*** Black Bars/Redacted are for Peter's eyes only (or if given permission) ***
Solomon's Pages:
(Character sheet as of: 5/13/21 OoG)
Keeper: The Gondoliera
Virtue: Fortitude
Vice: Greed
Concept: Watcher on the Water
Seeming: Darkling
Kith: Antiquarian
Court: Autumn
See the Fluff section for some ideas of his true fae nature.
As a Darkling, Solomon's mein tends toward the shadowy, with themes of smoke and fog. Solomon's skin seems slightly translucent and vaporous like mist, and a number of faint multicolored orbs glow dully through, like dim lantern light. His fingers are charred black as if burned or dipped in ink. His eyes are black, with just a hint of a pupil and iris. His hair is also black, with sparse strands of orange, teal, and purple. He otherwise has a humanoid figure similar to his mask.
Wyrd 5 Update: Since Solomon's meteoric rise from 2 to 5 Wyrd in his first few scenes, some of his features have fogged further, while others have sharpened or grown more colorful. Whereas before his skin seemed translucent and misty, he now billows a cloud of mist and fog behind him, and if he stands still it starts to collect around him. Whereas before his hair had a few strands each of orange, purple, and teal color, he now has swirling patches of each, with patches of black still dominating. The currents and lantern light beneath his skin seem to roil more strongly, and the dull lights beneath his skin slowly shift to new locations. The inky char around his hands now reaches up his arm in patterns resembling something between strangely angled circuitry lines and henna art; wherever his skin is stained black, the fog avoids. When Solomon is close enough for comfortable conversation, the air becomes noticeably cool, humid, and fresh (as if after a rain).
Wyrd 6 Update: Since his return from The Temple of the Forgotten, Solomon's mein has shifted again. His inky black tattoos are a deeper black which now stand in sharp relief against his other features. The lines look like gently flowing rivulets, and some even appear to be flowing beneath his skin. The multicolored fog-lights within his form also appear more saturated and vivid.
Wyrd 7 Update: Following the events of the Battle of The Great Game, Solomon's mein continues its evolution, though whether because of his role in the fight or his proximity to three Gentry is anyone's guess. The fog that follows him now coalesces into tendrils about his shoulders, grasping at times toward people or objects of interest like arms outstretched. The lights beneath his skin are now a riot of color, trailing patterns that linger and peek through the mask as apparent bruising. Upon his skin, the flowing tattoos have spread further up his arms and torso, more intricate and contrasting ever more sharply against the light and fog. Though usually a deep, empty black, the ink occasionally responds to his mood in subtle ways. Solomon's pupils have narrowed to vertical slits, which upon closer inspection appear to be endless chasms.
See the Fluff section for a good picture of Solomon. See below for general descriptive traits.
Solomon is an average-looking man of about 24-26 in appearance. Others might comment on his careful words or his careful stride. He walks and talks like a man out to sea for far too long. Although his wardrobe includes many practical and workmanlike clothes (boots, suspenders, jeans, sweaters, etc.), Solomon has taken to wearing more expensive and upscale sets of clothing that somehow don't impede his parkour hobby, such as suede shoes, stamped leather bracelets, and suits with slacks. He has a well-groomed short beard that hides an otherwise square jaw. At times, he seems intense, but his knowledge of people, the environment, and how to eke out a living on the coast have bizarrely earned him a rightful place with the local fishermen, dockworkers, and truckers around Port Bowen. Solomon is inquisitive, single-minded, and tough. People might see him as strong, though his strength comes more from outlasting others than physical or social power. The old Solomon would have worked odd jobs down at the harbor or helped others haul in a catch, but these days he's more often seen staring into space, at the ocean, or directly at people. That is, when he takes time away from his personal business with the Freehold or his many magical experiments. When people ask him for advice, it's usually worth hearing him out, and people tend to trust his instincts. He has a mind for detail, and a depth of knowledge on several topics, but has many strange gaps in what he knows as well - some pretty basic things. He might be mistaken as a savant or as Autistic, but he simply doesn't have the same exposure to things as most people.
