Wizened
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The Wizened may well be the most unfortunate of changelings, for the Wizened could be anyone at all. Many were taken for no reason and through no fault of their own, simply finding themselves in the wrong place at the wrong time. Unluckier still are those who came to the Others' attention because they encountered one who appeared to be in trouble – like the man who found a little person under a rock and set him free, only to be hounded to death for his presumption that the Fae might need his help. Despite their seeming haplessness, it takes someone as cunning and ingenious as the Fae themselves to escape from the Little People, and so Wizened changelings who return are most often those people who were already nimble of hand and quick of wit. The Wizened bring back disjointed memories of random cruelties, of being the butt of tricks and experiments that seemed hilarious to the Fae, even if they couldn't appeal to any human sense of humor. Many dimly recall trying to escape over and over again, each time being outwitted by their spiteful captors, perhaps at times being allowed to think they had escaped before the fact that they were still in Faerie all along was revealed.
- Appearance: While every one of the Wizened is, in some way, smaller than she was when she was taken, they bear the features of the "Little People" in all their infinite variety. Being small often means being short — but not always. Some Wizened are tall and impossibly thin. Some aren't physically smaller than anyone else, but somehow seem smaller, as if they are insubstantial or somehow not quite there. Wizened captured in the West often have pointed ears, deeply lined faces, strangely-shaped noses and gimlet eyes. Often, a Wizened changeling's skin is richly colored, being bright green, red or blue, or the deep rich color and texture of polished mahogany. Their fingers are nimble and bony, and their fingernails are long and sometimes twisted. Some have hunch backs and prominent warts. Some have animal feet. Even to those who can't perceive their Seemings, the Wizened still seem small; that look of somehow not always being present stays with them.
- Contracts: Contracts of Artifice, Contracts of Animation, and Forge Contracts.
- Concepts: Creepy backstreet surgeon, paranoid UFO enthusiast, faithful laconic manservant, snooty maitre 'd, footpad for hire, reclusive artist, socially inept radio technician, antisocial Nethead, pawnbroker.
Blessing
The Wizened are extraordinarily nimble. The player can spend one point of Glamour to gain the benefit of the 9 again rule on all dice pools involving Dexterity for the rest of the scene. This same nimbleness enables the Wizened to avoid harm in ways other beings can't imagine. The player can also spend one point of Glamour to add the character's Wyrd dots to his Dodge total (normally calculated as double Defense), for the rest of the scene. This only applies when the character is dodging (see the World of Darkness Rulebook, p. 156).
Curse
Spite infects the Wizened. It comes out in their appearance, and in their manner. It comes out in their appearance, and in their manner. Their appearance, which is rarely attractive, and their general tendency not to be approachable means that the Wizened don't benefit from the 10 again rule on dice pools involving Presence. For the same reason, while Social Skills aren't completely barred to them, the Wizened suffer a -2 dice untrained penalty when trying to use a Social Skill in which they have no dots, rather than the usual -1.
Kiths
Artist • Author • Brewer • Chatelaine • Chirurgeon • Drudge • Gameplayer • Gremlin • Inventor • Miner • Oracle • Pamarindo • Smith • Soldier • Thusser • Woodwalker
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