Fetches
Handling Fetches
The information on this page relates to staff's stance on Fetches, on how/when/why they should be played, and on which of the optional rules from Autumn Nightmares we encourage you to use. We may or may not use all of them, and our stance may be different from other STs you have played with.
Rather than duplicate the entire chapter(s) being referenced here, staff recommends you check out the section in the CtL core book starting on page 251, and chapter 3 of Autumn Nightmares, starting on page 98.
Contents
What is a Fetch?
A moral dilemma. A big one.
In essence, when you are taken, the True Fae who steals you away will leave a double, a substitute, behind. This double, the fetch, steps into your mortal life, as the only life it has been given.
On the one hand, some fetches are psychotic monsters who deliberately wreak as much havoc as possible and work to destroy any vestige of a life you might have had.
On the other, a fetch is even more of a victim than the changeling it replaces. The fetch is garbage. It is string and twigs and an old slab steak bound together with magic and a snippet of your soul. It can't help being what it is. It was created with a purpose, and not all of those purposes are terrible ones.
Do you blame the fetch or the Fae who gave it life?
Do I Have to Have a Fetch?
Quick answer: no.
Long answer: in most cases, the True Fae who takes you WILL leave a fetch behind. In most cases. This is not always true (though exceptions are rare). If you come out of Arcadia and find no fetch, remember, it looked like you. It was living your life. It's entirely possible that your fetch got into an awful car accident and your entire family thinks you're dead -- thereby ensuring that your life is screwed over even without the fetch's deliberate choice.
Can I Play my Fetch?
Quick answer: yes.
Long answer: staff has made it possible for players to play fetches, so you could certainly play a fetch, and, later, after the fetch is slain/frozen, play a changeling version of that fetch, but you may not have both alts active simultaneously.
See the Fetches/Applications page for how to create a Fetch PC.
Disclaimer: Not meant for players who intend to live long, productive lives. Most fetch stories will end in death. Have fun while you can! |
Can I Play Somebody Else's Fetch?
Answer to this one is also yes. See disclaimer above.
Unknowingly a Fetch
This can go two ways:
- You and another player decide you'd like to make alts for each other. One plays the Changeling, the other the Fetch.
- You check the +fetch/list and contact a player there. See explanation below.
In CG or out, any Mortal character (not Psychic or Thaumaturge) may volunteer to +fetchify and be added to a list of potential fetches for PC Changelings. Check the '+help fetch' file in game for more command details.
This means that, to the Mortal's knowledge, they are a totally normal person. They have no clue they are actually made of a few twists of chicken wire and eggshells with some straw on top.
Once the Changeling escapes Arcadia, however, that changes. Poor Fetch. Their life, it was all a lie.
The +fetch/list command will show a list of those players who have volunteered their characters for potential future Fetch play. Staff will NOT stop other players from attacking your character if you are playing a Fetch. ICA=ICC. You should always be prepared to die.
Granted, there are of course many, many types of Fetch stories which do not involve immediate murder, and staff has provided this opportunity in the first place because it will be worthwhile to explore them...
In terms of mechanics and +sheets, once you and your Fetch have agreed that you seem to be good fits, your Fetch must send up a +request with their altered +sheet details. Use the information on the Fetches/Applications page.
Knowingly a Fetch
This is basically the same as the first option above: you make a Fetch alt and play it with a Changeling friend.
PLEASE remember that you CANNOT, ever, buy an Echo with a Wyrd requirement higher than the Wyrd of your Changeling. At the moment staff has not locked this in the +xps code itself, but if it is abused, more paperwork hassle will ensue on your end of the equation.
Mechanics
Fetches come with a few unique mechanics and abilities, and a number of optional traits. See staff's HRed list below.
