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  1. - Top - End - #1
    Firbolg in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default OOC: New Orleans By Night II CtL

    Welcome to the NEW OOC thread for "New Orleans by Night". Yes, I am still not very creative with the naming

    As it is developed, I will use this post to start describing the basic setting of Orleans. I will go into detail regarding the major districts, and will describe specific important locations, unique to these areas.

    The IC thread is here
    A link to the first OOC thread is here

    Spoiler: New Orleans by Night
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    Spoiler: The Neighborhoods by Night
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    French Quarter: The French Quarter, also known as the Vieux Carré ("Old Square") or Vieux Carré Historic District, is the oldest section of the City of New Orleans. Founded in 1718 by Jean-Baptiste Le Moyne de Bienville, New Orleans developed around the Vieux Carré, the city's central square. The French Quarter is notable for its Spanish architecture; tightly packed 2-3 story brightly painted stucco buildings with flat roofs, ironwork laced gallaries and balconies. These simple facades open up into luxurious outdoor, decorated with potted tropical plants and sumptuous furniture. The French Quarter is often overrun at night with tourists looking to abuse the open carry laws, and streets like Bourbon can become annoying tourist traps in the eyes of locals.
    -Tumbledown Market: The largest goblin market possibly in the world. Please see the description in the rulebook… I’m allowed to be a little lazy…

    -Jackson Square and St. Louis Cathedral: An open plaza surrounds a large grass field. At all hours, artists, magicians, fortune tellers, and the homeless surround the square hoping to separate tourists from their money. The St. Louis Cathedral is the oldest basilica-cathedral in the united states, and is the seat of the Roman Catholic Archdioses in the state.

    -Cafe Du Monde: A New Orleans institution or tourist trap (up to you). The cafe sells sugar powder coated beignets, and chickory blended cafe aulet (and that’s really it) 24 hours a day. Locals will wait till the middle of the night for a drunk snack, rather than wait in hours long lines, and the local Lost can often be found hanging about to gather up glamour.

    -Preservation Hall: The oldest and most well known Jazz hall in The French Quarter. The Hall is an intimate (cramped) wooden theater where the premiere jazz bands of the city can be heard. The Preservation Hall Jazz Band has several members of the Night Revelers in it, and often serves as a meeting place for the Freehold.

    -Dutch Alley, Sans Merci Tavern, The Exchange: See pg 293 of the 2E rulebook.



    Frabroge Marigny: A small neighborhood north of The French Quarter. Though there are a few FQ style two story buildings, there are far more small cottages tightly packed together, often referred to as Shotgun houses. The neighborhood is best known for Frenchmen street; three blocks known for having the best live music in New Orleans. Locals will come to The Marigny to drink, listen to music and make merry. This neighborhood is home to the largest number of the Night Revelers freehold.
    -Frenchmen Street: Three blocks of bars/music halls playing live music. On any given night about a quarter of the performers and patrons on Frenchman Street are Changelings, often mostly of the Night Revelers, and there may be no better location to gather glamour, depending on what it is you are into.

    -Washington Square: Local large shaded park. Once a month the Night Revelers will host witching hour parties in the park, charmed so that no pedestrian could observe.

    -Halloween Street: A secret street known only to the locals on the North side of the Marigny. 11 out of the 12 months of the year, the houses appear abandoned and delapitated and locals know to avoid this otherwise haunted street. However, in October, the houses start to come to life, becoming one massive trod into the Hedge, the houses all filled with various ancient and powerful Lost, Goblin Queens and Hedge Ghosts can be sought. Many a mortal child has disappeared on Halloween street, and only the bravest or most foolish would brave the street at night.

    -Musician’s village: A small neighborhood filled with buildings made by Houses for Humanity where many local musicians were provided affordable housing post-Katrina.


    Corporate Business District (The In Between): Often considered a subdistrict of the French Quarter, the CBD (referred to by locals) is a commercial section with big name hotel companies used for hosting conferences and business meetings. The CBD has few ties to the historical parts of the city, and carries little in the ways of Changeling significance. Due to its seemingly glamourless or Fae negative quality, most Changelings avoid the CBD as if it were cursed, and perhaps it is.

    -St Charles Circle: An open roundabout that divides the French and Spanish parts of the city, where Rue de St. Charles becomes Saint Charles Avenue. Because of this divide, the circle creates a sudden open space in the city’s otherwise compact structure. The circle is filled with homeless during most hours of the day. A bridge passes over the Southern end of the circle, and in Lost circles there is concern that it is actually guarded and by a Troll who will gobble up unsuspecting fae. Because of this, the Lost often avoid the CBD or “In Between”.

    -Lafayette Park: An open grass field where music festivals are held at nearly a weekly basis, regardless of time of year.


    Garden District: Originally a number of plantations, the Garden District is famous for being made up of large opulent colonial, greek revival, and victorian style houses, with equally impressive surrounding gardens, boarded by intricately laced wrought iron fences. Streets in the Garden District are shaded by the canopies of giant willows and wysterias. The district houses mostly the richest citizens of New Orleans, and has a much higher percentage of caucasian patrons than any other district. It seems that one in every 4-5 houses is historically important or famous, and many of the properties have plaques outside detailing their significance. Unsurprisingly, the Garden District is home to the Lagniappe Court, the wealthiest and most elitist Freehold in New Orleans. The Garden Distirct remains a tourist attraction during the day, given all the famous and beautiful architecture.

    -Lafayette Cemetery 1: Perhaps the most famous and most frequently visited cemetery in New Orleans. Above ground stone graves were created to keep bodies from floating away during floods, and Lafayette Cemetery 1 has some of the most famous and intricately carved tombs. The cemetery is surrounded by stone walls that also house a number of above ground graves, and sits across the street from Commander’s Palace. There rests a single trod in the cemetery, revealed by pulling back the tomb plate of Mr. William Grimm, which rests under the watchful eyes of a sculpted angel clutching a medieval long sword.

    -Commander’s Palace: Established in 1893, Commander’s Palace is one of the city’s oldest and most quintessential New Orleans cuisine based restaurants. Though it’s not easy to get a table, a well established Changeling would be able to enjoy a glut of delicious glamour, as well as delicious food. If you make a reservation under the last name “Rumpelstiltskin”, your meal will be prepared with Goblin Fruit. To attend you must have Resources OOO, or an City Status OOO

    -Buckner Mansion: Considered by many to be America’s most haunted house. It is the largest Pre-Civil War style home in New Orleans and at one time served as a women’s college.


    Treme: The Treme is famous in America for being the neighborhood where Jazz was invented. The district is one of the oldest in New Orleans and originally served as the neighborhood for free people of color. Unsurprisingly, the district remains one of the most important locations for the maintenance of African American and Creole culture in New Orleans. Tourists must be very careful when the travel the streets of the Treme at night, but the locals know that some of the best soul food, live music and cheap drink can be found here. The Treme is shared between the Night Revelers and the Cayoodle Krew

    -Oscar’s Speakeasy: Oscar Gallettoire is a member of the Cayoodle Krew who runs one of the largest live music venues in the Treme. The joint may be a rundown sad excuse for a dive, but it also serves as one of the Losts’ most important “safe places” in New Orleans. Oscar brooks no violence or confrontation in his bar and will readily house or help any Changeling in need. But pity to any Lost who abuses Gallettoire’s generosity.

    -Louis Armstrong Park: A 32 acre park just outside the French Quarter (across Rampart street). The park contains a major lake, several stages and performances centers, the city’s Botanical Garden, and a number of trods. Changeling lore states that children who stay after dark are at increased risk of being captured by the True Fae, and despite the city’s safety, even the local lost try to avoid the park after sun down.


    Midtown: West of the CBD is Midtown. Locals who don’t live in Midtown visit this northwestern part of the city for one of two reasons; a Saints Game (during which time the phrase “Who Dat” can be heard every 3 minutes), or to go to one of the city’s hospitals. Originally, there were three to four major hospitals in this part of New Orleans, but Midtown was particularly devastated by Katrina. Significant property was abandoned, and Midtown has one of the highest rates of homeless and unemployment in the city.

    -The stadium: The Mercedez Benz football stadium is home to New Orleans’ pride and joy team, The Saints. Locals bleed Gold, Black and White. On weekends of the football season when the Saints are playing at home, the city’s police actually release warnings for those in the area to be aware of the possibility of a riot.

    -The hospital- Charity Hospital. Originally one of the oldes and largest hospitals in America, this monolithic building had to be evacuated during Katrina. The healthiest patients were either helicoptered, or placed on inflatable rafts and sent down river. The largest, least healthy and dependent patients were either left in the building to die or euthanized out of mercy (the real life accuracy of this statement has been called into question, but I personally know doctors who were there… and we’ll just leave it at that). As the floods cleared, gangs moved in to pillage the hospital for medical supplies. Charity Hospital eventually became the grounds of major gang fights, and State Police and federal Swat had to be called in to reclaim the building. The building was never torn down, nor revitalized and local police actually stand watch outside of the building to keep anyone from coming near. Because of this all, local Changeling know this to be the most haunted building in the city, and stay the hell away.


    Uptown/Carroltown (outer Wards): Uptown is really a continuation of The Garden District as it follows the river from East to West. Carroltown is the extension of Uptown northward. Uptown houses the majority of the city’s middle class, as well as its major colleges. Carroltown can be a bit rougher of a neighborhood and was one of the areas hit hardest by Katrina. Carroltown houses the largest number of abandoned residential structures in the city, and New Orleans just can’t seem to find the funds or interest to help revitalize this community. Carroltown is home of some of the hardest and hardiest Changelings in New Orleans, and their “can do” and communal spirit is a reminder to all Lost in the city of what it means to be a survivor.

    -The Irish Channel: Originally a community for Irish and Italian settlers, the Irish Channel is often called the neighborhood for poor whites in New Orleans. Located on the water, the Irish Channel became a major location for sea and river fareres, as well as local street gangs. This neighborhood miraculously was spared the worst flooding in New Orleans and remained relatively intact. The area is filled mostly with shotgun houses.

    -Tipitinas: Tipitina’s is a reference to the famous Professor Longhair song of the same name. It is a music hall that was originally located in The French Quarter. Boasting an impressive lineup of live bands, Tipitina’s is well known for donating 100% of its proceeds (gate and bar) to funding music programs in New Orleans public schools. On weeknights the bar is mostly filled with neighborhood locals, and on the weekends mostly college students. Tipitina’s can be a perfect place to pick up some Glamour depending on your taste.

    -Tulane University and Loyola: The campuses of these two colleges sit almost directly on top of each other. The areas around these two schools are filled with mostly out of towners, and the neighborhoods have adapted to fit the tastes of these youths.
    Audubon Park: Audobon Park is a 6 mile long 350 acre outdoor park in New Orleans, located directly across from the two colleges. The park has a number of fountains, lakes, athletic facilities, and is considered the best place to bird-spot in the city. Audobon Park also has the highest density of trods of any location in the city, though a number of these trods drop directly into flooded hedge.


    Spoiler: The Freeholds
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    Freeholds: There are four major Freeholds in New Orleans. These Freeholds work rather harmoniously, though each organization is made up of a its very own unique group of Changelings. Matters of territory are of no concern to the Freeholds of New Orleans, and a Night Reveler may very well have property deep within the Treme or the Garden Distritct. Each Freehold emphasizes different aspects of Lost and New Orleans culture.


    The Freehold of Free Coin: Please see the CtL 2E core book for full details on the Tumbledown Market.
    -Why you want to play a member of the Tumbledown Market Freehold: To explore themes of capitalism out of control and greed. To make and break bargains and trick others with your clever wit. To be swept up in the fanciful menagerie of The Tumbledown Market.
    -Courts- See the core rulebook
    -Locations: French Quarter and parts of Magazine Street (Garden District)


    The Night Revelers: The Night Revelers are a ragtag group of musicians, performers and artists. Self expression and exploration are paramount to a Night Reveler, and performance can be as much about escaping Faerie as exploring it. Night Revelers are equal parts VtM Toreadore and Malkavian. Many Night Revelers are just a straw hair’s breadth away from madness, and in some circles this is fully embraced. Whether they are exploring their true nature or looking to express what they already know, rarely is a Nigth Reveler hiding from or avoiding his reality, and this makes a Night Reveler brave.
    -Why you want to play a Night Reveler: To play an artistic and expressive Changeling who revels in Dionysian pleasures. To explore how a Lost may build coping mechanisms through art.
    -Courts- There are three courts of The Night Revelers, divided by the type of artist the Changeling focuses on. No single Court ever takes control, instead the entire Freehold acts as a democratic commune with its leader (The Domino) elected annually on 10/20, the birthdate of Jelly Roll Morton.
    #The Chorus- Musicians, singers and other musical performers. Mantle is the sound of a far off jazz band or second line. Gain Glamour whenever your performance causes another individual to loosen their inhibitions.
    0- Gain dice equal to mantle on mundane musical performance rolls. 00- Gain dice equal to mantle to seduce or persuade someone using your performance. 000- Once per scene apply the insensate or deafened tilt to a single individual with a successful performance. 0000- Once per scene apply the Inspired, or Wanton Conditions on a single individual with a successful performance. 00000- Once per scene apply the Inspired or Wanton Condition on all observes (does not require a successful performance roll).
    #The Ensemble- Actors, acrobats and other non-musical performers. Mantle is the focus of stage lights as all other distractions seem to fade away. Gain Glamour whenever your performance confuses or tricks an observer.
    0- Gain dice equal to mantle on mundane non-musical performance rolls. 00- Gain dice equal to mantle to lie to or trick an observer. 000- Once per scene take 3 successes on a subterfuge or perception roll as an exceptional success. 0000- Gain an extra free alternate Identity Level 3. 00000- Once per scene automatically apply the Cowed, Dissociated, Inspired, or Steadfast condition just by making eye contact.
    #The Makers- Sculptors, painters and photographers. Mantle is the smell of wet clay or paint. Gain Glamour whenever one of your pieces brings reason or peace of mind to an observer.
    0- Gain dice equal to mantle on rolls to build or create a piece of art. 00- Halve the time it takes to produce a piece of art, does not matter if people watch. 000- Once per scene create a token at half your mantle score rounded up. 0000- All contracts used for creating or altering inanimate objects cost half glamour. 00000- Once per scene remove a negative condition of another Changeling by giving them a piece of your art.

