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  • Hedge Navigation Examples

    Because I'm going to need some practice and understanding these systems is evidently not optimally facilitated by the corebook's presentation, and because I like fiddly systems well enough to try and translate their use into descriptive fiction.

    Required success modifiers from Chase table and Hedge Navigation table, tabulated into one table and disregarding those not relevant to an otherwise unopposed chase (opponent size, opponent immune to fatigue, Huntsman, etc):
    Opponent's Speed is higher than yours +1
    Opponent's Speed is twice yours +3
    Opponent's Speed is at least 10 times yours +5
    Initiative modifier is higher than opponent's -1
    Initiative modifier is twice the opponent's -2
    Initiative modifier is at least three times the opponent's -3
    Your character knows the territory somewhat -1
    Your character knows the territory intimately -3
    Actively dangerous environment +1 to +3, Storyteller's discretion
    The character's Wyrd rating -1 per dot
    Character accepts a point of Goblin Debt for a hobgoblin's aid -1 per point accepted, to a maximum of -3
    Character's current Clarity is 3 or less +1 at 3, +2 at 2, +3 at 1
    Characters traveling a trod +1 per milestone desired
    Characters are under a time limit +1 somewhat urgent, +2 more urgent, +3 most urgent
    The Hedge's Chase stats:
    Speed (Normal) 10
    Speed (Thorns) 15
    Speed (Trod) 10 - (trod's rating)
    Initiative modifier 10 - (highest Clarity among characters)
    Initiative modifier (no changelings present) 10
    Chase dicepool (base) 5
    Characters are on a trod -(trod's rating)
    A character has at least one positive mental or emotional Condition -1 per character
    A new turn begins +1 (cumulative)
    A character has at least one negative mental or emotional Condition +1 per character
    Any character's current Clarity (or equivalent) is lower than half its maximum +1
    The characters have a pressing time limit +2
    The Hedge has the Edge +2
    Any changeling incited Bedlam this scene +2
    Any changeling incited Bedlam this scene with an exceptional success +3
    Characters are in the Thorns +3
    Edge is determined by whoever has better manipulated the environment, terrain, and circumstances to their advantage based on the situation; if this isn't obvious, make a contested roll for each involved character using a relevant pool determined by the player, with Storyteller permission (the Hedge uses its normal dicepool for this purpose). If the context of the scene changes significantly, re-determine the Edge.

    The character with the Edge rolls first, and if they meet their required success total before others have a chance to roll then they win immediately. The character with the Edge determines the appropriate dice pool to use base on the current situation; other characters attempting to use a different dice pool may do so without the 10-Again quality, subtracting a cumulative penalty equal to the number of times they have used the wrong pool without the Edge (not necessarily consecutive).

    Each rolled interaction with the Hedge (including navigation) prompts a Hedgespinning roll of eight dice (without 10-Again on a trod, with 9-Again off a trod, with 8-Again in the Thorns), allocating successes beyond the first to subtle or paradigm shifts in direct reaction to whatever the characters just did.

    Hedgespinning effects include, among other things, providing characters with equipment bonuses to their next rolls, introducing minor or major beneficial twists of luck for characters, introducing hazards and Tilts to the scene or characters, decreasing a character's Speed or Initiative modifier by one (cumulatively) for the scene, transforming the terrain to varying degrees, introducing temporary Conditions, learning the direction of various features, or automatically gaining the Edge on the next turn while navigating the Hedge.


    Some sample characters I'll be using for these exercises (if anyone's got any advice for better formatting these without character sheets, that'd be greatly appreciated):
    Wandering Jackie (they/them, Courtless Elemental* [Bright One**, Shield Regalia], fresh out of Faerie and uninitiated into the local freehold) (Starting Character)
    Needle: Bon Vivant
    Thread: Memory
    Physical Attributes (tertiary): Strength 1, Dexterity 2, Stamina 4*
    Mental Attributes (primary): Intelligence 3, Wits 2, Resolve 3
    Social Attributes (secondary): Presence 3, Manipulation 3, Composure 1
    Physical Skills (tertiary): Athletics 1, Drive 1, Firearms 1, Larceny (Sleight of Hand) 1
    Mental Skills (primary): Academics 2, Computer 1, Medicine 2, Occult 2, Politics (Arcadia) 2, Science 2
    Social Skills (secondary): Empathy 2, Expression 2, Intimidation (I've Seen Things) 1, Socialize** 2
    Merits: Arcadian Metabolism 2, Faerie Favor 3, Inspiring 3, Striking Looks 2
    Common/Goblin Contracts: Primal Glory, Shared Burden, Thorns and Brambles, Wayward Guide
    Royal Contracts: Hedgewall, Relentless Pursuit
    Wyrd 1, Max Clarity 3 (no Icons), Speed 8, Initiative 3, 0 Experiences

    Merley Nonaz (They/Them, Courtless Fairest* [Artist**, Jewel Regalia], here for the inspiration) (Established in the freehold)
    Needle: Composer
    Thread: Joy
    Physical Attributes (secondary): Strength 2, Dexterity 4, Stamina 2
    Mental Attributes (primary): Intelligence 3, Wits 3, Resolve 2
    Social Attributes (tertiary): Presence* 3, Manipulation 2, Composure 2
    Physical Skills (secondary): Athletics 2, Larceny 1, Stealth (Hedge) 2, Survival 2, Weaponry 1
    Mental Skills (tertiary): Crafts** (Sketches) 2, Investigation (Lost Objects) 2
    Social Skills (primary): Animal Ken 2, Empathy 3, Expression 3, Persuasion 2, Socialize 1
    Merits: Arcadian Metabolism 2, Fae Mount (Manyleague, Hedgefoot) 2, Fast Reflexes 2, Hedge Sense 1, Hollow (Easy Access) 3, Workshop (Calligraphy) 1
    Common/Goblin Contracts: Hostile Takeover, Summon the Loyal Servant, Blessing of Perfection, Huntsman’s Clarion
    Royal Contracts: Discreet Summons, Pipes of the Beastcaller
    Wyrd 1, Max Clarity 5 (no Icons), Speed 11, Initiative 8, 5 Experiences
    (+0 Wyrd [-0], +1 Dexterity [-4], +1 Fast Reflexes [-1])

    Natural Enemy (he/they, Summer Court Ogre* [Gristlegrinder**, Sword Regalia], hates this trip and wants to get it over with) (Rising Star)
    Needle: Protector
    Thread: Revenge
    Physical Attributes (primary): Strength* 4, Dexterity 3, Stamina 2
    Mental Attributes (tertiary): Intelligence 2, Wits 3, Resolve 2
    Social Attributes (secondary): Presence 2, Manipulation 2, Composure 3
    Physical Skills (primary): Athletics (Jumping) 3, Brawl** (Bite) 3, Firearms 1, Stealth 2, Survival 2
    Mental Skills (tertiary): Crafts 1, Investigation 2, Science 1
    Social Skills (secondary): Empathy 2, Intimidation (Remade in His Image) 3, Streetwise 2
    Merits: Dream Warrior 1, Fleet of Foot 3, Gentrified Bearing 2, Glamour Fasting 1, Mantle 2, Striking Looks 1, Warded Dreams 2
    Common/Goblin Contracts: Fae Cunning, Dreamsteps, Elemental Weapon, Primal Glory
    Royal Contracts: Pure Clarity, Red Revenge
    Wyrd 2, Max Clarity 6 (no Icons), Speed 15, Initiative 6, 10 Experiences
    (+1 Wyrd [-5], +1 Wits [-4], Dream Warrior [-1])

    Hospitaller Bill (he/him, Spring Court Wizened* [Playmate**, Crown Regalia], been at this for a while and has a pretty nice setup) (Squire)
    Needle: Provider
    Thread: Friendship
    Physical Attributes (tertiary): Strength 2, Dexterity 2, Stamina 2
    Mental Attributes (primary): Intelligence 2, Wits* 4, Resolve 3
    Social Attributes (secondary): Presence 2, Manipulation 2, Composure 3
    Physical Skills (tertiary): Athletics 2, Drive 1, Survival 1
    Mental Skills (primary): Crafts 2, Investigation (Missing Persons) 2, Medicine (Quick Fixes) 3, Politics 1, Occult 2
    Social Skills (secondary): Persuasion** (Pillar of the Community) 3, Socialize 2, Streetwise 2
    Merits: Acute Senses 1, Fae Mount (Manyleague, Burdenback) 2, Fast Reflexes 2, Fleet of Foot 3, Hedge Sense 1, Hollow (Size Matters 2) 2, Interdisciplinary Specialty (Pillar of the Community) 1, Mantle 3, Stable Trod (Luxury Goods) 1
    Common/Goblin Contracts: Hostile Takeover, Changing Fortunes, Pathfinder, Gift of Warm Breath
    Royal Contracts: Mastermind’s Gambit, The Royal Court
    Wyrd 3, Max Clarity 8 (one Icon), Speed 12, Initiative 7, 15 Experiences
    (+2 Wyrd [-10], +1 Acute Senses [-1], +3 Fleet of Foot[-3], +1 Hedge Sense [-1])

    Leyla Anthide (she/they, Winter Court Darkling* [Helldiver**, Steed Regalia], just wants to get in, get out, and cash the check) (Knight)
    Needle: Dynamo
    Thread: Honor
    Physical Attributes (secondary): Strength 2, Dexterity 4, Stamina 2
    Mental Attributes (tertiary): Intelligence 2, Wits* 3, Resolve 2
    Social Attributes (primary): Presence 2, Manipulation 2, Composure 4
    Physical Skills (primary): Athletics 3, Brawl (Ambush) 2, Larceny** 2, Stealth 3, Survival 1
    Mental Skills (secondary): Academics 2, Investigation (Casing the Joint) 3, Occult 1, Politics 1
    Social Skills (tertiary): Streetwise (Urban Spelunking) 3, Subterfuge 1
    Merits: Acute Senses 1, Brownie’s Boon 1, Danger Sense 2, Dull Beacon 2, Fast Reflexes 2, Fighting Finesse (Ambush) 2, Interdisciplinary Specialty (Urban Spelunking) 1, Mantle 2, Parkour 2, Small-Framed 2
    Common/Goblin Contracts: Portents and Visions, Nevertread, Heart of Ice, Lost Visage
    Royal Contracts: Unravel the Tapestry, Mirror Walk
    Wyrd 4, Max Clarity 9 (two Icons), Speed 11, Initiative 10, 25 Experiences
    (+3 Wyrd [-15], +1 Dexterity [-4], +1 Acute Senses [-1], +1 Brownie’s Boon[-1], +2 Dull Beacon [-2], +2 Fighting Finesse [Ambush] [-2])

    Winona Wildqueen (she/her, Autumn Court Beast* [Hunterheart**, Mirror Regalia], has been fully into this nightmare exploration gig for decades) (Court Queen)
    Needle: Scholar
    Thread: Family
    Physical Attributes (primary): Strength 3, Dexterity 4, Stamina 3
    Mental Attributes (tertiary): Intelligence 2, Wits 2, Resolve 2
    Social Attributes (secondary): Presence 2, Manipulation 2, Composure* 5
    Physical Skills (secondary): Athletics 2, Survival** (Hedge) 3, Weaponry 2
    Mental Skills (primary): Academics 2, Crafts 2, Investigation 2, Medicine 1, Occult (Omens) 3, Politics 1
    Social Skills (tertiary): Animal Ken 1, Empathy (Psychoactive Environments) 1, Intimidation 2
    Merits: Acute Senses 1, Fast Reflexes 2, Gentrified Bearing 2, Hedge Brawler 2, Hedge Sense 1, Hollow (Easy Access 3) 3, Interdisciplinary Specialty (Hedge) 1, Mantle 4, Market Sense 1, Striking Looks 1
    Common/Goblin Contracts: Walls Have Ears, Pathfinder, Seven-League Leap, Goblin’s Eye
    Royal Contracts: Flickering Hours, Talon and Wing
    Wyrd 5, Max Clarity 10 (three Icons), Speed 12, Initiative 11, 35 Experiences
    (+4 Wyrd [-20], +2 Stamina [-8], +2 Hedge Brawler [-2], +3 Hollow [-3], +1 Interdisciplinary Specialty [Hedge] [-1], +1 Striking Looks [-1])

