The Horseman
Fatesfire, The Highway Grim, The Corpse Lantern, The Coachman, The Dark Herald, The Rider
Type: Changeling
Court: Autumn
Entitlement: The Ministry of Scarecrows
Seeming: Ogre
Kith:
Cyclopean
Born: 1948
Apparent Age: Mid-forties
Virtue: Prudence Those who forget fear let their guard down, but the Rider never rests.
Vice: Envy Let them scream, let them run, let them lie awake in fear of losing all the things they take for granted.
The Rider is less a member of the London Freehold, than a Boogeyman to it. There were many who didn't believe him to be a Changeling at all, until the bone crown of Autumn appeared above his head. Fatesfire has many a name, depending on his means of travel that night: sometimes a black horse, spouting gouts of flame from its mouth; sometimes a motorcycle, wreathed in fire; sometimes a horse-drawn funeral coach, clattering down the backstreets of London. He only appears at night, galloping across the city, spreading terror in his wake. The Horseman rarely stops in his endless pursuit, though pursuit of what, none can say. Some believe The Horseman is cursed never to rest, riding back and forth across the earth for all eternity. Others say that when The Horseman stops riding, its where a person is due to die.
But The Rider is a changeling, and a member of the Freehold, and like all Freehold members, he serves a valuable purpose. And that purpose is Fear. Not mindless, meaningless fear, no - when the Horseman comes from you, it means your doom is near. Not from the Horseman itself, though should it come for you, the best course is to run. But the Horseman can smell doom in the air, and those it chases are in mortal danger. Perhaps a changeling has let their enemies get too close, or perhaps the changeling's Keeper has caught wind of its former slave. The Rider is a herald, an omen of misfortune, but most of all, it is a warning. It warns of danger, but that danger can be averted, if the warning is heeded.
The trouble, of course, is that the Rider's warning is not always clear. Those who are chased know they are in danger, but they may have no idea why. The Rider is sometimes helpful, and sometimes not. He may leave an obvious clue: a foe's signature sword in a pool of blood, a compromising photograph nailed to the door with a knife. He may leave something ambiguous, like a lock of hair - who's is it? Is it someone to beware of, or to rescue? He may leave no clue whatsoever. Why he acts like this is another mystery. It is generally agreed on that The Horseman is not quite sane, and may be incapable of acting helpful. Perhaps he simply doesn't know the doom of some of the peoples it warns, merely sensing it and chasing it. Or perhaps he enjoys terror too much. Woe be to those who don't flee from The Rider when he comes for them - he's quite willing to drive the message home with a few scars.
The Rider has a few secrets of his own, of course. He is not motiveless, and sometimes the Horseman does indeed kill people himself. He may appear to others while on some other errand, though he does not chase them in such cases. Nor does he always chase victims to warn them. Sometimes its to terrify them and drive them into a course of action. The biggest secret is that "he" is actually a "she", an equestrian rider from the early 70s who was brutal towards her competition. Changed beyond recognition by her Durance, the brutality remains, but she now acts as an tireless sentinel against the workings of the Gentry.
The Horseman is actually quite small and fit, the body of a jockey, but when ridding down the road at night, her small stature is hardly noticeable. She never speaks above a whisper. Her garb varies; for a horse, riding pants and boots, a jockey's vest and a black cape; for a coach, a coachman's mantle, for a motorcycle, tight, black leather jackets and pants. She always wears gloves, and long sleeves, despite the weather - rain doesn't seem to touch her. Around her neck is an iron collar. Her head is pure black and transparent, like smoke floating in a room, and her eyes and mouth glow brightly with fire. Some less reliable souls have sworn that she can snap the collar from her neck and pull her head right off her shoulders, carrying it in one hand as she thunders through the night.
There are many rumors told about the Horseman among the fae of London, most of which are false or foolish. Three, however, have a grain of truth in them. The first is that the Horseman has entered into some manner of pact with hobs, or lives as king of some Hedge-lost thorn town. This is indeed true, as the Horseman's hollow -- a subterranean lair beneath an ancient, dead Hedge-tree -- nestles at the foot of Herne's Hill, itself occupied by a warren of nocturnal, burrow-dwelling Hobs. They care for the Horseman, currying her horses and bringing her food or furniture, and in exchange, she defends them. The second rumor, more outré, is that the Horseman is in possession of the Dawnspear, the legendary, fate-bound weapon of the Dawn Court. This too is true, and the curse of the Dawnspear explains much of why the Horseman is as mistrusted by the Freehold of New Jerusalem. Finally, the third rumor is that the highest courtiers of the Unseelie know how to contact the Horseman, and control her wanderings. This is half-true, as while some courtiers of the Unseelie do know which hobs can be entrusted with messages to the Horseman, control is entirely too strong a word. The most that they can ever do is to direct the Rider's attention in a certain direction. Often, this is enough.
