from the court descriptions
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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.
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
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.
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.
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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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