|Direction Sense||1||Fang and Talon (Felines)||2|
|New Identity||(2)||Eternal Winter|
|Glamour||11, 2 per turn|
Dwarf (Core Rules, pg. 219)
* Your character is much shorter than the average person. Her adult Size is 4. This Flaw awards points only if the character’s short size causes him physical or social problems (besides the obvious problem of having a low Health score).
Motley Pledge (Changeling, pg. 188)
* Type: Vow
* Tasks: Alliance, Greater (-3, All)
* Boons: Adroitness ( + 1, all — Subterfuge), Blessing, Medial ( + 2, all — New Identity)
* Sanction: Poisoning of Boons, Greater (-3, poisoning both Adroitness and Blessing boons)
* Duration: Year and a day (+3)
* Invocation: 1 Willpower (all)
The wilderness that infuses a Beast gives her a super-natural affinity with animals. A Beast gains the benefit of the 8 again rule when using the Animal Ken Skill and receives a free Specialty for the one animal that most reflects the Beast’s seeming.
That same wild nature gives a Beast a powerful personal magnetism. A Beast’s player can spend points of Glamour to add to dice pools involving Presence and Composure. Each point of Glamour spent adds one die to one dice pool.
Although the Beasts regained their consciousness when they came through the Hedge, their time as beings of thoughtless instinct has taken its toll on each of them and most find it very hard to make use of academic or trained skills. A Beast’s player suffers a -4 dice untrained penalty when trying to use a Mental skill in which the character has no dots.
Further, although Beasts can be very clever indeed, they’re out of practice making those leaps of ingenuity that so characterize human genius. A Beast’s player doesn’t re-roll 10s when using a dice pool involving Intelligence.
Tooth and Claw (Changeling, pg. 102)
*The Changeling can inflict lethal damage instead of bashing damage when fighting unarmed.