[sticky entry] Sticky: Abraxas: Navigation

Jun. 14th, 2021 09:21 pm
not_caroline: PB: Selena Gomez (Default)
ABRAXAS - NAVIGATION POST
not_caroline: PB: Selena Gomez (Default)
The Hedge
The woods are lovely, dark and deep, but I have promises to keep
The Hedge is a world between worlds: the linking bridge between the normal, mundanely human world, and the impossible, magical dream-like dimension of Arcadia, of Faerie itself. The outer edges of this forested mess are always shifting in unpredictable waves, causing waves of grass and shrubbery to crop up seemingly at random, gently overflowing into other people's domains with no care or regard; anything that overlaps into it will be subsumed. The sole exception to this, currently, is Alucard's domain, through which the Hedge is thoroughly entangled.

While the Hedge is not always literally a hedge, in Coraline's case this is very much true. Wide paths, flat but winding work their way through the forest; dim sunlight shines through the crown-shy canopy, changing randomly between day and night, never too dark to walk safely but always with the gentle sensation of being watched; the breeze occasionally carries scents of saltwater, swampy sulfur, rotting damp wood, the sound of rustling whispers a thousand strong or even the faint whistle of a bony bugle and the baying lament of hounds, though nothing's ever there.

The Trods
And looked down one as far as I could to where it bent in the undergrowth
To follow a path in this domain is, while the safest option, only marginally less perilous than not following anything at all. The Trods, often dirt but sometimes, now, asphalt or stone, beaten hard by hooves and kicked loose by canine claws, are one guaranteed form of safe passage through the Hedge, the other being Coraline herself. Walking off the path and into the scrub-like forest will result in getting hopelessly lost for what will feel like hours, until eventually a path makes itself known. Walking one path its entire length will, on the other hand, invariably lead the traveller back out of the Hedge, though the actual destination will be entirely random; it could be the other side, or another forest in someone else's domain, or even the exact path you walked in on, with no discernible point at which it could have doubled around like that.
Goblin Fruit
Who knows upon what soil they fed their hungry thirsty roots?
Goblin fruit, at its most reductive, is anything that grows in the Hedge that has a supernatural effect upon consumption. It doesn't even necessarily have to be fruit: it can be a genuine fruit, or a tuber, or a leaf, or even just some of the grass. The term also includes Oddments, which are plants that very much are not intended to be eaten, but still serve some hyper-specific purpose, and all have a supernatural effect.

These supernatural fruit will always be available to find in Coraline's domain, but only people with the ability to see through illusions will be able to tell them apart from any kind of regular fruit. Furthermore, only one can be taken per visit to Horizon, due to their liminal and confusing nature; if you'd ever like to play around with these, there's a list available; however, Coraline's domain will typically only support fruit that can naturally/reasonably grow in temperate or subtropical climates, but particularly anything that would appear natively in Australia. Furthermore, the effects of these fruits will only last until the character leaves Horizon.

Coraline's Horizon Domain
This post is basically gonna be Coraline's Horizon Inbox, open Horizon post etc! If you ever want to bother her/find her somewhere, she'll always know when someone's lost in here and come by to get them out. If she likes them. Happy to match prose or network style!

Most drastically, her Hedge no longer contains the Hunting Hounds and the impending sense of being constantly stalked and hunted, though the sensation of being watched is still there; it's just a lot more lowkey. There's still no means of escape besides actually following a path and walking out; those with the ability to fly will be sorely disappointed in that the canopy, while it has gaps, is still unreachable - no matter how high you might fly, it's at best a twenty-foot drop back to the ground. Flying along the paths works, though.

CODE BY TESSISAMESS
not_caroline: PB: Selena Gomez (Default)



Hey, this is Coraline. I'm busy, so leave a message or something.

| TEXT | VOICE | VIDEO | ACTION |

not_caroline: PB: Selena Gomez (Default)
CORALINE
CHANGELING: THE LOST
— BASICS —
Coraline Finch
FULL NAME
Nebulously 14-17, will claim anything where necessary
AGE
Changeling: The Lost OC
CANON
Four months after her escape from her Durance
CANON POINT
Maniette
PLAYED BY
The Tower
Thorne (currently)
~
TITLES
Prison Room 7
RESIDENCE
— FIRST IMPRESSIONS —
APPEARANCE
PB Bailee Madison. Coraline is a slight, chubby girl who stands around 5'2, with dark curls and pale features, like she hasn't gotten enough sun in years. There's nothing to particularly indicate that she's any more or less than human; perhaps her hair feels a bit too wispy when it's touched, or her skin feels a little touch and dry to the touch, but nothing openly weird. Her prison tunic is Much Too Big. But that entire human appearance is a magical illusion, known as her Mask. Underneath is her Mien, where she looks like a dying tree with leafy, mossy hair and glowing yellow eyes. Only a select few people can see this: other people who are Fae-touched, or fairy-related in some way; anyone who has some kind of special True Sight, though this must be active to see it; being clinically insane, having heterochromia or using a witch stone; pretty much any kind of mythical way of seeing through fairy magic is valid with discussion.
CLOTHING
Currently she's stuck in her jail clothes, but her usual style is punk rock. Which is going to be hilariously hard to find, but she tends to default to reds, blacks, and pants with enough give that she can run from the consequences of her actions at top speed. While she can wear skirts she's deeply uncomfortable in them.
DEMEANOR
The impression Coraline gives off very much depends on how she views you in relation to her. If she doesn't consider you a threat then she's all bravado and determination and, above everything else, angry. She has an urgent drive to assert herself as, if not a threat, then someone who shouldn't be messed with. This is hard when you look like a teen with chubby cheeks, but by God does she do her best. If, on the other hand, she doesn't think she can take you (which is rarer than you would think), then Fawning Mode is go. Coraline knows the value of a good face, and she will readily swoon, fawn, supplicate and basically kiss ass to the best of her ability and make whoever she's talking to feel like they have absolute control over her.
AURAL
This with an Australian accent. Moderately Ocker, swears like a fucking sailor when she's not fawning.
OLFACTORY
Surprisingly noteworthy! She has constant undertones of damp or rotting wood, and moss; while her Mask mostly covers this, it's still a persistent moldy undertone to her that's largely noticeable in very close proximity. (When her Mask is not on, though a rare occurence, the woody smells increase dramatically and are a noticeable part of the whole experience.) Overlaying everything, more interestingly, is the persistent smell of Rainbow Paddle Pops caramel ice cream; this is due to her Mantle, a magical symbol of community that marks her as belonging to the Summer Court.
— SKILLS —
BEDLAM
Anyone within sensory range of Coraline (including witnessing her on camera or through other filters) when she incites Bedlam is susceptible to being completely overtaken by whatever emotion she's channelling and act according to it - Wanton for desire, Competitive for wrath, Frightened for fear and Lethargic for sorrow. Magical characters have a higher chance to resist or realise this is a magical compulsion, but mundane people who get affected would justify it as their own emotions in the moment, and only realise after it wears off that it may have been strange or out of character for them to act like such. This can also be incited involuntarily by Coraline, but means she has no control over which emotion people feel.
BLESSINGS
As a Darkling, Coraline can touch something insubstantial - a shadow, or a sunbeam, or motes of dust in the air - and disappear, turning into the same substance for a brief period. If someone is watching her while she does this, it takes Glamour; otherwise, merely willpower.

