Name:Scarecrow Concept:Scarecrow Grave Digger Seeming:Fairest
Player:Tokuhara Virtue:Justice Kith:Shadowsoul/Manikin
Chronicle:Shining Lights in the Darkness Vice:Envy Court:Autumn

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
Dual Kith (Manikin)
Mantle (Autumn)
Lethal Mein
Token (Bugbear's Mask) (Free)
Barfly

Flaws

Contracts
Darkness
Vainglory
Artifice
Fleeting Autumn

Pledges
Health
Willpower

Wyrd
Glamour

Clarity
10
9
8
7
6
5
4
3
2
1

SeemingBlessing:8 again on Presence & Social Rolls
SeemingCurse:-2 vs. Derangement
Size:5
Speed:9
Defense:2+1 (scythe)
Armor:
InitiativeMod:5
Experience:0
Additional Information
Skill Specialties: Occult- Urban Legends, Intimidation- Fear, Weaponry- Scythe, Stealth- Shadowing, Firearms- Shotgun

XP Budget: Wyrd +2, Lethal Mein **, Skill Specialty- Firearms (Shotguun), Barfly *

Weapons:

Talons (Lethal Mein): 1L

Scythe- 2L, Size 4N, +1 Defense

Sawed-Off Break-Action Double-Barreled Shotgun- 4L (9 again), Size 2N

Entitlement: Scarecrow Ministry

Privileges:

Free Token (Bugbear's Mask)

Bugbear's Mask (***)

When the mask is worn, the changeling chooses a single target and meets the victim’s eyes. The victim gains the Phobia derangement (mild), with the mask-wearer as the focus of the derangement’s dread (see the World of Darkness Rulebook, p. 97, for the effects of this derangement). The victim literally sees the mask as real flesh and actual bone, its grisly countenance appearing as wretched as the human’s imagination can make it (often manifesting as something the person was already afraid of, whether that be a face of crawling spiders or the countenance of a violent alcoholic father). The derangement lasts for the rest of the scene. This token can only be used once per day.


Action: Instant

Drawback: The changeling who uses this token suffers his own mild derangement for the rest of the day: Narcissism. (A character who already possesses the Narcissism derangement sees it become the severe version, Megalomania.) This derangement lasts until the changeling sleeps.

Catch: A mortal or any other character who uses the token without paying the proper cost (Wyrd roll or Glamour point) finds that the mask is particularly stubborn to remove. The rubbery fringe at the bottom of the mask seems to literally bond with the flesh of the neck. Removing the mask also removes a layer of skin, conferring one lethal point of damage.

Kith Blessings:

Unnatural Chill-Bonus to Intimidation=Wyrd, 9 again to Subterfuge, Darkness Contracts
Artificer's Enchantment-Can make Craft rolls untrained at -1 penalty, Artifice Contracts

Maximum Glamour/Glamour per Turn: 13/4

Contracts:

Darkness:

Creeping Darkness- -1 Glamour to induce fear. Roll Wyrd+Manipulation-Target's Resolve. -1 Willpower to increase radius by 3 yards


Vainglory:

Mask of Superiority- -2 Glamour to get a +2 to rolls when speaking from authority. Roll Wyrd+Intimidation-Target's Resolve


Artifice:

Brief Glamour of Repair- -1 Glamour to repair an object without necessary equipment. Roll Wyrd+Craft


Fleeting Autumn:

Witch's Intuition- -1 Glamour to show a subject who doesn't know the user's name their fears. Roll Wyrd+Wits

Tale of Baba Yaga- -1 Glamour to invoke fear of an intended object to a subject through a tale. Roll Mantle+Manipulation+Intimidation


Appearance:

Mask: Crow is a man of a troubled past and his appearance shows it. His face has several scars and burns on his face and body from years of abuse by his father. His hair is the color of straw and unkempt, and his eyes are a supple ash color. His skin is tan, like that of a man who works every day in the sun, though the burns and scars are waxy in appearance. He seems to be far older than he actually is his skin weather-beaten and having a texture almost like sackcloth. He commonly wears a flannel button-up shirt with a plain white tee, denim blue jeans and tan work boots. He is never seen without a baseball cap on his head, often preferring trucker-style hats, and a slightly oversized Irish Catholic cross. He stands 6’1” and weighs 211 lbs.

Mein: As his mask fades, Crow becomes increasingly more terrifying. He becomes more and more scarecrow-like, becoming his namesake. His hair becomes straw, his face becomes like a burlap sack with a grisly Jack O’Lantern grin almost drawn on his face. He has more mass, appearing to be stuffed with hay and straw, some sticking out of his clothing. The scent of an autumn harvest wafts through the air in his true form and his nails become raven-like talons. He seems like a perfectly made scarecrow given life through magic, with an aura of terror. In this form, Crow gains another 6”, but appears to have lost 100 pounds.

Personality: Crow is a man whose life is ruled by fear. He is an addict, enjoying causing fear. That being said, he still has a sense of justice, not causing fear in those who are “innocent,” seeing himself as a protector of the night. A possible blessing in disguise, he does not remember his past before his Durance, meaning that now he can devote his energy to his ultimate goal.

Backstory:
Pre-Durance (Note: Crow doesn’t know this): Born John Everrett, Crow was an abuse victim for nearly 20 years. Whether it was his abusive father, abusive girlfriends, or his “friends,” Crow was an abused person, both physically and emotionally. He bounced from job to job, doing drugs, and almost killed himself.

Durance: The day he was captured, he was shooting a near-lethal dosage of heroin into his veins when a figure approached him. She was a beautiful woman in white, who asked him if he wanted to be truly free of his burden. He replied yes, and was taken to Arcadia where she cleaned him, and worked his body every day into a perfect statue. She however hid him in a dark labyrinth, telling him to not leave until she called for him. Weeks, months, and even years passed at a time and he waited patiently for affection. However, the affection never came. Soon, the darkness began to lead him into madness, and he spent days trying to find a way out. Each time, his keeper caught him, and tortured him worse than all of the abuse he had taken combined. One day, he found an opening. He ran, and never looked back, tearing his way out of the Hedge.

Post-Durance: Having escaped the Hedge in a rush, he never regained any of his memories aside from the moments before his capture; he wandered into the bayou of Louisiana, and almost got killed by a maneating crocodile. Luckily, a member of the Autumn Court saved his life. He was soon taken to the stronghold of the Autumn Court and trained to be a weapon of fear. He learned the craft with ease, and soon was given the privilege to join the infamous Scarecrow Ministry. Now a well-respected member of the order, he seeks only two things: To find out who he was, and to become the Lord of Autumn…
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 1/2 maximum (determined by Wyrd).