Due to Solomon's connection to the Wyrd, the skin of his mask now displays a multicolored roadmap of various bruises that change gradually over time, as if he regularly takes a serious beating. His outfits of late tend to cover more skin than they used to as a result. Solomon's eyes also look a little strange, but maybe he wears contacts or something.
True Name: Aldo Whitaker
Age: ~15-17? (Fetch appears 15 at time of return)
Apparent Age: Mid-twenties
Date of Birth: September 28th, 1995
Date Taken: October 3rd, 2008
Hair: Sandy, high and tight haircut, short-cropped beard
Eyes: Blue
Race: White
Nationality: American (English/Irish)
Height: 5' 7''
Weight: ~160 Pounds (tough and lean)
Sex: Male
Fleeting Autumn 5, Dream 5, Oneiromachy 4-5, Silence 5, Elements 3 - Water (+Fire 1, Air/Smoke? 1), Communion Water 1-3, Metal 1, Air 1, Shadow?), Separation 5, Subterfuge 3+, Larceny 3, Persuasion 3, Presence 3+, Strength 3, Resolve and Composure 5, Dex 4+, Parkour 3-5, Combat Marksmanship 5, Quickdraw (Guns), Brawl 3+, Firearms 5, Empathy 5, Occult 5, Lizard's Tail 3, Smoke 3, Mirror 2, Oath&P. 1-3, Darkness 4, Eternal Summer 1, Fleeting Winter 1, Wyrd 7, Hearth 1-4, Contracts of Hours 5, Den 1 (avoid cuckoo's ruse).
Contracts of Lucidity 2-3, Fang & Talon (Owl or Spider?) 1&2 for Nightvision, The Fatal Clause, Blood-Binding, Build a Dream Bastion with the Motley, Dreamweave of nightmares; of restorative sleep, learn about the nature of the Wyrd, Dream, and the Hedge, If/when at Clarity 5 or 4, get Dream Rendering, Sleepwalker, Sandman's Bargain, Mad Trespass.
High Priorities (General): Empathy 6 (18), Fl. Autumn 5 (20), Alchemy 2-5 (8, 12, 16, 20xp)
Mid Priorities (Combat/Tactics): Communion Air 1, Metal 1 (12xp), Smoke 3 (12xp)
Low Priorities (Utility/Fun): Wits 4 (20), Eternal Autumn 3-4 (28) = 48xp
Really Low Priorities (Even More Fun): Hearth 1-4 (40xp), Stone 1-4 (50xp), Hours 1-4 (40xp) =130xp
High Priority RP:
Intelligence | 0000 | Strength |
000 | Presence | 000 |
Wits* | 000 | Dexterity | 0000 | Manipulation | 000 |
Resolve | 0000 | Stamina | 000 | Composure | 00000 |
*Can spend glamour to increase dice pool (1:1)
(+1 to Presence/Manipulation when in/near my Cadillac)
MAX HEALTH: 8 (Can take 5 damage before starting to take penalties to rolls)
MAX WILLPOWER: 9
WYRD: 7
GLAMOUR: Max (20); Per Turn: (7)
CLARITY: 4 (-1 to Perception Rolls)
Derangements: (Roll Resolve+Composure)
Entitlement:
Size: 5 (Humanoid)
Speed: 12 yds. (36 feet)
Defense: 3 (2 with Medium Armor) ((+Wyrd if use Separation 4)
Armor: 2 vs. Melee/3 vs. Ballistic (Medium Armor Vest; -1 to Defense)
Initiative Mod: 9
AVAILABLE XP: 0
20xp discount for Wyrd 9 ((24xp refund for Wyrd-linked Contract))
Mental |
SPECIALTIES |
DOTS |
NOTES |
Academics |
Oceanography |
000 |
9 Again |
Computer | 00 | ||
Crafts | 00 | ||
Investigation | (Rumors) |
0000(+3) |
9 Again; Rumors from Pledge with Eddie; +1 if True Fae or Faerie (Mantle 3); Nickle Pledge |
Medicine | 000(+2) | +2 from Defender/Motley Pledge |
|
Occult | Dream Poison |
00000(+3) | +2 when used for Contracts (Autumn Mantle 1); +3 from Fetch Pledge; re-roll if fail (Mantle 5) |
Politics | 000(+1) |
Nickle Pledge |
|
Science | 000 |
PHYSICAL |
SPECIALTIES |
DOTS |
NOTES |
Athletics |
Endurance |
0000(+2) | +2 from Fort Katie Defender/Motley Pledge (for 1 season) |