As well, as a Dryad, she is able to hide in plain sight against trees and large bushes, and move around if she's careful. She also is extremely adept at finding paths and tracking people, thanks to an instinctive understanding of forests and plant life. This applies even in supernatural woodlands, since she is also supernatural.

CHANGELING CONTRACTS (Character Sheet)
Unravel the Tapestry (Royal)
Replay the last 10 seconds, or four comments. Everyone reacts the same and without knowing time has been reset, except Coraline, who can move and react according to her new knowledge. This Contract activates automatically if she dies once per season, but she remembers being killed and is suitably traumatised. (Loophole: Coraline incurs a debt during the thread, or an immediately previous one.)
Fae Cunning (Common)
Coraline has a reflexive chance to dodge, with the grace and abruptness of a wind-whipped branch, any one attack if supernatural powers are not in play; if she's successful, she can redirect the attack into someone else as a guaranteed hit. If an attack does land, her body is as hard as petrified wood and the weapon takes damage. (Loophole: Coraline challenges an opponent to an immediate duel.)
Elemental Weapon (Common)
Coraline takes hold of any element and creates a medieval weapon out of it. The weapon is fairly typical apart from that it's literally made from lightning or water or fire or whatever. She can also make weapons out of shadow that completely blind someone as opposed to doing damage. (Loophole: Coraline shows off with the mundane element immediately beforehand.)
Elemental Fury (Royal)
Coraline literally screams at the heavens and causes an environmental affect in a 20m diameter around her per point of Glamour she uses: this can include blizzards, earthquakes, extreme heat or cold, floods, heavy rain or winds, or an inferno, all of which Coraline alone is immune to. (Loophole: Coraline publicly rants, swears vengeance, or otherwise proclaims her rage to all present.)
High Summer's Zeal (Common)
If someone tries to flee a violent scene, Coraline can force them to stay. They can still back off to make ranged attacks or similar, but can’t take any actions that don’t support trying to win, and can't be enchanted to back down - the opponent has to actively choose to stop fighting, and this takes significant willpower. (Loophole: The opponent was the one who drew first blood, goaded or not.)
Uncanny
Coraline is unnaturally skilled at any task she tried to perform, and only that task; if the task takes place over an extended period (such as riding a horse), this Contract lasts until the task is over. (Loophole: Coraline has absolutely no skill in what she's trying to perform, e.g. drive a car.)
DREAMWALKING
All Changelings are flawless lucid dreamers and Coraline is no exception: with some difficulty, she can travel into the minds of other dreamers, as long as she has either a key or an invitation. Once she works her way in, she can take the part of a figure within the dream, observing and living through the dream and watch the person whose dream she's entered do the same, or simply stomp around and do her own thing; she can manipulate the dream and its NPC participants, plant subliminal messages, learn repressed or intentionally buried secrets, or even "wake" the other dreamer and make them lucid as well, or prevent them from waking up at all while she's present.

  • This is an OPT-IN ONLY ability; As this involves travelling directly into another character's mental space, this is extremely difficult to handwave and may require a full thread. Please let me know if you'd be okay with being on the receiving end of her dreamweaving at some point!
  • EMOTIONAL HYPERVIGILANCE
    When she wants to be, Coraline can be extremely emotionally manipulative. She's spent the majority of her life in abusive situations and so has developed hypervigilance as a trauma response. She's uncannily good at reading people's moods, since she's spent the past decade or so learning how to read the whims of something totally alien and capricious, and while she may not be able to fully read intent she can sure as hell assume based on the mood she's getting from them.
    IMPROVISED WEAPONRY
    Coraline is thoroughly competent in the art of picking up random-ass objects and using them in both offensive and defensive manners - no matter how improbable it might appear, she's able to use the most of her chosen "weapon" to defend herself at least somewhat, within the limits of the item itself, and can work out very quickly how to use an item to deliver damage most efficiently.
    PLEDGES
    Coraline can hold other people to promises they make, even non-serious or incidental ones (for example, "I'll kick his ass" is as valid as "I swear I'll always protect you" or "Next one's on me"), with repercussions based on the scale of the promise made: these can be as mild as a bruise, a minor penalty to perform a skill, or a minor supernatural effect such as bad luck or a reversed reflection, or someone's milk souring for an indefinite but short period; but if Coraline puts willpower and Glamour into the pledge, the effects can be more severe - an actual injury, a severe penalty to skills, or the activation of a Contract against the victim. Furthermore, regardless of the seal's level, Coraline and the victim will both know when the promise is broken or unable to be fulfilled: actively choosing to not fulfil the pledge counts as much as being forced to be unable to complete it, the magic makes zero differentiation for intent.

    This skill will only be used with express player permission, and will be discussed during the thread in question, as it's often an impulsive action on Coraline's behalf.

