While each person in the motley has their own collection of tokens, there are a few which are owned and used by the motley as a whole.
This particular wardrobe takes the appearance of a French armoire from the 1920s made of sturdy wood with a mahogany finish and brass fittings. The two doors are decorated further with brass inlay around the edges. Both doors are fitted with round, crystal handles. Above the right handle is a keyhole, and dangling from it on a red satin string is an ornate key. The key does not work, and the armoire will not open, until it has been activated. Once per day, anyone in the motley can activate the armoir to produce a new hedgespun outfit. The garments provided roughly suit the user's demands, but the armoire can never produce something sturdy enough to be armor.
Action: Instant
Mien: The armoire sometimes rattles slightly, as though shivering. When opened, it releases a musty, warm rush of air like a breath.
Drawback: The garments produced are physically real, but temporary. Each one dissolves into mist, smoke or dust at the next sunrise.
Catch: The user must moisten the key with his own blood. The wound aches slightly while the wardrobe's clothing is worn, distracting the wearer and imposing a -1 penalty to any Composure rolls. User's who cannot see through the mask also cannot request a specific outfit.
This token was given freely to the Praetoriani of the Trifold Vault by Sir Katie of the Antler Crown and Sir Prymja Bolverkrin of the Knowledge of the Tongue, on behalf of their motley, Song of Sixpence.
The Chameleon's Blade is a curved, extremely sharp bronze skinning knife with a worn oak handle. To those who know its secret, it is a potent tool for disguise and deceit. When activated, it allows the bearer to truly become another person. In order to function, the user must first remove skin from his victim using the Chameleon's Blade. As long as their victim remains alive, the wielder may then use this skin to become identical in all physical ways to that person.
The act of skinning another person alive is a heinous transgression. Every time a victim is skinned, the user must make a degeneration roll against Clarity 1. The only exception to this is when the skin is given willingly, without compulsion: then it's just a (painful) medical procedure. The skinning itself requires a successful Dex+Survival test, to which the blade provides a +2 equipment bonus (this bonus also applies to other appropriate Survival tests, such as dressing game). Each success gathered on the roll deals 1 point of bashing damage to the victim and provides 1 square centimeter of usable skin. This skin may be stored for future use, but rot or other physical degradation spoils it, requiring new skin to be obtained.
When activating the blade, one or more pieces of skin must be held against the wielder's bare flesh. This skin is absorbed as he takes the form of his victim and cannot be used again. Each square centimeter of skin thus used allows the wielder to change his form for one hour. During this time, he truly becomes the victim: he loses his own physical attributes, physical merits, and physical flaws, and gains the physical attributes, merits, and flaws of his victim. Some derived traits will likely also change, like Defense, Speed, Initiative, and Health. If the victim is a changeling, their mien is copied along with their mask. The transformation is so complete that it is literally impossible to tell the user apart from his victim through physical examination. Fingerprints, voice detection, retina scans, and even DNA tests are fooled. The wielder cannot end the token's effect prematurely, nor can it be lengthened.
Action: Instant (requires 1 Willpower)
Mien: The metal of the blade feels slick to the touch, as though coated in some liquid. While held, the holder can just barely feel the grain of its wooden handle shifting constantly under his hand, though it appears static to the eye.
Drawback: For every hour the user remains transformed, he is fated to illness for a full day. Within the week, he comes down with some sort of fever and must remain nearly bedridden until it passes. The illness is always normal for the area, but will not respond to any treatment: he must simply wait. Fortunately, the illness gained is rarely lethal and never contageous. Should he use the Chameleon's Blade again before or during his illness, he springs back to health and more days are added.
Catch: The user becomes marred by his transformation. He gains a single physical Flaw related to his victim, which persists for a year and a day.
This Permanent Marker was purchased by the Song of Sixpence in the Goblin Market off the Wobtegwa Docklands in exchange for some glamour crystals, Ridged Pentaeater feathers, and 6P CD's signed by Birdie. Along for the purchase was a Key token and some Detroit real estate. Purchased from our new neighbor: Ryani the Hobgoblin. Because this token has great potential for good AND awesome, the motley informally agreed that none of us would use it in an obviously magical way (i.e. on water) out in public where humans could see. More common mischief/property defacement was not restricted. Because Solomon is a greedy hoarder, he asked if he could hold onto it. It resides in a sealed ziploc bag in a buttoned-down pocket on his person.
