Name: Ashton BrynmorPlayer: Mortarch
Kith: Sluagh- | -Seeming: Wilder
Court: Seelie- | -House: Commoner
Legacies: Crafter/Grotesque- | -Concept: Nightmare Crafter

Attributes

PhysicalSocialMental
Strength1Charisma2Perception3
Dexterity3Manipulation4Intelligence4
Stamina2Appearance2Wits3

Specialties:
Manipulation: Persuasive
Intelligence: Analytical


Abilities

TalentsSkillsKnowledges
Alertness2Animal Ken0Academics2
Athletics0Crafts0Computers0
Awareness1Drive0Cosmology0
Brawl0Etiquette1Finance0
Empathy2Firearms2Investigation1
Expression1Melee0Law0
Intimidation2Performance0Medicine3
Leadership0Stealth2Occult0
Streetwise0Survival0Politics0
Subterfuge2Technology0Science1
Other TalentsOther SkillsOther Knowledges
Kenning2Hypnosis0Gremayre2

Advantages


Advantages
Backgrounds
Dreamer1
Mentor2
Resources3
Treasure1
 
Arts
Autumn2
Naming2
Oneirmancy2
 
Realms
Actor2
Fae1
Prop2
Scene2
 
Misc
Glamour4
Willpower4
Banality3

Ravaging/Musing Threshold:
Destroy Hope
Help Those In Need

Antithesis:
Accepting a happy delusion over a painful truth

Birthrights
Squirm
Sharpened Senses
Frailty
Curse of Silence
Merits
Murderous Mien2
Good Listener1
Art Affinity (Oneiromancy)5
  
Flaws
Bard's Tongue1
Changeling's Eyes1
Curiosity2
Health Levels (Physical)
Bruised-0 
Hurt-1 
Injured-1 
Wounded-2 
Mauled-2 
Crippled-5 
Incapacitated- 
Health Levels (Chimerical)
Bruised-0 
Hurt-1 
Injured-1 
Wounded-2 
Mauled-2 
Crippled-5 
Incapacitated- 

NOTES:

Detailed Arts:
Autumn:
(1) Creeping Shadows: The changeling commands nearby shadows to bend to her whim. A satyr summons the shadow of a reluctant partner to dance with her. A sluagh curdles the nighttime shadows of a bully’s bedroom into a theater of menace. This Art may be used subtly, twisting or slightly manipulating shadows to grant a sinister aspect to the scene, or it may be used to commandeer shadows to become great leering things, utterly disconnected from the actions of those that cast them, or even to swallow the changeling (or another) up and hide the subject from sight.

System: The Realm selected determines who or what casts the shadows this cantrip manipulates. Subtle uses of this power lower the difficulty of all Intimidation rolls by the caster by one per success rolled. Overt uses of this power simply tend to announce the changeling’s power as a sorcerer to other Kithain and terrify mortals (at least until the Mists obscure the wildly leaping, monstrous shadows they witnessed). Used to swallow up a subject in its own shadow, an individual lowers the difficulty of Stealth rolls by one per success, while a shadowed object raises the difficulty to find it by one per success rolled (to a maximum of 9).
Type: Chimerical or Wyrd, depending on how overt the use.

(2) Autumn Eyes: The duke leans forward, scrutinizing the wanderer before him, eyes burning with the orange light of Samhain. Glimpsing the great curse dogging his visitor’s footsteps, he withholds hospitality and sends the eshu on his way, igniting a flurry of whispers.
Infusing the Glamour of Autumn into her eyes, the changeling attunes her senses to decay and doom. She can see the illness and infirmity in those around her, recognize the weaknesses and stress points of objects, or even recognize those marked by some great or impending doom.
The changeling’s eyes always take on some unearthly characteristic when using this cantrip — her irises may become the orange of fresh-fallen leaves, or might glow white with ghostly limbal rings. Although every other element of this cantrip is chimerical, the change to her eyes can be spotted even by astute mortals (difficulty 8 to do so).