Brawl |
-1 +3 = 2 |
+3 from Fort Katie Defender/Motley Pledge (for 1 season) | |
Drive |
0 |
(Can drive basic car without dots; dots used for unusual situations) |
|
Firearms |
Rifles, Called Shots |
00000(+5) | +2 from Motley Pledge; +3 from Defender/Motley House Pledge |
Larceny |
000 |
||
Stealth* |
000(+2) | 9 Again; +2 from Fort Katie Defender/Motley Pledge (for 1 season) | |
Survival |
Wilderness |
000 |
|
Weaponry |
0(+3) |
+3 from Fort Katie Defender/Motley Pledge (for 1 season) |
*Can spend glamour to increase dice pool (1:1)
SOCIAL |
SPECIALTIES |
DOTS |
NOTES |
Animal Ken |
|||
Empathy |
Body Language |
00000(+5) |
+2 from Motley Pledge; +2 from Fort Katie Defender/Motley Pledge (for 1 season); +1 if True Fae or Faerie |
Expression |
000 | ||
Intimidation |
0(+3) |
+1 from PI Pledge; +2 from Fort Katie Defender/Motley Pledge (for 1 season) | |
Persuasion |
00(+3) |
+1 from Pledge with Eddie; +2 from Fort Katie Defender/Motley Pledge (for 1 season) | |
Socialize |
00(+1) |
+1 from Pledge with Eddie | |
Streetwise |
0 |
||
Subterfuge* |
0000(+5) | +1 from Pledge with Eddie, +2 from Secrets Pledge; +2 from PI Pledge. |
*Can spend glamour to increase dice pool (1:1)
A character may attempt to take action against the source of the frailty rather than avoid it or flee its presence, but to act so directly against something that weakens her so badly is extremely taxing on a character. She suffers a –3 dice penalty on all rolls related to working against the cause of a minor frailty and a –5 dice penalty on all rolls related to confronting the source of a major frailty.
(Wyrd 6) Minor Taboo - Solomon will refrain from using mortal portals such as doors, windows, or holes that have been created or altered by physical manifestations of magic. He can't bring himself to use the modified entrance because, "when we infringe upon reality, we have a responsibility to respect its boundaries and barriers." Solomon can still use a modified door or entrance, so long as it is returned to its original state immediately after crossing the threshold. Solomon does not have an issue with modifications to the hedge, dream, or other inherently malleable dimensions. He also has no issue with magical alterations of other mortal world objects, so long as he does not perceive them to be "barriers" or "boundaries." For example, Solomon would have a problem with someone using Elements 3 to craft an opening in a stone wall in the mortal world, period. However, he might tolerate a slight use of Elements 3 (Stone) to reshape the doorjamb so the lock mechanism didn't work, so long as it was immediately fixed after entering. Though it still feels inherently gross and wrong. This taboo is not triggered by small alterations immediately fixed, or by Solomon using items or objects that have been magically improved or reinforced; it has more to do with the act of physically weakening or altering a barrier or portal so that Solomon can bypass it. Solomon might see others breaking this taboo as distasteful, but it only triggers if he attempts to cross the barrier, regardless of who altered it. This includes barriers weakened by Stone 2.
Solomon can't personally bring himself to make large or major changes to barriers in the mortal world, but he has other ways to circumvent them.
