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(( Couldn't have done this without Zub/Ro's and Xion's help! And thank you all for the encouragement! Zub/Ro is responsible for the lovely coding, formatting, and banner, and Xion adapted the Ogres wonderfully with flair! ))
---Perhaps life was easy for you before. Or maybe you foolishly called it hell, not taking your blessings into account. Maybe you loved your friends and family, or maybe you hated them... But none of that mattered much when -they- came for you.
They. Who were They? A huntsman leading a pack of crimson hounds? A monster reaching out from your own closet? Maybe even strange grey beings that spirited you away to a world barely comprehensible... All that was true after They had you is that your life was never the same. Eventually you escaped, one way or another, but They had left their mark. You were forever twisted by what tortures and trials you faced, not even your soul left fully intact.
You are no longer human. You aren't even Gentry. You are a Changeling... One of the Lost.
PLOT
This world is a strange place, even on the surface. Beyond the world of daily routines and the regular we often hear tales of the bizarre. Miracles, disasters, and just the plain unexplainable. And often enough... We just give them a glance before moving on. But the world is so much deeper than what all but a select few even dare consider. So much... Darker. There are more than simple mortal gangsters prowling the dark alleyways of the city, much more terrifying things than animals hunting the rural landscapes beyond suburbia. True monsters exist...
And pretending they don't won't save you.
The Lost know this all too well. Each was once a normal human being. A person with a life of their own, whether pleasant or otherwise. And each was snatched away by otherworldly beings known as the True Fae to an impossible world of lucid madness. Where they were simply consorts, toys, pets, amusements, gladiators, or even treasured items. In this nightmarish dream, Arcadia, they were forced to withstand torments that went beyond human imagining, or capability. And each clawed back enough of their minds and souls to escape, fleeing through the barrier between the Real World and that of the Gentry. The Thorns.
No one who endured such treatment came back quite the same, the powers of Arcadia sunk into their very being. Remnants of how they were reshaped, sculpted, transformed, showing plainly for others of their kind to see though hidden from the untouched mortals. New shapes, and power... Such maddening power.
Now... It's time to walk the blade's edge between two realities, sanity and lunacy. Are you simply dreaming...? Or is this all an all-too-real nightmare?
RULES
1. The usual ones. No Gmodding, Powerplaying, Bunnying, or the usual. Be fair. If you're unsure if something's alright or not, feel free to poke me and ask. I don't bite... Usually!
2. If you have ideas, feel free to poke me with them? Whether about the campaign or other things. I'm usually flexible.
3. Please stick with Changelings. While WoD is a wide world, it makes it a bit easier to stick with one type at least at first. We'll see if other supernaturals might be able to fit as we continue.
4. Please keep your changelings rather newly escaped. This is to help with being able to introduce elements of the setting and Chronicle in a way that isn't an instant information cram.
5. This is an adapted version of Changeling the Lost, so some things will be different from the P&P version. Please bear with me on this, though suggestions will be taken into account.
6. This is the World of Darkness. This is Modern Supernatural Horror. This isn't generally a kind setting, especially not for the Lost. There is true evil lurking in the shadows and insanity just around the bend for characters. Keep this in mind.
7. Two characters are allowed for each person at first. We'll see how this goes.
8. ACTIONS HAVE CONSEQUENCES! I can't strain this enough. What your character does may very well spell the difference between success and disaster down the road. So, for example, you want power over a court eventually? Probably not a good idea to proclaim those desires in front of the monarch of said Court.
SETTING:CHANGELINGS
Changelings What your characters are. They are former humans twisted by the powers of Arcadia into wildly differing shapes. Most band together into organizations called 'Freeholds' to better be able to cope, survive, and avoid recapture by the Gentry. Freeholds are often ruled by chosen leaders in accordance with the seasons, there being a leader for each. Changelings also often band together into smaller bands called 'Motley's, somewhat like a party of adventurers in other games. Changelings have a few interesting traits...
The Mien What your changeling truly looks like, often having inhuman traits related to what they were in Arcadia or the magic of their Keeper having rubbed off onto them. You can often tell a bit about a Changeling's Seeming, Kith, and Court by what their Mien looks like.
The Mask What uninitiated mortals see when they see your changeling. No changeling is quite sure why the mask exists, but they know that it hides the truth of their condition from the everyday world. It generally appears as if your changeling at least resembles who they used to be without any supernatural traits. It also fools humans with further illusions so a changeling shaped from ice may only feel cool, or one aflame might only seem to have a mild fever to the touch.
The Seeming
What defines what your changeling was during their time in Arcadia. These are Beasts, Darklings, Elementals, Fairest, Ogres, and Wizened.
Kith Narrower sub-classifications within Seemings. These are more specific, and reflect specialized adaptions.
Glamour A source of magic that all Changelings have some measure of. You can spend points of it to use various abilities and contracts, and regain it by harvesting certain emotions from groups of people. This will be expanded upon as we go. Glamour can only be used once a scene.
Contracts Strange magical abilities formed from contracts forged with various concepts and inhuman beings. These are essentially spells, and take Glamour to activate.
SETTING:OTHERS
Fetches Sometimes, when a changeling returns, they find that to their loved ones and friends... They were never missing. When they were taken, something was left in their place. The Fetch. Fetches are constructs of various kinds that are crafted and illusioned to take the Changeling's place after they're taken. Sometimes they do the job well... Sometimes they quite simply don't. These creatures may or may not realize they aren't truly who they pretend to be, and some truly believe they're human. But many are ready to fight for the life they've taken over. For now, I reserve the right to decide specifics about the fetch for characters.
The True Fae Madness with form, the True Fae are an enigma. Monsters and maidens without true rhyme or reason to their actions, these creatures are indecipherable. They only seem concerned with their own amusement, no matter the costs. They can appear as nearly anything, but are nearly always cruel, and would be considered sociopathic by most. Applying labels to them is nearly pointless, as they can completely shift in shape, form, personality, and abilities without a second thought if the urge strikes them. Most dwell in Arcadia, but a rare few make their home in the Hedge or have been exiled by their fellows to the Mortal World.
Hobgoblins Strange fae that dwell within the hedge. While not True Fae or Changelings, they are still quite powerful and can be malevolent in some cases. Theories abound to what their origins may be, but no one is certain.
SETTING:CITY
Grimes A large urban center, Grimes has seen better days. Slums and ghettos dominate a good portion of the city, though there is an uptown and a few decent residential areas. It rains quite often, giving the city a grim cast. It also has one large city park, though littering has dulled its beauty.
LOCATIONS Red Oaks Apartment Complex An apartment building run by the Silver Lining Freehold. Nearly everyone in the complex is a changeling, several taken in after escape only to stay on. It is old, but kept in good condition.
The Lapis Sky A paired Cafe and esoteric bookstore run by two Changelings. The cafe is a favorite place to unwind, with all manner of things being served, while the back room of the Bookstore has become a popular neutral meeting ground for the Lost. Though... Nobody seems to be quite willing to discuss why no one ever dares start a fight there.
Ever-Open Diner Another changeling-run business, this is a favorite stop of both mortals and supernaturals. More Freehold gossip passes across its tabletops than nearly anywhere.
The Weeping Mask A popular dance club, it has a modern masquerade theme. There have been rumors of patrons occasionally going missing, however... Lost within the red and black lights...
SETTING:KITHS
Beasts Those who were transformed or shaped into animals during their durance, they still carry a measure of instinct even after their escape. All beasts have a way with animals, especially those closest to their own shape during their time in Arcadia. Unfortunately, their instincts often cloud logic, making more intellectual activities difficult.
Contracts: Fang and Talon, Den, Wild.
BEAST KITHS Broadback ~ Beasts of Burden, Stamina, Large ~ Ox, Tortoise, Elephant, Horse, Stag, ect. ~ Stoic Forbearance: Spend One Glamour To Increase Stamina For a Scene.
Hunterheart ~ Predators, Hunters ~ Hunting Hound, Lion, Wolf, Tyrannasurus, Chupacabra, ect. ~ Tooth and Claw: You have a natural weapon of some sort (claws, talons, ect.) and can use it while fighting unarmed.