    Tom D. Harrison (he/him, Mortal), local P.I. about to find a break in the case (Starting Character)
    Virtue: Methodical
    Vice: Curious
    Physical Attributes (secondary): Strength 2, Dexterity 3, Stamina 2
    Mental Attributes (primary): Intelligence 3, Wits 3, Resolve 2
    Social Attributes (tertiary): Presence 2, Manipulation 2, Composure 2
    Physical Skills (secondary): Athletics 2, Firearms 2, Larceny 2, Stealth (Tailing) 1
    Mental Skills (primary): Academics 3, Investigation* (Riddles) 3, Occult* (Doppelgangers) 2, Politics 2, Science 1
    Social Skills (tertiary): Empathy* (Motives) 2, Subterfuge 2, Streetwise (Navigation) 1
    Merits: Contacts* (Former Clients, Street People) 2, Professional Training* (Detective [Empathy, Investigation, Occult) 4, Fleet of Foot 1, Fast Reflexes 1, Iron Stamina 1
    Wyrd 0, Max Clarity N/A (Integrity 7), Speed 11, Initiative 6, 0 Experiences
    (Two free dots of relevant Contacts, free dot in an Asset Skill [Empathy] and two free Specialties in Asset Skills from Professional Training)

    Alex Plainletter (they/them, Mortal), pretty sure that wasn't a deer (Squire)
    Virtue: Patient
    Vice: Vindictive
    Physical Attributes (primary): Strength 3, Dexterity 4, Stamina 3
    Mental Attributes (secondary): Intelligence 2, Wits 3, Resolve 2
    Social Attributes (tertiary): Presence 2, Manipulation 1, Composure 4
    Physical Skills (primary): Athletics 2, Firearms (Rifles) 2, Stealth* 2, Survival* (Hunting) 4, Weaponry 2
    Mental Skills (tertiary): Investigation 2, Medicine (First Aid) 1, Science (Biology) 1
    Social Skills (secondary): Animal Ken* (Wild Game) 3, Intimidation 1, Socialize 2, Subterfuge 1
    Merits: Contacts* (Forest Rangers, Butchers) 2, Fast Reflexes 1, Fleet of Foot 2, Interdisciplinary Specialty (Hunting) 1, Interdisciplinary Specialty (Wild Game) 1, Professional Training* (Survivalist [Animal Ken, Stealth, Survival) 4, Trained Observer 1
    Wyrd 0, Max Clarity N/A (Integrity 7), Speed 14, Initiative 9, 15 Experiences
    (+1 Strength [-4], +1 Dexterity [-4], +1 Composure [-4], +2 Fleet of Foot Merit [-2], +1 Fast Reflexes Merit [-1])
    (Two free dots of relevant Contacts, free dot in an Asset Skill [Survival] and two free Specialties in Asset Skills from Professional Training)

    Katie Key-Smith (she/her, Fae-Touched, Mirror Regalia), looking to do more than break even (Squire)
    Virtue: Ambitious
    Vice: Ruthless
    Physical Attributes (tertiary): Strength 2, Dexterity 2, Stamina 2
    Mental Attributes (secondary): Intelligence 2, Wits 3, Resolve 2
    Social Attributes (primary): Presence 2, Manipulation 3, Composure 3
    Physical Skills (tertiary): Larceny 2, Stealth 2
    Mental Skills (secondary): Academics* (Law) 2, Investigation (Due Diligence) 2, Occult 1, Politics 1, Science (Bleeding Edge) 1
    Social Skills (primary): Empathy 2, Persuasion* (Sales Pitch) 2, Socialize 3, Streetwise* (Black Market) 3, Subterfuge 2
    Merits: Contacts* (Venture Capitalists, Black-Market Inventors) 2, Diviner 1, Fast-Talking 3, Lucid Dreamer 2, Professional Training* (Day Trader [Academics, Persuasion, Streetwise]) 4, Promise of Debt 3
    Common/Goblin Contracts: Glimpse of a Distant Mirror, Know the Competition, Dreamsteps
    Royal Contracts: Skinmask, Stealing the Solid Reflection
    Wyrd 0, Max Clarity N/A (Integrity 7), Speed 9, Initiative 5, 15 Experiences
    (+2 Lucid Dreamer [-2], +2 Dream Shaper [-2], +1 Diviner [-1], +1 Dreamsteps [-3], +1 Skinmask [-3], +1 Stealing the Solid Reflection [-4])
    (Two free dots of relevant Contacts, free dot in an Asset Skill [Streetwise] and two free Specialties in Asset Skills from Professional Training)

    Silver Bells (they/them, Fae-Touched, Steed Regalia), still looking for that goddamn deer (Knight)
    Virtue: Driven
    Vice: Arbitrary
    Physical Attributes (primary): Strength 4, Dexterity 5, Stamina 2
    Mental Attributes (secondary): Intelligence 2, Wits 3, Resolve 2
    Social Attributes (tertiary): Presence 1, Manipulation 1, Composure 4
    Physical Skills (primary): Athletics* (Climbing) 3, Stealth 2, Survival* (Trailblazing) 4, Weaponry (Improvised) 2
    Mental Skills (tertiary): Crafts 1, Investigation 1, Occult (Fae) 2
    Social Skills (secondary): Animal Ken 1, Empathy 2, Intimidation (Superior Numbers) 2, Streetwise* 3
    Merits: Contacts* (Local Homeless Shelter, Actual Tiny Fairies) 2, Fast Reflexes 3, Fleet of Foot 3, Hedge Delver 3, Professional Training* (Vagrant [Athletics, Streetwise, Survival]) 4, Promise to Provide 3
    Common/Goblin Contracts: Boon of the Scuttling Spider, Pathfinder
    Royal Contracts: Talon and Wing, Mastermind’s Gambit
    Wyrd 0, Max Clarity N/A (Integrity 7), Speed 17, Initiative 9, 25 Experiences
    (+2 Strength [-8], +1 Dexterity [-4], +3 Fleet of Foot [-3], +3 Fast Reflexes [-3], +1 Talon and Wing [-3], +1 Mastermind’s Gambit [-4])
    (Two free dots of relevant Contacts, free dot in an Asset Skill [Streetwise] and two free Specialties in Asset Skills from Professional Training)


    (Now that Black Friday is behind me, I’ve managed to get the front-loaded work of generating all these characters out of the way and should be able to run through a few example pursuits in comparatively little time; subsequently, watch this thread for those.)
    Last edited by Satchel; 01-02-2021, 07:29 PM. Reason: Fixed the math on Leyla Anthide's Speed and Initiative.


    Resident Lore-Hound
    Currently Consuming: Hunter: the Vigil 1e

  • #2
    Let's start this off with something straightforward: Wandering Jackie knows they're a wreck and wants to shore up their fragile Clarity quickly with an Icon. This will constitute at least two navigation attempts — one to find the thing and one to get it out of the Hedge — and with their skillset this is probably throwing themself into the deep end more than is wise.

    They've at least got enough sense to start from someplace that isn't pure Thorns, though they're otherwise completely unfamiliar with the (thankfully not actively dangerous) city streets they wander onto. There's no pursuers or time limit; they got here from the back door of a party they just left from psyching themself up at. Similarity to the mortal world means there's probably people (or at least personlike actors) to be found about, but they're strangers like everybody else in this town is to Jackie.

    Jackie's Intent: Find an Icon.
    The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
    Jackie's Stats: Wyrd 1, Clarity 3, Speed 8, Initiative 3; (Inspired Condition from exceptional success at Socialize in preceding scene, no +1 bonus to navigating freehold territory)
    Hedge Stats (Neutral Hedge): Speed 10, Initiative 7 (10 - Clarity 3)
    Jackie needs: 8 successes + 2 (Opponent's Speed is higher than yours, Current Clarity is at 3) - 1 (Wyrd 1) = 9 successes.
    The Hedge needs: 8 successes - 2 (Initiative modifier is twice the opponent's) = 6 successes.

    Since Jackie has more or less dived in blind here with only minimal preparation, it's probably fair to say the Hedge has the Edge; it sets the dicepool as Wits + Streetwise for the first turn; failure will subtract one from the relevant character's accumulated successes.

    The Hedge rolls 6 dice (the starting 5, +2 for having the Edge, -1 for Jackie's Condition): 10, 9, 6, 1, 6, 7, 1. 2 of 6 required successes.
    Foot traffic picks up on the narrow streets, and it becomes that much harder for Jackie to find a route anywhere.

    Jackie grits their teeth and opts to try a different tack and hails a group of goblins in the hopes of asking directions, prepared to make it worth whoever's while because they know how goblins work.
    Jackie rolls 9 dice (Presence + Socialize pool of 5, +2 for Striking Looks, +3 for Willpower, -1 for wrong pool, no 10-Again, exceptional success threshold of 3 successes from kith blessing): 4, 7, 7, 8, 8, 10, 1, 7, 6. 3 of 9 required successes, exceptional success.

    Jackie does such a standout job that the foot traffic thins out a little as they make their way to the interested party; the Hedge loses 1 success from its required total and now has 1 of 6 required successes.

    This interaction shifts the Hedge, prompting a roll of eight Hedgespinning dice with 9-Again for being neither trod nor Thorns: 3, 7, 4, 6, 10, 2, 4, 7, 10, 5. 2 successes, one of which can be used for Hedgespinning. Since this shift occurs in direct response to Jackie's actions, the options that best fit would seem to be either "Introduce a minor beneficial twist of luck or complication for any character" or "Give any character an equipment bonus on their next roll equal to successes spent, […] represents creating or fortuitously finding one of the five types of equipment on the fly." We'll go with the latter, and say that Jackie has access to a +1 organization for their next action, which Jackie solidifies by accepting a point of Goblin Debt to lower their required successes from 9 to 8, bringing their total to 3 of 8 required successes.

    This windfall is a significant enough change in the context of the scene that I think it's fair to roll to see if the Edge gets re-determined.
    The Hedge rolls 5 dice (the starting 5, +1 for one turn passing, -1 for Jackie's Condition): 7, 1, 4, 7, 6. 0 successes.
    Jackie rolls 5 dice (Presence + Socialize 5): 3, 6, 1, 4, 9. 1 success. Jackie has the Edge.

    The bargaining session goes Jackie's way, enough that they're as confident as a changeling can be at Clarity 3 in the Hedge, and they figure they'll press their luck; since they have the Edge, they roll first on this turn, setting the dicepool as Manipulation + Socialize; failure will subtract one from the relevant character's accumulated successes. They're gonna push this fleeting connection for all it's worth and see if these hobs can find anything that looks like an Icon for them.

    Jackie rolls 9 dice (Manipulation + Socialize pool of 5, +3 for Willpower, +1 for organization): 1, 6, 5, 10, 10, 2, 8, 9, 7, 4, 9. 5 successes, 8 of 8 total successes, exceptional success.

