A
Alexandra
Guest
Original poster
Name; Sage
Gender; Female
Age; approximately 68
Seeming; Darkling
Kith; Antiquarian
Court; Autumn
Keeper; The Collector
Blessing; A point of glamour to increase wits, subterfuge, stealth.
Curse; -1 to enact contracts during daytime, -2 in direct daylight.
Kith benefit; 9 again on academics, investigation. A point of glamour to gain Encyclopedic Knowledge for a single question.
Virtue; Wise
Vice; Ageist
Appearance;
Sage is, in her Mask, a dainty elderly lady. Standing at five and a half feet tall, she is petite, and extremely wrinkled in the way only someone who has laughed quite a bit can be. Her grey hair is short; kept curled in a style reminiscent of the 1950s. She speaks with a slight accent, indicating she may be originally from north of the border. Sage believes in sensible shoes, and always carrying a long umbrella, just in case.
Her Mien looks older, more unnatural; faint thin cracks cover china skin, with thin wisps of dusty cobwebs flowing from the head. The scents of mothballs and furniture polish. Only her eyes remain unchanged.
Gender; Female
Age; approximately 68
Seeming; Darkling
Kith; Antiquarian
Court; Autumn
Keeper; The Collector
Blessing; A point of glamour to increase wits, subterfuge, stealth.
Curse; -1 to enact contracts during daytime, -2 in direct daylight.
Kith benefit; 9 again on academics, investigation. A point of glamour to gain Encyclopedic Knowledge for a single question.
Virtue; Wise
Vice; Ageist
Background;
-the fleeting things-
Sage remembers certain, little things. She remembers a long porch and a rocking chair. The forest. Mama had long black hair, and Daddy wore a nice coat. She remembers deep snow...having to wear big boots to walk to school.
But these are only snatches of things; the rest has been eroded away. The last clear memory of that time is the music box, and the long, white fingers holding it.
-during-
Where is....
How long have I been here for...?
...what was I thinking just now...?
...white fingers...
The white fingers are important.
White fingers held the music box.
The man with the round glasses has white fingers....
Maybe he knows where my music box went.
He's looking at me again.
He must know where it is...I'm sure he gave it to me.
Why can't I speak to him?
I need to ask him things.
...glass....glass all around...
**tap**taptaptap**
"Do you remember your numbers, little doll? Here, start in this room."
-time always passes-
Sage counted, and listed, and counted and listed. Then waited. The Collector would bring her to another room, and she would repeat the process. Again and again. Counting endless collections of endless objects.
One room held a tall dresser full of music boxes. She held the first one for a long time before opening it. As it tinkled into life she remembered deep snow. Mama had long black hair, and Daddy wore a nice coat.
For the first time she noticed the spiders in her hair, and how her fingers clinked softly against each other. She noticed she was alone. Checking the hallway, she saw it was empty. Room, after room of baubles; all of them empty. She found herself standing in front of a door bigger than all the others, moonlight shining through the stained glass. It was unlocked.
Beyond the door lay a silent garden, lit by small hanging lanterns, with a forest in the distance. She started walking.
-solid things to hold on to-
Sage found herself on the streets of Montreal, having emerged from a public park, the forest behind her gone. She was lucky enough to be very literally scooped up the next morning by an Ogre who worked at the visitor's centre. He brought her to a local Freehold where she was allowed live under the stairs until she got used to being around people again.
Then they put her to work to earn her keep. Her durance made her very good at organising, and finding lost things. When she could remember her parent's names she went looking for them, but seemingly they had moved away, and taken something with them in her place.
-and now-
Shearport has been her home now for about ten years. Its a small, caring Changeling community, with attitudes of inclusion and responsibility that appealed to Sage greatly. She was never really a city girl after all.
She runs a small craft store featuring local, handmade arts and crafts, with a small selection of books on local history, photography and folklore. And some other items in a back room, if you know what to ask for.
Some years back she invested in the Black Lantern, and can always be counted on for taking night shifts there. After all; it is her favourite time of the day.
