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number two

august 2, 2010

destination unknown a zine about role-playing games

Night swimming deserves a quiet night.


A World of Darkness chronicle needs to be played for a long time. One reason is that the experience
point progression is rather slow. It takes some time to actualize the vision you have for a character when
play begins. The more significant reason is that the relationships that emerge in a chronicle develop
rather slowly. The various themes in each of the game lines are heavily dependent upon interpersonal
relationships. If you don’t take the time to develop various NPCs, the characters don’t have anyone to
play off. If they don’t have that, it’s hard to explore themes like loss, sadness over a declining sense of
humanity and the pain that comes from sacrificing your body, wealth and reputation while walking a
selfless, dangerous path.
In our Changeling: The Lost chronicle the characters have crossed paths multiple times with Ed
Roundy, who is the Winter Queen’s expeditor. Ed is responsible for monitoring the dreams of other
members of the Winter Court to make sure they aren’t harried by the Others. He chases down rogue
Hobs that escape the Hedge. He gathers intel on rivals and acts as a go between with the local coterie of
Kindred. Ed suffered mightily during his time in Arcadia and could be seen as a selfless, sympathetic
character. The problem is that he’s stiff, cold, devoid of humor and every pore oozes establishment and
authority. (Ed is a former police officer and the PCs have an issue with establishment and authority.) It
doesn’t help that Ed’s seeming is lacking in humanity. His skin looks like film negatives, with terrible
scenes of violence playing out in each cell. Instead of eyes, he has camera lenses that whir, click and
spin as he looks around.
I’m not sure how Ed got to be so disliked. I really tried to portray him in a way that would elicit sym-
pathy or respect, but that didn’t happen. The PCs and Ed just aren’t a good fit. It’s like that sometimes.
You hope to get along with someone, but it just doesn’t work out. Ed’s stat block is below. I figured that
I needed to write it up since the Changelings may soon take a crowbar to him. If you need a Manikin for
your WoD chronicle, feel free to use him.
Until next time,
Christian

ED ROUNDY
Concept: Quiet, dutiful Changeling who cannot understand why everyone hates him.
Virtue: Justice
Vice: Wrath
Seeming: Elemental
Kith: Manikin
Court: Winter
Mental Attributes (primary): Intelligence 3, Wits 3, Resolve 3
Physical Attributes (secondary): Strength 3, Dexterity 3,
Stamina 2
Social Attributes (tertiary): Presence 2, Manipulation 2, Composure 3
Mental Skills (secondary): Academics (criminology) 3, Computer 2, Craft 1, Investigation (police
work) 4, Medicine 2, Occult 2, Politics 1
Physical Skills (primary): Athletics 2, Brawl 3, Drive 3, Firearms 4 (pistols), Stealth 3, Survival 2,
Weaponry 3
Social Skills (tertiary): Empathy 1, Intimidation 2, Streetwise 3
Health: 7
Clarity: 5
Wyrd: 2
Glamour: 6
Willpower: 6
Size: 5
Speed: 11
Initiative: 6
Defense: 3
Armor: 1 weapons/2 firearms (thin Kevlar vest)
Merits: Shared Hollow 3, Hollow 2, Mantle (winter) 1, Token 4 (Bug Cudgel), Resources 2, Quick
Draw (firearms), Quick Draw (melee weapons), Allies 3 (Brotherhood of Santa Fina), Contacts 3
(Changelings, local police, goblins), Status 2 (Brotherhood of Santa Fina)
Contracts: Pathfinder (pg 124), dice pool 5; Forging The Dream (pg 125), dice pool 5; Brief Glamour
Of Repair (pg 134), dice pool 3; Jack’s Breath (pg 162), dice pool 4
Pledges: The Knight’s Oath (to the Winter Queen)
Seeming Blessing/Curse: Spend 1 point of Glamour to gain 2 Heath dots for the duration of a scene; No
10 again on dice pools involving the Manipulation attribute and the skills Empathy, Persuasion and So-
cialize
Weapons/Attacks:
Switch Blade 0(L), size n/a, dice pool 6
9mm pistol 2(L), size 1, Ranges 20/40/80, Clip 18, dice pool 10
Bug Cudgel 2(B), size 2, dice pool 8 (see pg 207)
All page numbers refer to those in Changeling: The Lost.

The Column By The Spire


d&d 3.5 in monte cook’s ptolus

We played a session of Ptolus last Sunday. When we started in the city block that I had mapped and
detailed in destination unknown #1, I realized that I lacked any introductory text to make the neighbor-
hood come alive. Here goes:
Your neighborhood lays at the heart of the city. Every class of citizen makes their way down the cob-
bles in front of your door. The warehouses, taverns, small shops and boutiques attract rich and poor
alike. After dark, however, only the working classes remain. Your neighbors are tradesmen, retired pro-
fessionals and other blue-collar types. While children may play in the alley during the day, urinating
drunks and surly loaners replace them at night. You generally feel safe and know the first and last
names of your neighbors. With all of the buildings being in close proximity, you probably have a good
idea of who is in love, who is having money troubles and who spanks their child too much. It may not be
high class, but it’s home.

destination unknown c/o christian walker 9903 santa monica blvd. #245 beverly hills, ca 90212
unknownzine.blogspot.com christian.writes.zines@gmail.com

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