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Feelings

Big sad

Rodzaj
PC

Seemings and Kiths
Fairest

Seemings and Kiths
Draconic

Seemings and Kiths
Hunterheart

Motleys
The Recently Escaped

Motleys
Thorn's Family

Motleys
The Chimera Taskforce

Osobowość

Goals

Changeling Merits

(• to •••) Pledgesmith

(• to •••••) Court Goodwill

Effect: Court Goodwill reflects a character's popularity and respect in a Court other than their own. It affects social interactions with members of that Court, and each two dots of the Merit add a +1 die bonus to relevant rolls (though not supernatural powers based on Social rolls). The Merit also allows the character to learn some of that Court's Contracts. Court Goodwill can be lost if the character mistreats members of the Court, and it can be purchased multiple times to represent a character's relationship with different Courts. However, a character cannot purchase Court Goodwill with their own Court or with the Courtless. Court Goodwill is a social construct, so a character can choose to ignore an attempt to apply it to a roll, but this can result in an insult and negative consequences for the character's reputation and Mantle rating.

Summer Goodwill: 3
Autumn Goodwill:0
Winter Goodwill:0
Spring Goodwill: 0
Other Goodwill:0

(• to •••••) Harvest

(•) Hedge Gate Sense

Effect: While the Lost can enter the Hedge by creating a gateway almost anywhere, there are times when it’s safer to find an established way into the Hedge. Even more so, however, there are times when it’s important to be able to find an established way out of the Hedge. This Merit represents an increased sensitivity to the presence of gateways into and out of the Hedge. When attempting to find one’s way out of the Hedge, a character with this Merit can cut the time required to find an active gateway in half. As well, changelings with this Merit may make a reflexive Wits + Wyrd roll to notice an active gateway into the Hedge — a doorway that has been used as a gateway will glimmer with an ethereal light, or the stones that form an active gateway arch might seem to pulse slightly when the changeling nears.

(•) Market Sense

Effect: The Goblin Markets are notorious for trading in anything, and while keeping track of currency exchange rates in the mundane world can be difficult enough, trying to translate how many enamored sighs a knife that glows in the presence of child molesters is worth is a Herculean task. While value is a relative term, those with the Market Sense Merit can generally tell whether a certain transaction is roughly equal or not. It doesn’t force a fair deal, and a changeling who dares to tell a hob that he’s being cheated on the basis of a “hunch” may well have social ramifications to deal with. Characters with this Merit receive a +3 bonus to any rolls made to see through cheating in a trade or to resist any powers that would occlude the character’s perception of a deal’s fairness.

(•••) Dual Kith

Contracts of Eternal Autumn

(•) Last Breath Isaac

Contracts of Separation

(•) Tread Lightly

Contracts of Stone

(•) Might of the Terrible Brute

The character’s muscles bulge and ripple with added power. He may use his strength more effectively through a combination of leverage and brute determination.

Cost: 1 Glamour

Dice Pool: Strength + Wyrd (2 + 3)

Action: Reflexive

Catch: The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort.

Roll Results

Dramatic Failure: The character strains his muscles and suffers a –2 dice penalty to his next action involving Strength.

Failure: The changeling’s Strength is unaffected.

Success: The changeling adds a number of additional dots to his Strength for this action equal to the number of successes rolled.

Exceptional Success: The changeling also gains the 8 again quality for the next action he takes using a Strength based dice pool.

Suggested Modifiers

Modifier Situation
+1 The character yells, grunts or boasts loudly about her great strength.
–1The character acts calm, restrained and sedate.

(••) Ogre’s Rending Grasp

The character can focus his inhuman prowess against an inanimate object. Using this Contract, the changeling can rip down a wall with his bare hands or bash in the sturdiest door with a lead pipe. The changeling must either touch or be able to clearly see an object to use this clause upon it.

Cost: 2 Glamour

Dice Pool: Strength + Wyrd (2 + 3)

Action: Instant

Catch: The changeling is attempting to remove a barrier, such as a door or a wall.

Roll Results

Dramatic Failure: The character strains his muscles, suffering a –2 dice penalty to all Strength-based dice pools for the next scene.

Failure: The object’s Durability is unaffected.

Success: The changeling subtracts one point of Durability per success achieved on the roll. Note that this clause does not affect the object’s Structure. The reduced Durability applies to all attacks on the object and lasts for one scene.

Exceptional Success: No benefit other than that gained from 5+ successes.

Suggested Modifiers

Modifier Situation
+1 The character attacks the target without taking time to think about it.
–1 The character has carefully studied the target to determine the best way to destroy it.

(•••) Display Grandiose Might

The Ogre can boost his Strength by a significant degree for tasks not involving combat. The character can run, climb, jump and lift heavy objects far more effectively than normal.

Cost: 2 Glamour

Dice Pool: Athletics + Wyrd (0 + 3)

Action: Instant

Catch: The character is using this clause for the express purpose of showing off his physical or athletic prowess to others, perhaps to gain some prize or to win acclaim, but not for any more practical purpose.

Roll Results

Dramatic Failure: The character strains his muscles and functions as if his Strength was half normal (round down) for the duration of the scene.

Failure: The character’s Strength is unaffected.

Success: The character gains additional dots of Strength equal to his Wyrd. The character can only use this added might for non-combat purposes. If the character attacks an opponent, the affects of this clause instantly end. Otherwise, it lasts for one full scene and provides bonuses to Speed, to lifting objects, breaking down or holding back a door, climbing, jumping and all other Strength dice pools not including combat. Attempting to break inanimate objects does not count as combat.

Exceptional Success: Along with bonuses already provided, the character gains the 9 again quality to all appropriate Strength rolls for the scene.

Suggested Modifiers

Modifier Situation
+1 The character is dressed in a way that shows off his muscles and physique.
–1The character is dressed in a way that hides his physique.

Fairest Abilities

Dragon's Talon

+1 to Brawl rolls. Can also spend one point of Glamour to re-take one failed Brawl roll, once per scene.

Fairest Curse

-1 die penalty on dice pools to avoid losing Clarity.

Fairest Blessing

Can spend Glamour to improve dice pools that include Presence, Manipulation and Persuasion 1:1.

Also suffers no untrained penalty for using Social skills .

Mantle

(• to •••••) Mantle

This Character's Court is: Autumn

This Character's Mantle is: 2

(•) Autumn Mantle

Effect: Add 2 dice to any Contract activation that involves Occult.

Universal Merits

(• to •••••) Resources

Effects: This Merit measures your character's material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income - wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character's general level of wealth.

Dots
Disposable Income Type
Money per month
Approximate Assets
Low
$500$1,000
••Moderate
$1,000$5,000
•••Significant
$2,000$10,000
••••Substantial
$10,000 $500,000
•••••Significant wealth$50,000$5,000,000
Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment, weapons and items throughout these rules are assigned costs in dots. The Storyteller can assign cost dots to other items during play based on what's here. If your character has the same or more dots in Resources, he can afford the item on his disposable income. That doesn't mean he has a blank check with which to buy everything he sees. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. Items with lower costs can be acquired more often. The Storyteller has final say on what's too much or what's too often.

Your character's Resources dots aren't spent and don't go away. They represent available cash at any given moment. The only means by which your character's Resource dots might decrease is if story events conspire against them. Perhaps your character's fortune is wiped out, he loses his job or his company is subjected to a hostile takeover. The Storyteller therefore influences how your character's dots might decrease, and whether they can be salvaged.

Opis: (•••)

(• to •••••) Allies

Effect: Allies are people who are willing to help your character from time to time. They may be associates, friends of convenience or people who owe your character a favor. Each acquisition of this Merit is dedicated to one type of ally, whether in an organization, society or circle. Examples include the police, City Hall, criminals, unions, banks, university faculty and hospital staff. In order to have alliances in more than one venue, you need to purchase this Merit multiple times, each trait with its own dots. Thus, your character might have Allies (Police) ••, Allies (Criminals) ••• and Allies (City Hall) •, each acquired separately at character creation or during play.

Each dot that your character has indicates how deep his influence runs in that group. One dot might mean he can ask for minor favors, such as being spared a parking ticket if alliance is among police, or being allowed to see an article before it goes to press if alliance is among reporters. Three dots garner considerable favors, such as a building permit 'going missing' at City Hall, or a strike resolution being wrapped up early among union leaders. Five dots allow for dangerous and even overtly criminal favors, such as a stock being sabotaged on Wall Street or the answers to an exam being shared by a university professor.

The kinds of requests made of people in an organization typically have to relate to their sphere of influence. Asking a criminal to slow down the bureaucratic process at City Hall makes no sense, but asking him to pass along word of a drug buy does. Favors might be minor and within the bounds of a person's job or role, such as processing some paperwork more quickly than usual, or could be significant or dangerous and outside what's allowed or even legal, such as allowing a civilian access to the police evidence locker.

The Storyteller has final say over what is an acceptable request and what is not. If there's any doubt, the Storyteller could call for a Manipulation + Persuasion roll, with a bonus equal to your character's Allies dots. Penalties might also apply based on the importance or danger of the request. Asking someone to do something already in the bounds of their role imposes no modifier, while asking them to do something that could get them suspended imposes a -3 penalty, and asking for something that could get them jailed or killed is -5. Frequent favors asked of the same group also imposes a penalty as group members grow tired of being called upon.

Similarly, a roll of Manipulation + Persuasion + Allies dots could determine how many police answer your character's call for help, or how many longshoremen turn up when your character needs a show of force (one per success rolled).

Allies doesn't have to be defined in terms of specific individuals over whom your character has sway. He could simply know a variety of people among city reporters and he can call upon them in general from time to time. You should, however, explain why your character has influence in a particular body. Maybe he worked there himself at one time and still has friends in the organization. Or he has done a group a favor and its members still owe him.

Drawback: Allies are not automatons, waiting for your character to ask for help. They have their own lives and needs. An alliance is a two-way relationship. Calling for favors makes your character indebted to his friends, and they are sure to call such favors in when they need help. The Storyteller can use such debts as inspiration for future stories.

Opis: (•) Homeless

(•, •• or ••••) New Identity

Effect: A documented supported new identity. Can be purchased multiple times, at multiple levels. The number of dots determines how convincing the documentation is:

(•) - Identity that can pass casual inspection. Police or bureaucrats can see through the identity.

(••) - The identity passes most forms of cursory professional inspection. The identity will not hold to a prolonged police investigation.

(••••) - Represents what is functionally a real identity. Would take prolonged, time consuming investigation from a competent professional to even suspect that the documents are not real.

Opis: (••)

(•) Perfect Stillness