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		<updated>2026-07-03T03:51:37Z</updated>
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	<entry>
		<id>http://nwod.org/wiki/index.php/Alex_Rivers</id>
		<title>Alex Rivers</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Alex_Rivers"/>
				<updated>2017-04-03T18:54:00Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=34842&lt;br /&gt;
|Quote=Angry Flower&lt;br /&gt;
|Avatar=Rob Trinh&lt;br /&gt;
|box1={{Has Merit|Striking Looks|2}} (Sleek)&lt;br /&gt;
|pic2=Yes&lt;br /&gt;
}}&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
Mask: He appears as a young, very fit and handsome Asian man in his mid 20's with a slender but muscular build (about 5'10&amp;quot; and 155 lbs.). He has light brown skin, dark brown eyes and black hair.&lt;br /&gt;
&lt;br /&gt;
Mien: Normally unchanged except for coloring. His skin is now light green and his hair is a very dark green verging on black. His eyes are a striking yellow orange color, deepening to blood red at the center of the iris. He can extrude thorns from his flesh to use as simple weapons or tools. When threatened he can change his appearance further. His skin darkens and takes on a tough, woody texture, with thorns covering his entire body. His hair is replaced by leaves, with a few buds showing.&lt;br /&gt;
&lt;br /&gt;
Mantle (Summer 1): A sense of heat and humidity, like a muggy summer day... or the desert after a rare rainstorm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===BEFORE===&lt;br /&gt;
&lt;br /&gt;
Alex Rios grew up in a blue-collar Mexican-American family in Austin, Texas. His father was an electrician and his brothers (and most of their friends) were accomplished high school athletes who themselves looked forward to careers in the trades or perhaps the military. Alex lacked the mean streak for football or the hand-eye coordination for baseball or basketball so he struggled at swimming and track. He had to play a sport, his father insisted. For toughness and character and all that.&lt;br /&gt;
&lt;br /&gt;
But Alex was no jock. He was nerdy, shy and not terribly attractive. He did not fit into the macho culture of his neighborhood or high school. And there was one secret he didn't dare share with anyone... College was a relief. His smarts and just enough work earned him a scholarship to the University of Texas, where he pursued a degree in journalism. After a couple of small town jobs, he ended up back in Austin, working for the American Statesman.&lt;br /&gt;
&lt;br /&gt;
Alex spent nearly 20 years working as a reporter on the city beat. He built a career and earned some awards (although he could never quite muster the drive and ambition to pursue jobs in bigger markets). He came out, weathered the following few years of stormy relations until his family came around,  and he found a long-term partner. Everything was going well. Until it wasn't...&lt;br /&gt;
&lt;br /&gt;
Alex ended up a victim of the print journalism crisis of the early 2000's. He managed to hang on longer than many others, but he was finally laid off in early 2011. Suddenly he found himself over 40, getting slower and fatter and suddenly without a career... A stereotypical midlife crisis ensued. His relationship was on the rocks, and he found himself spending far too much time in bars, drinking alone...&lt;br /&gt;
&lt;br /&gt;
On one such night he was approached by a young Asian man. A young, hot Asian man. It was soon obvious that the guy was trying to pick him up. He had no idea what such an attractive person could have seen in him. There had to be a catch. But he suddenly realized that he was tired, lonely and out of damns to give. And damn, was this guy hot... Maybe it was the whiskey talking. Or as it turned out, maybe it was Something Else.  The last thing Alex remembered was the young man asking him as they left the bar, &amp;quot;Would you like to be as beautiful as me?&amp;quot;  &amp;quot;Yes.&amp;quot; The stranger smiled, and suddenly his skin appeared to glow green in the light of the streetlamps and...&lt;br /&gt;
&lt;br /&gt;
===DURING===&lt;br /&gt;
&lt;br /&gt;
Alex was reported missing a day later, but the authorities lost track of him after he was seen getting into a car with a &amp;quot;young Asian male.&amp;quot; The case went cold, until two years later, when a hunter in the Hill Country found a skeleton with a young rose bush growing through its ribcage. Investigators later determined that the plant had grown from a sharpened rose stem that had been driven into the victim's heart. DNA evidence revealed that the victim was Alex Rios. This murder was one of nearly a dozen killings over the past 10 years in Texas and the Gulf South attributed to a serial killer, who would eventually be known in the press as &amp;quot;the Gardener.&amp;quot; The killer remains at large, although there have been no new murders for over a year...&lt;br /&gt;
&lt;br /&gt;
Aside from fleeting images in dreams and nightmares, Alex has no real memories of what happened during the next three years. Three years of Earth time at least... it was actually much longer Over There. The young stranger did keep his promise. Alex became as beautiful as him. He was now a Gulbadanzadeh, or &amp;quot;Child of the Rose Bodied One,&amp;quot; made into one of the Master's sprouts after a limb from the Keeper was grafted into him. The catch was that he became a mindless slave, one of the gorgeous but deadly carnivorous flowers in the Master's Nursery... one of the monsters that guarded His estate and feasted on His enemies... or on anyone foolish enough to disappoint Him or pitiful enough to amuse Him. Considering the horrors that took place in that savage Garden, the loss of sentience was a blessing...&lt;br /&gt;
&lt;br /&gt;
The Master's estate was located near the border of the Hedge. As he fought to gain control of the Thorns and dictate the terms of trade in and across the Hedge, the Master made many enemies. Finally, those enemies joined forces and attacked... The Master was forced to flee his estate. The manor house was razed and the Nursery was burned out and chopped down. Eventually the border shifted and the Hedge reclaimed the ruins... and after a long silence the stump that had once been Gul-e-Khuni Javan (&amp;quot;the Young Bloody Rose&amp;quot;), and before that had been Alex Rios, sprouted again...&lt;br /&gt;
&lt;br /&gt;
===AFTER===&lt;br /&gt;
&lt;br /&gt;
Alex woke up with a hell of a hangover. The last thing he remembered was the bar. And that guy... But he wasn't in his condo, or even in some strange apartment or hotel room. No, he was not nearly that lucky. He was in the wreckage of some kind of Arabian Nights palace... surrounded by a field of withered stumps and many, many bones... all of which looked like they had somehow been dropped into the middle of the Amazon rain forest? And he was naked... and too skinny... and somebody had painted him green? But no time to worry about that. Something was moving in the trees on the other side of the courtyard. Something big...&lt;br /&gt;
&lt;br /&gt;
It likely would not have ended well for Alex, but he was discovered and rescued by a pair of Changeling explorers who made their living hunting and foraging in the Hedge. The couple brought him back to their home in the Sierras of northern California. For the next year they taught him the basics of tinkering, first aid, woodcraft and fighting. In his new body he seemed to have a natural aptitude for the latter two... Most importantly they taught him the rules of Changeling life and customs.&lt;br /&gt;
&lt;br /&gt;
When Alex came into his mantle, the O'Briens decided it was time for him to re-enter the world and enter wider Changeling society. At first he was surprised to feel the call to Summer. He'd never been a jock, never been a fighter. But he could not deny what his new body had been made to do. And if Summer was all about anger... he  was very angry. Angry with everyone who had taken his old life from him, a life that he had never realized was so precious until it was gone. He was angry with the faceless Master. He was angry with all of the Fae and their world and its creatures. And, of course, he was angry with himself...&lt;br /&gt;
&lt;br /&gt;
The O'Briens used their connections to get Alex the basics of a new identity and information about Sacramento and its Freehold. He kept it simple and chose the name &amp;quot;Alex Rivers.&amp;quot; It might be an obvious connection, but given the circumstances it was one very unlikely to be made by anyone. According to his new biography he was adopted as infant from Afghanistan by a white American couple... as he obviously had no experience of growing up in any Asian culture. Speaking of which, he had few clues about his abductor. In his current form Alex looks very much like that stranger. He could have been, if not an identical twin, at least a brother or cousin... The man had called himself &amp;quot;Gulbadan.&amp;quot; That was actually a Persian name meaning &amp;quot;Rose Bodied&amp;quot; or, more generally, &amp;quot;Flower Bodied.&amp;quot; It was more commonly a woman's name, and the most famous person with that name was a Central Asian Turkish noblewoman who had been the sister of one of the first Mughal emperors. That, along with the stranger's odd accent (sounding more Middle Eastern than Chinese or East Asian), suggested that he came from Central Asia... or perhaps from a mythical version of that place. When a Wizened Oracle friend of the O'Briens tested a drop of his blood in a more mystical version of those DNA ancestry tests, the answer had come back &amp;quot;Rosa Persica&amp;quot; and &amp;quot;Hazara.&amp;quot; A check of Wikipedia showed that the former is a species of wild desert rose native to Iran, Afghanistan and Central Asia, and the latter is a Persian-speaking ethnic group in Afghanistan who are supposedly the descendants of Mongol invaders. That along with the news accounts of his disappearance and murder and a few vaguely remembered nightmares, are the only leads he has on what really happened to him and why...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/NWwMwMR.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Changeling Character}}{{Status Editor&lt;br /&gt;
|Acknowledges=&lt;br /&gt;
|Recognizes=&lt;br /&gt;
|Values=&lt;br /&gt;
|Respects=&lt;br /&gt;
|Admires=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Bea.jpg</id>
		<title>File:Bea.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Bea.jpg"/>
				<updated>2016-11-20T09:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: uploaded a new version of &amp;amp;quot;File:Bea.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bea</id>
		<title>Bea</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bea"/>
				<updated>2016-11-12T04:12:20Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|postwith=Character&lt;br /&gt;
|forumid=3028&lt;br /&gt;
|minisheet=1&lt;br /&gt;
|Inception=2016/11/11&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Bea&lt;br /&gt;
|Clan Title=None&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Domain Title=None&lt;br /&gt;
|Avatar=Diana Garcia&lt;br /&gt;
|Presence Description=Unimpressed&lt;br /&gt;
|Appearance=A mestizaje woman that favors dark suits.&lt;br /&gt;
|Quote=&amp;quot;Everything in this country is about consumption. Kindred are just more connected to that fact.&lt;br /&gt;
}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
{{Has Merit|Allies|4&lt;br /&gt;
|Sphere=Arms Dealers&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Combat Marksmanship|5}}&lt;br /&gt;
{{Has Merit|Resources|3}}&lt;br /&gt;
The name Beatriza Connelly in the database of the department of defense under the rank of 0-2, honorably discharged. The name also appears as an alumni from Montana State with a BS in Chemistry. &lt;br /&gt;
&lt;br /&gt;
However, that name belongs to a dead woman. A woman that died even before a walking corpse sunk fangs into the flesh of her throat. &lt;br /&gt;
&lt;br /&gt;
Now, Bea Connelly is the one that's still walking, and her sights are set on Sacramento.&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bea</id>
		<title>Bea</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bea"/>
				<updated>2016-11-12T04:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|postwith=Character&lt;br /&gt;
|forumid=3028&lt;br /&gt;
|minisheet=1&lt;br /&gt;
|Inception=2016/11/11&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Bea&lt;br /&gt;
|Clan Title=None&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Domain Title=None&lt;br /&gt;
|Avatar=Diana Garcia&lt;br /&gt;
|Presence Description=Unimpressed&lt;br /&gt;
|Appearance=A mestizaje woman that favors dark suits.&lt;br /&gt;
|Quote=&amp;quot;Everything in this country is about consumption. Kindred are just more connected to that fact.&lt;br /&gt;
}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
The name Beatriza Connelly in the database of the department of defense under the rank of 0-2, honorably discharged. The name also appears as an alumni from Montana State with a BS in Chemistry. &lt;br /&gt;
&lt;br /&gt;
However, that name belongs to a dead woman. A woman that died even before a walking corpse sunk fangs into the flesh of her throat. &lt;br /&gt;
&lt;br /&gt;
Now, Bea Connelly is the one that's still walking, and her sights are set on Sacramento.&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bea</id>
		<title>Bea</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bea"/>
				<updated>2016-11-12T02:30:39Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|postwith=Character&lt;br /&gt;
|forumid=3028&lt;br /&gt;
|minisheet=1&lt;br /&gt;
|Inception=2016/11/11&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Bea&lt;br /&gt;
|Clan Title=None&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Domain Title=None&lt;br /&gt;
|Avatar=Diana Garcia&lt;br /&gt;
|Presence Description=Unimpressed&lt;br /&gt;
|Appearance=A mestizaje woman that favors dark suits.&lt;br /&gt;
|Quote=&amp;quot;Everything in this country is about consumption. Kindred are just connected to that fact.&lt;br /&gt;
}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
The name Beatriza Connelly in the database of the department of defense under the rank of 0-2, honorably discharged. The name also appears as an alumni from Montana State with a BS in Chemistry. &lt;br /&gt;
&lt;br /&gt;
However, that name belongs to a dead woman. A woman that died even before a walking corpse sunk fangs into the flesh of her throat. &lt;br /&gt;
&lt;br /&gt;
Now, Bea Connelly is the one that's still walking, and her sights are set on Sacramento.&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Talk:Character_Creation_Rules</id>
		<title>Talk:Character Creation Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Talk:Character_Creation_Rules"/>
				<updated>2016-10-21T15:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: Created page with &amp;quot;{{Character Creation}} {{Quote|There isn't a '''Win Condition''' here. That's something that took me a long time to figure out -- Benji}}  {|style=&amp;quot;margin-left: 20...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Creation}}&lt;br /&gt;
{{Quote|There isn't a '''Win Condition''' here. That's something that took me a long time to figure out -- [[User:Benji|Benji]]}}&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin-left: 20px; border: 5px solid #1a1a1a; width: auto; text-align: center; float: right; white-space: nowrap; padding: 10px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100px;&amp;quot; |'''Starting XP'''&lt;br /&gt;
|'''Mundane'''&lt;br /&gt;
| style=&amp;quot;padding-left: 10px;&amp;quot; |'''Supernatural'''&lt;br /&gt;
|-&lt;br /&gt;
|'''30'''&lt;br /&gt;
|17&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|'''35'''&lt;br /&gt;
|20&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|'''40'''&lt;br /&gt;
|22&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
Edge of Darkness is a New World of Darkness Chronicle.&lt;br /&gt;
* This means this is '''not''' an oWoD (or it's rules) game.&lt;br /&gt;
* This means this '''is not''' a God Machine Chronicle (or it's rules) game.&lt;br /&gt;
* [[Changeling]] is '''{{Venue Status/Ask|Changeling}}''' to new submissions.&lt;br /&gt;
* [[Mage]] is '''{{Venue Status/Ask|Mage}}''' to new submissions.&lt;br /&gt;
* [[Vampire]] is '''{{Venue Status/Ask|Vampire}}''' to new submissions.&lt;br /&gt;
* [[Werewolf]] is '''{{Venue Status/Ask|Werewolf}}''' to new submissions.&lt;br /&gt;
{{TOC box}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
These rules supercede any (erroneous) contradictory information presented elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===No Minors===&lt;br /&gt;
We play with adult themes and our Stories are for adults.  Please no minor characters -- all characters (and players) should be at least 18, '''and appear at least 18'''.  Mage and Vampire characters should be 21 or older.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Standard (Table-top) Rules===&lt;br /&gt;
We use the table-top books and -not- the LARP (Mind's Eye Theater)&amp;lt;ref&amp;gt;Exceptions exist; notable is [[Status]]&amp;lt;/ref&amp;gt;. This is especially important during character creation for Merit costs (we '''do not''' use &amp;quot;Simple Cost&amp;quot; for [[Merits]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Limits===&lt;br /&gt;
A player is limited to '''four characters total''' on the site. '''If''' a venue allows more than one character per player, we ask that you have been posting consistently for three months.  Additionally, multiple characters can not be in same Family (Clan, Path, etc.) or Organization (Covenant, Order, etc.).  '''Multiple characters played by a single player cannot work toward the same goal(s)'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creation Experience===&lt;br /&gt;
Characters may begin play with '''up to 30 Experience Points (XP)'''.  Please be sure to check the specific venue's House Rules for restrictions on how that XP may be spent:&lt;br /&gt;
: [[Character Creation for Changeling|Changeling]] {{dot1}} [[Character Creation for Mage|Mage]] {{dot1}} [[Character Creation for Vampire|Vampire]] {{dot1}} [[Character Creation for Werewolf|Werewolf]]&lt;br /&gt;
Any XP not spent in character creation does not carry over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Supernatural Expenditures Limit====&lt;br /&gt;
Only '''45%''' of your character creation experience may be used to purchase supernatural advantages.  These include Advantage (Blood Potency, Gnosis, Primal Urge, Wyrd, etc), Powers (Disciplines, Arcana, Gifts, Contracts, etc) and template Merits (Sanctum, Haven, Occultation, Arcadian Body, etc); basically, anything that a plain Jane mortal cannot purchase.  When calculating this percentage, fractional numbers are rounded '''down'''.  ''See the table at the top of the page''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
Attributes which are left at '''1''' after distribution of character creation '''dots''' must remain at '''1''' for '''six months of play'''.&lt;br /&gt;
: Attributes left at 1 '''cannot''' be improved with bonus character creation Experience&lt;br /&gt;
: Only '''two''' Attributes can be left at '''1'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Merits]]===&lt;br /&gt;
Merits which allow information or assistance from supernaturals of other venues/splats ([[Contacts]]: Werewolves, [[Allies]]: Vampires, etc), require approval from the appropriate ST. The same applies to [[Skills|Skill]] Specialties.   Please check this wiki's contents for any Merit-specific House Rules listed on the applicable Merit's page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Banned]]===&lt;br /&gt;
Content should be reviewed before submitting your character.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Avatars]]===&lt;br /&gt;
Check to see if your desired avatar (play-by/faceclaim/et al) is currently used by an active character.  Unless explicit permission is given by the player currently using that avatar, we do not &amp;quot;double up&amp;quot;.  Drawings, Art, and various other unnamed images are allowed, but not preferred).   Any avatar associated with a character consistently for two or more years is &amp;quot;retired&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Backgrounds===&lt;br /&gt;
This game has been running for some time, and it also shares a setting among the major venues.  Sacramento history (as well as other major locations) is already in place/written.  Please make sure that your history and background conforms to what's already been determined.   Below is a listing of major locations and history that might affect your background.&lt;br /&gt;
: [[Consilium|Consilia]]:  {{#ask: [[Parent::Consilium]]  [[Category:Cities]]| sep =  _•_}}&lt;br /&gt;
: [[Domain]]s:  {{#ask: [[Parent::Domain]] [[Category:Cities]]| sep =  _•_}}&lt;br /&gt;
: [[Freehold]]s:  {{#ask: [[Parent::Freehold]]  [[Category:Cities]]| sep =  _•_}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Character Creation Rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Help}}[[category:House Rules]][[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tal</id>
		<title>Tal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tal"/>
				<updated>2016-10-12T03:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Character Name=Talya Shoshani&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Compact=Union&lt;br /&gt;
|Avatar=Monaliza Abdo&lt;br /&gt;
|Presence=3 (Steady)&lt;br /&gt;
|Portrait=Talya Shoshani.jpg&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
