Fetches

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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.


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.

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.