chances with the beasts which guard the charnel reek of its confines. As Beauty is a major theme of the Floriographer, arguments could be made for many combinations of Fairest kiths. | ||
+ | * Ogres do not typically exist. A player would need to make an excellent case to justify one. See below RE: physical appearance. Their roles, too, would be as aggressors and manipulators, whether or not they realized what their actions caused. Need a blossom to learn humility? Have an Ogre eat her friend for disobedience. They are most often traded for with other Keepers, as they are unlovely and of little interest to his obsession. | ||
+ | * Wizened exist only in the capacity of managing the Beasts and doing chores the Floriographer would rather leave to others' time. If they are aesthetically appealing, they are more likely to please him and be his direct go-betweens. If they are hideous or twisted, they are less likely to have direct contact, their constant slavery and his impossible demands what causes them to change, rather than deliberate Fae intervention. These, too, are often adopted from other Keepers. | ||
+ | |||
+ | Overview: Though not all motleys use this motley pledge (or even us a pledge at all), this is perhaps the most commonly sworn pledge to bind motleys together. Some elements in changeling society don’t even consider a group of changelings a true motley until they’ve sworn a motley pledge. The boons of this pact usually manifest in traits that the motley hold as important together: if they are a group of high society movers-and-shakers, their pledge may grant them a bonus to Socialize and two dots in Resources. Likewise, a gathering of martial changelings dedicated to defending their freehold from Fae incursions may gain a bonus dot to Weaponry and two additional dots in the motley’s token Fighting Style. Of course, those who break this pledge not only lose the blessings of the motley, but suffer a loss of their own personal ability for a time — in stepping away from the motley and its preferred focus, the oathbreaker sacrifices some of her own ability and skill. To turn her back on her motley is to turn her back on the things the motley embraces | ||
+ | |||
+ | The Vow: "Hand to hand we stand, and side by side. Though my brother and I may quarrel, none may quarrel with my brother and not quarrel with me. This is my oath: friendship, assistance and the blessings that come of both, until the year has spun anew. May our prosperity desert us, and our talents fail us, should we break this vow of brotherhood. We had our families taken from us, but now we’re family, bound by more than blood. I swear to stand by each of you as you swear to stand by me, for a year and a day, and accepting all curses that may fall on me if I lie.” | ||
+ | |||
+ | Characteristics | ||
+ | Type: Vow | ||
+ | Tasks: Alliance, Greater (–3, all) | ||
+ | Boons: Adroitness (+1, all), Blessing, Medial (+2, all) | ||
+ | Sanction: Poisoning of Boons, Greater (–3, poisoning both Adroitness and Blessing boons) | ||
+ | Duration: Year and a day (+3, though many long-established motleys bear Lifelong durations) | ||
+ | Invocation: 1 Willpower (all) | ||
+ | --> | ||
+ | |||
+ | |||
==Spectral Harvest== | ==Spectral Harvest== | ||
:Cost: ••• | :Cost: ••• | ||
Line 5: | Line 373: | ||
:Effect: This merit allows a Changeling to siphon Glamour from a ghost the same way they can a living human being. To do so, the Changeling must locate the ghost's Anchor in the material world and through a warping of the Wyrd they are able to consume the emotion tied to that Anchor. The same benefits for Court apply to the Anchor based on ST referral. An Anchor tied to sorrow and sadness for a ghost would, of course, grant a Winter +1 to the Harvest total. The ghost of a serial killer attached to a knife, for example, could suit Autumn or even possibly Summer. | :Effect: This merit allows a Changeling to siphon Glamour from a ghost the same way they can a living human being. To do so, the Changeling must locate the ghost's Anchor in the material world and through a warping of the Wyrd they are able to consume the emotion tied to that Anchor. The same benefits for Court apply to the Anchor based on ST referral. An Anchor tied to sorrow and sadness for a ghost would, of course, grant a Winter +1 to the Harvest total. The ghost of a serial killer attached to a knife, for example, could suit Autumn or even possibly Summer. | ||
− | The ghost feels incredible pain when the act is done, as Essence is torn from their body that is similar to a Changeling being beaten with cold iron. This does not do any damage to the ghost's Essence. | + | |
+ | :The ghost feels incredible pain when the act is done, as Essence is torn from their body that is similar to a Changeling being beaten with cold iron. This does not do any damage to the ghost's Essence. | ||
:While in the Underworld, the Changeling can use this on a ghost directly, since ghost's there no longer have Anchors in the physical world. They also get a +1 to these Harvesting rolls. | :While in the Underworld, the Changeling can use this on a ghost directly, since ghost's there no longer have Anchors in the physical world. They also get a +1 to these Harvesting rolls. | ||