-the fleeting things-
Sage remembers certain, little things. She remembers a long porch and a rocking chair. The forest. Mama had long black hair, and Daddy wore a nice coat. She remembers deep snow...having to wear big boots to walk to school.
But these are only snatches of things; the rest has been eroded away. The last clear memory of that time is the music box, and the long, white fingers holding it.
-during-
Where is....
How long have I been here for...?
...what was I thinking just now...?
...white fingers...
The white fingers are important.
White fingers held the music box.
The man with the round glasses has white fingers....
Maybe he knows where my music box went.
He's looking at me again.
He must know where it is...I'm sure he gave it to me.
Why can't I speak to him?
I need to ask him things.
...glass....glass all around...
**tap**taptaptap**
"Do you remember your numbers, little doll? Here, start in this room."
-time always passes-
Sage counted, and listed, and counted and listed. Then waited. The Collector would bring her to another room, and she would repeat the process. Again and again. Counting endless collections of endless objects.
One room held a tall dresser full of music boxes. She held the first one for a long time before opening it. As it tinkled into life she remembered deep snow. Mama had long black hair, and Daddy wore a nice coat.
For the first time she noticed the spiders in her hair, and how her fingers clinked softly against each other. She noticed she was alone. Checking the hallway, she saw it was empty. Room, after room of baubles; all of them empty. She found herself standing in front of a door bigger than all the others, moonlight shining through the stained glass. It was unlocked.
Beyond the door lay a silent garden, lit by small hanging lanterns, with a forest in the distance. She started walking.
-solid things to hold on to-
Sage found herself on the streets of Montreal, having emerged from a public park, the forest behind her gone. She was lucky enough to be very literally scooped up the next morning by an Ogre who worked at the visitor's centre. He brought her to a local Freehold where she was allowed live under the stairs until she got used to being around people again.
Then they put her to work to earn her keep. Her durance made her very good at organising, and finding lost things. When she could remember her parent's names she went looking for them, but seemingly they had moved away, and taken something with them in her place.
-and now-
Shearport has been her home now for about ten years. Its a small, caring Changeling community, with attitudes of inclusion and responsibility that appealed to Sage greatly. She was never really a city girl after all.
She runs a small craft store featuring local, handmade arts and crafts, with a small selection of books on local history, photography and folklore. And some other items in a back room, if you know what to ask for.
Some years back she invested in the Black Lantern, and can always be counted on for taking night shifts there. After all; it is her favourite time of the day.
-As his name suggests; this Keeper collects.
Everything and anything; from books to instruments, broken toys to priceless trinkets, and among his favourites are music boxes, marbles and children.
When he first encounters the child, he offers them something; something that they would very much like to have, each unique to the little one. The bauble keeps them quiet as he draws them to him, and, slipping the hand of a fetch into that of a parent, he is gone.
Each new child is dressed and put into a bell jar, all the while holding the bauble, mesmerised. Placed on a table, he will admire them for days and days until he gets too used to seeing them, and would like another. Then the jar is moved to a shelf, with the others.
Time passes differently beyond the Hedge, and as the Collector loses interest in each child, so does the bauble lose it's shine, and begins to fade away until nothing is left. When it is gone, the child finds itself standing aided by a metal loop, with a limited range of movement. Tiny mouths no longer open, eyes rarely blink, and any attempt at sudden movement is accompanied with the whispering sound of fine cracks moving along porcelain.
The doll children mostly stare into space, but occasionally when one becomes aware of another, they look at each other for extended periods of time. Whenever the Collector stops in front of them, all the little heads turn in his direction.
Once a doll pressed her tiny hand against the glass as he passed, and taptapped, giving him pause for thought. After standing there for a long moment, he reached for the jar, and removed her.
The others, if indeed they were capable of memory, never saw her again.
He referred to her as "doll", in a voice like dusty pages, instructing her to count and sort. It had been so long since he had any kind of servants; his collections had grown quite unacceptably out of control....and where did the last assistant go...? He dismissed the thought.
