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

⚠ <pre>NAME CONCEPT Mary Apperson that scary little girl ASSET FAULT Brave Hyperactive SEEMING (KITH) COURT Darkling (Gravewight) the Spring Court

MENTAL PHYSICAL SOCIAL Intelligence 2 Strength 1 Presence 4 Wits 4 Dexterity 3 Manipulation 2 Resolve 2 Stamina 2 Composure 2

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	--------------------

Crafts: Sewing, Drawing Athletics: Very Flexible Expression: The Violin

				Firearms: Pistols		Persuasion: Emotional Pleas				
				Stealth: Moving in Darkness

COMBAT STATS OTHER ADVANTAGES Health 6 Clarity 5

				Wyrd		****

Size: 4 -- Speed Factor: 4 7 goblin fruit

				6 vows

Defense: 3 Initiative: 5 Willpower 4/4 (doll- 5) Speed: 8 Glamour 6/12 (3 per turn)


CONTRACTS value Smoke *** Darkness *** Shade & Spirit ** Eternal Spring ** Fleeting Autumn *


MERITS value notes Natural Affinity *** You can take Risks when using your Expressions: Violin skill specialty.

New Identity ** You have a new identity, allowing you to go to school and live a somewhat normal life. While this

                                won't stand up to a detailed police investigation, its more than enough for our purposes so far...

Resources ** You have some small access to cash, through your part in the Motley pledge. This keeps you in

				candy, clothes, and the occasional video game.

Relic **** Mary's Doll. Battery of Will power; stores up to 5 willpower, recharged for two willpower

                                per point stored.  This relic is bonded to Mary, and only she can use it.

Striking Looks ** Appearance is breathtaking, even while it remains childlike. However face is always remembered

                                and may attract the attention of predators--human an other.   +1 modifier to presence or                  
                                manipulation rolls made while taking advantage of her looks.

Court Goodwill(Autumn) ** You have +1 to social rolls with the Autumn Court. Hollow * 1 to Size Mantle(Spring) *** You have +3 dice to social rolls among the Spring Court, and access to the first and second aspects

				of the Spring Mantle.  You're Mien is also substantially affected by your Mantle, seeming fresh
				and rejuvenated with fragrant drafts of spring air not uncommon.

EQUIPMENT and OTHER STUFF

BLESSING & CURSE You can spend Glamour to increase Wits, Subterfuge and Stealth dice pools -- each point of glamour increasing the pool by one die. Also, your Stealth dice pools gain the benefit of the 9-again rule. However, your magic is weaker during the day, suffering from a -1 to dice pools when the sun is in the sky. This penalty increases to -2 if you can actually see the sun.

You can spend 1 glamour to see Ghosts for the rest of the scene, activating your Charnel Sight. This doesn't let you touch the ghosts, nor does it allow you to force them to answer questions or otherwise cooperate with you.

CLAUSE DETAILS "The Wrong Foot" (Smoke *)

	The character spends 1 point of glamour to change the signs of his passage for the rest of the scene.  Instead of leaving

normal footprints, Mary leaves behind a lingering chill. Doorknobs she touched grow cold, the air is chill, etc.

	(Catch- lick your thumb and smudge a mirror.)

"Nevertread" (Smoke **)

	The character spends 1 point of glamour to erase all signs of her passage, making a Intelligence + Wyrd (5) roll to pull this 

off with success making it either impossible to tell where the character has gone or giving a -2 dice penalty to attempts to track the character depending on circumstances. With an exceptional success the character was effectively never there.

	(Catch- you've spent at least an hour barefoot within the past day.)

"Shadowpatch" (Smoke ***)

	The character spends 1 glamour to call the shadows to her, requiring a Wits + Wyrd (7) roll.  On success the shadows conceal 

her presence, dampening light, sound smell and other perceptional stimuli -- this gives Mary a +3 bonus to any Stealth related rolls. On an exceptional success this effect is even more profound and the bonus increases to +5.

	(Catch- you've spent at least an hour away from natural light within the past day.)