Line 92: | Line 461: | ||
: Exceptional Success: The character appears at the most advantageous position in the direction chosen. The character must still appear from a shadow of sufficient size. | : Exceptional Success: The character appears at the most advantageous position in the direction chosen. The character must still appear from a shadow of sufficient size. | ||
+ | |||
+ | |||
+ | <css> | ||
+ | #content table table td { | ||
+ | padding: 0; | ||
+ | } | ||
+ | </css> | ||
+ | {| width="100%" | ||
+ | ! colspan="2" | Master XP Chart | ||
+ | |- | ||
+ | | colspan="2" | This page aims at including every XP cost in the game, whether or not we use the material in question. If it's italicized, that means it's not available for PCs. | ||
+ | |- | ||
+ | | width="50%" | | ||
+ | {| width="50%" | ||
+ | ! Trait !! XP Cost | ||
+ | |- | ||
+ | | colspan="2" class="center" | '''General''' | ||
+ | |- | ||
+ | | style="background-color:;" | Attribute | ||
+ | | style="background-color:;" | New Dots x 5 | ||
+ | |- | ||
+ | | style="background-color:;" | Skill | ||
+ | | style="background-color:;" | New Dots x 3 | ||
+ | |- | ||
+ | | style="background-color:;" | Skill Specialty | ||
+ | | style="background-color:;" | 3 | ||
+ | |- | ||
+ | | style="background-color:;" | [[Merits|Merit]] | ||
+ | | style="background-color:;" | New Dots x 2 | ||
+ | |- | ||
+ | | style="background-color:;" | Morality | ||
+ | | style="background-color:;" | New Dots x 3 | ||
+ | |- | ||
+ | | style="background-color:;" | Willpower Replacement | ||
+ | | style="background-color:;" | 8 | ||
+ | |- | ||
+ | | style="background-color:;" | Power Stat | ||
+ | | style="background-color:;" | New Dots x 8 | ||
+ | |- | ||
+ | | colspan="2" class="center" | '''Changeling''' | ||
+ | |- | ||
+ | | style="background-color:;" | Affinity [[Changeling/Contracts|Contract]] | ||
+ | | style="background-color:;" | New Dots x 4 | ||
+ | |- | ||
+ | | style="background-color:;" | Non-Affinity Contract | ||
+ | | style="background-color:;" | New Dots x 6 | ||
+ | |- | ||
+ | | style="background-color:;" | Wyrd | ||
+ | | style="background-color:;" | New Dots x 8 | ||
+ | |- | ||
+ | |- | ||
+ | | style="background-color:;" | Goblin Contracts | ||
+ | | style="background-color:;" | Dots x 3 | ||
+ | |- | ||
+ | | style="background-color:;" | Token Limb | ||
+ | | style="background-color:;" | New Dots x 3 | ||
+ | |- | ||
+ | | style="background-color:;" | Clarity Raise | ||
+ | | style="background-color:;" | New Dots x 3 | ||
+ | |- |
Latest revision as of 15:47, 9 March 2018
Contents
Spectral Harvest
- Cost: •••
- Prerequisites: Wyrd 3, Occult 2, Empathy 2, ability to see, sense, communicate with the dead (Kith/Contract)
- Effect: This merit allows a Changeling to siphon Glamour from a ghost the same way they can a living human being. To do so, the Changeling must locate the ghost's Anchor in the material world and through a warping of the Wyrd they are able to consume the emotion tied to that Anchor. The same benefits for Court apply to the Anchor based on ST referral. An Anchor tied to sorrow and sadness for a ghost would, of course, grant a Winter +1 to the Harvest total. The ghost of a serial killer attached to a knife, for example, could suit Autumn or even possibly Summer.
- The ghost feels incredible pain when the act is done, as Essence is torn from their body that is similar to a Changeling being beaten with cold iron. This does not do any damage to the ghost's Essence.
- While in the Underworld, the Changeling can use this on a ghost directly, since ghost's there no longer have Anchors in the physical world. They also get a +1 to these Harvesting rolls.
- Drawback: Devouring ghosts energy and emotions carries with it great risk. Not all ghost are pushovers and many will materialize to attack the intruder, fearing their Anchor is at risk of being destroyed. Which could quickly cause the Changeling to have some notoriety amongst local ghosts who are able to communicate with one another. Some Changeling's cannot hide their spectral appetite and their Mien starts to take qualities of death. Paler skin, sunken in or blackened eyes. Further, Changelings find it difficult to Harvest human emotions, which now impose a -1 penalty to Harvest rolls regarding humans.
- Author: Aaron @ Fallcoast
Contract of Dread
Affinifty: Darkling kith.
Owl’s Keen Eyes •
The character gains the eyes of a nocturnal creature, able to see with little light even over long distances. This clause enables the character to use low-light vision, just as a nocturnal animal. The character’s visual range remains the same even in darkened conditions, such as dim light or moonlight. The character does not receive penalties for operating in poor lighting conditions or darkness. This clause lasts for one scene.
- Prerequisites: None
- Cost: 1 Glamour
- Dice Pool: None
- Action: Instant
- Catch: The character tucks a feather plucked from the head of an owl behind each ear.
Fear the Dark ••
The character can command the darkness to hinder his enemies, as if they were walking through a nightmare.