    -Locations: Borboun Street and the Marigne, and parts of the Treme


    The Lagniappe Tribunal: Every community has its aristocracy, and amongst the New Orleans Lost, this is the Lagniappe. Originating in the wealthy land owning Americans of New Orleans, the Lagniappe are unsurprisingly made up of a number of Fairest and Wizened who prefer not to debase themselves by breaking their backs with the merchants or pleading for pennies with the performers.
    -Why you want to play a member of the Lagniappe Tribunal: To be an elite member of Changeling society who can look down and scoff at the insecure and uneducated. To walk the thin line of scorning the True Fae while being so close to being one yourself.

    -Courts- The traditional Seasonal courts.

    -Locations: Garden District and Uptown


    The Cayoodle Krew: In stark contrast to the Lagniappe Tribunal, the Cayoodle Krew are a collection of the poor and underserved Lost. While most outsiders think of the tourist attractions of New Orleans, the city is mostly made up of poor communities of African American, Filipino, Hispanic and other ethnic minorities. During Katrina it was these communities that were most affected by the flooding, losing their homes, communities and loved ones. The Cayoodle Krew are the Changelings who either came from these communities, or identify with their struggles. Krew members are stalwart survivors. Some are incredibly selfish and look out only for Number One, while others are generous members of their communities who believe a rising tide lifts all boats. Krew members organize into Carnival or Mardis Gras Krews, dressing up in garishly elaborate costumes and parading in the weeks leading up to Fat Tuesday. This is the one time Cayoodle Krew members may seek out new contracts with Night Revelers.

    -Why you want to play a member of the Cayoodle Krew: To play a Changeling who is a survivor first and foremost. To explore the battle between individual and the community, and to explore how one can overcome past traumas through their community.

    -Courts- The Cayoodle Krew has a simplified seasonal court, vacillating only between Summer and Winter.

    - Locations: Carroltown, Midtwon and parts of the Treme


    Spoiler: Odds and Sods
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    -One of the major premises, based on the Tumbledown Market is that due to the fact that trods from all over the world lead to the "The Market", New Orleans has one of the highest number of Changelings of any city. There is a bit of tension in the self-righteousness or haughtiness posed by the locals on those "out of towners".

    -There are whispers of a Lost Secret Police, referred to as “Les Police des Renseignements Généraux”, or PRG, in the city; a ghestopo that is responsible for keeping other alleged supernaturals out of the city (strangely there are almost no Vampires, Werewolves, Mages ect found in New Orleans), but that this ghestopo may also be taking out problematic Changelings.

    -One unique feature of New Orleans is the amount of wrought iron fences. These fences surround near every Garden District property, and provide railings on all French Quarter balconies. This markedly improves Changeling security, but can complicate travel for local Lost members as it can be difficult even getting one of the gates open to enter or leave!

    -Parts of the Hedge are still flooded, practically filled in with lakes or hip high water after Hurricane Katrina




    Spoiler: Themes and Settings:
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    #Loneliness and trust: Changelings have experienced major traumas that make them naturally mistrustful of others. However, their innate vulnerability being constantly hunted, and their constantly changing perception of reality makes it important for the Lost to band together in Motleys, Courts and Freeholds. To many Changelings New Orleans is a paradise with its abnormal pacts of protection against the Fae, but such protection comes at a cost and Changelings at all level of the social structure may quickly turn their daggers on their comrades if it means securing their own safety.

    #Perspective and how perspective shapes reality: A Changeling is constantly struggling with its clarity to maintain their understanding of reality. But even mundane mortals understand that reality can be shaped by perspective. Whether its the "Rashomon affect" or the "victors writing history", reality can be unfortunately fluid and in a city so vast and so densely populated with the Lost, there can be thousands of perspectives recreating the reality of any given moment.

    #Darkness under the surface: New Orleans is a beautiful city, with richer culture and older traditions than almost any other city in America. But that which smells sweet, or is brightly colored isn't always what it seems. Sometimes the apple is polished brightly to hide the worm rot within.


    Spoiler: The Hedge
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    This section will be used to detail various locations in the Hedge and will be built as the characters explore New Orleans
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    Last edited by Bennosuke; 2020-10-17 at 01:52 PM.
    Spoiler: Games I am Currently Running
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    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  2. - Top - End - #2
    Firbolg in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default Re: OOC: New Orleans By Night II CtL

    Proposed Rule Adjustments

    Spoiler: Homebrew/House Rules
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    *A beat is gained when there is damage in the third to farthest box (first negative modifier) rather than at the farthest box.
    *Anytime your character does something that makes them challenge their perception (ie a breaking point) they earn a beat, regardless of whether or not they fail their roll and gain clarity damage.
    *To make conditions more meaningful and to improve the rate of xp gained, I will give one beat for appropriately role playing the condition and a second for the mechanical resolution of the beat.
    *We are going to use a modified system for group aspirations, in which I choose the aspirations (see below), and as they are approached or reached, all players will gain a personal beat.

    Spoiler: Contracts
    Show
    The Night Revelers
    The Chorus:
    The Second Line (Royal): The musician’s song is a dominating overwhelming force, and all those who hear it can’t help but stop what they are doing to join in and dance or play along.
    Cost: 2 Glamour, Dice Pool: Presence + Expression + Wyrd vs. Resolve + Composure + Wyrd
    Success: All those within earshot continue to dance or try to play along for as long the musician plays (Note that this does not stop a target from performing other actions such as texting or firing a gun while they are enraptured). Exceptional success: They will follow the musician in a parade as the musician performs.
    Loophole: The musician plays with a band made up of at least half changelings.
    Soothe the Savage Beast (Royal): The musician’s performance calms the soul, making violent designs nearly impossible to perform.
    Cost: 3 Glamour, Dice Pool: Manipulation + Expressoin + Wyrd vs. Resolve + Composure + Wyrd
    Success: All those in earshot suffer a -3 to any form of attack. Exceptional Success: Those in earshot are completely incapable of attacking the performer or their allies.
    Loophole: The performer must be performing while vulnerable (ie out in the open and close enough to be appropriately be attacked).
    Killing them Softly (Common): With this contract the Changeling channels their rage into a cacophany of notes that grow faster and faster till they hurt the head and splits the eardrums, literally damaging all those who hear.
    Cost: 2 Glamour, Dice Pool Dexterity + Expression + Wyrd Vs. Stamina + Wyrd
    Success: All those within earshot other than the performer and their band take bashing damage that ignores armor equal to the success difference. Exceptional Success: The attack does lethal damage
    Loophole: The performer has taken any form of damage from any listener present prior to playing.
    Rock Star Seduction (Common): We all know how sexy a musician can be. The Reveler simply mentions that they are a musician, lubricating further social rolls for them.
    Cost 1 Glamour, Dice Pool Presence + Presence + Wyrd vs. Composure + Wyrd.
    Success: The Changeling gets 2+ modifier to all social rolls with their target for the remainder of the scene. Exceptional success: The target gains the swooned or wanton condition.
    Loophole: The target has heard the performer’s work during the same scene before the social interaction begins.
    Anyone can Dance (Common): Music can inspire and embolden even the meekest of souls, making them feel more capable of dancing and performing great physical feats. The Night Reveler sings a song of encouragement which emboldens their target thusly.
    Cost 1 Glamour, Dice Pool Presence + Expression + Wyrd
    Success: A single target in earshot gains 3+ to a single physical based roll in the same scene. Exceptional Success: The effect provides the 3+ benefit for the entire scene.
    Loophole: The Reveler has stolen or been gifted an article of clothing from the target.

    The Ensemble:
    The Speech of Carcosa (Royal):The Changeling speaks in riddles and tongues; an incomprehensible litany of obsenties regarding the far off isles of The King in Yellow that drives the listener mad.
    Cost 3 Glamour. Dice Pool Presence + Expression + Wyrd vs. Resolve + Composure + Wyrd
    Success: All mortals in earshot take a Breaking Point at -1 and take the shaken condition as part of their breaking point. Exceptional Success: The Contract affects Supernaturals and inflicts Bedlam.
    Loophole: The Changeling is on a stage and has the crowd’s full attention before enacting the contract
    Perfume Tongue (Royal): The Changeling draws on their ties with the spirit of the performer to make their words unignorable. Even the most meek person speaking in a noisy bar suddenly draws the attention of the entire room, and even the boldest lie is suddenly hard to disprove.
    Cost 3 Glamour. Dice Pool: Composure + Expression+ Wyrd
    Success: You may reroll as many Expression, Persuasion, Socialize or Subterfuge rolls as you gain successes on the contract, and take the better of the two rolls (Rote). Exceptional Success: You may rote as many rolls as you like for the scene
    Loophole: The Changeling must eat an entire head of raw garlic immediately before enacting the contract.
    Stage Combat (Common): The Changeling uses their understanding of choreography to drive their fighting abilities to new heights.
    Cost: 1 Glamour. Dice Pool: Int + Athletics + Wyrd
    Success: The changeling adds their Athletics to their next Brawl or Weaponry roll. Exceptional Success: The effect lasts for the entire combat.
    Loophole: Somebody tells them to “Break a Leg” before combat begins; this must be unprompted
    Exit Stage Left (Common): The Changeling uses their knowledge of stage direction to move out of sight and immediately vanish without a trace.
    Cost: 2 Glamour. Dice Pool Wits + Stealth + Wyrd
    Success: The Changeling moves out of eyesight of all witnesses and effectively Portals without needing to find a suitable portable. The Contract always deposits the Changeling in a new and random location in The Hedge (or in reality depending on where the contract is activated). Exceptional Success: By imagining the location very hard, the Changeling is able to dicatate where they appear.
    Loophole: The Changeling is dressed in a costume of a figure known for stealth (ie a Ninja or a spy). The costume has to be explicit enough that an observer would know who or what they were dressed as.

    The Makers:
    Art Walk (Royal): The Changeling steps into a painting or photograph that he/she knows well, and and exit another painting/photograph that they are similarly familiar with.
    Cost 2 Glamour and 1 Willpower, Dice pool Wits + Academics + Wyrd
    Success: The changeling literally steps through the frame of a painting. Once they are entirely through, they are to anyone who looks at the art piece and take on the medium and style of a piece of art (all jagged impressionistic lines or broad thick paint strokes). The Changeling can bring with them any who it is holding hands with (no chain of hands like in Mirror Walk). All people and objects in the picture remain inanimate and immovable. The Night Reveler may walk “off screen” and appear in another painting or photo.
    Exceptional Success: The portal remains open for the scene and anyone may pass through freely with the changeling’s permission in either direction without the need to link hands.
    Loophole: The Changeling made the piece of art themselves.
    Golem (Royal): The sculptor creates a statue out of whatever material they prefer that with the expenditure of Glamour can be activated to defend them. The sculpture is a mindless brute that neither speaks nor has a personality and simply follows commands.
    Costs 1 glamour and 1 willpower to make, then 1 glamour to activate, Dice Pool Resolve + Crafts + Wyrd. Note a Golem can only be created once per Story (not scene or chronicle).
    Note that the process of making the Golem takes 10 - “number of successes” in days to make
    Success: The golem is created and can be activated once per scene with 1 glamour. Once activated the Golem follows commands or otherwise acts to immediately defend its creator. Exceptional Success: As success but the Golem is able to speak and does not require a point of Glamour to activate.
    The Golem has the following stats: Str 4, Dex 2, Stm 3, Athletics 1, Brawl 3. The Golem does bashing damage. Health is 5 + success rolled during creation. Speed 8, Initiative +3, Defense 3, Armor 3. It is controlled by the ST, but follows direct commands from its creator.
    Loophole: Blood is the water of life. The creator bathes their golem in 4 lethal damage worth of blood human.
    Dream Catcher (Common): The changeling creates two identical piece of art, placing one in their targets bedroom, and keeping the second in their own. This Dream Catcher then acts as a portal directly into the dreamer’s Bastion, activated only by the contract owner.
    Cost: 1 Glamour and 1 Willpower to create the Dreamcatcher. Dice pool to create Resolve + Crafts+ Wyrd. No dice to activate.
    Success: The Dreamcatchers are successfully created. If the Dreamcatchers are appropriately placed, and the target is asleep, the creator can spend 1 willpower point to open a portal directly to the target’s Bastion. The portal stays open for as long as the creator wills it, though anyone can pass through this portal as long as it is open. Exceptional Success: The Dreamcatchers are so well made, the creator does not have to spend willpower to activate them.
    Loophole: The Dreamcatcher is made out of “Weeping Willow” wood, a tree that only grows deep within the Hedge.
    No Mistakes in Art (Common): The Changeling paints or patches wounds on a companion, fixing their injuries by replacing their accident with art. The Reveler must have their art supplies with them when activating this contract.
    Costs: 2 Glamour. Dice Pool Wits + Crafts +Wyrd
    Success: The changeling heals 1 bashing damage for every success. The act takes 1 full turn. Exceptional success: The act of restoring life fills the Changeling with pride, restoring all willpower to the Night Reveler.
    Loophole: The Changeling possess a belonging of the one who injured the subject of the Contract.