System: The Realm used determines who or what the character can scrutinize. If used on a person, the character learns the general state of the individual’s health (this can act as a diagnosis roll if the character has the Medicine Ability), gaining more detailed information the more successes she rolls. Alternately, the changeling might identify a weak point in an opponent, adding one additional die of damage to her next attack against that target for each success rolled. Objects may be scrutinized to similar effect to identify weak points. If the subject of Autumn Eyes is the subject of some curse, debilitating magic, or great impending doom (such as the Dark Fate Flaw — see p. 189), then this fact is revealed with three or more successes, along with the nature of the doom or supernatural malignance.
Type: Chimerical
Naming:
(1) Between the Lines: Discernment is the first lesson of Naming magics. Until the changeling can understand the real message in anything said or written, she cannot understand seek the intimate knowledge hidden within True Names. Deceptively powerful, Between the Lines empowers the Kithain to understand any language or learn the intended meaning behind anything she can see or hear.
An eshu deciphers the ancient warning of a guardian’s curse written outside the cave before journeying inside, a clurichaun understands a request for help in a language he has never heard before, or the sidhe effortlessly constructs a puzzle box containing a clue to his lost king’s whereabouts.

System: The Realm dictates the source of the message. The changeling would use Prop to read a book written in code, Actor to understand someone speaking in a foreign language, Nature to understand messages passed by songbirds, or Fae to unravel the riddles spouted by an ancient chimera. Any number of successes allows the changeling to understand a written cypher or foreign language, but each success adds an extra die to any pool for contested actions meant to reveal the truth or see through lies during the current scene.
Type: Chimerical
(2) Nickname: Before a changeling develops the talent and discernment needed for uncovering True Names, she learns to apply a more cursory label to something or someone. The effect fades over time, but the target’s identity warps and bends to the nickname provided by the changeling. While the cantrip stays in place, everyone around the focus of the cantrip sees them through the lens of the Nickname.
A nocker begins calling her mother-in-law “warthog,” and the poor woman begins to snort when she laughs. After an arrogant sidhe stole her girlfriend, the jilted piskey nicknames her ex “stilts,” causing people to see her long, beautiful legs as too long and comical.

System: The Realm determines what can be given a Nickname. For the duration of the cantrip, people (even strangers) unconsciously refer to the target by the given moniker. If the target is an inanimate object, it conforms to the spirit of the nickname. A car nicknamed “clunker” doesn’t start reliably and sputters down the road. An impressive magnum revolver nicknamed “peashooter” fires bullets that barely break skin. Nickname a street “Murder Lane,” and suddenly it attracts those making illicit deals and seeking violent confrontations.
If applied to a changeling, mortal, or other sentient creature, the target cannot regain Willpower unless she acts in accordance with the spirit of the Nickname. The number of successes determines the duration:

1 SuccessOne Scene
2 SuccessesOne Day
3 SuccessesOne Week
4 SuccessesOne Month
5 SuccessesOne Year

Oneiromancy:
(1) Dream Walk: After learning the first cantrip of Oneiromancy, a changeling can forge a bridge between the Dreaming and her target’s mind, allowing her to fully enter a dream. She must target someone or something asleep she either knows well or can see. The character then wholly enters the target’s dreams and disappears from the mundane world. The subject may or may not realize the changeling is something more than a part of her dream, but she will remember the dream upon waking.
Learning Dream Walk may be an initiation for Oneiromancers, but all come to respect the utility and power in the first step to mastering dreams. Changelings can pass messages to the dreaming subject, hide from enemies or nosy interlopers, or seek insight into the dreamer’s mind. The character does not risk any physical harm while in the dream, but can sustain chimerical damage. She also does not rest herself while Dream Walking, so after a night spent in another’s dreams she will likely need sleep of her own.
Desperate to escape her captors, a boggan hides in her cat’s dreams. A redcap stalks a mortal in his dreams, disturbing his slumber and gathering clues for how best to disrupt his life. After falling asleep in the freehold, a motley shares a dream in which they plan their next move.

