Asphalt Paradise Places Map

Powers provided by each Mantle

from the court descriptions ⚠ <pre>

Powers of the Cargo Mantle:

Your character gains a Glamour point whenever they convince others to keeping the peace, in spite of themselves. o Gain bonus dice equal to your character's Mantle dots to build defenses around an encampment. oo Gain bonus dice equal to your character's Mantle dots to find and make contact with a local group of supernatural origin. ooo Once per chapter, reroll an attempt to create a deal with a rival group of supernaturals to mutual benefit. oooo Once per chapter, by expending a Willpower and with a few minutes of time, the character can turn a location into their Mantle dots of equivalent Safe Space for themselves and Mantle of allies. This lasts till the sun has risen and fallen once each. ooooo The character has 2 points of natural general armor while in a location where they built defenses and suffers no bashing damage from attacks soaked completely by armor.

Powers of the Carriage Mantle:

Your character gains a Glamour point after welcoming and comforting someone stressed from long effort. o Gain bonus dice equal to your character's Mantle dots to create an inviting environment to stay in. oo Gain bonus dice equal to your character's Mantle dots when encouraging others to spend more of their time and effort to stay with you. ooo Spend a Glamour to gain the effect of the Brownie's Boon merit for a single mundane extended action. oooo Once per chapter, by expending a Willpower, Glamour and with a few minutes of time to grant a mortal dwelling the benefits of the Hollow Merit up to their Mantle in dots. This lasts till the sun has risen and fallen once each. ooooo With a day's work, the character can share their Resources with two others, effectively granting them those Resources of their own for a day

Powers of the Pathway Mantle:

Your character gains a Glamour point when they gather a needed resource after having left the path. o Gain bonus dice equal to your character's Mantle dots on mundane rolls to find and gather resources. oo Gain bonus dice equal to your character's Mantle dots to sense a pathway and anything on it, even those pathways hidden or somewhat forgotten by time. ooo Regain a Willpower point when you find a way around an impediment that blocks the pathway you are on. oooo By spending a Willpower, the character can gain up to their Mantle in dots of the Trod merit once per chapter while in the Hedge. This trod is often a lost one opening itself to the changeling and lasts till the character leaves the Hedge. ooooo While on a pathway, the character adds two to their Defense and can apply it against firearms.

Powers of the Crossroads Mantle:

Your character gains a Glamour point when they teach a willing student something they had not known. o Gain bonus dice equal to your character's Mantle dots on mundane rolls to research the dangers and boons along the paths ahead. oo Gain bonus dice equal to your Mantle dots on mundane rolls to convince someone to take or avoid a particular pathway. ooo Spend a Willpower to gain the Language merit in one of your choice for the rest of the chapter. oooo Once per chapter, the character may attempt to divine the best pathway out of choices they know (literal or figurative) though they will not know why it is better than the others. ooooo A crossroads becomes a valid potential entrance to the Hedge for the purposes of portaling.

General Powers of the Mantle (p50 of Changeling Preview 2)

  • Each dot adds one dice to mundane social interaction with members of their own court or those with your Court's Goodwill.
  • Can learn Common Court Contracts with Mantle 1 or Royal Court Contracts with Mantle 3.
  • The freehold leader gains additional powers thanks to wearing the Crown of the Mantle.

⚠ </pre>

Combat Chapter Outline

⚠ <pre> Summary Chart p91 Close Combat Factors p92

	Defense				p88
	Dodge				p88

Other Complications

	Offhand Attacks			p92
	Drawing a Weapon
	All-Out Attack				p92
	Touching an Opponent	p90

Unarmed Combat

	Strike
	Bite

Grapple

	Render opponent prone
	Damage opponent
	Immobilize opponent
	Escaping Immobilization		p89
	Draw Weapon
	Attack w/ Drawn Weapon
	Turn a Drawn Weapon
	Disarm Opponent
	Use opponent as Concealment	p92

Ranged Combat Factors

	Autofire						p90
	& bursts
	& bystanders
	Range				
	Aiming				
	Shooting into Close Combat	p92
	Firearms and Close Combat	p90
	Concealment
	Cover
	Firing from Concealment		p92
	Reloading
	Human Shields

General Combat Factors

	Movement				p92
	Charging
	Going Prone
	Flank and Rear Attacks	
	Specified Targets
	Tilts						p93
	Killing Blow				
	Tilt Reference			p93 & p94

Other complications

	Marking Damage			p95
	Wound Penalties
	Upgrading Damage
	Temporary Health Boxes
	Healing
	Medical Care				p96

Weapons and Armor p94

	Ranged Weapons		p268
	Melee Weapons		p269
	Armor Chart			p270
	Armor piercing		p94

Sources of Harm p96

	Disease				
	Drugs
	Electrocution			
	Extreme Environments		p97
	Falling				
	Fire						p98				
	Poison

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