- Cost: 2 Glamour
- Dice Pool: Intimidation + Wyrd
- Action: Instant
- Catch: A child screams in terror at the sight of the character.
- Dramatic Failure: The darkness turns against the character, applying a -4 Speed penalty for the scene.
- Failure: The character fails to command the dark.
- Success: For each success rolled, the subject of the clause suffers a -1 penalty to all rolls involving movement (running, jumping, climbing, etc.). The subject’s Speed is also decreased by -1 per success. The subject’s speed can be reduced no lower than 1. Shadows & darkness becomes substantial & viscous around the subject. The character feels as though he is moving underwater in darkness. This clause is only effective under moonlight or in total darkness. If the subject is standing in sunlight or within bright artificial light (street lamp, ceiling light, spotlight, etc.), the clause has no effect. The light must be a strong ambient light to dispel the effects of darkness. A candle is not bright enough, and a flashlight is too narrowly focused to be effective. This clause lasts for one scene.
- Exceptional Success: The same as above, increased successes result in increased results.
Nocturnal Swarm •••
The character can summon a living cloud of darkness to descend upon his enemies, obscuring their senses and assaulting them like a plague of nocturnal insects.
- Cost: 3 Glamour
- Dice Pool: Animal Ken + Wyrd
- Action: Instant
- Catch: The character consumes a live nocturnal insect harvested from the Hedge.
- Dramatic Failure: The character absorbs the darkness. The character feels a thousand crawling critters underneath his skin for the rest of the scene, imposing a -2 penalty to all action rolls.
- Failure: The character fails to invoke the contract.
- Success: A cloud of darkness emerges around the character, filling the air like a swarm of insects. The cloud extends in a roughly circular fashion, a 1 yard radius plus an additional number of yards equal to the character’s Wyrd. The cloud blots out the ambient light, applying a -2 concealment penalty to all characters inside the cloud or characters outside directing attacks into the cloud. In addition, subjects also feel a creepy tingling sensation all over their body, as though they were covered in cockroaches or other creepy crawlers. There are no tangible bugs in the cloud, but the sensation is certainly there. Subjects within the cloud must make a successful Composure check reflexively each turn before taking actions. Otherwise, they are too distracted by the bugs to do anything else. This clause lasts a number of turns equal to the number of successes rolled.
- Exceptional Success: The intensity of the cloud is strengthened, actually scraping & stinging the subject’s skin. A subject suffers 1 point of bashing damage per turn exposed to the cloud.
Child of the Night ••••
The character becomes an embodiment of the night, transforming into a swarm of small bats. This ability is typically used to inspire fear or as a means of escape.
- Cost: 3 Glamour
- Dice Pool: Occult + Wyrd
- Action: Instant
- Catch: The character swallows the blood of a bat.
- Dramatic Failure: The mishap occurs during the transformation. The character feels a sharp pain in his joints, and suffers two point of bashing damage.
- Failure: The transformation does not take place.
- Success: The character’s breaks apart, transforming into dozens of rat-size bats. Though in a fragmented form, the swarm of bats is considered a single entity with a shared Health score equal to the character’s Health. The swarm moves together with a collective consciousness and cannot break off in many different directions. The character can still be damaged normally by attacks to the swarm. In this form, the character flies at his Speed +5 and can change formation to move as needed. The character can also see normally in the dark, applying no penalties for operating in dim lighting or darkness. However, because of the limitations of the bats’ size, the character cannot manipulate physical objects or cause any damage.
- Exceptional Success: The character can fly at his Speed +10 and applies a +2 defense bonus. This defense bonus does not apply attacks that could conceivably damage many of the bats at once, such as an explosion.
Boogeyman’s Sidestep •••••
The character uses the connections of the Wyrd to reach through the darkness, stepping through a shadow in one location then instantly reappearing from a shadow in another location.
- Cost: 3 or 6 Glamour
- Dice Pool: Stealth + Wyrd
- Action: Instant or Reflexive
- Catch: The character holds the eyes of a teddy bear, taken forcibly from a child.
- Dramatic Failure: The character finds himself transported into a scary & dangerous part of the Hedge. The character cannot use the contract again until a day has passed.
- Failure: The character fails to invoke the contract.
- Success: The character teleports from one location to another within a number of yards equal to the character’s Wyrd x 10. The shadows used must be large enough for the character to step into or fall through. The character cannot use his shadow. The character does not have to know where exactly he is going: only needing to decide on the approximate distance & direction he intends to go. Since the exact destination is somewhat random (at the Storyteller’s discretion), the character must accept the circumstances of where he appears.
- Exceptional Success: The character appears at the most advantageous position in the direction chosen. The character must still appear from a shadow of sufficient size.
Master XP Chart | ||||||||||||||||||||||||||||||||
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This page aims at including every XP cost in the game, whether or not we use the material in question. If it's italicized, that means it's not available for PCs. | ||||||||||||||||||||||||||||||||
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