A fairly tall, athletic woman approaching her thirties, Tal is dark of hair and eye, and has skin that has seen much of the sun.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Talya “Tal” Shoshani grew up transitioning between Tel Aviv and San Diego, her parents having divorced not long after she was born, and both too stubborn to be able to share the same continent. Her parents weren’t strictly religious, but they were adamant Zionists, as were her grandparents. On her father’s side her grandparents were holocaust survivors from Poland and on her mother’s side her grandparents had spent the war in America, supporting the war effort. She grew up hearing of her people's need for a homeland, the evil that had been wrought upon them for thousands of years while they wandered without one, and of the looming threats that their neighbors posed. The Palestinian uprising before the Oslo Accords only seemed to reinforce the danger her country faced, and she felt the shadow of war and conflict hovering over her childhood. When she turned 18, in 2005, she volunteered for the combat battalion Karakal (Caracal), determined to help defend her nation, her people, and to fight their enemies. She got her chance in 2006, when the Israeli-Lebanon war began.&lt;br /&gt;
&lt;br /&gt;
Tal was deployed against the Hezbollah soldiers in southern Lebanon and this was her first true taste of warfare. The Hezbollah were equally well armed and well trained and they fought with coordinated tactics that rivaled the IDF’s. Talya saw some of her friends die and she saw civilians gunned down, by Hezbollah and Israeli bullets alike. She left the war feeling drained. Part of her knew that she had fought to protect her nation, but another part felt slick red liquid seeping into her skin. So many of the firefights had ended with civilian bodies littering the casualties, and it was impossible to tell just whose bullets were responsible for taking their lives...&lt;br /&gt;
&lt;br /&gt;
...And it just got worse in 2008, when the Gaza War began...&lt;br /&gt;
&lt;br /&gt;
Shaken, she waited until her contract with the government was up, but uncomfortable with the thought of abandoning the defense of her people, she joined up with the Magav Border Guard. She was accepted, though some of her time was spent simply training new recruits, using some of the special training she'd received after the Gaza Was. Eventually, however, she was transitioned into active patrols. The rest of her career with the Border Police was spent in the West Bank, where she had intimate contact with the people of Palestine, and saw first hand the oppressive conditions and injustice that they were forced to endure. The propaganda she'd been fed as a child was finally consumed, and she felt an oppressive shame at what her people were doing, the legacy that they'd truly embraced after the shadow of the third reich, and so she resolved to do something about.&lt;br /&gt;
&lt;br /&gt;
Her good intentions aside, as soon as her sympathies were known, Tal found herself suddenly unwelcome, no matter what her service record looked like, and before long she felt herself getting pushed out of the Magav. Not that she felt particularly unhappy by that point, as most of her colleagues had transformed from people she'd gladly have watching her back, to people she despised. Unsure what to do, Tal decided that it was time that she took a sabbatical and traveled back to the US, to see her mother and other family and learn more about what she needed to know to truly make a difference.&lt;br /&gt;
&lt;br /&gt;
Her homecoming was bittersweet, however, for her family's views, even in America, seemed to match those of her colleagues back in Israel, and it was a struggle to find a way to coexist among them while trying to change their minds. And it only got worse when she began to see things again. Things she hadn't seen since 2008, things that she'd thought were simply illusions created by chaos and stress, yet illusions which soon proved to be all to real when one of her cousins was found dead.&lt;br /&gt;
&lt;br /&gt;
Finding herself suddenly enlisted in a new war, Tal took up a gun again and began to hunt. Though it turned out that she was not alone. Soon, she found others that had also stepped into the darkness, and with them, Tal started a new life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last --&amp;gt;&lt;br /&gt;
{{Hunter Character}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Talk:Oneiromancy_Primer</id>
		<title>Talk:Oneiromancy Primer</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Talk:Oneiromancy_Primer"/>
				<updated>2016-10-11T04:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: Created page with &amp;quot;{{header|ctl}}Category:GlossaryThis page holds a basic overview of Oneiromancy for players who are just getting started, or need a quick reference.  ===Getting Where You're G...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}[[Category:Glossary]]This page holds a basic overview of Oneiromancy for players who are just getting started, or need a quick reference.&lt;br /&gt;
&lt;br /&gt;
===Getting Where You're Going===&lt;br /&gt;
=====''Entering the Dreamscape''=====&lt;br /&gt;
&lt;br /&gt;
While a Changeling can access their personal dreams anywhere, Oneiromancy that moves beyond their own dreamscape must take place while in the [[Hedge]]. When a safe space has been secured, the player can make a [[Meditation]] roll augmented by their [[Wyrd]] and whatever equipment they have available to them. When the appropriate number of [[Oneiromancy#Entering_Dreams|successes]] is reached the dreamer successfully enters lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
If loud noises occur near the sleeper’s body, they may be required to roll [[Resolve]]+[[Composure]] to resist waking. To awake intentionally is also a Resolve+Composure roll, though it can be contested by another oneiromancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====''How to find your destination dream''=====&lt;br /&gt;
Moving between dreams involves navigating the [[The Skein|Skein]], the ephemeral dream-stuff that connects each sleeping mind, and to travel it you need to have an idea of where you’re going. There are three options to help you get to where you want to be:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Oneiroscopy''': An [[Autumn]] Courtier with the appropriate [[Occult Skill|Occult]] specialty can cast an Oneiroscope. They target an individual and a particular kind of dream (maybe a memory dream they can analyze for insight into a specific topic) and divine the next time a dream appropriate to their needs will occur. Changelings working from an oneiroscope also need no assistance noticing gates between dreams.&lt;br /&gt;
&lt;br /&gt;
:: NOTE: An oneiroscope is only possible if the oneiromancer has a name and physical description of the target, or a close personal item to work from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Gate-Shaping''': An impatient oneiromancer can force a target to have an appropriate dream that will link them to the next dream on their path, via dreamscaping. This disturbs the minds of those whose dreams the changelings move through, leaving nightmares in their wake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Guides''': Incubi can be hired to take the oneiromancer to their dream of choice, for a price. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No matter the mode of guidance, several dreams may be moved through before the destination dream is reached. The [[The_Skein#The_True_Gates_of_Horn_and_Ivory|number of gates]] between the starting dream and the destination is determined by how close the dreamers are, physically and otherwise. There is less space between the dreams of two people sharing a bed, and more between people who are little more than acquaintances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dream Intensity===&lt;br /&gt;
&lt;br /&gt;
Dreams have one main stat: Intensity. The higher a dream’s Intensity, the more real it feels and the more resistant it is to change; any roll made to change the dream suffers a penalty equal to the Intensity. A dream with low Intensity will be hazier and easier to manipulate, but also easier to destroy. If a character rolls above the dream’s Intensity in successes to change something, the dream breaks. The oneiromancer may immediately spend 1 [[Willpower]] to preserve the dream, but this does not prevent it from breaking again in the future. If they choose not to spend the Willpower, they can instead use the [[Dreamscaping]] rules to create a new dream, with a new Intensity.&lt;br /&gt;
&lt;br /&gt;
Many oneiromancers choose to hold back when manipulating dreams so as not to break them; as a player, this translates to voluntarily taking a penalty to a roll, at your discretion.&lt;br /&gt;
&lt;br /&gt;
Actions that target the dreamer, such as [[Oneiromachy]], are not subject to Intensity and so cannot break the dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Scouring''': If the Intensity of the dream is inhibiting the oneiromancer’s progress, they can attempt to lower it. Scouring is a [[Wits]]+[[Empathy Skill|Empathy]]+[[Wyrd]]-Intensity roll, where each success lowers the Intensity by one. If this lowers the Intensity below 1, the dream ends abruptly and the dreamer wakes. Scouring may be attempted '''only once''' during any given dream.&lt;br /&gt;
&lt;br /&gt;
:: NOTE: If a dream drops below 1 Intensity, the Oneiromancer may make a Dreamscaping action at the cost of 2 [[Glamour]] to create a new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manifesting vs. Remaining Incorporeal===&lt;br /&gt;
&lt;br /&gt;
When entering a dream other than their own, an oneiromancer is a background element: they have no form and are not visible to the dreamer. A dream riding roll may be made to give the Changeling a form, but most oneiromancy-based actions do not ''require'' a visible presence within the dream, with the exception of Oneiromachy.&lt;br /&gt;
&lt;br /&gt;
::NOTE: Manifesting counts as a change to the dream itself, meaning that if a character manifests they can no longer use the action ''Learn About the Dreamer'' for that dream, or find out if a dream was prophetic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dream Riding and Dreamscaping===&lt;br /&gt;
=====''Dream Riding''=====&lt;br /&gt;
&lt;br /&gt;
[[Dream Riding|Dream riding]] is subtler than most other forms of oneiromancy, and can be used to learn more about or influence the dreamer, among other things. It includes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Analyzing the Dream''' ''(Wits+Empathy-Intensity)'' : Through creating small changes to the dream and gauging the response, a Changeling can determine if a dream is a nightmare, a memory dream, a recurring dream, or a wish fulfillment dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Convincing the Dreamer''' ''(Wits+Empathy+Wyrd)'' : One roll represents a whole night of work in which an oneiromancer hides subliminal hooks in a dreamer’s subconscious. For each success they may ‘store’ a die in someone that is activated through particular social cues, giving the oneiromancer that many dice to the Manipulation roll or rolls of their choosing. The hooks remain for a week, and only one set can be stored at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Learning About the Dreamer''' ''(Wits+Empathy+Wyrd, extended)'' : By watching several nights worth of sleep, a Changeling can determine information about the dreamer. This is an [[extended]] roll, at a single roll per night and every five successes reveals one of the following details about the dreamer: their [[Virtue]], [[Vice]], one of their [[Derangements]], [[Willpower]], one of their [[Merits]] (Mental or Social only) or one of their [[Flaws]] (Mental or Social only). It can also reveal the use of mind or emotion altering powers on the dreamer within the last month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Psychotherapy''' ''(Wits+Empathy+Wyrd-Intensity)'' : An oneiromancer with the relevant knowledge (perhaps a skill specialty in Psychotherapy) may attempt to treat a dreamer’s mental or psychological problems from within their dreams. Each night of successful work is the equivalent of a week of regular therapy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Searching for Dream-Poison''' ''(Wits+Empathy+Wyrd-Intensity)'' : Searching for the taint of the True Fae is time consuming, each roll equalling a night of work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====''Dreamscaping''=====&lt;br /&gt;
&lt;br /&gt;
[[Dreamscaping]] is the art of creating dreams from the ground up. To use this on a sleeping individual, they can't already be in a dream: the oneiromancer must either break any current dream by rolling above Intensity, scour the intensity to zero and then spend 2 points of Glamour, or arrive in the dreamer’s mind before they have entered REM sleep (also known as a fallow psyche). &lt;br /&gt;
&lt;br /&gt;
Creating a dream in a fallow psyche requires the use of 1 Glamour and a Wits+Empathy+Wyrd roll, which is opposed by a Wits+Resolve roll from the dreamer. If the oneiromancer wins, the dream begins with an Intensity equal to their successes; if the dreamer wins, a dream begins with an Intensity equal to ''their'' successes.&lt;br /&gt;
&lt;br /&gt;
Dreamscapes can be crafted to do any of the following: [[Dreamscaping#Healing_Sleep|Healing Sleep]], [[Dreamscaping#Stress_Relief|Stress Relief]], [[Dreamscaping#Sleep_Teaching|Sleep Teaching]], and the creation of [[Dreamscaping#Nightmares|nightmares]]. Also see [[Dreamweaving]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oneiromachy===&lt;br /&gt;
&lt;br /&gt;
If the need arises and an oneiromancer has materialized into a dream, they can take part in dream combat. Oneiromachy is traumatic for the dreamer whose dreamscape it takes place in, and they always lose 1 Willpower regardless of the size of the fight.&lt;br /&gt;
&lt;br /&gt;
Oneiromachic attacks inflict points of Willpower damage, instead of Health. In the case of an exceptional success, however, a single point of Bashing damage is also done to the target.&lt;br /&gt;
&lt;br /&gt;
Similarly, oneiromachy involves different stats for [[Defense]] and [[Armor]]:&lt;br /&gt;
* '''Defense''' is equal to the highest of the character’s Finesse Traits ([[Wits]], [[Dexterity]] or [[Manipulation]])&lt;br /&gt;
* '''Armor''' is equal to the highest of their Resistance Traits ([[Resolve]], [[Stamina]] or [[Composure]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====''Attacking''=====&lt;br /&gt;
&lt;br /&gt;
* '''Personal Attacks''' : Personal attacks are made with a character’s best Power Trait ([[Intelligence]], [[Strength]], or [[Presence]]) + their combat skill of choice ([[Athletics Skill|Athletics]], [[Brawl Skill|Brawl]], [[Firearms Skill|Firearms]] or [[Weaponry Skill|Weaponry]], where appropriate) + their Wyrd. The attack itself is a combination of body-memory and connection to the Wyrd; the exact weapon envisioned does not matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Environmental Attacks''' ''(Wits+Empathy+Wyrd)'' : The environment of the dreamscape itself may be used to attack opponents: storms, animals, buildings, narrative elements of the dream- all are fair game. No matter how large or devastating the attack is described to be, it never affects anyone beyond the target that has been declared. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Stunting''' : Stunting involves gaining bonus dice through interesting, imaginative, or thematically appropriate narration. It is explained more [[Oneiromachy#Stunting|here]], and is subject to ST discretion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The [[Dream Combat]] Fighting Style and the third stage of [[Dream Contracts|Contracts of Dreams]] can also be used for Oneiromachy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cheat Sheet===&lt;br /&gt;
'''Entering the Dream''': [[Meditation]] roll, extended (Composure+Wits+Wyrd, +equipment)&lt;br /&gt;
&lt;br /&gt;
'''Waking''': Resolve+Composure&lt;br /&gt;
&lt;br /&gt;
'''Resisting Waking''': Resolve+Composure&lt;br /&gt;
&lt;br /&gt;
'''Stopping Another Lucid Dreamer/Oneiromancer From Waking''': Wits+Empathy+Wyrd, [[reflexive]], may be [[Teamwork|Teamworked]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dream Riding''&lt;br /&gt;
&lt;br /&gt;
'''Analyze the Dream''': Wits+Empathy-Intensity&lt;br /&gt;
&lt;br /&gt;
'''Convince the Dreamer''': Wits+Empathy+Wyrd&lt;br /&gt;
&lt;br /&gt;
'''Learn About the Dreamer''': Wits+Empathy+Wyrd, [[extended]]&lt;br /&gt;
&lt;br /&gt;
'''Psychotherapy''': Wits+Empathy+Wyrd-Intensity&lt;br /&gt;
&lt;br /&gt;
'''Searching for Dream Poison''': Wits+Empathy+Wyrd-Intensity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dreamscaping''': Wits+Empathy+Wyrd (costs 1 or 2 [[Glamour]], depending on circumstances)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Oneiromachy''&lt;br /&gt;
&lt;br /&gt;
'''Damage taken in [[Willpower]], not Health'''&lt;br /&gt;
&lt;br /&gt;
'''Defense''': Highest of Finesse Traits (Wits, Dexterity or Manipulation)&lt;br /&gt;
&lt;br /&gt;
'''Armor''': Highest of Resistance Traits (Resolve, Stamina or Composure)&lt;br /&gt;
&lt;br /&gt;
'''Personal Attack''': Highest Power Trait (Intelligence, Strength, Presence) + Applicable Combat Skill (Athletics, Brawl, Firearms, Weaponry) + Wyrd&lt;br /&gt;
&lt;br /&gt;
'''Environmental Attack''': Wits+Empathy+Wyrd&lt;br /&gt;
&lt;br /&gt;
'''Stunting''': cool narration that may result in 1-3 bonus dice, or no bonus dice at all; it’s up to the ST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Oneiromancy|Parent2=Changeling}}{{Parent|Changeling}}{{footer|ctl}}[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]][[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tal</id>
		<title>Tal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tal"/>
				<updated>2016-10-06T04:25:40Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Character Name=Talya Shoshani&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Compact=Union&lt;br /&gt;
|Avatar=Monaliza Abdo&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Portrait=Talya Shoshani.jpg&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
(UNDER CONSTRUCTION)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
(UNDER CONSTRUCTION)&lt;br /&gt;
&lt;br /&gt;
Talya “Tal” Shoshani grew up as an only child in Tel Aviv, her mother a nurse and her father a businessman. Her parents weren’t strictly religious, but they were adamant Zionists, as were her grandparents. On her father’s side her grandparents were holocaust survivors from Poland and on her mother’s side her grandparents had spent the war in America, supporting the war effort. She grew up hearing of her peoples need for a homeland, the evil that had been wrought upon them for thousands of years while they wandered without one, and of the looming threats that their neighbors posed. The Palestinian uprising before the Oslo Accords only seemed to reinforce the danger her country faced, and she felt the shadow of war and conflict hovering over her childhood. When she turned 18, in 2001, she volunteered for the recently formed combat battalion Karakal (Caracal), determined to help defend her nation, her people, and to fight their enemies. The Second Intifada had been happening for some months already, and after going through her combat training Tal was deployed for combat. Nonetheless, she didn’t see any fighting until 2004 and this lasted sporadically into 2005 when her Battalion began evacuating Israeli citizens from the Gaza strip. During her days in conflict, Tal had definitely felt fear, but she also felt exhilaration. She had helped to defend her people and she’d faced the enemy bravely, shedding their blood. She’d already passed from required service into career service and she enjoyed her time in service until 2006, when the Israeli-Lebanon war began.&lt;br /&gt;
&lt;br /&gt;
Tal was deployed against the Hezbollah soldiers in southern Lebanon and this was her first true taste of warfare. The Hezbollah were equally well armed and well trained and they fought with coordinated tactics that rivaled the IDF’s. Talya saw some of her friends die and she saw civilians gunned down, by Hezbollah and Israeli bullets alike. She left the war feeling drained. Part of her knew that she had fought to protect her nation, but another part felt slick red liquid on her hands. After her last firefight, when her unit moved forward to eliminate or capture whatever enemies were left, that they came across civilian bodies among the dead Hezbollah. Some of them were near where Tal had been shooting and she dreamed of their faces and their sprawled forms for months afterwards.&lt;br /&gt;
&lt;br /&gt;
She waited until her contract with the government was up and then applied for a support position, instructing advanced combat training. She was chosen to learn and then teach advanced knife techniques and for three years she instructed soldiers in the art of knife fighting. After this period of peace and recuperation, she decided that she wanted to get back into the field again, the faces of the people she might have killed looming shadowing and almost forgotten in her mind. She signed up with the Magav Border Guard with the hope of joining the Yamas, an undercover Special Forces unit, but she was quickly turned down. After looking at her options, however, she soon applied for sniper training and went to the IDF sniper school to train before entering active duty with the Magav. During her career with the Border Police she spent time in the West Bank and was able to observe her Palestinian neighbors as they went about their lives. Involuntarily she began to see them as people, not enemies thirsty for her blood, and she began to re-examine the events of the past. In an effort to do her job better she learned modern standard Arabic and this allowed her to truly relate on some level the Palestinians. They became people and the issue of her state and theirs suddenly became complicated. She couldn’t view them as enemies anymore, and she felt herself dreading having to combat them. For the first time since she was a child she began to think about living a civilian life rather than die bloody or retire after the prime of her life. In 2012, however, any decision in the matter was taken from her. During a period of leave, on November 21st she got on the route 142 bus in Tel Aviv to visit her parents. Before she arrived at her stop, a bomb on the bus exploded. She survived the blast, but her right leg was mangled and her back was injured. She was discharged from reserve duty and let go by the Magav as she was no longer fit for duty. She spent the time recovering with her parents, and dreamt of living peacefully. She was no longer able to protect her people, they didn’t need her anymore, and now that her duty was done she wanted to do something constructive and tranquil. Staying in Israel wouldn’t make that possible. She’d given over a decade of her life to her country. It was time she gave a decade to herself. She spoke with cousins of hers in San Diego, people she had visited a few times as a teenager, and after hearing about their lives she decided that a life in the US would be perfect. She got all her affairs in order and got a visa to live in the US.&lt;br /&gt;
