conversations.from: system
conversations.value: **Game Setting**
  
  Grimm Harbor Washington, is one of the fastest growing cities in the Pacific North West.  Located on the Pacific Coastline west of Seattle and on the Quillayute River, Grimm Harbor is best known for its waterfalls, its lush forest, and its diverse fishing and hunting.  Originally a fishing town populated mostly by members of the Native Quilente Tribe, Grimm Harbor has recently evolved into a busy College Town and Green Information Technologies hub thanks to the work of Henry Travis, CEO of Terra-Tech Industries.  Terra-Tech Industries is a Native owned and environmentally friendly  technologies company.  Their leading products are solar roadways and glass, a technology that has benefited both the City and its newly accredited community college, Grimm Harbor University. Go Grimm Harbor Orcas!
   
  However, not is all as it seems in Grimm Harbor.  For ages the Quilente Tribe has stated that the forest outside the city is sacred and has a connection to the spirit world, and has fought to keep it safe from over development and deforestation.  In the last one hundred and sixty three years, the elders of the tribe have noticed an increase in mystical activity in the forest.  This increase in activity has come in the form of Changelings, wandering out of The Hedge after years of slavery at the hands of the True Fey. 
   
  The Quilente Tribe’s elders, sensitive to the otherworldly nature of the Changelings, allowed these Lost to live in peace in Grimm Harbor side by side with them and white settlers.  Over the years the Changeling population has grown from a small handful to just under forty.  The Changelings came and went over the decades, but eventually the Lost population grew large enough to warrant the formation of Changeling Courts and the signing of a Freehold Pledge between them.  The Freehold of Star Cascade was formed.
   
  You are a Changeling, a newly escaped Lost, who by luck or skill somehow escaped their Keeper and ripped themselves out of The Hedge and back into the world of mortals.  This was once your home, Grimm Harbor, before your keeper stole you away from your mortal life and enslaved you.  You’ve returned to the real world, but you are different now and so is the world.  How will you survive?  How will you stay sane?  Is there any way to get your former life back?  Is that even what you want anymore?  All these questions assault your mind as you dragged yourself bleeding and broken from The Hedge.  As your senses adjust to the realm of mortals your memories fade and you forget most if not all of your Durance, your enslavement.  Flashes of nightmare torment your mind and remind you that you escaped, you are a fugitive, and soon…you will be hunted. 
   
  So you press on, towards your new life, to find safety.  A Lost soul in a homeland that is foreign somehow, missing a part of itself that was taken, uncertain.  How do you survive? How do you stay sane? Is there any way to get your former life back?  Is that even what you want…anymore?  When will your Keeper come…for you?
  
  / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /  
  
  ***Please add to your character's Bio. Page along with your character back-story.  However, do not add any secret info to your back-story yet.***
  
  Changeling the Lost : Storium - Character Sheet
  
  Name:
  
  Seeming:
  
  Kith:
  
  Court:
  
  Court Mantel Rank:
  
  Court Good Will Status: 
  
  1.
  2.
  3.
  
  Wyrd:
  
  Clarity:
  
  Contracts:
  
  1.
  2.
  3.
  
  / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / 
  
  ***Secret Info E-Mail to Geekybearlv@gmail.com***
  
  Who and what is your Keeper:
  
  Who is your Fetch:
  
  What was your time in Arcadia, your Durance, like:
  
  How did you escape:
  
  / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / 
  
  **Character Creation Overview:**
   
  **Seeming/Kith:**
  
  The available Seemings are: BEASTS, DARKLINGS, ELEMENTALS, FAIREST, OGRES, or WIZENED. Kiths are the sub-races of the Seemings, all Kiths are available and duel Kiths are allowed with my permission. Please let me know what you want to play ahead of time so I can make you a Nature Card.  http://www.thesubnet.com/portal/wod2/ctl/index.html is an excellent wiki for CtL and has a listing of Seemings, the Seeming Blessing and Curse, and Kiths.
  
  **Court**
  
  The available courts are: AUTUMN, SPRING, SUMMER, and WINTER.  You may start as/or stay court-less if you so choose. 
  
  **Court Mantel:**
   
  Your rank within your chosen court, it also bestows supernatural benefits as your bond with your season grants your minor gifts and interesting “special effects”.  At start of game this is zero.
  
  **Court Good Will:**
   
  Your status as a friend to a court you do not belong to.  Depending on how much you are trusted by that court depends on if they will aid you, trust your counsel, and if its nobility will teach you their court's Contracts.  At start of game this is zero.
  
  **Wyrd:**
   
  At game start all characters will be new changelings with a Wyrd of 1.  Please review this link for an idea on how Wyrd works in table top. http://www.thesubnet.com/portal/wod2/ctl/CreationAWy.html 
  
  For the purposes of Storium, Wyrd will act as a gauge for your characters' power level.  It will give us an idea of how much Glamour your character may store in themselves, how much Glamour they can spend before they are exhausted, and how easily you should be able to resist a supernatural attack.  Please use your best judgment and play fair.  This is an honor system.  
  
  **Glamour:**
    
  You can back  Glamour by “feeding” on emotions.  Feel free to narrate this out or not.  I will assume that when time passes, your characters have replenished themselves however it is they do.  Good description of emotional feeding however, will be rewarded.
   
