https://www.youtube.com/watch?v=rQiHzcdUPAU https://i.imgur.com/9CBa8sr.png https://i.imgur.com/Dzq2mAY.jpg You can't forget love and pride Because of that, it's killing me inside =================== G. "ANGSTROM" AMITY LAST MEASURE OF ICE OUTLASTED THE LIGHT OUTLASTING THE DARK =================== * Needle: Foe - regain 1 Willpower when you engage in violence instead of talking it out. - regain all Willpower when you compromise to a permanent end, instead of compromise. * Thread: Friend - regain 1 Willpower when you follow a friend into a situation that is clearly disadvantageous to you. - regain all Willpower when you follow a friend into a deadly or dangerous situation. * Seeming: Ogre - +1 Strength, Shield and Sword Regalia - When you deal damage you impose the Beaten Down Tilt, which lasts three turns; costs 1 Glamour if not made on another's behalf. - Risk [Wyrd/2 round up] Clarity damage whenever someone you don't consider an enemy flees from you * Kith: Stoneflesh - When you use your physical presence for Intimidation, achieving three successes counts as an exceptional success. - Obdurate Skin: By spending a point of Glamour, you harden your skin and steel your resolve. Distribute dots equal to your Wyrd between your Armor, Resolve, and Composure until end of scene. * Keeper: Ankyr Haiter, The Councilor of Knives, The Shadow of Agg'srabah, The Last Soft Touch, Smiling God of Death, Teuntech's Fleece, Gamesmaster Crax, Anthony of Parsifal, The Limned Stranger, Odon the Sinister and Wise, Thumb-of-the-Hand, Gifter of Coffins, Saint Smiling, Aventer Kingsbury, James Weapon, The Gentleman of Oxford, Cafferty Jack, Cid of Spades, Nowhere Man, Calibur Sentinel, Adjudicator Zot, The Chainèd Duke, Via Astaroth, Bad Dude Tito, Gk'lock'drain, Colleague, Minister Thrice, Mister Disappointer, The Weathered Aspirant, ========== ATTRIBUTES ========== MENTAL (tert) PHYSICAL (prim) SOCIAL (sec) ------ -------- ------ Intelligence: 1 Strength: 5 Presence: 3 Wits: 4 Dexterity: 1 Manipulation: 2 Resolve: 5 (7) Stamina: 5 Composure: 5 (8) ====== SKILLS ====== MENTAL (-3, tert) PHYSICAL (-1, prim) SOCIAL (-1, sec) ------ -------- ------ Academics: 0 Athletics: 2 Animal Ken: 0 Crafts: 0 Brawl: 2 Empathy: 2 Investigation: 1 Larceny: 0 Expression: 0 Medicine: 0 Firearms: 0 Intimidation: 5 Occult: 1 Drive: 0 Persuasion: 1 Politics: 1 Stealth: 2 Socialize: 0 Science: 0 Survival: 4 Streetwise: 1 Computer: 1 Weaponry: 5 Subterfuge: 1 SPECIALTIES ----------- * Intimidation: Violence * Subterfuge: Blank Slate * Weaponry: Big Swords ========== ADVANTAGES ========== MERITS ------ * Acute Senses: His sight, hearing, and sense of smell operate at twice the distance and accuracy of mortal senses. He can’t see in pitch darkness (for that, he needs Contract magic), but he can see much more clearly than humans can. Add Wyrd rating as dice to any perception-based rolls. This bonus supersedes the one normally granted by maximum Clarity. Also, add the bonus to any rolls made to remember or identify details. ** Arcadian Metabolism: In the Hedge, heal one point of Bashing per minute and one point of Lethal per day. Aggravated damage is unaffected. * Area of Expertise (Weaponry: Big Swords): Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2. **** Diviner Enter the dream state through the Gate of Ivory or Horn into your own Bastion. Ask the Storyteller a yes or no question about something you wish to divine from your own dreams. They must answer accurately, but can use "maybe" if the answer is truly neither yes nor no. Depending on the answer, you may ask additional related questions, up to your Merit dots. You can ask that many total questions per chapter. *** Fast Reflexes: +1 to Initiative per dot. ***** Heavy Weapons * Sure Strike: Reflexively remove 1 weapon damage to add one die to your attack pool this turn. ** Threat Range: If you opt not to move or Dodge