Our Motley, Sonja BackgroundSonja Freewind, Alex Apperson, Van Buren, Mary

⚠ <pre> NAME CONCEPT Sonja Freewind (Harris) Hero-maker VIRTUE VICE Faith Envy SEEMING (KITH) COURT Fairest (Bright One) Winter

MENTAL PHYSICAL SOCIAL Intelligence 2 Strength 2 Presence 3 Wits 3 Dexterity 4 Manipulation 2 Resolve 3 Stamina 2 Composure 3

MENTAL (-3) PHYSICAL (-1) SOCIAL (-0) Academics * Athletics *** Animal Ken Computer * Brawl Empathy ** Crafts * Drive * Expression **** Investigation ** Firearms Intimidation ** Medicine Larceny Persuasion *** Occult Stealth * Socialize *** Politics * Survival Streetwise Science Weaponry *** Subterfuge **

	--------------------	SPECIALTIES	--------------------

Investigation: Body Language Stealth: Light-Footed Expression: Dance

								Socialize: Formal Affairs

COMBAT STATS OTHER ADVANTAGES Health 7 Clarity 7

|
                               Wyrd            ***

Size: 5 ---- Speed Factor: 5 7 Goblin Fruits

                               6 Vows

Defense: 3 Initiative: 8 Willpower 6/6 Speed: 12 Glamour 6/12 (3 per turn)


CONTRACTS notes ⚠ </pre>

Contracts of Dream 1 (page 124)

  • Pathfinder (•) For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a Hollow or pathway might exist, just the fact of its presence. The distance in which such information-drawing is effective is the changeling’s line of sight. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning. Additionally, by examining an object of the Hedge, the normal roll can be made at a -3 penalty to learn facts about it.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: Intelligence + Wyrd
    • Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.

Contracts of Hearth 2 (page 128)

  • Fickle Fate (•) Causes a -2 dice penalty on the next actively attempted action.
    • Cost: 1 glamour; Action: Instant
    • Ban: May only be used once an hour on the same subject.
  • Favored Fate (••) Provides a +4 dice bonus on the next actively attempted action.
    • Cost: 1 glamour; Action: Instant
    • Ban: Cannot be used on the same kind of action until the sun has risen or set since the last attempt.

Contracts of Vainglory 2 (page 146)

  • Mask of Superiority (•) Deception allows the character to fool others into thinking she is their superior. Although she cannot specifically choose someone to appear as, she may be mistaken for someone else.
    • Cost: 2 glamour; Action: Instant
    • Dice Pool: Wyrd + Intimidation - Resolve
    • Catch: The character is pretending to be a socialite or someone whose importance comes from good looks or high standing.
  • Songs of Distant Arcadia (••) Sonja can add her Wyrd to all Expression and Persuasion rolls for the scene.
    • Cost: 2 glamour; Action: Instant
    • Dice Pool: Wyrd + Expression
    • Catch: The changeling is giving a performance in front of a wealthy and powerful audience.
  • Splendor of the Envoy's Protection (•••) Sonja can reveal her mien to gain Striking Looks 4, which does overlap with any existing merit bonuses. Also no one can harm her as long as she is not directly offensive, though supernatural beings may make a Resolve+Composure roll before each action to attack. The contract lasts for a scene.
    • Cost: 3 glamour; Action: Instant
    • Dice Pool: Presence + Wyrd
    • Catch: The clause is invoked at a formal party containing at least a dozen people.

Contracts of Fleeting Spring 1 (page 149)

  • Cupid’s Eye (•) Sonja can know what anyone's desires are with a little touch of fae magic. ⚠ (:showhide div=box2 init=hide:)

Suggested Modifiers

ModifierSituation
+1The character has a pledge with the subject.
The character discerns a desire currently in the forefront of the subject’s mind.
–1The character learns a desire not currently concerning the subject.
–1The character learns a specific kind of desire (sexual, employment, etc.).
–2The character discovers a desire the subject recognizes but generally keeps hidden.
–3The character finds a desire the subject hides even from himself.
  • Cost: 1 glamour; Action: Contested
  • Dice Pool: Wits + Wyrd vs. subject’s Composure + Wyrd
  • Catch: The character has kissed the subject within the past 24 hours, or the subject’s object of desire is the character.

Contracts of Separation 1 (page 40 Winter Masques)

  • Tread Lightly (•) This clause lightens the side-effects of gravity on the character, allowing her to walk on any solid material without breaking it or even leaving a trace of her passage (-2 to tracking rolls). This includes being able to climb things too weak to normally hold her. It also ensures that her falls will be light, as if into a bed of feathers (Falling damage is bashing instead of lethal). Lasts for one scene.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: Dexterity + Wyrd
    • Catch: The character is wearing fancy and delicate footwear that would be ruined if she did not use this clause.

Contracts of the Sorrow-Frozen Heart 1 (page 99 Lords of Summer)

  • Tread Lightly (•) This clause reduces the character's dice pool penalties from physical discomfort, pain, or illness by the number of successes scored. This includes wound penalties, drowsiness, nausea -- any physical irritation no matter which actions these would normally penalize. This does not remove the actual injuries. Lasts for one scene.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: Resolve + Occult + Mantle (Winter).
    • Catch: The character pierces her skin with a thin needle (not causing damage).

⚠ <pre>


MERITS value notes Hollow *** (Underwater Grotto); Size 2, Wards 1 Striking Looks ** You have a +1 to Presence and Manipulation rolls affected by being Pretty. Mantle *** (the Winter Court) New Identity ** Resources *+** Barfly * Can get past even the most elite velvet ropes Fast Reflexes * You have +1 to Initiative Fleet of Foot * You have +1 to Speed Status * (Social Workers) Allies * (Social Workers) Rigid Mask ** People are at a -2 penalty to detect lies or emotions, machines are at a -4 Court Goodwill * Has a +1 social bonus with the Summer Court Language * Is able to read, write, and speak the Mourning Cant with minimal fluency Contacts ** (My Case Files, Generation Now)

EQUIPMENT and OTHER STUFF ⚠ </pre>

Sonja's Car is the four seater.

Seeming:

Sonja is a tallish (about 5' 11.5") slender woman with pale skin (that appears to have a thin coating of rimefrost), looking soft almost like a lightly blurred picture. Her eyes are a luminous green. A gentle aura of light surrounds her, not enough to give any real illumination. Her hair is pale blue and translucent. Her features could be called elvish, with pointed ears, very fine hair, and refined features. She seems young, as she looks around 24 or 25 years old.

Mask:

She seems to be a tall woman with a pale but rosy complexion. Her hair is arrow straight and a pale golden, though in some lights it looks to have highlights of blue through it as if a fading dye job. Eyes of a bright shimmering green seem to fill her face with light. Her form is willowy, though with some flesh covering her bones and bit more that give her curves and a slight hourglass shape.

Birthdate is February 11th, 1975.


Future xp expenditures:

Composure 4 (20 xp), Craft 2 [*Hedgespinning] (9 xp), Separation 2 (8 xp), *Larceny 1 (3 xp), *Expression: Pipe Flutes (3 xp), *Fighting Finnese: Sword Cane (6 xp), *Quick Draw: Melee (2 xp), *Weaponry: Sword Cane (3 xp), *FS: Fencing (2xp), *Enchanting Performance (20 xp), *Striking Looks 4 (14 xp), *Sorrow-Frozen Heart 2 (8 xp), *Manipulation 3 (15 xp), *Intimidation 3 (9 xp), Dreams 2 (8 xp), *Elements: Water 1 (6 xp), *Oath 1 (6 xp), *Separation 3 (12 xp), *Vainglory 4 (16 xp), **Presence 4 (20 xp), *Weaponry 4 (12 xp), *Athletics: Swimming (3 xp), *Dexterity 5 (25 xp), *Sorrow-Frozen Heart 3 (12 xp), *Separation 4 (16 xp) {waiting on reasons-*}