  Glamour is all up to the player to relegate, if you know your character has been spending a lot of  Glamour in a scene and has not had the ability to replenish, then you should play them exhausted and on edge.  They are hungry for  Glamour and NEED it.  More over, once you feel they have used up all their  Glamour then they can no longer activate abilities or contracts that use Glamour.  Again, please use your best judgment and play fair.  This is an honor system.  
  
  **Clarity:** 
  
  Clarity is based on a 1-10 scale, one being bat shit cray cray psychopath and ten being on the same level as a holy Buddhist monk.  At start of game all characters *should* start at 7.
  If your character goes down in Clarity I will assign derangements if applicable.  A derangement may come into play as Single Character challenges that distract a character from other challenges and use up their cards for a scene. For example, while the party is fighting the “scary bad thing” you are battling your mental issues and are too busy to lend a hand.
  
  If your character goes up in Clarity I will give you the Asset Card: Greater Supernatural Sense.   All changeling's of clarity seven or better have a basic Supernatural Sense, it allows your character the ability to “sense” the supernatural, including non-changelings such as Ghosts, Vampires, Mages, Werewolves, and the presence of magical energy.    The Asset Card: Greater Supernatural Sense allows your character to see past illusions, invisibility, and the tricks of Keepers. Once the card is used, it may be earned back via role playing your high Clarity or lost when your clarity goes to low. You gain the Asset Card: Greater Supernatural Sense when your character hits Clarity 10.
   
  Clarity may be gained via role playing.  For more information on Clarity please see this link: http://www.thesubnet.com/portal/wod2/ctl/CreationAC.html 
  
  **Contracts:** 
  
  At character creation you have access to three contracts.  One of your Seeming's Contracts, one contract from your Court, and one contract that is either a Universal, contract from your Court, or an additional Contract from your seeming.  Contracts will be represented by an Asset Card.  We will also assume that your character knows, at character creation the first two Clauses from these contracts.  Please note this, and any future learned Clauses to your character's Bio. 
  
  Concerning cost, we will assume that all claused in a Contract use only Glamour, not willpower.  If Willpower is a cost, convert it to Glamour and narrate your character “willing the contracts clause to work” or “believing really hard in the clauses power”.  Keep in mind Glamour cost and the toll depleting Glamour will take on your character.  If there is a cost to something we don’t understand via Storium we will come to an agreement OOC and then narrate the outcome.  Catches are encouraged.  
  
  With role playing and game play, other contracts may be opened up to your character.  Goblin Contracts may not be taken at character creation, but may be found or bought via game-play.
  
  / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
  
  For the most part I want this to be about your character's story and the plot they have gotten involved in.  The rules are there to just give us some framework to play with and make the story fit in the Changeling the Lost world.  At the end of the day, I trust you to write fair and balanced outcomes to situations, and if you ever need help or advice on how a move can fit the CoL world, please ask me.  :-)
conversations.from: human
conversations.value: The Summer Queen literally dreamed up these weapons for you.  The will change into a mundain item upon exiting the Hedge.  Rewrite this card upon your character exiting the Hedge.
conversations.prefix: Dream-Stuff Weapons (copy):
conversations.from: gpt
conversations.value: Edit me - what weapon did you pick from McVine's secret stash?
conversations.prefix: Weapon (copy):
conversations.from: human
conversations.value: A giant hammer fit for a giant lady. Perfect for tenderizing any meats and for squashing disgusting bugs.
conversations.prefix: War Hammer:
conversations.from: gpt
conversations.value: It stinks, its wet, and there are rats...yep...your in a sewer.  To think, some Changelings live here.
conversations.prefix: The Sewers:
conversations.from: human
conversations.value: The Contracts of Fleeting Spring allow changelings to manipulate and evoke feelings of desire within others.
conversations.prefix: Darkness Contracts :
conversations.from: gpt
conversations.value: The Darklings have pacted with the power of darkness itself to shelter and nurture them. Darkness Contracts are used to hide the changeling, to induce dread in mortals and to produce effects associated with darkness, night and the terror of a ghost story come true.
conversations.prefix: Darkness Contracts :
conversations.from: human
conversations.value: This goblin fruit acts as a anti-toxin by forcing you to vomit out the poison.  
conversations.prefix: Vomit Chili (copy):
conversations.from: gpt
conversations.value: Just as the shadows that infect you, you are as ephemeral and flighty as the dark itself. 
  
  Darkness and twilight so define you that your magic falters somewhat when the sun is in the sky
conversations.prefix: Darkling:
conversations.from: human
conversations.value: The Hedge is wild and dangerous. Time and space act differently there, hobgoblins hunt and lurk, and who knows where that strange path is leading you.  
  