Fatesfire, The Highway Grim, The Corpse Lantern, The Coachman, The Dark Herald, The Rider
Type: Changeling
Court: Autumn
Entitlement: The Ministry of Scarecrows
Seeming: Ogre
Kith:
| Gain +3 dice and 8-again on all perception rolls; capable of smelling 'Doom' |
Born: 1948
Apparent Age: Mid-forties
Virtue: Prudence Those who forget fear let their guard down, but the Rider never rests.
Vice: Envy Let them scream, let them run, let them lie awake in fear of losing all the things they take for granted.
The Rider is less a member of the London Freehold, than a Boogeyman to it. There were many who didn't believe him to be a Changeling at all, until the bone crown of Autumn appeared above his head. Fatesfire has many a name, depending on his means of travel that night: sometimes a black horse, spouting gouts of flame from its mouth; sometimes a motorcycle, wreathed in fire; sometimes a horse-drawn funeral coach, clattering down the backstreets of London. He only appears at night, galloping across the city, spreading terror in his wake. The Horseman rarely stops in his endless pursuit, though pursuit of what, none can say. Some believe The Horseman is cursed never to rest, riding back and forth across the earth for all eternity. Others say that when The Horseman stops riding, its where a person is due to die.
But The Rider is a changeling, and a member of the Freehold, and like all Freehold members, he serves a valuable purpose. And that purpose is Fear. Not mindless, meaningless fear, no - when the Horseman comes from you, it means your doom is near. Not from the Horseman itself, though should it come for you, the best course is to run. But the Horseman can smell doom in the air, and those it chases are in mortal danger. Perhaps a changeling has let their enemies get too close, or perhaps the changeling's Keeper has caught wind of its former slave. The Rider is a herald, an omen of misfortune, but most of all, it is a warning. It warns of danger, but that danger can be averted, if the warning is heeded.
The trouble, of course, is that the Rider's warning is not always clear. Those who are chased know they are in danger, but they may have no idea why. The Rider is sometimes helpful, and sometimes not. He may leave an obvious clue: a foe's signature sword in a pool of blood, a compromising photograph nailed to the door with a knife. He may leave something ambiguous, like a lock of hair - who's is it? Is it someone to beware of, or to rescue? He may leave no clue whatsoever. Why he acts like this is another mystery. It is generally agreed on that The Horseman is not quite sane, and may be incapable of acting helpful. Perhaps he simply doesn't know the doom of some of the peoples it warns, merely sensing it and chasing it. Or perhaps he enjoys terror too much. Woe be to those who don't flee from The Rider when he comes for them - he's quite willing to drive the message home with a few scars.
The Rider has a few secrets of his own, of course. He is not motiveless, and sometimes the Horseman does indeed kill people himself. He may appear to others while on some other errand, though he does not chase them in such cases. Nor does he always chase victims to warn them. Sometimes its to terrify them and drive them into a course of action. The biggest secret is that "he" is actually a "she", an equestrian rider from the early 70s who was brutal towards her competition. Changed beyond recognition by her Durance, the brutality remains, but she now acts as an tireless sentinel against the workings of the Gentry.
The Horseman is actually quite small and fit, the body of a jockey, but when ridding down the road at night, her small stature is hardly noticeable. She never speaks above a whisper. Her garb varies; for a horse, riding pants and boots, a jockey's vest and a black cape; for a coach, a coachman's mantle, for a motorcycle, tight, black leather jackets and pants. She always wears gloves, and long sleeves, despite the weather - rain doesn't seem to touch her. Around her neck is an iron collar. Her head is pure black and transparent, like smoke floating in a room, and her eyes and mouth glow brightly with fire. Some less reliable souls have sworn that she can snap the collar from her neck and pull her head right off her shoulders, carrying it in one hand as she thunders through the night.
There are many rumors told about the Horseman among the fae of London, most of which are false or foolish. Three, however, have a grain of truth in them. The first is that the Horseman has entered into some manner of pact with hobs, or lives as king of some Hedge-lost thorn town. This is indeed true, as the Horseman's hollow -- a subterranean lair beneath an ancient, dead Hedge-tree -- nestles at the foot of Herne's Hill, itself occupied by a warren of nocturnal, burrow-dwelling Hobs. They care for the Horseman, currying her horses and bringing her food or furniture, and in exchange, she defends them. The second rumor, more outré, is that the Horseman is in possession of the Dawnspear, the legendary, fate-bound weapon of the Dawn Court. This too is true, and the curse of the Dawnspear explains much of why the Horseman is as mistrusted by the Freehold of New Jerusalem. Finally, the third rumor is that the highest courtiers of the Unseelie know how to contact the Horseman, and control her wanderings. This is half-true, as while some courtiers of the Unseelie do know which hobs can be entrusted with messages to the Horseman, control is entirely too strong a word. The most that they can ever do is to direct the Rider's attention in a certain direction. Often, this is enough.
