Name: Absinthia “Abbie” Hiver
Brewer — Changelings who spent their durance in Faerie learning how to create mind-bendingly potent drinks or peculiar alchemies. Due to long exposure and gradual immunity, a Brewer gains four bonus dice to any Stamina roll made to resist poisons or intoxication. In addition, the Brewers know the recipe for The Inebriating Elixir: once per scene, the changeling can instantly ferment one pint of any drink with Glamour, turning it into a powerfully intoxicating brew. The changeling needs to be able to touch the container holding the drink to do this. The changeling’s player rolls Wits + Crafts. If the roll is successful, the player may spend one Glamour point to invest the drink with a Potency rating equal to the changeling’s Wyrd rating, plus the number of successes the player rolled. If the Potency of the brew is higher than the Health of the person drinking the brew, the person gets very drunk, and in five turns falls unconscious. If the Potency doesn’t exceed the drinker’s Health, the drinker must roll Stamina + Resolve, or suffer the effects of having drunk one more drink than her Stamina (see the World of Darkness Rule-book, p. 177). The brew’s effects last for the rest of the scene.
Blessing: Nimble (1 Glamour = 9 gain all Dex pools for 1 scene)
Curse: Spite (No 10 again on presence rolls. -2 Untrained presence skills)
Concept: Speakeasy Bartender
Chronicle: The Omerta Masquerade
Experience: 5 (Used: 4)
Crafts  Specialty: Brewing
Empathy  Specialty: Emotions
Subterfuge  Specialty: Lying
Mantle (Winter) 
Hollow : 1 Size, 1 Furnishings and 1 Ward
Token : Hedgespun Wardrobe
This item may appear as a battered wardrobe, steamer trunk or other well-used receptacle for clothing. The Wardrobe always possesses a lock, and its key hangs from a chain attached to the object. The key will not turn in the lock, however, unless the token is activated. Its owner may command it to produce a new Hedgespun outfit (p. 203) once per day. The garments provided roughly suit the changeling’s demands (“a courtly Winter gown,” “something in dark leather”), but the Wardrobe cannot create protective garments sturdy enough to count as armor.
Mien: The Wardrobe rattles slightly, and may shift as if alive. A chest with clawed feet may flex its toes slightly from time to time, and the moths engraved on a wardrobe’s door may seem to move their wings. Opening the object releases a musty, warm (or cold) rush of air like a breath.
Drawback: The garments produced are physically real, but temporary in nature. Each one dissolves into mist, smoke or dust at the next sunrise, whether it’s worn at the time or simply lying on someone’s bedroom floor.
Catch: The user must moisten the key with his blood. The wound aches slightly while the Wardrobe’s clothing is worn, distracting the wearer and imposing a –1 die penalty to any Composure rolls. A user who cannot see through the Mask cannot request a specific outfit, not that she could see it for what it is anyway; she simply sees a quaint old dress or elegant suit within the Wardrobe once it’s open.
Contacts : Goblin Market (2xp)
Harvest : Emotions (2xp)
GLAMOUR 10 MaxCONTRACTS
Contracts of Animation
The character talks to an object or device and learns of any damage it has suffered and the location and nature of all of its weak points. The object also tells her about any hidden spaces or secret compartments within it. To use this clause, the character must handle, examine and talk or whisper to the object or device for at least half a minute.
Cost: 1 Glamour
Dice Pool: Wyrd + Crafts
Catch: The owner of the device asked the changeling to examine it. This catch does not function if the change-ling owns the object in question.
Dramatic Failure: The changeling misunderstands the device and for the next scene gains a penalty of –2 to any roll to repair or modify this device.
Failure: The clause provides the character with no in-formation about the object or device.
Success: The character understands the details of the object’s construction. She gains a bonus equal to her Wyrd to repair or modify a damaged object or device. In addition, she knows what piece to remove to most effectively disable a device, or exactly where to hit an object to do the most damage. She can halve the object’s Durability (round down) for any attack she makes on it during the next scene.
Exceptional Success: The character also automatically learns of any hidden compartments or spaces within the object she is examining.
By touching a device and listening to its spirit, the changeling gains an instinctive knowledge of how to use it. This clause allows characters who have no idea how to use a particular device to use it without penalty and also provides characters trained in its use with additional expertise. To use this clause, the character must touch and fiddle with the device for two full turns before using it. This clause can be used on weapons, vehicles, scientific instruments, individual computer programs or any other device or tool. Changelings can even use this to gain bonuses at picking locks or disarming security systems.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Catch: The character has at least 10 minutes to talk with the device to learn the secrets of its use.
Dramatic Failure: The character misinterprets the device’s suggestions and suffers a –2 penalty when using the device for the next scene.
Failure: The clause does not affect the character’s use of the device.
Success: The character gains a temporary specialty with the device she is touching. This supernatural benefit manifests as a bonus to dice rolls made to use the specific object equal to the number of successes. Thus, if the player rolled three successes to have his Wizened learn to ride a particular motorcycle, the Wizened would gain three dice to any Drive rolls made to drive that specific vehicle. This bonus lasts for three turns per point of the character’s Wyrd. It also counts as temporary dots in a Skill for the purpose of eliminating untrained penalties.
Exceptional Success: The bonus lasts for the entire scene.
Contracts of Eternal Winter
The character cools a room considerably, or an area roughly the size of a room.
Cost: 1 Glamour
Dice Pool: Wyrd + Survival
Catch: The character hears someone shiver or tastes someone’s sweat.
Dramatic Failure: The room grows warmer instead of colder.
Failure: The character fails to cool the room.
Success: The room cools by a degree decided by the character before the dice roll. See the list of suggested modifiers below for guidelines on how far a character can reduce the temperature, and in how large a room. The cooling lasts for one scene before the room gradually returns to normal temperature.
Exceptional Success: The cooling lasts as long as the character desires before returning to normal.
Liquid freezes with just a caress of the changeling’s fingertips.
Prerequisites: Mantle (Winter) 1
Cost: 1 Glamour
Dice Pool: Intelligence + Science + Mantle (Winter)
Catch: The character first spells out a name or idea he hates with the liquid on a dry surface.
Dramatic Failure: The character’s hand grows very cold, and the character suffers a point of bashing damage from early frostbite.
Failure: The character fails to freeze the liquid.
Success: The liquid freezes over. The liquid has an effective Strength (for purposes of supporting people on a frozen pond, for example) equal to the number of successes rolled. (See the World of Darkness Rulebook, p. 47, for Strength and weight information.) This Strength is effective over a few square feet, not the entire surface, so a group can walk across the frozen pond as long as they give each other distance. A character may distribute his weight (cutting it approximately in half) by lying down on the frozen surface. The liquid’s surface remains frozen until it melts naturally.
Exceptional Success: The character may instantly return the frozen liquid to its original liquid form, as long as he chooses to do so within the same scene.
Contracts of Fleeting Winter
The character can tell why a person is sorrowful, guessing her regrets with but a glance.
Cost: 1 Glamour
Dice Pool: Wyrd + Empathy – subject’s Composure
Catch: The character looks into the subject’s eyes for a moment.
Dramatic Failure: The character cannot figure ou why the subject is sad, but it afflicts the character as well. His mood lasts the rest of the scene and inflicts a –1 die penalty on his Social dice pools.
Failure: The character fails to discover the subject’s regrets.
Success: The character discovers the root of the subject’s sorrow. This Clause reveals only the cause of the sorrow the subject feels now, and returns no result at all (even if successfully used) if the subject is not currently experiencing sorrow (or sadness or another similar emotion).
Exceptional Success: If the subject is not currently sad but was within the last hour, the character finds out the cause of that and why it ended.
Personal Grooming Items
Pack of CigarettesBACKGROUND
Her life before her durance is a blur Absinthia. She remembers Paris, the beautiful lights and the raucous sounds of her favorite café. She can remember she had a family though their visages are a blur, but what she remembers most is that joyously bitter verte that filled her veins and made her light as a feather the night she was taken.
If her life before her durance was a blur her durance is but fleeting dreams that intrudes upon her waking hours in frightful flashes. There was pain, lots of pain. Being pulled and squeezed and crushed for the sweet bitter in her veins. Terribly beautiful things suckling her until she shriveled and her seed burst from her husk to be planted and cared for until she was ripe to be plucked again. For a time the beautiful things were happy to enjoy the nectar of her veins, but they grew tired of the same old libation and blended her with others to form even more delightful concoctions for their revelries.
Absinthia had no concept of time in Arcadia, she was reborn from her own seed time and time again knowing only happiness in the garden where she grew under the stars. Those stars reminded her of another time, of the lights of a city distantly remembered of faces she loved, not feared. Her escape she was sure was nothing more than happenstance. The fae gardener tripped and spilled Abbie from its basket where she rolled under a prickly hedge. She had been planted for so long she had almost forgotten she had legs, but the gardener hurriedly collected the other and missed the anise and wormwood that lay under the thorny briar afraid to move until the gardener turned its back.
Abbie ran, ran through the thorny hedge that torn at her fibrous form. Her only guild the flickers of starlight above and the memory of twinkling lights in the fog of her memory. One moment the brambles clutched at her emerald skin and the next she was free, but the place was not how she remembers, was not where she remembers at least that was what she thought. Perhaps it was the ambiguity of her memories that brought her through the hedge so far from home.
If the fae court had not found her, Abbie would likely have meant another unfortunate end, but a local winter court lady ran a local orphanage and took her for a time to acquaint her with changeling society. She was given the name Absinthia be her courtly patron and took her last name in gratitude towards the court that saved her. Abbie’s durance reinforced her cravings for the excesses she indulged in in her former life and she was fascinated be how far women had come in her absence. She embraced the roaring 20’s with enthusiasm landing a job as a bartender at a local club. Her time in Arcadia made her uniquely qualified for the job even if the irony is a painful reminder of the suffering she endured.