Leaving the doll in a room full of drawers housing buttons, feathers, coins and compasses, he left his domain, weaving a tin aeroplane out of gossamer, wondering what child it would call to.
He paused in the garden, trying to remember if he locked the door. But it does not matter. Now that he is elsewhere the house is empty, holding only his collections; and inanimate things cannot leave. The thought reminds him it has been an age since he kept servants; his collections have grown quite unacceptably out of control....and where did his last assistant go...?
Everything and anything; from books to instruments, broken toys to priceless trinkets, and among his favourites are music boxes, marbles and children.
When he first encounters the child, he offers them something; something that they would very much like to have, each unique to the little one. The bauble keeps them quiet as he draws them to him, and, slipping the hand of a fetch into that of a parent, he is gone.
Each new child is dressed and put into a bell jar, all the while holding the bauble, mesmerised. Placed on a table, he will admire them for days and days until he gets too used to seeing them, and would like another. Then the jar is moved to a shelf, with the others.
Time passes differently beyond the Hedge, and as the Collector loses interest in each child, so does the bauble lose it's shine, and begins to fade away until nothing is left. When it is gone, the child finds itself standing aided by a metal loop, with a limited range of movement. Tiny mouths no longer open, eyes rarely blink, and any attempt at sudden movement is accompanied with the whispering sound of fine cracks moving along porcelain.
The doll children mostly stare into space, but occasionally when one becomes aware of another, they look at each other for extended periods of time. Whenever the Collector stops in front of them, all the little heads turn in his direction.
Once a doll pressed her tiny hand against the glass as he passed, and taptapped, giving him pause for thought. After standing there for a long moment, he reached for the jar, and removed her.
The others, if indeed they were capable of memory, never saw her again.
He referred to her as "doll", in a voice like dusty pages, instructing her to count and sort. It had been so long since he had any kind of servants; his collections had grown quite unacceptably out of control....and where did the last assistant go...? He dismissed the thought.
Leaving the doll in a room full of drawers housing buttons, feathers, coins and compasses, he left his domain, weaving a tin aeroplane out of gossamer, wondering what child it would call to.
He paused in the garden, trying to remember if he locked the door. But it does not matter. Now that he is elsewhere the house is empty, holding only his collections; and inanimate things cannot leave. The thought reminds him it has been an age since he kept servants; his collections have grown quite unacceptably out of control....and where did his last assistant go...?
Appearance;
Sage is, in her Mask, a dainty elderly lady. Standing at five and a half feet tall, she is petite, and extremely wrinkled in the way only someone who has laughed quite a bit can be. Her grey hair is short; kept curled in a style reminiscent of the 1950s. She speaks with a slight accent, indicating she may be originally from north of the border. Sage believes in sensible shoes, and always carrying a long umbrella, just in case.
Her Mien looks older, more unnatural; faint thin cracks cover china skin, with thin wisps of dusty cobwebs flowing from the head. The scents of mothballs and furniture polish. Only her eyes remain unchanged.