    Spoiler: My PBP Rules
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    *I expect every player to post about once a day (though exception will obviously be given when real life gets in the way, which it always does). If a player has not posted in more than a day, and the entire game is held up by what their character is going to do, I will take over for the player till they get back. Lastly, I reserve the right to boot a player if this becomes a chronic problem. I don’t like doing this, but with so many players, the game can easily get bogged down if one or two of them is a repeat offender.
    *As there are no real Game Sessions, IC gameplay will be broken into "Chapters" and "Scenes". A game session is equivalent to a "Scene", which will be composed of a number of movements of the story.
    *Beats will be allotted throughout each Scene, but also at the end of a Scene, like at the end of a Game Session.
    *XP can only be spent at the end of a Game Session.
    *Extra beats will be given out at the end of a Chapter as appropriate
    *Merits and equipment will be gained as appropriate without the expenditure of XP based on roleplaying. For example, if your character robs a bank, he will gain Resources without spending XP.
    *Beats will be given out both for completing and for taking sufficient steps towards completing an aspiration
    *Please stick up for when you feel a character has a fulfilled an aspiration, I am only human and cannot remember every character's three aspirations at all times.



    Motley Shared Aspirations

    # Discover information regarding the city's Hallow's Eve Contract
    # Raise the Motley's standing within the city
    # Discover the truth behind the motley's shared nightmares
    Last edited by Bennosuke; 2020-10-21 at 08:45 AM.
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    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

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  3. - Top - End - #3
    Firbolg in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default Re: OOC: New Orleans By Night II CtL

    NPCs New and Old

    The Naive
    #Monica: *Sarah's Touchstone* can't be any older than 16. She ran away from home to New Orleans with a couple of high school friends, escaping a pair of parents who were so filled with hate and ignorance that her only prior escape had been in sneaking sips from the liquor cabinet and in bribing the homeless to buy her a bottle. Things had gone south pretty quickly once she got to NOLA. The money for alcohol ran out, her friends whimped out and went running home. Monica had been living on the street for a little over a week when she stumbled in a hung over haze through the French Market trying to find a corner to puke in. But Monica slipped down the wrong alley and ended up in The Hedge, surrounded by the raucous sights and sounds of The Tumble Down Market. The smell of fresh human drew the immediate attention of a number of Hobgoblins, but Sarah managed to get to the poor girl first. Sarah helped Monica escape the Hedge and tried to convince the girl that she hadn't seen anything. But now Monica roams the French Quarter, looking for proof that there is a magical market somewhere, proof that she isn't crazy and that the Tumbled Down is real.

    #Tommy: *Alex's Touchstone*A four year old boy who lives with his young parents in the house/apartment down the way from the motley. Because Tommy's parents are young and a little self absorbed, the boy is left home alone or with a babysitter very often. Though the Changelings are not friends with their neighbors, Shade eventually realized that Tommy has some sort of vision problem, but despite the oversized thick lensed glasses, the boy can see past his mask and even see through Alex's Gifts. Rather than being afraid of Shade's rather unnatural appearance, Tommy seems delighted by the man's Mein, believing Shade to be some sort of supernatural friend, and this interest and trust has led to Shade striving to find opportunities to sneak into his neighbor's apartment to entertain the often lonely boy. Of course, Tommy's parents don't believe that their son is best friends with a shadow, believing Shade's visits to be nothing more than an imaginary friend. However, it also means that Shade has to do his best to not to be seen by Tommy when he is with his parents! Strangely, Tommy's sight only "works" on Shade.

    #Simon Petrow: Simon is the landlord and owner of the Motley’s home. The man is an out of touch second generation Greek business man. He runs a small Realty firm located in the Garden District, and lives in a luxurious little number off of Saint Charles. However, the man’s greed is only overshadowed by his stinginess, and despite the fact that the motley mostly pays their rent on time, Simon still hasn’t gotten around to repairing the roof, fixing the heater, or bringing in someone to trim the bushes that line the building. He is a short squat man with a shiny scalp that is quickly loosing its curly hair. He prefers oversized expensive suits that reek of the cigars he is always smoking, and he rarely travels anywhere without his miniature poodle, Titus.



    The Changed
    #Kitsune: A Beast of the Maker's Court of the Night Revelers Freehold. Kitsune's mask shows a voluptuous girl with shoulder length hair that may at one point have been dyed a bright green but has now faded to an off bleached color. She tends to dress in modern emo fashion, like she shops at a hot topic. Behind the mask, she has two vulpine ears poking through her hair and a long fluffy red tail. The girl has a reputation for being a bit of a borderline personality, and there is a little gossip in the Changeling community surrounding her promiscuity.

    #Annie the Black Widow: A Wizened of the Tumbledown Market Freehold. Kitsune insists that Annie is the only one who can help her escape New Orleans. She appears to be of Asian descent, with a round face and shoulder length straight black hair. Her Mein reveals four segmented spider legs, and obsidian compound eyes.

    #Typhon: A mysterious reptilian Changeling who came out of nowhere to investigate the Motley when Kitsune appeared. He bore a badge that identified him as a member of the ghestapo-esque "Security Ministry of New Orleans", but so far no one has ever hear of him or his role before. He has a reptilian snout and is covered in dark brown scales. He is most often seen wearing a tanned trench coat that would be more befitting of a hard boiled detective of a film Noire movie.


    The Strange
    #The Fickle Princess' Every Desire: A member of the Gentry and former keeper of Sarah and Shade. The Princess appears as a beautiful woman with long flowing red hair and alabaster skin, always dressed in silken ballroom gowns and with a regal jeweled tiara on her head. The Princess' face is hidden behind a porcelain mask painted in the likeness of the sweetest most beautiful girl, with rosy cheeks and a closed but lovely smile. However, the Princess' face is terrible to behold should the mask ever come down. Her eyes and her mouth are nothing but three black voids, an emptiness of greed and endless desires that can never be filled. 'She' wants what she doesn't have, desires what she cannot get, punishes when what she wants is not retrieved or given. Never satisfied for more than what seems like a mere few moments. The Princess is capable of manifesting any object from air, as long as she is in Arcadia, except for whatever is the newest object of her desire. She lives in a lavish but cluttered castle. Some rooms are just filled with piles of her old delights, others act as libraries that catalogue and store her past treasures.
    Last edited by Bennosuke; 2020-12-20 at 06:31 PM.
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    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  4. - Top - End - #4
    Firbolg in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default Re: OOC: New Orleans By Night II CtL

    Character Boxes
    Spoiler: Sarah
    Show
    Health: [ ][ ][ ][ ][ ][ ][ ]
    Clarity 6 [ ][ ][ ][ ][ ][ ]
    Willpower 4/5
    Glamour 5/10
    Beats/Exp: 3/0
    Spent XP:
    Tilts/Conditions:
    Goblin Debt:

    Aspirations
    -Build a new and stable mortal life/persona in New Orleans
    -Gain a larger flat or a Hollow. Somewhere to keep your stuff
    -Recover her memories or find a trustworthy Oneiromancer to find some new ones.


    Spoiler: Alex
    Show
    Health: [ ][ ][ ][ ][ ][ ][ ]
    Clarity: 5 [ ][ ][ ][ ][ ]
    Willpower: 5/5
    Glamour: 10/10
    Beats/Exp: 3/0
    Spent XP:
    Tilts/Conditions:
    Goblin Debt:

    Aspirations:
    - Regain more knowledge about his mortal life.
    - Get a hold of an artefact of otherwise esoteric object.
    - Discover his fetch.



    Spoiler: Motley Shared Merits
    Show
    Motley Shared Merits
    Resources: **
    Safe Place (Home near Magazine Street): **
    Last edited by Bennosuke; 2021-02-05 at 04:05 PM.
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    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  5. - Top - End - #5
    Titan in the Playground
     
    AssassinGuy

    Join Date
    Nov 2009
    Location
    Old boring Denmark.....

    Default Re: OOC: New Orleans By Night II CtL

    Spoiler: Charactersheet
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    Character Details
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    Name: Alex Umbra, Nickname 'Shade'.
    Gender: Male
    Concept: High-End Human Heist-Master Thief - Turned Darkling Helldiver.

    Seeming: Darkling
    Kith: Helldiver
    Court: Favorsworn Court (The Freehold Of Free Coin)

    Needle: Seeker
    The Seeker lives to learn, to gain knowledge, to gain an upper hand while remaining unnoticed. He is willing to stalk others, to spy, to steal and much more in order to gain that snippet of information he so desires.
    Single Willpower: Gain information that is of use to a current problem or issue.
    All Willpower: Get a hold of information that holds serious potential repercussions if it was to be released or the wrong people learning that the character knows of it.

    Thread: Honor
    Someone motivated by honor maintains a personal ethic. He has a code or some organization’s creed that he clings to, using it to remind himself of what’s important. He’ll do anything to maintain his honor.
    Single Willpower: Refuse to take an action that would besmirch your honor.
    All Willpower: Take the more dangerous path for fear of abandoning your code.

    -------------------------------
    Character Mask


    Character Mein




    Mantle Effects
    A distant bell's tolling at the sound of each step, followed by a sense of dry-mouth and a tense anticipation - this is sensed by all who walks near Alex or follows his foot steps within only a few minutes of his passing.

    -------------------------------
    Aspirations
    - Regain more knowledge about his mortal life.
    - Get a hold of an artefact of otherwise esoteric object.
    - Discover his fetch.

    ------------------------------
    Size:
    Speed:
    Defense:
    Armor: 0
    Initiative Mod:

    Beats: [] [] [] [] []
    Experience: 0



    Attributes
    Spoiler
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    (Power - Intelligence, Strength, Presence)
    (Finesse - Wits, Dexterity, Manipulation)
    (Resistance - Resolve, Stamina, Composure)

    (Mental)
    Intelligence: •••
    Wits: •••
    Resolve: •••

    (Physical)
    Strength: ••
    Dexterity: ••
    Stamina: ••

    (Social)
    Presence: ••
    Manipulation: •••
    Composure: ••



    Skills
    Spoiler
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    Mental (-3 unskilled)
    Academics: ••
    Computer:
    Crafts:
    Investigation:
    Medicine:
    Occult: •• (Hedge Lore)
    Politics:
    Science:

    Physical (-1 unskilled)
    Athletics: ••
    Brawl:
    Drive: •
    Firearms:
    Larceny: •••
    Stealth: ••••
    Survival: •
    Weaponry:

    Social (-1 unskilled)
    Animal Ken:
    Empathy: •
    Expression:
    Intimidation:
    Persuasion: •• (Sales Pitch)
    Socialize:
    Streetwise: •• (Goblin Markets)
    Subterfuge: ••



    Status, Frailties & Conditions
    Spoiler
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    Health Dots:
    Damage Tracker: [] [] [] [] [] [] []

    Willpower Dots: • (Resolve+Composure)
    Spent Willpower: [] [] [] [] [] []

    Wyrd:

    Glamour Points: 10/10

    -------------------------
    Frailties
    Cold Iron (Innate)
    Explained further on Page 102 of CtL 2e Rulebook


    -------------------------
    Conditions
    (Clarity boxes - Condition Type)
    [] -
    [] -
    [] -
    [] -
    [] -
    [] -
    [] -



    Clarity & Touchstones
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    Clarity Dots: (Wits+Composure)
    Clarity Damage: [] [] [] [] []

    ---------------------
    (Composure +1)

    1. -
    2. -
    3. - Tommy, a young boy whom Alex appears to as an imaginairy friend.
    4. -
    5. -
    6. -
    7. -
    8. -
    9. -
    10. -
    11. -



    Traits, Merits & Contracts
    Spoiler
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    Seeming Blessing
    Gain an additional dot of one Finesse Attribute at character creation. If you spend a point of Willpower, your character may touch something insubstantial and become part of it for three consecutive turns, transubstantiating into smoke, shadow, a sunbeam — whatever’s handy. This ability costs a point of Glamour if anyone is looking directly at her at the time.

    Seeming Curse
    In addition to your character’s other breaking points, she risks Clarity damage with a dice pool equal to half her Wyrd (rounded up) whenever a secret or important piece of information she knows turns out to be false.

    Kith Blessing
    When the Helldiver uses Larceny in the Hedge, Arcadia, or another unearthly realm, achieving three success counts as an exceptional success.
    Dive: Spend a Glamour point to make a Dexterity + Occult roll. On a success, the Helldiver begins to fade into an incorporeal, invisible form. It takes a number of turns equal to (10 − her current Clarity), to a minimum of one full turn, to completely fade. While fading, the Helldiver cannot take any nonreflexive actions or interact with objects or people, and attacks with a non-magical component pass harmlessly through her. Once she completely fades, she acts like a dematerialized Hedge ghost (p. 249), unable to physically interact with anything except other immaterial beings and objects, such as Hedge ghosts, other Helldivers, changelings using the Whispers of Morning Contract (p. 143), the unquiet dead, and spirits of all stripes. She can see and interact with all of these, no matter their current state. If she can find a gate to another realm, such as the deathly Underworld or mysterious Shadow, she may slip through with a point of Glamour as though it were a Hedgeway (p. 109). If ephemeral beings are normally material in another realm, she becomes so as well. She can spend as much time as she likes Diving, but she still requires basic necessities, such as food and sleep.
    To end this effect, spend another Glamour point and make another Dexterity + Occult roll. If successful, the changeling fades back into the world at the same rate she faded out. Should a Helldiver gain the Comatose Condition (p. 334) while Diving, she immediately vanishes from wherever she is to reappear inside her Bastion, as though she had passed through the Gate of Horn to be physically present in her dreams.

    Favored Regalia
    1. - Mirror
    2. - Shield

    ----------------------------

    Court Goodwill - The Lagniappe Tribunal (Autumn Court):
    (Functions like Dots in Allies Merit, and as One-Dot mentor for the court)

    Dull Beacon:
    Effect: Your character’s Mask is far less obtrusive when she drops it. Reduce her Wyrd by her Dull Beacon dots when determining the distance at which she alerts fae creatures and opens Hedge gateways when dropping her Mask (p. 83). If this would effectively reduce her to Wyrd 0, she no longer opens gates or alerts fae creatures at all until her Wyrd increases.

