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Exceptional Success: The character gains an additional +1 die to all Perception rolls for the scene.
 
Exceptional Success: The character gains an additional +1 die to all Perception rolls for the scene.
 
Pathfinder (•)
 
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what sorts of goblin fruits grow there.
 
 
Cost: 1 Glamour
 
 
Dice Pool: Intelligence + Wyrd (Modifiers: –1 The changeling has never witnessed the local Hedge before, as with visiting a new freehold or
 
otherwise finding the “Hedge-scape” vastly different than what she may have expected.)
 
 
 
Action: Instant
 
 
Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.
 
 
Dramatic Failure: The Contract yields wholly inaccurate information about the Hedge, suggesting paths where there are none, marking poisonous fruits as beneficial or otherwise utterly confounding otherwise useful information.
 
 
Failure: The changeling learns no useful information about the local Hedge.
 
 
Success: For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a Hollow or pathway might exist, just the fact of its presence. The distance in which such information-drawing is effective is the changeling’s line of sight. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning.
 
 
Exceptional Success: As with an ordinary success, but the achievement of the exceptional success yields information about the location of features known to be in the Hedge.
 
 
Fickle Fate (•)
 
 
It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts?
 
 
Cost: 1 Glamour
 
 
Effect: The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while
 
seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be.
 
 
Action: Instant
 
 
Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.
 
  
 
== Charakterbeschreibung ==
 
== Charakterbeschreibung ==

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