(Wyrd 7) Minor Bane - Solomon will take 1B each time he is denied access to information. If someone with authority or control over some information says that he can't know something, he takes the damage. Solomon can avoid this by asking if he can ever know the information, or at least know it at another time. Someone saying he can't possibly know how many grains of sand there are in the universe would not trigger this because they have no authority over it. Someone saying, "You can't know my name," or, "That information is forever classified," would trip this Bane. The bane leads to 1B each time he is denied access, not for each round that he actually is denied access. This frailty originates from Solomon's need to understand, his insatiable curiosity, and his refusal to accept that some knowledge is forbidden.
Ways to mitigate: Don't ask permission for information, ask if he could ever know something in the future or if he satisfied other criteria/promises first, use Silence contracts to stop someone from talking and prevent them from denying him.
Dream | 00000 |
Silence | 00000 |
Fleeting Autumn |
0000 |
Eternal Autumn |
00 |
Spellbound Autumn |
00 |
Elements (Water) |
000 |
Elements (Fire) |
0 |
Communion (Water) |
0 |
Darkness | 0 |
Fleeting Winter |
0 |
Separation | 0000 |
Mirror |
00 |
Smoke | 00 |
Song | 0 |
Oath & Punishment |
000 |
Alchemy | 0 |
Hours | |
Hearth |
|
Pestilence/ Lizard's Tail |
|
Falling Dusk | |
Rising Dawn |
|
Lucidity | |
Board | |
Red/Blue Contracts |
Merit | Dots |
Eidetic Memory | 00 |
Meditative Mind | 0 |
~Metamorphic Dream~ |
000 |
Resources | 0(0000) |
Contacts (Docks) | 0(00) |
Contacts (Irish Mob) | 0 |
Allies (Irish Mob) | 0 |
Contacts (Teamsters/Truck Drivers)) |
(0) [Pledge w/ Eddie] |
Combat Marksmanship | 00000 |
Quickdraw (Firearms) |
00 |
Sniping |
00000 |
Oneiromachy | 0000 |
Sand and Stone |
00 |
Encyclopedic Knowledge - Antiquarian | No dots needed (but 4 standard) |
Direction Sense (Guest Pledge) | |
Danger Sense/Zone (Guest Pledge) | |
Parkour! | 0000 |
New Identity | 00(00) |
Autumn Mantle |
00000 |
Hollow (1 Amenities) - Detroit |
0 [Greenhouse, Observatory] |
Hollow (+1W: 3A 5W 2D 3S) Motley |
0 [Solomon's Well] |
Hollow (1 Space) - Lucent |
0 [Birdie's Crystal Music City] |
Winter Court Goodwill |
0 |
Spring Court Goodwill |
000 |
Summer Court Goodwill |
00 |
Courtless Goodwill |
0 |
Language: Old “Proper” Irish Gaelic |
000 |
Language: New-fangled Irish Gaelic | 0 |
Rigid Mask |
00 |
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.
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: Ryoni 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. 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.
Solomon has attached special significance to this memory of a dream with Dream. In that first meeting, he was able to reach Her by meditating in a circle of his own 'Dream River,' which descended forever downward. This cobblethought is a torc made of supple, metallic cloth with thin, diaphanous threads that twist into an elegant pattern about the collar bones. A light turquoise pendant with a stylized symbol of the "Communication Chakra" seems to rest unnaturally on the throat, as if suspended by a faint mist. Despite cobblethoughts typically fulfilling mundane functions, this item appears distinctly magical. Solomon sees the torc as a symbol of many things: of that same Dream River, of authority, of inheritance, and of a newfound connection to his Special Friend.
