World of Darkness - Character Creation Help Request - Changeling - Muse - Fleeting Summer

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Montezuma's Lawyer

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Nov 5, 2011
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I'm working on a character for WOD 4th ed. and could use some help with the finer points.

I basically have my character built, but I need help with a tighter backstory.

The campaign takes place in Auschwitz-Berkenau, during WW2. The group are all prisoners under Nazi experimentation and containment, for various reasons, two of which are werewolves, two of which are changelings.

My character is a changeling, a woman in her mid-thirties, blonde hair, green eyes, and an insatiable rage that she uses to manipulate and control others, you know the type.

I need some help getting my Abduction and Fetch stories to work properly, the DM has agreed to let my fetch be a wealthy German politician, working with the Nazis to both frame me for the murders of multiple political opponents of theirs, and to allow them to perform experiments upon me, seeing as how they were so interested in the occult, their interest in our group seems noteworthy.

My abduction and return are the problems, however, I cant seem to come up with anything, can you help me?
 

TheUsername0131

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Mar 1, 2012
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You can find help here.

http://forum.rpg.net


Your fetch plot hook is adequate. Remember, Fetches aren't always, or even usually, ignorant of what they are. The Others might well explain to the fetch exactly what it is and what role it plays. Do not expect your fetch to not have support perhaps from Hobgoblins or Keeper patronage.

An example of such a nasty surprise would be that the fetch:

"can be granted a single use of one of the Fae?s Contracts." - C:TL p.200
And
Craft Fetch-Beast (Wyrd 4): Powerful and skilled fetches can create creatures much like themselves, but cannot instill them with the capacity for human-like thought. The fetches can, however, make fetches that act like animals, and so a changeling might find his fetch waiting for him with a menagerie of feral dogs and hissing cats, perhaps even astride a fae-steed. To craft a fetch-beast, the fetch needs some raw material (dirt, refuse, dead flesh - nearly anything will do) and must sacrifice an animal of the type the fetch wishes to create. This requires a degeneration check for fetches at Morality 4 or higher. The player rolls Dexterity + Crafts as an extended action. Each roll requires one day of work, and the target number is the Health rating of the fetchbeast. Once the target number of successes is reached, the fetch spends Glamour equal to the fetch-beast?s Health, and the creature comes to life. From there on out, the creature behaves like a member of its species, save that the fetch-beast sometimes displays a disturbingly acute intelligence and shows almost no interest in other members of its species. The fetch-beast obeys its creator without question, and is not subject to communication or control by any supernatural powers that normally work on animals.
Finally
Craft Second Fetch (Wyrd 5): The fetch can create a duplicate of itself, a hollow shell that becomes activated should the fetch die. The system for this is the same as for Craft Fetch-Beast, except that the sacrifice required is a chunk of flesh from the fetch's own body (inflicting three points of lethal damage). If a fetch with a prepared duplicate dies, the duplicate awakens within 12 hours of the death, fully healed and refreshed. A fetch can only have one duplicate at a time, though upon activation the duplicate (or rather, the fetch) can create another.


The Type of Gentry I recommend is the Doctor Archtype:
"The Doctor - who could just as easily contain the Torturer or the Scientist within his archetype - is a cold, methodical operator. He finds everything dictated by logic, even if this so-called logic makes little sense to the changeling. It's all about stimulus and response. How well can the changeling hear without an ear? How does the abductee respond to a parasitic infection? What kinds of children, both monstrous and wondrous, could possibly grow in a changeling's womb? Some Fae literally appear as doctors or scientists: the traditional lab-coat might feature, as could antiquated chirurgeon's tools. Others are far more alien, wearing clean naked bodies of plasticine skin or simply having a form composed of shiny speculums, scalpels and bone saws. Changelings under the Doctor's "care" often experience harrowing imprisonment, ending up as the subject who is operated upon, healed and then operated upon once more. Some are given what is both a reprieve and a curse, however, in that they're allowed to serve as "nurses" to their Keepers. As nurses, these changelings often exempt from more extreme experimentation, but then must aid in the experimentation on others."
- C:TL AN p. 62


As for mad Nazi scientists and occultists, these links might help:
http://tvtropes.org/pmwiki/pmwiki.php/Main/Ghostapo
http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidJetpackHitler
http://tvtropes.org/pmwiki/pmwiki.php/Main/ThoseWackyNazis


Have fun.