during your turn, any character moving to you takes 1L and penalty to Defense equal to your weapon damage rating. *** Bring the Pain: Sacrifice your Defense to use Bring the Pain. Make a standard attack roll. Any damage you score with Bring the Pain counts as a penalty to all actions the victim takes during their next turn. **** Warding Stance: Spend a Willpower reflexively to add your weapon's damage rating as armor for the turn. Does not protect against firearms. ***** Rending: Spend a Willpower before making an attack roll; a successful attack causes one level of Aggravated damage in addition to the weapon's damage rating. This Willpower does not enhance the attack roll. * Hob Kin: Hobs don't disrespect you. Increase standing with hobs upon first impression by ST's discretion. ***** Hollow * Hob Alarm: While in Hollow, cannot lose Defense due to surprise and add Hollow’s rating in dice to all actions during the first turn of an action scene. Maintaining the presence of the hobs requires the character to accept one point of Goblin Debt at the beginning of each story. ** Size Matters: The Hollow is the size of a cozy reinforced mountainside keep and surrounding environs. *** Easy Access: The Hollow has no permanent entrance. Instead, the character can access it by spending a single Glamour. This usually takes the form of a particular whistle or knock, but it works on any unlocked door in the mundane world. A changeling exits his Hollow at the same location he entered from. *** Home Turf : The changeling gains the Merit’s rating as a bonus to Initiative and Defense against any intruders that manage to make it inside. *** Mantle: Court of the High Winter Road *: Gain Mantle dots on rolls to navigate the Hedge. **: Gain Mantle dots on rolls to survive extreme conditions and deprivations and reduce all penalties for such by one. ***: All of your character’s physical attacks deal +1L damage as long as the fight is one on one and your character started it. * Market Sense: Once per session, you may remove a point of Goblin debt. * Regalia Manifestation: First Freeze (Sword) ** Resources ** Striking Looks: Hardcase ***** Token: First Frost (5/5 Paid) **** Token: "Turn Up" The Radio ("Free") * Touchstone: Andariel *** Warded Dreams: Your dream Bastion is particularly well fortified against intrusion. Each dot increases the Bastion’s Fortification rating by one. DERIVED TRAITS -------------- Normal (Red Revenge) * Health: 8 (11) * Willpower: 10 * Initiative: 8 (11) * Init. (Sword) 3 (6) * Init. (Axe) 4 (7) * Size: 5 * Speed: 13 (19) * Defense: 4 (7) * Armor: 2/4 (5/7) * Clarity: 7 * Bastion Fort.: 8 ============== ARCADIAN MAGIC ============== * Wyrd: 5 * Glamour: 15 max, spend 5/turn * Frailties: Will not surrender a weapon fairly carried. (Minor Taboo) Will not deny a kill he has performed. (Minor Taboo) VOWS, OATHS, AND DEBTS ---------------------- Fetch Martin, Strong Sealing: Izzy is a ward of the Freehold. He will come to no harm. Any harm to him is treated as a harm to the group. Angstrom will prevent harm from coming to him, and engage himself proactively in stopping harm. If a decision comes between Izzy and Changeling Martin, he chooses Izzy. Fin at Landshark, Goblin Debt: Promise of a future job in exchange for Hermes's book. +2 Goblin debt on assumption, +2 Goblin debt if he declines the job. Katya, Head of the Mission, Strong Sealing to Angstrom, Harry, Heka, Theo: If you ever need help, even if you don't think you need it, you ask and we will help. CONTRACTS --------- PARALYZING PRESENCE (COMMON CROWN) 2 Glamour, Instant, Pres. + Intim. + Wyrd vs Comp. + Wyrd, Loophole: Victim alone and Changeling touches them You become magnificent and horrible in the mind of your target, rendering them unable to move. Success: The target suffers the Insensate Tilt. Exceptional Success: The target also suffers the Cowed Tilt. FAIREST: Three dice bonus to invoke this contract. ELEMENTAL WEAPON (COMMON SWORD) 2 Glamour, Instant, Presence + Survival + Wyrd, Loophole: Elemental trick You create a weapon from a nearby element. The weapon has normal traits for its kind, to which you can add any of the following: +1 weapon modifier per success spent, or decrease the Initiative penalty by one per success spent, or +20/40/80 range per success spent, to a maximum of three successes per option. You may mix and match successes among these options. ELEMENTAL: If the Elemental creates a weapon that fits his own elemental affinity, it merges with his Mask and Mien to make him look terrifying. The player may make one Presence + Intimidation roll while the character wields the weapon, contested by one opponent’s Stamina + Wyrd. If he wins, the target suffers the Stunned Tilt. FAE CUNNING (COMMON SHIELD) 2 Glamour, Reflexive, --, Loophole: Challenge opponent to duel You may apply her Defense to Firearms attacks and never lose your Defense even if you're surprised or distracted. Supernatural powers that would deny you Defense prompt a Clash of Wills. If you successfully Dodge, you may redirect the attack to another valid target, which automatically hits with successes equal to your Presence rating. ELEMENTAL: Add your Resolve to your Speed and Initiative. OGRE: Any mundane weapon that strikes you suffers your Stamina rating as points of damage, subject to Durability. CLOAK OF THE NIGHT (COMMON SHIELD) 1 Glamour, Instant, --, Loophole: Cosplay as thieves/rogues The changeling must invoke this Contract while he and his allies are in dim or dark conditions; as long as they take a penalty to visual perception rolls, it’s dark enough. He drapes the darkness around a number of willing companions equal to his Dexterity rating. The player’s Stealth rolls, to which he adds half his character’s Wyrd (rounded up) in bonus dice, hide the entire group as long as no one does anything to attract undue attention, such as attacking or making loud noises. The changeling and his companions also take Stealth-based actions as reflexive actions, once per turn in action timing. DARKLING: Keep the benefits of this contract even if you're seen. OGRE: Substitute Stamina for Dexterity, and flavor as slow and steady. LIGHT-SHY (COMMON JEWELS) 1 Glamour, Instant, --, Loophole: Stand in shadow for 1 minute You become invisible to the mind, affecting all senses, though recording technology still detects you. The Contract ends if you take any aggressive action or inflict any kind of harm or supernatural effect on anyone. DARKLING: Recording technology no longer detects you. SIGHT OF TRUTH AND LIES (GOBLIN) 1 Glamour, Instant, --, Loophole: Used at an official occasion You recognize any mundane lie spoken in your presence, though the Contract does not reveal what the truth is. You can't tell lies yourself, but are under no compulsion to offer the truth either. If you do lie, the Contract ends. Supernatural deceptions prompt a Clash of Wills. UNCANNY (GOBLIN) 2 Glamour, Reflexive, --, Loophole: No Skill dots on attempted roll Your next mundane action that is neither resisted nor contested gains the rote quality — including single rolls within extended actions (though this doesn't negate the time involved). COMING DARKNESS (INDEPENDENT COMMON) 1 Glamour, Instant, --, Loophole: Extinguish a flame. The changeling creates an area of complete darkness centered on himself with a radius equal to (his Wyrd x 10) yards/meters. The darkness falls so abruptly, everyone in the area suffers the Stunned Tilt unless they make a successful Wits + Composure roll or can see clearly in the dark. Characters within the darkness or who enter it during the Contract’s duration suffer the Blinded Tilt (both eyes) until they leave the area or the Contract ends, whichever comes first. The changeling is unaffected by his own darkness. Mundane light sources in the area are not extinguished but simply obscured; turning on additional mundane lights within the affected area does not penetrate the darkness. Attempts to create light via any magical means provoke a Clash of Wills. The changeling does not have a shadow for the Contract’s duration. If he leaves the area or the Contract ends prematurely, his shadow remains missing. Observers may notice lack this by rolling Wits + Composure, contested by the changeling’s Manipulation + Stealth. If he remains without a shadow and outside the darkness when the Contract ends, he must hunt down his wayward shadow, take it into the Hedge, and reattach it via a subtle Hedgespinning shift requiring four successes. The shadow has no traits and takes no rolled actions but may cause mischief simply by existing independently and visibly. BEAST: Select a number of characters within the area equal to Wyrd/2 rounded down. They gain clear night vision for the contract duration. DARKLING: Radius is now Wyrd x 10. CRACKED MIRROR (INDEPENDENT ROYAL) 1 Glamour or 1 Glamour + 1 Willpower, Contested, Manip + Larc + Wyrd vs Stam + Wyrd The changeling fogs up a mirror and writes his own name in the condensation. When he wipes the moisture away, he finds his fetch looking back at him rather than his reflection. Success: For 1 Glamour, the changeling attunes the mirror to spy on his fetch as though he stood a few feet from them and followed them around. For the rest of the scene, he can see their surroundings clearly and listen to any sound they can hear, but the fetch automatically knows their changeling counterpart tried to watch them and eavesdrop even if the changeling fails his roll. By paying an additional 1 Willpower, the changeling may switch places with his fetch, tricking the mirror into mistaking one identity for the other. It draws them both briefly into mir- ror space before spitting them back out in opposite locations. If the changeling does so, the Contract immediately ends; if he wants to come back the way he came, he must invoke it again. A willing fetch who cooperates with the changeling need not contest the invocation roll. Exceptional Success: The process disorients the fetch, inflicting the Confused Condition. Failure: The Contract fails, but the fetch knows the changeling made the attempt. Dramatic Failure: The fetch knows about the attempt and may pay 1 Glamour to immediately invoke this Contract on the changeling without a roll, including the option to spend a Will- power to switch their places. The fetch need not possess the Mim- ic Contract Echo to do so. Cracked Mirror doesn’t count as face- to-face contact for purposes of that Echo if the fetch possesses it. JEALOUS VENGEANCE (COMMON SCEPTER) 1 Glamour, Instant, Chapter, Pres + Intim + Wyrd vs Resolve + Wyrd, Loophole: Caused target to become Oathbreaker this scene The changeling's enemies stand between him and something he wants, regardless of whether they obstruct him purposefully or unknowingly. By clearly speaking the name of the one he wishes to remove from his path and issuing an ultimatum to them, he forces a terrible choice. Success: Either his target definitively steps away from whatever position or situation puts them in the changeling's way, such as quitting a job or breaking up with a partner, or they suffer the consequences. If the target doesn't do everything in their power to obey within the next chapter, they suffer one of the following Conditions of the changeling's choice: Blind (temporary), Bestial, Embarrassing Secret, Guilty, Leveraged, Lethargic, Paranoid, Ravaged, Reckless, or Spooked. The target can't resolve this Condition until they've bested the changeling in a contested action. Exceptional Success: The changeling inflicts two Conditions instead. OGRE: Achieve exceptional success on three successes. RED REVENGE (ROYAL SWORD) 3 Glamour, Instant, --, Loophole: Vengeance for a loved one/friend You gain +3 to Initiative, Intimidation, and Physical Attribute ratings, which also increases derived traits. You gain 3/3 armor and the Berserk Condition, as well. ELEMENTAL: Gain an additional +1 weapon modifier on Brawl and Weaponry attacks. OGRE: Attacks inflict the Knocked Down Tilt. RELENTLESS PURSUIT (ROYAL SWORD) 2 Glam., Instant, --, Loophole: Possession of a piece of target Speak your target's name or a description of them. You know the direction and rough distance of your target. If they are in another realm, you know which one. If the target is using supernatural means to evade pursuit, this contract provokes a Clash of Wills. VOW OF NO COMPROMISE (ROYAL SHIELD) 1 Glam. + 1 WP, Instant, --, Loophole: Destroy a True Fae representation With a touch and spoken promise, downgrade one level of A to L. Gain the Stoic condition. You may target yourself. OGRE: Also gain the Inspired condition w/r/t punishing or spiting whoever was responsible for the damage. UNRAVEL THE TAPESTRY (ROYAL MIRROR) 2 Glam. + 1 WP, Reflexive, Wits + Occ + Wyrd, Loophole: Incurred debt in scene Replay the last 10 seconds, or go back to the top of the Initiative roster one full turn ago in action timing. The changeling may change his actions. All other characters, except those who used a similar power, retake their original actions. For example, the character was hit with an axe and took damage, prompting him to invoke this Contract. This time, he successfully Dodges. His attacker still swings the axe (and misses), as she did not expect him to step back. This Contract activates automatically if the character dies and can pay its cost. If he lives this time, he gains the Spooked Condition as he remembers being dead. If he dies again, he’s out of luck — the Contract can only self-activate once per story. Exceptional Success: The changeling’s player gains the 8-again quality on any rolls he makes during the replayed time. DARKLING: Take a reflexive action to move up to your Stealth rating in yards/meters, immediately after enacting this Contract but before the time begins anew. ERMINE'S WINTER COAT (ROYAL WINTER) 1 Glamour, Instant, --, Loophole: Create a space and hide in it Blend in with whatever you're near, becoming difficult to see clearly. Gain +3 to Stealth rolls and inflict a −3 on attacks against you. As long as you're in the company of at least a few non-fae beings, halve your Wyrd rating (rounded down) for purposes of the bonus other fae beings gain to track or find you, and gain +3 to Clashes of Will to seem mortal when you strengthen your Mask. This Contract immediately ends if you drops your Mask. ============== CURRENT STATUS ============== * Health: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] ( ) ( ) ( ) * Willpower: 10/12 * Glamour: 10/15 (5/turn) * Armor: 3/4 * Clarity: [ ] [ ] [ ] Touchstone: Andariel [ ] [ ] Touchstone: The Gramercy Mission [ ] [ ] Current Goblin Fruits: 10/13 (8 generic, 2 reserved) Current Attack Roll: 13 (17 RR) 9 d7, Init +1, Range 20 Current Regalia Manifestation Glamour Spent: 1/6 SPEND A GLAMOUR WHEN YOU SATISFY YOUR NEEDLE WHILE WIELDING FIRST FREEZE Current Goblin Debt: 0 Current Buffs: MISCELLANEOUS NOTES FOR PLAY: - ADD RESOLVE TO INIT AND SPEED WHEN USING FAE CUNNING - TICK DOWN GOBLIN DEBT AT START OF EACH SESSION WITH MARKET SENSE - ALWAYS USE SURE STRIKE FOR -1L +1 DIE - MANTLE 3: All of your character’s physical attacks deal +1L damage as long as the fight is one on one and your character started it. Angstrom [א]angstrom close your eyes and count to kllstrom.fuck Last Played: ♪♫♪ Portugal, The Man - Dummy ht tps://www.youtube.com/watch?v=ABiS2n2Z6QM Last Post: you make it sound sweet. if this is the last dance you can count on me 3hr Angstrom [א]angstrom close your eyes and count to kllstrom.fuck Last Played: ♪♫♪ Metric - Gold Guns Girls ht tps://www.youtube.com/watch?v=FRtd8ArvH_s Last Post: everybody else said ah ah ah, ah ah ah ah ah 20m Angstrom [א]angstrom close your eyes and count to kllstrom.fuck Last Played: ♪♫♪ Baker Boy - Song 2 https://www.youtube.com/watch?v=BGDZkt1hEm4 Last Post: do it harder faster louder 3m Angstrom [🍆]angstrom i am the fucking bogeyman. and i vote Last Played: - Last Post: - PROJECTS -------- * I'm building an agrobusiness in the Keepsafe, wholesaling to both hobs and courtiers. * I'm building an aggro business in Realside and Hedge Manhattan as the main monster merc. * I'm building bridges between the Freehold and the Consilium in Manhattan. CONDITIONS ---------- Soul Memory Your character has touched a primal truth etched on the human soul, a piece of history or experience that unites humanity at a metaphysical level. This has left you with a feeling of completeness and fulfillment. But it is a fleeting one; a sense of loss and distance lingers long after the sense of wholeness has gone. Beat: Put yourself or a Touchstone in danger to re-experience that feeling of connection. Resolution: Enter a place that resonates with the same primal truth you glimpsed briefly. Flagged The God-Machine or one of its agents is suspicious of you. It doesn’t know for sure that you’re a rogue angel, but it’s got you marked as a potential problem. Attempts to spoof agents of the God-Machine suffer a –3 penalty. Resolution: Convince an agent of the God-Machine that you’re an ordinary human without spoofing it. ATTACK STATISTICS ----------------- * First Freeze (Claymore) 5L, 9-again, -6 Initiative, Two-Handed OTHER DICEPOOLS --------------- * Perception: 12 dice (Wits+Comp+Wyrd) ========= INVENTORY ========= House Toll Cookies (2) - Eat one of these goblin fruits to summon KK within [10-Krish's Primum] turns. "Turn Up" The Radio First Freeze ====================== EXPERIENCE EXPENDITURE (EARNED: 144, UNSPENT: 3) ====================== Wyrd 1->5 20 XP Composure 2->5 12 XP Resolve 2->5 12 XP Stamina 3->5 8 XP Wits 3->4 4 XP WP Dot 2 XP Brawl 0->2 4 XP Intimidation 4->5 2 XP Survival 2->4 4 XP Contract: Elem. Weapon Rider: Elemental 1 XP Contract: Fae Cunning Rider: Elemental 1 XP Contract: Light-Shy 3 XP Rider: Darkling 1 XP Contract: Red Revenge Rider: Elemental 1 XP Contract: Relent. Pursuit 3 XP Contract: Coming Darkness 4 XP Rider: Beast 1 XP Rider: Darkling 1 XP Contract: Jealous Vengeance 4 XP Contract: Cracked Mirror 4 XP Contract: Unravel the Tap. 4 XP Rider: Darkling 1 XP Contract: Ermine Wint Coat 3 XP Contract: Cloak of Night 2 XP Rider: Darkling 1 XP Acute Senses 1 XP Diviner 4 XP Hob Kin 1 XP Hollow 14 XP Fast Reflexes 0->3 3 XP Market Sense 1 XP Mantle 1->3 2 XP Resources 0->2 2 XP Regalia Manifestation 1 XP Token 5 5 XP Touchstone 1 1 XP Safe Place (Group) 2 XP FUTURE BUILD NOTES: Regalia Manifestation Merit (Kith and Kin supplement) Holding Merit (Hedge supplement) Thistle Guardian Merit (Hedge supplement) Mask of Superiority (Common Crown) Relentless Pursuit (Royal Sword)'s Beast and Elemental Riders Pathfinder (Common Steed), Beast Rider Shared Burden (Common Shield), Wizened Rider Cloak of Night (Common Shield), Darkling Rider Pure Clarity (Royal Shield), Fairest Rider First Freeze (*****) Base Statistics: 5L, 9-again, -6 Initiative, Two-Handed Appearance: The heavy, simple wooden hilt of a greatsword, worn before its time by exposure to the elements. Its original blade has rusted to nothing, with the pitted red remnant hanging from the crossguard like the nub of a rotten tooth. The original blade's remains are encased in a tapered sheet of crystal-clear ice so cold that the air turns to mist around it, no matter the temperature or humidity. Effects: In addition to being a sword, First Freeze has the following traits: - Its blade counts both as ice and a mirror for any magic that requires or benefits from the presence of the same. - Otherworldly things are reflected in the blade, even when they are not apparent to the naked eye. Spend 1 Glamour and peer into the blade's surface to see supernatural phenomena unobservable by the naked eye, such as the lingering effects of a fae curse, numinous entities in Twilight, the nimbus of an Awakened mage, etc. Note that this only makes the phenomena visible; to notice subtle phenomena, or analyze complex ones, additional rolls may be necessary. Supernatural forms of concealment (such as the Light-Shy Contract or the Discipline of Obfuscate) provoke a Clash of Wills, though 1 additional Glamour must be spent on winning the clash to make the hidden thing appear in the blade. - Spend 2 Glamour to conjure an ice storm centered on the blade for the rest of the scene. Treat this as imposing the Blizzard Tilt out to a radius of 30 yards from the sword. Whoever holds the sword by its hilt is immune to the effects of the blizzard. Grabbing the hilt of the blade in the middle of the blizzard requires a successful Dexterity+Athletics roll, penalized by the Tilt; touching the hilt of the blade while it's in the hand of an adversary requires a successful grapple action. While the Blizzard Tilt is in effect, any Weaponry attacks made with First Freeze may be made against multiple targets, with a penalty to all attack rolls equal to the number of targets. This requires all targets to be in range from the wielder's position when the first attack begins resolving. - Spend 3 Glamour and take an amount of lethal damage equal to half your maximum Health to rip your own icy reflection from the blade and bring it into the real world. The icy replica allows you to roll twice on any action before it melts, and choose which roll 'happened'. Additionally, the replica can be shattered, forcing any one action made targeting the sword's wielder to be rolled twice, and allowing the sword's wielder to choose which roll 'happened'. The replica lasts for a number of rounds equal to half the wielder's Wyrd, rounded up. Catch: The Glamour cost of First Freeze's abilities can be paid by drawing your finger or palm across the blade, defraying the Glamour cost of its abilities at a 1-for-1 rate with resistant lethal damage taken. Drawback: The mist that clings to First Freeze is not concealable; it is apparent regardless of whether its wielder is. The wielder of First Freeze may hide, but they are never hidden: they cannot enjoy the benefits of attacking from stealth even if they are supernaturally obscured, and any attempts by the wielder to hide by wit or magic must roll twice and take the lower number of successes. "Turn Up" The Radio (****) A chrome handheld terminal in the shape of a stopwatch with a slender silver antenna. The face is a primitive LCD coordinate grid with a single blinking dot at its center. The obverse is embossed with the serial number or maker's mark AG30. It has a single button at the 12 o'clock position. It can be activated to open a simple two-way signal between the token's user and their Keeper; each becomes immediately aware of the other's location. If the token's user does not have a Keeper, one will be provided for them. Catch: The signal is opened in the presence of another Keeper or a metaphysically equivalent being (a free Title, certain elder vampires, Rank 5+ spirits, archmagi, etc.) Drawback: The token's ability is its own drawback. POSSIBLE TOKEN ** Token: Cunning-wolf's Tooth -- A canine tooth on a leather thong, worn about the neck, too big to be from any real wolf and very sharp. Activating the token while thinking about a friend, lover, business partner, or other such relation lets the user know if that person has betrayed them in the way that they fear. Catch: The user must give the tooth to the one they suspect of betrayal. Drawback: Should the user discover betrayal using the token, they gain the Paranoid Condition.