This bespoke semiautomatic rifle is a masterwork of modern gunsmithing, crafted by Beth of Avalanch's motley at Solomon's request. The result is an all-around and durable rifle that excels in a wide variety of combat situations. With a floating barrel design, threaded barrel, picatinny optics rail, collapsible stock, and built-in folding bipod, this gun is as low profile or high capacity as the situation requires. Chambered in 7.62 NATO rounds, ammunition is easy to come by and hard to trace in a 4+1 clip that assists with concealment under a longcoat, or 10+1 clips that allow for short-burst fire or extended firefights. While legal to open-carry in Maine, this gun works best away from a public urban environment. Paired with a distant vantage point, a decent scope, and Silence 4, this workhorse can truly be the unobtrusive killer Solomon has wanted. With knowledge of a target's location and less than half a minute's time focused on the mark, this gun reliably delivers one shot, one kill. The only drawback for this unique creation is that it works best at long range when sighted-in properly, and may be somewhat harder to aim without it. On the other hand, the only times Solomon is unlikely to have sighted the rifle in are when working in closer squad combat. The closer he is to the action, the less preparation this rifle requires; the greater the distance, the more likely Solomon had time to choose the field and prepare. Keep in mind that 'closer' means 500 or fewer yards. With a magically-modified scope and specialized ammunition, this rifle could very well fell a Gentry anywhere this side of Arcadia.
Weapon/Attack | Damage | Range (Yds.) |
Clip |
Size |
Strength | Cost | Origin/Notes |
Semiautomatic Pistol (16, 9 Again) +1 if sighted in at 50-100 Yds |
2L + 9 Again |
25/50/100 | 12+1 .40 caliber |
1/S |
2 | 2 | From Beth of the original rescue party in Kel. Traded for Eddie's old trucker pistol. |
Carbine AR w/ Reflex Sight (19) Movement to aim; or Burst +1 (+6 if aim 18 sec) (1 clip of iron) |
4L |
125/250/525 |
30 (+1) .556 caliber |
2/L |
2 Burst: 3/4/5 |
3 |
From Chaser's armory in Fort Katie. Reflex sight allows Aim action as part of move action. |
Summer Marksman Rifle (19, 9 Again) --> 24 with full aim Instant to aim (no penalties to 350 yds.); or Burst +1; (+6 if aim 18 sec) (1 clip of iron) |
4L + 9 Again |
175/350/725 |
4+1 .30-.06 caliber |
2/L 2/J (collapsed stock) |
3 |
Borrowed from Summer Haus for a meeting with Whispers. Collapsible Stock: Reflexive Action to extend Collapsing Bipod + Telescopic Scope = 0/0/-1 for range penalties |
|
Solomon's Workhorse (19, 8 again) ---> 25 with full aim +1 if sighted in at >250 yards Movement to aim; or Burst +1 (+6 if aim 18 sec) Silence 4 for suppression. Within 100 yards, -3 to perception Can't be heard >100 yards Exceptional: No one notices sounds of bullet impact. May hear subsequent screaming. |
4L + 8 Again |
250/500/1000 | 4+1 (low profile) 7.62 NATO 10+1 (negates folding stock concealment) |
2/L with 4+1 and folded stock 3/N with 10+1 or when stock unfolded |
Masterpiece bespoke semiautomatic rifle Beth made for Solomon. May take extra penalties at long range if not sighted-in. Flash hider: -3 to notice muzzle flash Built-in folding stock: Reflexive to open/close Trijicon Reflex Sight: Movement to aim (+1per) 1 less penalty at medium range 0/-1/-4 (no bipod) or 0/0/-3 (bipod set on flat surface) Not sighted-in: 0/0/-??? |
Quick Rules:
Typical range penalty is 0/-2/-4
Iron Ammo = AP 1 Pistol, AP 3 Rifle
SLAP Rounds AP4 +Lethal bypass vs. armor, don't use on non-armored (lose 8 or 9 again)
Aim Action = Instant Action unless Reflex Scope
My guns ignore defense at close range and distance; I can't use my defense against distance firearm attacks, but Separation 4 DOES apply
Combat Marksmanship -> Fire semi-auto guns like short burst for +1; Snapshot = 1 reflexive attack at -3 when enemy enters view from cover.