&lt;br /&gt;
By the time she got her green card Tal had decided to enroll in college and get a degree in physics. She already knew quite a bit about ballistics from her military training and thought that perhaps helping solve crime would be a fulfilling pursuit. She also started taking Theology classes taught by Rory Gordon to help her re-examine her beliefs. Then, low and behold, one day she was driving home from temple when she hit a stop light and, when looking around, thought she saw a bullet hole in the window of a condemned building. Deciding to pursue her curiosity she parked her car and began to investigate. She found that the bullet had come from inside the building and against her better judgment ducked inside to see if she could find out what happened. To her surprise, she found a spatter of bullet holes and shotgun fire and then a stained drag mark leading to the basement. She followed the drag mark down to the basement and found a body covered by a tarp. Except that the things head and had looked wrong, twisted and alien, like some sort of mutant or creature. Disturbed, she turned to beat a hasty retreat when she ran into four people entering the building. A tense conversation happened but by the end of it Tal had learned several things. One was that monsters were real, threats to every human. Two was that these people hunted those things and kept them out of their neighborhood. Three was that someone in her neighborhood belonged to the same group. Four was that they called it Union. Five was that she wanted to join.&lt;br /&gt;
&lt;br /&gt;
After contacting the local Union reps (Eli and Chrissy) she got a bit clued in on how things worked. She also started training with some local people at the gun range or in private, like with *insert Casitive’s character here* to get back into shape and begin the Hunt. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last --&amp;gt;&lt;br /&gt;
{{Hunter Character}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tal</id>
		<title>Tal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tal"/>
				<updated>2016-10-06T04:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Character Name=Talya Shoshani&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Compact=Union&lt;br /&gt;
|Avatar=Monaliza Abdo&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Portrait=Talya Shoshani.jpg&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Tal, as she prefers to be called, is a dark haired, dark eyed woman, 5'8&amp;quot; in bare feet. She walks with a limp, obviously the result of an injury as she otherwise moves with an efficient ease.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
(UNDER CONSTRUCTION)&lt;br /&gt;
&lt;br /&gt;
Talya “Tal” Shoshani grew up as an only child in Tel Aviv, her mother a nurse and her father a businessman. Her parents weren’t strictly religious, but they were adamant Zionists, as were her grandparents. On her father’s side her grandparents were holocaust survivors from Poland and on her mother’s side her grandparents had spent the war in America, supporting the war effort. She grew up hearing of her peoples need for a homeland, the evil that had been wrought upon them for thousands of years while they wandered without one, and of the looming threats that their neighbors posed. The Palestinian uprising before the Oslo Accords only seemed to reinforce the danger her country faced, and she felt the shadow of war and conflict hovering over her childhood. When she turned 18, in 2001, she volunteered for the recently formed combat battalion Karakal (Caracal), determined to help defend her nation, her people, and to fight their enemies. The Second Intifada had been happening for some months already, and after going through her combat training Tal was deployed for combat. Nonetheless, she didn’t see any fighting until 2004 and this lasted sporadically into 2005 when her Battalion began evacuating Israeli citizens from the Gaza strip. During her days in conflict, Tal had definitely felt fear, but she also felt exhilaration. She had helped to defend her people and she’d faced the enemy bravely, shedding their blood. She’d already passed from required service into career service and she enjoyed her time in service until 2006, when the Israeli-Lebanon war began.&lt;br /&gt;
&lt;br /&gt;
Tal was deployed against the Hezbollah soldiers in southern Lebanon and this was her first true taste of warfare. The Hezbollah were equally well armed and well trained and they fought with coordinated tactics that rivaled the IDF’s. Talya saw some of her friends die and she saw civilians gunned down, by Hezbollah and Israeli bullets alike. She left the war feeling drained. Part of her knew that she had fought to protect her nation, but another part felt slick red liquid on her hands. After her last firefight, when her unit moved forward to eliminate or capture whatever enemies were left, that they came across civilian bodies among the dead Hezbollah. Some of them were near where Tal had been shooting and she dreamed of their faces and their sprawled forms for months afterwards.&lt;br /&gt;
&lt;br /&gt;
She waited until her contract with the government was up and then applied for a support position, instructing advanced combat training. She was chosen to learn and then teach advanced knife techniques and for three years she instructed soldiers in the art of knife fighting. After this period of peace and recuperation, she decided that she wanted to get back into the field again, the faces of the people she might have killed looming shadowing and almost forgotten in her mind. She signed up with the Magav Border Guard with the hope of joining the Yamas, an undercover Special Forces unit, but she was quickly turned down. After looking at her options, however, she soon applied for sniper training and went to the IDF sniper school to train before entering active duty with the Magav. During her career with the Border Police she spent time in the West Bank and was able to observe her Palestinian neighbors as they went about their lives. Involuntarily she began to see them as people, not enemies thirsty for her blood, and she began to re-examine the events of the past. In an effort to do her job better she learned modern standard Arabic and this allowed her to truly relate on some level the Palestinians. They became people and the issue of her state and theirs suddenly became complicated. She couldn’t view them as enemies anymore, and she felt herself dreading having to combat them. For the first time since she was a child she began to think about living a civilian life rather than die bloody or retire after the prime of her life. In 2012, however, any decision in the matter was taken from her. During a period of leave, on November 21st she got on the route 142 bus in Tel Aviv to visit her parents. Before she arrived at her stop, a bomb on the bus exploded. She survived the blast, but her right leg was mangled and her back was injured. She was discharged from reserve duty and let go by the Magav as she was no longer fit for duty. She spent the time recovering with her parents, and dreamt of living peacefully. She was no longer able to protect her people, they didn’t need her anymore, and now that her duty was done she wanted to do something constructive and tranquil. Staying in Israel wouldn’t make that possible. She’d given over a decade of her life to her country. It was time she gave a decade to herself. She spoke with cousins of hers in San Diego, people she had visited a few times as a teenager, and after hearing about their lives she decided that a life in the US would be perfect. She got all her affairs in order and got a visa to live in the US.&lt;br /&gt;
&lt;br /&gt;
By the time she got her green card Tal had decided to enroll in college and get a degree in physics. She already knew quite a bit about ballistics from her military training and thought that perhaps helping solve crime would be a fulfilling pursuit. She also started taking Theology classes taught by Rory Gordon to help her re-examine her beliefs. Then, low and behold, one day she was driving home from temple when she hit a stop light and, when looking around, thought she saw a bullet hole in the window of a condemned building. Deciding to pursue her curiosity she parked her car and began to investigate. She found that the bullet had come from inside the building and against her better judgment ducked inside to see if she could find out what happened. To her surprise, she found a spatter of bullet holes and shotgun fire and then a stained drag mark leading to the basement. She followed the drag mark down to the basement and found a body covered by a tarp. Except that the things head and had looked wrong, twisted and alien, like some sort of mutant or creature. Disturbed, she turned to beat a hasty retreat when she ran into four people entering the building. A tense conversation happened but by the end of it Tal had learned several things. One was that monsters were real, threats to every human. Two was that these people hunted those things and kept them out of their neighborhood. Three was that someone in her neighborhood belonged to the same group. Four was that they called it Union. Five was that she wanted to join.&lt;br /&gt;
&lt;br /&gt;
After contacting the local Union reps (Eli and Chrissy) she got a bit clued in on how things worked. She also started training with some local people at the gun range or in private, like with *insert Casitive’s character here* to get back into shape and begin the Hunt. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last --&amp;gt;&lt;br /&gt;
{{Hunter Character}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rigid_Mask</id>
		<title>Rigid Mask</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rigid_Mask"/>
				<updated>2016-09-29T14:46:30Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Merit&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=p. 95&lt;br /&gt;
|Status=Allowed&lt;br /&gt;
|Fixed=Yes&lt;br /&gt;
|Type=Social&lt;br /&gt;
|Restriction=Changeling&lt;br /&gt;
|Level1=2&lt;br /&gt;
|Prerequisite=[[Prerequisite::Subterfuge Skill]] {{dot2}}&lt;br /&gt;
}}&lt;br /&gt;
Your Changeling's not just a good liar; he has learned to completely hide his emotions from others.&lt;br /&gt;
&lt;br /&gt;
This ability does not increase his skill at lying. Rather anyone attempting to see through his lies, or figure out what your character’s real emotions are, suffers a –2 to all rolls to do so. In addition, all attempts to use devices such as lie detectors or voice-stress analyzers against the Changeling are made at a –4 penalty, because your character can mimic emotions with skill and has learned to suppress almost all of the usual physiological&lt;br /&gt;
cues that normally reveal emotions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
{{askpc|Has Merit|Rigid Mask}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling"/>
				<updated>2016-09-01T18:01:59Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:Venue Status=Open}}[[Category:Information]]{{header|ctl}}{{Changeling/Index}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The Sacramento freehold has been a fragmented story so far since its inception during the California Gold Rush when the first Lost settled; each one arriving with numerous reasons and secrets. No matter their differences however, they each belonged to one of the Seasonal Courts and when the freehold was finally established, it was under the unified banner of the Seasons; Winter, Spring, Summer and Autumn. Naturally, there were grudges and intrigue but these were often overcome due to the pledges sworn.&lt;br /&gt;
&lt;br /&gt;
That was until the Autumn King decided he must continue to rule and refused to give up his throne, his crown, to the Winter Queen. In that one moment, the Wyrd snapped as the freehold erupted into war as past wrongs came to the fore and Changeling blood was spilled.&lt;br /&gt;
&lt;br /&gt;
It was at this time when trods began to open up across the freehold and in a tidal wave of nightmares, the Gentry swept in with Hedge beasts, hobgoblins and loyalists under their command, killing and capturing as many fae as possible before the remaining Sovereigns rallied together to make a stand. However, they were still pushed back further into the freehold, always on the defensive and readying themselves for one final battle.&lt;br /&gt;
&lt;br /&gt;
Then, from beyond the Hedge came three strangers. Two represented the Dawn and Dusk whereas the third was of no Court; a balancing force. Together, they aided the Seasons in their war and fought the Gentry, pushing them back into the Hedge and as the freehold pledge was re-founded and the trods closed, the True Fae returned to Arcadia. In the aftermath, the outside Courts left after the Seasons had settled once more while the balancing fae remained behind, to watch from inside the freehold.&lt;br /&gt;
&lt;br /&gt;
Time moved on as fae came and went, Sovereigns rose and fell and all the while, the Gentry remained a distant, if terrible, memory. Now, it seems that strife has arisen once again in the freehold. The Four Seasons Hotel, a longtime bastion and center of the Freehold was destroyed by a Gentry. Sovereigns fell to battle or departure. New leaders arose as the upheavals continued. Amongst it all, the Gentry have been spotted outside the mortal world, travelling through the Hedge that surrounds Sacramento.&lt;br /&gt;
&lt;br /&gt;
{{Venue Status|Changeling}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid #1a1a1a; text-size: 85%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: auto; padding: 1px 1em 0;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 5px; border-bottom: 1px dimgrey solid; color:green;&amp;quot;&amp;gt;'''Current Scenes'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-right: 40px; white-space: nowrap; overflow: hidden;&amp;quot;&amp;gt;&lt;br /&gt;
{{#get_db_data:db=nwod&lt;br /&gt;
	|from=post JOIN thread ON (thread.threadid = post.threadid) JOIN forum ON (forum.forumid = thread.forumid) JOIN user ON (user.username = thread.lastposter)&lt;br /&gt;
	|where=thread.forumid IN (9,209,243) AND thread.open = 1 AND  thread.lastpost &amp;gt;= UNIX_TIMESTAMP()-30*24*60*60  group by thread.title order by thread.lastpost desc LIMIT 20&lt;br /&gt;
	|data=ctlforum=forum.title AS forum, ctlthread=thread.title, ctldate=FROM_UNIXTIME(thread.lastpost, '%M %D') as date, ctlposter=thread.lastposter, ctlpostcount=count(postid), ctlpostid=post.postid, ctlforumid=thread.forumid, ctluserid=user.userid&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
{{#for_external_table: &amp;lt;html&amp;gt;&amp;lt;div style=&amp;quot;margin-right: 5px; float: left; height: 38px; width: 38px; overflow: hidden; border-radius: 50%;&amp;quot; &amp;gt;&amp;lt;a href=&amp;quot;http://nwod.org/forum/member.php?&amp;lt;/html&amp;gt;{{{ctluserid}}}&amp;lt;html&amp;gt;&amp;quot;&amp;gt;&amp;lt;img title=&amp;quot;&amp;lt;/html&amp;gt;{{{ctlposter}}}&amp;lt;html&amp;gt;&amp;quot;src=&amp;quot;http://nwod.org/forum/image.php?u=&amp;lt;/html&amp;gt;{{{ctluserid}}}&amp;lt;html&amp;gt;&amp;quot; width=&amp;quot;38&amp;quot; /&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/html&amp;gt; [http://nwod.org/forum/showthread.php?p={{{ctlpostid}}}#post{{{ctlpostid}}} {{{ctlthread}}}] &amp;lt;br /&amp;gt;&amp;lt;div style=&amp;quot;margin-left: 4em;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;{{{ctlpostcount}}} Posts, Updated {{{ctldate}}}  &amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; }}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: auto; padding: 1px 1em 0;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 5px; border-bottom: 1px dimgrey solid; color:green;&amp;quot;&amp;gt;'''Current Characters'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 85%;&amp;quot;&amp;gt;{{#ask: [[Concept:Active Changelings]] |?Freehold Titles= | format= template |link=none |template=Status-Table}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: auto; padding: 1px 1em 0;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green;&amp;quot;&amp;gt;'''Archived Scenes'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:green; font-size: 85%;&amp;quot;&amp;gt;{{#ask: [[Category:Changeling Scenes]] |sort=Sacramento date |order=desc |format = ul |limit=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Event for::Changeling]] [[Sacramento date::+]]&lt;br /&gt;
| ?Sacramento date&lt;br /&gt;
| sort=Sacramento date&lt;br /&gt;
| order=descending&lt;br /&gt;
| format=timeline&lt;br /&gt;
| timelinebands=MONTH,YEAR&lt;br /&gt;
| timelineposition=end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hedgespun</id>
		<title>Hedgespun</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hedgespun"/>
				<updated>2016-08-21T19:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Merit&lt;br /&gt;
|Source=House Rule&lt;br /&gt;
|Pages=&amp;amp;nbsp;&lt;br /&gt;
|Status=Allowed&lt;br /&gt;
|Fixed=Yes&lt;br /&gt;
|Type=Item&lt;br /&gt;
|Restriction=Changeling&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Level3=3&lt;br /&gt;
|Level4=4&lt;br /&gt;
|Level5=5&lt;br /&gt;
}}&lt;br /&gt;
{{CHR|This is a custom [[Merits|Merit]] for the [[Changeling]] Venue, approved for play by [[User:CyledyrWyllt|CyledyrWyllt]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hedgespun Merit is considered separate from the [[Token]] Merit and may be purchased multiple times. We use modified Hedgespun rules from [[Rites of Spring]] (p. 138), so in addition to ''gaining ST approval'', a hedgespinner must possess the appropriate skills: [[Crafts Skill]] AND [[Occult Skill]] equal to the Merit Dots of the Hedgespun item being crafted, as well as the Merits [[Hollow]] OR [[Resources]] to successfully create the particular custom hedgespun they desire. Please note that the Merit Dots of the Hedgespun item cannot exceed the [[Wyrd]] Rating of the item's creator. Thus, Hedgespun items at the 4th and 5th dot level are exceedingly difficult to craft.&lt;br /&gt;
&lt;br /&gt;
Furthermore, a scene (a glimpse if the creator is purchasing the Hedgespun merit for themselves) must be had before the Merit is purchased between the Hedgespun Item's commissioner and the Creator. This is to help inspire fun scenes that delve into the fantastical nature of the items themselves, and explore the Changelings' ability to craft with the stuff of dreams. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating Hedgespun==&lt;br /&gt;
The act and art of Hedgespinning is an intuitive thing for many, the pushing and pulling of elements together, weaving and warping items so that they come together in a new and unusual way.&lt;br /&gt;
&lt;br /&gt;
Note that a character must be in the [[Hedge]] while creating a Hedgespun item. The items will stubbornly refuse to yield if manipulated outside the Thorns. However, once crafted successfully, the Hedgespun item can be taken and used outside the [[Hedge]](though all Hedgespun’s genuine mien is concealed beneath the [[Mask]]). &lt;br /&gt;
&lt;br /&gt;
Intangible reagents are made a part of a Hedgespun item by existing in the proximity to the crafting process. If the recipe demands a cry of pain, then that anguished cry must be within earshot of the changeling Hedgespinning the item while she crafts it. If she herself must give something to the item, such as a whispered promise or a lusty gust of breath, she can do so while her hands work to ease the materials together.&lt;br /&gt;
&lt;br /&gt;
If desired, a character can Roll to craft the item during the Item's scene, however it is not required. Such rolls would use regular Cafting rules, as explained under the [[Crafts Skill]] wiki entry. So, even if a character is using moonlight to forge a blade, the intended durability of the blade would still effect the rolls and successes needed, just as they would for a blade forged from regular steel.&lt;br /&gt;
&lt;br /&gt;
==Sublime Designs==&lt;br /&gt;
Every piece of hedgespun possesses mechanics that are identical to their mundane equivalent despite being crafted from ephemeral ingredients and fantastical materials. It is also possible to craft 0-Dot Hedgespun, which only require a single success to create and may be acquired with ST approval both at CharGen and during play at no xp cost. These exotic ''trinkets'' function exactly like their mundane counterparts and do not require activation, but may be upgraded with further hedgespinning(and xp).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard mundane statistics(and equipment bonuses) possessed by all hedgespun equipment, each dot spent on the Hedgespun Merit adds one of the following benefits when it is activated with a [[Reflexive]] [[Action]] by ''either'' rolling [[Wyrd]] ''or'' spending one point of [[Glamour]]:&lt;br /&gt;
&lt;br /&gt;
* +1 equipment bonus to a particular type of roll(similar to a skill specialty).&lt;br /&gt;
* +1 to a [[weapons|weapon's]] damage.&lt;br /&gt;
* +1 to [[Defense]].&lt;br /&gt;
* +1 to general ''or'' ballistic [[Armor]]. This change is reflected by the [[Mask]].&lt;br /&gt;
* +2 to [[Initiative]].&lt;br /&gt;
* +2 to [[Speed]].&lt;br /&gt;
* +1 to [[Durability]].&lt;br /&gt;
* Reduce [[Durability]] of target by -1.&lt;br /&gt;
* Change [[weapons|weapon's]] base damage from [[Bashing]] to [[Lethal]]. This change is reflected by the [[Mask]].&lt;br /&gt;
&lt;br /&gt;
When hedgespun is activated, it is &amp;quot;all or nothing&amp;quot;. Changelings may not &amp;quot;pick and choose&amp;quot; which bonuses to activate. Although hedgespun must be activated like a [[Token]] by either calling upon one's [[Wyrd]] or spending a point of [[Glamour]], unlike a [[Token]], hedgespun possess neither a Drawback nor a Catch. Owners of hedgespun have also noticed the curious property that they activate automatically every single time they are taken into the hedge and refuses to deactivate until being returned to the mundane world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Hedge}}{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Coco</id>
		<title>Coco</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Coco"/>
				<updated>2016-08-16T14:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|postwith=Character&lt;br /&gt;
|forumid=2044&lt;br /&gt;
|minisheet=1&lt;br /&gt;
|Inception=2014/03/26&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Coco Tascioni&lt;br /&gt;
|Court Title=Verdant Advocate&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Presence Description=Expressive&lt;br /&gt;
|Kith=Dancer&lt;br /&gt;
|DualKith=Skitterskulk&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Avatar=Hayley Williams&lt;br /&gt;
|Quote=Do you trust the person you see in the mirror?&lt;br /&gt;
}}&lt;br /&gt;
{{col-begin|width=100%}}&lt;br /&gt;
{{col-break|width=66%}}&amp;lt;div style=&amp;quot;padding-right: 30px;&amp;quot;&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
Cosima &amp;quot;Coco&amp;quot; Tascioni was at one point an aspiring actress who took an interest in Jacobian and Elisabethan theater, her favorite parts of the play being the stage combat. By the time she got into college, she had abandoned the pursuit of theater in favor of the arts of fencing. She fervently practiced the sport but also sought out experts in actual combat fencing, joining a few medieval and renaissance combat guilds. If she wanted to become great as a fencer (and oh, this did desire) she believed that she had to learn the origins of the sport as well as become expert in it's execution. This intense training, combined with her naturally quick reflexes, helped shoot Cosima towards a shot at the Olympics.&lt;br /&gt;
&lt;br /&gt;
Two weeks before her Olympic trial she was in New York City, her hometown, ice skating, when she was struck with a feeling of indescribable confidence and bravado and she shouted to the heavens that she was going to be the best fencer to ever live and that she'd forge her legend with an undefeated career! She made this proclamation before the great, gilded statue of Prometheus, where, unbeknownst to her, the ears of the Gentry dwelt. Coco was stolen while she slept and brought to the court of the Maitre Coutume, a Gentry who procured and polished up servants, curios, and toys to sell to other Gentry. The Maitre explained to Coco that she had been chosen for something much grander than a chance in the Olympic Games; she had been chosen to be groomed into the best sword servant the gods had ever known. For a time the magic of the Maitre’s court bewitched and enchanted Coco, but once her Keeper started forcing her to learn arts besides the sword, such as those of the boudoir, the ballroom, or more importantly, the art of patience and humility, was it that Coco began to realize that she was just a commodity in the Maitre’s eyes, a trapped pet to be trained and sold. She began to rebel in whatever small ways that she could, serving sugar instead of salt when she was forced to act the maid, offering double edged compliments when forced to entertain, or anything else that came to mind to foil her captor's desires. Finally the Maitre grew tired of her and gave her one chance to free herself. He said that if she thought she was such an excellent blade, and if she thought she was above service, than she must find a way to shame him, and then he challenged her to a duel. Coco lost, and to add to her humiliation the Maitre granted her a form that he thought was more suitable for “such a pest”. He turned her into a sentient wasp and she was forced to flee before he squashed her. However, the Maitre had left Coco her mind and she poured all of her being into finding a way to use this last weapon left to her.&lt;br /&gt;
&lt;br /&gt;
Finally, Coco got her chance. The Matire invited other Gentry to his court to observe hunting stock that he had trained, both the prey and the predators, and he led them on a merry hunt around his estate. However, just as the Maitre was about to catch one of his slower slaves, Coco flew in and stung his magical unicorn mount repeatedly on a very sensitive part of its anatomy. The panicked and enraged mount bucked off the Maitre, which allowed the prey to escape, and in front of many influential clients the Maitre Coutume was shamed. Bound by his word the Maitre turned Coco back and released her from bondage, though he did swear to reap a horrid revenge upon her when she least expected it. Intoxicated by her new freedom and horribly scared, Coco fled into the Hedge and finally back into the mortal world.&lt;br /&gt;
&lt;br /&gt;
Then, back in New York, Coco was found by the Fortress of Coins and helped to adjust back to the reality of the world. She found that she had an affinity for Summer due to her martial abilities but also because she found she had a penchant for irritating people for sport. However, Spring finally drew her interest and she decided that she wanted to embrace the gifts that she had been granted and use them to pursue her joys and desires rather than give into wrath. She worked for the Spring court running drinks or washing dishes, doing whatever she could to help construct a living for herself, and this included offering fencing lessons to various Changelings in the city. Finally she had earned enough money to provide herself with a nice nest egg to draw upon and she decided that she wanted to leave and start afresh in a new city. She wrote the names of cities she’d consider moving to on pieces of paper, put them in a hat, and drew out the name of Sacramento. Deciding she had no better ideas she decided to follow the path of whimsy and head to Sacramento to pursue her desires and build a new life far, far, away from her fetch and, hopefully, the wrath of her Keeper. &amp;lt;/div&amp;gt;&lt;br /&gt;
{{col-break|width=33%}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
===Mask===&lt;br /&gt;
A slim, young woman with red dyed hair and expressive brown eyes. &lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Coco's eyes are split into four facets that give a kaleidoscope appearance to her irises and two delicate antenna are perched on her forehead. Her nails are also like pieces of black carapace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
Embrace the angst.&lt;br /&gt;
*[https://www.youtube.com/watch?v=UsCfkxZLlys Hope of Morning]&lt;br /&gt;
*[https://www.youtube.com/watch?v=XN2_E0X38FU Iodine] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
{{Friend To|{{PAGENAME}}}}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Changeling Character}}{{Lived In|New York City|2008|2013}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
{{Hollow&lt;br /&gt;
|Group=Spring&lt;br /&gt;
|Size=0&lt;br /&gt;
|Amenities=0&lt;br /&gt;
|Doors=0&lt;br /&gt;
|Wards=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Charles_Goldwater</id>
		<title>Charles Goldwater</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Charles_Goldwater"/>
				<updated>2016-08-10T17:08:28Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|postwith=Player&lt;br /&gt;
|forumid=2025&lt;br /&gt;
|minisheet=1&lt;br /&gt;
|Inception=2016/01/10&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Departed=2016/08/10&lt;br /&gt;
|Character Name=Charles Goldwater&lt;br /&gt;
|Court Title=Courtier&lt;br /&gt;
|Player Name=AwakeOrangutang&lt;br /&gt;
|Presence Description=Bog standard&lt;br /&gt;
|Kith=Blightbent&lt;br /&gt;
|pic2=Yes&lt;br /&gt;
|Appearance=Oil-soaked Corpse&lt;br /&gt;
|Avatar=Daniel Frederikson&lt;br /&gt;
|Quote=&amp;quot;I have no illusions that anything we do will actually matter, but I'd rather try anyways than just sit around.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
===Mask===&lt;br /&gt;
Pale skinned with thin figure with but a hint of musculature. Shoulder length black hair with an oily look to it, often either swept back or worn in a ponytail. Pale blue eyes that show little emotion.&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
His skin takes on the pallor and appearance of a water-logged corpse. A sheen of oil dances over his skin. His hair is greenish-black, wet, and perpetually slick with thick grease. Pale, dead eyes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Before Arcadia===&lt;br /&gt;
Charles Goldwater, also originally known as Lucas Hawthorne back then, grew up in Dallas, Texas. His family was fairly middle class and had all the advantages (and disadvantages) of a large metropolitan city at their disposal. Lucas attended one of the several schools in the area, where he made great grades and few friends. He was one of those odd ducks who actually liked math, strangely enough. And what's public education without bullying! No school would be complete without some muscleheads taking out their pent-up aggression on the bookworm. Unfortunately for those fellows, momma didn't raise no doormat and Lucas could give as well as he could take. Did he end up in detention? Several times. But it was worth it to wipe the smug grins off their faces.&lt;br /&gt;
&lt;br /&gt;
Once he graduated high school, he pretty much knew exactly what he was going to do. The Houston and the Gulf of Mexico weren't too far away, he had a great head for numbers, and the oil industry was booming. So he got himself a bachelors degree in Engineering, then twiddled around a bit doing less glorious options, before finally landing himself a position on an oil refinery. Lucas Hawthorne, Process Engineer. Now wasn't that a fancy title? Something he could brag about to everybody back in Dallas.&lt;br /&gt;
&lt;br /&gt;
Pity that unreality had to rear its lovely head. Lucas was one of the hardest workers there, largely because he buried his nose in it and didn't mind all the number crunching. Which also meant that when there were problems, people called him first because they figured he didn't mind. Some odd readings were coming up from below deck and he was just the man for the job. But when he actually got down there, he was greeted by a sight he wished never to see again. An unearthly fellow, sea green skin and a sea foam beard, wielding a trident of gleaming gold and a crown of the darkest coral. He obviously wasn't of Earth. And he was condemning Lucas. For what, he couldn't actually tell. He kept on speaking of how they had laid claim to territory that belonged to him and that their very presence was defiling this hallowed ground. It didn't make sense and no matter how he tried to explain it, he could brook no sympathy. Looking back on it, the Fae probably didn't care who it was so long as he got to exert some petty vengeance and whatever poor bloke it may be.&lt;br /&gt;
&lt;br /&gt;
===Durance===&lt;br /&gt;
Lucas was seized by the collar and thrown into an abyss that definitely wasn't there beforehand. He fell into a swirling cauldron of unidentifiable liquid. It seemed like water but burned like acid, he swear he could feel it peeling away at his skin. And when he finally surfaced, he was quick to discover he was definitely no longer in the Gulf of Mexico. He was in The Sovereign of the Sea's realm. He most have found it funny, The Sovereign. He was an oil worker, so toss him in his own idea of an oil spill. The water was a terrible toxin that caused pain just by contact, but there was no way to escape from it. It formed a film on the surface and no matter how far you swam, you never could reach the edge. He found it was better to rest below the surface, where the top layer of sludge couldn't grab at try to drag you to the depths. Lucas needed to think, there had to be a solution. Shouldn't there? He retreated into himself, growing introspective and unaware of his surroundings beyond the barest sense. He let himself fade into the sea, ignoring the pain. But he had one thing that would keep him conscious and somewhat human. Rage. His heart burned with the desire to escape, to exact revenge, to on his mercurial captor.&lt;br /&gt;
&lt;br /&gt;
===Escape===&lt;br /&gt;
He finally came up with a plan. It was daring, he didn't know if it would work. Hell, he didn't even have any proof it would work. But it was better than just sitting there. He began swimming down. Down deep in to the depths, past where light could catch. The water grew darker, colder, more oppressive. He felt the presence of terrible creatures that filled him with dread, but he never saw them and kept going on. Perhaps if you're meant to fear the abyssal depths, then perhaps you might find escape there. It was hard to measure time, but by his estimate, he swam down for five days. Eventually, he reached something. Like a foreboding forest of kelp, seaweed, and coral. Plant life that felt different from the otherwise corrosive waters. Kelp that was barbed and thorned. He had found the Hedge.&lt;br /&gt;
&lt;br /&gt;
===After Arcadia===&lt;br /&gt;
When he emerged from the water once more, he was back on the shores of Texas. A welcome sight to a weary traveler. First things, first, head to Houston. That was where the headquarters of his company had been and where he had last left off before joining them. But time had passed him by. It had been five years since he'd seen land. The oil business was no longer quite as lucrative, the refinery he'd worked at had been cut down to size. His Fetch had been one of the causalities and heaven knows where he could be now. Still, it wasn't all bad. He found himself in the Houston Freehold, a whole 'nother side to the city he hadn't even known.&lt;br /&gt;
&lt;br /&gt;
They helped him get things together, get back on his feet. They taught him the basics and what he now was. He ended up allying with the Summer Court, maybe because it was one of the two largest courts there, but he still felt a burning anger at what had been done to him. He curried favors with the locals, got himself a new identity as Charles Goldwater, and a car to help him get around. Lord knows you didn't want to use the trods if you didn't know what you were doing.&lt;br /&gt;
&lt;br /&gt;
But he never felt particularly... safe. Houston was not the most trusting Freehold, even with him being on the first rung of the Summer Court, he was viewed with plenty of suspicion. He always had the feeling he was locked out of the loop and unwanted. After all, the Houston Freehold suffered from a large number of Loyalists and the survivors of Hurricane Katrina still lingered about on the fringes. Plus, he worried about what might happen when those favors started calling for him.&lt;br /&gt;
&lt;br /&gt;
So he skipped town. He wasn't abandoning his oaths, but they couldn't call in favors on a person who wasn't there. He wanted to find a place a bit more welcoming, where his actions weren't viewed with suspicion. And he wanted to find a new job. After becoming something synonymous with pollution, he couldn't just get back in the oil field. It felt like conforming to exactly what The Sovereign wanted of him. No, he wanted to spit that idea back in his face. And finally, he had family in Sacramento. Distant family that he knew wouldn't recognize him, but it was a better start than anything else. So it was off to Sacramento for... who knows what.&lt;br /&gt;
&lt;br /&gt;
==Fetch==&lt;br /&gt;
He knows his Fetch exists, but seeing as his location is very dubious, he hasn't put much effort in to tracking him down. If he could, it'd be nice to track him down and take care of that loose end. But with little clue as to where he might be, that's just one thing he'll have to deal with later.&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Changeling Character}}{{Status Editor}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Coco</id>
		<title>Coco</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Coco"/>
				<updated>2016-08-06T05:50:15Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|postwith=Character&lt;br /&gt;
|forumid=2044&lt;br /&gt;
|minisheet=1&lt;br /&gt;
|Inception=2014/03/26&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Coco Tascioni&lt;br /&gt;
|Court Title=Verdant Advocate&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Presence Description=Expressive&lt;br /&gt;
|Kith=Dancer&lt;br /&gt;
|DualKith=Skitterskulk&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Avatar=Hayley Williams&lt;br /&gt;
|Quote=Do you trust the person you see in the mirror?&lt;br /&gt;
}}&lt;br /&gt;
{{col-begin|width=100%}}&lt;br /&gt;
{{col-break|width=66%}}&amp;lt;div style=&amp;quot;padding-right: 30px;&amp;quot;&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
Cosima &amp;quot;Coco&amp;quot; Tascioni was at one point an aspiring actress who took an interest in Jacobian and Elisabethan theater, her favorite parts of the play being the stage combat. By the time she got into college, she had abandoned the pursuit of theater in favor of the arts of fencing. She fervently practiced the sport but also sought out experts in actual combat fencing, joining a few medieval and renaissance combat guilds. If she wanted to become great as a fencer (and oh, this did desire) she believed that she had to learn the origins of the sport as well as become expert in it's execution. This intense training, combined with her naturally quick reflexes, helped shoot Cosima towards a shot at the Olympics.&lt;br /&gt;
&lt;br /&gt;
Two weeks before her Olympic trial she was in New York City, her hometown, ice skating, when she was struck with a feeling of indescribable confidence and bravado and she shouted to the heavens that she was going to be the best fencer to ever live and that she'd forge her legend with an undefeated career! She made this proclamation before the great, gilded statue of Prometheus, where, unbeknownst to her, the ears of the Gentry dwelt. Coco was stolen while she slept and brought to the court of the Maitre Coutume, a Gentry who procured and polished up servants, curios, and toys to sell to other Gentry. The Maitre explained to Coco that she had been chosen for something much grander than a chance in the Olympic Games; she had been chosen to be groomed into the best sword servant the gods had ever known. For a time the magic of the Maitre’s court bewitched and enchanted Coco, but once her Keeper started forcing her to learn arts besides the sword, such as those of the boudoir, the ballroom, or more importantly, the art of patience and humility, was it that Coco began to realize that she was just a commodity in the Maitre’s eyes, a trapped pet to be trained and sold. She began to rebel in whatever small ways that she could, serving sugar instead of salt when she was forced to act the maid, offering double edged compliments when forced to entertain, or anything else that came to mind to foil her captor's desires. Finally the Maitre grew tired of her and gave her one chance to free herself. He said that if she thought she was such an excellent blade, and if she thought she was above service, than she must find a way to shame him, and then he challenged her to a duel. Coco lost, and to add to her humiliation the Maitre granted her a form that he thought was more suitable for “such a pest”. He turned her into a sentient wasp and she was forced to flee before he squashed her. However, the Maitre had left Coco her mind and she poured all of her being into finding a way to use this last weapon left to her.&lt;br /&gt;
&lt;br /&gt;
Finally, Coco got her chance. The Matire invited other Gentry to his court to observe hunting stock that he had trained, both the prey and the predators, and he led them on a merry hunt around his estate. However, just as the Maitre was about to catch one of his slower slaves, Coco flew in and stung his magical unicorn mount repeatedly on a very sensitive part of its anatomy. The panicked and enraged mount bucked off the Maitre, which allowed the prey to escape, and in front of many influential clients the Maitre Coutume was shamed. Bound by his word the Maitre turned Coco back and released her from bondage, though he did swear to reap a horrid revenge upon her when she least expected it. Intoxicated by her new freedom and horribly scared, Coco fled into the Hedge and finally back into the mortal world.&lt;br /&gt;
&lt;br /&gt;
Then, back in New York, Coco was found by the Fortress of Coins and helped to adjust back to the reality of the world. She found that she had an affinity for Summer due to her martial abilities but also because she found she had a penchant for irritating people for sport. However, Spring finally drew her interest and she decided that she wanted to embrace the gifts that she had been granted and use them to pursue her joys and desires rather than give into wrath. She worked for the Spring court running drinks or washing dishes, doing whatever she could to help construct a living for herself, and this included offering fencing lessons to various Changelings in the city. Finally she had earned enough money to provide herself with a nice nest egg to draw upon and she decided that she wanted to leave and start afresh in a new city. She wrote the names of cities she’d consider moving to on pieces of paper, put them in a hat, and drew out the name of Sacramento. Deciding she had no better ideas she decided to follow the path of whimsy and head to Sacramento to pursue her desires and build a new life far, far, away from her fetch and, hopefully, the wrath of her Keeper. &amp;lt;/div&amp;gt;&lt;br /&gt;
{{col-break|width=33%}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
===Mask===&lt;br /&gt;
A slim, young woman with red dyed hair and expressive brown eyes. &lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Coco's eyes are split into four facets that give a kaleidoscope appearance to her irises and two delicate antenna are perched on her forehead. Her nails are also like pieces of black carapace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
Embrace the angst.&lt;br /&gt;
*[https://www.youtube.com/watch?v=UsCfkxZLlys Hope of Morning]&lt;br /&gt;
*[https://www.youtube.com/watch?v=XN2_E0X38FU Iodine] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
{{Friend To|{{PAGENAME}}}}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Changeling Character}}{{Lived In|New York City|2008|2013}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
{{Hollow&lt;br /&gt;
|Group=Spring&lt;br /&gt;
|Size=0&lt;br /&gt;
|Amenities=0&lt;br /&gt;
|Doors=0&lt;br /&gt;
|Wards=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Fang_and_Talon</id>
		<title>Fang and Talon</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Fang_and_Talon"/>
				<updated>2016-08-03T15:50:28Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Fang and Talon&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 142-144&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
Changelings use these Contracts to emulate and become closer to specific animals. Contracts of Fang and Talon are purchased separately, each Contract attuning itself to one specific type of animal. Canines, felines, sea mammals, predatory birds, fish, sharks or even bony fish are all sample possibilities. The character may choose to attune to a particular species, or as widely as a general family of animals; he could take affinity with Wolves or Canines, but not with Carnivora or Mammals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice: any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the user's skin.&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===Tongues of Birds and Words of Wolves (•)=== &lt;br /&gt;
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Animal Ken Skill]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character imitates the animal’s sounds and body language.&lt;br /&gt;
: –1 The animal is frightened or hurt.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling gives the animal a new name.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character angers or scares the animal he tries to approach and cannot use this clause for one full scene.&lt;br /&gt;
* '''Failure:''' No communication occurs.&lt;br /&gt;
* '''Success:''' The changeling can speak to all animals of the specified type for the next scene.&lt;br /&gt;
* '''Exceptional Success:''' The animal feels affection and loyalty toward the character. The animal is actively helpful and volunteers information unasked if it considers that information important (so far as its intelligence allows).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beast’s Keen Senses (••)===&lt;br /&gt;
The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling is touching an animal of the correct type.&lt;br /&gt;
: +1 The changeling is wearing a mask or other large image (such as a painting on the back of a jacket of an animal of the correct type).&lt;br /&gt;
: –1 The environment is one that the animal would find uncomfortable and unnatural, such as a jungle animal in winter snow.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling sees or touches an animal of the type being imitated.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s senses become slightly muddied and confused. The character experiences a –1 die penalty to all Perception rolls for the next scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the character’s senses are unaffected.&lt;br /&gt;
* '''Success:''' The character gains a +2 dice bonus to all Wits rolls relating to perception for the next full scene. In addition, he gains the chosen animal’s most notable sensory ability — a wolf or dog’s sense of smell, including the ability to identify people and track by scent, an owl or cat’s night vision and so on. If the character’s particular animal has no significant exceptional sense (such as a goat or monkey) , he instead gains a +4 dice bonus to all Wits rolls relating to perception. These bonuses last for the next full scene.&lt;br /&gt;
* '''Exceptional Success:''' The character gains an additional +1 die to all Perception rolls for the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pipes of the Beastcaller (•••)===&lt;br /&gt;
The changeling can command the animal specified in the Contract. The character can call any single animal of this type that she can see or hear, causing the animal to come rapidly to her aid, and then instruct the animal on what she wants it to do. Particularly small animals may be called in groups. The changeling can call and command up to a dozen tiny animals, such as rats, mice or small bats, if she can see or hear them all. Changelings can also call an entire hive of insects such as bees or wasps. The animal (or animals) obeys to the best of its ability, but its nature and intelligence might cause the animal to interpret its orders in unusual ways. The animal attempts to carry out commands for the next full day, after which it ceases to obey the character. The animal will not cooperate with anything obviously self-destructive, such as standing still in front of an oncoming car. Large groups of small animals such as rats or bees act as one and cannot be split up to perform different tasks.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Animal Ken Skill]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling offers the animal appropriate foodstuffs.&lt;br /&gt;
: –1 The animal is frightened or injured.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling asks the animal to guard or watch the changeling’s dwelling.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The animal either attacks the character or completely misunderstands the instructions and does the exact opposite of what he commands it to do.&lt;br /&gt;
* '''Failure:''' The character cannot communicate with or command the animal.&lt;br /&gt;
* '''Success:''' The animal can both understand the character’s wishes and obeys the character’s orders to the best of its abilities.&lt;br /&gt;
* '''Exceptional Success:''' The character retains an empathic bond with the animal, allowing him to roughly sense its location and emotional and physical condition. For the next full day, the character can spend one point of Glamour to communicate for one scene with the animal at any distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tread of the Swift Hooves (••••)===&lt;br /&gt;
The character gains the Contracted animal’s mode of locomotion. This clause allows characters emulating unusually swift animals to run faster, characters emulating aquatic animals to swim better and faster and characters moving like flying animals to jump and glide inhumanly well. If the animal is noted for being able to move exceptionally well in several different ways, such as a type of monkey that excels at both climbing and jumping, the character must choose which type of movement he wishes to gain when he learns this clause and must learn a new version to gain the other ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling wears a mask of the animal or a large garment made from its skin.&lt;br /&gt;
: –1 The clause is invoked someplace the animal is never naturally found.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character is touching an animal of the correct type.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails. The character suffers a –1 die penalty to Speed for the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the character is unaffected.&lt;br /&gt;
* '''Success:''' The character gains the movement capabilities of the animal. Swift runners such as horses or dogs allow the changeling to double her Speed. Aquatic animals allow the changeling to swim as rapidly and as easily as she can walk or run and hold her breath 10 times as long (including any modifiers from the Strong Lungs Merit). Flying, gliding or jumping animals allow the changeling to quadruple her jumping distance and fall any distance without harm. Climbing animals such as monkeys allow the changeling to gain +5 to all climbing rolls and climb at five times normal speed. This enhanced movement lasts for one full scene.&lt;br /&gt;
* '''Exceptional Success:''' The character’s enhanced movement lasts until the sun next sets or rises, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cloak of the Bear’s Massive Form (•••••)===&lt;br /&gt;
The changeling can physically transform into the animal bound to the Contract. The transformation takes one turn. The character’s clothing and small objects close to his skin, such as phones or wallets, blend into this animal form.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 In the animal’s natural habitat&lt;br /&gt;
: –1 Inside a well-lit building closed off from the outside world&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is in the natural habitat of his associated animal and touching or within touching distance of at least one of these animals.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character partially transforms, becoming a clumsy half-human being who suffers a –2 dice penalty to all Strength and Dexterity pools and a –2 dice penalty to Defense and Speed. The botched transformation lasts until the character can take two consecutive turns to shift back.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the character cannot transform.&lt;br /&gt;
* '''Success:''' The character successfully transforms into the correct animal. The character can remain transformed for up to a scene or can choose to revert to her normal form at any time. Transforming back into the normal form requires one turn, and ends the clause’s effects. The character’s Health alters if her Size and Stamina change. In animal form, the character automatically gains animal senses, exactly as if she had performed the eagle’s gleaming eyes clause. The creature’s Physical Attributes replace the changeling’s, but she retains her Social and Mental Attributes. Her Skills also remain the same. The changeling gains some measure of the animal’s instinctual drives and motor control, so she can run, fly or swim normally. While in animal form, the character can speak all human languages she knows, and can also communicate normally with animals of the species she has become.&lt;br /&gt;
* '''Exceptional Success:''' The character can remain transformed until the sun next rises. If she has taken the form of an animal with a smaller Size than her own, she retains her full Health as if her Size had not changed.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mirror</id>
		<title>Mirror</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mirror"/>
				<updated>2016-08-03T15:49:54Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Mirror&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=129&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The symbolic element of Mirror grants changelings who master its Contracts the ability to perform acts of selfmodification and shapechanging. As might be expected, these Contracts are popular among the fae, who might use these powers for anything from convenience to misdirection to outright deceit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice: any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the user's skin.&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Riddle-Kith ===&lt;br /&gt;
This clause has its roots in purely fae intrigues, allowing changelings to interact with one another without being recognized. It works with the fundamental nature of changeling physiology to allow a changeling to seem as if she hails from some kith or seeming other than her own. Riddle-Kith works exclusively on the general features of a mien, meaning that it creates only the impression that the individual is of a certain seeming. In other words, it won’t allow the changeling to selectively alter her features, nor will it permit the changeling to emulate a specific changeling, but it will give a clear impression of belonging to an entirely different seeming or kith. The new appearance is notably different from the old. For instance, a storm-attuned Elemental resembling a Japanese goblin who chooses to look like an Ogre wouldn’t look like an oni of similar coloration, but is much more likely to look European or otherwise significantly unlike himself. This Contract doesn’t affect the Mask.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must have dined with a member of the selected kith within the past week.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling loses all control of her attempted illusion, instead appearing simply as something utterly unnatural. She may acquire a hodge-podge of beastly features, or her skin may mottle or spall off. The ultimate effect is that the changeling simply looks horrendous for the duration of the scene instead of looking as if she belongs to a distinct seeming, imposing a –1 die penalty to all Presence dice pools (except those related to Intimidation) during that time.&lt;br /&gt;
* '''Failure:''' The Contract changes nothing about the changeling’s appearance.&lt;br /&gt;
* '''Success:''' The changeling takes on the features of a seeming or kith of her choice, though what features, exactly, the Contract bestows are up to the Storyteller. This power lasts until the next sunrise or sunset, whichever comes first, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success, though the changeling may choose the exact array of features this Contract grants her, so long as they’re congruous with the seeming she chose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Skinmask===&lt;br /&gt;
The changeling alters her flesh to appear as another individual. This change affects only a single limb or other aspect of the character, so only her hands or her face or her back can be made to resemble that of another person. This clause is often used to enhance disguises, though it is sometimes used to emulate unique birthmarks, signature tattoos, etc. It affects both Mask and fae mien. The feature so modeled must be a real feature that exists on a known subject, and it must come from a human (or at least partially human) source.&lt;br /&gt;
&lt;br /&gt;
Changelings can use this Contract multiple times to reproduce multiple features, but the cost must be paid each time and the roll must be made each time, as well.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling appropriates an object belonging to the individual whose features she plans to reproduce.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails grotesquely, disfiguring the changeling instead of mirroring the model. This may result in a distortion on the face, a withered limb or a horrendous discoloration of the skin. For the remainder of the scene, the character suffers a –1 die penalty to any Presence-based dice pools (except those involving Intimidation) when the disfigurement is visible.&lt;br /&gt;
* '''Failure:''' The changeling fails to emulate the desired feature.&lt;br /&gt;
* '''Success:''' The changeling emulates the feature in question so that it passes inspection by those who would best know the modeled subject. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' The changeling has so mastered this particular expression of the other character’s physical aspect that she doesn’t have to roll to re-attain this particular feature if he invokes this Contract at a later time. He must still pay the cost as normal, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Transfigure the Flesh ===&lt;br /&gt;
This clause allows the changeling to adjust the size of her body, either shrinking or growing as she chooses.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must steal a garment of clothing either far too large or far too small for her to wear. This garment need not correspond to the change made. That is, a changeling doesn’t need to specifically steal a small garment if she intends to shrink.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character succeeds only in crushing or hyper-extending her internal organs, and suffers a point of lethal damage in the failed attempt to alter her body size.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the changeling is unable to modify her size.&lt;br /&gt;
* '''Success:''' The changeling chooses either to shrink or to grow. The character’s Size then increases or decreases by an amount equal to one-half of the number of successes obtained on the roll (round up). The character may choose to alter her Size by less than this amount, if she wishes. Note that when the character’s Size changes, so, too, does her Health change, which may have some impact on the character’s well-being if she’s suffered any damage. This Contract lasts for the remainder of the scene, though the character may choose to end the Contract at any time before that.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success (as extra successes increase the versatility of the power), only the character’s Health remains at her regular score if she chooses to shrink herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Oddbody ===&lt;br /&gt;
The changeling re-aligns her body’s makeup so that one particular feature becomes something other than human. Examples include forming bestial claws, growing skin like bark or elongating legs.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling consumes the threads of a caterpillar’s cocoon.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The clause fails hideously, maiming the changeling for a brief period of time. The character suffers two points of lethal damage and is unable to move for three turns. For five turns thereafter, she may move at only half her normal Speed.&lt;br /&gt;
* '''Failure:''' The Contract fails to provide the manipulated feature.&lt;br /&gt;
* '''Success:''' The changeling creates a unique bodily feature of her choosing. Whatever the feature, the mechanical effects must be one of the following (the changeling’s choice):&lt;br /&gt;
: The feature acts as a natural weapon, granting a one lethal damage bonus.&lt;br /&gt;
: The feature acts as natural armor, effectively duplicating the effects of chain mail (see p. 170 of the World of Darkness Rulebook).&lt;br /&gt;
: The feature grants a +3 Speed bonus.&lt;br /&gt;
: The feature grants a +4 Initiative bonus.&lt;br /&gt;
: The feature renders the character immune to damage penalties.&lt;br /&gt;
Whatever the feature is, it lasts for the remainder of the scene, until the changeling consciously chooses to revert her features back to their normal state, or until the changeling uses this clause again to gain a different feature.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success, only the Contract is so effective, the Oddbody effect confers the benefits of two features as described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Chrysalis ===&lt;br /&gt;
Under this clause, the changeling is able to become something wholly other than herself. She may take the shape of any inanimate object roughly her size, and thereby become that object.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must commission the creation of an object she wishes to mimic.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling succeeds only in distorting her body and causing herself grief during the process of transformation. Instead of becoming the object, the character blacks out from the pain of the change. She remains unconscious until the player succeeds at a Stamina roll, which may be attempted once each minute.&lt;br /&gt;
* '''Failure:''' The Contract fails to transform the character into the desired object.&lt;br /&gt;
* '''Success:''' The changeling transforms literally into the object of her choosing. The character acquires all the properties of that object, though with added mobility. For example, a character who becomes a man-sized rock is extremely durable and also extremely heavy, while a character who becomes a clock tells time as a normal clock would. A character may also combine this power with other powers that affect her Size or composition, as with Transfigure the Flesh, to allow her to vary the size of the object she becomes.&lt;br /&gt;
Changelings who become objects in this fashion are limited to simple machines and basic materials. As well, they cannot become fanciful substances (though they can appear to be fanciful substances) or complex devices. Thus, a character is fine to become a canoe, a pillar of marble or a roulette wheel, but “a pile of stardust” or “a nuclear bomb made out of dark matter” is beyond the Contract’s reach. As an object, the character has a normal person’s sense of her surroundings. In addition, he has limited functional capacity in his purpose as the object — the roulette wheel could determine its own results, for example, the clock could set its own time and the canoe could propel itself into the current of a river. A chair could walk from place to place, bending its legs. The canoe could not fly, however, and the chair could not sprout “hands” at the ends of its arms or the pillar reshape itself into a statue. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' The character may change from one object to another while the Contract’s power lasts as an instant action.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mirror</id>
		<title>Mirror</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mirror"/>
				<updated>2016-08-03T15:49:30Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Mirror&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=129&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The symbolic element of Mirror grants changelings who master its Contracts the ability to perform acts of selfmodification and shapechanging. As might be expected, these Contracts are popular among the fae, who might use these powers for anything from convenience to misdirection to outright deceit.&lt;br /&gt;
&lt;br /&gt;
Notice: any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the user's skin.&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Riddle-Kith ===&lt;br /&gt;
This clause has its roots in purely fae intrigues, allowing changelings to interact with one another without being recognized. It works with the fundamental nature of changeling physiology to allow a changeling to seem as if she hails from some kith or seeming other than her own. Riddle-Kith works exclusively on the general features of a mien, meaning that it creates only the impression that the individual is of a certain seeming. In other words, it won’t allow the changeling to selectively alter her features, nor will it permit the changeling to emulate a specific changeling, but it will give a clear impression of belonging to an entirely different seeming or kith. The new appearance is notably different from the old. For instance, a storm-attuned Elemental resembling a Japanese goblin who chooses to look like an Ogre wouldn’t look like an oni of similar coloration, but is much more likely to look European or otherwise significantly unlike himself. This Contract doesn’t affect the Mask.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must have dined with a member of the selected kith within the past week.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling loses all control of her attempted illusion, instead appearing simply as something utterly unnatural. She may acquire a hodge-podge of beastly features, or her skin may mottle or spall off. The ultimate effect is that the changeling simply looks horrendous for the duration of the scene instead of looking as if she belongs to a distinct seeming, imposing a –1 die penalty to all Presence dice pools (except those related to Intimidation) during that time.&lt;br /&gt;
* '''Failure:''' The Contract changes nothing about the changeling’s appearance.&lt;br /&gt;
* '''Success:''' The changeling takes on the features of a seeming or kith of her choice, though what features, exactly, the Contract bestows are up to the Storyteller. This power lasts until the next sunrise or sunset, whichever comes first, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success, though the changeling may choose the exact array of features this Contract grants her, so long as they’re congruous with the seeming she chose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Skinmask===&lt;br /&gt;
The changeling alters her flesh to appear as another individual. This change affects only a single limb or other aspect of the character, so only her hands or her face or her back can be made to resemble that of another person. This clause is often used to enhance disguises, though it is sometimes used to emulate unique birthmarks, signature tattoos, etc. It affects both Mask and fae mien. The feature so modeled must be a real feature that exists on a known subject, and it must come from a human (or at least partially human) source.&lt;br /&gt;
&lt;br /&gt;
Changelings can use this Contract multiple times to reproduce multiple features, but the cost must be paid each time and the roll must be made each time, as well.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling appropriates an object belonging to the individual whose features she plans to reproduce.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails grotesquely, disfiguring the changeling instead of mirroring the model. This may result in a distortion on the face, a withered limb or a horrendous discoloration of the skin. For the remainder of the scene, the character suffers a –1 die penalty to any Presence-based dice pools (except those involving Intimidation) when the disfigurement is visible.&lt;br /&gt;
* '''Failure:''' The changeling fails to emulate the desired feature.&lt;br /&gt;
* '''Success:''' The changeling emulates the feature in question so that it passes inspection by those who would best know the modeled subject. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' The changeling has so mastered this particular expression of the other character’s physical aspect that she doesn’t have to roll to re-attain this particular feature if he invokes this Contract at a later time. He must still pay the cost as normal, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Transfigure the Flesh ===&lt;br /&gt;
This clause allows the changeling to adjust the size of her body, either shrinking or growing as she chooses.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must steal a garment of clothing either far too large or far too small for her to wear. This garment need not correspond to the change made. That is, a changeling doesn’t need to specifically steal a small garment if she intends to shrink.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character succeeds only in crushing or hyper-extending her internal organs, and suffers a point of lethal damage in the failed attempt to alter her body size.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the changeling is unable to modify her size.&lt;br /&gt;
* '''Success:''' The changeling chooses either to shrink or to grow. The character’s Size then increases or decreases by an amount equal to one-half of the number of successes obtained on the roll (round up). The character may choose to alter her Size by less than this amount, if she wishes. Note that when the character’s Size changes, so, too, does her Health change, which may have some impact on the character’s well-being if she’s suffered any damage. This Contract lasts for the remainder of the scene, though the character may choose to end the Contract at any time before that.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success (as extra successes increase the versatility of the power), only the character’s Health remains at her regular score if she chooses to shrink herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Oddbody ===&lt;br /&gt;
The changeling re-aligns her body’s makeup so that one particular feature becomes something other than human. Examples include forming bestial claws, growing skin like bark or elongating legs.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling consumes the threads of a caterpillar’s cocoon.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The clause fails hideously, maiming the changeling for a brief period of time. The character suffers two points of lethal damage and is unable to move for three turns. For five turns thereafter, she may move at only half her normal Speed.&lt;br /&gt;
* '''Failure:''' The Contract fails to provide the manipulated feature.&lt;br /&gt;
* '''Success:''' The changeling creates a unique bodily feature of her choosing. Whatever the feature, the mechanical effects must be one of the following (the changeling’s choice):&lt;br /&gt;
: The feature acts as a natural weapon, granting a one lethal damage bonus.&lt;br /&gt;
: The feature acts as natural armor, effectively duplicating the effects of chain mail (see p. 170 of the World of Darkness Rulebook).&lt;br /&gt;
: The feature grants a +3 Speed bonus.&lt;br /&gt;
: The feature grants a +4 Initiative bonus.&lt;br /&gt;
: The feature renders the character immune to damage penalties.&lt;br /&gt;
Whatever the feature is, it lasts for the remainder of the scene, until the changeling consciously chooses to revert her features back to their normal state, or until the changeling uses this clause again to gain a different feature.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success, only the Contract is so effective, the Oddbody effect confers the benefits of two features as described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Chrysalis ===&lt;br /&gt;
Under this clause, the changeling is able to become something wholly other than herself. She may take the shape of any inanimate object roughly her size, and thereby become that object.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must commission the creation of an object she wishes to mimic.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling succeeds only in distorting her body and causing herself grief during the process of transformation. Instead of becoming the object, the character blacks out from the pain of the change. She remains unconscious until the player succeeds at a Stamina roll, which may be attempted once each minute.&lt;br /&gt;
* '''Failure:''' The Contract fails to transform the character into the desired object.&lt;br /&gt;
* '''Success:''' The changeling transforms literally into the object of her choosing. The character acquires all the properties of that object, though with added mobility. For example, a character who becomes a man-sized rock is extremely durable and also extremely heavy, while a character who becomes a clock tells time as a normal clock would. A character may also combine this power with other powers that affect her Size or composition, as with Transfigure the Flesh, to allow her to vary the size of the object she becomes.&lt;br /&gt;
Changelings who become objects in this fashion are limited to simple machines and basic materials. As well, they cannot become fanciful substances (though they can appear to be fanciful substances) or complex devices. Thus, a character is fine to become a canoe, a pillar of marble or a roulette wheel, but “a pile of stardust” or “a nuclear bomb made out of dark matter” is beyond the Contract’s reach. As an object, the character has a normal person’s sense of her surroundings. In addition, he has limited functional capacity in his purpose as the object — the roulette wheel could determine its own results, for example, the clock could set its own time and the canoe could propel itself into the current of a river. A chair could walk from place to place, bending its legs. The canoe could not fly, however, and the chair could not sprout “hands” at the ends of its arms or the pillar reshape itself into a statue. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' The character may change from one object to another while the Contract’s power lasts as an instant action.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-08-03T15:44:12Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Shapeshifting Contracts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Information]]{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Follow the link for recovery rules.  Willpower usage must be noted with [[Help:Power Icons|Power Icons]].&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scenes==&lt;br /&gt;
Each Changeling Character may be in five (5) concurrent Scenes.&lt;br /&gt;
* This total includes, Plots, Socials, and Court meetings.&lt;br /&gt;
* This '''does not''' include Comms or Shards.&lt;br /&gt;
* [[Help:Tracker|Tracker]] and [[Help:Power Icons|Power Icons]] are used to monitor [[Scene]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
If you've [[Rules#Beginning_Play|set everything up properly]] (which is required), only a few things need to be added to the signature line.  &lt;br /&gt;
* Seeming, Kith and Mantle effect, if you have one.&lt;br /&gt;
* Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. &lt;br /&gt;
* Contracts and Pledges you have active -- keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
* '''Optional''': Traits such as [[Health]], [[Vitae]], [[Willpower]] and their current state (if not in the signature, it must be in the Minisheet)&lt;br /&gt;
* When in combat, please include [[Defense]], [[Armor]], and [[Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
===Shapeshifting Contracts===&lt;br /&gt;
Additionally, any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the user's skin.&lt;br /&gt;
&lt;br /&gt;
===Additional House Ruled Contracts===&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to become eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time).  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-08-03T15:42:52Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Shapeshifting Contracts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Information]]{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Follow the link for recovery rules.  Willpower usage must be noted with [[Help:Power Icons|Power Icons]].&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scenes==&lt;br /&gt;
Each Changeling Character may be in five (5) concurrent Scenes.&lt;br /&gt;
* This total includes, Plots, Socials, and Court meetings.&lt;br /&gt;
* This '''does not''' include Comms or Shards.&lt;br /&gt;
* [[Help:Tracker|Tracker]] and [[Help:Power Icons|Power Icons]] are used to monitor [[Scene]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
If you've [[Rules#Beginning_Play|set everything up properly]] (which is required), only a few things need to be added to the signature line.  &lt;br /&gt;
* Seeming, Kith and Mantle effect, if you have one.&lt;br /&gt;
* Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. &lt;br /&gt;
* Contracts and Pledges you have active -- keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
* '''Optional''': Traits such as [[Health]], [[Vitae]], [[Willpower]] and their current state (if not in the signature, it must be in the Minisheet)&lt;br /&gt;
* When in combat, please include [[Defense]], [[Armor]], and [[Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
===Shapeshifting Contracts===&lt;br /&gt;
Additionally, any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the users skin.&lt;br /&gt;
&lt;br /&gt;
===Additional House Ruled Contracts===&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to become eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time).  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-08-03T15:40:53Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Information]]{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Follow the link for recovery rules.  Willpower usage must be noted with [[Help:Power Icons|Power Icons]].&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scenes==&lt;br /&gt;
Each Changeling Character may be in five (5) concurrent Scenes.&lt;br /&gt;
* This total includes, Plots, Socials, and Court meetings.&lt;br /&gt;
* This '''does not''' include Comms or Shards.&lt;br /&gt;
* [[Help:Tracker|Tracker]] and [[Help:Power Icons|Power Icons]] are used to monitor [[Scene]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
If you've [[Rules#Beginning_Play|set everything up properly]] (which is required), only a few things need to be added to the signature line.  &lt;br /&gt;
* Seeming, Kith and Mantle effect, if you have one.&lt;br /&gt;
* Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. &lt;br /&gt;
* Contracts and Pledges you have active -- keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
* '''Optional''': Traits such as [[Health]], [[Vitae]], [[Willpower]] and their current state (if not in the signature, it must be in the Minisheet)&lt;br /&gt;
* When in combat, please include [[Defense]], [[Armor]], and [[Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
===Shapeshifting Contracts===&lt;br /&gt;
Additionally, any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the users skin.&lt;br /&gt;
&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to become eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time).  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-08-03T03:33:21Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Entitlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Information]]{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Follow the link for recovery rules.  Willpower usage must be noted with [[Help:Power Icons|Power Icons]].&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scenes==&lt;br /&gt;
Each Changeling Character may be in five (5) concurrent Scenes.&lt;br /&gt;
* This total includes, Plots, Socials, and Court meetings.&lt;br /&gt;
* This '''does not''' include Comms or Shards.&lt;br /&gt;
* [[Help:Tracker|Tracker]] and [[Help:Power Icons|Power Icons]] are used to monitor [[Scene]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
If you've [[Rules#Beginning_Play|set everything up properly]] (which is required), only a few things need to be added to the signature line.  &lt;br /&gt;
* Seeming, Kith and Mantle effect, if you have one.&lt;br /&gt;
* Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. &lt;br /&gt;
* Contracts and Pledges you have active -- keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
* '''Optional''': Traits such as [[Health]], [[Vitae]], [[Willpower]] and their current state (if not in the signature, it must be in the Minisheet)&lt;br /&gt;
* When in combat, please include [[Defense]], [[Armor]], and [[Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to become eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time).  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Character_Creation_for_Changeling</id>
		<title>Character Creation for Changeling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Character_Creation_for_Changeling"/>
				<updated>2016-08-03T03:33:09Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Entitlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|ctl}}__NOTOC__{{Character Creation}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Venue Status|Changeling}}&lt;br /&gt;
Please direct all questions about Changeling character creation to the Lost Storyteller(s), {{#ask: [[Storyteller::Changeling]]}}.&lt;br /&gt;
&lt;br /&gt;
* It is suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
&lt;br /&gt;
==Universal restrictions==&lt;br /&gt;
* Characters may begin with 30XP after applying the Changeling template. You should submit your basic(no Bonus XP) Character, and then post your Bonus XP Log to the Character Sheet that is subsequently created. '''Please do not include Bonus XP expenditures in your Character Submission'''.&lt;br /&gt;
* '''The Anachronism Flaw''' is Permanently Banned from Use. I am not allowing ANY character that has no idea how to handle money, use a phone, take public transportation, or speaks Ye Olde Englishe.&lt;br /&gt;
* '''Clarity''': Clarity may only be dropped to 5 with ST permission.&lt;br /&gt;
** Dropping in clarity ''requires'' the taking of at least one derangement.&lt;br /&gt;
* '''Courts''': Only the four Seasonal Courts may be selected at character creation. &lt;br /&gt;
* '''Supplements''': Changeling Only Merits, Tokens,  and Contracts for character creation may only be chosen from CTL Core, Winter Masques, and Rites of Spring.&lt;br /&gt;
* '''Loyalists''': No Loyalist or Privateer player characters.&lt;br /&gt;
* '''Fresh from the Hedge''': This is currently not permitted. After many attempts, it seems that FftH characters are just not a good fit in the PbP format of EoD. All characters will start play knowing the basic fundamentals of Lost existence.&lt;br /&gt;
* '''Age prior to Durance''': All characters must be at least 12 years of age prior to being taken by the Gentry.&lt;br /&gt;
** Attributes at one MUST be played correctly or will be considered Metagaming.&lt;br /&gt;
* '''Squatting''' In Sacramento before your introduction (IE. Through backstory) is not allowed.&lt;br /&gt;
** You can, however, be &amp;quot;passing through&amp;quot;&lt;br /&gt;
** ALL introductions are done In Character.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
When writing up a background for your Changeling, please include the following:&lt;br /&gt;
* Life before being taken&lt;br /&gt;
* Describe your Durance and Keeper&lt;br /&gt;
* How you escaped&lt;br /&gt;
* Life after Arcadia&lt;br /&gt;
* What you know about your Fetch.&lt;br /&gt;
&lt;br /&gt;
===Do Not Include:===&lt;br /&gt;
* Vampires&lt;br /&gt;
* Werewolves&lt;br /&gt;
* Demons&lt;br /&gt;
* Mages&lt;br /&gt;
* Geists&lt;br /&gt;
* Mummies&lt;br /&gt;
* Prometheans&lt;br /&gt;
* Any other Splat in your background&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
In addition to the Kiths found in CTL Core, Winter Masques and Rites of Spring, the following are allowed at character creation:&lt;br /&gt;
&lt;br /&gt;
===Darkling===&lt;br /&gt;
* Lurker&lt;br /&gt;
===Beast===&lt;br /&gt;
* Riddleseeker&lt;br /&gt;
===Fairest===&lt;br /&gt;
* Romancer&lt;br /&gt;
* Larcenist&lt;br /&gt;
* Minstrel&lt;br /&gt;
* Playmate&lt;br /&gt;
===Wizened===&lt;br /&gt;
* Inventor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Put the name of the Contract, '''''DO NOT''''' put the name of the clause.&lt;br /&gt;
&lt;br /&gt;
If the Contract is not in the Changeling Core, put the book and page number where it is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===[[Mantle]]===&lt;br /&gt;
* Your first dot of [[mantle]] is '''FREE'''.&lt;br /&gt;
* Characters may not start with a Seasonal Court [[Mantle]] above 3.&lt;br /&gt;
&lt;br /&gt;
===[[New Identity]]===&lt;br /&gt;
* Please include the name of the new Identity in the submission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to become eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time). You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Character_Creation_for_Changeling</id>
		<title>Character Creation for Changeling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Character_Creation_for_Changeling"/>
				<updated>2016-08-03T03:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Entitlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|ctl}}__NOTOC__{{Character Creation}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Venue Status|Changeling}}&lt;br /&gt;
Please direct all questions about Changeling character creation to the Lost Storyteller(s), {{#ask: [[Storyteller::Changeling]]}}.&lt;br /&gt;
&lt;br /&gt;
* It is suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
&lt;br /&gt;
==Universal restrictions==&lt;br /&gt;
* Characters may begin with 30XP after applying the Changeling template. You should submit your basic(no Bonus XP) Character, and then post your Bonus XP Log to the Character Sheet that is subsequently created. '''Please do not include Bonus XP expenditures in your Character Submission'''.&lt;br /&gt;
* '''The Anachronism Flaw''' is Permanently Banned from Use. I am not allowing ANY character that has no idea how to handle money, use a phone, take public transportation, or speaks Ye Olde Englishe.&lt;br /&gt;
* '''Clarity''': Clarity may only be dropped to 5 with ST permission.&lt;br /&gt;
** Dropping in clarity ''requires'' the taking of at least one derangement.&lt;br /&gt;
* '''Courts''': Only the four Seasonal Courts may be selected at character creation. &lt;br /&gt;
* '''Supplements''': Changeling Only Merits, Tokens,  and Contracts for character creation may only be chosen from CTL Core, Winter Masques, and Rites of Spring.&lt;br /&gt;
* '''Loyalists''': No Loyalist or Privateer player characters.&lt;br /&gt;
* '''Fresh from the Hedge''': This is currently not permitted. After many attempts, it seems that FftH characters are just not a good fit in the PbP format of EoD. All characters will start play knowing the basic fundamentals of Lost existence.&lt;br /&gt;
* '''Age prior to Durance''': All characters must be at least 12 years of age prior to being taken by the Gentry.&lt;br /&gt;
** Attributes at one MUST be played correctly or will be considered Metagaming.&lt;br /&gt;
* '''Squatting''' In Sacramento before your introduction (IE. Through backstory) is not allowed.&lt;br /&gt;
** You can, however, be &amp;quot;passing through&amp;quot;&lt;br /&gt;
** ALL introductions are done In Character.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
When writing up a background for your Changeling, please include the following:&lt;br /&gt;
* Life before being taken&lt;br /&gt;
* Describe your Durance and Keeper&lt;br /&gt;
* How you escaped&lt;br /&gt;
* Life after Arcadia&lt;br /&gt;
* What you know about your Fetch.&lt;br /&gt;
&lt;br /&gt;
===Do Not Include:===&lt;br /&gt;
* Vampires&lt;br /&gt;
* Werewolves&lt;br /&gt;
* Demons&lt;br /&gt;
* Mages&lt;br /&gt;
* Geists&lt;br /&gt;
* Mummies&lt;br /&gt;
* Prometheans&lt;br /&gt;
* Any other Splat in your background&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
In addition to the Kiths found in CTL Core, Winter Masques and Rites of Spring, the following are allowed at character creation:&lt;br /&gt;
&lt;br /&gt;
===Darkling===&lt;br /&gt;
* Lurker&lt;br /&gt;
===Beast===&lt;br /&gt;
* Riddleseeker&lt;br /&gt;
===Fairest===&lt;br /&gt;
* Romancer&lt;br /&gt;
* Larcenist&lt;br /&gt;
* Minstrel&lt;br /&gt;
* Playmate&lt;br /&gt;
===Wizened===&lt;br /&gt;
* Inventor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Put the name of the Contract, '''''DO NOT''''' put the name of the clause.&lt;br /&gt;
&lt;br /&gt;
If the Contract is not in the Changeling Core, put the book and page number where it is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===[[Mantle]]===&lt;br /&gt;
* Your first dot of [[mantle]] is '''FREE'''.&lt;br /&gt;
* Characters may not start with a Seasonal Court [[Mantle]] above 3.&lt;br /&gt;
&lt;br /&gt;
===[[New Identity]]===&lt;br /&gt;
* Please include the name of the new Identity in the submission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to becoming eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time). You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-07-30T09:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* Entitlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Information]]{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Follow the link for recovery rules.  Willpower usage must be noted with [[Help:Power Icons|Power Icons]].&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scenes==&lt;br /&gt;
Each Changeling Character may be in five (5) concurrent Scenes.&lt;br /&gt;
* This total includes, Plots, Socials, and Court meetings.&lt;br /&gt;
* This '''does not''' include Comms or Shards.&lt;br /&gt;
* [[Help:Tracker|Tracker]] and [[Help:Power Icons|Power Icons]] are used to monitor [[Scene]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
If you've [[Rules#Beginning_Play|set everything up properly]] (which is required), only a few things need to be added to the signature line.  &lt;br /&gt;
* Seeming, Kith and Mantle effect, if you have one.&lt;br /&gt;
* Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. &lt;br /&gt;
* Contracts and Pledges you have active -- keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
* '''Optional''': Traits such as [[Health]], [[Vitae]], [[Willpower]] and their current state (if not in the signature, it must be in the Minisheet)&lt;br /&gt;
* When in combat, please include [[Defense]], [[Armor]], and [[Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to becoming eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time).  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Consilium_Charter</id>
		<title>Consilium Charter</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Consilium_Charter"/>
				<updated>2016-01-29T00:02:00Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: /* The Hierarch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|mta}}{{TOC right}}&lt;br /&gt;
==Declaration==&lt;br /&gt;
Disparate people, and yet, we are one. We may come from all walks of life. But, we are all members of the Awakened Nation. It is opportunity and fate that calls us together. Be it that we arrived through customs at the airport or were born to Sacramento, we walk the same soil for this reason. Encompassing all the area of the City of Sacramento; it is this Consilium’s solemn promise and it’s solemn necessity to protect those cabals that call Sacramento home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Responsibilities of the Consilium==&lt;br /&gt;
*Currency of the Awakened of the Consilium of Sacramento are both Favors and Tass. &lt;br /&gt;
&lt;br /&gt;
*The Consilium of Sacramento is charged with hearing the ideas, suggestions, and grievances of it’s associated cabals to increase the quality of Awakened Life.  &lt;br /&gt;
**This may be done in a few ways:&lt;br /&gt;
***Consilium Meetings: New business is scheduled to the agenda ahead of time via a Herald or Provost. &lt;br /&gt;
***Through a Provost or Councillor of the Cabal or Individual’s choosing at any time. &lt;br /&gt;
***Through a Herald, should the provosts and councillors be not available. &lt;br /&gt;
&lt;br /&gt;
*The Consilium is charged with the protection of the associated Cabals and Awakened of the Consilium of Sacramento.&lt;br /&gt;
**The Consilium is charged with the protection of the associated Cabals of the Consilium from outsides threats: those who are servants of the Lie, as well as those who are servants of their own insanity and servants of the Abyss. &lt;br /&gt;
&lt;br /&gt;
*The Consilium is charged with the task of maintaining the peace between the Associated Cabals. It is charged with the task of moderation between individuals and cabals, recognized by the Consilium’s Aegis. &lt;br /&gt;
**The Consilium must do all in its power to keep conflicts from escalating to the point of declaring Right of Nemesis. It is that drastic step, that takes our minds off of the task all Awakened are charged with.  &lt;br /&gt;
**The Consilium is charged with appointing a mediator to attempt to solve the problem before it escalates to the declaration of Nemesis.&lt;br /&gt;
**However, the Consilium does recognize the need for the Right of Nemesis under the Precept of War.&lt;br /&gt;
**Member Cabals are charged with bringing such a conflict to the Consilium prior to Right of Nemesis being enacted so that such mediation might take place. &lt;br /&gt;
&lt;br /&gt;
*The Consilium must work by it’s own, or in conjunction with its associated Orders in the protection of the Veil. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lex Magica Interpretation ===&lt;br /&gt;
*The Consilium is charged with the interpretation and the execution of the Wisdom of the Lex Magica. It is the wisdom of the Lex Magica and it’s Great Rights, that are protected by the will of the Consilium.&lt;br /&gt;
**The Consilium of Sacramento recognizes all of the Great Rights to it’s Member Cabals. &lt;br /&gt;
**Precedents set by decisions of the Consilium’s Councillors and the Hierarch alone may be added to the Lex Magica; as they are the wisest amongst us. &lt;br /&gt;
**Should any of the polity of the Consilium of Sacramento breach the Precepts in anyway: the perpetrator will be brought before the Consilium’s Council for a Hearing. &lt;br /&gt;
**The Councillors shall convene and hear the case. &lt;br /&gt;
***Perpetrators are innocent, until proven guilty by the Consulate. &lt;br /&gt;
***Should the Party be found guilty the Council will, after consulting the wisdom of the Lex Magica, draw their verdict from the [[Tetragrammaton]].  &lt;br /&gt;
****These Verdicts are final.&lt;br /&gt;
***Perpetrators may request a Factotum to argue their cases for them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Membership to the Consilium of Sacramento is open to all Cabals who maintain a membership of three individuals or more. Once a cabal is recognized as having the numbers in membership, may approach a Herald and declare their intent to join the Consilium as a cabal in acceptance with this Charter and its Lex Magica. &lt;br /&gt;
**All members are given an Oath to uphold the vision of the Awakened Nation and to work in tandem with the Consilium of Sacramento. This Oath is recorded as Iron Law.&lt;br /&gt;
**Members who are vaunted to a position may be given another oath to the Consilium of Sacramento. &lt;br /&gt;
**These Oaths of Service should work in tandem with already existing oaths the Mage might keep. &lt;br /&gt;
**Solitaires may not be full members of the Consilium of Sacramento. &lt;br /&gt;
**Solitaires are solely afforded the following Great Rights in full: &lt;br /&gt;
***Right of Crossing &lt;br /&gt;
***Right of Emeritus &lt;br /&gt;
**Solitaires are only partially afforded the following Great Right: &lt;br /&gt;
***Right of Sanctuary &lt;br /&gt;
****Solitaires may maintain their own Sanctum, but may not declare Territory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
====Note====&lt;br /&gt;
No Member of the Sacramento Consilium may hold more than one Consilium Office. Thus, to illustrate several examples, no Councilor may be both Councilor and Sentinel, or Councilor and Herald. Likewise, no Provost may be both Provost and Sentinel, and Provost and Herald, nor could a Herald be both Herald and Sentinel, and so on.&lt;br /&gt;
&lt;br /&gt;
====The Hierarch==== &lt;br /&gt;
**The Hierarch is chosen from amongst the Councillors and is recognized as the wisest amongst them.  &lt;br /&gt;
**The Hierarch may appoint Heralds to act as the voice of the Hierarch and the voice of the Consilium.  &lt;br /&gt;
**The Hierarch issues verdicts upon those found guilty of breaching the Precepts.&lt;br /&gt;
&lt;br /&gt;
====Councilors====&lt;br /&gt;
*Councillors are the wisest of the Paths. Chosen and ascended to their positions in anyway the Path chooses. &lt;br /&gt;
**Prospective Councillors must otherwise maintain membership through their Cabals. A Councilor elected to their post without a cabal has three months to find one before they are ejected from the Council. A Councilor who ceases to be a part of a cabal likewise has three months to become a member of a new one, starting from the date at which they lost their last cabal. &lt;br /&gt;
**No Councilor may be an Apostate, Apostasy being the rejection and opposition to the Orders and all they stand for. However, an Independent, that being a mage who accepts the Orders but is not a part of them, may be elected to the post of Councilor.&lt;br /&gt;
**Should a case of a possible breach of the precepts come to them, Councillors must hear and decide upon guilt or innocence. &lt;br /&gt;
**Provosts may be chosen by Councillors in any way the Councillor deems. There are no restrictions upon who may be elected Provost, save the ban on Apostasy. &lt;br /&gt;
**They are allowed a single (1) Provost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heralds====&lt;br /&gt;
*Heralds, may recognize new member cabals of the Consilium. &lt;br /&gt;
*Heralds, are charged with informing the Council of any new Solitaires and Cabals who have been recognized.&lt;br /&gt;
*Heralds, are charged with informing the polity of any news and changes. &lt;br /&gt;
*Heralds, are charged with keeping open channels to other Atlantean Consilii. &lt;br /&gt;
*Neutral heralds, are charged with overseeing the Rite of Requite should two members of the Consilium wish to undergo it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Provosts====&lt;br /&gt;
*Provosts speak with their Councillor’s voice. &lt;br /&gt;
**Provosts must escalate cases of possible Breaches of the Precepts to the Council. &lt;br /&gt;
**Provosts, must be members of the Consilium via their cabals. &lt;br /&gt;
**Provosts must be of the same path as their Councillor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sentinels==== &lt;br /&gt;
*It is the Sentinel’s duty to be informed and be ready for possible threats to the Consilium and its members. Be they of the Void, the Mad, and the Liars. &lt;br /&gt;
*It is the Sentinel’s duty to be ready for threats from within as well. &lt;br /&gt;
*The Sentinels may be called upon by the Consulate to execute the will of the Consilium. &lt;br /&gt;
*Sentinels are to be chosen by the Hierarch. &lt;br /&gt;
*Sentinels are able to deputize magi temporarily without the need of formal permission from the Hierarch or Consulate. &lt;br /&gt;
**This deputization lasts for the extent of the problem, or 72 hours, whichever comes first.&lt;br /&gt;
**Deputies may be created again (reactivated) if the problem is not solved at the end of 72 hours, but the Hierarch and Council must be notified at this time and approved by the Hierarch for the continuation of the deputization for the remainder of the problem.&lt;br /&gt;
**Deputies, while active, act at the authority of the Sentinel which deputized them.  As such, any action taken by the deputy during this time is also an action of the Sentinel which deputized them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Members===&lt;br /&gt;
Those member cabals within the Consilium of Sacramento, are asked of the following, so that the Consilium may prosper and flourish as a whole and greater than the sum of its parts: &lt;br /&gt;
&lt;br /&gt;
*It is asked that those member Cabals of the Consilium of Sacramento respect the edicts and mandates of the Consilium. &lt;br /&gt;
**Member Cabals have a duty to adhere to any and all verdicts either for or against them. &lt;br /&gt;
**Members of Member Cabals are required, via their cabal’s membership oath, to adhere to any judgement by the Consilium of Sacramento. &lt;br /&gt;
&lt;br /&gt;
*Should the Consilium be attacked by outside forces and a call to action is declared, it is the duty of the member Cabals to heed and accept the call to action. &lt;br /&gt;
&lt;br /&gt;
*It is asked that those member Cabals of the Consilium of Sacramento may ask for a favor of its member cabals. Ranging from access to its resources to its expertise. This is a favor that is repaid over time by the Consilium. &lt;br /&gt;
&lt;br /&gt;
*Member Cabals are requested a pawn of Tass be donated to the Consilium each quarter, for the Consilium’s upkeep. Those cabals that are unable will not be penalized, but instead may be asked to assist the Consilium in other ways, including but not limited to the following:&lt;br /&gt;
**Member Cabals may instead request to provide security for a Consilium Meeting. &lt;br /&gt;
**Member Cabals may instead wish to bolster the defenses of the Consilium’s Meeting Grounds.&lt;br /&gt;
&lt;br /&gt;
*Consilium Meeting Grounds are provided to the Consilium by its member cabals. 	&lt;br /&gt;
**The following locations are recognized as Meeting Grounds. &lt;br /&gt;
***[[Bismarck|The Bismarck Hotel]]&lt;br /&gt;
***[[Circle of Creation]]&lt;br /&gt;
***[[Hostel Hi]]&lt;br /&gt;
&lt;br /&gt;
*Failure by any member of a Member Cabal or any total failure by an entire Member Cabal to adhere to their duties to the Consilium of Sacramento may result in the following or more determining on the nature of the Lex Magica of the Consilium of Sacramento:  &lt;br /&gt;
**Revoking of protection by the Consilium of Sacramento &lt;br /&gt;
**Freezing of the Member or Member Cabal’s assets. &lt;br /&gt;
**Forced Service to the Consilium of Sacramento. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trial Procedures==&lt;br /&gt;
A Trial occurs when an accusation is made by one Recognized member against another Recognized member.  The accusation must be made in regards to a Law of the Consilium. An accusation, and thus a trial, may be brought against anyone who was a Recognized member of the Consilium at the time of the crime they are accused of. Thus, even if a Sentinel strips a member of the Consilium of their recognition before or after an accusation was brought forth, the accused would still be brought to trial so long as they were Recognized when the supposed crime was committed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The Council will declare the date of a Trial after the Accusation has been heard and Factota have been assigned to prosecute as well as advise and defend the Accused. The Trial must take place within a year of the Council hearing the Accusation. &lt;br /&gt;
**The Heralds are charged with informing the polity of the charge.&lt;br /&gt;
**The Heralds or Provost are charged with bringing the Accusation immediately (within 24 hours by written message or telephone call) to the Council.&lt;br /&gt;
**A Councilor who has been accused, or who has brought accusation against another member of the Consilium, must appoint a Provost, or, in the case of a Provost being one of the accused, the accuser, or an assigned Factotum, another member of their Path to Represent their Path and act as Judge during the trial.&lt;br /&gt;
**In the case of a Councilor being aware of an accusation, they must also inform the rest of the Council, as well as the Heralds within 24 hours.&lt;br /&gt;
**Any Member of the Consilium involved in an Accusation or a declared Trial is exempt from any Duel Arcane challenge issued over a matter which involves the Accusation or Trial. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*All Accused are not innocent nor guilty until stated by the Council during the assigned Trial.  &lt;br /&gt;
**The Council is tasked with finding the Truth.  &lt;br /&gt;
**Accused may plead either Guilty or Not Guilty.&lt;br /&gt;
**Should the Accused plead Guilty, the Council will move directly to the penalty stage as required by the [[Tetragrammaton]].&lt;br /&gt;
**Should the Accused plead Not Guilty, the Council will further hear the case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When the Accused pleads Not Guilty the Council must judge the Truth of the Accusation and the events involved therein.&lt;br /&gt;
**One Factotum, assigned before the Date of the Trial, will prosecute the case.&lt;br /&gt;
**One Factotum, assigned before the Date of the Trial, will defend the Accused.&lt;br /&gt;
**Sentinels are charged to assist the Prosecutor in investigating the accusation.&lt;br /&gt;
**The Defense may retain assistance to prove innocence.&lt;br /&gt;
**Witnesses called by the Prosecution or Defense are required by Law to stand and give evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Once all evidence is received, the Council will deliberate.&lt;br /&gt;
**All evidence must be presented during the Trial. The Council must examine all evidence.&lt;br /&gt;
**If cleared or convicted of the accusation, the accused is protected from any retribution under the Precept of War.&lt;br /&gt;
**The Council is charged with using the [[Tetragrammaton]] and Prior Judgements to decide on any necessary punishment.&lt;br /&gt;
***All decisions are final.  There is no appeals process.&lt;br /&gt;
**Should the Accused be found guilty, a failure to adhere to the punishment may result in the removal of protections of the Consilium, banishment, or forced servitude to the Consilium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Consilium}}{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Josephine_Sterling</id>
		<title>Josephine Sterling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Josephine_Sterling"/>
				<updated>2015-11-28T04:05:58Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/04/27&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Josephine Sterling&lt;br /&gt;
|Clan=Ventrue&lt;br /&gt;
|Clan Status=3&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|City Status=3&lt;br /&gt;
|Domain Position=Sheriff&lt;br /&gt;
|Blood Potency=2&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
|Covenant=Invictus&lt;br /&gt;
|Covenant Status=0&lt;br /&gt;
|Invictus Title=Miss&lt;br /&gt;
|Presence=2&lt;br /&gt;
|Presence Description=Studious&lt;br /&gt;
|Appearance={{Has Merit|Doll Face|1}}&lt;br /&gt;
|Titles=Priscus of Lords and Ladies&lt;br /&gt;
|Bloodline=Malkovian&lt;br /&gt;
|Quote=Memory is too fleeting for the Kindred. That is why I shall remind you all of just what you are, and what your purpose is...&lt;br /&gt;
|Hunting=Communal Grounds&lt;br /&gt;
|Tenancy=Communal Grounds&lt;br /&gt;
|Favor=Communal Grounds&lt;br /&gt;
|Vampire Game=Main&lt;br /&gt;
|Hunting1=Communal Grounds&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
A woman of meticulous appearance, Josephine enjoys garments made of fine, supple cloths and cosmetics that emphasize her porcelain skin and complement the rise of her cheekbones and the shape of her eyes. Her hair is cut short, styled to appear sleek yet severe, and her nails are similarly short and carefully manicured. It is not so much a love of extravagance but rather an appreciation for cultivating an appearance; an image of materiality.&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
&lt;br /&gt;
Her accent marks her as coming from London and her language is decently contemporary.&lt;br /&gt;
&lt;br /&gt;
She prefers not to comment on her age.&lt;br /&gt;
&lt;br /&gt;
She claims no graduate degree but clearly considers herself to be an expert in fields relating to literature, religion, or the occult.&lt;br /&gt;
&lt;br /&gt;
She studies the &amp;quot;Devil's work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
She works as a dealer of rare and antique books.&lt;br /&gt;
&lt;br /&gt;
Her herd is comprised of Atheists.&lt;br /&gt;
&lt;br /&gt;
She killed a Kindred in single combat during the rite of Monomacy.&lt;br /&gt;
&lt;br /&gt;
She left the Lancea Sanctum for the Invictus.&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
Josephine was once a worshiper of the Crone before converting.&lt;br /&gt;
&lt;br /&gt;
Josephine was once a Satanist before converting.&lt;br /&gt;
&lt;br /&gt;
Josephine's herd was once a bible studies group.&lt;br /&gt;
&lt;br /&gt;
Josephine doesn't really deal in rare books. She just collects them. Ruthlessly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
*[https://www.youtube.com/watch?v=huOhqgYAKDY Perennial Sophia]&lt;br /&gt;
*[https://www.youtube.com/watch?v=L_NtCdMdGrg Sodom and Gomorrah]&lt;br /&gt;
*[https://www.youtube.com/watch?v=LmSo1OFsBP0 Eternal Return]&lt;br /&gt;
*[https://www.youtube.com/watch?v=SFV9_MQ_jio All'inizio è La Morte]&lt;br /&gt;
*[https://www.youtube.com/watch?v=kqUqKZDtLO4 Per Aspera Ad Astra]&lt;br /&gt;
*[https://www.youtube.com/watch?v=sXQrHgGNA8Q Of a Might Divine]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Vampire Character}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Avis</id>
		<title>Avis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Avis"/>
				<updated>2015-11-11T02:37:05Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/04/06&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Avis&lt;br /&gt;
|Consilium Status=3&lt;br /&gt;
|Consilium Position=Councilor&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Order=Adamantine Arrow&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Adamantine Arrow Titles=First Talon&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Presence Description=Dull&lt;br /&gt;
|Cabal=Veiled Threats&lt;br /&gt;
|Cabal Titles=Sigil Holder&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=Councilor&lt;br /&gt;
|Titles=First Talon &amp;lt;br /&amp;gt;Sigil Holder of [[Veiled Threats]]&lt;br /&gt;
|Avatar=Kristen Stewart&lt;br /&gt;
|Quote=&amp;quot;Don't let go of the potato.&amp;quot;&lt;br /&gt;
|Scene1=Licking Wounds&lt;br /&gt;
|Scene2=Fire&lt;br /&gt;
|Scene3=Dreams&lt;br /&gt;
|Scene4=Revolution&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
A pale young woman with dull green eyes and lank black hair. Her physique is like whipcord stretched over bones and a myriad of old, white scars are scattered in what might be patterns across her skin, though her clothing usually hides them. She favors loose, soft fabrics, usually in the form of hooded sweatshirts and sweatpants.&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
Avis says her shadowname is pronounced like &amp;quot;Aw-Vee&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Her Illinois ID states her name as Desirae Avis.&lt;br /&gt;
&lt;br /&gt;
Those familiar with the Southern US can tell she speaks with a bit of a &amp;quot;Louisianan Twang&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Legally, she shouldn't drive. &lt;br /&gt;
&lt;br /&gt;
She dislikes flowers. And Hospitals. And Christmas. And Birthdays.&lt;br /&gt;
&lt;br /&gt;
She likes flavored toothpicks.&lt;br /&gt;
&lt;br /&gt;
Except for her shoes, her clothing looks worn and second hand.&lt;br /&gt;
&lt;br /&gt;
==Nimbus==&lt;br /&gt;
Vulgar: Color drains from the immediate area and depth perception becomes temporarily skewed, everything seeming to draw in uncomfortably close, making rooms smaller and all but distant objects seem in reach.&lt;br /&gt;
&lt;br /&gt;
Vice: Color drains from Avis and her facial features seem indistinct and grainy, as though her identity is growing less defined.&lt;br /&gt;
&lt;br /&gt;
Virtue: Colors appear more vibrant and everything seems to become grander in scale.&lt;br /&gt;
&lt;br /&gt;
Purposeful Uncloak: either the virtue or the vice manifestation.&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
==={{Adept of|Mind}}===&lt;br /&gt;
==={{Master of|Space}}===&lt;br /&gt;
==={{Initiate of|Prime}}===&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
*[https://www.youtube.com/watch?v=5vcFFf9aa7k Battlestar Sonatica]&lt;br /&gt;
*[https://www.youtube.com/watch?v=6HJF9fg0u-M Lost]&lt;br /&gt;
*[https://www.youtube.com/watch?v=JyCBAoCld9M Cleanse]&lt;br /&gt;
*[https://www.youtube.com/watch?v=2daIGJgQlrI Zero]&lt;br /&gt;
*[https://www.youtube.com/watch?v=-lurmZamBoo To crawl under ones own skin]&lt;br /&gt;
*[https://www.youtube.com/watch?v=uHmvSEGYP2k Noir Desir]&lt;br /&gt;
*[http://www.youtube.com/watch?v=bcNISGKa_A0 Rats]&lt;br /&gt;
*[http://www.youtube.com/watch?v=PUAhfyMf59s Weight]&lt;br /&gt;
*[http://www.youtube.com/watch?v=r9JAd7fGUwA Live in a Hole]&lt;br /&gt;
*[http://www.youtube.com/watch?v=M7vgYGLLSGo Message in Blood]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jdGzBwKZuCc Spit or Swallow]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Show Status&lt;br /&gt;
|Respects=Star&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Lived In|Chicago|2012|2014}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Links|Veiled Threats}}{{Mage Character}}&lt;br /&gt;
{{#set_internal:Shared Sanctuary&lt;br /&gt;
|Has Cost=12&lt;br /&gt;
|Has Hallow=2&lt;br /&gt;
|Has Materials=0&lt;br /&gt;
|Has Security=0&lt;br /&gt;
|Has Size=2&lt;br /&gt;
|Shared With=Veiled Threats&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Avis</id>
		<title>Avis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Avis"/>
				<updated>2015-06-07T02:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/04/06&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Avis&lt;br /&gt;
|Consilium Status=3&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Order=Adamantine Arrow&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Adamantine Arrow Titles=First Talon&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Presence Description=Dull&lt;br /&gt;
|Cabal=Veiled Threats&lt;br /&gt;
|Cabal Titles=Farseeker&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=Councilor&lt;br /&gt;
|Titles=First Talon &amp;lt;br /&amp;gt;Sigil Holder of [[Veiled Threats]]&lt;br /&gt;
|Avatar=Kristen Stewart&lt;br /&gt;
|Quote=&amp;quot;Don't let go of the potato.&amp;quot;&lt;br /&gt;
|Scene1=Licking Wounds&lt;br /&gt;
|Scene2=Fire&lt;br /&gt;
|Scene3=Dreams&lt;br /&gt;
|Scene4=Revolution&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
A pale young woman with dull green eyes and lank black hair. Her physique is like whipcord stretched over bones and a myriad of old, white scars are scattered in what might be patterns across her skin, though her clothing usually hides them. She favors loose, soft fabrics, usually in the form of hooded sweatshirts and sweatpants.&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
Avis says her shadowname is pronounced like &amp;quot;Aw-Vee&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Her Illinois ID states her name as Desirae Avis.&lt;br /&gt;
&lt;br /&gt;
Those familiar with the Southern US can tell she speaks with a bit of a &amp;quot;Louisianan Twang&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
She doesn't know how to drive.&lt;br /&gt;
&lt;br /&gt;
She dislikes flowers. And Hospitals. And Christmas. And Birthdays.&lt;br /&gt;
&lt;br /&gt;
She likes flavored toothpicks.&lt;br /&gt;
&lt;br /&gt;
Except for her shoes, her clothing looks worn and second hand.&lt;br /&gt;
&lt;br /&gt;
==Nimbus==&lt;br /&gt;
Vulgar: Color drains from the immediate area and depth perception becomes temporarily skewed, everything seeming to draw in uncomfortably close, making rooms smaller and all but distant objects seem in reach.&lt;br /&gt;
&lt;br /&gt;
Vice: Color drains from Avis and her facial features seem indistinct and grainy, as though her identity is growing less defined.&lt;br /&gt;
&lt;br /&gt;
Virtue: Colors appear more vibrant and everything seems to become grander in scale.&lt;br /&gt;
&lt;br /&gt;
Purposeful Uncloak: either the virtue or the vice manifestation.&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
==={{Adept of|Mind}}===&lt;br /&gt;
==={{Adept of|Space}}===&lt;br /&gt;
==={{Initiate of|Prime}}===&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
*[https://www.youtube.com/watch?v=5vcFFf9aa7k Battlestar Sonatica]&lt;br /&gt;
*[https://www.youtube.com/watch?v=6HJF9fg0u-M Lost]&lt;br /&gt;
*[https://www.youtube.com/watch?v=JyCBAoCld9M Cleanse]&lt;br /&gt;
*[https://www.youtube.com/watch?v=2daIGJgQlrI Zero]&lt;br /&gt;
*[https://www.youtube.com/watch?v=-lurmZamBoo To crawl under ones own skin]&lt;br /&gt;
*[https://www.youtube.com/watch?v=uHmvSEGYP2k Noir Desir]&lt;br /&gt;
*[http://www.youtube.com/watch?v=bcNISGKa_A0 Rats]&lt;br /&gt;
*[http://www.youtube.com/watch?v=PUAhfyMf59s Weight]&lt;br /&gt;
*[http://www.youtube.com/watch?v=r9JAd7fGUwA Live in a Hole]&lt;br /&gt;
*[http://www.youtube.com/watch?v=M7vgYGLLSGo Message in Blood]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jdGzBwKZuCc Spit or Swallow]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Show Status&lt;br /&gt;
|Respects=Star&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Lived In|Chicago|2012|2014}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Links|Veiled Threats}}{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Avis</id>
		<title>Avis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Avis"/>
				<updated>2015-06-07T02:01:05Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/04/06&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Avis&lt;br /&gt;
|Consilium Status=3&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Order=Adamantine Arrow&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Adamantine Arrow Titles=First Talon&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Presence Description=Dull&lt;br /&gt;
|Cabal=Veiled Threats&lt;br /&gt;
|Cabal Titles=Farseeker&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=Councilor&lt;br /&gt;
|Titles=First Talon &amp;lt;br /&amp;gt;Farseeker of [[Veiled Threats]]&lt;br /&gt;
|Avatar=Kristen Stewart&lt;br /&gt;
|Quote=&amp;quot;Don't let go of the potato.&amp;quot;&lt;br /&gt;
|Scene1=Consilium&lt;br /&gt;
|Scene2=Something Borrowed&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
A pale young woman with dull green eyes and lank black hair. Her physique is like whipcord stretched over bones and a myriad of old, white scars are scattered in what might be patterns across her skin, though her clothing usually hides them. She favors loose, soft fabrics, usually in the form of hooded sweatshirts and sweatpants.&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
Avis says her shadowname is pronounced like &amp;quot;Aw-Vee&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Her Illinois ID states her name as Desirae Avis.&lt;br /&gt;
&lt;br /&gt;
Those familiar with the Southern US can tell she speaks with a bit of a &amp;quot;Louisianan Twang&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
She doesn't know how to drive.&lt;br /&gt;
&lt;br /&gt;
She dislikes flowers. And Hospitals. And Christmas. And Birthdays.&lt;br /&gt;
&lt;br /&gt;
She likes flavored toothpicks.&lt;br /&gt;
&lt;br /&gt;
Except for her shoes, her clothing looks worn and second hand.&lt;br /&gt;
&lt;br /&gt;
==Nimbus==&lt;br /&gt;
Vulgar: Color drains from the immediate area and depth perception becomes temporarily skewed, everything seeming to draw in uncomfortably close, making rooms smaller and all but distant objects seem in reach.&lt;br /&gt;
&lt;br /&gt;
Vice: Color drains from Avis and her facial features seem indistinct and grainy, as though her identity is growing less defined.&lt;br /&gt;
&lt;br /&gt;
Virtue: Colors appear more vibrant and everything seems to become grander in scale.&lt;br /&gt;
&lt;br /&gt;
Purposeful Uncloak: either the virtue or the vice manifestation.&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
==={{Adept of|Mind}}===&lt;br /&gt;
==={{Adept of|Space}}===&lt;br /&gt;
==={{Initiate of|Prime}}===&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
*[https://www.youtube.com/watch?v=5vcFFf9aa7k Battlestar Sonatica]&lt;br /&gt;
*[https://www.youtube.com/watch?v=6HJF9fg0u-M Lost]&lt;br /&gt;
*[https://www.youtube.com/watch?v=JyCBAoCld9M Cleanse]&lt;br /&gt;
*[https://www.youtube.com/watch?v=2daIGJgQlrI Zero]&lt;br /&gt;
*[https://www.youtube.com/watch?v=-lurmZamBoo To crawl under ones own skin]&lt;br /&gt;
*[https://www.youtube.com/watch?v=uHmvSEGYP2k Noir Desir]&lt;br /&gt;
*[http://www.youtube.com/watch?v=bcNISGKa_A0 Rats]&lt;br /&gt;
*[http://www.youtube.com/watch?v=PUAhfyMf59s Weight]&lt;br /&gt;
*[http://www.youtube.com/watch?v=r9JAd7fGUwA Live in a Hole]&lt;br /&gt;
*[http://www.youtube.com/watch?v=M7vgYGLLSGo Message in Blood]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jdGzBwKZuCc Spit or Swallow]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Show Status&lt;br /&gt;
|Respects=Star&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Lived In|Chicago|2012|2014}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Links|Veiled Threats}}{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Cayce</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tal</id>
		<title>Tal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tal"/>
				<updated>2014-10-07T21:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Cayce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HCharacter&lt;br /&gt;
|Character Name=Talya Shoshani&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Player Name=Cayce&lt;br /&gt;
|Compact=Union&lt;br /&gt;
|Avatar=Monaliza Abdo&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Portrait=Talya Shoshani.jpg&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Tal, as she prefers to be called, is a dark haired, dark eyed woman, 5'8&amp;quot; in bare feet. She walks with a limp, obviously the result of an injury as she otherwise moves with an efficient ease.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Talya “Tal” Shoshani grew up as an only child in Tel Aviv, her mother a nurse and her father a businessman. Her parents weren’t strictly religious, but they were adamant Zionists, as were her grandparents. On her father’s side her grandparents were holocaust survivors from Poland and on her mother’s side her grandparents had spent the war in America, supporting the war effort. She grew up hearing of her peoples need for a homeland, the evil that had been wrought upon them for thousands of years while they wandered without one, and of the looming threats that their neighbors posed. The Palestinian uprising before the Oslo Accords only seemed to reinforce the danger her country faced, and she felt the shadow of war and conflict hovering over her childhood. When she turned 18, in 2001, she volunteered for the recently formed combat battalion Karakal (Caracal), determined to help defend her nation, her people, and to fight their enemies. The Second Intifada had been happening for some months already, and after going through her combat training Tal was deployed for combat. Nonetheless, she didn’t see any fighting until 2004 and this lasted sporadically into 2005 when her Battalion began evacuating Israeli citizens from the Gaza strip. During her days in conflict, Tal had definitely felt fear, but she also felt exhilaration. She had helped to defend her people and she’d faced the enemy bravely, shedding their blood. She’d already passed from required service into career service and she enjoyed her time in service until 2006, when the Israeli-Lebanon war began.&lt;br /&gt;
&lt;br /&gt;
Tal was deployed against the Hezbollah soldiers in southern Lebanon and this was her first true taste of warfare. The Hezbollah were equally well armed and well trained and they fought with coordinated tactics that rivaled the IDF’s. Talya saw some of her friends die and she saw civilians gunned down, by Hezbollah and Israeli bullets alike. She left the war feeling drained. Part of her knew that she had fought to protect her nation, but another part felt slick red liquid on her hands. After her last firefight, when her unit moved forward to eliminate or capture whatever enemies were left, that they came across civilian bodies among the dead Hezbollah. Some of them were near where Tal had been shooting and she dreamed of their faces and their sprawled forms for months afterwards.&lt;br /&gt;
&lt;br /&gt;
She waited until her contract with the government was up and then applied for a support position, instructing advanced combat training. She was chosen to learn and then teach advanced knife techniques and for three years she instructed soldiers in the art of knife fighting. After this period of peace and recuperation, she decided that she wanted to get back into the field again, the faces of the people she might have killed looming shadowing and almost forgotten in her mind. She signed up with the Magav Border Guard with the hope of joining the Yamas, an undercover Special Forces unit, but she was quickly turned down. After looking at her options, however, she soon applied for sniper training and went to the IDF sniper school to train before entering active duty with the Magav. During her career with the Border Police she spent time in the West Bank and was able to observe her Palestinian neighbors as they went about their lives. Involuntarily she began to see them as people, not enemies thirsty for her blood, and she began to re-examine the events of the past. In an effort to do her job better she learned modern standard Arabic and this allowed her to truly relate on some level the Palestinians. They became people and the issue of her state and theirs suddenly became complicated. She couldn’t view them as enemies anymore, and she felt herself dreading having to combat them. For the first time since she was a child she began to think about living a civilian life rather than die bloody or retire after the prime of her life. In 2012, however, any decision in the matter was taken from her. During a period of leave, on November 21st she got on the route 142 bus in Tel Aviv to visit her parents. Before she arrived at her stop, a bomb on the bus exploded. She survived the blast, but her right leg was mangled and her back was injured. She was discharged from reserve duty and let go by the Magav as she was no longer fit for duty. She spent the time recovering with her parents, and dreamt of living peacefully. She was no longer able to protect her people, they didn’t need her anymore, and now that her duty was done she wanted to do something constructive and tranquil. Staying in Israel wouldn’t make that possible. She’d given over a decade of her life to her country. It was time she gave a decade to herself. She spoke with cousins of hers in San Diego, people she had visited a few times as a teenager, and after hearing about their lives she decided that a life in the US would be perfect. She got all her affairs in order and got a visa to live in the US.&lt;br /&gt;
&lt;br /&gt;
By the time she got her green card Tal had decided to enroll in college and get a degree in physics. She already knew quite a bit about ballistics from her military training and thought that perhaps helping solve crime would be a fulfilling pursuit. She also started taking Theology classes taught by Rory Gordon to help her re-examine her beliefs. Then, low and behold, one day she was driving home from temple when she hit a stop light and, when looking around, thought she saw a bullet hole in the window of a condemned building. Deciding to pursue her curiosity she parked her car and began to investigate. She found that the bullet had come from inside the building and against her better judgment ducked inside to see if she could find out what happened. To her surprise, she found a spatter of bullet holes and shotgun fire and then a stained drag mark leading to the basement. She followed the drag mark down to the basement and found a body covered by a tarp. Except that the things head and had looked wrong, twisted and alien, like some sort of mutant or creature. Disturbed, she turned to beat a hasty retreat when she ran into four people entering the building. A tense conversation happened but by the end of it Tal had learned several things. One was that monsters were real, threats to every human. Two was that these people hunted those things and kept them out of their neighborhood. Three was that someone in her neighborhood belonged to the same group. Four was that they called it Union. Five was that she wanted to join.&lt;br /&gt;
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After contacting the local Union reps (Eli and Chrissy) she got a bit clued in on how things worked. She also started training with some local people at the gun range or in private, like with *insert Casitive’s character here* to get back into shape and begin the Hunt. &lt;br /&gt;
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				<updated>2014-03-05T02:30:26Z</updated>
		
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