Attributes
Intelligence; 3
Wits; 3
Resolve; 2
Strength; 2
Dexterity; 2
Stamina; 2
Presence; 2
Manipulation; 3
Composure; 3
Abilities
Academics; 3 (history) (9 again - blessing)
Crafts; 1
Investigation; 3 (hidden objects) (9 again - blessing)
Medicine; 1
Occult; 3 (the Hedge)
Athletics; 2
Stealth; 2 (unobtrusive) (9 again - blessing)
Empathy; 2
Expression; 1
Persuasion; 1
Socialise; 1
Subterfuge; 2
Merits
Hollow; 3 (1 each in size, amenities and wards)
Resources; 3
Court Mantle; 1 (Autumn)
Clarity; 6
Wyrd; 2
Size; 5
Health; 7
Willpower; 5
Defense; 2
Initiative Mod; 5
Speed; 9
Intelligence; 3
Wits; 3
Resolve; 2
Strength; 2
Dexterity; 2
Stamina; 2
Presence; 2
Manipulation; 3
Composure; 3
Abilities
Academics; 3 (history) (9 again - blessing)
Crafts; 1
Investigation; 3 (hidden objects) (9 again - blessing)
Medicine; 1
Occult; 3 (the Hedge)
Athletics; 2
Stealth; 2 (unobtrusive) (9 again - blessing)
Empathy; 2
Expression; 1
Persuasion; 1
Socialise; 1
Subterfuge; 2
Merits
Hollow; 3 (1 each in size, amenities and wards)
Resources; 3
Court Mantle; 1 (Autumn)
Clarity; 6
Wyrd; 2
Size; 5
Health; 7
Willpower; 5
Defense; 2
Initiative Mod; 5
Speed; 9
Dream
*Pathfinder; allows the Changeling to divine the nature of the Hedge in a certain area. Locate Hollows, trods, paths to and from Faerie, Goblin fruits, etc.
Cost; 1 glamour
Dicepool; intelligence+wyrd (instant)
Catch; the Changeling must have plucked a thorn from the local Hedge and shed a drop of blood while doing so within the last day.
Smoke
*The Wrong Foot; allows the Changeling to change the nature of the marks they leave behind in passing.
Cost; 1 glamour
Dicepool; no roll necessary (instant)
Catch; The Changeling licks his thumb and smudges it on a mirror.
**Nevertread; the Changeling leaves no trace of his passage.
Cost; 1 glamour
Dicepool; intelligence+wyrd (instant)
Catch; The Changeling must have spent at least an hour barefoot in the past day.
Darkness
*Creeping Dread; this causes the target to become more susceptible to fear or intimidation.
Cost; 1 glamour/2 glamour + 1 willpower
Dicepool; manipulation+wyrd- target's resolve (instant)
Catch; The Changeling is using this contract to frighten intruders into her dwelling.
**Night's Subtle Distractions; this allows the Changeling to avoid notice by enhancing physical conditions that limit perception.
Cost; 1 glamour
Dicepool; stealth+wyrd (instant)
Catch; the contract is invoked outdoors and at night.
*Pathfinder; allows the Changeling to divine the nature of the Hedge in a certain area. Locate Hollows, trods, paths to and from Faerie, Goblin fruits, etc.
Cost; 1 glamour
Dicepool; intelligence+wyrd (instant)
Catch; the Changeling must have plucked a thorn from the local Hedge and shed a drop of blood while doing so within the last day.
Smoke
*The Wrong Foot; allows the Changeling to change the nature of the marks they leave behind in passing.
Cost; 1 glamour
Dicepool; no roll necessary (instant)
Catch; The Changeling licks his thumb and smudges it on a mirror.
**Nevertread; the Changeling leaves no trace of his passage.
Cost; 1 glamour
Dicepool; intelligence+wyrd (instant)
Catch; The Changeling must have spent at least an hour barefoot in the past day.
Darkness
*Creeping Dread; this causes the target to become more susceptible to fear or intimidation.
Cost; 1 glamour/2 glamour + 1 willpower
Dicepool; manipulation+wyrd- target's resolve (instant)
Catch; The Changeling is using this contract to frighten intruders into her dwelling.
**Night's Subtle Distractions; this allows the Changeling to avoid notice by enhancing physical conditions that limit perception.
Cost; 1 glamour
Dicepool; stealth+wyrd (instant)
Catch; the contract is invoked outdoors and at night.
Experience- 4
In - 25
20 exp; starting
5 exp; for -1 Clarity
Out - 21
2 exp; hollow size 1
2 exp; hollow amenities 1
2 exp; hollow wards 1
15 exp; manipulation 3
In - 25
20 exp; starting
5 exp; for -1 Clarity
Out - 21
2 exp; hollow size 1
2 exp; hollow amenities 1
2 exp; hollow wards 1
15 exp; manipulation 3
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