Runnerswift ~ Speedy Creatures ~ Antelope, Cheetah, Greyhound, Horse, ect. ~ Runs Like the Wind: You're quicker than normal, and can achieve speeds that would shame all but the quickest of regular humans.
Skitterskulk ~ Creepy Crawlies, Small Creatures ~ Rat, Snake, Spider, Roach, Mouse, Slug, ect. ~ Impossible Counterpoise: You can dodge much better than most, though even the best get hit now and again.
Steepscrambler ~ Climbers ~ Monkey, Sloth, Mountain Goat, ect. ~ Gifted Climber: You are better able to climb than most, though you're not infallible.
Swimmerskin ~ Aquatics, Amphibious Creatures, Sea Monsters ~ Fish, Seal, Frog, Sea Serpent, Kelpie, Shark, ect. ~ Natural Swimmer: You can swim at a running pace and hold your breath underwater for several minutes.
Venombite ~ Toxic or Poisonous Creatures ~ Snake, Spider, Manticore, Scorpion, Wyvern, ect. ~ Poisonous Bite: You can spend one Glamour to make a brawling attack that envenoms your target but otherwise does no damage. At the beginning of the game, the venom will be non-lethal and you should talk with the Storyteller about specifics.
Windwing ~ Fliers ~ Bird, Bat, Ahool, Pterasaur, Dragon, Moth, Flying Squirrel, ect. ~ Gift of the Sky: Damage from falling is reduced and you can spend one Glamour to glide.
Cleareyes ~ Creatures with Keen Senses ~ Bloodhound, Hawk, Fennec Fox, ect. ~ Primal Senses: Your chosen sense is slightly heightened and you can spend one Glamour to heighten it further.
Coldscale ~ Reptiles, Cold-blooded ~ Lizard, Snake, Dragon, Wyvern, ect. ~ Reptilian Blood: You are slightly more resistant to emotional manipulation and are also more resistant to poison.
Roteater ~ Scavengers, Carrion Eaters ~ Vulture, Jackal, Fly, Crow, ect. ~ Scavenger's Nature: You're more resistant to ingested toxins, and are also quite skilled at scavenging for items.
Truefriend ~ Loyal Pets ~ Dog, Hunting Falcon, Trained Feline, Guardian Lion/Fu Dog, ect. ~ Companion's Boon: Spend one Glamour to supernaturally and temporarily increase an ally's skill for one action.
Chimera ~ Hybrids, Amalgamations ~ Chimera, Gryphon, Hippogryph, Antlion (mythical), Ammut, ect. ~ Goblins Tongue: Spend one Glamour to be better able to socially interact with hobgoblins for one scene.
Riddleseeker ~ Wise or Cunning Animals of Legend ~ Sphinx, Cat, Coyote, Spider, ect. ~ Inquisitive Instinct: Spend one Glamour to be better able to solve problems/puzzles for one scene.
Darklings The unfortunates who were drug down into the dark places of Arcadia, the shadows seeming to have sunk into these creatures' souls. These stealthy creatures are particularly skilled at hiding from prying eyes, as well as being able to spend one Glamour to increase certain traits. However, the sun is no longer their friend, and it can be difficult to enact contracts while it hangs in the sky.
Contracts: Darkness, Shade and Spirit
DARKLING KITHS Antiquarian ~ Collectors of Forbidden Knowledge ~ Keys to Knowledge: Their time amongst darkened libraries and vile tomes has increased their skill in finding what they need from written sources, and they can spend one Glamour to temporarily be able to recall any facts they've seen before.
Gravewight ~ Those with an Affinity for the Dead and Undead ~ Channel Sight: Spend one Glamour in order to perceive ghosts.
Leechfinger ~ Vampiric Creatures ~ Sap the Vital Spark: Spend one Glamour to heal yourself some while also damaging an enemy.
Mirrorskin ~ Doppelgangers and Identity Thieves ~ The Mercurial Visage: The changeling can change the cast of their features to resemble, if not completely mimic, anyone they've met. This effects both Mask and Mien.
Tunnelgrub ~ Slimy Monsters Hidden in Dark Places ~ Slither and Squirm: Can spend one Glamour to wriggle free of restraints or fit through tight spaces.
Lurkglider ~ Winged Monsters ~ Gargoyle's Grace: Spend one Glamour to fall 100 yards without taking damage and you have a good sense of balance along ledges.
Moonborn ~ Lunatics ~ Lunatic's Kiss: At night you can apply one temporary major dementia to a human, taking on a minor form of said ailment yourself.
Nightsinger ~ Terrifying Music ~ Haunting Nocturne: By spending one Glamour and performing, you can unsettle an opponent. You also are skilled at one form of performance.
Palewraith ~ Ghostly Translucent Spectres ~ Light's Aversion: Spend one Glamour to be better able to defend yourself as long as you stay in shadows. Lasts until the end of the scene or you're hit by bright light.
Razorhand ~ Nighttime Killers ~ Ripper's Gift: Spend one Glamour to have your hand transform into a knife-like blade. You also have a talent wielding knives.
Whisperwisp ~ Stealthy Spies ~ Turncoat's Tongue: You are unnaturally skilled at conversation and gathering information, and by spending one Glamour, you can whisper a message to anyone within earshot as if you were standing beside them.
Lurker ~ Thieves and Pickpockets ~ Larcenous Fingers: You can get away with larceny more often than usual, no matter your equipment, and by spending one Glamour you can increase your skill further for one scene.
Elementals Those shaped into truly alien forms, those of an elemental nature. Stone, water, lightning, and even the toxins of pollution have all seeped into these creatures. Perhaps they were an elemental, or perhaps they were some flame in a cooking fire. There have even been tales of castles built from Stones that had once been humans... While spending one Glamour can increase their hardiness once a day, they lack something integral that those around them can sense. They are no longer fully human or even animal, and it has distanced them from their fellows, making social interaction more difficult.
Contracts: Elements, Communion, Wild.
ELEMENTAL KITHS Airtouched ~ Air, Zephyrs, Clouds, Wind, ect. ~ Velocity of the Zephyr: Spend one Glamour to greatly increase your speed for one scene.
Earthbones ~ Earth, Mud, Sand, Stone, ect. ~ Terrestrial Might: Spend one Glamour to increase your strength out of combat for one scene.
Fireheart ~ Fire, Lightning, Heat, ect. ~ Flickering Acumen: Spend one Glamour to increase your wits for one scene.
Manikin ~ Dolls, Mechanical Creations, Clockwork, Constructs, ect. ~ Artificer's Enchantment: You are unusually good at crafting things, even without training, and can also learn Contracts of Artifice.
Snowskin ~ Snow, Ice, Cold, ect. ~ The Voice of Ice: You are rather good at the less kind sides of social interaction, something about you holding some fear for others. You are skilled at intimidation and subterfuge.
Waterborn ~ Water, Lakes, Ponds, Rivers, ect. ~ The Gift of Water: You may spend one Glamour to breathe underwater and be able to swim quickly for several minutes. However, you cannot breathe air again until the effect has run its course or you spend another point of Glamour to end it prematurely. This is an exception to the rules of spending Glamour.
Woodblood ~ Plants, Fungi, Trees, ect. ~ Fade into the Foliage: You are skilled at stealth and and survival in areas of plant growth. You can also spend one Glamour to hide in any area with a decent amount of foliage.
Blightbent ~ Pollution, Radiation, Smog, ect. ~ Caustic Caress: Spend one Glamour to make a touch attack that harms your opponent with the manmade toxins that are apart of you. You are also resistant to such things yourself.
Levinquick ~ Electricity, Lightning, ect. ~ Fireflaught's Vigor: Spend one Glamour to increase your speed for one scene.
Metalflesh ~ Statues, Metals of nearly all sorts (except iron), Clockwork, ect. ~ Forge's Endurance: Spend one Glamour to increase your stamina and steady your nerves for one scene.
Sandharrowed ~ Sand, Deserts, ect. ~ Enveloping Sands: You are unusually skilled at grappling with opponents thanks to your mutable nature. Just pray they didn't bring a bottle.
The Fairest Perhaps it could be said these Changelings truly had it the worst in that they saw Arcadia's beauty in all its terrible glory firsthand. Joy and Agony mingled together during their durance, and striking traits were increased to nearly painful levels. They are socially quite capable, and by spending one Glamour can increase these skills further. However... Their sanity has been shaken more than usual by their time in Arcadia, and they can end up suffering mental trauma much more often than other Changelings.
Contracts: Vainglory, Reflection, Separation.
FAIREST KITHS Bright Ones ~ Creatures of Light, Angels, Touched by Fire, Will-o-the-Wisps, ect. ~ Goblin Illumination: Capable of emitting enough of a glow to illuminate a room at will, and can spend one Glamour to increase its intensity to blinding.
Dancer ~ Choreographers, Dancers, Assassins, ect. ~ Fae Grace: You are unusually skilled when it comes to expressing yourself acrobatically and are also quite good at dodging.
Draconic ~ Mythical Beasts, Noble Creatures, Graceful Warriors, ect. ~ Dragon's Talon: You are unusually skilled at Brawling and Hand-to-Hand combat.
Flowering ~ Flowers, Faeries, ect. ~ Seductive Fragrance: Thanks to a faint scent you give off, you are more readily accepted by those you approach.That isn't to say you can just walk over to someone out to kill you and expect things to be fine and dandy, though.
Muse ~ Striking Embodiments of Inspiration ~ The Tyranny of Ideas: You can spend one Glamour to inspire a human artistically or socially.
Flamesiren ~ The Beauty of Flame ~ Burning Hypnotism: By spending one Glamour, everyone looking at you has trouble focusing on anything else. You must focus to maintain this effect, not taking other actions, and it lasts until the end of the scene or your concentration is broken.
Polychromatic ~ Colors, Rainbows, Emotions, ect. ~ Prismatic Heart: Spend one Glamour to be better able to resist emotional manipulation. Empaths also find it extremely hard to read you.
Shadowsoul ~ Beauties of the Night, Dark Grace, ect. ~ Unnatural Chill: You are rather skilled at intimidating others and can learn Contracts of Darkness.
Telluric ~ Stars, Pieces of the Night Sky, Constellations, ect. ~ Music of the Spheres: You are always aware of what time it is, and have an extensive knowledge of both Astronomy and Astrology.
Treasured ~ Treasured Items, Statues, Pieces of Living Art, ect. ~ Alabaster Fortitude: Spend one Glamour to increase your stamina and steady your Nerves for one scene.
Minstrel ~ Performer, Musician, ect. ~ Perfect Pitch: Spend one Glamour to greatly increase your ability to express yourself. You can also harvest Glamour quicker from a human audience than is usual.
Romancer ~ The Ideal ~ Narcissus's Blessing: You appear subtly different to everyone, the features that they find most attractive accentuated to their eyes. This makes it difficult for them to describe your appearance to others. This effects cameras as well, your appearance becoming as neutral as possible in recordings.
Larcenist ~ Charmers, Thieves, Con-men, ect. ~ Thievery's Grace: You are rather agile, not to mention skilled in social settings. You're also rather good at dodging should your ruses be discovered...
Playmate ~ Best Friends ~ Circle of Friends: It seems whenever you work as part of a team, your friends act with more skill and your teamwork is unusually good.
Ogres Beings shaped into physically imposing or terrifying forms, They're themed after the most brutish of creatures from famous folklore, and are every bit as dangerous as you might expect. Known for enduring downright brutal and violent Durances due to their hardiness, their disposition toward others could be considered justified. You may think of them as dumb, dull, slow-witted and the like, but make no mistake: They should be every bit as feared as their myths make them out to be. When spending Glamour with them, they tend to enhance their brutish qualities such as Strength and Intimidate. These beings are hard to look at and can be even harder to escape from. While some that were changed into these figures weren't too bad, some were just downright malevolent and cruel, and are not afraid to inflict any number of acts of violence on their fellows if it suits their fancy.