  However, there are prizes in The Hedge for the bold you survive the trip.
conversations.prefix: The Hedge:
conversations.from: gpt
conversations.value: Did you forget to watch the trail?  Or did the trail decide to stop watching you?
conversations.prefix: Lost In The Hedge:
conversations.from: human
conversations.value: President of Terra-Tech Industries 
conversations.prefix: Travis:
conversations.from: gpt
conversations.value: Dixie and Hermia must work together to find a way out of The Hedge and too safety. 
conversations.prefix: Escapeing The Hedge :
conversations.from: human
conversations.value: This goblin fruit tastes like a pear that has fermented in blood for a week.  It heals even the worse damage but is extremely rare.
conversations.prefix: Heart's Blood Pear (copy):
conversations.from: gpt
conversations.value: The Summer Queen literally dreamed up these weapons for you.  The will change into a mundain item upon exiting the Hedge.  Rewrite this card upon your character exiting the Hedge.
conversations.prefix: Dream-Stuff Crossbow:
conversations.from: human
conversations.value: People are going into comas, all because something is stealing thier dreams.  This needs to stop.
conversations.prefix: Wake the Dreamers (copy):
conversations.from: gpt
conversations.value: Artifice Contracts are the blessings to magically create, repair or destroy physical objects, especially objects made by humans. Wizened who use these Contracts are the source of many legends about helpful fae craftsmen. Due to these Contracts' give-and-take nature, they work best when performed for others.
  
conversations.prefix: Artifice Contracts:
conversations.from: human
conversations.value: This Contract affects reflections. Mirrors and reflections feature prominently in a number of Faerie stories, and since the Contracts of Mirror already exist, a Contract involving reflections is a fairly obvious choice.
conversations.prefix: Contracts of Reflections:
conversations.from: gpt
conversations.value: The "gem" contains the dreams of a child, whiteout them the child will become passionless, a husk of a human without a spark.
conversations.prefix: Diamon Danvers' Dreams:
conversations.from: human
conversations.value: The "gem" contains the dreams of a child, whiteout them the child will become passionless, a husk of a human without a spark.
conversations.prefix: Jenny Peters' Dreams:
conversations.from: gpt
conversations.value: The "gem" contains the dreams of a child, whiteout them the child will become passionless, a husk of a human without a spark.
conversations.prefix: Teddy Smith's Dreams:
conversations.from: human
conversations.value: This ring allows a Changeling to ooze glowing sticky moss from their fingers.  The moss dies after the setting of the moon and may be any color the Changeling wishes.
conversations.prefix: Ring of NightMoss:
conversations.from: gpt
conversations.value: These Contracts allow changelings to control the elements. Contracts of Elements are purchased separately, each Contract attuning itself to one particular element
conversations.prefix: Contracts of Elements: Glass:
conversations.from: human
conversations.value: You are a member of a Motley.  You have pledged to protect, aid, and stand by your fellow Motley members.  This bond has power.
conversations.prefix: DreamCatcher (copy):
conversations.from: gpt
conversations.value: Sometimes, even if you can't be there for a member of you Motley, your bond is strength enough.  
  
  Use this blessing to help another member of your Motley in a challenge, even if you are not present with them for the challenge. 
conversations.prefix: DreamCatchers Blessing  (copy):
conversations.from: human
conversations.value: Changelings are often people slightly out of time, and time sometimes restricts them less than it does ordinary mortals. The Contracts of Omen can allow changelings to see into the past and the future to a limited degree.
  
conversations.prefix: Contracts of Omen :
conversations.from: gpt
conversations.value: These people are all you got, but they can be more...the magic is there you just have to get everyone on board.  
conversations.prefix: Form a Motley  (copy):
conversations.from: human
conversations.value: The memory of Faerie as a place of madness is more than just poetic metaphor. Some changelings have uncovered ancient Contracts pledged between the fae and powers of moonlight and madness. Many Lost are reticent to call on this particular pact, but others grimly note that any weapon may prove useful in their struggle.
conversations.prefix: Contracts of Moon :
conversations.from: gpt
conversations.value: By playing an instrument or singing, you may lull listeners into a hypnotic state. You must spend a point of Glamour to use this ability.
conversations.prefix: Haunting Nocturne:
conversations.from: human
conversations.value: So something is messing with you, threatening you while you sleep.  The night is your time, how dare it try to take that from you.  You'll find out who or what it is and get even.
conversations.prefix: Get the last laugh.:
conversations.from: gpt
conversations.value: While all changelings are capable to some extent of entering and manipulating a sleeper's dreams, the Contracts of Dream are a particularly potent means of doing so. They grant the changeling more power in the dreamscape, allowing her to control and direct a sleeper's dreams, and also to manipulate the nature of dreams themselves without means of a pledge. They may also grant some insight into the dreamlike nature of the Hedge.
conversations.prefix: Contracts of Dream:
conversations.from: human
conversations.value: These Contracts draw on Glamour to make the changeling more impressive and awe-inspiring. Several of these clauses allow the changeling to reveal his true mien to mortals in a fashion that neither risks lowering his Clarity nor allows the mortals to remember it clearly. 
conversations.prefix: Vainglory Contracts:
conversations.from: gpt
conversations.value: The changeling's presence can give a human the confidence and talent to do things that he otherwise would not be able to do. The changeling blesses the human subject (and it must be human; it can't be another changeling or another supernatural being) with Glamour.  The subject will be successful in his/her next social, creative, or inventive action.
conversations.prefix: The Tyranny of Ideas:
conversations.from: human
conversations.value: Bang bang!!
conversations.prefix: Gun:
conversations.from: gpt
conversations.value: These Contracts allow changelings to control the elements. Contracts of Elements are purchased separately, each Contract attuning itself to one particular element
conversations.prefix: Contracts of Elements: Metal:
conversations.from: human
conversations.value: Once per day, you may spend one Glamour to endure damage and pain, ignoring it reflexively. 
conversations.prefix: Forge's Endurance:
conversations.from: gpt
conversations.value: Hearth Contracts are a broad path of beneficial effects, boons that a changeling can grant to an individual or himself when he needs and extra edge or just a little bit of influence from something greater than himself. Folklore is rife with fairies using powers similar to these, and they fit the archetype of "the fairies bless you in some way."
conversations.prefix: Contracts of Hearth :
conversations.from: human
conversations.value: Changelings use these Contracts to emulate and become closer to specific animals. Contracts of Fang and Talon are purchased separately, each Contract attuning itself to one specific type of animal. Canines, felines, sea mammals, predatory birds, fish, sharks or even bony fish are all sample possibilities. The character may choose to attune to a particular species, or as widely as a general family of animals; he could take affinity with Wolves or Canines, but not with Carnivora or Mammals.
conversations.prefix: Fang & Talon Contracts:
conversations.from: gpt
conversations.value: Stealth, invisibility and soundlessness are the purviews of Contracts of Smoke. Many myths and legends attribute unwitnessed travel to the fae, and changelings themselves are no strangers to the benefits of moving without the notice of those who might wish to keep them under supervision. What better way to escape a promise than to have simply slipped away unnoticed when the promise needs to be redeemed? After all, if the changeling can't be there when the individual invokes it, how is the changeling supposed to fulfill it
conversations.prefix: Smoke Contracts:
conversations.from: human
conversations.value: You have claws, teeth, horns and/or quills that you can use to attack and damage your foes or prey. 
conversations.prefix: Natural Weapons :
conversations.from: gpt
conversations.value: This place is mine, and so is he, and so is that, and her...
conversations.prefix: Protect Territory  (copy):
conversations.from: human
conversations.value: If they can hurt you maybe these thorns can be used as weapons.  Don't stick yourself with it.  Thorn will disappear upon leaving The Hedge, turning into rotted plant matter.
conversations.prefix: Hedge Thorns (copy):
conversations.from: gpt
conversations.value: These Contracts allow changelings to control the elements. Contracts of Elements are purchased separately, each Contract attuning itself to one particular element
conversations.prefix: Contracts of Elements: Fire:
conversations.from: human
conversations.value: The symbolic element of Mirror grants changelings who master its Contracts the ability to perform acts of self-modification and shapechanging. As might be expected, these Contracts are popular among the fae, who might use these powers for anything from convenience to misdirection to outright deceit.
conversations.prefix: Contracts of Mirror:
conversations.from: gpt
conversations.value: Ogres and other changelings use these powers to enhance their might, becoming even more savage and deadly opponents. The clauses of this Contract are simple and direct, having as little subtlety as the stone bound in the ancient pact.
conversations.prefix: Stone Contracts:
conversations.from: human
conversations.value: They dont have skulls on their abdomens...yet.
conversations.prefix: Skull-Spider Hatchlings:
conversations.from: gpt
conversations.value: Bang bang!!
conversations.prefix: Gun (copy):
conversations.from: human
conversations.value: The Summer Queen literally dreamed up these weapons for you.  The will change into a mundain item upon exiting the Hedge.  Rewrite this card upon your character exiting the Hedge.
conversations.prefix: Dream-Stuff Weapons:
conversations.from: gpt
conversations.value: The grove used to be the Freehold's, but then the hobgoblin rolled in and took it.  Now the goblin fruit sit unpicked and the Skull Spiders infest the trees. 
conversations.prefix: The Grove of Webs:
conversations.from: human
conversations.value: If they can hurt you maybe these thorns can be used as weapons.  Don't stick yourself with it.  Thorn will disappear upon leaving The Hedge, turning into rotted plant matter.
conversations.prefix: Hedge Thorns:
conversations.from: gpt
conversations.value: Your walking in a spider web, leave a message and I'll call you back.
  
  Hey there are people trapped in here!
conversations.prefix: Hedge Webs:
conversations.from: human
conversations.value: Edit me - what weapon did you pick from McVine's secret stash?
conversations.prefix: Weapon:
conversations.from: gpt
conversations.value: This hobgoblin is as big as a small car with the skull of a giant on its upper abdomen.  Its venom lulls its prey to sleep, killing if not treated in an hours time.  Its webs smell of poppies and warm linens. 
conversations.prefix: Skull-Spider:
conversations.from: human
conversations.value: These Beasts often, but not always, have something of the predator about them: Wolves, bears, cats, crocodiles, snakes and birds of prey, but also those that embody the hunter in a more conceptual sense. The Hunterheart's blessing is Tooth and Claw: The changeling can inflict lethal damage when fighting unarmed using their natural weapons.
conversations.prefix: Beast/Hunterheart:
conversations.from: gpt
conversations.value: Nathan is mortal and one of the Elders of the Quilente Tribe.  He, like the majority of the tribes elders, can see Changelings for what they are without being Ensorcelled. 
conversations.prefix: Nathan Lee:
conversations.from: human
conversations.value: The Contracts of Fleeting Spring allow changelings to manipulate and evoke feelings of desire within others.
conversations.prefix: Contracts of Feeting Spring:
conversations.from: gpt
conversations.value: The Darkness contracts not only deal with manipulating shadows and the night, but also the emotions and feelings connected with it, such as fear, woe, or terror.
conversations.prefix: Darkness Contracts :
conversations.from: human
conversations.value: The Contracts of Eternal Spring provide powers of growth and rejuvenation to the changeling, just as Spring brings growth and rejuvenation to Earth.
conversations.prefix: Eternal Spring Contracts:
conversations.from: gpt
conversations.value: Wicca was Moth's passion when she was a mortal.  Now she is a Changeling...the magic is different now...but still a passion.  Fear is powerful magic, knowledge even more so.  To the Queen of Autumn, Fear and Knowledge are good friends.
conversations.prefix: Queen Moth of  Autumn  (copy):
conversations.from: human
conversations.value: The Queen of Summer is rumored to have been an assassin during her Durance.  Her Fairest looks and battle skills make her one of the cities most dangerous diplomats.
conversations.prefix: Queen Noxia of Summer (copy):
conversations.from: gpt
conversations.value: These Contracts provide the changelings who wield them power over aspects of fear.
conversations.prefix: Fleeting Autumn :
conversations.from: human
conversations.value: The Fleeting Winter Contracts allow a changeling to manipulate the signature emotion of the Court: Sorrow.
conversations.prefix: Contracts of Fleeting Winter :
conversations.from: gpt
conversations.value: The Padre has opened his church up to the Lost of Grimm Harbor.  He offers a place to hide, safety, and guidance.  A Wizened Chirurgeon, his medical skills have saved many lives.  Because of all these things, Winter crowned him as King.
conversations.prefix: Padre Emileo Delacruse - King of Winter (copy):
conversations.from: human
conversations.value: Onuris comes from the Egypt, it took time for him to learn English after he escaped The Hedge and found himself in Grimm Harbor.  This did not stop him from becoming Springs favored son and eventual King.  He enjoys life, music, and art in all forms.  Drugs and alcohol are merely ways of experiencing those things in a new way.  
conversations.prefix: King Onuris of Spring (copy):
conversations.from: gpt
conversations.value: Passion is a keen-edged weapon: It is capable of spurring a changeling to unimaginable heights but, like dancing along a cliff edge, the exhilaration is equal to the potential risk. While the Fleeting Spring Contract allows those of the Emerald Court to sense, manipulate and fulfill desire, the Verdant Court Contract allows them to channel their passion to accomplish a variety of goals.
conversations.prefix: Contracts of Verdant Spring:
conversations.from: human
conversations.value: Jane is a Darkling who has been "tasked" with welcoming and guiding newly freed Changelings from The Hedge.  Rumor has it, she hates this job and is only doing it as punishment. 
conversations.prefix: Jane Tomorrow:
conversations.from: gpt
conversations.value: This Ogre is more then happy to welcome you into his home located in the Sewers of Grimm Harbor.  Too bad he and his home smells so bad.  He at least seems like he wants to be helpful.
conversations.prefix: Pick-Axe:
conversations.from: human
conversations.value: A fishing and college town with a thriving IT sector, a hip arts district, and close ties to the Native Quilente Tribe. 
conversations.prefix: Grimm Harbor, Washington:
conversations.from: gpt
conversations.value: They have nothing good to say about anything and they are always trying to be "ironic".  These kids need to just go away...far far away. 
conversations.prefix: Hipsters :
conversations.from: human
conversations.value: Monsters are real, heck your one of them now, and there are more ways to die now that magic is in your life.  You need to survive, to live...you can't let anything compromise that.
conversations.prefix: Survive:
conversations.from: gpt
conversations.value: Changelings who use the Eternal Autumn Contracts affect harvests, autumnal natures and weather.
conversations.prefix: Eternal Autumn Contracts:
conversations.from: human
conversations.value: Being somebody in Changeling society means more than just popularity, it's power.  You can earn that power.
conversations.prefix: Earn Renown:
conversations.from: gpt
conversations.value: You come back to the real world and everything you fought to come home to has been taken from you. My oh will take it back...come hell or high water. 
conversations.prefix: Take Back What Was Yours:
conversations.from: human
conversations.value: True Charity comes from sharing gifts with others, be it money or possessions, or simply giving time to help another in need. A charitable character is guided by her compassion to share what she has in order to improve the plight of those around her. Charitable individuals are guided by the principle of treating others as they would be treated themselves. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need.
conversations.prefix: Charity:
conversations.from: gpt
conversations.value: Changelings go mad every day, but you are determined to stay sane, no matter how much weird stuff comes your way.
conversations.prefix: Stay Sane:
conversations.from: human
conversations.value: Your not a slave anymore, nor are you the person you were before your Durance, it's time to move on and build something new for yourself.
conversations.prefix: Build A New Life:
conversations.from: gpt
conversations.value: Changelings who have the character of human-made objects, such as caryatids, mannequins and other, stranger things, such as enchanted beings powered by clockwork or steam or living bodies made of mercury or glass. 
  
  The Manikins' talent is the Artificer's Enchantment: The Manikin can learn Contracts of Artifice in addition to Elemental Seeming Contracts.
  
conversations.prefix: Elemental/Manikin:
conversations.from: human
conversations.value: Art on the walls, musicians busking on the side walk, and lots of dark alleys.  Come to the Arts district to learn a craft, buy something hip and cool, or score some drugs.
conversations.prefix: The Arts District:
conversations.from: gpt
conversations.value: A local pub owned and operated by Changelings.  Humans avoid it, thanks to bad Yelp reviews, but this is intentional.  The drinks and food is good, and there is a safe house in the basement for the newly escaped.  Apartments above the pub are available for Changelings to rent. Now if only they could get rid of those hipsters...
conversations.prefix: The Wise Wood Inn:
conversations.from: human
conversations.value: While all changelings are capable to some extent of entering and manipulating a sleeper's dreams, the Contracts of Dream are a particularly potent means of doing so. They grant the changeling more power in the dreamscape, allowing her to control and direct a sleeper's dreams, and also to manipulate the nature of dreams themselves without means of a pledge. They may also grant some insight into the dreamlike nature of the Hedge.
conversations.prefix: Contract of Dream:
conversations.from: gpt
conversations.value: A safe place in the Hedge that the Courts have claimed as a meeting place for the Freehold of Star Cascade.
conversations.prefix: Star Cascade Grand Hollow:
conversations.from: human
conversations.value: This tricked out and high tech office building is an environmentalist's dream.  Located in the heart of Grimm Harbor's growing business and IT district.  They also have a Starbucks.
conversations.prefix: Terra-Tech Industries:
conversations.from: gpt
conversations.value: A half hours drive out of Grimm Harbor is where the Quilente Tribe has built a community separate from the noise of the City.  
conversations.prefix: Quilente Tribal Land:
conversations.from: human
conversations.value: Still a place where fishermen go to make a living the wharf has also adapted to its knew role shipping tech for Terra-Tech.
conversations.prefix: The Wharf:
conversations.from: gpt
conversations.value: Go Orcas!!  The GHU is a fully accredited state collage with one of the best Green Technologies and Native Studies programs on the West Coast. 
conversations.prefix: Grimm Harbor Univercity:
conversations.from: human
conversations.value: The Queen of Summer is rumored to have been an assassin during her Durance.  Her Fairest looks and battle skills make her one of the cities most dangerous diplomats.
conversations.prefix: Queen Noxia of Summer:
conversations.from: gpt
conversations.value: The Padre has opened his church up to the Lost of Grimm Harbor.  He offers a place to hide, safety, and guidance.  A Wizened Chirurgeon, his medical skills have saved many lives.  Because of all these things, Winter crowned him as King.
conversations.prefix: Padre Emileo Delacruse - King of Winter:
conversations.from: human
conversations.value: Onuris comes from the Egypt, it took time for him to learn English after he escaped The Hedge and found himself in Grimm Harbor.  This did not stop him from becoming Springs favored son and eventual King.  He enjoys life, music, and art in all forms.  Drugs and alcohol are merely ways of experiencing those things in a new way.  
conversations.prefix: King Onuris of Spring:
conversations.from: gpt
conversations.value: Wicca was Moth's passion when she was a mortal.  Now she is a Changeling...the magic is different now...but still a passion.  Fear is powerful magic, knowledge even more so.  To the Queen of Autumn, Fear and Knowledge are good friends.
conversations.prefix: Queen Moth of  Autumn :
conversations.from: human
conversations.value: If there is one thing Wendy likes more then a cold beer on a hot day, it's going fast.  Thanks to her Changeling reflexes...she can do just that.  They is why she is the Royal Messenger for the Freehold.  Best get in the car when Wendy lets you in.
conversations.prefix: Wendy "Fly" O`Meara:
conversations.from: gpt
conversations.value: Wally has adapted to his new life as a Beast Changeling in Grimm Harbor.  His pawn shop is located near the wharf and can also be found at most Freehold events and even Goblin Markets. 
conversations.prefix: Wally Wombet:
conversations.from: human
conversations.value: President and CEO of Terra-Tech Industries.  A genius in engineering and buisness.  Mr. Travis has made a name and fortune for himself, and he is determined to elivator his Tribe out of a low income lifestyle. 
conversations.prefix: Henry Travis:
conversations.from: gpt
conversations.value: In Faerie, these changelings composed words of all kinds for their masters, from poetry to plays to nonfiction. Authors may even have been their Keepers' only connection with mortal language, having to explain precisely what words are and how they held power. Authors still see things in terms of words -- ideal nouns and adverbs swim unasked through their minds. The Author has mastered the Polyglot's Riddle: The Changeling can also deduce the meaning of written text in any mortal language.
conversations.prefix: Wizened/Author:
conversations.from: human
conversations.value: Their beauty inspires the arts and creativity from mortals.  The Muse knows how to make it happen, with but a touch and a wisperer. The Muse's talent is The Tyranny of Ideas: The changeling's presence can give a human the confidence and talent to do things that he otherwise would not be able to do. The changeling blesses the human subject (and it must be human; it can't be another changeling or another supernatural being) with Glamour.  The subject will be successful in his/her next social, creative, or inventive action.
conversations.prefix: Fairest/Muse:
conversations.from: gpt
conversations.value: Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision. Or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome.
conversations.prefix: Faith:
conversations.from: human
conversations.value: A person's ideals are meaningless unless they're tested. When it seems as though the entire world is arrayed against him because of his beliefs, a person possessing Fortitude weathers the storm and emerges with his convictions intact. Fortitude is about standing up for one's beliefs and holding the course no matter how tempting it may be to relent or give up. By staying the course -- regardless of the cost -- he proves the worth of his ideals.
conversations.prefix: Fortitude:
conversations.from: gpt
conversations.value: An envious person is never satisfied with what she has. No matter her wealth, status or accomplishments, there is always someone else who seems to have more, and it's coveted. Envious characters are never secure or content with their place in life. They always measure themselves against their rivals and look for ways to get what they deserve. They might be considered paranoid or just consumed by a self-loathing that they project onto others.
conversations.prefix: Envy:
conversations.from: human
conversations.value: Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do the hopeful believe in the ultimate triumph of morality and decency over malevolence, they maintain steadfast belief in a greater sense of cosmic justice -- whether it's Karma or the idea of an all-knowing, all-seeing God who waits to punish the wicked. All will turn out right in the end, and the hopeful mean to be around when it happens.
conversations.prefix: Hope:
conversations.from: gpt
conversations.value: Wrongs cannot go unpunished. This is the central tenet of the just, who believe that protecting the innocent and confronting inequity is the responsibility of every decent person, even in the face of great personal danger. The just believe that evil cannot prosper so long as one good person strives to do what is right, regardless of the consequences.
conversations.prefix: Justice:
conversations.from: human
conversations.value: The Virtue of Prudence places wisdom and restraint above rash action and thoughtless behavior. One maintains integrity and principles by moderating actions and avoiding unnecessary risks. While that means a prudent person might never take big gambles that bring huge rewards, neither is his life ruined by a bad roll of the dice. By choosing wisely and avoiding the easy road he prospers slowly but surely.
conversations.prefix: Prudence:
conversations.from: gpt
conversations.value: Moderation in all things is the secret to happiness, so says the doctrine of Temperance. It's all about balance. Everything has its place in a person's life, from anger to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as none of it is unnatural or unholy. The trouble comes when things are taken to excess, whether it's a noble or base impulse. Too much righteousness can be just as bad as too much wickedness.
conversations.prefix: Temperance:
conversations.from: human
conversations.value: The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense.
conversations.prefix: Wrath:
conversations.from: gpt
conversations.value: Gluttony is about indulging appetites to the exclusion of everything else. It's about dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any sacrifice to feed his insatiable appetite for pleasure, regardless of the cost to himself or those around him. He might be considered a junky or even a kleptomaniac (he steals things he doesn't need just for the thrill of it).
conversations.prefix: Gluttony:
conversations.from: human
conversations.value: Like the envious, the greedy are never satisfied with what they have. They want more -- more money, a bigger house, more status or influence -- no matter that they may already have more than they can possibly handle. Everything is taken to excess. To the greedy, there is no such thing as having too much. If that means snatching someone else's hard-earned reward just to feather one's own nest, well, that's the way it goes.
conversations.prefix: Greed:
conversations.from: gpt
conversations.value: The Vice of Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence.
conversations.prefix: Lust:
conversations.from: human
conversations.value: Pride is the Vice of self-confidence run amok. It is the belief that one's every action is inherently right, even when it should be obvious that it is anything but. A prideful person refuses to back down when his decision or reputation is called into question, even when the evidence is clear that he is in the wrong. His ego does not accept any outcome that suggests fallibility, and he is willing to see others suffer rather than admit that he's wrong.
conversations.prefix: Pride:
conversations.from: gpt
conversations.value: The Vice of Sloth is about avoiding work until someone else has to step in to get the job done. Rather than put in the effort -- and possibly risk failure -- in a difficult situation, the slothful person simply refuses to do anything, knowing that someone else will step in and fix the problem sooner or later. The fact that people might needlessly suffer while the slothful person sits on his thumbs doesn't matter one bit.
conversations.prefix: Sloth:
conversations.from: human
conversations.value: Captured by giants, these changelings had to grow to a greater stature, perhaps being stretched on racks or forced to drink noxious potions. As humans, they appear less freakish, though many are very still very large. Their blessing is Spurious Stature.
conversations.prefix: Ogre/Gargantuan:
conversations.from: gpt
conversations.value: Your walking in a spider web, leave a message and I'll call you back.
  
  Hey there are people trapped in here!  Strange ghost like humans trapped in webbing.
conversations.prefix: Hedge Webs:
conversations.from: human
conversations.value: Without their dreams the children will be passionless, a human husk without a spark.  You will need to get this gem and its energy to the dreamless child.
conversations.prefix: Diamond Danvers' Dreams (copy):
conversations.from: gpt
conversations.value: Without their dreams the children will be passionless, a human husk without a spark.  You will need to get this gem and its energy to the dreamless child.
conversations.prefix: Teddy Smith's Dreams:
conversations.from: human
conversations.value: Without their dreams the children will be passionless, a human husk without a spark.  You will need to get this gem and its energy to the dreamless child.
conversations.prefix: Diamond Danvers' Dreams:
conversations.from: gpt
conversations.value: This goblin fruit tastes like a pear that has fermented in blood for a week.  It heals even the worse damage but is extremely rare.
conversations.prefix: Heart's Blood Pear:
conversations.from: human
conversations.value: This goblin fruit acts as a anti-toxin by forcing you to vomit out the poison.  
conversations.prefix: Vomit Chili:
conversations.from: gpt
conversations.value: This sword is able to disguise itself as a bracelet, silver with a rose quartz stone.  It's owner need only prick their finger on the brackets decorative thorns to summon the blade.  To mortals the sword looks like gardening shears.
conversations.prefix: Rose Cutter's Blade:
conversations.from: human
conversations.value: This poncho looks to mortal eyes like a dirty old poncho, but it is woven using HedgeSpun Chain and can protect a Lost in battle. 
conversations.prefix: Chainmail Poncho:
conversations.from: gpt
conversations.value: Each character must place a Goblin Fruit down before the end of the scene or face failing the Quest and the Pledge given before the Royals. 
conversations.prefix: Goblin Fruit  Quest:
conversations.from: human
conversations.value: This place is mine, and so is he, and so is that, and her...
conversations.prefix: Protect Territory :
conversations.from: gpt
conversations.value: People are going into comas, all because something is stealing thier dreams.  This needs to stop.
conversations.prefix: Wake the Dreamers:
conversations.from: human
conversations.value: These people are all you got, but they can be more...the magic is there you just have to get everyone on board.  
conversations.prefix: Form a Motley :
conversations.from: gpt
conversations.value: The NightCreepers have taken to the roof tops around Cederic and Will's home.  If you pursue them they will run, bounding from roof to roof.  More will join to attack you as you hunt them.
conversations.prefix: Hunt the NightCreepers:
conversations.from: human
conversations.value: These Contracts allow changelings to control the elements. Contracts of Elements are purchased separately, each Contract attuning itself to one particular element
conversations.prefix: Contracts of Elements: Glass (copy):
conversations.from: gpt
conversations.value: They want blood...your blood...possibly for arts and crafts.
conversations.prefix: NightCreeper Attack:
conversations.from: human
conversations.value: You are a member of a Motley.  You have pledged to protect, aid, and stand by your fellow Motley members.  This bond has power.
conversations.prefix: DreamCatcher:
conversations.from: gpt
conversations.value: Sometimes, even if you can't be there for a member of you Motley, your bond is strength enough.  
  