"Creeping Dread" (Darkness *)

	The character spends 1 glamour to lower a subjects resistance to fear, or 2 glamour + 1 willpower to affect a wide-area

(Willpower x 3 yards in radius around the Changeling). This requires a Manipulation + Wyrd (5) roll, minus the subjects Resolve, with success giving all subjects a penalty equal to the changelings' Wyrd rating to any Resolve or Composure rolls to resist fear or intimidation. On an exceptional success the penality increases by 2.

	(Catch- you're using this Clause to frighten intruders into your dwelling.)

"Night's Subtle Distractions" (Darkness **)

	The character spends 1 glamour to double environment penalties to Wits rolls involving perception (or -1 if there are no
 existing penalties). This requires a Wyrd + Stealth (6) roll. This affects everyone within 50 yards of the changeling (except 

those people touching the changeling that she decides to exclude, including herself).

	(Catch- you're using this contract outside at night.)

"Balm of the Unwakeable Slumber" (Darkness ***)

	The character spends 1 glamour to render sleeping targets the Changeling can see or hear nigh impossible to awaken, making a

Manipulation + Wyrd (6) roll resisted by the targets Resolve + Wyrd. Nothing short of a single point of damage, or something that forces the target to cough, choke for their lives will awaken the character, even things like shouting, being tied up and stuffed in a trunk, or what not. When used on groups, resist with the Highest resolve.

	(Catch- The target is asleep at home in his own bed, and the Contract is performed between sunset and sunrise.)

"Ghostly Presence" (Shade and Spirit *)

	The character spends 1 glamour to see, hear, and speak to ghosts as if they were living. This takes a Presence + Wyrd roll.
	(Catch- The ghost is someone the changeling knew in life, or the changeling is a Gravewight.)

"Dread Companion" (Shade and Spirit **)

	The character spends a glamour and makes a Manipulation + Wyrd roll. This allows the ghost to affect one sense of everyone 

participating. This includes everyone in a room if indoors, or that the changeling can see if outdoors.

	(Catch- The changeling presses a drop of her blood into the forehead of everyone participating.)

"Gift of Warm Breath" (Eternal Spring *)

	The character spends 1 glamour to rejuvinate a given target, rolling her Resolve + Survival + Mantle(Spring) (5).  On a 

successful roll this power eliminates fatigue penalties, and heals all bashing damage and any damage from deprivation. An exceptional success also gives the target +1 Stamina for the rest of the scene.

	(Catch- the target has freely offered you some form of sustenance since the last sunrise.)

"New Lover's Kiss" (Eternal Spring **)

	The character spends 1 glamour to call forth the Rain, rolling her Intelligence + Survival + Mantle(Spring) (6).  This is an 

extended roll, with successes adding toward the intensity of the storm. Five successes is sufficient for a light pleasant rain, while twenty five successes can summon a deluge that floods local lakes and rivers.

	(Catch- a mortal has commented, within your hearing and within the last hour, that it looks like rain.)

"Witch's Intuition" (Fleeting Autumn *)

	You can spend 1 glamour to discern a single person's fear from the subjects mind or subconscious.  This requires a Wits + Wyrd 

roll (7) minus the subjects Composure, with success gaining you knowledge of one of the subjects fears and exceptional success giving you an additional fear. The roll also takes penalties based on how deeply you plumb; -1 for a fear not currently concerning the target or a specific /kind/ of fear, -2 for a hidden fear, and -3 for a fear that subject doesn't even admit to himself.

	(Catch- the subject doesn't know the character's name.)⚠ </pre>

Seeming:

Mary is shorter then average for a child her age. She has very pale, gray skin. Also there are a few ragged scars here and there mostly on her knees and elbows, clearly from falling on jagged rocks while running around the caves. Her hair is beyond simply black and seems too be made of actual shadows, long with a bit of curl. It’s her eyes that garner the most attention, dull black, lifeless eyes, which have no business being in the head of a living little girl

Mask:

Mary still looks shorter then average, but not oddly so. For the most part she looks like a normal little girl. She has blue-black hair that's has some curl to it and reaches about mid back. Her complexion is the classic pale porcelain complexion which offsets her bright blue eyes nicely. Its clear she's going to grow up into a very attractive woman. She also has a habit of carrying an old rag doll with her more often then not.

Birthdate: March 10, 1911