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|fullname=Iztaccihuatl Xochitl | |fullname=Iztaccihuatl Xochitl | ||
|name=Itza | |name=Itza | ||
|altname=Eraikitzen Ari Dira (true name) | |||
|race=Changeling | |race=Changeling | ||
|gender=female | |gender=female |
Revision as of 02:39, 15 May 2018
A pessimistic loner that likes to inspire creativity in others as much as she likes to crush people’s hopes. She does undergo a slight mental change while in Fae form, chiefly that she becomes more optimistic. Nockers are perfectionists unsatisfied with anything in life.
Special Skills
Trained to maintain and repair most automobiles
This skill imparts a knowledge of artisan techniques in such fields as woodworking, leatherwork, glassblowing, or gem cutting. With crafts, your character can create lasting pieces of art and functional objects from various materials. The quality of these products depends on the number of successes achieved on the roll. A character should specialize when she reaches the expert level in this skill, if she hasn't already chosen her field.
- Expert: create items of lasting and increasing value.
Special Abilities
As a nocker she can learn how to construct and repair any machine at a far faster rate than an average person. Additionally when she yells she can scare any machine into working via changeling magic (other wise she would have to know how to physically repair the machine).
Infusion is the Art that assists Nockers in creating all of their wonderful clockwork and chimerical items. It involves the connection of "FUBARS" and other chimerical entities into physical or chimerical forms. With a few rare exceptions, only the Nockers use Infusion. Though other kiths potentially could learn it, most do not see the appeal in learning such a strange and specialized Art.
- Harden - Prepares a wild chimera by turning it into a crafted chimera, allowing further applications of Infusion to be used on it.
- Toughen - Adds durability to chimerical materials, including other changelings, granting resistance both to damage and Banality's undoing.
- FUBAR Generation - Creates and enslaves a FUBAR, a chimerical creature that can serve as a Glamour battery.
- Animantis - Produces a golem, a mechanical servant that will serve the Nocker and aid him in his work.
- Gilgul - A terribly dangerous cantrip that, if successful, adds sentient thought to a chimera or animantis, and possibly even a true soul.
Prop is the control and manipulation of all created objects. Clothing, weapons, buildings, and anything else "created" falls under Prop. The more complicated the device the more mastery of the Prop realm is required.
- Ornate Garb - Objects commonly worn, including tattoos.
- Crafted Tool - An item having no moving parts.
- Mechanical Device - Any item with moving parts but that does not require fuel.
- Complex Machine - An item with movable and sometimes electronic components that anyone can understand (toaster, car, etc).
- Arcane Artifact - Any item not covered, usually with complex components.
The Art of Wayfare deals with a changeling's ability to move through space. This involves bouncing and covering far distances, speeding forward on feet that move impossibly fast, and even teleporting from one place to another. The Eshu have a deep connection with this Art, though as it is a common Art, any can learn it. In some holds, the nobility has come to fear the power of Wayfare, and may act to make it somewhat harder to come by.
- Hopscotch - Produce an impossible leap, either up or down, and suffer no damage from the resulting collision.
- Quicksilver - Allows an object to move at an incredibly fast speed.
- Portal Passage - Creates a temporary opening through any barrier, allowing it to be moved through.
- Flicker Flash - Instantly disappear, and reappear somewhere else in the world, or in the Dreaming
Nature is the control of plants, land, and beasts. Anything untouched by creation lends itself to be controlled by the Nature realm.
- Raw Material - Unliving, organic materials: wood, rope, paper, etc.
- Verdant Forest - Living, organic plant material.
Background
Born in LA she grew up fairly normally however she found it hard to make friends driving her to become a loner. At the age of twelve she awakened her Fae (beings that gain power from human dreams) side and was introduced to both the Dreaming and the local changeling freehold, Neverwhere. As a changeling nocker she excelled in dealing with machines and so became a mechanic.
![](/w/images/thumb/6/66/Itza_Fae.jpg/400px-Itza_Fae.jpg)