Echoes
Echo Name | Page # | Prereq | Action |
---|---|---|---|
Attuned to the Wyrd | CtL p.256 | (Automatic) | All fetches can see miens/sense Lost coming. |
Enter the Hedge | CtL p.257 | Wyrd 1 | Fetch can enter the Hedge like a Changeling. |
Match | CtL p.257 | Wyrd 1 | Fetch understands its Lost's mindset. Act on same Initiative. |
Normalcy | CtL p.257 | Wyrd 1 | Fetch is completely undetectable by fae magic except creator's. |
Heart of Wax | AN p.102 | Wyrd 1 | Ignore wound penalties for the rest of the scene. |
Revoke Catch | AN p.102 | Wyrd 1 | Touch Changeling. Revoke their ability to use Contract catches. |
Secondhand Blessing | AN p.102 | Wyrd 1 | Fetch gains its Changeling's Seeming blessing. |
Strengthen Mask | AN p.102 | Wyrd 1 | Fetch strengthens its Changeling's Mask so they look the same. |
Summon Shard | AN p.103 | Wyrd 1 | Fetch summons a mirror-like blade from any pane of glass. |
Feast of Shadows | CtL p.257 | Wyrd 2 | Fetch can consume shadows of living beings to heal. |
Mimic Contract | CtL p.257 | Wyrd 2 | Fetch can use any Contract its Changeling possesses. |
False Seeming | AN p.101 | Wyrd 2 | Grants the Fetch a Seeming similar to its Changeling's. |
Hall of Mirrors | AN p.101 | Wyrd 2 | Forces its Changeling to see Changeling's masked face on all faces. |
Obscured Dreams | AN p.102 | Wyrd 2 | Fetch's dreams are protected against its Changeling. |
Shadow Boxing | AN p.102 | Wyrd 2 | Changeling receives no Defense against its Fetch. |
Shadow's Warning | AN p.102 | Wyrd 2 | Add Fetch's Wyrd to its Defense. |
Shadow Step | CtL p.257 | Wyrd 3 | Fetch can teleport limited distances through shadows. |
Amplify Curse | AN p.101 | Wyrd 3 | Fetch doubles effects of any Changeling's Seeming curse. |
Cracks in the Mirror | AN p.101 | Wyrd 3 | Changeling suffers any damage inflicted on the Fetch. |
Shadow Attack | AN p.102 | Wyrd 3 | Fetch's shadow comes to life and attacks Changeling. |
Death of Glamour | CtL p.256 | Wyrd 4 | Fetch creates a small zone where fae magic won't work. |
Craft Fetch-Beast | AN p.101 | Wyrd 4 | Create obedient fetch-beast out of an animal. |
Myriad | AN p.101 | Wyrd 4 | Fetch calls its reflection to life, which calls its reflection, which... |
Oathbreaker by Proxy | AN p.101 | Wyrd 4 | Fool the Wyrd, make Changeling suffer sanction of 'broken' pledge. |
Call the Fae | CtL p.256 | Wyrd 5 | Send a beacon to the Fae, calling them to come. |
Craft Second Fetch | AN p.101 | Wyrd 5 | Create a duplicate body. 'Reincarnate' into it upon death. |
Mirror Trap | AN p.101 | Wyrd 5 | Turn any mirror into a prison for a Changeling. |
Construction Materials
Fetches may be made out of Hedge materials, mortal world trash, rocks, sticks, clay, discarded buttons, a rotten hunk of dead deer, etc.
For purposes of construction, staff is using the optional 'Ingredients' section in Autumn Nightmares, page 104.
In this section, materials are divided into four categories, which each influence the Fetch's personality and capabilities. Think of them as Seemings. Only the bonuses ('blessings' in our seeming simile) are described below. See the book for details.
Fae-Stuff | Flesh |
Free Occult Specialty which must be related to the Fae (ex. Changelings, True Fae, the Hedge, etc.) and 9-again on any roll to detect/recognize fae magic or activity. | Free Athletics Specialty and one free Merit dot in/toward one of the following: Fast Reflexes, Fleet of Foot, Iron Stamina, Hardy. Must meet appropriate prerequisite(s) for the merit. |
Man-Made | Natural |
Two free Specialties in Empathy, Persuasion, Socialize or Subterfuge. They must deal with humanity rather than supernatural beings (no specs in Fae here). | Free Specialty in Survival. Once the Fetch is aware that it is supernatural, it can heal 1L per day by consuming a fistful of its primary natural component and spending 1 Glamour. |
Fetch Children
Staff is using both the "Fetch-children" and "Fetch-spawn" rules from Autumn Nightmares, pp.105-6.
Merging with Fetches
See Autumn Nightmares pp.106-7. This will require a PRP. It may be done by two PCs (i.e. you are a PC Fetch playing with a PC Changeling) or a PC and a storyteller (i.e. the storyteller is playing the NPC Fetch).