    Fixer: (Free from Mantle)
    Your character is people who knows people. She can not only get in touch with the right people to do a job, but she can get them at the best possible prices.
    When hiring a service (p. 325), reduce the Availability score of the service by one dot.

    Hob Kin:
    Your character has established a kind of kinship with hobgoblins. It may be a matter of resemblance to a True Fae they fear, or something about his kith that encourages this behavior, but they show him a respect generally unheard of by the Lost. It isn’t much like the respect of friends or peers, but they treat him less ruthlessly than they do outsiders. Increase his starting impression with non-hostile hobgoblin characters by one level on the chart (p. 192) for Social maneuvering.
    Additionally, if the character has a Hollow (below), he may take the enhancement Hob Alarm.

    Mantle Of The Favorsworn: •••
    Favorsworn Mantles carry with them the sound of bells tolling or hands clasping to seal a bargain.
    Your character gains a Glamour point whenever she makes good on a significant promise she made within the same chapter.
    • Gain bonus dice equal to your character’s Mantle dots on mundane rolls to convince someone to make a bargain (p. 214).
    •• Gain the benefits of the Fixer Merit (p. 122) even if your character doesn’t qualify.
    ••• Other characters take a dice penalty equal to your character’s Mantle dots to mundane rolls to swindle her or lie to her about a deal or promise.

    Resources (Motley): ••(•)
    This Merit reflects your character’s disposable income. She might live in an upscale condo, but if her income is tied up, she might have little money to throw around. Characters are assumed to have basic necessities without Resources.
    The dot rating determines the relative amount of disposable funding the character has available. One dot is a little spending money here and there. Two dots is a comfortable, middle-class wage. Three is a nicer, upper-middle-class life. Four is moderately wealthy. Five is filthy rich.
    Every item has an Availability rating (p. 322). Once per chapter, your character can procure an item at her Resources level or lower, without issue. Obtaining an item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
    Resources are available to the entire motley collectively if purchased as a group. If one character makes an extravagant purchase during a chapter, it reduces available Resources for the rest of the group.

    Safe Place (Motley, Near Magazine Street): ••(•)
    Your character has somewhere in the mundane world she can go where she can feel secure. While she may have enemies that could attack her there, she’s prepared and has the upper hand. The dot rating reflects the security of the place. Equipment represents the actual location, the luxury, and the size. A one-dot Safe Place could simply be out of sight, out of mind, or feature minor security systems. A five-dot could have a security crew, infrared scanners at every entrance, or trained dogs. Each place can be an apartment, a mansion, or a hidey-hole.
    A Safe Place gives all owners an Initiative bonus equal to the total Merit dots while inside.
    Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. If the character desires, the Safe Place can include traps that cause intruders lethal damage equal to the Merit dots, or bashing damage equal to twice the Merit’s dots. The traps may be avoided with a Dexterity + Larceny roll, penalized by the Safe Place rating. Each instance of this Merit reflects a different place.

    Trained Observer:
    Your character spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.

    ----------------------------

    Light-Shy (Common Jewels Contract)
    The changeling becomes as elusive as a dream, and shadows cloak her in the obscurity of forgotten memories.
    Cost: 1 Glamour
    Dice Pool: None
    Action: Instant
    Effects: The changeling becomes invisible to the mind, affecting all senses, though recording technology still detects her. The Contract ends if she takes any aggressive action, such as an attack or shouting at someone, or inflicts any kind of harm or supernatural effect on anyone.
    Darkling: The Bewitched temporarily erases herself from existence, and even recording technology no longer detects her.
    Loophole: The changeling stands unmoving, in darkness or deep shadows, for one minute.

    Glimpse of a Distant Mirror (Common Mirror Contract)
    The space between mirrors is empty and glittering like the fae, connecting them all through mazy corridors of the Hedge.
    Cost: 1 Glamour
    Dice Pool: None
    Action: Instant
    Effects: The changeling looks into any reflective surface, which becomes a window that looks out through another such surface that has reflected his face before. Anyone who looks into this window can see what’s on the other side. The view is only as clear as the surfaces allow — a muddy pool creates a muddy view. After the Contract ends, the changeling sees himself wrong in the surface for the rest of the scene, glimpsing hints of the mirror people on the other side.
    Darkling: The Darkling can also hear sounds transmitted through the window. If he desires, people on the other side may see and hear him, too.
    Loophole: The changeling looks into a mirror belonging to someone who has sworn enmity against him. He may steal this mirror and take it with him (or may have already done so in the past), as long as he does not claim ownership over it.

    Cloak of Night (Common Shield Contract)
    The changeling commands the night and shadows to shield herself and her companions, for she has seen true darkness and is its master.
    Cost: 1 Glamour
    Dice Pool: None
    Action: Instant
    Effects: The changeling must invoke this Contract while she and her allies are in dim or dark conditions; as long as they take a penalty to visual perception rolls, it’s dark enough. She drapes the darkness around a number of willing companions equal to her Dexterity rating. The player’s Stealth rolls, to which she adds half her character’s Wyrd (rounded up) in bonus dice, hide the entire group as long as no one does anything to attract undue attention, such as attacking or making loud noises. The changeling and her companions also take Stealth-based actions as reflexive actions, once per turn in action timing.
    Darkling: The Darkling and her companions retain the benefits of this Contract even if they attract attention to themselves.
    Loophole: The changeling and her companions don black articles of clothing that mark them as sneaks and rogues, such as masks or cloaks.

    Thorns And Brambles (Common Shield Contract)
    The Hedge rent the changeling’s flesh when she escaped, feasting on her suffering. Now, she calls on that hunger, offering her enemies as sacrifice instead. She can use this Contract within the Hedge itself, if she dares.
    Cost: 2 Glamour
    Dice Pool: None
    Action: Instant
    Effects: Brambles grow around the changeling with a radius of yards/meters equal to her Wyrd rating, and follow her as she moves. They can produce three different effects, listed below. The changeling chooses one when she invokes this Contract. If she uses it in the Hedge, the brambles don’t follow her movements, and she must contend with their threat as well.
    Leechweed: The brambles prick anyone who moves through them more quickly than Speed 2, draining him of one point of Glamour per turn, up to the changeling’s Wyrd rating per victim.
    Briarpatch: The brambles entangle the changeling’s enemies, inflicting the Immobilized Tilt (p. 330) on anyone who fails a reflexive Dexterity + Athletics roll; they must make one each time they move within the area. The brambles have a Durability equal to the changeling’s Wyrd rating.
    Field of Thorns: The brambles attack anyone who tries to break through using the changeling’s Wyrd rating as a dice pool. They are piercing weapons with a modifier of +0L. The brambles attack any given character only once per turn. The changeling may make the Field of Thorns stay in place when she moves.
    Darkling: The Wisp gains the Glamour drained by Leechweed.
    Loophole: The changeling litters a handful of Hedge thorns behind her.


    Reflections of the Past (Royal Mirror Contract)
    Time means nothing in Arcadia, letting the changeling look beyond a reflective surface and into the past.
    Cost: 1 Glamour per time frame (week, month, season, year, or decade)
    Dice Pool: Intelligence + Occult + Wyrd
    Action: Instant
    Roll Results
    Success: The changeling looks into a reflective surface, and states a specific time or event. The reflection then rewinds at impossible speed, compressing days or years into a single moment until it comes to the time he states. The changeling may then see the event as it happened, though only from the angle at which it was originally reflected in the surface. Anyone else watching sees the same vision. The vision can show up to one scene’s worth of events.
    The changeling can see moments further back in the past by spending more Glamour; one to go back up to a week, two for a month, three for a season, four for a year, and five for a decade. He must specify the time by at least date (either fixed or relative to the present), and whether it was day or night; or he can specify an event as long as he knows some of the details, such as “when the Ogre beat up Jack.”
    Exceptional Success: The changeling can look around the edges into the reflection, seeing more details. For example, if he looks into a shop window that reflects his friend Jack fighting off an Ogre, he can stick his head into the vision to peer around the edges of the reflection, to see the Darkling standing a little further away.
    Failure: The Contract fails.
    Dramatic Failure: The changeling sees a false event and with it, signs of the Gentry’s impending approach. He suffers the Paranoid Condition.
    Darkling: The Mountebank may use his kenning to detect supernatural phenomena within the reflected events.
    Loophole: The changeling lets some of his blood fall on the surface after taking at least 1L damage in this scene. The surface absorbs the blood, then shows the vision as above.

    Riddle-Kith (Royal Mirror Contract)
    Seeing the myriad things he could have been in Arcadia, the changeling molds any mien into the image of another kith. He touches his own or another Lost’s face and sculpts it like clay.
    Cost: 1 Glamour
    Dice Pool: Manipulation + Larceny + Wyrd vs.
    Composure + Wyrd
    Action: Instant or contested; see below
    Roll Results
    Success: Leaving the Mask and pulling only on the Glamour under the target’s skin, the changeling alters the target’s outward fae mien to emulate the trappings of a different kith, but not its blessings. The target’s general features remain: if he was a rotund Chatelaine, he is now a rotund Snowskin. Nothing about the target’s apparent seeming changes, so a Darkling Leechfinger now looks like a Darkling Helldiver, for instance. Forcing a new kith’s appearance upon an unwilling subject grants her a roll to contest it and constitutes a breaking point with a pool of three dice, as the changeling repeats the cruelty of the Gentry. This Contract cannot copy a specific changeling’s mien.
    Exceptional Success: The changeling can spend a point of Willpower to extend the Contract’s duration indefinitely, but only when he himself is the target.
    Failure: The Contract fails.
    Dramatic Failure: The target fully sheds her own kith, but fails to assume another. She loses all kith benefits for the scene.
    Darkling: The Darkling’s target can truly become the kith she impersonates — she loses the mechanical benefits of her own kith, and receives those of the false kith.
    Loophole: The changeling has gifted something to a changeling of the kith he wishes to emulate within this scene. He must not have gotten anything in return, beyond gratitude. For example, if he treated her to lunch, constituting the gift of food, even the promise that she will “get the next one” negates the Loophole.



    Pledges & Goblin Debt
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    Type:
    Notes


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    Goblin Debt
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    Equipment, Items, etc.
    Spoiler
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    Items go here.


    Backstory and Such
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    Alexander - That is all Alex can recall of his human name back before he was taken away by his now-former Keeper, A spoiled, fickle creature beyond the norm for her kind. All she desired from Alex was to be what he was as a human, just in the shape and function SHE wanted. The experience of being stolen away from his life was HORRID of course, and it wasn't the seductive way of willingly going, but rather the terror of being hunted in the dark, feeling himself being pulled apart, moulded around and finally spat out into the Princess' place in Arcadia.... ready to be prodded, changed, again and again until all was lost and all he had left was a shape, a shadow of what he was - he came a Darkling from it, and his natural inclinations towards heists and valueable-hunting made him ideal to become a Helldiver for his Keeper, and thus it became so.
    Now he simply goes by Alex, or Shade for those that seek his attention towards the more work-related functions. He recalls that he used to be a Heist-Expert that frequented New Orleans when jobs did not take him elsewhere. however it all feels like it was lifetimes ago now, Since Alex's time in Arcadia had subjectively felt as if Centuries had past, yet upon his return, his scattered memories he'd retained from both the time away and the trip through the hedge back to the mortal world seemed to indicate no more than 2 weeks had passed here on earth.
    Alex can recall that his Keeper was this spoiled faceless princess-like creature that used him to hunt for all kinds of baubles, lost relics, the tears of a devil in hell, etc. etc. he went far and wide, but was never released from his proverbial Leash - that Silver Thread keeping him from ever feeling free, because a mere pull on it and he'd be pulled straight back to his Mistress, once again at her whims and wants... But it was through those explorations into realms and places that the Fey could not go that he found that Mirror, the Mirror Of The Hedge he'd called it, because it could lead two people from where ever they were straight into the hedge... alas the Thorns would also rip and tear at both body and mind and ego, and it would sever that silver thread as well, which was why Alex had kept that Mirror hidden until the opertune time for it's use.
    It's now be a good 4 years since he returned and he's learnt how to function again, he is working out of the Tumbledown Market and is part of the Freehold located there. He is known for doing both the normal 'something for something' deals, as well as the 'something-for-favor' type of deals, and he's so far never went back on his word on a promised favor - but he does only go as far as to the letter of the favor owed and always requests to the limits of what a favor given to him would feasibly contain.
    Alex is a seeker of information - you can never have too much of it and he'll go to very extreme distances to gain that information. HOWEVER, he also have a strong sense of morals - an honor code to be specific. He'd never harm a child, he'd NEVER accept a deal from those he knows are bad at honoring their promises, etc.
    He has also attached himself to a young local boy by the name of Tommy - appearing just the little boy as an imaginary friend. Telling tales of grandiure, vanishing out of sight whenever anyone else were to potentially see him. He holds no enmity towards the child and he merely seeks a way to connect and stay attached to the the mortal world. Sure Alex does harvest from Tommy's emotions, usually if it's nightmares that can then hopefully be soothed away, or the joy of a young child getting a christmas gift he'd wished for, for a long time, etc. etc.

    ---------------------------------
    Synopsis/GM Proscribed Questions
    Briefly describe:
    -Who your character was before they entered the Fae. (done above)
    -How they ended up in Faerie, and their Durance. (done above)
    -Who your character is now. Include their personality, Mask and Mein. (explained prior and just above)

    Answer the following questions:
    -What is your character currently most afraid of
    -What is your character most likely known for in the Freehold
    -To whom is your character most loyal too?
    -What is the one memory or piece of your character's former identity that he is most acutely aware of missing?