Action: Instant
Mien: When not activated, this token looks like a dried-out, junky, old marker that has run out of ink. When activated, this token will be able to write on ANY solid-ish surface, including calm water. Wherever it marks is effectively permanently marked, to the point it must be abraded or destroyed in order to remove it. Some more wiggle room if it's a liquid.
Drawback: The Permanent Marker is PERMANENT until the marked surface is destroyed in some manner. Includes disturbing drawings on still liquids with a thrown rock, or abrading a solid surface away, or (maybe?) getting laser surgery on skin similar to a tattoo.
Catch: If a human or changeling uses this token without paying the glamour or rolling successfully on Wyrd, then they take 1L damage and the marker becomes a red marker. Guess why? Cuz blood that's why.
Have you ever been shot except instead being a bullet it was magic and instead of shot it was more infused or maybe it was an injection....
This worn rifle bullet was a curious gift to Birdie from Felix. It has been emptied of powder and had a hole drilled near the base as if to hang from a necklace. To any changeling who holds it, its true purpose is obvious: the bullet allows someone to store and retrieve an amount of glamour equal to their Wyrd.
Action: Instant (cannot spend glamour to retrieve)
Mien: The bullet feels slightly heavier to changelings who hold it.
Drawback: You hear sounds of gunfire nearby. Changelings with a low Wyrd hear the noise as coming from far away, while those with higher Wyrd sometimes hear the shots from right behind them. These sounds can be unnerving, imposing a -1 penalty on your next actively attempted action due to being distracted.
Catch: This time the phantom gunfire is frighteningly real. Bullets tear through your flesh, inflicting one Bashing damage for every point of glamour stored or retrieved.
This ornate circlet is wrought of silver and gold, with a quarter-sized moonstone centered in the wearer's forehead. When activated, the stone sheds a pale green light for a single scene. Its light is about as powerful as a hand-held flashlight.
Action: Instant
Mien: The lighted jewel is filled with an opalescent liquid which swirls and swims at random.
Drawback: Any creature looking for you, or who intends you harm, is drawn to your location until the end of the following scene.
Catch: The light from the jewel is spiteful and enhances the darkness wherever it does not shine. All perception checks for things not in the beam of light suffer a -2 penalty. After the light shuts off, all perception checks suffer this penalty until the next sunrise or sunset.
Okay this one is like super easy. All it does is steal heat from the future! How does it do that? Well....
This palm-sized river rock is always warm to the touch. When activated, it keeps its bearer comfortably warm for one hour.
Action: Instant, must be held in the hand
Mien: Its warmth radiates into the hand.
Drawback: After the hour is up, the bearer becomes uncomfortably, incurably cold. The chill lasts for another hour.
Catch: After the warmth wears off, the bearer becomes dangerously cold. Without medical intervention, they may get frostbite on their extremities and suffer debilitating hypothermia. In the wrong circumstances, it can be fatal.
After the death of Niels, Birdie removed his right eye and preserved it in a jar of embalming fluid. It now rests there awaiting use, when it provides a literal third eye with which to perceive the secrets of the world. When activated, the Eye of Secrets allows the character to penetrate all physical concealments, whether mundane or magical. Anything that would otherwise be hidden from view is instead highlighted in bright, shining color. In the case of concealment through obscurity, the thing's true purpose is reflected in its perceived form. For example, a hollow whose hidden entrance is the arch of a hollowed-out tree stump would be revealed, its entrance appearing to the character as a brightly polished oaken door.
The token's effect lasts for one scene, after which time it falls dormant for a full day.
Action: Extended. Glamour cannot be spent to activate this token. Instead, the character must accrue five successes on an extended Wyrd test.
Mien:
Drawback: While the token is active, the character is unable to perceive the world. Their sight grows dim and blurred, and all the colors leech out of their surroundings, presenting them with a dark gray and black blur. In any round in which they desperately wish to see, the character can attempt a Resolve + Composure roll as an Instant action. Success allows them to see normally for a single round.
