"Become stared at."- Peter
Name: Eric
Seeming (Kith):Fairest (Muse)
Mask: A young man, Grey-haired and grey-eyed, Eric is rather short, thin, and somewhat nervous-looking. He's rather quiet to most people, but when pulled out of his shell, he reveals a surprising ability to fit in.
Mien: Like the mask, with grey fox ears and three tails.
Statistics:
Age: 20
Apparent Age: 20
DOB:
Date Taken:
Hair: Grey
Eyes: Grey
Race: Nominally Nordic
Nationality: American
Height: 5'8"
Weight: 145 lbs.
Sex: Male
Stats:
Int 3, Wits 3, Resolve 3. Strength 2, Dex 3 Stamina 2. Presence 3, Manipulation 2, Composure 2.
Academics 1, Computer 1, Investigation 2.
Athletics 1, Firearms 2, Larceny 2, Stealth 3 (Specialty Woods), Survival 2.
Animal Ken 3 (Specialty Canines), Empathy 2, Expression 3 (Specialty Violin), Persuasion 1, Socialize 3 (Specialty Internet), Streetwise 1.
Contracts- Fang and Talon 3, Vainglory 3, Smoke 1.
Merits- Winter Mantle 2, Japanese 2, Iron Stomach, New Identity 4, Resources 2, Hollow (Group) 2, Hollow (personal)2, Direction Sense 1, Sniping 1.
Virtue: Prudence, Vice: Sloth. Fairest Muse, Winter Court
Wyrd 2, 11 Glamour (2 spent)
5 Willpower, 1 spent (will recover with 1 night's sleep)
7 dots of health.
Clarity 7.
Size 5
Speed 10
Defense 2
Armor 1/0
Init: 5
Seeming Blessing:
These changelings really are the Fairest of Them All, and their magic only emphasizes this. The player can spend Glamour to improve dice pools that include Presence, Manipulation and Persuasion. Each point spent increases one dice pool by one point.
A changeling counted among the Fairest also suffers no untrained penalty for using Social skills in which she has no dots.
Seeming Curse
Curse: The Fairest, similar to the creatures who stole them, can be callous and unfeeling, vicious and prone to toy with others, even people who love them. Their inner balance suffers for this. One of the Fairest suffers a –1 die penalty on dice pools to avoid losing Clarity (for example, the player of a Fairest with Clarity 5 who kills another changeling rolls two dice to avoid losing Clarity, rather than three).
Kith Talent
The Muse’s talent is The Tyranny of Ideas: the changeling’s presence can give a human the confidence and talent to do things that he otherwise would not be able to do. For every point of Glamour the changeling spends, the human subject (and it must be human; it can’t be another changeling or another supernatural being) gains +2 on one dice pool involving Expression, Persuasion, Socialize or Subterfuge.
New Identity ••
Effect:
has managed to acquire documents supporting a new identity since his return. In this age of background checks, paper trails and bureaucratic scrutiny, this is an incredibly handy resource to call upon, especially for changelings who have returned to find their old lives stolen by their fetches, or who have returned years or even decades after being taken and must forge new lives simply because it is functionally impossible to re-enter their old ones.
The number of dots spent on this Merit determines how convincing and in depth the documentation surrounding this new life actually is.
New Identity (•) represents an identity that passes casual inspection, but not much else — a character can go shopping and get around in most daily situations, but any kind of trained scrutiny such as from a police officer or bureaucrat immediately identifies her identity as a fake.
New Identity (••) imparts an identity that will pass most forms of relatively cursory professional inspection, but cannot stand up to a sustained investigation — a police officer who has pulled the character over will not automatically pick up anything unusual if he runs the character’s license plates or calls up her name in a database, but should the character be arrested and the police begin a formal investigation, her identity will quickly unravel.
New Identity (••••) represents an identity that is essentially as real as any identity can be — it would take a truly dedicated, competent and time-consuming search by trained professionals to uncover any hint that the changeling isn’t exactly whom she claims to be, at least as far as her documentation is concerned.
This Merit may be purchased multiple times at multiple ratings, each time representing a different identity, and an identity may also be upgraded later with the appropriate in-game explanation and experience expenditure.
In the case of certain Merits such as Resources or Status, it might also be worth noting which identity these Merits are tied to, since a character may not easily be able to access or maintain them if that identity is compromised.
Changelings use these Contracts to emulate and become closer to specifc animals. Contracts of Fang and Talon are purchased separately, each Contract attuning itself to one specifc type of animal. Canines, felines, sea mammals, predatory birds, fsh, sharks or even bony fsh are all sample possibilities. The character may choose to attune to a particular species, or as widely as a general family of animals; he could take affnity with Wolves or Canines, but not with Carnivora or Mammals. For example, a character assigning all her beginning fve dots in Contracts could purchase Fang and Talon ••• (Canines) and Fang and Talon •• (Birds of Prey), or Fang and Talon • (Oxen), Fang and Talon •• (Equines) and Fang and Talon •• (Goats). Purchasing more dots of any given Contract of Fang and Talon does not increase the others. However, the Beast seeming’s affnity applies to all Contracts of Fang and Talon, allowing Beasts to purchase multiple Contracts of Fang and Talon at reduced cost. In addition, learning new versions of already known clauses is half the cost (round down) of learning a new Contract. For example, a character with Fang and Talon •• (Snakes) and Fang and Talon • (Lizards) could purchase the second dot of Fang and Talon (Lizards) at half cost, as she already knows Beast’s Keen Senses (Snakes).
However, a character with Hearth ••• and Fang and Talon •• (Bats) would not pay half cost for the third dot in Fang and Talon (Bats), as she hasn’t yet learned the specifc Pipes of the Beastcaller clause.
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water.
Cost: 1 Glamour
Dice Pool: Wyrd + Animal Ken
Action: Instant
Catch: The changeling gives the animal a new name.
Roll Results
Dramatic Failure: The character angers or scares the animal he tries to approach and cannot use this clause for one full scene.
Failure: No communication occurs.
Success: The changeling can speak to all animals of the specified type for the next scene.
Exceptional Success: The animal feels affection and loyalty toward the character. The animal is actively helpful and volunteers information unasked if it considers that information important (so far as its intelligence allows).
Suggested Modifiers
Modifier Situation
+1 The character imitates the animal’s sounds and body language.
–1 The animal is frightened or hurt.
The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.
Cost: 2 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The changeling sees or touches an animal of the type being imitated.
Roll Results
Dramatic Failure: The character’s senses become slightly muddied and confused. The character experiences a –1 die penalty to all Perception rolls for the next scene.
Failure: The Contract fails, and the character’s senses are unaffected.
Success: The character gains a +2 dice bonus to all Wits rolls relating to perception for the next full scene. In addition, he gains the chosen animal’s most notable sensory ability — a wolf or dog’s sense of smell, including the ability to identify people and track by scent, an owl or cat’s night vision and so on. If the character’s particular animal has no signifcant exceptional sense (such as a goat or monkey) , he instead gains a +4 dice bonus to all Wits rolls relating to perception. These bonuses last for the next full scene.
Exceptional Success: The character gains an additional +1 die to all Perception rolls for the scene.
Suggested Modifiers
Modifier Situation
+1 The changeling is touching an animal of the correct type.
+1 The changeling is wearing a mask or other large image (such as a painting on the back of a jacket of an animal of the correct type).
–1 The environment is one that the animal would find uncomfortable and unnatural, such as a jungle animal in winter snow.
These Contracts draw on Glamour to make the changeling more impressive and awe-inspiring. Several of these clauses allow the changeling to reveal his true mien to mortals in a fashion that neither risks lowering his Clarity nor allows the mortals to remember it clearly. The Striking Looks Merit provides the listed +1 to +2 dice bonus to all Contracts of Vainglory.
The changeling convinces a single subject that she is his professional superior or someone of superior social status. This clause cannot compel anyone into obedience, only deceive him.
Cost: 2 Glamour
Dice Pool: Wyrd+ Intimidation – Resolve
Action: Instant
Catch: The changeling pretends to be a socialite or similar celebrity whose fame comes from high standing or
good looks alone.
Roll Results
Dramatic Failure: The subject takes extra offense to the changeling’s obvious lies, perhaps viewing her as dangerously deluded.
Failure: The illusion fails. The subject sees the changeling as she is.
Success: The changeling can either convince the subject that she is a high-ranking person in the subject’s workplace,
or simply that she is a celebrity, someone important and worthy of notice and respect. The changeling doesn’t control who the target sees, only the general “someone in his workplace” or “a celebrity.” If the subject is expecting someone important to come and talk with him, he assumes the changeling is this person. This Contract does not force any particular action on the subject, but most will behave deferentially. Along with this effect, every success rolled adds one bonus die to all Social rolls to impress, intimidate or command the target. This effect lasts for one scene or until someone else convinces the target that
the changeling is not who she claims to be.