Parkour! Reflexive gauging distances, falling with reduced damage, wall running/climbing, lose Defense to jump as Rote action
During a normal combat turn, everyone gets to take the following actions:
Sighted-In guns have +1 to dice for Damage rating X4 Bullets at Medium or Long range, +15/30/45 yards distance. Ex. 2L Pistol = 8 shots with +1; 4L Rifle = 16 shots with +1
Pre-Combat Magic Load-Out:
(Dream Combat - Phantasmal Bastion) No Roll, 1 glamourX2 offense and defense (Wyrd phantom willpower; double wyrd for dream attacks) +1 initiative
Withering Glare - Presence+Science+Mantle (11) - dodge (ignores armor) = 1B/hit
Fleeting Autumn 3: Heart of the Antlion Resolve + Investigation + Mantle (Autumn) (13, 9-again) 1 glamour eat spider scared to death
Fleeting Autumn 4: Scent of the Harvest Presence + Expression + Mantle (Autumn) (11) (-2 per resisting person). 2 glamour Extended roll per round target #
Elements Water 1: No roll 2 glamour wear water iconography
Elements Water 2: Armor of Element's Fury Dexterity + Wyrd (11) 2 glamour touch element (+1 cumulative armor; half wyrd damage round up (4L) when hit)
Elements Water 3: Control Water Manipulation + Wyrd (10) water dominates area
Spellbound Autumn 1: Warlock's Gaze Occult+2+Wyrd = 17 vs com+wyrd 2 glamour touch a non-allied hedge creature
Separation 1: Tread Lightly Dexterity + Wyrd (11) 1 glamour wear fancy/delicate footwear (suede shoes)
Separation 4: Dex+Wyrd (11) 2 glamour, -3 if weaing armor, +1 if well-dressed, -1 if poorly dressed
Spellbound Autumn 2: Thorn-Whisper Wyrd + Expression (10) 1 glamour hedgecreature wants to speak to me/someone
Communion Water 1: Wits + Wyrd (10) 1 glamour meditate 10 minutes
Smoke 1: Wrong Foot No roll 1 glamour licks his thumb and smudges it on a mirror
(Stealth Missions)
Mirror 1/2 eaten with kith in last week; 'procured' an object from the person you copy
Smoke 1 No roll; smudge thumbprint on mirror
Separation 1 1 glamour; sweet kicks that will get ruined without it
Silence 2 can see a cat as casting
Light Body Armor vest: 1 vs. Melee/ 2 vs. Ballistic
Medium Body Armor vest: 2M/3B; -1 Defense
Folding Knife, Flashlight, Basic Medkit, Fishing Supplies, ~ 5 days rations/food, 3 sets of clothes, 1 small girls' outstretched pink hoodie, basic tool kit (wrenches, pliers, hammer, nails, zip-ties, duct tape, level, multimeter, drill with bits, screwdrivers...).
Hokkaido Wave shirt, Avatar tLAB Water Tribe Leather bracelet, thick woven sweater, jeans or heavy cargo pants, suspenders or basic belt, dark grey beanie hat, fingerless gloves. Steel-toe boots or his Mariner Boots, expensive and fancy suede sneakers with soft leather soles (for sneaking/running), lined hoodie and/or thick tan workman's jacket.
Preferred clothing: High quality summer suits, slacks, jackets, shoes, belts.
Friendship Bracelet made from the motley's pillowcase threads.
Sealed vial with a few drops of Birdie's blood.
Pocket Microscope with plastic case (Gifted by Chaser)
Leatherbound water-resistant journal (Gifted by Sophie)
Iron Knife
Extendable Baton/Blackjack
3 iron pen knives, at least one on person
Vial of Ruby's ashes, packed carefully in a small container tethered to Solomon's tactical clothing or backpack
1x Ridged Pentaeater femur and assorted Ridged Pentaeater bones/teeth/claws and meat. (1 treated and gifted femur to Patches)
IN THE MAKING: Solomon's memorial scrimshaw cane shillelagh
Current Cobblethoughts: Lockpicks, Crowbar, Personal Mirror, teacups with dream tea, The Cobbletorc.