Catch: For the next full day, your two most valuable possessions are obscured from you. You always look in the wrong place, forget where they are, and plain don't notice them. If you do manage to locate one or both, they become lost again as soon as they leave direct contact with your flesh. Putting them in a pocket, lying them on the table, etc. are enough to lose track of them again. If the items in question are too large to believably become lost (a vehicle, building, large statue, etc.), then some other possession is obscured instead.
This wrinkled human hand smells of potent vinegar and has a tallow candle affixed to its open palm. When activated, the candle burns with unearthly light which only its wielder can see. The candle doesn't seem to burn down while lit and its light lasts until snuffed, up to a maximum of three hours.
Action: Instant. Pinch the candle wick and ask the dead to light your way.
Mien: The hand is still wet with vinegar, like a pickle. Its candle is slightly soft to the touch and burns with an unpleasant odor.
Drawback: The light this token gives is drawn from the thematically "nearest" portion of the Hedge, and brings with it wisps of memory and emotion from those who have traveled and died on its paths. The changeling's clarity is treated as 1 dot lower for determining modifiers to Perception checks and they are likely to suffer vivid hallucinations, even more so than usual.
Catch: Non-changelings who use the token must pluck a hair from their own head and wind it around the candle's wick. As the candle burns, the hair is slowly consumed by the flame and the bearer suffers a -2 penalty to all Perception tests. For the next three days, they cannot abide the taste nor smell of any food containing milk. If they are forced to eat such a food, they become violently ill until the offending matter is purged.
Daniel's glamour bank takes the form of a burnished brass locket from a bygone era, etched with the personal crest of one Daniel Wilson: a roughly triangular shield divided in two, the left half white and crying, the right have dark and laughing. It is empty inside. Any changeling who holds it may store and retrieve an amount of glamour equal to their Wyrd.
Action: Instant (cannot spend glamour to retrieve)
Mien: The two faces of the crest invert.
Drawback: You get a nagging sense of familiarity with everyone you see, but can't remember where you met. The distraction imposes a -1 penalty to your next actively attempted action.
Catch: The half-remembered faces around you contort with hate and lunge at you, baring hideous teeth and claws. Their rending touches inflict one Bashing damage for every point of glamour retrieved. Then, the phantoms disappear.
These ratty Converse sneakers once belonged to a hapless traveler in the hedge. Although ill-fitting, they now afford a measure of stealth to those who wear them. When activated, the wearer's Stealth score is treated as twice as high for as long as they are able to pay the shoes' cost, or choose to end the effect.
Action: Reflexive
Mien: Bits of thorn and stains of grass mar the fabric of the shoes, and the shoes occasionally waft the smell of a rotting corpse (though only the wearer can smell it).
Drawback: The shoes literally drink the wearer's Willpower. When the shoes are activated and every hour thereafter, the wearer loses one Willpower.
Catch: In addition to Willpower, the shoes drink health levels as well. The wearer takes one point of Bashing damage every time a Willpower point is consumed by the token.
This deck of tarot cards is in the process of being imbued with fae magics. Because there are 22 tokens, they have their own pages: the official rules, and the player's descriptions.
This unremarkable piece of wood is badly charred with with smooth, worn edges like a worry stone. In fact, it is a piece of the house in which Katie's Keeper imprisoned her, and which she tore free during her escape. Despite its appearance, it is a fully serviceable hedgespun dagger: Damage 2L, Size 1/S, Durability 3.
When defending their home, a changeling can activate the Keepsake Blade to make it even more potent. The Blade gains a bright, visible edge extending like the blade of a katana and becomes an exceptional sword. This blade is made from the light of an ember and adds no weight to the item, allowing unparalleled handling. This sword form has the following traits: Damage 5L, Size 2/L, Durability 3, attacks from height gain an additional +1 bonus.
Katie can activate the blade at will, without needing to defend her home.
Action: Reflexive
Mien: The wood glows from inside as though still lit and wisps of smoke trail from it which all nearby can smell. A curved, glowing edge extends from this hot core, creating the blade of a sword.
Drawback: The bearer finds he cannot stand still. No matter the situation, he is compelled to dart and move like the flame on the blade. He must take at least one Movement action to change location every round. The distance moved has to be at least one yard.
Catch: This bit of wood was perhaps not meant to be used at all, but especially resents serving an inferior thing which cannot use it properly. For the next hour, it inflicts one automatic point of Lethal damage to anyone who touches it.
Would you seek to chain the scent of flowers upon the breeze? No? Then you shall not have me.
This pair of golden bracelets is beautifully embossed with twining lavender petals. When worn together, they can be used to slip the bonds of a pledge or other obligation which was sworn within the last 24 hours. The wearer escapes the pledge unharmed and does not suffer any of the pledge's sanctions. Naturally, the token has no effect if the obligation is not magical in nature.
Action: Instant
Mien: The bracelets appear made of tightly woven yellow petals, shaped like those of the lavender plant. When activated, the petals fly apart and float above the wearer's wrists, gently wafting in their own invisible breeze. They remain floating for the same amount of time as you were bound in the now-evaded pledge.
Drawback: You find it harder to affect those still bound to the evaded pledge. Any rolls made against them suffering from penalties have those penalties doubled, and rolls against them with no penalties suffer a -2. This effect lasts until the next sunset or sunrise, whichever is further.
Catch: Not only is it harder to affect your former pledge mates, they become more difficult to defend against. Any rolls they make against you which suffer penalties see those penalties halved. Rolls which do not suffer penalties gain a +2 bonus. This curse lasts until the next sunset or sunrise, whichever is further.
Prey Selected. Target acquired. The Hunt begins...
This short, ash bow is lovingly maintained, though roughly made. Its limbs clearly show the remnants of sanded-off knots, and its grip is made of gnarled wood with a convenient arrow rest. Even just as a weapon, the Huntress' Bow is exceptional. Its stats are those of a compound bow with a minimum strength of 4 (Armory p90). In addition, arrows fired from the Huntress' Bow gain the 9-again benefit. Its weapon stats are: Damage 5L (9-again), Size 3/N, Durability 2 (Structure 5).
The real power of the bow is its ability to track whatever prey its wielder can see. Once activated, the bow's wielder feels a mental tug in the direction of their prey which is sometimes mirrored by the bow. If held upright, a knocked arrow will try and point at the target; held at the side, the bow's upper limb will do so. This draw persists even when the prey is out of sight and grants a +2 bonus on skill checks made to track them. Only two ways exist to escape the token's ability: be on the other side of the hedge, or stay alive long enough to wait it out. Its power ends after one scene or upon the death of the prey.
Until the effect ends, it can be redirected onto a new target. This requires considerable effort on the part of the wielder, however: they must succeed at a Resolve+Composure roll. Once the current target is dead, the effect is over and the token must be reactivated to choose a new victim.
Action: Reflexive
Mien: The only thing shared between the mien and mask of the huntress bow is its size. To those who can see such things, the bow is like a living thing with no skin, all bone and sinew and muscle. Its string is an extra-long ligament, and the entire thing has an oily sheen. It strings and unstrings itself at the user's whim by relaxing its tendons and straightening out when put away. While strung and idle, it stretches and flexes like an eager sprinter, and falls to stillness when a arrow is knocked. When that arrow is pulled, it strains against the wielder and when it is fired, every muscle of the bow contracts in a powerful burst, lending the arrow supernatural speed and power. While tracking quarry, a thick black smoke leaks from its joints and from between its muscles.
Drawback: The wielder is driven to kill their quarry. Any action not directly related to the hunt suffers a -2 penalty, including the roll to change targets.
Catch: The drive to kill becomes overwhelming and the wielder's vision fills with a burning red haze. Until the prey is dead, they can do nothing but hunt them down.
Oh, this old thing? Think of it as a lucky charm. I keep it around for when I need a boost. Don't worry, you're not supposed to get it.
This Zippo lighter allows any changeling who holds it to store and retrieve an amount of glamour equal to their Wyrd.
Action: Instant (cannot spend glamour to retrieve)
Mien: The lighter's flame is especially energetic when glamour is stored in the token.
Drawback: The changeling feels flames licking at their skin. To some, the sensation is ticklish while for others it is somewhat painful. Either way, the distraction imposes a -1 penalty on the next actively attempted action.
Catch: The flames become dangerously real and inflict one Bashing damage for every point of glamour retrieved. This damage cannot be prevented.
Want to go somewhere? I know a place. In fact, I know all the places.
This set of five small, unremarkable journals is filled with notes and details about literally every bar, pub, and nightclub in the city. Now and then, the contents change: notes are revised, closed businesses are removed, and new ones are added.
The token itself is really just one book: an ornate hedgespun journal which has been enchanted so that all the markings on its pages propagate to the other four books. Although none of the books ever change size, there are always enough pages for their contents and the master copy always has a blank page. When its bearer is ready to "publish", they simply activate the token. Transferring a full copy takes one or two hours, but propagating small changes takes as little as one minute.
Action: Instant
Mien: The words in the master copy writhe and twist on the page when it is activated. At other times, they occasionally twitch and shudder.
Drawback: The changeling is covered in elaborate tattoos of the book's entire contents. They, too, writhe and twist like the words of the book and their stinging imposes a -1 penalty to all social rolls. The penalty lasts until the book's contents are copied, at which time the tattoos fade away.
Catch: In addition, the tattoos inflict one point Lethal damage as the words swell with blood.
The scream of my sword heralds Death. You think it will be my charge. I know it will be you.
The Banshee Sword is an elegant leaf-bladed long sword. Its blade is inlaid with gold and silver filigree which wins and weaves to the hilt, whose cross-guard is a stylized pair of antlers. Its design is a common one among clavigers in Port Bowen: a sword of this type is given to every new knight. As part of its creation, it was enchanted as a trifle to keep its decorations intact despite fighting, and to make it very easy to clean.
The sword is truly the tool of a protector. A changeling bearing the blade may grip its hilt and speak or whisper the names of those he is sworn to protect. Once done, the sword protects the changeling's charge until the next sunrise or sunset, whichever is farther away. When the charge is threatened by imminent harm, the sword begins to wail like the banshees of legend, giving the changeling and anyone nearby a few moments of warning. It will even warn of threats that no one has yet seen, not even its bearer. It does nothing but scream, however: the nature of the threat is not revealed by the token, only its existence.
The sword is very particular about its duties and the dedication of its bearer. First, it cannot protect more than one charge at a time unless all the charges stay together. While they don't have to walk in a close knot, they at least have to stay in the same room. Second, the effect ends early if the bearer leaves the charges in a literal or a figurative way. Moving to a different room will end it just as surely as stepping a few feet away to take care of some personal business. If for some reason the bearer isn't allowed to follow their charge into a room, guarding the door is good enough. Similarly, tailing your charge in a vehicle is also allowed. In return for these stringent conditions, the sword's benefit lasts for its entire duration: it will scream each and every time the charge faces an imminent threat.
The idea of an imminent threat, as far as the sword is concerned, is fairly specific. Its rule of thumb is that a threat only counts if the charge will suffer harm in under 10 seconds. Examples that would make the sword screech are a sniper sighting down his scope, an assassin beginning his strike, or a crazed gunman deciding that now is the time. Actions which would not trigger the sword are a sniper surveilling the room through his scope, but not sighting in for the kill; an assassin moving through the crowd, but not readying for his strike, even though it may bring him closer to the charge; or a gunman picking sight lines and choosing his position, but not preparing to draw his weapon.
Action: Instant
Mien:
Drawback: As long as the sword is active, the changeling suffers a -2 penalty on all checks which do not somehow involve their duty to the charge. Taking such actions is dangerous in any case, as the token may decide that the changeling has abandoned their charge and cease to function.
Catch: The wielder must slice their hand on the sword as they say aloud the name of their charge. The cut deals one automatic point of Lethal damage and until the sword's effect ends, all rolls not involved in the wielder's duty to their charge are reduced to a chance die.
This token was destroyed by King Saepi the Wise in the forge of Goban Kovacs, with the assistance of Sir Katie of the Antler Crown. Its description is reproduced here for reference.