    Since Jackie's hit their required total, they win the chase and the Hedge doesn't even get to roll (and, to add insult to injury, the Hedge loses its one remaining accumulated success). The hobs do indeed find a whole pile of stuff from alleys and street stalls that happens to include Wandering Jackie's Icon; they keep most of it as a bonus for assistance, but they're hanging around in case this charismatic weirdo is open to another offer. But first, since Jackie just made a roll to interact with the Hedge…

    Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 5, 10, 8, 2, 9, 5, 10, 5, 2, 8, 8. 6 successes, five of which can be used for Hedgespinning. This sort of development feels like it concludes indoors (3 Hedgespinning successes toward a minor location chance) with Jackie asking to retain the hobs' (1 Hedgespinning success for a +1 organization for Jackie again) and discovering that the streets are sufficiently impressed with them that their visage has been graffitied onto the walls outside (1 Hedgespinning success to make a minor aesthetic change to a Hedge object, structure, or terrain feature).

    Jackie's got what they came here for, so now it's time for them to get back out.

    Jackie's Intent: Find a Hedgeway back to Earth close to where they entered the Hedge.
    The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
    Jackie's Stats: Wyrd 1, Clarity 3, Speed 8, Initiative 3; (Inspired Condition from exceptional success at Socialize in preceding scene, no +1 bonus to navigating freehold territory)
    Hedge Stats (Neutral Hedge): Speed 10, Initiative 7 (10 - Clarity 3)
    Jackie needs: 8 successes + 2 (Opponent's Speed is higher than yours, Current Clarity is at 3) - 1 (Wyrd 1) = 9 successes.
    The Hedge needs: 8 successes - 2 (Initiative modifier is twice the opponent's) = 6 successes.

    Jackie is still in the circumstances they're in, so they start with the Edge on this chase, too. They set the starting dicepool to Manipulation + Socialize; failure will subtract one from the relevant character's accumulated successes. They steel themselves for treachery and promise the hobgoblins a favor to be named later as they head for the front door of the Hollow their search has brought them to.

    Jackie rolls 9 dice (Manipulation + Socialize pool of 5, + 3 for Willpower, +1 for organization: 3, 10, 7, 1, 6, 5, 4, 6, 9, 5. 2 of 9 required successes. Some of the flash has evidently worn off, but they've still got it together so far, as long as this interaction doesn't…

    Eight Hedgespinning dice with 9-Again for being neither trod nor Thorns: 1, 2, 4, 8, 8, 6, 1, 10, 3. 3 successes, two of which can be used for Hedgespinning. Someone knocks on the door, hollering for one of the things Jackie's new friends grabbed off the ground in an alley somewhere. The Sprite is obviously not getting out that way just yet. The owner of that voice sounds dangerous even without the soft sounds of wood beginning to splinter under their fist. (2 Hedgespinning successes to introduce a hazard to the scene.)

    The Hedge rolls 4 dice (the starting 5, -1 for Jackie's Condition): 6, 3, 5, 4. 0 of 6 required successes. The Hedge hasn't accumulated any successes, but whoever's at the door gets enough of a hold of themself that things de-escalate ever so slightly from roaring and pounding to terse knocking and speaking loudly enough to be heard through a wooden door. Jackie is still in control.

    [EDIT: I'd forgotten, this early on, that the consequences of failure are set before dice are rolled in a turn; if you saw some spitballing about how this was close enough to a Tilt for the Hedge, never mind it now.]

    Jackie takes the cue and sets the dicepool to Manipulation + Intimidation; failure will inflict damage on the relevant character. They answer the door with a dead-eyed look, ask bluntly what the thing the visitor's there for looks like, shuts the door, engages in a silent argument with whichever hob has the thing, and goes back to the front door to return it. They're really trying to sell the done-with-this-shit vibe of this interruption and capitalize on the fact that their face is on the wall outside.

    Jackie rolls 10 dice (Manipulation + Intimidation + Specialty pool of 5, +2 for Striking Looks, +3 for Willpower): 4, 6, 5, 8, 6, 10, 9, 4, 9, 7, 4. 4 successes, 6 of 9 required successes.

    They shove the stolen object into its owner's hands, make a pointed moment of raw Elemental eye contact, and gesture for them to leave, which they do with grumbling indifference. Jackie is feeling a little drained, but surely it's all uphill from here…

    Eight Hedgespinning dice with 9-Again for being neither trod nor Thorns: 1, 6, 7, 4, 7, 9, 8, 8, 5. 3 successes, two of which can be used for Hedgespinning. This display is, mercifully, enough to convince the hobgoblins to defer accepting that favor-to-be-determined in exchange for calling it square for this one. (1 Hedgespinning success to give Jackie a +1 organization, 1 Hedgespinning success for a minor beneficial twist of luck or complication.) The group sets out…

    The Hedge rolls 5 dice (the starting 5, +1 for one turn passing, -1 for Jackie's Condition): 3, 1, 4, 5, 5. 0 of 6 required successes. Nobody messes with Jackie and the hobgoblin gang as they step out onto the street. Good news for Jackie.

    Not wanting to risk another unpleasant visitation, Jackie sets the dicepool to Intelligence + Politics; failure will subtract one from the relevant character's accumulated successes. They're going to try and figure out where in this otherwordly cityscape would connect to a good exit point, preferably close to that party they came in from.

    Jackie resolves the Inspired Condition and rolls 6 dice (Intelligence + Politics pool of 5, +1 for organization, exceptional success threshold of 3 successes from Inspired Condition): 9, 8, 6, 3, 3, 4. 2 successes, 8 of 9 required successes, Jackie regains a point of Willpower (Inspired).

    Jackie and the gang manage to narrow the field to a particular block, and…

    Eight Hedgespinning dice with 9-Again for being neither trod nor Thorns: 6, 1, 5, 6, 4, 7, 10, 1, 3. 1 success, none of which can be used for Hedgespinning. The hobgoblins are pretty sure that trendy-looking building corresponds to the party site Jackie walked out of, particularly when the Sprite sweetens the deal by attempting to haggle "badly" to pay them for a job well done by accepting another point of Goblin Debt, lowering their required success total from 9 to 8 and bringing their total to 8 of 8 required successes.

    Jackie opens the Hedgeway, waves goodbye to their temporary buddies for the night, and incorporates their lost Icon, refilling their Willpower, bumping their Max Clarity up to 4, and regaining whatever memories the trinket contained. All in all, 2 points of Goblin Debt is a small price to pay for making subsequent trips through the Hedge a little easier, but doubtless their night on the town will have consequences.
    Last edited by Satchel; 12-27-2020, 02:32 PM. Reason: Formatting to identify original dice and X-Again. (Also added failure consequences to start-of-turn dicepool declarations.)


    Resident Lore-Hound
    Currently Consuming: Hunter: the Vigil 1e

    Comment


    • #3
      This is great!

      Comment


      • #4
        I haven't played Changeling yet, so it never occurred to me that Hedge navigation rules would have to mix with Hedgespinning as well.
        Maybe in actual play it's more fluent than it looks. But by reading this post it sounds like a hell of a rules crunch.

        Comment


        • #5
          Originally posted by moonwhisper View Post
          I haven't played Changeling yet, so it never occurred to me that Hedge navigation rules would have to mix with Hedgespinning as well.
          Maybe in actual play it's more fluent than it looks. But by reading this post it sounds like a hell of a rules crunch.
          By the way, the book is not very clear on a detail.
          Do you have a tried method for deciding if a successful Hedge s hedgespinning roll should help or hindrance a character?

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          • #6
            Having another go with Jackie's starting stats, this time in less controlled circumstances: Wandering Jackie is Lost in the Thorns for reasons we needn't get into, and needs to find out where they are in order to orient themselves anywhere else. Getting anywhere will, again, constitute at least two navigation attempts — one to resolve the Lost Condition and one to reach whatever their subsequent goal is.

            Moreso than before, this is firmly into the deep end of things, particularly for a character with Wyrd 1 and a maximum Clarity of 3 starting among the Thorns with a negative mental Condition. No time limit and no pursuers yet, and for the sake of simplicity Jackie's got their full Willpower and Clarity track to work with, but they're as unfamiliar with the terrain here as they were in the near-Earth cityscape they'll later retrieve an Icon from. We'll assume the archetypal visual of the Thorns to better underline how lost our Elemental friend is; brambles and briars twice as tall as a person surround and enclose the space Jackie's come to rest at, and the sounds of animals fill the distance as night begins to fall.

            Jackie's Intent: Figure out where they are and resolve the Lost Condition.
            The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
            Jackie's Stats: Wyrd 1, Clarity 3, Speed 8, Initiative 3; (Lost Condition from preceding scene, no +1 bonus to navigating freehold territory)
            Hedge Stats (Thorns): Speed 15, Initiative 7 (10 - Clarity 3)
            Jackie needs: 8 successes + 2 (Opponent's Speed is higher than yours, Current Clarity is at 3) - 1 (Wyrd 1) = 9 successes.
            The Hedge needs: 8 successes - 2 (Initiative modifier is twice the opponent's) = 6 successes.

            It goes without saying that the Hedge has the Edge here; it sets the dicepool as Intelligence + Survival for the first turn; failure will inflict damage on the relevant character.

            The Hedge rolls 11 dice (the starting 5, +2 for having the Edge, +3 for being in the Thorns, +1 for Jackie's Condition): 4, 9, 6, 1, 7, 1, 1, 2, 9, 6, 3. 2 of 6 required successes.
            The branches on a far wall of the enclosure seem to fall away, inviting the Bright One to come closer to wherever the Hedge wants them to go.

            Jackie weighs their options, listens to the sounds of animals in the distance, screws up their courage and plays along, desperately trying to remember their escape and the orienteering lessons they had as a child decades ago.
            Jackie rolls 5 dice (Intelligence + Survival pool of 3, +3 for Willpower, -1 for untrained Physical Skill): 5, 9, 6, 8, 8. 3 of 9 required successes.

            Evidently Jackie's having an alright day for their memory, because they manage to spot the metaphorical bear cave the Hedge is trying to lead them toward by the claw marks and scraps of fur on the branches, and instead they start to push through a thin-looking patch in the briars partway along the tunnel, reasoning that the smaller tracks visible in the light of their mien will lead them someplace safer, at least, than the designated Danger Zone that is the Thorns. Of course, this being where Jackie presently is, we'll have to see how that pans out…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 7, 8, 7, 9, 8, 9, 4, 6, 6, 8, 8, 8, 2, 8, 1, 2. 8 successes, seven of which can be used for Hedgespinning. This being the Thorns, it seems like a waste not to make use of the opportunity to completely wrong-foot the navigating character; Jackie pushes through the branches and stumbles straight into a hidden pit, their glowing mien now illuminating a set of dirt-walled underground tunnels, the echoes of burrowing animals carrying through the cavernous spaces. (7 Hedgespinning successes to completely change the scenery.)

            The Hedge still has the Edge, and as the tunnels ripple and stretch around Jackie, it sets the dicepool as Dexterity + Athletics for the second turn; failure will inflict an appropriate Tilt on the relevant character.

            The Hedge rolls 12 dice (the starting 5, +2 for having the Edge, + 3 for being in the Thorns, +1 for Jackie's Condition, +1 for one turn passing): 3, 4, 10, 6, 6, 10, 8, 4, 5, 7, 4, 5, 9, 5. 4 successes, 6 of 6 required successes. The Hedge wins this round, and Jackie finds themself face to face with a monstrous Hedge-mole, seven feet tall, all steely claws and sightless eyes, churning the earth in a great pit at the center of its run. The Elemental's landing has caught its attention, and that's something they'll have to deal with.

            Now in a pretty sticky situation, Jackie produces a lighter from their pocket and swallows the flame from it, radiating heat. (Activating the Primal Glory Common Contract.) They're not sure if this thing can understand spoken language, but they can certainly try to scare it off and collect their thoughts for another go at reorienting themself.

            Jackie's Intent: Figure out where they are and resolve the Lost Condition.
            The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
            Jackie's Stats: Wyrd 1, Clarity 3, Speed 8, Initiative 3; (Lost Condition from preceding scene, no +1 bonus to navigating freehold territory)
            Hedge Stats (Thorns): Speed 15, Initiative 7 (10 - Clarity)
            Jackie needs: 8 successes + 2 (Opponent's Speed is higher than yours, Current Clarity is at 3) - 1 (Wyrd 1) = 9 successes.
            The Hedge needs: 8 successes - 2 (Initiative modifier is twice the opponent's) = 6 successes.

            Jackie's clearly making an attempt, so let's see how the Edge falls for this navigation before we begin:

            The Hedge rolls 9 dice (the starting 5, +3 for being in the Thorns, +1 for Jackie's Condition): 4, 4, 5, 1, 10, 1, 6, 3, 7, 6. 1 success.
            Jackie rolls 8 dice (Presence + Intimidation pool of 4, +3 for Willpower, +1 for Primal Glory): 5, 7, 7, 7, 2, 2, 3, 5. 0 successes. The Hedge has the Edge.

            Oof. The mole is not moved by Jackie's threat display — not being able to see might be part of it — but since the Bright One just made a roll to deal with a Hedge denizen…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 8, 4, 6, 7, 9, 8, 2, 2, 7, 5, 7. 3 successes, two of which can be used for Hedgespinning. We'll introduce a hazard to the scene for two successes. I think it can be reasonably guessed what the hazard is: the giant mole starts to dig furiously, making the ground shake and sending its whirling claws thrashing through the pit with Jackie inside.

            The Hedge sets the dicepool as Strength + Athletics for the first turn; failure will inflict an appropriate Tilt on the relevant character.

            The Hedge rolls 11 dice (the starting 5, +2 for having the Edge, +3 for being in the Thorns, +1 for Jackie's Condition): 10, 7, 4, 9, 8, 8, 6, 3, 10, 7, 9, 9, 3. 7 of 6 required successes, exceptional success.

            In addition to immediately winning this contest, the Hedge inflicts one of the consequences of failure on Jackie, in this case suffering an appropriate Tilt; Jackie falls over, taking the Knocked Down Tilt, and is still in the situation they're in. This is to be expected, because Jackie is a Wyrd 1 changeling with a maximum Clarity of 3 dealing with being Lost in the Thorns after a seven-success paradigm shift just dumped them underground.

            Now, we could end this whole problem immediately by calling on Jackie's Faerie Favor, but that's understandably not a terribly desirable outcome either, so for inquiry's sake we'll see if they can't set things up to better angle their situation while they're armored and on fire and unlikely to be directly approached by a seven-foot-tall burrowing insectivore. They're gonna bank on their skillset still having some utility here in the belly of the whale and save the Favor for truly desperate circumstances.

            They crawl to their feet, make their way to a wall, wait for the mole to calm down, and take stock of their surroundings. Evidently trying to scare off a giant monster on its home turf straight away was a bad idea. Best to get a proper look at things.

            Jackie rolls 4 dice (Wits + Composure pool of 3, +2 for undamaged Clarity, -1 for Clarity 3-4): 2, 9, 8, 7. 2 successes. The sound of tiny footsteps echoes over the rim of the pit, and some haggard-looking hobgoblins in mining helmets peer down from the edge.

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 9, 1, 1, 10, 5, 6, 9, 3, 3, 6, 2. 3 successes, two of which can be used for Hedgespinning. One of the hobgoblins says something to the other — the gist of it is that it would be useful to have a light or to have someone owe them a favor, never mind both — and they get to arguing. (2 Hedgespinning successes banked to a subsequent shift later in the scene.)

            Seeing this opportunity, Jackie opts to lean on their specialty and appeal to the prospect of a reciprocal relationship between them and the goblins. It's a pretty desperate move, but it's what they're good at.

            Jackie rolls 8 dice (Presence + Socialize pool of 5, +3 for Willpower, exceptional success threshold of 3 successes from kith blessing): 7, 2, 8, 8, 8, 3, 4, 2. 3 successes, exceptional success.

            Jackie manages to look the right combination of useful and gullible that the goblins are at least convinced enough to shore up the Bright One's confidence; they take the Inspired Condition, and…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 3, 9, 1, 3, 5, 1, 3, 6, 7. 1 success, none of which can be used for Hedgespinning. There's a holdout among the group, evidently one with enough sway to stop the others from going ahead (or maybe they only act unanimously? who knows with goblins); they're not eager to anger their "boss," and the giant mole is evidently still not in the highest of spirits.

            Jackie takes a moment to think. Taps their finger on the pit wall. Taps their foot. Starts to hum a few bars of a working song they picked up from they don't remember where. Starts to sing. Hopes against hope that this'll make their case a little better.

            Jackie resolves the Inspired Condition and rolls 8 dice (Presence + Expression pool of 5, +3 for Willpower, exceptional success threshold of 3 successes from Inspired Condition): 1, 4, 7, 9, 1, 7, 9, 10, 6. 3 successes, exceptional success, Jackie regains a point of Willpower.

            Singing isn't Jackie's area of expertise, but they hit a groove and take another instance of the Inspired Condition. They look up at the audience…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 6, 6, 6, 9, 3, 4, 9, 3, 8, 10, 2, 2. 4 successes, three of which can be used for Hedgespinning (plus two more banked). That seems to have convinced them; the goblins put down a chain ladder and beckon the Elemental up to the rim of the pit. (4 Hedgespinning successes on automatically gaining the Edge next turn while navigating the Hedge, 1 Hedgespinning success on a +1 organization equipment for the next roll).

            Jackie's made a turnaround and now possibly stands a decent chance of getting out of this place, provided they're willing to play mining lantern for these folks at some point, so, having taken this brief pit stop, Jackie once again sets about trying to figure out where in the world they are. Hell, they'll pay extra.

            Jackie's Intent: Figure out where they are and resolve the Lost Condition.
            The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
            Jackie's Stats: Wyrd 1, Clarity 3, Speed 8, Initiative 3; (Lost Condition from preceding scene, Inspired Condition from current scene, no +1 bonus to navigating freehold territory)
            Hedge Stats (Thorns): Speed 15, Initiative 7 (10 - Clarity 3)
            Jackie needs: 8 successes + 2 (Opponent's Speed is higher than yours, Current Clarity is at 3) - 1 (Wyrd 1) - 3 (3 Goblin Debt) = 6 successes.
            The Hedge needs: 8 successes - 2 (Initiative modifier is twice the opponent's) = 6 successes.

            As they begin to move, Jackie strikes up a chat with the hobgoblins about their work and the nature of their surroundings, hoping to build a rapport and wheedle some information out of them. The Elemental has the Edge, courtesy of their preparations, and so they set the dicepool as Manipulation + Socialize for the first turn; failure will subtract one from the relevant character's accumulated successes.

            Jackie rolls 6 dice (Manipulation + Socialize pool of 5, +1 for organization, exceptional success threshold of 3 successes from kith blessing): 8, 10, 3, 8, 10, 3, 5, 1. 4 of 6 required successes, exceptional success.

            Jackie hits it off with the mining crew, making it the better part of the way up the tunnels before the hobgoblins ask them anything about themself or ask them to help with the dig. So far, so good…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 3, 5, 10, 2, 9, 10, 8, 9, 10, 7, 5, 10, 3, 4, 8, 6. 8 successes, seven of which can be used for Hedgespinning. The hobgoblins, as it turns out, are done with their work for the day — hence the massed rubbernecking at the lip of the giant mole pit — and bring them to their Hollow to discuss their deal in further detail. The surrounding area is still Thorns, but Jackie has, at least for now, reached a safer plateau, provided they can abide by hospitality for the next stretch of navigation; given that their presence lights up the little goblin base camp as soon as they sit down, that shouldn't be too difficult. (3 Hedgespinning successes on a minor location change, 3 Hedgespinning successes on a major beneficial twist of luck or complication, 1 Hedgespinning success on a minor aesthetic change to a Hedge object, structure, or terrain feature).

            The Hedge rolls 5 dice (the starting 5, +/-0 for Jackie's Conditions): 4, 4, 5, 3, 8. 1 of 6 required successes. The sounds of digging echo up the tunnels from the pit, and the earth shakes enough that the light flickers and a cooking pot falls to the ground. Seems the boss gets to be in a foul mood once night falls. The goblins brush the occurrence off and push to negotiate.

            Circumstances now being what they are, Jackie feels the Favor weighing on the back of their mind and decides they should push for more information, specifically of the kind that they can use to place themself relative to things they know. As they have the Edge, they set the dicepool as Presence + Politics for the second turn; failure will subtract one from the relevant character's accumulated successes.

            Jackie rolls 6 dice (Presence + Politics + Specialty pool of 6): 2, 6, 3, 7, 9, 4. 1 success, 5 of 6 required successes.

            Attempting a hard sell based on the reputation of a handful of Fae that Jackie knows doesn't quite give them all they needed to know, but it's more data points for their mental cartography.

            Eight Hedgespinning dice with 9-Again for being neither trod nor Thorns: 4, 1, 6, 9, 3, 2, 5, 5, 2. 1 success, none of which can be used for Hedgespinning. The inside of the Hollow is more or less stable as the negotiations go on, however tensely.

            The Hedge rolls 6 dice (the starting 5, +1 for one turn passing, +/-0 for Jackie's Conditions): 3, 2, 2, 10, 9, 3, 6. 2 successes, 3 of 6 required successes. The rattling continues. The mole is really going at it out there.

            Some of the hobgoblins are starting to get nervous; Jackie gets the sense that that's going to be a problem if they don't get out in front of it, and so they set about backing the atmosphere off from the dire topic of the True Fae. Jackie sets the dicepool for the third turn as Manipulation + Empathy; failure will subtract one from the relevant character's accumulated successes.

            Jackie rolls 5 dice (Manipulation + Empathy pool of 5): 6, 10, 9, 3, 4, 9. 3 successes, 8 of 6 required successes. Jackie brings it around, and negotiations come to a close.

            Eight Hedgespinning dice with 9-Again for being neither trod nor Thorns: 1, 6, 2, 5, 6, 7, 10, 5, 9, 10, 3. 3 successes, 2 of which can be used for Hedgespinning. The lights take on a more soothing tenor and the hobgoblins are a little more well-disposed toward Jackie for their efforts (1 Hedgespinning success on a minor aesthetic change, 1 Hedgespinning success on a minor beneficial twist of luck).

            [EDIT: I forgot to apply 9-Again in the above Hedgespinning roll and it exploded more than expected; I've spent the extra successes on inconsequential stuff to preserve the original narrative, but know that this might have otherwise tweaked things in Jackie's favor further on.]

            The resolution doesn't prompt any especially dramatic shifts in the makeup of the Hollow, but Jackie knows where they are now well enough that getting anywhere else won't be literally impossible. They bed down in a sort-of-comfortable spot by the fire pit and try to get some rest. Jackie regains a point of Willpower (rest). They wake in the morning somewhat refreshed and set about preparing to depart for the mortal world.