Type | Durability | Size | Structure | Accel | Speed (safe/max) | Handling | Cost | Source |
2004 Cadillac CTS (V6) | 3 |
12 |
15 |
19 (26mph/round) | 110 (75mph) / 169 (115mph) | 2 |
••• | Catalog |
This used 2004 Cadillac CTS is an entry level luxury sedan. It has pretty average stats, but feels comfortable inside. It comfortably seats 1 driver+3 passengers.
Modifications:
* Luxury: +1 bonus to all appropriate Presence and Manipulation rolls that the driver or owner makes while both he and his target are within or immediately near the vehicle.
There will be six bags kept ready; five for the motley members and one spare/guest bag. The bags are being designed with the realities of the Hedge in mind--short expeditions into an area where advanced tech might not work and shouldn't be kept active anyway, and where it is technically possible to emerge from it anywhere on the globe.
The Bags are kept in the closet whose door attaches to the Hollow.
Starting with the design of the Superior Survival kit for inspiration, the bags all contain the following (bags belonging to motley members will be further customized below); note that characters can carry 25 pounds of equipment per dot of Strength comfortably; weight over this amount adds a -1 penalty to all actions. Current basic loadout should be near or at 25 pounds.
Carry limit: 50 lbs
Hiking backpack with lots of pockets
Canteen with two liters of fresh water.
Trail food enough for one person-day
Rating 1 first aid kit
200 ft of nylon rope
Day-Glo nylon cord; 50 ft (Birdie Pink, Katie Red, Daniel Orange, Eric Yellow, Solomon Teal)
12 Pull String Bang Alarms
Foot spikes
Climbing claws
Spray Paint (Birdie Pink, Katie Red, Daniel Orange, Eric Yellow, Solomon Teal)
Chemical heating bags, two (the type used by hunters in the winter)
Flashlight; waterproof, with spare batteries.
Swiss Army Knife
Classic Hobo Tool
Pen Knife
Light weight sporting binoculars
Expandable baton
6 glowsticks; 3 regular, 3 high intensity
$400 USD in small bills (two $50, six $20, eleven $10, twelve $5, remainder $1; spread in small amounts throughout bag; no large billfold)
Small translation booklet of common phrases; 1 page each of English to French, German, Spanish, Russian, Japanese, Chinese, Inuit, Arabic, and Hindi. Included phrases are classic travelers' phrases.
3x6" spiral-bound notebook
Ruggedized Binoculars
+5 clips ammunition (iron and hedgespun), Carbine with Reflex Sight (on loan from Summer Häus)
Mariner Jackboots •
Mask: Really crappy-looking shoes that are barely holding together.
Mein: Sturdy, fine quality, dark brown waterproofed jackboots with excellent grip, making it more difficult to slip, particularly on the deck of a ship.
Subtly Gaudy Finery •
Mask: Ill-fitting but serviceable second-hand suit.
Mein: An elegant but subtle black formal suit and pants with white shirt and black bow-tie, fit for a gala. The black is the utter dark of a deep, lightless cave. Intricate black satin thread and embroidery flows down the shoulders, hard to see but beautiful and mesmerizing up close. Black pearls adorn the cuffs like pinpricks into infinity.
Piety aka Solomon's Dreamspun Best
Mask: High-quality fitted modern dark grey summer suit. (More or Less This) A little worn-in but still snappy.
Mein: This suit contrasts and highlights Solomon's Cobbletorc very well as it is both sharp and unassuming. It retains the flatness inspired by the Metamorphic Dream and projects the potential power and malleability of the place when fed glamour.