Contracts: Stone, Oath and Punishment
OGRE KITHS Cyclopean ~ Trackers with acute senses ~ Smell the Blood: You're rather good at being able to percieve and track where others go or hide. Fe Fi Fo Fum, I smell the blood of a foolish bum!
Farwalker ~ Cryptids and Urban Legends ~ The Elusive Gift: Very good at hiding and surviving, are you? These beings can spend one glamour to lessen the chances of others discovering them. Out of sight, out of mind... For now.
Gargantuan ~ Giants that Magically Grow ~ Spurious Stature: If you didn't think they were big before, you will now. Can spend one glamour to increase their size. However, returning to normal can be a painful experience...
Gristlegrinder ~ Monstrous Eaters ~ Terrible Teeth: Gluttons of the highest degree, they will likely eat anything and everything they can sink their teeth into. Their chompers are unparalleled, so don't get too close to them if you're not committed to losing a limb...
Stonebones ~ Heavy Defenses ~ Obdurate Skin: A tank in all meanings of the word but literal, these ogres can spend one glamour to enhance their physical armor in frightening and intimidating ways, but doing so can actually reduce their defense.
Water-dweller ~ Lake Monsters ~ Lie Under the Waves: Be very afraid when you're out in the water. These beings are able to hold their breath underwater indefinitely and are capable of seeing through it as clear as day
Bloodbrute ~ Gladiators ~ Improvised Mayhem: Ever wanted to kill someone with a pen? Bash their head in with a garbage can? These guys can! By spending one glamour, they can turn anything they can get their hands on into an improvised weapon with no penalties. If it's not bolted down, it's theirs to use and yours to run from.
Corpsegrinder ~ Cannibals ~ Sepulchral Hunger: Pin these with Gristlegrinders at your own peril. These eat only living (and some unliving) things. If they catch you half-dead, you can be assured they'll finish the other half. They're not picky either... Undead aren't safe from them either.
Render ~ Living Siege Engines ~ Sundering Talons: These beings embody the 'Rip and Tear' philosophy. As long as they fight without a weapon in hand, they'll always have an easier time getting to your weaker parts than anything else, and with consistent (read: brutal) efficiency.
Witchtooth ~ Crones and Warlocks ~ Black Hex: Beings that dabble in the dark arts of spellcraft. They can spend glamour to enhance their occult abilities and trigger any Contracts that curse their foes.
Wizened Shaped not with beauty or the elements or even other creatures, the Wizened were taken simply to perform tasks the Gentry didn't wish to bother with. Still, this isn't to say their durances weren't filled with endless cruelty as failure was punishable with extreme measures. But this at the same time trained them even as their tasks became a part of their very beings. They are quite capable of avoiding others, used to hiding from the eyes of their Keepers as they worked. But at the same time, this has caused their social abilities to fall short, as they've gotten used to eschewing interaction for their work. Contracts: Artifice, Animation, Forge.
WIZENED KITHS Artist ~ Erm... Artists..? ~ Impeccable Craftsmanship: There's no doubt, they live up to their Kith's title. They're unusually skilled at crafting various things in an artistic fashion.
Brewer ~ Makers of Alcohol ~ The Inebriating Elixir: These changelings are highly resistant to ingested poisons, as well as the effects of their own brews. Spend one Glamour to magically make any drink alcoholic.
Chatelaine ~ Butlers, Maids, 'Miss Manners', ect. ~ Perfect Protocol: You're unusually skilled when it comes to recalling social niceties and etiquette, and by spending one Glamour you can increase your social capabilities.
Chirurgeon ~ Doctors, Back-alley Surgeons, ect. ~ The Analeptic Charm: If anyone knows their way around medicine, it's you. You're also rather skilled at being able to do the job even when you don't have all the equipment that is usually (required)'reccomended'.
Oracle ~ Prophets, Fortune-Tellers, ect. ~ Panomancy: At the Storyteller's disgression, you may end up getting flashes of the future.
Smith ~ Metalworkers ~ Steel Mastery: Spend one Glamour to improve the quality of a simple weapon, tool, or piece of metal armor.
