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- Hollow • to •••••
- Effect: While Safe Place (pg. XX) represents a mundane-but-secure lair outside the Hedge,
- Hollow is your character’s secret, private bit of real estate inside the Hedge. It may be something
- as simple a closet door that opens into a quiet, hollowed-out tree, or as elaborate a knock that
- opens any unlocked door into a lavish, gothic mansion. These locations can be as varied as the
- Hedge itself.
- These pockets of personal or inherited reality have been trimmed of any thorns that might cause
- their owners trouble. With few exceptions (see below), these faerie safe houses are tied to a
- single, consistent physical entrance into the Hedge, but being part of the Hedge means they don’t
- need to conform to available space. In any case, the Hollow belongs to your character or her
- motley and has some innate protection from intrusion.
- While a changeling is inside her Hollow, the Merit’s rating is subtracted from any attempts to
- learn her personal information, as if she had the Anonymity merit at an equal rating. Attempts to
- pursue or track her, both supernatural and mundane, are hindered by the same penalty. Should
- she be discovered, the entrance to the Hollow can only be forced open by an entity whose Wyrd
- exceeds the Merit’s rating. Even then, one of the Hollow’s owners (even if no one is present) can
- resist intrusion with Resolve + Hollow versus the intruder’s Wyrd. A day and a night must pass
- before the intruder can try again.
- Each dot in Hollow can be used to buy one of the following enhancements:
- • Luxury Goods: The Hollow is filled with a variety of mundane supplies and Hedgespun treats
- that allow a changeling to hold out for the long haul. Few modern conveniences work in the
- Hedge, but it’s not uncommon to find crystalline televisions that play unaired, unrecorded
- episodes of cancelled TV shows, or jukeboxes that play music only a Cleareyes can hear, or
- iceboxes overfull with coke off-brands that never saw the light of day. Whatever the case, a
- changeling can spend twice as much time in her Hollow before suffering a breaking point.
- • Shadow Garden: The Hollow has a patch of trembling soil, a deceased nightmare’s fertile
- belly, or a Lewis Carroll rose garden of painted flowers. Any goblin fruit consumed in the
- Hollow will appear in the garden an hour after the fruit is consumed. The resulting fruit provides
- none of the benefits of a goblin fruit, but resembles the goblin fruit to all senses. Any hunger
- sated by these shadow fruits returns in full force an hour after consumed. A week of staving off
- hunger in this manner results in a breaking point.
- • Phantom Phone Booth: The Hollow has an ancient PacBell phone booth, mounted boar head,
- or singing pool that allows the owner to make calls outside the Hedge. Any phone with a public
- listing can be called without knowing the exact digits of the number, and attempts to trace the
- call or read phone records show the call as coming from the recipient’s line. The phantom phone
- booth has no number for incoming calls, though it will occasionally receive calls meant for lost,
- or out of service numbers.
- • Route Zero: A length of road bisects the Hollow. It juts awkwardly from a wall, plunges down
- a tunnel of impenetrable darkness, or disappears over a foggy bridge. Its beginning and end are
- troublesome to determine. Traversing the lonely road in its entirety takes one hour, during which
- a changeling cannot be contacted, seen, or interact with anyone who didn’t begin the journey
- with her. At the end, anyone who makes the journey ends where they began, and gains a point of
- Willpower. This journey can only be taken once a day.
- If purchased in two or more different Hollows, Route Zero begins in one and ends in another. All
- owners must agree to this at the time of purchase, but once done it cannot be undone without
- serious alterations to a Hollow.
- •-•• Size Matters: Without purchasing this enhancement, the Hollow is only big enough for two
- changelings to sleep comfortably. With one purchase, a motley of five to six changelings has
- enough room to exist without immediate cabin fever. The second purchase turns the Hollow into
- a vast estate or small town, and members of a motley might not even see each other for the
- duration of a stay.
- •-•• Escape Route: While there may be a single entrance into the Hollow, with this enhancement
- there’s a second, emergency egress out of it. Whether a Hollow is invaded, or a clever Huntsman
- waits for a Lost at the entrance to her den, sometimes it’s important to be able to bug out. The
- one-way exit is a secure place (determined ahead of time) the Merit’s rating in miles from the
- entrance, and may only be used by the owner and her motley. At two dots, the Escape Route is
- access reflexively from anywhere in the Hollow.
- •• Hidden Entry: When all members of a motley are inside a Hollow, the entrance evaporates.
- The difficult to be found increases by 2. As does the Wyrd requirement of forced entry. The
- entrance reappears when one or more members of the motley depart. While the entrance is
- visible, these bonuses do not apply.
- ••• Easy Access: The Hollow has no permanent entrance, and can be accessed by spending a
- single Glamour. This usually takes the form of a particular whistle or knock, but it works on any
- unlocked door. When a changeling exits her Hollow, it happens at the same location she entered.
- ••• Home Turf: Either the changeling has spent long enough in her Hollow that she knows its
- every secret, or she simply resonates well with it. The changeling gains the Merit’s rating to
- Initiative and Defense against any intruders that manage to make it into her Hollow.
- Unlike most Merits, multiple characters can contribute dots to a single Hollow, combining their
- points into something greater. An individual can purchase as many points in Hollow as she can
- afford, but the Merit’s rating is never considered higher than five for the purpose of determining
- effects.
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