            Doubtless there will be some resistance from the hobgoblins, but Jackie is confident at this point that they can talk them around. First, though, they take a moment to compile their notes from the previous night's discussions to try and put together a rough map that will help them navigate without relying on the inconstant aid of Hedge denizens.

            Jackie rolls 6 dice (Intelligence + Academics pool of 5, +3 for Willpower, -2 for a +2 bonus): 7, 9, 1, 10, 7, 9, 2. 3 successes. Jackie creates a +2 repository to help them navigate the Hedge around their current location based on local landmarks (for all that that means anything among the Thorns) and the bits of Arcadia they can remember. It's not Fragile or Volatile, but it probably won't stay useful for long.

            The hobgoblins come to call upon Jackie for their assistance a short while later, and Jackie figures it might be wise to go along with them for a bit before they depart; nothing says "bad luck" like immediately reneging on a bargain in the depths of the Hedge, and it'll help them build more goodwill anyway. Besides, it can't hurt to try and remember more of that working song that was so efficacious…

            Jackie rolls 5 dice (Presence + Expression pool of 5): 3, 8, 4, 3, 3. 1 success, Jackie regains a point of Willpower (Thread). Jackie gets enough of the song right that the goblins at least say it helped them keep time…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 5, 6, 8, 7, 7, 8, 8, 2, 8, 8, 5, 8, 5, 9, 3. 7 successes, six of which can be used for Hedgespinning. …and they hit a luminous vein of some softly glowing silver in relatively short order, which certainly ingratiates Wandering Jackie to them when they start asking for a couple of favors. (3 Hedgespinning successes to transform a Hedge object, structure, or terrain feature not currently in use into something completely different of roughly the same size or mass, 1 Hedgespinning success to learn which direction to travel in to reach one stated type of location that isn't deliberated concealed, 2 Hedgespinning successes for a +2 organization.)

            Having prepared the field thusly, Jackie sets out at the goblins' lunch break with a couple of the miners tagging along.

            Jackie's Intent: Get to a Hedgeway.
            The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
            Jackie's Stats: Wyrd 1, Clarity 3, Speed 8, Initiative 3; (Inspired Condition from preceding scene, no +1 bonus to navigating freehold territory)
            Hedge Stats (Thorns): Speed 15, Initiative 7 (10 - Clarity 3)
            Jackie needs: 8 successes + 2 (Opponent's Speed is higher than yours, Current Clarity is at 3) - 1 (Wyrd 1) - 3 (3 Goblin Debt) = 6 successes.
            The Hedge needs: 8 successes - 2 (Initiative modifier is twice the opponent's) = 6 successes.

            Jackie has the Edge at this point, and they're not inclined to waste their careful preparations. They set the dicepool to Intelligence + Survival for the first turn; failure will subtract one from the relevant character's accumulated successes.

            Jackie rolls 6 dice (Intelligence + Survival pool of 3, +2 for repository, +2 for organization, -1 for untrained Physical Skill): 1, 8, 6, 9, 9, 4. 3 of 6 required successes. Following the map works, as it turns out, especially when you can check your understanding with the locals.

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 1, 3, 8, 1, 3, 7, 1, 6, 9, 10, 7. 3success, two of which can be used for Hedgespinning. The downside being, of course, that sometimes limited information simply is what it is; the route Jackie takes turns out to lead through territory the goblins are less familiar with, and they quickly lose confidence in their navigational acumen. The sound of a bear can be heard somewhere nearby (2 Hedgespinning successes to introduce a hazard to the scene).

            [EDIT: Missed 8-Again on this one and had to justify the course of the narrative from there. Again, if I'd caught this while I was doing it, things might've turned out better for Jackie.]

            The Hedge rolls 7 dice (the starting 5, +3 for being in the Thorns, -1 for Jackie's Condition): 1, 9, 8, 2, 9, 1, 1. 3 of 6 required successes. The trail seems to darken even further as the hobs lose confidence, and the frightening cast of the Thorns starts to come to the fore.

            Jackie knows this can't be a good sign, and opts to leverage the best arrows in their quiver: their brilliant mind and sparkling disposition. They set the dicepool to Presence + Socialize for the second turn; failure will subtract one from the relevant character's accumulated successes.

            Jackie rolls 10 dice (Presence + Socialize pool of 5, +2 for Striking Looks, +3 for Willpower): 2, 8, 2, 1, 6, 5, 1, 7, 7, 8. 2 successes, 5 of 6 required successes. Jackie lights up the brambles, and…

            Eight Hedgespinning dice with 8-Again for being in the Thorns: 5, 5, 5, 4, 4, 5, 1, 1. No successes, none of which can be used for Hedgespinning. No luck. The hobs beat a retreat back to the mine. Things are looking dire, but at least Jackie still has their map.

            The Hedge rolls 8 dice (the starting 5, +3 for being in the Thorns, +1 for one turn passing, -1 for Jackie's Condition): 5, 10, 5, 2, 9, 9, 8, 3, 4. 4 successes, 7 of 6 required successes. The route closes behind the hobs.

            [EDIT: Missed 10-Again on this roll, not that it made a difference.]

            Jackie finds themself Lost in the backyard of a Stranger (two-dice Clarity attack modified +/-0 for strong emotional investment and occurring via happenstance: roll results are 10, 7, 8, and damage roll is one die [Wyrd 1 + Lost Condition 1 - Touchstone 1], with result of 5; Jackie's a little shaken by being dumped back into the Danger Zone again, but they don't lose Clarity or pick up any other Conditions) and calls on their emergency Favor to get back to Earth in a rush of wind and fire with a burning steed as a passive-aggressive parting gift from the Fae that no longer owes them anything.

            They managed to avoid getting hurt, but this sort of thing is exactly why changelings don't brave the depths of the Hedge without specialization or a lot of prep; Wandering Jackie comes out of this mess with 6 points of Goblin Debt, no Willpower, the Lost and Notoriety (Lost) Conditions, a three-dot Fae Mount to replace their bug-out bag (Actormask, Manyleague, Hedgefoot), and a song in their heart. Honestly, it was a surprise the first run went so well, but this is par for the course for the scenario we went in with.
            Last edited by Satchel; 12-27-2020, 02:19 PM. Reason: Formatting to identify original dice and X-Again. (Also rolled missing dice and annotated rolling errors.)


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            • #7
              Originally posted by Neos01 View Post
              By the way, the book is not very clear on a detail.
              Do you have a tried method for deciding if a successful Hedge s hedgespinning roll should help or hindrance a character?
              Look at the context of the scene as it's unfolded, with particular attention to the emotional tenor of whatever's happening and who seems to be "winning" at any given point in the montage.

              Part of the reason Jackie's Icon-gathering journey went so well is because they were in the shallows of the Hedge/Earth interface, immediately played to their strengths, and immediately crushed subsequent rolls — even at Wyrd 1, they were dominating the scene and the locale they were in responded accordingly. If they had gone into that cityscape scared and tried to navigate it honestly on their zero dots of Streetwise, things likely wouldn't have gone so well.

              Originally posted by moonwhisper View Post
              I haven't played Changeling yet, so it never occurred to me that Hedge navigation rules would have to mix with Hedgespinning as well.
              Maybe in actual play it's more fluent than it looks. But by reading this post it sounds like a hell of a rules crunch.
              I am one person doing the work of at least two people using a forum post, a reply box, and an online dice roller to carry out these operations in text late at night in a way where I am showing most of my work for a third party.

              If I were doing this in real life at a reasonable hour with non-Storyteller players running their own characters, with physical dice and character sheets in spoken word and the assumed trust of a basic social contract, it would go faster than this makes it look.

              The idea is that navigation generates complications, and characters with less magical power have a harder time pushing through the side streets of Faerie's roiling, boiling borderland. I would especially not look to the functioning of a character I specifically designed to be not great at Hedge navigation as typical.


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              • #8
                Having produced two different branch-points for Jackie's statblock, let's proceed to the next character, Merly Nonaz, who's much less set up to fail but still a little out of their depth as a Wyrd 1 character. Merly's going to look for something interesting to draw, having overheard that an upcoming Goblin Market will be hosting a hob with deep pockets who fancies himself an art dealer.

                They're starting out from their Hollow, since they can get there from anywhere. Little shack in the woods, near the edge of their freehold's territory. They're adventurous, after all, not suicidal, and they know enough about the Hedge to know that they're a ways off from being able to comfortably brave the Thorns. They've got a Fae Mount that could help them move quickly, but since the list of "interesting things" in the Hedge includes a lot of stuff that might spook easily, Nonaz is going to start their journey on foot.

                Merly's Intent: Find something interesting to draw.
                The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                Merly's Stats: Wyrd 1, Clarity 5, Speed 11, Initiative 8; +1 bonus to navigating freehold territory, +2 bonus from Hedge Sense.
                Hedge Stats (Neutral Hedge): Speed 10, Initiative 5 (10 - Clarity 5)
                Merly needs: 8 successes - 3 (Wyrd 1, Initiative modifier is higher than opponent's, your character knows the territory somewhat) = 5 successes.
                The Hedge needs: 8 successes + 1 (Opponent's Speed is higher than yours) = 9 successes.

                Merly is in familiar territory and setting out prepared, so we'll say they have the Edge rather than the Hedge. They set the dicepool as Wits + Survival for the first turn; failure will inflict damage on the relevant character. They start out by looking through the woods for signs of animal activity…

                Merly rolls 8 dice (Wits + Survival pool of 5, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 1, 3, 2, 3, 4, 2, 5, 7. 0 of 5 required successes. Merly takes two points of bashing damage.

                No luck, and the probing process gives Merly a couple of scratches. They'll heal quickly enough with their Arcadian Metabolism, but that can't be a good omen for the start of their effort regardless…

                Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 10, 10, 6, 1, 4, 2, 3, 1, 10, 5, 2. 3 successes, two of which can be used for Hedgespinning. That sense of foreboding was likely prophetic, as whatever goblin plant Merly scratched themself on has given them the Drugged Tilt (2 Hedgespinning successes to introduce a personal Tilt to any character). We'll treat it as a generic narcotic, which means Merly will be sporting a -2 to their Speed and Defense and a -3 to all combat rolls for the next six hours, barring their getting medical attention to cut that down to three hours. The change in Speed means the success requirements shift: Merly now needs 6 successes. The Hedge now needs 8 successes.

                The Hedge rolls 5 dice (the starting 5): 5, 9, 2, 8, 6. 2 of 8 required successes. Nonaz's sudden sluggishness allows the terrain to creep up on them a bit, though it would be a bit much to prompt a roll to redetermine the Edge; the Artist's still on familiar ground and their impairment is purely physical so far.

                Merly opts to take a quieter approach, since evidently this part of the Hedge doesn't like being prodded at. They set the dicepool as Wits + Stealth for the second turn; failure will inflict damage on the relevant character. They crouch down, taking care to avoid roots and stray twigs and anything else that looks like it might react poorly to contact.

                Merly rolls 9 dice (Wits + Stealth + Specialty pool of 6, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 2, 2, 10, 9, 9, 10, 6, 8, 1, 10, 3, 1. 6 of 6 required successes, exceptional success.