Court: Autumn
Entitlement: The Ministry of Scarecrows
Seeming: Ogre
Kith:Cyclopean
Gain +3 dice and 8-again on all perception rolls; capable of smelling 'Doom'
TMental Attributes: Intelligence 2, Wits 4, Resolve 5
PPhysical Attributes: Strength 4, Dexterity 5, Stamina 4
SSocial Attributes: Presence 4, Manipulation 2, Composure 3
SMental Skills: Academics 1, Crafts (Maintenance) 4, Investigation 3, Medicine 2, Occult 2, Politics 1
PPhysical Skills: Athletics (Riding)6, Brawl 2, Drive (Motorcycle)
5+Pledge 5, Firearms 3, Stealth 1, Survival 3, Weaponry (Spear) 4
4+Pledge
TSocial Skills: Animal Ken (Horses) 4, Intimidation (Ominous Clues) 5
Merits: Allies (The Thorn Town of Herne's Hill) 4, Direction Sense 1, Fae Mount (The Cóiste Bodhar) 5, Hedge Beast (Horse) 3, Hedge Machine (Motorcycle) 3, Hob Kin 2, Mantle (Autumn; Queen) 4, Status (Unseelie; Local Legend) 4, Stunt Driver 3, Token (The Dawnspear) 5, Token (
When inactive, this weapon seems nothing more than a long spearhead at the end of an equally old piece of wood (+1(L), grants a +1 bonus to Defense). When activated, the Dawnspear grants a single character impressive prowess in combat. Her Defense and Speed are both doubled, and she gains a +4 bonus to her Initiative. When the character makes all-out attacks, her Defense falls to its usual value. When active, the Dawnspear grants a weapon bonus of +4(L). Furthermore, her attacks with the Dawnspear inflict aggravated damage against the Gentry. The Bugbear's Mask) 3
When the mask is worn, the changeling chooses a single target and meets the victim’s eyes. The victim gains the Phobia derangement (mild), with the mask-wearer as the focus of the derangement’s dread.
Hollow: Under the Dead Tree; Size 2, Security 4, Secrecy 4, Workshop (Mechanic) 1
Willpower: 8
Clarity: 4
Derangements: Hedge-Calling (Severe)
Banes: No Breath (Severe), Rain's Refusal (Severe)
Initiative: 8 (12 w/ Dawnspear)
Defense: 5 (4 base, +1 spear; may go up as high as 15/7, with a further +3 from the Dawnspear and +7/7 from Elegant Protetion)
Armor: None (but see: Red Rage of Revenge)
Health: 10
Speed: 14 (28 w/ Dawnspear)
Wyrd: 7
Contracts: Darkness ●, Fleeting Autumn ●, Goblin (Blood-Binding 5), Oath & Punishment ●●●●, Omen ●●●, Separation ●●●●, Spellbound Autumn ●●, Stone ●●●●●
Glamour: 20/7
Pledges:Dullahan's Oath
Dullahan's Oath
Type: Corporal, Courtly Emblem (Autumn)
Tasks:
[The Horseman] - Medial Alliance (-2)
[The Thorn Town of Herne's Hill] - Endeavor; Care for the Horseman's material needs (-2)
Boons:
[The Horseman] - Adroitness; Athletics, Drive (+2)
[The Thorn Town of Herne's Hill] - Adroitness; Animal Ken, Crafts (+2)
Duration: Season (+2)
Sanction: Vulnerability; Violence (-2)
[Exceptions] The pledge is not broken and the curse is not triggered if a clause is broken or unfulfilled for any of the following reasons:
-Refusal to betray another friend or ally.
-Either party is rendered physically or mentally incapable of fulfilling the pledge, either by external or internal conditions.
-Either party is forced to break the pledge by supernatural means or mind control.
-Either party was unaware their course of action or inaction would violate the pledge.
Attacks...........................Damage.....Dice Pool.....Special
The Dawnspear.............. 1/4(L).......... 10/13.............Agg vs. True Fae; MotB, Glimpse, Red Rage of Revenge
Shotgun........................ 4(L)............. 12..................9-Again, Range 20/40/80, Capacity 8




