Archetypes: Caregiver Golem (Created)
Experience: 5
Rank: Novice
Pace: 6/d6; Parry: 4; Toughness: 5
Agility: d4; Smarts: d6; Vigor: d6; Strength: d6; Spirit: d8
Worst Nightmare: Witnessing the death of a child
Skills:
- Healing d6
- Fighting d4
- Survival d6
- Repair d6
- Focus d8
- Perform d6
- Common Knowledge d4 (-2)
- Stealth d4
- Athletics d4
- Notice d4 (-2)
- Language (Faerie) d8
- Language (Mordentish) d8
- Language (Handtalk) d8
- Linguist (Setting): Faerie, Mordentish, Handtalk
- Arcane Background: Gifted (Hindrance): 15 PP, relief Power
- New Powers (Hindrance): healing, empathy
- New Powers (N1): protection, environmental protection
- Healer (N2): +2 to Healing rolls (both mundane and magical)
- Vow-Major (Racial): Protect children at all costs
Clueless (Racial): -2 to Common Knowledge checks
Outsider (Racial): -2 to Persuasion with normal people
Outlander (Campaign): -2 Fear Checks and Common Knowledge in Ravenloft; +2 Dark Powers Checks
Code of Honor (Starting): Abides by code of conduct appropriate to a proper lady
Can't Swim (Starting): -2 Athletics for swimming, Pace 1" in water
Iron Allergy (Starting): +2 damage from iron/steel weapons; -2 to healing spells vs. wounds caused by same
- Knife (Str+d4 damage)
- First Aid Kit
- Soap x5
- Candle x4
- Blanket
- Lantern
- Oil Flask
- Whistle
- 425 Silver
Kind Word (empathy)
- 1 PP, 6", 5 rd
- Opposed by Spirit
- Grants +2 to Intimidation, Persuasion, Performance, Taunt, and general emotional state
- On animals, gives +2 Riding or other interactions
- Modifiers: +1 Range doubles; +2 Range triples
- Trapping: Saying something nice to the person, often in greeting
- 2 PP, 6", 1 hr
- Survive in hostile environments with no ill effects
- Truly extreme conditions (lava, nuclear core in meltdown) cause it to fail w/in 1d4 rds
- Attacks matching environment protected for are at -4 Damage (-6 on Raise)
- Modifiers: +1 PP/extra recipient; +1 Glow illuminates SBT, -2 Stealth, -1 illumination penalties; +1 Shroud grants -1 to be hit, +1 Stealth; +1 Target gains +2 Pace); +1 Range doubles; +2 Range triples
- Trapping: Target's clothing seems to adjust in small ways to better suit their current need.
- 3 PP, Touch
- Suffers penalty = Target's Wounds
- Success heals one Wound; Raise heals two Wounds; Extras who survive Aftermath are restored to Shaken
- Must be cast w/in Golden Hour
- Modifiers: +10 PP to exceed Golden Hour; +20 PP to treat Crippling Injuries--one attempt only, target is Exhausted for 24 hrs; +1 Neutralize Poison/Disease--suffers same penalty/bonus as infliction
- Trapping: A kiss on the target's forehead.
- 1 PP, 6", 5 rds
- Success = +2 Armor; Raise = +4
- Does not stack with worn Armor
- Modifiers: +1 PP/extra recipient; +1 PP to add +2 additional Armor (1 only); +2 PP turns bonus into Toughness, not Armor--stacks with Armor, unaffected by AP; +1 Glow illuminates SBT, -2 Stealth, -1 illumination penalties; +1 Shroud grants -1 to be hit, +1 Stealth; +1 Target gains +2 Pace); +1 Range doubles; +2 Range triples
- Trapping: Warding gesture; a soft glow settles over the target(s), then fades.
- 1 PP, 6"
- Success removes one level of Fatigue and Shaken Status
- Raise removes two levels of Fatigue and Stunned Status
- Modifiers: +1/extra recipient; +1 Range doubles; +2 Range triples
- Trapping: An upbeat, heartening comment.
Once there was a very prominent couple in a far-away nation. A few months after they married, they announced that the wife was expecting, and they threw a great many parties to celebrate. But when the child was born, there was shock and consternation in the household, for she had impossibly large, black eyes and shock-white hair, sure signs of Fey blood. The wife tried to claim that the child was a changeling, but the husband refused to believe her, remembering, perhaps, the handsome traveler who had stayed at their home one night shortly after the honeymoon.
She begged him not to cast her out of the house, and in truth, he did not wish to have it be bandied about that he was a cuckold, so he told her, with a cruel sneer, that her punishment would be to care for the child herself, without a nursemaid (which would be the norm for a woman of her station); furthermore, the child was to be housed in the attic, and the mother would have to stay there until the child was old enough to be left on her own.
And so it passed, and with every day, the mother's resentment of the child grew, and while she never took the final act that some women her situation might have, that restraint was more to avoid further angering her husband, whose temper had become short due to this episode. In the meantime, the servants were culled by the Master, until none in the house knew the truth about the attic, only that they were never to go there. Rumors abounded about the couple's withdrawal from society, but no one knew the full truth.