Soldier ~ Fighters, Foot Soldiers, Sentries, ect. ~ Blade Lore: You have a skill with bladed weapons especially.
Woodwalker ~ Gardeners, Forest Guardians, ect. ~ Wildcraft: A true survivalist, you know your woodcraft better than most. Not to mention you can sustain yourself by eating any plant... Including brussel sprouts.
Author ~ Writers, Poets, Novelists, ect. ~ Polyglot's Riddle: You've learned your craft to the point you can even decipher things written in foreign languages.
Drudge ~ Slaves, Servants, ect. ~ Unseen Labor: You can complete tasks quicker while unobserved and can spend one Glamour to complete a simple task almost instantly as long as you aren't being watched.
Gameplayer ~ Stategists, Gamers, Gamblers, ect. ~ Grandmaster's Stratagem: Spend one Glamour to win mentally based board games. You also have an unusual amount of luck when it comes to strategic gambling games.
Miner ~ Miners, Underground Workers, Knockers, ect. ~ By spending one Glamour, you can send a coded message to someone through vibrations in the ground. They must be within one mile of you and have their feet on solid ground, however, so being on an upper floor of a building won't do the trick.
Inventor ~ Tinkers, Artificers, ect. ~ Inventive Genius: You're naturally skilled with working with mechanisms and devices, and can even spend one Glamour to increase your skill even further.
The Roster
1. 2. 3. 4. 5. 6.
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[color=#fff]Name:[/color] (Self Explanatory)
[color=#fff]Gender:[/color] (Usually the typical, but if you have something out of the ordinary in mind, please talk with me about it first?)
[color=#fff]Age:[/color] (Changelings typically aren't particularly young, nor elderly when newly escaped due to the rigors and challenges of escaping Arcadia)
[color=#fff]Seeming:[/color] (Beast, Darkling, Elemental, Fairest, Ogre, or Wizened)
[color=#fff]Kith:[/color] (Refer to your Changeling's Seeming for what kiths there are within it)
[color=#fff]Focus:[/color] (This is dscribing where the bulk of your Changeling's talents lie. Physical, Mental, or Social)
[color=#fff]Mask:[/color] (Your Changeling's appearance to everyday humans, should be human without fae traits)
[color=#fff]Mien:[/color] (Your Changeling's true appearance. This often resembles the Mask, but with their fae features apparent. In cases where they weren't specifically shaped, they may have traits similar to their Keeper. Other Supernaturals can see this unless it is being purposefully hidden somehow. Feel free to get a bit creative! Just because they're called Fae doesn't mean they're just Faeries. Aliens, Urban Legends, monsters from every corner of the globe, even your own unique creations, it's all open game.)
[color=#fff]History Before Being Taken:[/color] (What was your Changeling's life like before they were taken to Arcadia? Was it pleasant? Not so much? Where did they live? Did they have friends or family? Do they even remember much about the time before their durance?)
[color=#fff]Durance:[/color] (How were they taken? Were they taken by their Keeper or did something else kidnap them and later hand them off to them? What was their time in Arcadia like? What was their Keeper's territory like? Did they escape on their own or with others? How exactly did they escape?)
[color=#fff]Personality:[/color] (This obviously isn't set in stone, but give us a general idea. Also... Are they sane or no?)
[color=#fff]Glamour:[/color] (Everyone will start with three permanant points of Glamour that can be spent and restored as usual)
[color=#fff]Contracts:[/color] (Leave this blank for now, but be prepared to update soon)
[color=#fff]Miscellaneous:[/color] (Non-magical items only at the start, please)
[color=#fff]The Keeper:[/color] (Tell me a bit more about their Keeper or Keepers. Feel free to be creative. True Fae can be nearly anything, and their motives are unknowable. They can be humanoid, Lovecraftian, Angelic, Demonic, Fantasy, even Alien... They can be anything you can imagine, and aren't limited by anything but their own oaths and contracts within Arcadia. Nymphs, ETs, Dragons, Spectres, Clockwork Manikins... Just remember, I'll likely be GMing them...)
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