    UNCATCHABLE
    Changelings are very difficult to be kept locked up when they don't want to be. Coraline can reflexively use Glamour to escape any bonds or cages, so long as they're not made of iron. If it's another person or magical bonds holding her, it becomes a contest to see who wins. This functions independently to her Blessings below, as a default Changeling trait.
    — RUMORS —
    • Injured by iron - doesn't touch the bars of her cage and always injured from her cuffs
    — HAUNTS —
    • Jail
    • The prison yard
    • More jail
    — ITEMS —
    — MAGIC —
    • magic
    • magic
    • magic
    • magic
    — UNCANNY COUNTER —
    Every time Coraline uses Uncanny, she incurs one point of debt, that is spent involuntarily later to dramatically reduce her capacity at a later task or, with sufficiently large debt, incur a brief or even persistent mental affliction.
    — OUT OF CHARACTER —
    Maniette · she/her · GMT+10 / AEST · [plurk.com profile] Maniette

    Can your character see through Coraline's Mask? Yes or no!
    If yes, how come? How come your character can do the thing? Temporary or situational counts
    Are you alright with her dreamwalking? This would likely need to be a thread more than a passive passing through due to the complex mechanics, but if anyone ever wants Weird Dream Bullshit 8D
    not_caroline: PB: Selena Gomez (Default)
    OOC INFORMATION

    Player Name: Maniette
    Are you over 18?: 28!
    Contact: [plurk.com profile] Maniette
    Other Characters in Game: NA

    IC INFORMATION

    Character Name: Coraline Finch (born Danielle Renee Finch)
    Canon: Changeling: The Lost
    Canon Point: Four months after escaping from Arcadia
    Background: Changeling: The Lost is set in a world very much like reality - all the pop cultural trappings and general references thereof included, functionally it's just like real life, except for the existence of semi-eldritch monsters known as Fae that live in an off-shoot reality called Arcadia, and traverse the bridge between Arcadia and the real world called the Hedge to emerge and kidnap innocent people. Or not-innocent ones; whoever catches their fancy, for some reason or another.

    Coraline - or Danielle, was one of the former; a completely normal and innocent person, who had no idea magic was actually real, just like the rest of the mortal population. She was just a regular kid who grew up in Melbourne, Australia, with her mum and dad. Admittedly that was still tense, with lots of arguments between them that they thought Danielle didn't overhear; but when she was eight and a half, her parents finally got properly divorced, and she switched houses every two weeks, between her mum's lavish house and fancy car that she won in the divorce, and her dad's small one-bedroom apartment and third-hand work car. Danielle eventually started spending more time at her mum's house, reluctant to leave between being horribly guilted by her mum over loving her dad more and needing to prove it, and her mum organising all of her activities to be in her affluent area so it became a chore for her dad to have her over. When he tried fighting for more honest custody, Danielle's mum pulled the rug out from under him and got his custody revoked completely with only limited visitation around Danielle's eleventh birthday. Kicked in the teeth by the defeat, and with Danielle firmly under her mother's thumb, her dad moved away to Canberra; the last thing he did before he left was give Danielle her birthday present - an expensive Pandora bracelet filled with charms of her interests.

    And at that point the abuse from Danielle's mum turned extreme - no physical assault, but intense emotional neglect and abuse, and severe gaslighting to make the poor girl believe that it was her own fault. Danielle tried bearing with it, and did her best to convince herself she still loved her mum and things were okay.

    Until she was fourteen, and her mum slapped her.

    That was Danielle's last straw - she'd internalised at least one thing from her dad, and that was that parents don't hit their kids. She didn't wait to try and pack her shit - she just ran out the door, with no other plan besides away from her mum. Which is how she ran directly into the arms of a handsome stranger; one who literally wiped away the bruise on her face, told her she was too beautiful to ever be struck again, and how would she like to come with him to a place where she would always be adored and treated like a princess. And fourteen-year-old, scared and upset and enchanted Danielle said yes.

    The man, who she never learned the true name of (though He had several titles: The Serpent's Fangs, Dignitary of the Huntsman, Crucis Venator), kept her safe from harm, close by His side and true to His word, warm, safe and loved. But Danielle started to become wary, when she slowly realised that she never felt hungry or thirsty by His side; realised how the small army of huntsmen and hunting beasts and other retainers her Keeper always had around seemed to always be a little too ready to please Him (and looked a little bit too human, in all the wrong ways); how whenever their Keeper laughed everyone followed suit; and how when one retainer was too slow to respond, her Keeper went silent and simply raised His hand - and the man turned into a stag and fled, too slow to escape being torn to utter shreds by the hunting dogs for sport, and his pieces left scattered in the path.

    Then one day, her Keeper found a new favourite, and Danielle was shunted aside. Oh, he never hurt her, and still kept the still-a-child in His immediate, intimate attention, like He promised, but now she realised it was safer to be unseen, to fly under His radar and make sure she never drew attention. She learned to blend in with the plants surrounding them in their traipses through the Hedge and to turn as insubstantial as a sunbeam when she recognised His blank-faced fury for what it was; and so she survived, always prepared for the moment when He got bored or angry at her next.

    There was no warning when it actually happened: one of the Huntsman, their Keeper's most powerful and His personal confidante, rebelled and struck out at his fellows, and started a wild battle for survival. Danielle acted in almost the same moment he did, stealing a tray from another retainer and slamming it into their Keeper's face. It was just enough distraction to keep him from killing the Rebellious Huntsman, and in return the Huntsman grabbed her as he fled, dragging the child in tow in their wild escape back into the real world, arriving by sheer luck in a nature reserve in Canberra.

    But time passes differently in Arcadia and the real world: Danielle had been Taken for some ten years, but only three has passed in reality. And her first instinct, when she realised where they were, was to find her dad's house and see him again. But when she rocked up to his new house with its nice new car, torn up and bloodied and scared and accompanied by a hulking behemoth of a man missing one arm, her dad didn't even wait for her to explain before he pulled her in for a hug and broke down crying. It turned out he'd known, even with the near-flawless simulacrum her Keeper had left behind, and tried to find her once, but had been saved from his own recklessness by Danielle's own doppelganger. He took Danielle, and the Huntsman in, and they've all been living together since. And Danielle picked a new name: Coraline, like the other little girl who found herself in a horrifying new world.

    After some time spent recuperating and adjusting, Coraline and the Huntsman - Hunter, now - went to present Coraline to the Seasonal Courts, for formal induction into Changeling society. Hunter had long since been accepted by the Spring Court, despite the Summer King trying to convince him otherwise; but Hunter used the goodwill earned from the King's favour towards him to get Coraline a meeting with him. This ended... poorly. Not only because the King, Captain Slipstream, immediately dismissed Coraline as too scrawny and weak to be a proper member of the Court of Wrath: but because after their failed meeting, Coraline slipped away from Hunter's careful eye and attacked Slipstream in his private quarters to prove her strength - and the only reason she didn't get killed for it was one of Slipstream's generals coming at the sound of the commotion and literally pulled Coraline out of danger. She was still horrifically beaten up, but even in defeat she was still struggling to escape the general's grip and go back for more. Though as she was being carried away from the scene by Hunter to go get healed, Summer had already noticed, and granted her its Mantle to mark her as a formal member of the Court. Even if no-one knew it.

    Shortly after that, since she then had a warrant on her head for attacking a prominent Changeling political figure, her father signed her up for secondary school to keep her safe and busy, and that is where she is coming from: detention, after beating up another girl.

    Suitability: Changeling: The Lost is an inherently dark and traumatic setting, with plentiful references and acting-out of all kinds of abuse, trauma and explicit suffering and harm. Coraline herself has suffered not only domestic abuse, but the ongoing emotional and magical abuse from the time spent under her Keeper's control.

    More though, Coraline is a very driven person with a wild moral compass and no clue where she's going with it. She's passionate and nosy and a hundred percent willing to throw in with whatever’s going on, so long as she gets a thrill from it. Furthermore, she actively seeks out power, either to gain it for herself or to work out how to get whoever has it to work with her so she can make use of it herself; and she's young and inexperienced enough still that consequences are, by and large, things that happen to other people, so she's consistently unprepared for the fallout of her massive actions, which I'm excited to play with and see how it affects her.

    Powers: As a Changeling Coraline has a number of magical spells known as Contracts that are powered by emotional energy she harvests, known as Glamour. A full list of game mechanics for her powers can be found here, but in summary--
    The contracts Coraline currently has access to are:

    - Elemental Weapon: Collect an element and turn it into an archaic weapon, such as fiery gauntlets, watery daggers, lightning lances - all of which deliver bonus damage compared to a mundane version thereof. Coraline can also make weapons out of shadows, that can fully blind her target for a brief period.
    - Fae Cunning: Coraline's skin becomes as hard as petrified wood. She can dodge attacks with magical, effortless ease - and if something does land, the weapon takes damage as well as her.
    - High Summer's Zeal: When an opponent attacks her, she can magically compel them to stay and fight despite their own wishes. It takes a massive amount of willpower (as in, this is a game mechanic that would exhaust the opponent mentally) for the opponent to back down and stop fighting her.
    - Elemental Fury: Scream at the heavens and summon an environmental effect in a 20m diameter: this can include blizzards, earthquakes, extreme heat or cold, floods, heavy rain or winds, or an inferno. Coraline is unharmed by the effects of this contract, but can't extend that immunity.
    - Unravel the Tapestry: Rewind the last few actions taken (for fairness sake, maybe up to 4 tags); everyone reacts the same except for Coraline, who can move upon reset and act differently. Activates automatically if she takes a fatal blow, but only once a season; otherwise she can choose to activate it whenever she wants, and as long as any other damage she takes isn't lethal it will be soft reset. (She can only use it a maximum of five times before she's mentally exhausted due to the heavy toll of time travel on a mortal mind, and that's if she doesn't use other Contracts or have any pre-existing mental strain.)
    - Uncanny: A goblin contract, which grants her the ability to be uncannily good at something she's not otherwise skilled in, or make her more skilled at something she is. This racks up a magical debt against her, which manifests as magically reduced chances of success in any other skill at a random point, or a random status condition that directly impedes whatever task she was trying to perform. If too much debt is incurred, this can become a permanent side effect, but unless you guys want to track her debt I'll be monitoring this myself.

    Other non-spell skills include:
    - Trained Observer: Coraline is used to staring at people and very quick to pick up on important information in a scene, and is excellent at reading the mood in a room (and then choosing to ignore it).
    - Seizing the Edge: Always ready for a situation to turn against her, Coraline is skilled at taking the initiative in a combat scene and is always one of the first to move in a chase scene.
    - Fast Talking: She can put on airs of a chatty and intense teenager when needed, and can talk circles around people when she wants to.
    - Sympathetic: And in the other direction, she can play a fantastic wounded gazelle gambit to get other people to protect her.
    - Improvised Weapon: Coraline has plentiful experience taking mundane or random items and using them as weapons, and can also use them as shields against harm no matter how improbable. She can always make the most out of any random item she grabs to attack with.

    And her other magical abilities include:

    - Glamour. Emotional energy that she can recover by harmlessly harvesting (or, harmfully, by reaping) the emotional energy of other 'intelligent beings with emotions'. Supernatural creatures will give her strange Glamour, on a case-by-case basis. As she is technically a Summer courtier, she gets double the amount for harvesting someone else's Anger. Functionally this serves as mana for her Contracts and the below abilities. If she was ever to run out
    - Summer Mantle: While she's not strictly aware that she has this, Coraline always smells like rainbow Paddle Pops, and can use this to intimidate or cow other people when she makes an intimidation check.
    - Pledge Sealing. Fate and Wyrd wrap strangely around Changelings - Coraline can use this to hold other people to promises they make, even non-serious or incidental ones (for example, "I'll kick his ass" is as valid as "I swear I'll always protect you" or "Next one's on me"), with repercussions based on the scale of the promise made: these can be as mild as a bruise, a minor penalty to perform a skill, or a minor supernatural effect such as bad luck or a reversed reflection; but if Coraline puts willpower and Glamour into the pledge, the effects can be more severe - an actual injury, a severe penalty to skills, or the activation of a Contract against the victim. Furthermore, regardless of the seal level, Coraline and the victim will both know when the promise is broken or unable to be fulfilled.
    - Oneiromancy: Changelings are all skilled lucid dreamers, and are able to investigate the dreams of other people as well. Using Glamour, she's able to drag other sleeping people she's in contact with in the waking world into lucid dreaming, and while in the dreams of other people she can implant subliminal messages or access repressed or secret memories, with some effort.
    - Bedlam: Anyone within sensory range of Coraline (including witnessing her on camera or through other filters) when she incites Bedlam is susceptible to being completely overtaken by whatever emotion she's channeling and act according to it - Wanton for desire, Competitive for wrath, Frightened for fear and Lethargic for sorrow. Magical characters have a higher chance to resist or realise this is a magical compulsion, but mundane people who get affected would justify it as their own emotions in the moment, and only realise after it wears off that it may have been strange or out of character for them to act like such. This can also be incited involuntarily by Coraline, but means she has no control over which emotion people feel.
    - Escape Artist: Changelings are very difficult to be kept locked up when they don't want to be. Coraline can reflexively use Glamour to escape any bonds or cages, so long as they're not made of iron. If it's another person or magical bonds holding her, it becomes a contest to see who wins. This functions independently to her Blessings below, as a default Changeling trait.
    - Seeming Blessing: As a Darkling, Coraline can touch something insubstantial - a shadow, or a sunbeam, or motes of dust in the air - and disappear, turning into the same substance for a brief period. If someone is watching her while she does this, it takes Glamour; otherwise, merely willpower.
    - Kith Blessing: And as a Dryad, she is able to hide in plain sight against trees and large bushes, and move around if she's careful. She also is extremely adept at finding paths and tracking people, thanks to an instinctive understanding of forests and plant life. This applies even in supernatural woodlands, since she is also supernatural.
    - The Mask: Not strictly a power but worth noting also is her Mask and Mien. Her Mask is a powerful illusion that makes her look human to all senses, including smell and touch - while there are some small pieces of her true self that manifest in the Mask - her hair feels waxy like damp leaves, for example - there's no major outward indication to anyone that meets her that she's anything more than a mundane human person, and it can't be seen through by mundane eyes or modern technology. The exception to this rule is other Changeling or Fae creatures, or anything else that has specifically supernatural means of looking through illusions, or other seemingly arbitrary criteria (I'll be setting up a permissions page for this). Likewise, she can also see through other creatures magical illusions in the same way they can see through hers. She can choose to spend a point of Glamour to drop her Mask for a scene, revealing her true self; but this also causes any magical gateways within 10 yards of her to open automatically when she does.

    Furthermore, Coraline is particularly vulnerable to fire damage, and is thus somewhat pyrophobic. As well, iron is a massive inherent weakness due to her being a Fae creature: her Contracts and other Changeling skills explicitly don't work on iron, and she will suffer immediate low-grade damage upon touching any.

    PERSONALITY QUESTIONS

    Describe an important event in your character's life and how it impacted them. Her mother and father getting divorced. While her father was mostly able to mitigate the damage Coraline's toxic mother was inadvertently doing when they were together, upon divorcing and moving out there was no-one to stop her mother's increasingly unhealthy behaviour and the ways it affected Coraline. Her mother was openly, constantly dismissing, berating and yelling at her, making the household so hostile that Coraline's friends started refusing to come over, if their parents didn't outright ban them; her mother also refused to spend money on Coraline where she could, or destroyed her clothes as punishments, resulting in Coraline becoming socially ostracized by her peers due to always looking tattered, neglected and tired; her own behaviour began changing, resulting in her becoming demure, constantly panicky and clamming up when people raised their voices around her, resulting in her being a constant target of bullying. It wasn't until her mother actually slapped her that Coraline realised what she was going through was abuse, but by that point she'd already fled her mother's house and gotten captured by her Keeper, making the realisation come far too late.

    Does your character have a moral code, or other set of standards they try to live by? Coraline follows a pretty simple motto: Power is strength is power. The only way to get what you want and to protect yourself in life is with a willingness to commit to whatever part you need to play in order order make someone give it to you; or, failing that, massive acts of violence. Her philosophy is defined heavily by the strict emotional abuse her mother put her through, by all of her mother's problems being her fault, and she did her best to play her part as the perfect daughter to make her mother happy and receive the affection she desired, and to a limited extent this worked, a little. She mastered this mentality thanks to her Durance and learning to behave perfectly under her Keeper to stay alive, but it was violence at the last second that guaranteed her freedom.

    What quality or qualities do they admire most? Strength, above all else. She was rescued by a Huntsman who tore his own arm off to save them both from fae hunting beasts, she was nearly killed by the Summer King because she wasn't strong enough to defeat him but he overpowered her easily. She's convinced that violence and brute force are a valid path to further her goals, and while her own attempts thereof have consistently failed so far she's seen other people pull it off just fine, so clearly it works. She's just not good enough. However, that's not the end of the world: Power thrives, but pathetic survives, in her words. If she can't out-muscle someone, she's prepared to be an absolute little suck-up in order to get their support and under their guard, so she can take what she wants at a later point in time. This is not a plan without its flaws, however, especially with her limited tolerance for boredom and short patience, but she acknowledges it as her second-best plan.

    Do they have a part of themselves they dislike? As much as she's also willing to exploit the fact in how other people react to her, Coraline loathes her own weakness. She'll swear that she just means being a physically weak, small and skinny fourteen year old, but it actually runs a lot deeper: she suffered through many years of parental abuse that she is convinced now she should have been able able to fight back against, her Keeper "only" took her because she had a massive "moment of weakness" after her mother slapped her, and she's spent almost a decade stuck in the mindset of a child while trapped in a nightmarish Durance where any mistakes would get her literally torn to shreds. All of this has twisted into a deep, ugly thorn of self-loathing in her heart that she doesn't know how to remove, so she makes it everyone else's problem instead.

    What is their sign, and why? Tower! Coraline is coming into herself as an angry little punk, and is quick to retaliate against slights against her - for example, the Summer King denying her an audience because he thought she was scrawny and useless resulted almost immediately in her launching a sneak attack against him. She actually gets fortified by throwing herself into combat and scrapes, regardless of whether she succeeds in them, and while she's not necessarily skilled at applying it yet, she's very observant and quick to notice things that can be exploited in order to cause more chaos.

    SAMPLES & ARRIVAL

    Samples: A toplevel with 9+ Coraline comments and a thread with 6 more.

    Arrival Scenario: Imprisoned! As discussed on the FAQ, she will still have her Mask and Mantle, as these are passive skills. As well, any extended contact with iron will visibly begin to damage her, and whenever manacles are removed she will have obvious first-degree burns.
    not_caroline: PB: Selena Gomez (markoS fam)
    Name: Coraline Finch (prev. Danielle Finch)
    Age: 17. Mentally 14; Spent 10 years in Arcadia while 3 passed outside.

    Attributes:
    Mental:
    Intelligence: ● ● ○ ○ ○
    Wits: ● ● ● ○ ○
    Resolve: ● ○ ○ ○ ○

    Physical:
    Strength: ● ○ ○ ○ ○
    Dexterity: ● ● ● ●
    Stamina: ● ● ● ○ ○

    Social:
    Presence: ● ● ○ ○ ○
    Manipulation: ● ● ● ○ ○
    Composure: ● ● ○ ○ ○


    Abilities:

    Mental:
    Academics: ● ○ ○ ○ ○
    Computer: ● ● ○ ○ ○ (Memes)
    Crafts: ○ ○ ○ ○ ○
    Investigation: ● ○ ○ ○ ○
    Medicine: ○ ○ ○ ○ ○
    Occult: ○ ○ ○ ○ ○
    Politics: ○ ○ ○ ○ ○
    Science: ○ ○ ○ ○ ○

    Physical:
    Athletics: ● ● ● ○ ○ (Running)
    Brawl: ○ ○ ○ ○ ○
    Drive: ○ ○ ○ ○ ○
    Firearms: ○ ○ ○ ○ ○
    Larceny: ○ ○ ○ ○ ○
    Stealth: ● ● ● ○ ○
    Survival: ○ ○ ○ ○ ○
    Weaponry: ● ○ ○ ○ ○

    Social:
    Animal Ken: ● ○ ○ ○ ○
    Empathy: ● ● ● ○ ○ (Nonverbal cues)
    Expression: ● ● ○ ○ ○
    Intimidation: ○ ○ ○ ○ ○
    Persuasion: ● ○ ○ ○ ○
    Socialize: ● ● ○ ○ ○
    Streetwise: ○ ○ ○ ○ ○
    Subterfuge: ● ● ○ ○ ○


    Lost Template:
    Seeming: Darkling
  • 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.
  • 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: Dryad. The Dryad counts three successes as an exceptional success for Survival rolls (tracking, finding the path) made in wooded areas, including the Hedge.
    Fade into the Foliage: So long as he has one turn in which he is unobserved, the Dryad may spend one Glamour to hide behind any tree or large foliage. He remains perfectly hidden while unmoving (provoking a Clash of Wills if any supernatural power is attempting to detect him) and adds his Wyrd rating on Stealth actions if he does move.

  • Needle: Daredevil
    The daredevil is a thrill seeker. He runs headfirst into danger, and cares little for the consequences of his actions. He finds joy in nearly every situation, unless it is patently boring.
    (Single Willpower: Take a risk that puts others in danger.
    All Willpower: Take a risk that puts someone you love in danger.)

  • Thread: Anger.
    Those motivated by anger hold onto pain as a reminder 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/s: Her father
  • Wyrd: 1
  • Frailties: None
  • Regalia: Mirror, Sword
  • Mien: Woods cryptid.


  • Contracts:
    Mirror
    Unravel the Tapestry (Royal)
    Replay the last 10 seconds, or go back to the top of the Initiative roster one full turn ago in action timing. The changeling may change his actions. All other characters, except those who used a similar power, retake their original actions. For example, the character was hit with an axe and took damage, prompting him to invoke this Contract. This time, he successfully Dodges. His attacker still swings the axe (and misses), as she did not expect him to step back. This Contract activates automatically if the character dies and can pay its cost. If he lives this time, he gains the Spooked Condition as he remembers being dead. If he dies again, he’s out of luck — the Contract can only self-activate once per story. The Wisp may take a reflexive action to move up to his Stealth rating in yards/meters, immediately after enacting this Contract but before the time begins anew. (Loophole: The changeling incurred a debt during this scene, which he has not repaid yet. This can be as trivial as promising his barista a tip next time, as he has no pocket change right now.)

    Shield
    Fae Cunning (Common) [Taught by Hunter]
    The changeling moves with the grace of lightning or commands blades to pass her by, or perhaps her shadowy body simply splits in two to remain unharmed. She may apply her Defense to Firearms attacks and never loses her Defense even if she’s surprised or distracted. Supernatural powers that would deny her Defense prompt a Clash of Wills. If she successfully Dodges, she may redirect
    the attack to another valid target, which automatically hits with successes equal to the changeling’s Presence rating. The Ogre’s skin becomes hard like stone or tough like hide; any mundane weapon that strikes her suffers her Stamina rating as points of damage, subject to Durability. (Loophole: The character challenges an opponent to an immediate duel.)

    Sword
    Elemental Weapon (Common)
    The character grabs a nearby element — such as water from a pond, flames from a fireplace, a rose from its bush, or electricity from a wall socket — and shapes it into any archaic weapon of her choosing; for example, fiery gauntlets that enhance her Brawl attacks, a frozen sword to wield in melee, or thrown javelins of lightning. The weapon has normal traits for its kind to which the player can add any of the following: +1 weapon modifier per success spent, or de￾crease the Initiative penalty by one per success spent, or +20/40/80 range per success spent, to a maximum of three successes per option. She may mix and match successes among these options.

    Elemental Fury (Royal)
    The character channels her fury outward, screaming to the sky, and inflicting one Environmental Tilt of her choice per point of Glamour she spends. The area extends 20 yards/meters around the character, though she herself is immune to its effects. She may also spend additional points of Glamour to extend the Tilt 20 more yards/meters per point spent. (Loophole: The changeling publicly rants, swears vengeance, or otherwise proclaims her rage to all present.)

    Summer
    High Summer's Zeal (Common)
    Whenever a foe tries to flee a violent conflict once it’s already begun, the changeling may invoke this Contract to force that foe to spend one Willpower first; otherwise, the target must continue to oppose her until it becomes impossible. He can still back off to make ranged attacks or similar, but can’t take any actions that don’t support trying to win. He can’t suffer the Beaten Down Tilt for the duration. (Loophole: The changeling’s opponent was the one who drew first blood, goaded or not.)

    Goblin
    Uncanny
    The changeling bought the luck of the hapless from a goblin. Her next mundane action that is neither resisted nor contested gains the rote quality — including single rolls within extended actions (though this doesn’t negate the time involved). (Loophole: The changeling has no Skill dots to contribute to the attempted task.)


    Merits:
    Mantle (Summer Court) (●)
    Your character gains a Glamour point whenever she enacts her wrath and successfully furthers a goal. Gain bonus dice equal to your character’s Mantle dots to mundane rolls to intimidate or cow someone.

    Fast Talking (●)
    Your character talks circles around listeners. He speaks a mile a minute, and often leaves his targets reeling, but nodding in agreement. With the right leading phrases,
    your character can direct a mark to say what he wants, when he wants. This trips the mark into vulnerable positions. When a mark contests or resists your character’s Social interactions, apply a -1 to their Resolve or Composure.

    Improvised Weapon (●●)
    The character has an instinct for grabbing something dangerous in almost any situation and maximizing its lethality once in hand. On her character’s initiative in any given turn, the player may make a reflexive Wits + Weaponry roll to have the character pick up an object suitable for use as a weapon in any save the most barren environment. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large, jagged rock outdoors, for example, or a heavy glass ashtray with one sharp, broken edge in a dive bar.) By interposing her weapon (no matter how small or inappropriate for parrying it might be) in the path of an oncoming Brawl or Weaponry attack, the character learns to increase her chances of walking away from a given attack unscathed. While wielding an improvised weapon acquired with the first technique of this Fighting Style, the character may, at the beginning of a turn, treat the Structure of her weapon as armor, but any damage inflicted upon her also inflicts an equal amount of damage to the improvised weapon, bypassing its Durability.

    Seizing the Edge (●●)
    Your character is always ready for a chase. Whether to escape a threat or hunt down a rival, she’s always geared and ready to go. She always has the Edge in the first turn of a chase scene (see p. 84). Additionally, the opponent must make a successful Wits + Composure roll, as if being ambushed, or your character does not have to account for her Speed or Initiative when calculating needed successes in the first turn.

    Sympathetic (●●)
    Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged, Swooned, or Vulnerable in order to immediately eliminate two of the subject’s Doors.

    Trained Observer (●●●)
    Your character has 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 8-again quality.


    Advantages
  • Willpower: (Resolve + Composure) 3
  • Maximum Clarity: (Wits + Composure) 5
  • Size: 4
  • Defense: (Lower of Dexterity/Wits + Athletics) 6
  • Health: (Size + Stamina) 6
  • Speed: (5 + Strength + Dex) 11
  • Initiative: (Dex + Composure) 7
  • not_caroline: PB: Selena Gomez (Default)
    Name: Hunter Duke (prev. Atticus Barrymore)
    Age: 46. Spent close to 14 years in Arcadia while 30 passed outside.

    Attributes:
    Physical:
    Strength: ● ● ● ● ○
    Dexterity: ● ● ○ ○ ○
    Stamina: ● ● ● ● ○

    Mental:
    Intelligence: ● ● ○ ○ ○
    Wits: ● ● ● ● ○
    Resolve: ● ● ○ ○ ○

    Social:
    Presence: ● ● ○ ○ ○
    Manipulation: ● ○ ○ ○ ○
    Composure: ● ● ● ○ ○



    Abilities:

    Physical:
    Athletics: ● ● ○ ○ ○
    Brawl: ● ● ● ○ ○
    Drive: ○ ○ ○ ○ ○
    Firearms: ○ ○ ○ ○ ○
    Larceny: ○ ○ ○ ○ ○
    Stealth: ○ ○ ○ ○ ○
    Survival: ● ● ● ○ ○
    Weaponry: ● ● ● ○ ○

    Social:
    Animal Ken: ● ○ ○ ○ ○
    Empathy: ● ○ ○ ○ ○
    Expression: ○ ○ ○ ○ ○
    Intimidation: ● ● ● ○ ○
    Persuasion: ● ○ ○ ○ ○
    Socialize: ○ ○ ○ ○ ○
    Streetwise: ● ● ○ ○ ○
    Subterfuge: ● ○ ○ ○ ○

    Mental:
    Academics: ○ ○ ○ ○ ○
    Computer: ○ ○ ○ ○ ○
    Crafts: ● ● ○ ○ ○ (Weaponscrafting)
    Investigation: ● ○ ○ ○ ○
    Medicine: ● ○ ○ ○ ○
    Occult: ○ ○ ○ ○ ○
    Politics: ○ ○ ○ ○ ○
    Science: ○ ○ ○ ○ ○


    Lost Template:
    Seeming: Ogre
  • Blessing: Gain an additional dot of one Power Attribute at character creation. Whenever your character deals any damage to another, you may impose the Beaten Down Tilt, which lasts for three turns. (Beaten Down: exhaust a person's will or capacity to fight.) This ability costs a point of Glamour if the Ogre makes the attack on his own behalf and not someone else’s.
  • 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 someone he doesn’t consider an enemy flees or cowers from him.
  • Kith: Bright One. When the Bright One uses Socialize to be the center of attention, achieving three successes counts as an exceptional success.
    Flare: A Bright One always has a visible glow, even in the darkest of rooms, though the Mask normally prevents mortals from seeing it. She can spend a point of Glamour to turn this glow up to a dazzling brilliance that blinds her enemies for one turn; the Mask does not obscure this light. Each turn the Bright One uses this blessing, each enemy that can see her takes a point of bashing damage and rolls at a −2 on all Physical and Mental actions that turn.

  • Needle: Counselor
    The counselor seeks to help others. She doesn’t want to lead or follow, but instead to work as a comfortable companion, catapulting others to greatness.
    (Single Willpower: Put your own goals on hold in order to help someone else achieve theirs.
    All Willpower: Take full responsibility for another’s dangerous mistake.)

  • Thread: Choice.
    Those motivated by choice see each opportunity presented to them as a chance to better themselves and take the correct moral path - one that pushes them further into humanity, away from their Keeper's unethical predilections.
    (Single Willpower: Make a choice on someone's behalf and assist with seeing it through.
    All Willpower: Follow through with a difficult decision, to your own immediate or long-term detriment.)

  • Touchstone/s: Her father
  • Wyrd: 1
  • Frailties: One minor
    Cannot damage mundane wooden objects.
  • Regalia: Shield, Crown
  • Mien: Crowned by trophies from his hunts, pale and green-skinned to blend with the forests he hunted through. Big Green Knight vibes. PB Bob Odenkirk.


  • Contracts:
    Shield
    Know the Competition (Common)
    The changeling observes his opponent in a game against him, predicting her moves and how she uses her resources. He wins, and learns her Virtue and Vice (or equivalent anchors) and one of her Aspirations. The Darkling can invoke this Contract to observe multiple opponents at once, up to his Wyrd rating, in a game with more than two players. (Loophole: The changeling goaded his target into challenging him to a game.)

    The Walls Have Ears (Common)
    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 (rounded 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.
    The Wisp also gains the Informed Condition about the object’s owner. If it currently belongs to him, he instead gains the Informed Condition about one previous owner he can describe; “Matt,” “the dark-skinned Ogre with the eye patch,” or “the guy it just showed me” are all valid targets.

    Unravel the Tapestry (Royal)
    Replay the last 10 seconds, or go back to the top of the Initiative roster one full turn ago in action timing. The changeling may change his actions. All other characters, except those who used a similar power, retake their original actions. For example, the character was hit with an axe and took damage, prompting him to invoke this Contract. This time, he successfully Dodges. His attacker still swings the axe (and misses), as she did not expect him to step back. This Contract activates automatically if the character dies and can pay its cost. If he lives this time, he gains the Spooked Condition as he remembers being dead. If he dies again, he’s out of luck — the Contract can only self-activate once per story. (Loophole: The Wisp may take a reflexive action to move up to his Stealth rating in yards/meters, immediately after enacting this Contract but before the time begins anew.)

    Crown
    Elemental Fury (Royal)
    The character channels her fury outward, screaming to the sky, and inflicting one Environmental Tilt of her choice per point of Glamour she spends. The area extends 20 yards/meters around the character, though she herself is immune to its effects. She may also spend additional points of Glamour to extend the Tilt 20 more yards/meters per point spent. (Loophole: The changeling publicly rants, swears vengeance, or otherwise proclaims her rage to all present.)

    Summer
    Vigilance of Ares (Common)
    The changeling has sworn herself to Summer, and its relentless battle against the Gentry. She expects violence at every turn, automatically detecting ambushes, hidden traps, and surprise attacks. She gains a bonus to Initiative equal to her Mantle rating. (Loophole: The changeling executed a martial exercise in this scene.)


    Merits:
    Mantle (Spring Court) (●●●)
    The character gains a Glamour point whenever he oversteps his bounds to satisfy his personal desires. Gain bonus dice equal to your character’s Mantle dots for: mundane rolls to seduce or attract someone; when taking mundane actions that encourage or bring about over-indulgence; mundane teamwork actions to help an ally achieve her goals.

    Court Goodwill (Summer Court) (●●●)
    Court Goodwill represents a changeling’s influence and respect in a court that isn’t his own. It allows him to have serious ties to as many courts as he likes, in addition to the one he has sworn magical allegiance to. This isn’t to say Court Goodwill is a purely social construct. This Merit covers both the mundane networking required of being part of a large social group and the fickle favor of whatever plays patron to a court.

    Fast Reflexes (●●)
    +1 Initiative per dot. Your character’s reflexes impress and astound; she’s always fast to react.

    Danger Sense (●●)
    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’s shocking.

    Relentless (●)
    Your character will not stop running, whether away from a pursuer or toward prey. In any chase (see p. 84) your opponents must achieve two additional successes against yours to catch her or elude her.

    Token (●●)
    Prosthetic Hedge Limb
    Splinters and thorns from the Hedge are embedded irremovably in the changeling's flesh. At a cost of two Glamour, these can be germinated, and form a full prosthetic limb - in Hunter's case, a wrist and hand. When the Lost enters the hedge, this will sprout automatically at no cost. The changeling's mask covers this limb still, making it look for all the world like he just spontaneously generated the missing limb. As an action, the changeling can also transform the limb into another shape - this can be anything limited to the rough dimensions of the original prosthetic, but has +1 reach due to the non-condensed nature of the vines - and also attack with it. Any direct hits from these thorns
    Catch: The prosthetic can be germinated at will, for a cost of one point of aggravated damage; sacrifice demands blood. As well, the prosthetic is visibly bloodied, even through the Mask.
    Drawback: This token is nothing more than a few twigs of Hedge forcibly taken. If another creature has an ability, Contract, or other magical effect that can directly interact with or control the Hedge, the wearer of the prosthetic must make a contested Wyrd + Resolve roll, or else the other party can gain full control over the limb and make it act according to their own will.


    Advantages
  • Willpower: (Resolve + Composure) 4
  • Maximum Clarity: (Wits + Composure) 6
  • Size: 5
  • Defense: (Lower of Dexterity/Wits + Athletics) 5
  • Health: (Size + Stamina) 8
  • Speed: (5 + Strength + Dex) 11
  • Initiative: (Dex + Composure) 8
  • Profile

    not_caroline: PB: Selena Gomez (Default)
    Coraline Finch

    September 2021

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