                Merly hits their required success total in one go and bloodies the Hedge's metaphorical nose a bit, although it can't really take damage. This being a navigation roll…

                Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 2, 10, 6, 9, 9, 5, 4, 8, 8, 9, 1, 7. 6 successes, five of which can be used for Hedgespinning. It seems all but assured that this combination of exceptional success should mean that, in addition to finding something interesting to draw through their feat of stealth, Mx. Nonaz arrives at the perfect hour and angle to make several sketches of the scene — we shall say, for example's sake, that it's the nest of some rare and fascinating Hedge-bird feeding its young — (3 Hedgespinning successes to introduce a major beneficial twist of luck or complication for any character, 2 Hedgespinning successes banked for a subsequent shift later in the scene).

                Still being Drugged for another few hours and having neither the personal skill nor the immediate access necessary to shorten the wait, Merly ambles away from the nest full of sleeping baby birds and calls upon their Fae Mount, a bird of a different color (and scale), to ferry them back to their studio.

                Merly's Intent: Return to their Hollow.
                The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                Merly's Stats: Wyrd 1, Clarity 5, Fae Mount Speed 38 (76 flying for two turns), Initiative 8; +1 bonus to navigating freehold territory, +2 bonus from Hedge Sense.
                Hedge Stats (Neutral Hedge): Speed 10, Initiative 5 (10 - Clarity 5)
                Merly needs: 8 successes - 3 (Wyrd 1, Initiative modifier is higher than your opponent's, your character knows the territory somewhat) = 5 successes.
                The Hedge needs: 8 successes + 3 (Opponent's Speed is twice yours) = 11 successes.

                Merly's still in familiar territory and availing themself of the ability to ride on a flying creature, so despite not having waited for their Tilt to lapse they still pretty firmly have the Edge here. They set the dicepool as Wits + Survival for the first turn; failure will inflict damage on the relevant character. They break through the initial canopy to get an aerial view (not too high, mind you, not while they're still Drugged) and engage what knowledge of cartography and geography is relevant in another dimension…

                Merly rolls 8 dice (Wits + Survival pool of 5, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 8, 6, 10, 4, 7, 1, 2, 5, 10, 9. 4 of 5 required successes.

                A sound initial jaunt gets Merly close enough to find a familiar landmark (we'll say it's a tree with purple leaves, for simplicity's sake), and their swift mount touches down on the path through a gap in the canopy. Hopefully the disturbances in the air currents haven't prompted anything untoward to happen…

                Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 10, 9, 1, 2, 1, 1, 7, 10, 6, 4, 4. 3 successes, two of which can be used for Hedgespinning (plus two more banked). That tree's gonna twist in the wind until it turns into a weird crystal obelisk. Still purple, but it stands out a lot more, there's no telling what it's for, and it's put a false moon in the sky above it. (3 Hedgespinning successes to transform a Hedge object, structure, or terrain feature not currently in use into something completely different of roughly the same size or mass, 1 Hedgespinning success to make a minor aesthetic change to a Hedge object, structure, or terrain feature). Nonaz makes a quick sketch from the back of their bird as it emerges.

                The Hedge rolls 5 dice (the starting 5): 2, 5, 9, 3, 10, 8. 3 of 11 required successes. The wind's still blowing and it feels like the weather's going to change if something worse doesn't happen first.

                Merly knows they're practically free and clear, but the start of the day's adventure is weighing heavily on them, so they decide to lay low and take it slow on this last leg of their journey. They set the dicepool as Wits + Stealth for the second turn; failure will subtract one from the relevant character's accumulated successes.

                Merly rolls 9 dice (Wits + Stealth + Specialty pool of 6, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 3, 3, 10, 6, 1, 7, 9, 4, 5, 1. 2 successes, 6 of 5 required successes.

                Merly rolls into the front porch of their Hollow, sends the bird out to wander, and…

                Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 5, 4, 6, 10, 6, 8, 4, 10, 1, 8. 3 successes, two of which can be used for Hedgespinning. The ground around the Nonaz Hollow starts to harden and change colors as they cross the threshold, and by the time Merly flops into bed to sleep off the rest of their incidental poisoning, their studio has become surrounded by a large amount of purple crystal (1 Hedgespinning success to make a minor aesthetic change to a Hedge feature, 1 Hedgespinning success to introduce a minor complication).

                Merly's gotten what they were after with relative ease, but they're gonna want to look into that obelisk sooner rather than later, I imagine. At least they've got plenty of Willpower and are Debt-free. (Well, for now, at least.)
                Last edited by Satchel; 12-27-2020, 01:51 PM. Reason: Formatting to identify original dice and X-Again.


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                • #9
                  Trying another go with Merly Nonaz, this time for slightly more dangerous fare; the Artist has tried their hand at making a minor Hedge-forged token (and, for simplicity's sake, successfully hidden it and not had it be lost to the fancy of some passing goblin in the time it's spent marinading. This of course means a journey into the Thorns, though unlike Jackie, Mx. Nonaz is not starting out in the worst part of the local Hedge as they go to retrieve what's become of their first attempt at drawing the best parts of their Durance — that's largely a problem for the journey back.

                  For the sake of not shifting the road around their Hollow too badly, they're instead attempting to backtrack along the route they took to return to the mortal world when they left their token-to-be to begin with, and they're looking to move quickly before the Briars can dig in. Their Fae Mount's speed and mobility will facilitate that well, but a Size 7 bird-monster might have trouble getting the Artist far off the Path in the kind of terrain Merly can navigate; the necessary dismount could cause problems if things go poorly, but that's all the more reason to make this quick.

                  Merly's Intent: Get to the part of the Thorns they left their drawing in.
                  The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                  Merly's Stats: Wyrd 1, Clarity 5, Fae Mount Speed 38 (76 flying for two turns), Initiative 10 (8 + 2), Fae Mount Initiative 7 (5 + 2); +1 bonus to navigating freehold territory, +2 bonus from Hedge Sense.
                  Hedge Stats (Neutral Hedge/Thorns): Speed 10/15, Initiative 5 (10 - Clarity 5)
                  Merly needs: 8 successes - 3 (Wyrd 1, Initiative modifier is twice the opponent's, your character knows the territory somewhat) = 4 successes.
                  The Hedge needs: 8 successes + 3 (Opponent's Speed is twice yours) = 11 successes.

                  As before, Merly's prepared themself and is not dealing with wholly unknown territory, so it's reasonable to start them out with the Edge in this attempt. They set the dicepool to Wits + Survival for the first turn; failure will subtract one from the relevant character's accumulated success.

                  Merly rolls 8 dice (Wits + Survival pool of 5, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 7, 9, 6, 7, 5, 2, 10, 1, 4. 2 of 4 required successes.

                  Merly retraces their steps as far as the general thickening of the foliage, then pauses to take stock of the state of things…

                  Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 7, 7, 7, 9, 5, 8, 3, 9, 7, 1. 3 successes, two of which can be used for Hedgespinning. The shadows darken and writhe around a particular stretch of woods ahead, and the cawing of crows signals that that's probably the way to go if you're trying to reach the Thorns (1 Hedgespinning success to learn which direction to travel in to reach one stated type of location that isn't deliberately concealed, but not a specific location). In reaction to the scrutiny, the trees and their branches seem to stiffen and brace for impact. (1 Hedgespinning success to increase a Hedge structure's Durability by 1 for one turn). It's probably going to be harder to break through to the Thorns on birdback than to step through on foot, but for the time being…

                  The Hedge rolls 5 dice (the starting 5): 7, 7, 4, 7, 10, 6. 1 of 11 required successes. Aside from the mild air of tension ratcheting up, the Hedge seems to be behaving itself.

                  Merly dismounts and dismisses their bird companion and prepares to push past the branches, using their normal Speed of 11 and Initiative of 8 again, shifting the requirements for the chase somewhat: Merly now needs 5 successes. The Hedge now needs 9 successes. They set the dicepool to Dexterity + Athletics for the second turn; failure will inflict damage on the relevant character. They begin to twist and climb their way over and around the solid briar-wood…

                  Merly rolls 9 dice (Dexterity + Athletics pool of 6, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 1, 9, 3, 8, 2, 3, 3, 1, 1. 2 successes, 4 of 5 required successes.

                  Merly gets through the wall and well off the path. Being in the Thorns means the Hedge's Speed increases to 15, which means the requirements shift again: Merly now needs 6 successes. The Hedge now needs 8 successes. This is where things get tricky…

                  Eight Hedgespining dice with 8-Again for being in the Thorns: 1, 9, 10, 3, 7, 10, 8, 9, 10, 2, 6, 1, 3, 4. 6 successes, five of which can be used for Hedgespinning. There's the sound of tearing paper overhead, and millions of fingernail-sized scraps of confetti rain down between the branches, (5 Hedgespinning successes to introduce an Environmental Tilt [Blizzard]) which will help with neither Merly's attempts to find the whole sheets of paper they squirreled away in this part of the woods nor their subsequent attempts to climb back out, assuredly.

                  The Hedge rolls 9 dice (the starting 5, +3 for being in the Thorns, +1 for one turn passing): 4, 4, 3, 6, 10, 8, 10, 10, 5, 6, 6, 10, 2. 5 successes, 6 of 8 required successes, exceptional success. The layer of loose paper beneath Merly's feet trips them up for a moment, and they stagger into a branch on their way down, taking a point of lethal damage as they slam chest-first into solid Thorns.

                  Merly wipes the blood from their shirt (it scatters onto the loose paper on the ground in a very Aesthetic way) and begins to look for the drawing. They know they left it here, it's simply as Lost as they are now. They set the dicepool to Wits + Investigation for the third turn; failure will subtract one from the relevant character's accumulated successes.

                  Merly rolls 8 dice (Wits + Investigation + Specialty pool of 6, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense, -1 for Blizzard Tilt): 9, 5, 3, 8, 10, 10, 9, 2, 4, 5. 5 successes, 9 of 6 required successes, exceptional success.

                  Merly manages to dig the drawing out of the hollow space they stashed it in, shaking confetti off their sleeves, and peers skyward at the continuing false snowfall. They're achieved their initial goal, but now what?

                  Eight Hedgespining dice with 8-Again for being in the Thorns: 3, 5, 5, 2, 9, 5, 5, 9, 1, 2. 2 successes, one of which can be used for Hedgespinning. The paper has piled knee-deep, which is already less than ideal, and Merly feels fatigue beginning to set in (1 Hedgespinning success to reduce an opponent's Initiative by 1 for the scene). Merly faintly hears mocking laughter in the back of their mind.

                  Nonaz has what they came here for, has been significantly slowed in the getting of it, and can presume that the Thorns have let their guard down enough to be broken through; they call upon their Fae Mount again, mount up, and set out to get back to the main road and out of the Hedge from their entry point.

                  Merly's Intent: Return to the Hedgeway they entered from.
                  The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                  Merly's Stats: Wyrd 1, Clarity 5, Speed 11, Fae Mount Speed 38 (76 flying for two turns), Initiative 9 (8 + 2 - 1), Fae Mount Initiative 7 (5 + 2); +1 bonus to navigating freehold territory, +2 bonus from Hedge Sense.
                  Hedge Stats (Neutral Hedge/Thorns): Speed 10/15, Initiative 5 (10 - Clarity 5)
                  Merly needs: 8 successes - 3 (Wyrd 1, Initiative modifier is higher than opponent's, your character knows the territory somewhat) = 5 successes.
                  The Hedge needs: 8 successes + 3 (Opponent's Speed is twice yours) = 11 successes.

                  If the mock-blizzard didn't constitute a significant change in the context of the scene, the sudden arrival of a giant bird-monster to aid a weary explorer-artist probably does, at least, so let's do a quick roll to determine the Edge here; Merly seems determined, if nothing else.