And so the strange fey-touched child grew into a young girl, and she was finally capable of being left alone for most of the day. She was an unusually quiet child (and it took her neglectful dam quite some time to realize the child was, in fact, nearly deaf), and her mother's visits became increasingly brief, only long enough to drop off meals, and take away the chamberpot and dishes. The girl wore rags taken from the trunks in the spacious attic, and played with toys stored from generations past, amusing herself.
But she longed for something she lacked the words to describe. And so she began to assemble with artifice what nature had failed to provide. Starting with a dressmaker's dummy, she added clothing, then a brooch, and costume jewelry, and a wig-bust for a head, with a face first drawn on in charcoal, but later carved into crude features with an old awl. When her real mother came by, she would see the bizarre creation in one corner, but she cared so little for the girl and her activities that she sought no explanation.
And so it was nearly a year before a new housemaid, young and foolish enough to be curious about locked doors she'd been told to stay away from, waited until the Master and Mistress were out on business, then crept up to the door with a stolen key and opened it, to find the girl and her Other Mother, dancing and playing in the attic. The dressmaker's dummy was clearly moving under its own power, and the maid's scream echoed all the way to the nearest manors on either side, and to the road in front of the house.
The other servants came running, of course, but the terrified maid had already fled down the hall, and finding herself in a room with no other doors out, jumped from the window and landed in the shrubs. Neighbors and passerby, their attention caught by the screaming, came over to help, but when they heard the maid's incredible story, most laughed, but some remembered seeing candlelight in the windows of the attic late at night, and they forced entrance into home over the objections of the very confused head butler.
As the crowd burst into the attic, Other Mother and the child both screamed, and Other Mother swept the girl into her arms and charged forward, causing the frightened villagers to fall back, at least long enough for the two of them to get past and run towards the woods. The mob recovered quickly, though, and were fast on their heels, even as others stayed behind and began the grim work of purging the home of the unearthly influences it clearly housed through flame.
Other Mother fled threw the thickening trees, but the mob behind continued to roar for her destruction, and the death of the young child in her arms. Bursting into clearing with a strange standing stone in the middle, she called out, in the language she had been created with, a language that flowed in the girl's veins. And to her amazement, someone answered.
If the child possessed a surreal countenance, his was utterly alien, even as it was also beautiful enough to rend the heart of the greatest poets. He was cold and aloof, but graceful as he rounded the stone, and looked at them. "Yes," he said in a voice of thunder and falling rose petals, "This child is mine. But you are not. I shall take her with me, and in exchange for you bringing her to me, I give you a boon with which to find your way in the world." Struck dumb by the sheer awe he inspired, she mutely surrendered the girl, who clung to her true father instinctively.
Power washed over her and through her, transforming her even further. She could sense her new abilities, ones that would help her be the perfect Other Mother to children in need. And when the sensation had passed, and her wooden head cleared, he was gone, and she was alone in the clearing, and it was the middle of the night. Over the forest, she could see a glow from the burning manor, and could vaguely hear the clamoring of the mob as the feckless couple were being dragged to a gallows.
With a mix of sorrow and relief, Other Mother went off to find someplace in the world that needed her skills and abilities, children in need of saving, in particular.
She scarcely even noticed the mists starting to rise up around her in the night gloom....
Racial Traits
- Clueless: The created are unfamiliar with
mortal culture, norms, and history, often
missing even basic understanding of
things humans take for granted. They
suffer the Clueless Hindrance, taking a –2
penalty on Common Knowledge and
Notice rolls. - Construct: Created add +2 to recover
from being Shaken, ignore one level of
Wound modifiers, do not breathe, and
are immune to poison and disease.
Constructs do not heal naturally. Healing
one requires the Repair skill, which is used
like the Healing skill but with no “Golden Hour.” - Outsider (Major): Created are mistrusted
by the living. When they go about
undisguised, they suffer –2 to Persuasion
rolls with naturally born races. Most
places consider the created to be objects
rather than people, according them no
rights or any kind. - Vow (Major): A created was built with a
particular purpose in mind. This acts as a
Major Vow to fulfill the purpose for
which they were built. A created should
also have at least a d6 in a skill
appropriate to their purpose (such as
Performance for a dancing mannequin or
Academics for an automatic transcriber).
- • Hindrance 1: AB: Gifted
• Hindrance 2: New Powers
• Novice 1: New Powers
• Novice 2: Healer Edge
• Novice 3:
• Seasoned 1:
• Seasoned 2:
• Seasoned 3:
• Seasoned 4 Advance:
• Veteran 1 Advance:
• Veteran 2 Advance:
• Veteran 3 Advance:
• Seasoned 4 Advance:
• Veteran 1 Advance:
• Veteran 2 Advance:
• Veteran 3 Advance:
• Veteran 4 Advance:
• Heroic 1 Advance:
• Heroic 2 Advance:
• Heroic 3 Advance:
• Heroic 4 Advance:
• Legendary 1 Advance:
• Legendary 2 Advance:
• Legendary 3 Advance:
• Legendary 4 Advance: