Jack McQueen

Virtue Prudence Vice Sloth
Seeming Wizened Kith Gameplayer/Oracle
Court Spring Motley The Saints


Intelligence 2 Strength 2 Presence 3
Wits 3 Dexterity 3 Manipulation 5
Resolve 2 Stamina 2 Composure 2


Mental Physical Social
Academics 0 Athletics 0 Animal Ken 0
Computer 0 Brawl 0 Empathy 2
Crafts 0 Drive 0 Expression Card Reading 3
Investigation 1 Firearms 0 Intimidation 0
Medicine 1 Larceny 3 Persuasion Con Jobs 3
Occult 1 Stealth Crowds 3 Socialize 2
Politics 1 Survival 0 Streetwise 1
Science 0 Weaponry 1 Subterfuge Lying 5

Other Traits

Merits Contracts
Mantle: Spring 2 Hearth 3
Dual Kith 2 Eternal Spring 1
Fleeting Spring 1
Health 7
Willpower 4
Wyrd 4
Glamour 13, 4 per turn
Clarity 6
Size 5
Speed 10
Defense 3
Armor 0
Initiative Mod 5


Seeming Blessing

The Wizened are exceptionally nimble and the player can spend a point of Glamour to gain 9 Again on Dexterity Rolls for the scene. This same nimbleness allows the Wizened to avoid harm in ways other beings can’t imagine. The Player can spend a point of Glamour to add his Wyrd rating to his Dodge total (normally just double Defense) for the rest of the scene. This only applies when the character is dodging.

Seeming Curse

Spite infects the Wizened. It comes out in their appearance and in their mannerisms. Their appearance, which is rarely attractive, and their general tendency not to be approachable means that the Wizened do not gain 10 Again on any dice pool involving Presence. For this same reason, while Social skills aren’t barred to them, the Wizened suffers -2 untrained pentalty, instead of -1, to any untrained Social skill.

Kith Blessing

Panomancy (Changeling, pg. 122)
*Once per Chapter the Oracle may read fortunes in any manner she wishes —tea leaves, bones, cards, a crystal ball or anything else. This works the same as the Common Sense Merit, but does not bar the player from also having that merit.

Grandmaster’s Stratagem (Winter Masques, pg. 96)
*The player may spend a point of Glamour to win any purely mental game (Chess or Checkers for example). She also gains three bonus dice made to gamble with games which involve a mixture of mental acuity and random chance (For example Poker and Sports betting but not craps).


Jack was a kid once upon a time. As a matter of fact he was born January 1st, 2001 and he went missing that same day seven years later. Jack had a good life before the Fae, but all he’s got now are faces, colors and the memory of his seventh birthday party. Nothing ties these fragments together; each floats by itself, completely disconnected from the others. What he does have, however, is a lifetime of memories from his time in Arcadia. Almost all of those memories are of games, all of them brought to life and as real as he is. At first they were simple things like the Gumdrop Forest and Chutes and Ladders. The Keeper seemed to generally enjoy playing with Jack in the world of board games, until Jack asked to go home.

In that instant the Keeper and the games changed forever. The Gumdrop Forest peeled away and the smell of corpses floated up from the chutes. The games stopped being so fun or so innocent and the Keeper made Jack his plaything and opponent. in his first game after the change Jack became a pawn, forced to stand in line with other kids with the opposing pieces played by all manner of beasts and creatures. Each time a piece was taken the square it stood on dropped away, sending that piece screaming into the bottomless darkness. Jack can’t forget that game, the fear, the sights, all of it refuses to leave.

The next twenty years were an unending stream of games, some sane like poker and some without any semblance of coherence, like croquet. As an opponent Jack was punished for every loss, and punished in ways that defy sanity. In the beginning, it was small things like lashings or being forced to be piece in the next game, but, as his time in Arcadia wore on Jack saw more and more of his body traded away. His eyes were replaced with six sided dice that change faces every time he blinks. Then, the Keeper took his teeth and replaced them with playing cards, giving him a “winning smile”. The final “improvement” was when his heart was replaced with a roulette wheel, and his skin inked into the form of a chess board. As the price of losing became more and more severe the Keeper played more and more ruthlessly.

It was the mounting difficulty which shaped and created Jack’s limited prescience, a pleasantl surprise for his Keeper. Able to actually “see” into the future a few moves or a few hands made it so that Jack became a peerless opponent, a point of pride for his Keeper. When Jack began going on fifty game winning streaks his Keeper had new opponents brought to challenge his pet. Other mortals and even Fae played games against Jack, who still continued to win, more often than not. The Keeper found another use for Jack’s ability and kept him caged at his side during important games. Likening him to a bird the Keeper used his “pet” ostensibly as a “Good Luck Charm”, but in reality Jack was there to help him to cheat his opponent.

Repetition is the bane and boon of every Fae and when Jack became a known quantity he became boring. It had been years since the last improvement and maybe it was time for another, something a little extreme. Jack’s prescience kicked in hard, showing the gruesome future waiting for him and the way to escape. Escape was a gamble for Jack, and the stakes were his life. He picked his way across a chess board, littered with the remains of an earlier game. Once on the other side Jack reached the twisted racetrack where the Keeper kept his “dogs”, malformed monstrosities he raced, fought and bred for momentary enjoyment… and hunting.

Jack McQueen

Perchance to Dream jajames