                  Merly rolls 8 dice (Presence + Animal Ken pool of 5, +3 for Willpower): 4, 4, 9, 1, 6, 7, 8, 8. 3 successes.
                  The Hedge rolls 8 dice (the starting 5, +3 for being in the Thorns): 3, 6, 8, 2, 5, 3, 8, 7. 2 successes.

                  Merly retains the Edge, and opts to lean on their Mount's brute strength to bull through back to the path. They set the dicepool to Strength + Stamina for the first turn; failure will inflict damage on the relevant character.

                  Merly rolls 13 dice (Fae Mount's Strength + Stamina pool of 10, +3 for Willpower, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense, -3 for Blizzard Tilt [about one foot of "snow" on the ground]): 10, 9, 6, 4, 2, 3, 7, 2, 5, 5, 6, 8, 5, 8. 4 of 5 required successes.

                  Nonaz charges their giant bird back the way they came, skidding through the piles of confetti and ricocheting off of rowan trees back into safer ground; they're nearly out of the Thorns, since they only went so far in to begin with, but…

                  Eight Hedgespining dice with 8-Again for being in the Thorns: 6, 8, 6, 5, 8, 3, 10, 5, 6, 4, 2. 3 successes, two of which can be used for Hedgespinning. Merly's Mount bangs its leg something fierce in the escape something fierce, which can't be good news for the return trip (2 Hedgespinning successes to introduce a Personal Tilt [Leg Wrack] for any character). The bird's Speed drops to 19 and it'll suffer a -2 penalty on any Physical rolls that require movement. The adjusted Speed in turn shifts the required successes: The Hedge now requires 9 successes. Thankfully, it'd still be faster than the Hedge even if they were in the Thorns, which they aren't anymore, but before we tell them that…

                  The Hedge rolls 8 dice (the starting 5, +3 for being in the Thorns): 4, 2, 4, 9, 10, 4, 6, 1, 1. 2 of 9 required successes. A pile of confetti gusts out of the woods behind Merly, scattering in the breeze.

                  Having a moment to breathe, it sinks in for Merly — a Fairest — that they just got their bird friend hurt pretty badly, which is a little rattling (one-die Clarity attack, modified +1 for some emotional investment, being coerced into acting, and spending Willpower: roll results are 5, 1). They feel pretty bad about it, and the worst of the danger seems to have passed, but Merly still needs to get this drawing somewhere safe to see what it does, and the bird's still a tougher specimen than they are even if its wings didn't still work. Nonaz sets the dicepool to Stamina + Athletics for the second turn; failure will inflict an appropriate Tilt on the relevant character. They urge the bird to take to the skies…

                  Merly rolls 12 dice (Fae Mount's Stamina + Athletics of 9, +1 for being in the territory of the freehold they're sworn to, +2 for Hedge Sense): 2, 2, 10, 9, 3, 6, 8, 1, 4, 9, 4, 10, 8, 8. 7 successes, 11 of 5 required successes, exceptional success.

                  Technically the engagement of flight and the return to regular Hedge would bump the Hedge's required successes back up to 11, but on the last turn of the race it hardly matters; Merly Nonaz gets back to their point of entry. At what cost?

                  Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 6, 7, 10, 4, 10, 2, 5, 2, 7, 2. 2 successes, one of which can be used for Hedgespinning. As Merly dismounts from the giant bird, that cawing from the Thorns carries on the wind in a way that seems to spook the Fae Mount; it shrinks back from the Artist in what's clearly a look of distrust (1 Hedgespinning success to introduce a minor complication for any character). As heavily as they relied on it this time, Nonaz gets the feeling their avian acquaintance isn't going to be so quick to rush to their aid for a while.

                  Still, new token! And a lethal wound that will heal more slowly once they step through that Hedgeway, but new token! Merly stows the sheet of paper under their jacket, emerges from the public park maintenance shed they used as an entry point, and heads home. Some problems are for another day.
                  Last edited by Satchel; 12-27-2020, 01:45 PM. Reason: Formatting to identify original dice and X-Again.


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                  • #10
                    We're at one normal Hedge run and one Thorns run for each of the Wyrd 1 characters, so let's keep up that pattern as we move into the first of the sample characters with a Court and a higher Wyrd rating. Natural Enemy is not specifically built for the Hedge, but he is a solid specimen with more than the minimal magical power. Hating the place as he does, Nat's probably not in the Hedge for his health or to admire the scenery. More likely, he's here for some obligation or other; for simplicity's sake, we'll say somebody lost their (small, old) dog in a place that the Ogre recognized from freehold scuttlebutt as opening up into a regular part of the Hedge that he's patrolled before. The tricky part being, of course, that the way in is not the way out.

                    They start out from the Hedgeway that investigation says is the most likely culprit for eating the missing pet — a loose manhole cover in a back street that's been cordoned off for weeks without any further action by city government — and drop in from above. The place looks like generic Sewer Tunnels of the sort you'd see in media, and the smell is less than ideal.

                    Nat's Intent: Find the missing dog.
                    The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                    Nat's Stats: Wyrd 2, Clarity 6, Speed 15, Initiative 6; +1 bonus to navigating freehold territory.
                    Hedge Stats (Neutral Hedge): Speed 10, Initiative 4 (10 - Clarity 6)
                    Nat needs: 8 successes - 4 (Wyrd 2, Initiative modifier is higher than opponent's, your character knows the territory somewhat) = 4 successes.
                    The Hedge needs: 8 successes + 1 (Opponent's Speed is higher than yours) = 9 successes.

                    Nat's not working on much preparation aside from being in shape and having been here before as a familiar element, so let's see how the Edge falls before we begin.

                    Nat rolls 5 dice (Wits + Streetwise pool of 5): 7, 4, 10, 10, 2, 7, 1. 2 successes.
                    The Hedge rolls 5 dice (the starting 5): 2, 9, 6, 6, 5. 1 success.

                    Nat has the Edge. They set the dicepool to Wits + Survival for the first turn; failure will subtract one from the relevant character's accumulated successes. They begin to look for tracks and other signs of passage among the dust and grime of the disused tunnel.

                    Nat rolls 6 dice (Wits + Survival pool of 5, +1 for being in the territory of the freehold they're sworn to): 5, 10, 8, 8, 4, 7, 8. 4 of 4 required successes.

                    Merly finds the dog almost immediately. It takes some coaxing to get it to calm down, and its cowering from him doesn't give him the best of memories (one-die Clarity attack, modified +/-0: roll results are 7), but he's got the little animal under an arm as he prepares for the return voyage. While he's doing that…

                    Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 4, 8, 6, 3, 8, 3, 4, 8. 3 successes, two of which can be used for Hedgespinning. The water level in the tunnel rises for a moment, and a few shapes drift into view below the interspersed overhead lighting. The dog's worrying has attracted some kind of sewer gator contingent (2 Hedgespinning successes to introduce a hazard to the scene). Nat may have some trouble, depending on how things go.

                    Nat's Intent: Get to an exit.
                    The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                    Nat's Stats: Wyrd 2, Clarity 6, Speed 15, Initiative 6; +1 bonus to navigating freehold territory.
                    Hedge Stats (Neutral Hedge): Speed 10, Initiative 4 (10 - Clarity 6)
                    Nat needs: 8 successes - 4 (Wyrd 2, Initiative modifier is higher than opponent's, your character knows the territory somewhat) + 1 (actively dangerous terrain) = 5 successes.
                    The Hedge needs: 8 successes + 1 (Opponent's Speed is higher than yours) = 9 successes.

                    Nat has a dog under their arm and dangerous wildlife has just appeared, so let's double-check that the Edge hasn't shifted before we begin.

                    Nat rolls 9 dice (Presence + Intimidation + Speciality pool of 6, +1 for Striking Looks, +2 for Gentrified Bearing): 4, 9, 6, 6, 4, 8, 8, 6, 5. 3 successes.
                    The Hedge rolls 5 dice (the starting 5): 5, 9, 4, 10, 3, 7. 2 successes.

                    Nat gives a very Fae glower in the direction of the blinking eye of the sewer gators and keeps looking for signs that would point to a ladder, a maintenance hatch, or some other way out. They set the dicepool to Wits + Streetwise for the first turn; failure will inflict damage on the relevant character.

                    Nat rolls 6 dice (Wits + Streetwise pool of 5, +1 for being in the territory of the freehold they're sworn to): 4, 10, 10, 7, 7, 10, 5, 2, 7. 3 of 5 required successs. Nat makes headway in their search, which means…

                    Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 9, 8, 10, 6, 8, 3, 7, 10, 4, 2, 4. 5 successes, four of which can be used for Hedgespinning. Softly glowing signs and fluorescent arrows graffiti themselves onto the walls and floors or crack their way out of the brickwork, and a bridge of warm metal even springs forth across the sewer's waters (1 Hedgespinning success to learn which direction to travel in to reach one stated type of location that isn't deliberately concealed; 3 Hedgespinning successes to create a new localized terrain feature). The place is definitely responding to Nat's presence, and for the moment, at least, the geography favors him. That being said…

                    The Hedge rolls 5 dice (the starting 5): 9, 7, 3, 3, 2. 1 of 9 required successes. The sewer gators are still following him. The dog hasn't completely shut up.

                    Nat follows the signs until they taper off, and he comes to a branch in the tunnel — a fork in the road, of sorts. They peer down the main sewer, then squint into the side tunnel, and look for indicators again. He sets the dicepool to Wits + Streetwise for the second turn; failure will subtract one from the relevant character's accumulated successes. He takes a few testing steps in either direction…

                    Nat rolls 6 dice (Wits + Streetwise pool of 5, +1 for being in the territory of the freehold they're sworn to): 9, 7, 5, 8, 6, 3. 2 successes, 5 of 5 required successes.

                    The side route leads to a broken-down maintenance elevator with the sounds of the subway drifting through it. The mortal world is just on the other side. First, though…

                    Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 6, 8, 9, 9, 1, 6, 2, 10, 9, 8, 1, 7. 6 successes, five of which can be used or Hedgespinning. The passage has a thick coating of mold along its walls, and on the way through it a cloud of fine spores bursts from a particularly nasty-looking section. The dog coughs and whimpers; it's gotten sick, whether from the spores just now or being stuck in a sewer for several hours (3 Hedgespinning successes to introduce a major complication for any character, 2 Hedgespinning successes to introduce a personal Tilt [Sick] for any character). Nat's going to be returning this pet to its owner in less than ideal condition or making a side trip to the vet on the way out.

                    Nat weighs his options as he pries the elevator open and makes his way to the subway station. He'll need to get his bearings, for sure, but as trips into the Hedge go, that could've gone a lot worse. (Knock on wood, of course.) The dog growls at a passerby, and his stomach rumbles in sympathy. He should probably get something for both of them to eat first…
                    Last edited by Satchel; 12-27-2020, 01:40 PM. Reason: Formatting to identify original dice and X-Again.


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                    • #11
                      This is both very informative and very interesting. I'm not quite following how some of the dice pools are formed, or why hedgespinning is happening, but this does give me a better idea of how Hedge navigation works.

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                      • #12
                        Originally posted by Falcon777 View Post
                        This is both very informative and very interesting.
                        Much obliged!

                        I'm not quite following how some of the dice pools are formed,
                        Determining the Edge follows standard Chase rules, with the Hedge using its normal dicepool (denoted in the chart in the OP as "Chase dicepool (base)" and modified by every line thereafter) and the players using an appropriate dicepool of their choice (subject to Storyteller approval).

