Eric Bloom

Virtue Temperance Vice Pride
Seeming Elemental Kith Maniken
Court Winter Motley


Intelligence 2 Strength 2 Presence 2
Wits 2 Dexterity 3 Manipulation 2
Resolve 3 Stamina 3 Composure 2


Mental Physical Social
Academics 1 Athletics 1 Animal Ken 0
Computer 0 Brawl 2 Empathy 0
Crafts 2 Drive 0 Expression Drums 2
Investigation 1 Firearms Rifles 3 Intimidation 1
Medicine First Aid 2 Larceny 0 Persuasion 1
Occult 0 Stealth Moving Quietly 2 Socialize 0
Politics 1 Survival 1 Streetwise 0
Science 0 Weaponry 2 Subterfuge 0

Other Traits

Merits Contracts
Mantle: Winter 2 Fleeting Winter 2
Perfect Stillness 1 Frozen Heart 2
Combat Style: Sniper 1 Hours 1
Health 8
Willpower 5
Wyrd 2
Glamour 11, 2 per turn
Clarity 7
Size 5
Speed 10
Defense 2
Armor 0
Initiative Mod 5


Seeming Blessing

Elementals, touched as they are by the stuff of the world, are able to channel the forces and materials that define them into their bodies, giving them an uncanny ability to shrug off punishment. Once per day, the player can spend one point of Glamour to add the character’s Wyrd rating to his Health dots for the rest of the scene. These follow the normal rules for temporary Health dots.

Seeming Curse

The Elementals are further removed from humanity than other Changelings and find humans harder to understand and to influence. An Elemental doesn’t get the benefit of the 10 again rule on dice pools involving the Manipulation Attribute and the Skills Empathy, Expression, Persuasion and Socialize, save to activate seeming-affinity Contracts.

Kith Blessing

Artificer’s Enchantment (Changeling, pg. 109)
*The Maniken can learn Contracts of Artifice for (new dots x5 experience points) rather than the usual cost. The Maniken also may make untrained Crafts rolls at a -1 die penalty rather than the standard -3 dice.


Eric Bloom

Perchance to Dream AtukBaetho