Pitted by the golden motes of a dying god, this hidden blade brings suffering to the unwary. In the hands of an assassin, it is incredibly deadly, allowing them to dispatch their mark with elegant ease. When used to strike an unaware target, the Hidden Claw gains a damage code of 5L and armor piercing 6. All Lethal damage that it deals in that attack is automatically upgraded to Aggravated damage and the target so struck must roll their Resolve + Stamina. If they score fewer successes than the damage dealt, they lose their next action.
Noticing the blade before it strikes is the only way to avoid its crippling power. Outside of combat, the target makes a Wits+Composure roll as usual for avoiding surprise attacks. In combat, the wielder and target make opposed checks: the wielder rolls their Dex + Larceny with a +2 bonus to hide the knife in their hand, and the target rolls Wits + Composure to notice. If the wielder scores more successes, the target suffers the token's full power. Other situations may make use of other means of concealment, as needed.
Once activated, the token remains usable for the scene, or until it is used to strike an unwary target. The drawback and catch are not invoked until it is used. If the knife remains unbloodied, neither drawback nor catch are triggered.
Action: Instant
Mein: The penknife is warm to the touch, with the promise of becoming painful to hold. Its metal surfaces are flecked with rust.
Drawback: The Hidden Claw has a finite lifetime: every point of aggravated damage it deals brings it closer to destruction. Secretly, the immense pain and suffering inflicted invigorates the memory of the Mighty Huntress of Grubs and Gods. Once the token's limit is reached, it is destroyed and she is reborn – somehow.
Catch: The wielder's blood flows along the blade as it cuts into the victim's flesh, burning and dissolving their being. The wielder suffers a number of Lethal damage equal to their Wyrd. This token is free for mortals to use.
This old nautical compass, roughly 4x4x3in, barely fits in Saepi's hand and would be cumbersome for anyone of normal stature to hold. The compass is something of an antique and not suited to the EM interference of modern life; when held steady, it can still point North, but only if there isn't anything else around to skew the needle.
When the bearer brings it near a particular item or creature and activates the compass, it loses track of magnetic north and instead guides the bearer toward something symbolically connected to that item. A wallet might lead to the pair of pants it's usually stashed in; a bullet casing could lead to a bullet now embedded deep in a wall; a lock of hair might point to the hair tie or brush most used to tame it; etc. The link chosen cannot generally be influenced by the bearer of the compass, but it will always be something at least marginally relevant to their interests. If a sleuth used the compass on a bullet casing after already discovering the bullet in the wall, the compass would follow some other link if possible: to the factory (or home workshop) where the bullet was manufactured, to the spare clip he didn't notice in the garbage can down an alley, or maybe even to the gun which fired the bullet.
The compass will continue directing its bearer until for up to an hour, or until the other end of the link is found. It's still a compass, however, so its guidance amount to little more than a horizontal arrow.
Action: Instant
Mien: The compass constantly exerts a subtle tug in the direction its needle points. When active, any who touch it feel a gentle rocking motion reminiscent of the sea.
Drawback: The bearer's sense of direction and navigation is overwhelmed by the compass. While it is active, the bearer and anyone who attempts to guide him must succeed at a Wits+Survival check to navigate. Further, this and all other navigation-related rolls suffer a -2 penalty. Failing this roll means that the bearer finds his way onto a path which follows the compass' directions. Even familiar places become strange and maze-like. The only exception is whenever the bearer follows the directions of the compass.
Catch: The penalty to survival rolls increases to -4, drawing all but the best navigators to the compass' path.
Time is money. Money is power. Power is pizza. Pizza is knowledge.
This sturdy plastic library card came with Solomon's new identity, courtesy of the Winter Court. It bears Solomon's newly-practiced signature, a bar code, and a few superimposed foil images of the Port Bowen Public Library. Any changeling who holds it may store and retrieve an amount of glamour equal to their Wyrd.
Action: Instant (cannot spend glamour to retrieve)
Mien: The library card looks mundane, but when active, its mien shimmers like it's submerged in clear, shallow water.