                        "The dicepool" for a given turn in a Hedge navigation attempt is set by the character with the Edge, and thus flavors the path of least resistance for characters to attempt in that turn — losing 10-Again and facing mounting penalties for using a different dicepool can be overcome, particularly early on with a roll the character is dramatically better at (which may change the context of the scene enough to redetermine the Edge, as Wandering Jackie manages in their first go), but for characters without high Attributes and appropriate Skills to leverage for their situation, most cases where the Hedge is the dominant actor in a chase are likely to rely on Athletics, Survival, or Streetwise in the absence of particular sorts of obstacle.

                        Any given character can use whatever dicepool represents the tactic they're using and the relevant aspects of their character sheet, although the lack of dice tricks and the cumulative penalty obviously make that a gamble.

                        Are there any particular bits that are confusing? I know, looking back over the recap, that I've flubbed the math here and there.

                        or why hedgespinning is happening,
                        Hedgespinning is happening because the Hedge spins itself in direct response to attempts to interact with it and its denizens, including navigation rolls. It's marginally cheaper and easier than declaring a Hedgespinning roll for yourself, but, like the DE2 spell that lets a mage "do Hedgespinning," it can easily have unexpected side effects.

                        but this does give me a better idea of how Hedge navigation works.
                        Glad to hear it! That's part of why I made the thread, after all.


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                        • #13
                          I think the parts that were confusing were where the math was flubbed; It looked like there were a few instances where more dice were rolled than should have been. One thing I haven't seen, though, is how the hedgespinning dicepool is formed. I think there were a couple of times it had more than 8 dice, but even when not, why 8?

                          Everything else makes sense. Thank you!

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                          • #14
                            Originally posted by Falcon777 View Post
                            I think the parts that were confusing were where the math was flubbed; It looked like there were a few instances where more dice were rolled than should have been. One thing I haven't seen, though, is how the hedgespinning dicepool is formed. I think there were a couple of times it had more than 8 dice, but even when not, why 8?

                            Everything else makes sense. Thank you!
                            The additional dice are rerolled dice due to X-Again.

                            The Hedge always has 8 dice for Hedgespinning (with different X-Again depending on where in the Hedge the character is). The Hedge rolls that every time a character interacts with the Hedge, which always includes Hedge navigation rolls.


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                            • #15
                              Tessie's got it. I'll adjust the formatting accordingly to make it easier to identify the extra dice from X-Again.

                              Time for Nat's run at the Thorns. He's a little more evenly-matched than the others so far, but he's still got good reason to hate this place. For today, we'll say that those reasons include the trio of privateers who've set up camp in the bad part of town. Much though the Gristlegrinder would love to take a bite out of this particular crime, he's pretty sure he'd need backup to tackle that challenge, and for that he needs actionable intel.

                              This being a scouting attempt, Nat's prepared themself for covert travel, but the nature of the target means he's going to be less familiar with the terrain even by his standards. (He could start this search from a point he knows better, but the changeover would adjust his required successes up anyway and it's probably best if he doesn't leave evidence that the privateers could use to reverse-engineer his trail from regardless.) He's equally good at navigating cityscapes and wilderness, so he makes use of a Hedgeway in the closet of an abandoned apartment in the hopes that the residential nature of the place will make it easier to find an empty living space. The area through the gate feels old; peeling wallpaper, sheets over furniture, holes in the walls leading to a beat-up hallway outside. Nat sets out, propping the door open with a loose brick.

                              Nat's Intent: Find the privateers' Hollow while it's unoccupied.
                              The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                              Nat's Stats: Wyrd 2, Clarity 6, Speed 15, Initiative 6; +1 bonus to navigating freehold territory.
                              Hedge Stats (Neutral Hedge/Thorns): Speed 10/15, Initiative 4 (10 - Clarity 6)
                              Nat needs: 8 successes - 3 (Wyrd 2, Initiative modifier is higher than opponent's) = 5 successes.
                              The Hedge needs: 8 successes + 1 (Opponent's Speed is higher than yours) = 9 successes.

                              As before, Nat's combined preparation and unfamiliarity mix with this being an unknown part of the Hedge to suggest we roll to determine the Edge before we begin in earnest.

                              Nat rolls 5 dice (Wits + Streetwise pool of 5): 9, 9, 9, 10, 4, 1. 4 successes.
                              The Hedge rolls 5 dice (the starting 5): 9, 4, 8, 10, 7, 6. 3 successes.

                              High stakes already. Nat has the Edge, though, and he figures the best place to start is to try and get ahold of someone (or something) who knows where strange changelings who aren't fixtures in the freehold's territory have been coming from. He sets the dicepool to Manipulation + Streetwise for the first turn; failure will subtract one from the relevant character's accumulated successes. He starts going door-to-door down the hallway…

                              Nat rolls 5 dice (Manipulation + Streetwise pool of 4, +1 for being in the territory of the freehold they're sworn to): 1, 10, 6, 5, 4, 1. 1 of 5 required successes. They get an answer eventually…

                              Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 7, 8, 2, 10, 4, 3, 6, 3, 2. 2 successes, one of which can be used for Hedgespinning. The little old lady with the face of a cat doesn't get out much, but she's heard that there's been a new Hollow somewhere down the way, and that at least narrows it down to a general direction for Nat. (1 Hedgespinning success to learn which direction to travel in to reach one stated type of location that isn't deliberately concealed [but not a specific location]). Nat thanks her for her time and she shuts the door in his face. Meanwhile…

                              The Hedge rolls 5 dice (the starting 5): 7, 4, 10, 10, 2, 4, 9. 2 of 9 required successes. The sound of footsteps in the floor above tells Nat they should probably act faster or quieter before word gets back to the privateers; they have a very distinctive face, after all.

                              The Ogre leaves the complex and starts to head down the way. The Hedge is still vaguely urban here, and the shadows in the distance look more like buildings than bushes. Nat sets the dicepool to Wits + Streetwise for the second turn; failure will inflict an appropriate Tilt on the relevant character. He steels himself to work quickly, knowing that at least one leg of this journey is going to be very unpleasant.

                              Nat rolls 9 dice (Wits + Streetwise pool of 5, +1 for being in the territory of the freehold they're sworn to, +3 for Willpower): 10, 9, 5, 5, 4, 9, 7, 1, 6, 10, 2. 4 successes, 5 of 5 required successes. By some miracle, Nat manages to follow the chain of side streets necessary for him to reach the near side of the privateers' Hollow, just barely into the Thorns. It makes sense, he supposes; unless they had some kind of incredible token or a lot more confidence in their scheme than they'd need to set up shop in the Thorns, they'd probably want to keep a safe route in for themselves. (Nat doesn't have a Hollow or any Occult or Hedge-specific expertise and can therefore easily be very wrong here, but still.) Nevertheless, the rest of the place is obviously walled in with danger, as we'll doubtless see in a moment…

                              Eight Hedgespining dice with 8-Again for being in the Thorns: 6, 2, 9, 1, 1, 5, 4, 1, 10, 6. 2 successes, one of which can be used for Hedgespinning. Nat feels a stinging pain in the sole of his foot; a sliver of broken glass appears to have gotten into their boot and lodged itself there (1 Hedgespinning success to decrease an opponent's Speed by 1 for the scene). He swears under his breath and gets ready to bounce before the privateers catch him.

                              Nat's Intent: Get back to the Hedgeway he came in from.
                              The Hedge's Intent: Lure travelers off the path, into the Thorns or closer to Arcadia.
                              Nat's Stats: Wyrd 2, Clarity 6, Speed 14 (15 - 1), Initiative 6; +1 bonus to navigating freehold territory.
                              Hedge Stats (Thorns): Speed 15, Initiative 4 (10 - Clarity 6)
                              Nat needs: 8 successes - 3 (Wyrd 2, Initiative modifier is higher than opponent's) + 1 (Opponent's Speed is higher than yours) = 6 successes.
                              The Hedge needs: 8 successes = 8 successes.

                              Sudden impediment notwithstanding, Nat's still more or less where they thought they'd be, and the Hedge hasn't exactly reclaimed dominance here, so Nat's still got the Edge for now. He doesn't want to lead the privateers anywhere with a trail of blood or anything of the sort — not without backup or a better plan than "hope they'll line up for the slaughter and not kick up a fuss" — so now is the time to move quietly. He sets the dicepool to Wits + Stealth for the first turn; failure will inflict damage on the relevant character. He creeps along the side of the Hollow, forcing himself not to tense up…

                              Nat rolls 9 dice (Wits + Stealth pool of 5, +1 for being in the territory of the freehold they're sworn to, +3 for Willpower): 8, 3, 2, 10, 10, 8, 5, 8, 5, 5, 6. 5 of 6 required successes, exceptional success. Nat manages to break back out onto the path, which practically means they're clear, but first…

                              Eight Hedgespining dice with 8-Again for being in the Thorns: 9, 3, 7, 8, 5, 1, 2, 9, 3, 9, 10, 3. 5 successes, four of which can be used for Hedgespinning. There's more glass, and the bit that's in Nat's boot wants company badly; Nat's foot gets wrecked something fierce, and the pain is real distracting. (2 Hedgespinning successes to introduce a personal Tilt [Leg Wrack] for any character, 2 Hedgespinning successes to decrease an opponent's Initiative modifier by 2). Nat's not quite out of the woods yet.

                              The shift in Speed and Initiative (getting out of the Thorns reduces the Hedge's Speed to 10, but regardless of the order of operations, Leg Wrack makes Nat's Speed less than that) means the requirements change. Nat now needs 7 successes. Since the turn's not yet over, the Hedge gets to leverage its better dicepool for this go.

                              The Hedge rolls 8 dice (the starting 5, +3 for being in the Thorns): 6, 7, 10, 2, 4, 3, 7, 2, 7. 1 of 8 required successes. A briarwolf howls in the distance.

                              This is probably as good a point as any to re-check for the Edge, since Mister Enemy is now injured grievously enough to be limping and distracted. The Ogre grits his teeth and puts on a brave face.

                              Nat rolls 8 dice (Stamina + Composure pool of 5, +3 for Willpower): 3, 6, 8, 9, 8, 4, 9, 1. 4 successes.
                              The Hedge rolls 6 dice (the starting 5, +1 for one turn passing): 6, 7, 10, 8, 7, 1, 6. 1 success.

                              Nat pushes through the pain and doesn't let the streets see them sweat. They're running low on Willpower, but they're almost back. He sets the dicepool to Strength + Athletics for the second turn; failure will inflict damage on the relevant character. He's going to try to climb and jump his way back to the entrance, because he's fairly good at that and the alternatives are too loud or too slow to take the risk.

                              Nat rolls 7 dice (Strength + Athletics + Specialty pool of 8, +1 for being in the territory of the freehold they're sworn to, -2 for Leg Wrack): 9, 4, 6, 3, 4, 6, 10, 6. 2 successes, 7 of 7 required successes. Nat makes it to the building, limps down the hall to the propped-open door, and…

                              Eight Hedgespining dice with 9-Again for being neither trod nor Thorns: 2, 6, 6, 8, 3, 8, 3, 1. 2 successes, one of which can be used for Hedgespinning. As Nat makes his way to the closet there's a creaking noise followed by the sound of plaster cracking and a loud thud. When the dust clears, the door has been partially jammed by what is to all appearances a heavy player piano; getting back outside on a later visit is going to have to deal with that or work around it (1 Hedgespinning success to introduce a minor complication for any character).

                              Nat makes sure they remember to mention the piano in their report, shakes the glass out of their boot, and ducks through the closet into the mortal world again. Not for nothing do the Thorns have the reputation that they do.


                              Resident Lore-Hound
                              Currently Consuming: Hunter: the Vigil 1e

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