Wyrd Consumption
Holy flutternutters, YES. This is fantastic. And terrifying. See Autumn Nightmares pp.107-8. If you are a PC Fetch and do this, you will almost 100% be murdered horribly. Just saying.
Please let staff know before you get into this vein of RP, as it is most decidedly antagonistic, and Devourers have special badass mechanics.
Catches
Yes. While you do not NEED to have a catch, if you want your Fetch to have one, Staff is using this optional rule as well. See AN pp.108-9.
In essence, everything has a price, and the magic which animates a Fetch is, in a way, a much-amplified Mask. If a Fetch's catch is revealed, (AN p.109) "It might lose its powers. It might immediately understand what it is and why it was created. It might immediately flee to the Hedge, unable to stand the touch of the human world any longer. Or, it might immediately fall to the ground in its component parts."
Catches should be appropriate both to the Fetch and to the True Fae who created it. The book provides five examples. Please note that these, too, must be bought with XP. Any custom catches should match the general severity level of the example dot level the player is aiming for.
Reasons to Kill Fetches
Per AN pp.109-110, these are less altruistic reasons to kill fetches. These are all Changeling-only. Mortals cannot do this.
Favors | Materials |
Kill someone else's fetch so they will owe you a favor. | The materials used in building fetches are a quick way to make a minor token. Mechanically, staff will allow you to purchase a 1-2 dot token this way, without the delays of typical token crafting. |
Glamour | Dreams |
Swallowing a fetch's eye refills your Glamour pool if preserved in whiskey. Preservation lasts a year. | A fetch's tongue allows you to enter the dreams of a mortal with half the usual number of successes required. HR: To keep this in theme with the others, this can only be done once before the tongue reverts to its original state (i.e. a strap of leather or a leaf, etc.). |
Echoes | Secrets |
Cutting off a fetch's toes allows you to use its Echoes by holding a toe in the palm of your hand and willing the power into action. Toe crumbles away after use. Clarity 6 breaking point. | Boiling a fetch's ear makes a strong/bitter tea which reveals the direst secret the fetch ever had. Both ears reveal the same secret. |
Attributes | |
If the fetch had an Attribute at 4 or higher, you can harvest an appropriate organ representative of the trait (see book examples p.110) and eat it. You can then purchase a dot of that attribute for (new dots x 3) rather than (new dots x 5). ICly, you don't know what the traits actually are, so you may just need to hack apart the body and eat it all to test.. ;) |
Court Opinions of Fetches
By the book, only opinions for Spring, Summer, Autumn and Winter are written. Dawn, Sun, Dusk and Moon are all house-ruled.
This section begins on AN p.110.
Where opinions differ from the text, please use this page as your reference. This is what the Courts in Fate's Harvest think of fetches, so this is your guideline to how the NPCs will react.
Spring
Dawn
Summer
Sun
Autumn
Dusk
Winter
Moon
Fetches & Other Supernaturals
While players will not be interacting with PC supers, there are still NPCs in the area, and it is possible that changeling characters may have knowledge of how other supernaturals react to fetches.
With that in mind, staff points players toward Autumn Nightmares pp.112-3.
Only the "game system" notes are summarized below. Please see the book for full explanations of social opinions and likely actions.
Vampires | Werewolves |
Disciplines affect fetches as though they were mortal. Fetch blood provides no Vitae. Fetches cannot be Embraced, do not become ghouls and cannot be thralled/bound by vinculum, but can be addicted without the supernatural benefits. | Gifts affect fetches as though they were mortal. Fetches are not subject to Lunacy. Werewolves eating fetches gain no Essence. Fetches are immune to spiritual possession, and cannot undergo the Change to become werewolves. |
Mages | Prometheans |
Fetches are not capable of Awakening and are not subject to Disbelief. They are not considered Sleepers for witnessing vulgar magic, lacking the needed connection to the Abyss. They are, however, subject to magic as though they were Sleepers, and use their Wyrd ratings where a mage would use Gnosis for resistance. They do not have souls, but they mimic them well, and a mage scrutinizing a fetch requires 15 successes to see through the ruse, since a cursory glance reveals a 'soul,' even if there is something strange about it. | Fetches are not subject to Disquiet. They lack the humanity necessary to respond to Divine Fire. Their bodies cannot be used to make Prometheans after death. |