    Alex fears to be tied down again, to loose control of where he can go without feeling a leash and collar keeping him from ever feeling free.... He will never accept such a life again - He would rather die.
    Alex is mostly known in his freehold for integrity, for keeping to his agreements and for being to go-to guy if you need information or got information to sell.
    Himself - Just himself. Anyone else are secondary priorities.
    Alex can recall his home, what it looked like but he has a total blank of how he originally looked like... all there's left is a sillouette-outlining and just a massive nothingness to the actualy visual. Like something had stolen, or potentially EATEN the memory of what he looked like except for just the outlining itself - and he is accutely aware of this missing bit in his memories. Even should he find his Fetch, all he'd see would be a fake that only held a surface-level look that was enough to glamour humans, but he'd see the truth underneath, not the fake overlay... Perhaps if he found his Fetch, he could regain a part of his memories used to shape it and make it function.






    Speech Color will be a Dark Slate Grey.
    Last edited by Hemnon; 2020-10-18 at 02:12 AM.
    Awesome avatars:
    Spoiler
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    Awesome dark heresy inquisitor avatar by Emperor Ing

    Gender bended avatar by Emperor Ing

    .... in her party dress, also by Emperor Ing

    Epic imperial Guardsman by The Architect


    Youtube Account:Here.

  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    May 2017

    Default Re: OOC: New Orleans By Night II CtL

    Spoiler: Max Olsen
    Show

    Max Olsen
    Wizened Violinist
    Kith: Artist
    Freehold: Night Reveler (The Chorus)

    Attributes (5/4/3)
    Social
    Presence 2
    Manipulation 3
    Composure 3

    Mental
    Intelligence 2
    Wits 3 (+1 for Wizened)
    Resolve 2

    Physical
    Strength 2
    Dexterity 2
    Stamina 2

    Wyrd 1

    Advantages
    Size 5
    Health 7
    Speed 9
    Wp 5
    Max Clarity 7
    Initiative 5
    Defense 4

    Skills (11/7/4)
    Social (Animal Ken 1, Empathy 1, Expression 3, Intimidation 0, Persuasion 1, Socialise 2, Streetwise 1, Subterfuge 2)
    Physical (Athletics 2, Brawl 1, Drive 1, Firearms 0, Larceny 1, Stealth 2, Survival 0, Weaponry 0)
    Mental (Academics 2, Computer, Craft 1, Investigation 1, Medicine 0, Occult 0, Politics 0, Science 0)

    Specialties
    Academics (Music)
    Expression (Violinist)
    Socialise (Bars)

    Aspirations
    Attend a Night Reveler party
    Play for an audience again
    Find out where he came from

    Blessing: Gain an additional dot of one Finesse Attribute at character creation. Your character can take a Build Equipment action (p. 196) to transform one kind of material into another, as long as she has the appropriate tools to work with what she has. For instance, she could spin straw into gold with a spinning wheel, or forge steel into diamond with an anvil and hammer. This counts as a five-die bonus for purposes of determining the required successes. This ability costs a point of Glamour per action if she’s jury-rigging, but in this case she can improvise her tools as well; she might spin straw into gold by running it around a ceiling fan, or forge steel into diamond by running over it with a car.

    Curse: In addition to your character’s other breaking points, she risks Clarity damage with a dice pool equal to half her Wyrd (rounded up) whenever an unpleasant surprise takes her off-guard.

    Regalia: Jewels

    Kith Blessing: Choose either Crafts or Expression. When the Artist uses a Specialty for art with that Skill, achieving three successes counts as an exceptional success. Choosing Expression
    Tools of the Trade: A good Artist is never without her tools. She can spend a point of Glamour for her player to gain bonus dice equal to her Wyrd, to a maximum of +5, on a Crafts or Expression roll with one of her Specialties pertaining to creating art. All the necessary implements of her craft manifest around her for a scene.

    Cold Iron
    p.102

    Mien: Looks like a carved wooden marionette over a metal frame. Anyone who spent sufficient time in the Orchestra begins to take on some of the characteristics of their instrument and so Max is now a man made of dark varnished wood like a violin. His face looks like the face he had when he was taken and is able to move as if it was still flesh. His body is still scratched in places from his passage through the Hedge.
    Mask A tall thin man in his twenties with close cropped brown hair

    Needle: Visionary
    The visionary acts to challenge himself. He seeks new and unique ways of doing the same mundane tasks, and can’t stand repetition.Single Willpower: Refuse to use the same method twice.All Willpower: Put yourself in danger attempting a new method

    Thread: Friendship
    Those motivated by friendship use the strength of the people around them to stay strong. He surrounds himself with people who make him feel loved and wanted, and keeps them in mind when things get tough. He won’t let them down.Single Willpower: Follow a friend into a situation that is clearly disadvantageous to you.All Willpower: Follow a friend into a deadly or dangerous situation

    Touchstone
    Friend: Julia, New Orleans bar owner who Max knew from before the time he was taken. He has not told her who he is.

    Spoiler: Contracts
    Show

    Favoured Regalia: Jewels and Mirror

    Jewels
    Light-Shy (Common)
    -1 Glamour, No dice pool, instant action
    -Effects: The changeling becomes invisible to the mind, affecting all senses, though recording technology still detects her. The Contract ends if she takes any aggressive action, such as an attack or shouting at someone, or inflicts any kind of harm or supernatural effect on anyone.
    -Wizened: The Domovoi can invoke this Contract on an object. People who saw the object previously, and would expect it to still be there, make up a rational excuse for why it’s gone. If anyone accidentally moves or knocks over the object, the Contract ends.
    -Loophole: The changeling stands unmoving, in darkness or deep shadows, for one minute.

    Blessing of Perfection (Common)
    -2 Glamour, No dice pool, Instant action
    -Effects: The changeling lovingly caresses and speaks to an object. Her attention bestows a blessing on the ob-ject, which repays her by replacing its equipment bonus with her Wyrd rating. The changeling can instead target another person’s Crafts, Medicine, or Computer action by speaking words of encouragement while he works, replacing his Skill rating with her Wyrd.
    -Wizened: A blessed object retains the bonus to all rolls made to use it for the scene.
    -Loophole: The changeling accepts payment to enact this Contract, then buries the coins or other traded object.

    Changeling Hours (Royal)
    -1 Glamour, +1 per 5 Size, no dice pool, instant action, one chapter duration
    -Effects: The changeling moves her arms to “draw” a clock in the air between herself and the object. She then mimics turning the hands of the clock backward, forward, or halting them. This Contract can create three different effects. The changeling chooses which to use when she invokes the Contract.Rewind the clock: The item becomes as new. The Contract repairs one point of damage per turn and re-places missing parts, restoring up to her Crafts rating in Structure.Speed the clock: The item corrodes, suffering one point of damage per turn that ignores Durability, up to her Crafts rating in damage.Freeze the clock: The item freezes in time and place, rendering it impossible to move and immune to damage or change.
    -Wizened: The changeling may make the freezing effect permanent by also spending a point of Willpower. Supernatural powers that override this permanency prompt a Clash of Wills.
    -Loophole: The changeling names a former (not cur-rent) owner of the object.

    Hidden Reality (Royal)
    -1 Glamour, No dice pool, Instant Action
    -Effects: The character imagines the world not as it is, but how it might be, and chooses one of the differences to become reality. She may alter a feature of her surroundings, as long as it could have always been this way. For ex-ample, she can create a hidden latch on a box, or a door on a wall, as long as no one else has seen that it wasn’t there yet during this scene. The change must be minor in scope and part of an existing object, which must be lifeless — she can’t grow a new branch on a tree — though it may be of any Size. Changes vanish at the end of the scene, or when no one pays attention to them, whichever comes first.
    -Wizened: A Hatter may pay an additional point of Glamour to create whole new objects that could reason-ably be found in the area, like a set of keys on a nearby table, or a car parked in the garage.
    -Loophole: The changeling makes a show of looking for the feature — turning a box over in her hands and pressing random parts of it, before she “finds” the secret compartment — and expresses surprise when she finds it. This makes the invocation take one full minute.

    Mirror
    Walls have Ears (Common)
    -1-3 Glamour, No Dice Pool, Instant Action
    -Effects: The changeling holds an item up to his mouth, and tells it a secret from his time in Arcadia. The object tells him a secret in return.The changeling can invoke any of these effects, at a cost of one point of Glamour each:• He knows how the object is constructed and all its weak points. Halve the object’s Durability (round-ed down) for any attack he makes against it, and add his Intelligence rating as bonus dice to repair or modify the object.• He knows how to use the object to its best effect, and his player gains the 9-again quality on dice rolls to wield or use it. • He sees a vision of the person who last handled or touched the object, as well as the circumstances of the scene. The vision shows anyone within three meters of the object at that time.
    -Wizened: The Wizened’s player may spend one point of Glamour per additional point in time he wishes to view. He must either specify a point in time by who was present and the general circumstances, or simply view the last person to handle the object before the most recent one he’s already seen.
    -Loophole: The changeling is in public, among mortals who can hear him speak his secret aloud.

    Glimpse of a Distant Mirror (Common)
    -1 Glamour, No Dice Pool, Instant Action
    -Effects: The changeling looks into any reflective surface, which becomes a window that looks out through another such surface that has reflected his face before. Anyone who looks into this window can see what’s on the other side. The view is only as clear as the surfaces allow — a muddy pool creates a muddy view. After the Contract ends, the change-ling sees himself wrong in the surface for the rest of the scene, glimpsing hints of the mirror people on the other side.
    -Loophole: The changeling looks into a mirror belonging to someone who has sworn enmity against him. He may steal this mirror and take it with him (or may have already done so in the past), as long as he does not claim ownership over it.



    Spoiler: Merits
    Show

    Night Revelers Mantle (.)
    -#The Chorus- Musicians, singers and other musical performers. Mantle is the sound of a far off jazz band or second line. Gain Glamour whenever your performance causes another individual to loosen their inhibitions.
    0- Gain dice equal to mantle on mundane musical performance rolls. 00- Gain dice equal to mantle to seduce or persuade someone using your performance. 000- Once per scene apply the insensate or deafened tilt to a single individual with a successful performance. 0000- Once per scene apply the Inspired, or Wanton Conditions on a single individual with a successful performance. 00000- Once per scene apply the Inspired or Wanton Condition on all observes (does not require a successful performance roll).

    10 dots

    Changeling Merits
    Acute Senses (.)
    -Effect: The changeling’s senses are especially acute, even by the standards of high Clarity. Her sight, hearing, and sense of smell operate at twice the distance and accuracy of mortal senses. She can’t see in pitch darkness (for that, she needs Contract magic), but she can see much more clearly than humans can.Add the character’s Wyrd rating as dice to any perception-based rolls. This bonus supersedes the one normally granted by maximum Clarity. Also, add the bonus to any rolls made to remember or identify details

    Brownie's Boon (.)
    -Effect: Like the shoemaker’s elves, your character completes tasks with a casual disregard for time. Reduce the interval for any mundane extended action roll she makes while no one watches her by half. The character may spend a Glamour to halve the interval again, working at four times her normal speed for that roll. Exceptional success on an individual roll can decrease the time it takes to complete that roll to an eighth of the usual interval, if the player chooses the time reduction benefit.

    Human Merits
    Allies (Musicians) (.)
    -Each dot represents a level of influence in the group. One dot constitutes small favors and passing influence.
    Spoiler
    Show

    The Storyteller assigns a rating between one and five to any favor asked. A character (or motley) can ask for favors that add up to her Allies rating without penalty in one chapter. If she extends her influence beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If the roll is successful, the group does as requested. Failed or successful, the character (or motley) loses a dot of Allies, but Sanctity of Merits applies. On a dramatic failure, the organization resents her and seeks retribution. On an exceptional success, she doesn’t lose the dot.One additional favor a character can ask of her Allies is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). The favor’s rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target’s Merit exceeds the character’s Allies. If the block succeeds, the target cannot use the blocked Merit during the same chapter.


    Alternative Identity (.)
    Spoiler
    Show

    -Effect: Your character has established an alternate mundane identity. The level of this Merit determines the amount of scrutiny it can withstand. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. He hasn’t established the necessary paperwork to even approach a bureaucratic background check, let alone pass. At two dots, he’s supported his identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass thorough inspection. The identity has been deeply en-trenched in relevant databases, with subtle flourishes and details to make it seem real even to trained professionals. Additionally, the Merit reflects time the character has spent honing his persona. At one or two dots, he gains a one-die bonus to all Subterfuge rolls to defend the identity. At three dots, he gains +2 instead.You can purchase this Merit multiple times, each time representing an additional identity.


    Danger Sense (..)
    Spoiler
    Show
    Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. Your character’s reflexes are honed to the point where nothing is shocking.


    Contacts (Night Revelers) (.)
    Spoiler
    Show
    Effect: Contacts provide your character with information. Each instance of this Merit represents a sphere or organization with which the character can garner information. Contacts do not provide services, only information. This may be face to face, via email, by telephone, or even by séance.Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the method the character uses, and the relationship between the characters. The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintained good relations or done favors for the Contact. These modifiers should range from −3 to +3 in most cases. If successful, the Contact provides the information.You may purchase this Merit multiple times to reflect different sources


    Fast Talking (.)
    Spoiler
    Show
    Effect: Your character talks circles around listeners. She speaks a mile a minute and often leaves her targets reeling, but nodding in agreement.Always Be Closing (•): With the right leading phrases, your character can direct a mark to say what she wants, when she wants. This trips the mark into vulnerable positions. When a mark contests or resists your character’s Social interactions, apply a –1 to his Resolve or Composure



    Resources (.)
    Hollow (.)



    Spoiler: Background
    Show

    Before
    Max was once a music student from Chicago. He was clever enough but did little to apply himself in school. He wanted to play the violin for a living. He was talented enough by the standards of most but was nowhere near talented enough to make a career out of it. There were far too many people like him who were just good enough and there were too few jobs to support everyone. As he came to the end of his education he was faced with the prospect of working out what the hell he was going to do with his life.