Drawback: That same water engulfs the user, temporarily clouding your vision and distracting you. This imposes a -1 penalty to your next actively attempted action.
Catch: The water not only engulfs you but turns bitingly cold as well, threatening the user with hypothermia and dealing 1B damage per glamour.
Since Goban is a retired character, these tokens are not exactly available. However, they still exist in the world and were created for the game, so they're getting posted too.
Taken from a shattered door in a Keeper's demesne, this tarnished brass doorknob is dull and clearly broken. Its base is jagged, clearly broken off from its fixture in haste.
Its secret lies in the torn metal of its fixture. When pressed firmly against a surface and turned clockwise, the Nob's Knob allows its bearer and anyone nearby to bypass anything which obstructs her path. It appears to blend seamlessly with the surface, and a gentle tug opens a neat door in the material. The door is as thick as the obstacle being bypassed, but always opens and shuts with ease.
The doors created by the Nob's Knob are not always silent, however. A rickety wooden wall will likely creak open, and rough stone may grate and growl.
Action: Instant
Mien: The knob is reassuringly heavy, like it would make a good impromptu weapon.
Drawback: Every time the knob is used, the bearer accrues a debt with the hedge. Before the next sunrise, a door which they open will only lead into the thickest, gnarliest patch of bramble in the hedge. The brambles prevent the door from closing, but welcome the bearer into their painful grasp. The only way to close the door and return it to normal is for the bearer to step completely through the doorway and into the hedge. The door usually tries to close immediately at that point, but can be held open by another person. As if that weren't enough, the hobgoblins and other beasts of the hedge are drawn to the open door until it is closed.
If seen from the opposite side, the door will appear closed. Opening it, however, reveals a different equally-gnarled patch of thorns. This opening must also be closed by the knob's bearer. Closing it does not decrease the bearer's debt.
Catch: The knob exacts an intimate price. By next sunrise, an object of great importance to the bearer will be forever lost. No matter where the search, it cannot be found. Perhaps they are devoured by the knob, or perhaps they are spirited to the Arcadian realm where the knob's wrecked fixture still lies, broken.
This unremarkable key looks like the sort of thing an apartment superintendent would give to new residents. It fits into almost any keyhole, but never engages the lock.
When inserted into the keyhole of the Nob's Knob and activated, the Knob's behavior is altered. The next time that the knob is activated, it will open a doorway which leads to any hollow which the bearer has previously visited. The destination must be chosen by the one who activates the knob.
The doorway thus created persists for one hour. During that hour, anyone can use this door to enter and exit the hollow without any cost or ritual. Indeed, if the knob was used on a mundane door, that door no longer connects to anywhere except the hollow. If the destination already has a full allotment of doors, then one of its usual entrances is blocked off until this temporary door disappears.
Action: Instant
Mien: The head of the key is a slice of highly polished wood, and its teeth are jagged spines of bramble.
Drawback: The hollow's wards are decreased by two dots for the duration of the door. If that would result in fewer than zero dots in wards, hedge creatures and Fae are actually attracted to the target hollow.
Catch: The bearer is blocked from his usual haunts. He is blocked entrance to nightclubs, loses the keys to his home, etc. For the next full day, he finds himself unable to enter any familiar place without help from someone else.
This shiny Zippo lighter allows any changeling who holds it to store and retrieve an amount of glamour equal to their Wyrd.
Action: Instant (cannot spend glamour to retrieve)
Mien: To changeling eyes, its gleam is tarnished by a thin film of clinging grease. The flame is especially energetic when glamour is stored in the token.
Drawback: The changeling feels flames licking at their skin. To some, the sensation is ticklish while for others it is somewhat painful. Either way, the distraction imposes a -1 penalty on the next actively attempted action.
Catch: The flames become dangerously real and inflict one Bashing damage for every point of glamour retrieved. This damage cannot be prevented.
A tarnished coin of indistinct denomination. When flipped, it weaves Fate around its bearer, heightening their success and mitigating their failures.
When activated, a single roll has its level of success upgraded automatically. A Dramatic Failure becomes a normal Failure; a Failure becomes a Success, and the number of successes rolled is treated as one; and a Success becomes an Exceptional Success, with no change in the actual number of successes rolled.
The coin can be activated after the results of a roll are known.
Action: Reflexive
Mien: The coin is eminently flippable.
Drawback: Every time the coin is used, it pulls at Fate. Fickle as she is, Fate looks unkindly at such meddling. The first time is free. Every time the coin is used after that, one roll – chosen by the Storyteller for dramatic effect – fails. The effort of the character is perverted into their ruin.
Catch: The user does not pay the Glamour to activate the token, and angers Fate. For the next several hours, they become a danger magnet. Gangers try to steal his cell phone; a pack of wild dogs stalks him; crossing the street becomes a lively exercise, as the drivers all seem to have severe nearsightedness. Danger, in whatever form, hunts him down above all others. In combat, most assailants direct their initial attentions toward the bearer, regardless of circumstance.
This token was given as a gift to Summer Court and can be found in their great hall.
The dummy stands five feet, ten inches tall and weighs 170 pounds. It has a simple, lifeless face and jointed limbs, allowing all sorts of static use for holding clothes or taking silly photos.
When challenged to a duel, the mannequin comes to life. It manifests a wooden weapon out of its own material and commences fighting with its challenger. It is as strong and lithe as a trained fighter, but only deals Bashing damage to its opponent. Combat ends when any of the following conditions are met:
When combat ends, the dummy (if physically able) bows to its opponent, gives a formal salute with its weapon, and then offers a single sentence pointing out something to improve.
When issuing the challenge, a weapon can be specified for the dummy. The dummy will then manifest and use that weapon. Similarly, it can manifest defensive equipment like various types of armor and shields. The only weapons it cannot use are firearms. Other ranged weapons, like bows, javelins, thrown items, etc. are well within its capabilities. Bear in mind that fists are an acceptable weapon to specify. If no weapon is given, the dummy will produce a weapon of its own volition.
The dummy's one glaring weakness is its straightforward approach to battle. It does not strategize beyond "attack duel opponent". The best it can manage is borrowing a few of the classic maneuvers of the chosen weapon: feints, trips, etc. as appropriate. This means that terrain advantage is easily used against it, and it only cares to attack a single opponent. Others can damage the dummy with no repercussions, and it may even climb over them if they are in the way, treating them with no more significance than a wooden crate.
No matter how much damage the dummy sustains, it can always be put back together. This is an extended Int+Crafts task, with an interval of five minutes and a required number of successes equal to the points of damage which the dummy sustained. If it took Aggravated damage, multiply the entire target number by two.
The dummy's stats are as follows:
Attributes: All at •••
Physical Skills: All at •••
Automatic specialty with its current weapon
No ranks in any other skills
Health: 8
Willpower: None (cannot use willpower)
Size: 5
Speed: 11
Defense: 3 (varies from armor penalty)
Armor: Varies, default 0/0
Initiative Mod: 6
Attack pool: 7 + Weapon damage code
Perception: 6 dice
Action: Instant. Must spend one point of Willpower.
Mien: While the dummy is dormant, people nearby hear occasional rasping breaths and the grating of metal on metal.
Drawback: You are unable to spend willpower for the remainder of the scene.
Catch: The dummy treats insults very seriously and takes every measure to redeem its honor. Those who insult it verbally or physically find themselves immediately in a duel with the mannequin. As always, they can choose the weapon which it uses. It uses the stats above, with the following modifications:
The duel also has different ending conditions:
Goban: For some reason, this training dummy loathes its creator. Against Goban, it always has the following stats:
Attributes: All at•••••, plus a bonus equal to Goban's Wyrd
Physical Skills: All at•••••
Automatic specialty with its current weapon
No ranks in any other skills
Health: 10 + Goban's Wyrd
Willpower: None (cannot use willpower)
Size: 5
Speed: 15 + twice Goban's Wyrd
Defense: 5 + Goban's Wyrd
Armor: 3/3
Initiative Mod: 10 + twice Goban's Wyrd
Attack pool: 11 + Goban's Wyrd + Weapon damage code (always deals Lethal)
Perception: 10 dice + twice Goban's Wyrd
Also, a duel against Goban will only end under these conditions: