Your character's name.
The concept behind your character. A short description relaying who the character is and what they do.
Voice is the measure of your presence — the weight of your words when you speak, the pull of your charm, the force of your will. It is the attribute of the tongue, the lungs, the heart, and the spine.
Tongue
Proficiency with language and tongue. Charm, lie, confuse, suck, lick, seduce, threaten — every act that passes through the mouth.
Lungs
Breath, endurance, and song. Lungs carry a voice when shouting, gasping, or singing a lie so sweet it sounds true. Also the skill of holding one's breath in places where breathing would be unwise.
Heart
Courage, passion, and conviction. Heart moves others to follow you into fire, to love you against reason, or to hate you with a devotion worth fearing. It is the seat of everything worth doing badly.
Spine
Willpower and resolve. Spine is what keeps you standing when your legs have already given up — the iron in a voice that refuses to break, no matter what is offered or threatened.
Mind measures your cunning — memory, wit, intuition, and the sharpness of your senses. It is the attribute of the brain, the eyes, the nerves, and the ears.
Brain
Memory, reason, and the patient art of thinking three moves ahead. Brain is the scholar's attribute — the quiet knife in the study, the ledger nobody else can read.
Eyes
Perception and the reading of the world. Eyes catch what others miss — the tell, the lie, the tremor in a hand that confesses more than any spoken word ever could.
Nerves
Composure under pressure. Nerves carry you through fear, torture, and long silences without flinching — or let you flinch at exactly the wrong moment. Choose carefully which you'd rather be known for.
Ears
Hearing and intuition. Ears catch what is said in whispers, and what is not said — the pause before a name, the lie hidden in a rhythm, the footsteps that stop one second too long outside the door.
Body measures your physical presence — raw strength, endurance, and the animal instincts that keep you alive long past the point where you deserve it. It is the attribute of the guts, the hands, the legs, and the nose.
Guts
Stomach for the bloody work. Guts covers the courage to endure the unbearable and the appetite to do what must be done — then eat dinner afterwards without losing it.
Hands
Craft, dexterity, and violence. Hands build, mend, pick locks, and break bones — often without needing to know in advance which one you meant.
Legs
Speed, balance, and a clean escape. Legs decide whether the evening ends in a dance or a chase — and, quite often, in both, in that order.
Nose
Instinct, tracking, and the scent of fear. Nose is the animal in you that knows a lie one breath before the mind has time to argue with it.
The art of not being noticed. Quiet is the stillness before the strike, the breath held in the dark, the door that closes without sound. It is the companion of assassins, spies, and the very, very patient.
Speed without thought — reflex, snap-decision, the flash of a blade already drawn before the mind has caught up. Quick is the difference between being first and being finished.
Grace under pressure. Cool is the raised eyebrow in a burning room, the even voice when all the others crack, the smile that says I expected this and means it.
Beauty, poise, and the art of moving through the world as if you belong there. Grace disarms suspicion and wins the room before a single word has been spoken.
Wit, wordplay, and the trickster's tongue. Clever turns questions into answers, enemies into friends, and friends into unwitting accomplices — all before the wine is poured.
The virtue of the reckless and the hero. Bold leaps first, apologizes later, and is remembered for one or the other — often in the same story.
The wisdom of the survivor. Caution checks the latch, walks the long way round, and lets the other one open the door first. It is the most underestimated of the motifs, and the one most likely to be thanked in a eulogy.
Endurance beyond reason. Persist is what carries you through the tenth mile, the hundredth refusal, the long war of attrition that no amount of cleverness could ever win. It is the quiet virtue — and the one that finishes the story.

Name of the Trait

Changeling Trait #1

Странствия

Исскуство путешествий, грациозных движений и фееричного таланта передвижения словно во сне.

Освобождение

Unleashing Wayfare is the desperate act of those who have utterly lost their way or who face imminent doom. “Get us out of here” and “get them out of here” are by far the most common directions when the ancient magic of ways and travel is poured into the Autumn World, followed closely by “bring me to my goal.” The latter command is rarely predictable, hurling Kithain into the arms of Dan — the place a changeling needs to go to progress is often not the place they expect. Wayfare Unleashings have also been used in the past to attempt to force open dormant trods, with only limited and temporary success. A bold few changelings have even used this Art to attempt to transport themselves to lost Arcadia, but either report that even the Glamour of the Autumn World can no longer lead them to its source, or simply vanish into the depths of the Dreaming, never to be heard from again, their ultimate fate up to the speculation of those left behind.

Чепуха

Чепухи Странствия часто состоят из концептов передвижения, путешествия, быстрых действий и показухи. Например: трижды потоптать ногой на месте, принять позицию для бега, нарисовать молнии на предмете, прикарманить щепотку дорожной пыли, разорвать карту на заправке, выбросить ключ от дома из окна машины, нарисовать карту, пробежать километровку чтобы набрать скорость, позвонить кому-нибудь на другом конце города и уверенно сказать что будешь через минуту.

  • Классики

    Совершите невозможный скачок, вверх, вниз или в сторону. При этом не получив урона от столкновений.

    System: The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with aStrength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results.

  • Меркурий

    Позволяет передвигаться на сногшибательных скоростях.

    Allows an object to move at an incredibly fast speed.

  • Проход через Портал

    Creates a temporary opening through any barrier, allowing it to be moved through.

    Creates a temporary opening through any barrier, allowing it to be moved through.

  • Wind Runner

    Allows a target to fly, taking to the sky as if they had wings.

    Allows a target to fly, taking to the sky as if they had wings.

  • Flicker Flash

    Instantly disappear, and reappear somewhere else in the world, or in the Dreaming (though, it is usually unwise to use it to cross between the two).

    Instantly disappear, and reappear somewhere else in the world, or in the Dreaming (though, it is usually unwise to use it to cross between the two).

Art Name

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Art power #1

1lv power of the $ArtName

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Art power #2

2lv power of the $ArtName

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