    Max and a few college friends used to take periodic trips down to New Orleans for the music, the bars and for Mardi Gras. Most of his friends were there for the drinking but Max took every opportunity to play that he could even if it was only busking for tips. On one occasion he had developed enough of a reputation to be asked to travel to Lafayette with a local band whose own violinist was off sick. Even in a fairly small venue it was the most fun he'd ever had, and the crowd seemed to appreciate him. At the back of the crowd something else was watching his performance and Max never made it back to his room that night.

    The Durance
    The Fae who had taken him was called the Conductor by it's mortal servants. The Conductor seemed to like music and all those who played it, and over time had brought mortals to it's castle to play it for him by the hundreds. The Conductor presented itself as a humanoid figure of indeterminate shape and gender where no two people could agree on it's appearance. It would watch it's captive orchestra from a throne at the lowest point of the room and occasionally applaud when it seemed pleased with the performance. It never signaled it's displeasure, but those who could not adapt to their situation or who were unable to play well on command tended to disappear. Those who remained were gradually reshaped by the Conductor to better fulfill their role in the orchestra. Sometimes the Conductor's other servants were expected to assist. Many of those who had been there the longest were little more then automatons who were rooted to the spot and could no longer talk, only play their instruments.

    Most people who were brought to the Orchestra were assigned music to play according to their talents although some were forced to adapt and learn to play whatever instruments they were asked to play. The Conductor had usual tastes according to human ears. Those few servants who were capable of talking to each other debated whether their captor really understood music at all and was only going through the motions of being a fan. Others speculated that the Fae were capable of discerning melodies in the music that mere humans were not capable of appreciating once there was enough people playing at the same time. As such, playing in the orchestra was often repetitive, especially as performances could go on for hours or days at a time. When not performing those mortals who were able were tasked with maintaining the castle, but were otherwise left to their own devices until the Conductor returned and had need of them again. Max was one of these servants, who was tasked with maintaining the instruments and the older members of the orchestra.

    Time passes differently beyond the Hedge. Max was taken in the mid-90s and would eventually escape some 25 years later, but he believes that far more time passed for him during his captivity even if much of it is now a blur. He eventually escaped because the Conductor chose to stay away for a much longer time. For whatever reason the Castle had begun to degrade. Parts of it became damaged and fell in leaving the place open to the outside. Doors and windows became unlocked for the first time any of the captives could remember. Some chose to stay for fear of what the Conductor would do to them if they tried to escape. Some of the newer captives chose to flee and Max was talked into going with them. Most of the escapees were lost in the Hedge. Max was among those who made it back.

    Now

    Max has been back less then a year at this point and was taken in by the Night Revelers after one of them witnessed his emergence from the Hedge. Since then he has been trying to put his life back together. Much of his old life is now a blur where he can only remember the occasional name or face without putting them in any context. He does remember New Orleans enough to find staying here to be comforting. He has been told that New Orleans is at least safe from the Fae, but is not entirely sure that he believes it yet. Not without knowing the details. He's not sure anyone is in a position to say what the Fae are and are not capable of. Still, after having been taken after leaving New Orleans perhaps everyone has a point.

    Max has not yet come to terms with the trauma of his durance. He often looks tired and a little haunted by memories of those he was separated from in the Hedge and others he left behind in Arcadia. He also tends to be fairly untidy unless someone has persuaded him not to be. It is far easier to dress in jeans and a band t-shirt then it was to worry about what other people think of you. Similarly, wherever he's staying is typically a mess unless he's really paying attention. It is refreshing not to have anyone forcing him to care about things like that.

    Freedom and consumer goods have started to cheer him up a little. As has the fact that the Internet gives him access to more music then he'll ever have time to listen to. Given his durance his relationship with music is necessarily conflicted, but his time in the orchestra was in many ways only a particularly horrible domestic chore as it was when he had to clean and polish the floors of the entire castle. Having the freedom to listen to and play what he wants instead makes him feel human and is a rebellion against what was done to him. He can still remember what happened to the older members of the orchestra and how their eyes still showed signs of awareness. Sometimes music can help him forget memories like that and the fact that he could easily have been one of them.










    Spoiler: Sarah
    Show

    Name: Sarah (Not her original name which she doesn't remember, the name is taken from a TV show)
    Seeming: Beast (Hound)
    Kith: Playmate
    Freehold: Tumbledown Market (The Court of Barter)

    Attributes (5/4/3)
    Social
    Presence 3
    Manipulation 3
    Composure 2 (+1 Beast) - 3

    Mental
    Intelligence 2
    Wits 3
    Resolve 2

    Physical
    Strength 2
    Dexterity 2
    Stamina 2

    Advantages
    Size 5
    Health 7
    Speed 9 (+3 Beast)
    Wp 5
    Max Clarity 6
    Initiative 5 (+3 Beast)
    Defense 3

    Beats: [] [] [] [] []
    Experience: 0

    Health Dots: 7
    Damage Tracker: [] [] [] [] [] [] []

    Willpower Dots: 5 (Resolve+Composure)
    Spent Willpower:[*][*][*][*] []

    Wyrd: 1

    Glamour Points: 10? (spent 1 trying to portal away from the Princess, spent 2 shapeshifting)

    Skills (11/7/4)
    Social (Animal Ken 1, Empathy 2, Expression, Intimidation 1, Persuasion 3, Socialise 1, Streetwise 1, Subterfuge 2)
    Physical (Athletics 1, Brawl 2, Drive 0, Firearms 0, Larceny 1, Stealth 2, Survival 1, Weaponry 0)
    Mental (Academics 0, Computer 1, Craft 0, Investigation 2, Medicine 0, Occult 1, Politics 0, Science 0)

    Specialties
    Stealth (Moving in Darkness)
    Empathy (Lies)
    Streetwise (Black Market)

    Spoiler: Aspirations
    Show

    -Build a new and stable mortal life/persona in New Orleans

    -Gain a larger flat or a Hollow. Somewhere to keep your stuff

    -Recover her memories or find a trustworthy Oneiromancer to find some new ones.

    Spoiler: Notes
    Show

    -Recover your memories. You aren't that person anymore but it's still important as something that was taken from you.
    -Use the market to become more of a human. To the extent that that is possible. Find a trustworthy Oneiromancer to change her memories
    Spoiler
    Show

    (Thinking out loud post moved over from the thread)

    So the mein is an inconvenience. She has the sense of smell of a dog which is sometimes disgusting as it's not something you can turn off. She used to tear through a lot of shoes until she found boots that were sturdy enough to take her hind claws. Her tail can act according to her mood unless she's really trying to control herself. There's the odd flinch when she shows her teeth even when she's not trying to be intimidating. Most Changelings have their own problems here and can usually be relied on to be sympathetic, but these sorts of things remind her of her Durance and what the Princess made of her.

    As a house pet she was comfortable and happy even as an abducted prisoner. Since her escape she considers it degrading and would rather die then go back, especially as if the Princess ever did come for her she would lose the ability to have her own opinions on anything. But after she was discarded it wasn't much better. As an abandoned pet she remembers being cold and hungry all the time. She remembers eating the occasional dead bird she found in the grounds or grubbing for insects. She remembers being feral and nothing about that is worth remembering.

    So it's more the remaining memories of her Durance then the physical changes. She would consider trying to change her mein if she could be absolutely sure that the bargain was worth making. She would absolutely try to get rid of bad memories and replace them with something better. It wouldn't even have to be her own memories, because anything would likely be an improvement. The problem is what would happen to her if she ever did make that bargain. Would she still even be the same person?


    -Gain a larger place to live (a larger flat or a Hollow). Somewhere to keep your stuff.



    Seeming Blessing: Gain an additional dot of one Resistance Attribute at character creation (Composure) Your character gains +3 to Initiative rolls and Speed, and may choose to deal lethal damage with unarmed attacks. It costs a point of Glamour per three consecutive turns to enjoy this benefit if he has the Shaken or Spooked Condition, or another Condition that imposes fear.

    Curse: In addition to your character’s other breaking points, he risks Clarity damage with a dice pool equal to half his Wyrd (rounded up) whenever acting without thinking causes significant harm or complications for someone else.

    Regalia: Steed

    Kith Blessing: When the Playmate uses Persuasion to make someone like her or her friends, achieving three successes counts as an exceptional success.
    -Coeur Loyal: A Playmate may touch a wounded character and spend a point of Glamour to heal any number of bash-ing or lethal damage points as an instant action. She takes the same amount of mild Clarity damage as bashing dam-age healed, and the same amount of severe Clarity damage as lethal damage healed; apply the mild damage first. She can’t heal more damage than she has room to take more Clarity damage. It is entirely possible for a Playmate to lose her-self completely while healing others.

    Cold Iron
    p.102

    Mien: Lost most of her animal form when she crawled through the hedge but traces remain. She has dark yellow eyes with no visible whites and a mouthful of sharp teeth. Her tongue is rather longer then a human's ought to be. There are a pair of pointed furry dog ears poking through her hair. Hands and feet retain her claws. She has a thin brown furred tail that she prefers to tuck into her clothes when she can but it's uncomfortable enough that she doesn't always bother. Otherwise looks like her Mask.
    -Court of Barter Mantle: Mantle Effects: The Mantle for a Barterer manifests in even tones and calming scents. They leave drips of sealing wax in their wake.Your character gains a Glamour point whenever he successfully intercedes on someone else’s behalf in an unfair deal.

    Mask: Short woman with a large amount of shaggy brown hair going to beneath her shoulders. Usually dressed for convenience. Black leather jacket. Wears boots over the claws on her feet. It's uncomfortable sometimes but it keeps the dirt off and makes her feel more human. Would wear gloves as well but it's a little too inconvenient and expensive for the amount of gloves she's accidentally ripped through with her claws.

    Needle: Bon Vivant
    The bon vivant lives in the moment, taking pleasure in whatever surrounds her. She is highly social and seeks to evoke emotions with her actions. She is grounded in the now, and rarely thinks about her future.
    -Single Willpower: Allow a personal problem to go unfixed in favor of enjoying the moment.
    -All Willpower: Abandon an important relationship over your pursuit of pleasure

    Thread: Anger
    Those motivated by anger hold onto pain as a re-minder of the ways things could be. He is angry at the True Fae, angry at what happened to him, and he uses that anger to ensure he gets through each day.
    -Single Willpower: Start a fight with someone.
    -All Willpower: Start a fight with someone who is clearly your superior.

    Touchstone: the 'Occultist'
    Helped a mortal who managed to get into the Market by accident and led them to safety. The person knows about certain weird things going on in New Orleans but has no idea of the details. She has been going to keep an eye on him from a distance to see if he gets into the Hedge again or worse.
    Spoiler: Touchstone: the 'Occultist'
    Show
    Monica can't be any older than 16. She ran away from home to New Orleans with a couple of high school friends, escaping a pair of parents who were so filled with hate and ignorance that her only prior escape had been in sneaking sips from the liquor cabinet and in bribing the homeless to buy her a bottle. Things had gone south pretty quickly once she got to NOLA. The money for alcohol ran out, her friends whimped out and went running home. Monica had been living on the street for a little over a week when she stumbled in a hung over haze through the French Market trying to find a corner to puke in. But Monica slipped down the wrong alley and ended up in The Hedge, surrounded by the raucous sights and sounds of The Tumble Down Market. The smell of fresh human drew the immediate attention of a number of Hobgoblins, but Sarah managed to get to the poor girl first. Sarah helped Monica escape the Hedge and tried to convince the girl that she hadn't seen anything. But now Monica roams the French Quarter, looking for proof that there is a magical market somewhere, proof that she isn't crazy and that the Tumbled Down is real.


    Spoiler: Contracts
    Show

    Two Royal Contracts from Steed
    Chrysalis - Shape changing
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    Choose two animals with an additional two for a Beast. (Cat, Crow, Warg (as in LotR), Hawk). Consciously avoids Dogs. The Warg is for emergencies.

    The changeling calls upon the savage nature that fueled his escape from Arcadia, howling like a great beast, or scuttling like an insect. He feels his own identity slip, drowned by the comfort of just being, and his body follows suit.
    2 Glamour, No Dice Pool, Instant Action
    Only gain the physical form (physical attributes, size speed, health), gain mundane senses and modes of movement. While in that form can talk to other animals of that species.
    Loophole: The changeling is in the natural habitat of his chosen animal and is near enough to touch at least one of them.

    Mirror Walk
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    The changeling steps into a mirror. He hears baying hounds in the distance, and senses a dark chill in the air. The changeling cuts his finger, leaving a bloody print on one of the myriad mirrors before him, and wills it to open to any mirror of his choice in either the mortal world or the Hedge.

    1 Glamour + 1 Wp, Dice pool is Wits + Survival + Wyrd, Instant Action

    Pass from one mirror to another, can bring people with you, Beasts can choose to lose themselves halfway in mirror space.

    Loophole: The changeling speaks the name or title of a character currently reflected in the mirror where he plans to exit.



    Two Common Contracts from Steed
    Nevertread
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    The changeling leaves only scraps and emptiness in his wake. 1 Glamour, No Dice Pool, Instant Action
    Cover your tracks or change them to something else. Can only be tracked by magical means. Beast can extend the contract to others.
    Loophole: The changeling leaves a note, bloody fingerprint, or other clue of his passing. He can hide this, but it must provide a clue to his identity if found.

    Boon of the Scuttling Spider
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    1 Glamour, No Dice Pool, Instant Action
    Move as a spider as long as the surface can support your weight. Move as speed. Beasts can use webbing in grapples.
    Loophole: The changeling swallows a live spider



    Two Goblin Contracts
    See the debt rules on p.162
    Blessing of Forgetfulness
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    2 Glamour, Manipulation + Subterfuge + Wyrd vs. Composure +Wyrd
    Make a target forget things
    Loophole: The event caused pain to the target, but the changeling herself rendered aid or otherwise showed him kindness.