Exceptional Success: In addition to the above effects, the target is frmly convinced of the changeling’s importance and will argue with anyone who claims otherwise. In his certainty, the target gains +1 die to all rolls to convince others of the changeling’s importance.
Suggested Modifiers
Modifier Situation
+1 The changeling is dressed appropriately for the position she claims.
–1 The changeling is dressed inappropriately for the position she claims.
Some Gentry keep slaves to provide them with more refned forms of entertainment. This clause allows changelings to become consummate performers, preternaturally skilled storytellers or inhumanly eloquent speakers.
Cost: 2 Glamour
Dice Pool: Presence + Expression
Action: Instant
Catch: The changeling is giving a performance in front of a wealthy and powerful audience.
Roll Results
Dramatic Failure: The character’s confidence in her ability is utterly misplaced. She receives a –2 dice penalty
to all Expression or Persuasion rolls for the next scene, but believes she is giving an excellent performance.
Failure: The changeling gains no bonus to speeches or performances.
Success: The character gains a number of bonus dice equal to her Wyrd to all Expression and Persuasion rolls for
the next scene.
Exceptional Success: The changeling delivers an inhumanly excellent performance, adding a number of automatic
successes equal to her Wyrd to her next Expression and Persuasion roll, as well as adding the usual bonus dice to all other Expression and Persuasion rolls for the next scene.
Suggested Modifiers
Modifier Situation
+1 to +2 The changeling is wearing an unusually fine costume, or using especially well-made instruments or other accoutrements.
–1 to –2 The changeling is dressed in an unassuming fashion without special props or accoutrements.
The Gentry sometimes send the finest on diplomatic missions where they must be both impressive and difficult to harm. The changeling temporarily abandons the Mask, revealing her fae mien to all mortals (and other beings) within sight. However, using this clause does not harm the changeling’s Clarity, because his appearance dazzles mortals with amazing glory rather than confusing or frightening them. Mortals can clearly see they are talking speaking to a creature of inhuman appearance, but this merely impresses them to the extent that mortal onlookers are incapable of attacking the character except in self-defense.
Cost: 3 Glamour
Dice Pool: Presence + Wyrd
Action: Instant
Catch: This clause is invoked at a formal party containing at least a dozen people.
Roll Results
Dramatic Failure: The character appears clumsy and ill mannered, suffering a –2 dice penalty to all Presence or Manipulation rolls for the next scene.
Failure: The character’s appearance is unchanged.
Success: The character appears in her true form. Onlookers are awed, but not frightened. The character gains the equivalent of the four-dot version of the Striking Looks Merit. This bonus adds to any others, such as if the character already has the Striking Looks Merit. In addition, as long as the changeling does not brandish a weapon or attempt to harm anyone, ordinary humans cannot attack her. They can attempt to block her path, but they cannot actually harm her except by accident. Supernatural beings may attack the changeling by making a successful reflexive Resolve + Composure roll before each attack. This Contract lasts for one scene, unless the character attacks someone or aims a weapon at someone with threatening intent. Either action instantly ends the Contract’s effects, but the character can order others to attack without necessarily dispelling the effects.
During this time, cameras and other electronic devices will not show or record the character’s true form. Afterward, human onlookers still consider the changeling as striking and impressive, but either remember her appearance as a wondrous costume or forget that she looked at all inhuman. Supernatural onlookers remember the changeling’s true form, however. This clause affects everyone who sees the character during this scene, not merely those present when it was first invoked.
Exceptional Success: This effect lasts until the sun next rises or sets (whichever comes first).
Suggested Modifiers
Modifier | Situation |
---|---|
+1 to +2 | The character is wearing exquisite and expensive clothing. |
–1 to –2 | The character is wearing shabby or cheaply made clothing. |
–2 | The character is wearing a visible weapon. |
This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain
locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good
Folk who left cloven-hoofed tracks or the scent of curdled milk behind them. Indeed, certain seemings even use this
Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake or loath-
some Tunnelgrubs who deliberately ooze a trail of slime to unsettle others.