''System: The cantrip can be used to enter the dream of any sleeping creature, provided the changelings knows the appropriate Realm. The Oneiromancer brings nothing with her when entering a dream and will reappear in the same place she cast the cantrip when she willingly leaves the dream or when the dreamer wakes. The first time a character casts the cantrip on a subject she must be able to see the target, but the player can spend a point of Willpower to forge a connection allowing the Oneiromancer to enter her dreams from anywhere in the future. The subject remembers the dream upon waking, making Dream Walk an effective way to pass messages and send warnings. All other Oneiromancy cantrips first require successful casting of Dream Walk.
Type: Chimerical
(2) Dream Craft:'' Some dreams stay with dreamers even after waking, coloring the mood and tone of their day. No longer limited to entering the target’s dream and having minimal interactions, the Oneiromancer can exert control over the dreamscape to create peaceful tableaus in the sleeper’s mind or inflict dreadful terrors that will haunt her the following day.
The woman vying for the same promotion as a sluagh is plagued with nightmares of failure, which follow her into work the next day when she sees her boss. An eshu joins her son’s dream to share an adventure with him the night before he leaves for college and makes sure he feels unstoppable when he sets foot on campus.

System: Dream Craft can only be used as an extension of Dream Walk while inside of someone else’s dreams. The changeling can shape the target’s dreams and employ Realms to create aspects of the dream. Any part of the dream molded with an appropriate Realm becomes a trigger for the target after she wakes. The Oneiromancer decides if the dream becomes inspiring or terrifying, which determines the impact of those triggers when encountered.
If the dream was positive and restful, the target gains a point of Willpower from sleeping and also gains two bonus dice during any scene where she encounters the trigger created by the Oneiromancer. A nightmare caused by Dream Craft drains a point of Willpower from the subject instead and inflicts a two-die penalty during any scene with the trigger. The effects of the trigger last for one day per each success rolled when casting the cantrip.

Detailed Realms:
Actor:
(1) True Friend: The most rudimentary initiation into this Realm grants power over a well-known friend or confidante — someone the changeling has spent a great deal of time around, whose interests and hobbies and aspirations she knows, and who trusts and likes her.
Examples: Your friends. Your spouse. Your brother. Your kids. Certain of a therapist’s patients.
(2) Personal Contact: Basic initiation into the Realm of Actor allows the changeling to work cantrips upon those that she has personally met and had at least a few minutes of interaction with, and whose names she knows. In older times, folk were cautious about giving their names to strangers, for names are things of power in the hands of the fae — but the Autumn World has largely forgotten its fear of faeries, and names are easy to come by.
Examples: Your boss. Your coworkers. Your neighbors. The kid who picked on you at school. The bartender at your favorite bar.

Fae:
(1) Hearty Commoner: The first things a changeling initiated into this Realm gains power over are the humble commoners of the fae world.
Examples: Most non-sidhe Kithain, titleless Autumn sidhe.

Prop:
(1) Ornate Garb: The changeling may target anything that is commonly worn, or currently being used as clothing or a body decoration.
Examples: A dress, a shirt, jewelry, tattoos, makeup, a small padlock worn as an earring, your boss’s toupee.
(2) Hearty Commoner: The Kithain may now enchant any object that doesn’t use electricity and has no moving parts.
Examples: A club, a knife, a sword, a crowbar, a screwdriver, a hand saw, a glass coffee table, a mug, a mattress, a lucky coin.

Scene:
(1) The Chamber: The first dominion of the Scene realm is the Chamber, allowing the changeling to affect all subjects within a small, discrete, enclosed area.
Examples: A den, a closet, a garage, a bedroom, a utility shed.
(2) Hearty Commoner: The second domain of Scene encompasses a small, contiguous building, allowing the Kithain to work a cantrip upon all subjects within.
Examples: A mobile home, a one-story house, an old cabin in the woods, a bomb shelter.