    Goblin's Eye
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    Swallowed a Goblin's eye allowing her to see magic
    1 glamour
    See through magic concealment or ask one of a list of questions about supernatural events - Kenning rules to distinguish between magical and mundane



    Spoiler: Merits
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    Court of Barter Mantle (*)
    -Gain bonus dice equal to your character’s Mantle dots on mundane rolls to read someone’s situation from their behavior.

    Changeling Merits
    Acute Senses (*)
    Court Goodwill (Night Revelers-Makers) (*)
    Hedge Sense (*)
    Market Sense (*)

    Human Merits
    Allies (Tumbledown Market) (*)
    Anonymity (*)
    Safe Place (*)
    Mentor (Baloo - Beast Trader of the Market, Bear) (*)
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    Sarah's employer in the Market. Has three skills to use on Sarah's behalf (Intimidate, Streetwise, Occult)

    Resources (*)
    Striking Looks (*)
    Spoiler
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    Adept at looking friendly and innocent, doe eyes. Probably +1 to Persuasion



    Spoiler: Background
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    Sarah doesn't remember her original name or much of anything related to her old life. She thinks she had power of some sort. There was a tall building in a city of other tall buildings where she worked on paperwork in an expensive looking room full of books. There were people around her who did what she told them to do but she doesn't know whether they were employees or servants. Perhaps that's why she was taken and made low by her Fae captor. As if someone saw her loss of status as a joke. There was also a house and a man, whether or not he was her husband she doesn't know, but she remembers waking up with him one morning and how comfortable she felt about that.

    After she became a hound she was originally a pet in the house of the Fickle Princess. Occasionally she was let into the grounds to be walked but mostly she spent every waking moment with her Mistress. This was an extremely comfortable life and while it lasted she wanted for nothing, but eventually it ended. Perhaps her Mistress grew tired of her or perhaps she was replaced with another, but she was cast aside to live in the east wing of the house that was full of the other discarded Beasts and the survivors of the Princess' various creations. The household servants kept them fed with slop but there was never enough to go round and those who managed to survive often had to turn to hunting each other or feeding on whatever they could find. Sarah's later passage through the Hedge took away much of the details of her time here, but she remembers being cold and hungry almost all the time, she remembers feeding on carrion, and she remembers the constant fear of hiding from anything larger and more dangerous that might be willing to hunt her in turn.

    (Details of the escape with Shade)

    With Sarah's passage through the Hedge she regained much of her lost human appearance with even most of her fur falling out, but she was still marked by the experience of her durance to an extent that she has only gradually recovered. In the beginning she was holed up in her room with a TV and as much snacks as she could find, but eventually boredom and the need to support herself led to her exploring the city where she fell in with the Tumbledown Market which offered her an income of a sort and the prospect of one regaining something of the identity that was taken from her.

    Personality

    Sarah would like to make up for lost time by enjoying herself as much as possible. The lingering memories of her durance make her feel like the world owes her a little, especially as there are many things about the mortal world that seem unnecessary complicated or tedious. For the moment anything long term can be put off, and as a person who returned from the Hedge with nothing it seemed easy to take that view. Yet her efforts have not always been successful, as her attempts to enjoy a human life are in part a coping mechanism that she hopes will drown out the worry about whether she can escape the mark that Arcadia has left on her.

    Ever since Sarah came through the Hedge and has had to learn how to relate to people again she has grown increasingly uncomfortable with herself. Parts of her mien occasionally bother her enough that she would change them if it was easy to do so, but generally this is just what she looks like now. The worse part is what her durance might have done to her as a person. She had been a household pet of the Fickle Princess and she remembers how easy it was to be that way. If the Princess or another Keeper came to retake her she feels she could slip back into that roll very easily. If she was turned back into the Hound that she had been in Arcadia she wouldn't even be able to object. She would rather die first.

    What is your character most afraid of?

    The Fickle Princess and anything that might cause a loss of her freedom

    What is she known for in the Freehold?

    After she had some early bad experiences with Goblin Contracts she learned of the possible dangers of the Market and what it could do to the unwary or the naive. For that reason in her capacity as Baloo's employee she has tried to deal fairly with people whenever possible and has tried to cultivate a reputation for fair dealing that she hasn't always managed to live up to. At worse she's trying to make deals that will inconvenience people rather then holding hidden costs that they might prefer not to pay. Membership of the Court of Barter is an attempt to remind herself that there is a line that she should try not to cross.

    Who is she most loyal to?

    Probably Shade, without whom she might still be in Arcadia.







    Notes
    '(OOC: Sarah gets an exceptional success. I will give her a +3 on her next roll if it would benefit from her being hidden)'

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    BardGuy

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    Default Re: OOC: New Orleans By Night II CtL

    Spoiler: charsheet
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    Attributes (5/4/3)
    Int 2
    Wits 3
    Resolve 3

    Physical
    Str 1
    Dex 4 (include +1 from Darkling)
    Stamina 2

    Social
    Presence 2
    Manipulation 3
    Composure 2

    Skills (11/7/4)
    Academics 2 (Specialty: Law)
    Computer 0
    Crafts 0
    Investigation 4
    Medicine 1
    Occult 2
    Politics 2
    Science 0

    Athletics 1
    Brawl 0
    Drive 0
    Firearms 0
    Larceny 1
    Stealth 2 (Specialty: fly on the wall)
    Survival 0
    Weaponry 0

    Animal Ken 0
    Empathy 2 (Specialty: children)
    Expression 0
    Intimidation 0
    Persuasion 2
    Socialize 1
    Streetwise 0
    Subterfuge 2

    Merits
    Ricid Mask (3 points)
    Winter Mantle 2 (1 points (1 dot free))
    Acute Senses (1 point)
    Resources 3 (3 points)
    Hollow 1 (1 pt)
    Trod (1 pt)

    Freehold - Cayoodle Krew (Winter Court)
    Seeming - Darkling
    Kith - Mirrorskin
    Mien - a humanoid shadow, with her face and hands being made up piecemeal of several dozen different people, unsettling like an obviously fake Photoshop that nevertheless looks too real
    Mask - a 5-foot lady in her 20s with long, thin black hair. She is thin and looks fragile, but moves with a graceful step. Although she often wears other appearances, via Mirrorskin. She largely saves this one for when in fae society or with her family.
    Needle - Counselor
    Thread - Family (own and motley)

    Touchstone - her family (son and grandkids)

    Aspirations
    1. Protect her son and grandchildren (mundanely or from fae)
    2. Find her real face (an Icon, memory, or record)
    3. Use her resources/abilities (mundane or supernatural) to help others improve their lives.

    Favored are Mirror and Shield.

    Royal
    Mirror: Unravel the Trapestry
    Shield: Fortifying Presence

    Common
    Mirror: Glimpse of a Distanct Mirror
    Shield: Thorns and Brambles
    Crown: Hostile Takeover
    Winter: Slipknot Dreams


    Quote Originally Posted by Hollow stuff
    The above sheet contains what I had understood our Hollow to contain in terms of Enhancements. 3 dots for the Easy Access. And JeenLeen's Trod Merit allows the Hollow a singular dot of enhancement for free, which is the Bigger Size Enhancement so up to 5 changelings can live there, rather than at most 2.
    We had the idea of the Motley being called The Grimm Trio, right?
    That sounds good to me.
    With Easy Access: that seems a bit of a bane included in the boon, since it says "has no permanent entrance" and we have to spend Glamour to enter. That seems to imply that normally there's one entrance and no cost to enter. Could we have a more regular entrance at our mundane house?

    Do cell phones work in our Hollow?
    Last edited by JeenLeen; 2020-08-21 at 11:05 AM.

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    AssassinGuy

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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by JeenLeen View Post
    That sounds good to me.
    With Easy Access: that seems a bit of a bane included in the boon, since it says "has no permanent entrance" and we have to spend Glamour to enter. That seems to imply that normally there's one entrance and no cost to enter. Could we have a more regular entrance at our mundane house?

    Do cell phones work in our Hollow?
    Well it was chosen cuz it seemed like the most effective way to leave us a way to always get to the hollow even if we are stuck inside a burning building, being chased by someone or something, etc.
    Although the spot you exit from will be where you can in from tho... unless that doorway was specifically destroyed, I think.

    That's why I found it rather fitting. And Glamour isn't that hard to get back... just do some Harvesting that fits the emotion connected to the court you belong to. Or eat a Goblin Fruit for that matter.

    And yes there's normally just one entrance that connects the mortal world to the Hollow, but since we do not have any sort of mortal safehouse... we don't really have a safe place to have such an entrance. you don't have to force entry when you use the open, front door.

    I doubt cell phones work inside them unless a doorway is open into the near area of the Hedge that the Hollow is located within.
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    SamuraiGuy

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    Default Re: OOC: New Orleans By Night II CtL

    Thank you for answering and discussing the questions I provided. The above enhancements sound fine to me if the group is settled on them.

    JL and Hemnon's interpretations are correct in regards to both the mechanics of entering a hollow with/without "Easy Access", and in regards to cellphone use within the Hedge... with just a few small exceptions!

    The first is that Emma has already purchased Stable Trod for the Hollow, which means there is... well a stable trod providing safe and consistent access into the Hollow. I interpret this to mean that separate from the Easy Access portal, which say takes you through the Hollow's front door, there is also a path one can access indirectly by entering the same path into the Hedge, and leads you up to the Hollow's front door (along with being lined with Goblin fruit that can be used to replenish Glam). So I'd say if you want to take Easy Access, there is still a stable point of entrance, you just have to get there. However, the trod entrance is likely not just a door in your house, but is likely an actual path that you have to get to and navigate, such as a dark alley, or a small footpath in the forest (not that it has to be remote or far away).

    With that said, could I ask the players to agree on what this stable trod entrance is (assuming you are keeping the investment), and a brief description of the multi-roomed Hollow???

    The other exception is the phantom phonebooth enhancement which acts as a stable form of communication with the outside world along with having some other added benefits.
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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by Bennosuke View Post
    Thank you for answering and discussing the questions I provided. The above enhancements sound fine to me if the group is settled on them.

    JL and Hemnon's interpretations are correct in regards to both the mechanics of entering a hollow with/without "Easy Access", and in regards to cellphone use within the Hedge... with just a few small exceptions!

    The first is that Emma has already purchased Stable Trod for the Hollow, which means there is... well a stable trod providing safe and consistent access into the Hollow. I interpret this to mean that separate from the Easy Access portal, which say takes you through the Hollow's front door, there is also a path one can access indirectly by entering the same path into the Hedge, and leads you up to the Hollow's front door (along with being lined with Goblin fruit that can be used to replenish Glam). So I'd say if you want to take Easy Access, there is still a stable point of entrance, you just have to get there. However, the trod entrance is likely not just a door in your house, but is likely an actual path that you have to get to and navigate, such as a dark alley, or a small footpath in the forest (not that it has to be remote or far away).

    With that said, could I ask the players to agree on what this stable trod entrance is (assuming you are keeping the investment), and a brief description of the multi-roomed Hollow???

    The other exception is the phantom phonebooth enhancement which acts as a stable form of communication with the outside world along with having some other added benefits.
    So like a park's footpaths, possibly with a requirement to go into the artifical brush and... boom you're in the Hedge?

    As for the Hollow, something like this, just with high hedge-walls around the 'property' so to speak. With a garden, that very victorian gothic style architecture, etc.
    5-room place so plenty of space for comfortable living-space for up to 5 changelings, etc.

    As for the stable trod's entrance, I guess a tight alleyway squeeze between a couples of Winter-court owned buildings? I mean by JL's and my character are from the Winter Court.
    Last edited by Hemnon; 2020-08-21 at 05:22 PM.
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    Default Re: OOC: New Orleans By Night II CtL

    I considered Phantom Tollbooth, but that only lets you do outgoing calls. More concerned with if Emma's family tries to reach her while she's in the Hollow. (I know the booth sometimes gets calls, but it seems like it never gets calls for the people in the Hollow.)
    But I'm fine without it.

    Quote Originally Posted by Hemnon View Post
    So like a park's footpaths, possibly with a requirement to go into the artifical brush and... boom you're in the Hedge?

    As for the Hollow, something like this, just with high hedge-walls around the 'property' so to speak. With a garden, that very victorian gothic style architecture, etc.
    5-room place so plenty of space for comfortable living-space for up to 5 changelings, etc.

    As for the stable trod's entrance, I guess a tight alleyway squeeze between a couples of Winter-court owned buildings? I mean by JL's and my character are from the Winter Court.
    That sounds fine to me. A dark alleyway that can enter the Hedge sounds good as an entrance to the trod.

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    SamuraiGuy

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    Default Re: OOC: New Orleans By Night II CtL

    As for the stable trod's entrance, I guess a tight alleyway squeeze between a couples of Winter-court owned buildings? I mean by JL's and my character are from the Winter Court.
    That sounds fine to me. A dark alleyway that can enter the Hedge sounds good as an entrance to the trod.
    That sounds fine to me, again assuming Haval agrees. Perhaps I'll give them a bump to let them know these discussions are being had, since I haven't seen them weigh in much. Would you like me to fill in the details about just where the alleyway is, or do you want to flesh it out a little more?
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    Default Re: OOC: New Orleans By Night II CtL

    Sorry, busy day. Everything there seems fine to me.

    I meant to check if phantom tollbooth said anything about the internet, but probably not if it's only a one way connection.

    I'm ok with someone fleshing out the details.

