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

⚠ <pre> NAME CONCEPT Alex Apperson Stock Investor, Dad. VIRTUE VICE Prudence Wrath! SEEMING (KITH) COURT Ogre (Gristlegrinder) the Summer Court

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

MENTAL (-3) PHYSICAL (-1) SOCIAL (-1) 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	--------------------

Academics: Stock Trading Brawl: What Big Teeth! Persuasion: Sales Pitch

								Subterfuge: Spotting Lies

COMBAT STATS OTHER ADVANTAGES Health 8 Clarity 7 | | | | | \ | | |

				Wyrd		***

Size: 5 -- Speed Factor: 5 7 goblin fruit

				6 vows

Defense: 2 Initiative: 5 Willpower 5/5 Speed: 10 Glamour 5/12 (3 per turn) ⚠ </pre>

Merits & Other Notes

MeritDots
Striking Looks**
FS: Kung Fu***
Mantle (Summer)***
Status (Fidelity Investments)**
Resources^(4)**
Hollow^(4)*
Contacts (Business)*
Allies (Fidelity Investements)*

expanded merits

  • Brawling Dodge, when you dodge, you add your Brawl to your Defense rating rather than doubling it. This gives you a Dodge rating of 6. This only applies to incoming brawl and weaponry attacks, thrown-weapon attacks, and Firearms attacks made within close-combat.
  • Fighting Style: Kung Fu
    • Focused Attack, you reduce the penalties to hit specific targets by 1. Armor penalties to your characters Brawl attacks are reduced by 1.
    • Iron Skin, You have an effective armor rating of 1 against Bashing attacks only.
    • Defensive Attack, May add +2 to Defense at a cost of -2 penalties to all attacks while receiving the bonus and can only move your speed.
  • Mantle (Summer)
    • First Benefit, you gain a +4 modifier when using your Willpower to boost a Strength-related roll.
    • Second Benefit, you gain 1 armor rating against all threats.
  • Striking Looks, you gain a +1 modifier to Presence and Manipulation rolls where you can use your appearance.

Kith Blessing: Terrible Teeth, you inflict +2L damage with your teeth. You have to grapple first to make a bite attack in combat.
Seeming Blessing: You may spend glamour to improve Strength, Brawl and Intimidate rolls, +1 modifier per glamour point sent.
Seeming Curse: No 10-again on Composure rolls ('cept Perception), and -1 to Composure when used as a Defense trait.

Contracts

Contracts of Hearth (page 128).

  • Fickle Fate allows you to curse a subject with a -2 to their next actively attempted instant action. If used against the same subject more than once an hour, this contract rebounds on the Changeling.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: No roll required.
  • Favored Fortune allows you to bless yourself or someone else with a +4 to their next actively attempted instant action. If used to augment the same specific type of action before the sun has risen or set once, the subject is cursed with bad luck instead and an action chosen by the Storyteller automatically fails.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: No roll required.
  • Beneficent Fate allows you to bless yourself or someone else with no roll to their next actively attempted instant action, instead they recieve one automatic success. If used to augment the same subject more than once per day, the subject is cursed with bad luck instead and their next actively attempted instant action is a chance die regardless of dice pool or modifiers.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: No roll required.

Contracts of Mirror (page 129).

  • Riddle-Kith allows you to disguise yourself as a member of another Seeming or Kith, changing the general impression of your appearance but not any of the specific details that would allow you to duplicate a specific individual. The new appearance is significantly different from the old. This clause does not effect the Mask, only the Mien.
    • Cost: 1 glamour; Action: Instant
    • Dice Pool: Manipulation + Wyrd
    • Catch: The character has dined with a member of the selected kith within the past week.

Contracts of Oath and Punishment (page 47 Winter Masques).

  • Pursuer's Seven-League Leap allows you to leap 8 feet vertically or 15 feet horizonally per success
    • Cost: 1 glamour; Action: Reflexive
    • Dice Pool: Athletics + Wyrd
    • Catch: The character is pursuing an oathbreaker.
  • Sense Tainted Vows can determine with a touch if the subject has broken any oaths.
    • Cost: 1 glamour; Action: Instant, contested
    • Dice Pool: Wits + Wyrd vs. Composure + Wyrd
    • Catch: The subject is swearing or has sworn a pledge with the changeling.

Contracts of Stone (page 144).

  • Might of the Terrible Brute causes you to boost your strength by one per success on the activation roll for one action.
    • Cost: 1 glamour; Action: Reflexive
    • Dice Pool: Strength + Wyrd
    • Catch: The character is fighting multiple opponents simultaneously with his bare hands.
  • Ogre's Rending Grasp focuses your inhuman prowess against an inanimate object, reducing its durability by one per success on the activation roll for the rest of the scene thereby making it significantly easier to tear apart.
    • Cost: 2 glamour; Action: Instant
    • Dice Pool: Strength + Wyrd
    • Catch: The changeling is attempting to remove a barrier, such as a door or a wall.
  • Display Grandiose Might boosts your strength by your Wyrd for the scene. This strength can be used for any purpose as it isn't for combat. If you attack an opponent the clause ends. It boosts Speed, lifting objects, breaking down or holding back doors, climbing, jumping, and all other Strength dice pools not including combat. Breaking inanimate objects does not count as combat.
    • Cost: 2 glamour; Action: Instant
    • Dice Pool: Athletics + Wyrd
    • Catch: The changeling is using it for the express purpose of showing off his physical or athletic prowess to others.

Contracts of Eternal Summer (page 155).

  • Son of the Hearth allows the character, with a single success, to heat or cool himself to stay at a comfortable temperature. With the expenditure of a willpower as well, the character can keep the room the same temperature, making everyone else comfortable too. This clause lasts one hour.
    • Cost: 1 glamour, (1 willpower optional); Action: Instant
    • Dice Pool: Wyrd + Survival
    • Catch: The character spits on a fading ember or spark.
  • Ulf's Heart the character shines with a light as bright as the Summer noonday sun. It fills an area 200 yards around the character and does hinder his attempts at stealth. It is not true sunlight and will not harm creatures susceptible to light, but may scare them. It lasts for a scene unless 2 glamour are spent for it to last for an hour.
    • Cost: 1 or 2 glamour; Action: Instant
    • Dice Pool: Strength + Occult + Mantle (Summer)
    • Catch: It is within five minutes of midnight.