Rope of Prayer Beads (1 Rope Trifle + 5 glass bead Trifles)
0x Jars of Sunlight (at Fort Katie) - Sold to Abtanis
~170x Glamour Crystals (1 on person) - 7 sold at the Wobtegwa Dockland Goblin Market
7 glamour crystal on person
Generic .40 S&W semiautomatic pistol with Laser Pointer and Reflex Sight
Gunsmithing Kit Durability 2, Size 2, Structure 4, Cost ••
Sighting Tools Durability 1, Size 2, Structure 3, Cost ••
Armored Clothing or Hedgespun Longcoat with internal pocket(s) for concealment
Hey! It's a Character playlist! That's SO 2010! (Exclamations!)
https://open.spotify.com/playlist/5OtdB5L5C55FXFHSWe3i2C?si=qU8Ud0hMQgq37xtstDJzcQ
Songs detail a chronological journey for Solomon's capture, durance, and escape. Songs were picked for a combination of reasons, including title, lyrics, genre, and tune. If you care enough and I've revealed enough backstory about him, I'm happy to explain why I picked them or what they mean to him.
Feeling Good - Avicii; Beyond the Sea - Kevin Spacey; Row Row Row Your Boat - Nursery Rhymes 123; Dream a Little Dream of Me - The Mamas & The Papas; In the Dark of the Night - Jonathan Young; Memories - Waldeck; I Am a Man of Constant Sorrow - The Soggy Bottom Boys; Didn't Leave Nobody But the Baby - Emmylou Harris & Allison Krauss; In the Waiting Line - Zero 7; Perfect Day - The Constellations; Utopia Overture (eNVy Remix) - Cristobal Tapia De Veer; Adagio for TRON - Remixed by the Teddybears/Daft Punk; Paper Boats - Darren Korb/Ashley Barrett; Setting Sail, Coming Home (End Theme) - Darren Korb; One More Time with Feeling - Regina Spektor; Hallowed Ground - Bishop Briggs; Skyfall - Adele, Trinity: Titoli - Quentin Tarantino (Django), Freedom - Quentin Tarantino (Django), We All Lift Together (from Warframe).
Hey! It's a totally 100% accurate physical rendering of Solomon's Mask:
Here's some inspirational pictures that relate to Solomon's Mein:
1) Create an inter-Autumnal library loan system between Lewiston and Port Bowen. (Talk with Anabella Heart)
2) Create a compendium/categorized tally of the most potent and common fears/sorrows of people in Port Bowen.
3) Inform Queen Ortega about his findings of the Unified Hedge Theory, and also share Nidhogg's deepest fear.
4) Learn more about the nature of the Hedge and the Wyrd through induction (i.e. by putting all the little facts together)
5) Write, direct, and produce 'Wyrd Up! The Changeling's Guide to Second Puberty"
Self-Knowledge: Use the fact that Pathfinder may work in recurring dreams to learn about self:
1) Dreamcraft myself into the landscape of my own dream (i.e. become the dream)
A) Create paths that lead to aspects of myself
B) Fill aspects with memories and values; also a list of useful items/tools to cobblethought
C) Account for the mutable nature of Dream/Hedge by creating it in four dimensions (locations may move over time, but are all connected)
2) Make this a re-occurring dream
3) Use Pathfinder to learn facts about the dream and intuit information about myself, or simply find out facts about myself I did not know.
Seek out the people whose lives I've lived: The Midwife, The Huntsman, The Student.
Make a dream vessel for an intense stress relief dream (increase willpower gain at night), and one for Dream Healing.*
Or Make a dream vessel for each of my Guardians using Cobblethought of the three items (Baby rattle, Glass Squirrel Statue, Rubix Cube)
To do List:
~These are a few of my favorite things~
Solomon things: lighthouse, sleepwalking, stargazing, constant vigilance, wishing wells, wet boots, bookstores, old book smell, weathered soul, sea salt, buoy bells, water lapping on the shore, docks, honest fear, emotionally guarded, containment, quills, ink, and parchment, fallout bunker, point/counterpoint, smell of wet leather, wide eyes, warped mirror, hurried steps, encroaching darkness, wise quotes, valley of fog, unfinished puzzle, ferocious undertow, finger on the trigger, scrawled notes, wool socks, remembered transgression, old receipts, pool hall, lost ships, overflowing dam, woodgrain, cratered moon, lemon cake, hardtack, banked fire, distant lightning, phantom crown.