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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by Bennosuke View Post
    That sounds fine to me, again assuming Haval agrees. Perhaps I'll give them a bump to let them know these discussions are being had, since I haven't seen them weigh in much. Would you like me to fill in the details about just where the alleyway is, or do you want to flesh it out a little more?
    Im fine with GM-fluffing here.
    Not really well-versed with american cities.... what with living in DENMARK.
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    Default Re: OOC: New Orleans By Night II CtL

    Well I did see 'Treme', which is something.

    Maybe something like the French Quarter, because it sounds like it's fairly central to the city and might have a lot of narrow alleyways.

    But if we do want to tie it to the Winter Court, presumably so we can use the trod with less chance of being noticed, would that mean anywhere with ties to the Cayoodle Krew? The Treme might be appropriate as an old neighborhood that's already full of trods.

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    SamuraiGuy

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    Default Re: OOC: New Orleans By Night II CtL

    First off, I just want to say I am so glad to have you all as players; not just because it is keeping this game running, but because I think you three are a good group. So thank you!!!


    In regards to the stable trod entrance, I was less concerned with immediate location, though I assumed it would be somewhere near the motley's actual home for easy access. I was more asking in terms of physical description. So I'll float a basic premise and you three can tell me what you think and or expand on it.

    In the Western most part of the upper French Quarter is a dark foreboding alleyway that sits between the grimiest of strip clubs, and a divey jazz joint that no tourist would dare enter. Only the staff of the two establishments would ever dare to walk down that narrow path, and even they would rush out as soon as they had dumped their garbage bags or choked down their cigarette. The temperature seems to drop a good five degrees even standing at the alley's entrance and one gets the anxious feeling that they are being watched whenever they get nearby. But for those brave enough... or crazy enough to slip farther down the cobblestones find that the alleyway just goes on and on and on, the walls of the two buildings suddenly giving way to a row of trees growing strange fruit. The cobblestone path appears well maintained, but the strangest thorny bramble grows out from between the trees, threatening to creep out between the stones.

    Thoughts?
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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by Bennosuke View Post
    First off, I just want to say I am so glad to have you all as players; not just because it is keeping this game running, but because I think you three are a good group. So thank you!!!


    In regards to the stable trod entrance, I was less concerned with immediate location, though I assumed it would be somewhere near the motley's actual home for easy access. I was more asking in terms of physical description. So I'll float a basic premise and you three can tell me what you think and or expand on it.

    In the Western most part of the upper French Quarter is a dark foreboding alleyway that sits between the grimiest of strip clubs, and a divey jazz joint that no tourist would dare enter. Only the staff of the two establishments would ever dare to walk down that narrow path, and even they would rush out as soon as they had dumped their garbage bags or choked down their cigarette. The temperature seems to drop a good five degrees even standing at the alley's entrance and one gets the anxious feeling that they are being watched whenever they get nearby. But for those brave enough... or crazy enough to slip farther down the cobblestones find that the alleyway just goes on and on and on, the walls of the two buildings suddenly giving way to a row of trees growing strange fruit. The cobblestone path appears well maintained, but the strangest thorny bramble grows out from between the trees, threatening to creep out between the stones.

    Thoughts?
    I feel it should give more of a sense of safety that accessway to the Trod itself, since it's a 'safe' pathway itself. If it was a natural access point just into the wild parts of the hedge, that dark and foreboding might fit better.
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    Default Re: OOC: New Orleans By Night II CtL

    I'm going to spend Wp on that roll to see what happens

    (3d10)[4][2][8](14)

    On the trod, if it looks safe is it something that normal people can just wander into?

    Also, isn't the level of safety for a trod all relative? It's better then the rest of the Hedge but still.

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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by Haval View Post
    I'm going to spend Wp on that roll to see what happens

    [roll0]

    On the trod, if it looks safe is it something that normal people can just wander into?

    Also, isn't the level of safety for a trod all relative? It's better then the rest of the Hedge but still.
    This is true, and the safety of a trod is more or less the Trod's rating added as bonus dice to navigating the hedge. as long as the destination is on that trod.

    I can imagine that others of the Winter Court also are adding to the same Trod... but this is up to the GM if any NPCs are adding to it. They really should, especially since it'd meant ot connect Winter Court hollows and hedge-locations for better safety, ya know?
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    Default Re: OOC: New Orleans By Night II CtL

    I read up on Hedge stuff and trods over the weekend and, while I don't have a full grasp of it, I get the foreboding sense of the entryway since it's still a way into the Hedge. Such is dangerous for mortals. And it's a weak trod, so even it's just relatively safe for us.

    Does a trod connect two points? Like, it has this physical place in an alleyway, and we live off it somewhere, but should it have another endpoint? Or is the endpoint our hollow?
    • If the former, maybe the other endpoint is the Goblin Market? Could be we found this place while traversing to it via the Hedge (or tricked by a goblin into not taking a known entrypoint), and lucked out in finding the Hollow or a spot that look good for crafting into a Hollow. But would mean our Hollow is easy to find by others.
    • If the latter (endpoints are our hollow and the alley), the less known the better.


    It seems a little odd to me for the trod to just be to and from our Hollow... but I guess that makes sense. If we didn't have Easy Access, we'd have a normal entryway directly to the Hollow, plus this trod as an emergency exit or entrance. With Easy Access, we can spend Glamour to try to enter most anywhere, but this still exists as a backup entrance.

    Given the plot of the game, I'd rather the entryway to the trod not be well-known to changeling society.


    EDIT: dice question
    What number is a success?
    I recall 6 was the base in oWoD (though way-too-many modifiers to that), but I forget if it's 7 or 8 in nWoD.
    Also, do dramatic failures only happen if we roll 1 dice because our dice pool was reduced to 0 or negative? That is, if our dice pool is 1 or reduced to 1, would a failure be a dramatic failure? Or am I way off about what a dramatic failure is and if so please tell me the rules for it.
    Last edited by JeenLeen; 2020-08-23 at 10:27 PM.

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    SamuraiGuy

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    Default Re: OOC: New Orleans By Night II CtL

    Okay, so I first must apologize for a mistake I made in my interpretation of the rules . I'm going to go through my understanding of how most everything works and we can talk about how the group wants to handle everything from primarily a fluff standpoint.

    Changelings enter The Hedge via a process of portaling; ; a changeling chooses a door, spends a point of glamour and steps through to the other side ending up in the Hedge. The same door leads to the same location every time, but this costs glamour. I was under the impression that a Changeling could also enter through specific locations that led into trods, but I am perhaps wrong about this, or perhaps the book contradicts itself or is not clear enough. This means that a Changeling must always spend a point of GLam to enter their Hollow. Furthermore, it appears to me that Portaling to one's Hollow means that you end up on a trod first, rather than going straight into the hollow. The group's purchase of Easy Access means that they can enter the Hollow from any door via portaling (which still costs a point of glam). So I was wrong about the fact that you could normally enter a Hollow without spending glamour, which means we can mostly table the discussion about the alleyway. Again, my apologies, and I hope I didn't create too much confusion.

    So in regards to the Stable Trod. My interpretation of the groups intention and the rules is that the stable trod is maintained by and specific only to the motley (they are the only characters spending points on it... or at least JL/Emma is). A trod, including the group's stable trod does continue on through the Hedge, and can be used to access other parts of the Hedge and even other Changeling's Hollows if the group agrees.. though as JL mentioned, most Changelings are a bit secretive and protective of their hollows, so its unlikely they have a neighborhood of Hollows. So whenever a motley member portals directly to their hollow/stable trod they end up on a strip of road that they maintain, which is why they get the benefit of the of its safety and goblin fruit, and which leads directly to their hollow. Yes Freeholds do maintain a few stable trods themselves, but this one is the motley's as it is a motley merit... meaning they get the goblin fruit and don't have to share it with others, and get the benefit to their hollow. I would also say that the stable trod does have access to other parts of the Hedge. However outside of the area maintained directly by the group, trods shift and are generally "unstable", which means that very quickly the path from the stable trod into the rest of the Hedge is not going to be the same or go to the same place as time and The Hedge itself shifts. So one day it might lead directly to The Tumbledown Market, but the next it may be really hard to find a path from the stable trod to the Tumbledown Market. This is what Hedge Navigating and Hedge spinning is all about, and it is also why a stable trod is so special.

    I hope this helps, and again, apologies for the confusion.

    In regards to the dice question, in old world of darkness it was 7-10 originally, but V5 I believe is now 6-10 making a success a 50/50. In Chronicles of Darkness/NWoD games its 8-10 with 10 dice exploding (roughly 1:3 chance). The big difference is that 1s do not subtract from successes like in OWOD games. The only thing with rolling a one is specific to if your dice pool is dropped to 0 by negative modifiers, you can still roll a single d10 as a chance dice and a 1 on this causes a dramatic failure.
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    AssassinGuy

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    Default Re: OOC: New Orleans By Night II CtL

    That's fair - I thought it was normally free to enter the hedge from certain spots as well.
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    Default Re: OOC: New Orleans By Night II CtL

    Of course there is nothing discussing the cost of entering a Hollow in the rules on the Hollow, other than the little bit about spending a point of Glam for the Easy Access upgrade, so I had been operating under the belief that you didn't either.

    Anyway, on a side note, I have a discord server that I use for OOC communications in a few of my other games if you three have any interest in having it as an alternative means of communication. I suppose at some point I'm going to have to create sub-threads for each game anyways.
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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by Bennosuke View Post
    Of course there is nothing discussing the cost of entering a Hollow in the rules on the Hollow, other than the little bit about spending a point of Glam for the Easy Access upgrade, so I had been operating under the belief that you didn't either.

    Anyway, on a side note, I have a discord server that I use for OOC communications in a few of my other games if you three have any interest in having it as an alternative means of communication. I suppose at some point I'm going to have to create sub-threads for each game anyways.
    I do not like to use discord.... I limit the social media stuff and related things that I use cuz I've had bad experiences with them prior. Primarily speaking in terms of feeling I was dependent on it and had to check at every 'ping' from my phone or on the PC.
    So yeah I prefer to avoid using anything beyond the forums here.
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    Default Re: OOC: New Orleans By Night II CtL

    I need to find my discord password and unsubscribe from or mute some servers, but I'm not unwilling.

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    Default Re: OOC: New Orleans By Night II CtL

    I have used Discord, but I'd rather keep this just on the forums.

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    So is Discord one of those things that, if you have it linked to your phone, it tells you when you get an update?
    I've only used it from a PC, so I don't know how it looks as an "app".

    Quote Originally Posted by Bennosuke View Post
    Of course there is nothing discussing the cost of entering a Hollow in the rules on the Hollow, other than the little bit about spending a point of Glam for the Easy Access upgrade, so I had been operating under the belief that you didn't either.
    A little confusion or misleading omissions in the rules isn't too bad. I still can't really comprehend all the places I found confusing or directly contradictory rulings in my oWoD Mage book. Sounds like their editors are doing a way better job nowadays.
    (Biggest annoyance to me wasn't actual rule differences, but metaphysical. Like there's a Prime 1 rote that does a minor thing via manipulating someone's <forget exactly what>. But the metaphysics about what rank of Prime does what clearly states you can only manipulate <exactly whatever> via Prime 5. Yeah, it's a level 1 effect power-wise, but it makes no sense to be able to do that via Prime 1.)
    Last edited by JeenLeen; 2020-08-25 at 08:30 AM.

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    SamuraiGuy

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    Default Re: OOC: New Orleans By Night II CtL

    Sorry for the delay in posting. Yesterday was incredibly busy. It sounds like we are unanimously not interested in Discord (which is absolutely fine by me... less work overall). I just figured I'd offer it, since I have players who like it as a more immediate form of OOC communication.

    A little confusion or misleading omissions in the rules isn't too bad. I still can't really comprehend all the places I found confusing or directly contradictory rulings in my oWoD Mage book. Sounds like their editors are doing a way better job nowadays.
    (Biggest annoyance to me wasn't actual rule differences, but metaphysical. Like there's a Prime 1 rote that does a minor thing via manipulating someone's <forget exactly what>. But the metaphysics about what rank of Prime does what clearly states you can only manipulate <exactly whatever> via Prime 5. Yeah, it's a level 1 effect power-wise, but it makes no sense to be able to do that via Prime 1.)
    Overall their editors have been doing a better job, thought it seems like Onyx Path may be stretching themselves a little thin these days. Recent products have had worsening problems with confusing or less user-friendly layout and format. The new Geist the Sin Eaters 2E book is pretty well recognized for this, as it is a great game and a beautiful book, but the need to jump around and the risk of missing an obvious and important rule because it's only in one place and the place you'd look last has been a big complaint.


    @Haval: Just want to confirm you didn't miss my OOC spoiler in my prior IC post:
    That said, you do have the option of spending a WP for 3 extra dice, or alternatively you could choose to turn the failure into a dramatic failure for a beat of experience if you would like. And lastly, don't feel forced to do either of those. I will try to never let a story or strategy fall apart simply from a bad roll; things won't fall apart if you want to keep the failure. The drinking may take effect depending on what you choose to do here.
    IE, you don't want to take advantage of either option?
    Last edited by Bennosuke; 2020-08-26 at 10:58 AM.
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    Default Re: OOC: New Orleans By Night II CtL

    Quote Originally Posted by Bennosuke View Post
    @Haval: Just want to confirm you didn't miss my OOC spoiler in my prior IC post:


    IE, you don't want to take advantage of either option?
    Sorry I maybe could have signposted that more. Spent Wp for extra dice in the ooc above (post 18).

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    AssassinGuy

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    Default Re: OOC: New Orleans By Night II CtL

    Hey GM, fair warning, I've apparently gotten a mild sickness on the head by someone in the family (I guess my mom, cuz it was after I was over for dinner a few days ago I began feeling off), hence why I haven't replied ICly yet.

    Just wanted to inform why I was a bit IC-silent.
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    Default Re: OOC: New Orleans By Night II CtL

    In case this matters, I'm going to England for a wedding between tues and thurs next week. I should have internet but may be distracted.

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