Cost: 1 Glamour
Dice Pool: No roll is necessary. When The Wrong Foot takes effect, evidence of the changeling’s passing change to
resemble something other than the visitation of a human-like entity. This may be tracks similar to a bird’s three-toed
foot, a bloody mist, drips of lavender extract — whatever the character chooses. Note that this Contract always creates the same result, so the character should think about how he wants this to manifest before the frst time he uses it,
and should clear it with the Storyteller before it comes into play. This substance or mark supersedes all other evidence
of passage, so footprints will vanish but the slime-spray will take its place in every case, whether or not the ground was
soft enough to hold a footprint. The Wrong Foot does not change the appearance of previously made marks, however.
Therefore, this limits the practical application of the Contract in numerous situations, so many changelings have come to rely on The Wrong Foot to leave a sort of “calling card,” whether or not they wish to obfuscate pursuit. Once activated, this Contract functions for the duration of the scene.
Action: Instant
Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own
passing.
Hedgecrafted Violin- no grain, no seams, fits perfectly in his hands. The strings on the bow are an actual part, rather than tied/grafted on.
A really, really nice kimono. Like, whoa nice. It's not Hedgecrafted, but it could be valuable for something.
*Head out to a bar [done and dusted]
**Meet, apparently, with a representative of the Winter Court who will help me with an identity. [done]
*Try to find what I want to do now that I'm....out. [*chuckle*...yeah, no.]
[Meta] When a symbol is required, adopt the "henohenomoheji"
Week 1: +14 Week 2: +17 Week 3: +18=49 Points
Strength 2- 10 points.
2nd point of Wyrd- 16 points.
Empathy 2- 9 points.
Athletics 1- 3 points.
Stealth 3- 9 points.
Group Hollow- 2 dots added for 6 points.
3 points remain. Now 6.
Personal Hollow- 2 dots added for 6 points.
0 points left
2 points added.
3 points added, 5 total.
3 points added, 8 total.
2 points added, 10 total.
2 points added, 12 total.
12 points spent on Vainglory 3.
3 points added, 3 total.
3 points added, 6 total.
3 points added, 9 total.
3 points added, 12 total.
3 points added, 15 total.
15 points spent on Fang and Talon: Canines 3
2 points added, 2 total.
3 points added, 5 total.
1 point added, 6 total.
3 points added, 9 total.
2 points added, 11 total.
2 points added, 13 total.
3 points added, 16 total.
2 points spent on Heather's Hollow, 14 total.
2 points added, 16 total.
15 points spent on Wits 3, 1 total.
New Goal- some form of hedge exploration.
3 points added, 4 total.
3 points added, 7 total.
3 points added, 10 total.
6 points spent on Larceny 2, 4 total.
3 points added, 7 total.
2 points added, 9 total.
2 points added, 11 total.
2 points added, 13 total.
3 points added, 16 total.
2 points spent on Direction Sense Merit, 14 total.
2 points added, 16 total.
3 points added, 19 total.
2 points spent on Sniper Merit, 17 total.
2 points added, 19 total,
2 points added, 21 total.
3 points spent on Intimidation 1.
3 points spent on Subterfuge 1.
2 points added, 17 total.
1 point from Hollow destruction, 18 total.
12 points spent on Hollow 3, 6 remain.
1 point added, 7 remain.
2 points added, 9 remain.
3 points added, 12 total.
3 points added, 15 total.
2 points added, 17 total.
2 points added, 19 total.
18 points pent on hollow 5, 1 remains.
3 points added, 4 total.
2 points added, 6 total.
2 points added, 8 total.
2 points added, 10 total.
9 points spent on Firearms 3, 1 remains.
3 points added, 4 total.
3 points added, 7 total.
3 points added, 10 total.
10 points added, 20 total.
Omen 1 added for free.
2 points added, 22 total.
3 points added, 25 total.
24 points spent on Wyrd 3. 1 point added.
Omen 2 added for free.
3 points added, 4 total.
2 points added, 6 total.
3 points added, 9 total.
2 points added, 11 total.
2 points added, 13 total.
3 points added, 16 total.
2 points added, 18 total.
2 points added, 20 total.
2 points added, 22 total.
2 points added, 24 total.
2 points added, 26 total.
3 points added, 29 total.
2 points added, 31 total.
15 spent on Clarity 5, 16 total.
3 points added, 19 total.
2 points added, 21 total.
2 points added, 23 total.
3 points added, 26 total.
2 points added, 28 total.
3 points added, 31 total.
18 points spent on Clarity 6, 13 remain.
2 points added, 15 total.
3 points added, 18 total.
2 points added, 20 total.
2 points added, 22 total.
18 points spent on Clarity 6, 4 remain.
2 points added, 6 total.
11 points added, 15 total.