  Use this blessing to help another member of your Motley in a challenge, even if you are not present with them for the challenge. 
conversations.prefix: DreamCatchers Blessing :
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do the hopeful believe in the ultimate triumph of morality and decency over malevolence, they maintain steadfast belief in a greater sense of cosmic justice -- whether it's Karma or the idea of an all-knowing, all-seeing God who waits to punish the wicked. All will turn out right in the end, and the hopeful mean to be around when it happens.
conversations.prefix: Hope:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Gluttony is about indulging appetites to the exclusion of everything else. It's about dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any sacrifice to feed his insatiable appetite for pleasure, regardless of the cost to himself or those around him. He might be considered a junky or even a kleptomaniac (he steals things he doesn't need just for the thrill of it).
conversations.prefix: Gluttony:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Monsters are real, heck your one of them now, and there are more ways to die now that magic is in your life.  You need to survive, to live...you can't let anything compromise that.
conversations.prefix: Survive:
conversations.from: gpt
conversations.value: The Darklings are not without their music. Darkling music, however, is largely heard without ever catching a glimpse of the musician. Nightsingers compose operas of wolf howls and owl cries, sing banshee songs and play hauntingly devilish tunes on fiddles strung with unwholesome gut. Nightsingers may set aside their instruments and strive to escape for home, but the music stays with them.
conversations.prefix: Darkling/Nightsinger:
conversations.from: human
conversations.value: The Virtue of Prudence places wisdom and restraint above rash action and thoughtless behavior. One maintains integrity and principles by moderating actions and avoiding unnecessary risks. While that means a prudent person might never take big gambles that bring huge rewards, neither is his life ruined by a bad roll of the dice. By choosing wisely and avoiding the easy road he prospers slowly but surely.
conversations.prefix: Prudence:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: An envious person is never satisfied with what she has. No matter her wealth, status or accomplishments, there is always someone else who seems to have more, and it's coveted. Envious characters are never secure or content with their place in life. They always measure themselves against their rivals and look for ways to get what they deserve. They might be considered paranoid or just consumed by a self-loathing that they project onto others.
conversations.prefix: Envy:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Changelings go mad every day, but you are determined to stay sane, no matter how much weird stuff comes your way.
conversations.prefix: Stay Sane:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision. Or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome.
conversations.prefix: Faith:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense.
conversations.prefix: Wrath:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Their beauty inspires the arts and creativity from mortals.  The Muse knows how to make it happen with but a touch and a whisper. The Muse's talent is The Tyranny of Ideas: The changeling's presence can give a human the confidence and talent to do things that he otherwise would not be able to do. The changeling blesses the human subject (and it must be human; it can't be another changeling or another supernatural being) with Glamour.  The subject will be successful in his/her next social, creative, or inventive action.
conversations.prefix: Fairest/Muse:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You came back to the real world and everything you fought to come home to has been taken from you. You will take it back...come hell or high water. 
conversations.prefix: Take Back What Was Yours:
conversations.from: gpt
conversations.value: Changelings who have had their blood touched with living flame and their wits refined in the heat. They move without ceasing, as fire cannot always be contained, and their faculties are bright. 
  
  Goblin Illumination: The player can, at will, illuminate an area the size of a smallish room (about 15' x 15' x 10') with a soft, pale light for the rest of the scene by Spending a Glamour.
  
conversations.prefix: Elemental/Flameheart:
conversations.from: human
conversations.value: Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision. Or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome.
conversations.prefix: Faith:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense.
conversations.prefix: Wrath:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Changelings go mad every day, but you are determined to stay sane, no matter how much weird stuff comes your way.
conversations.prefix: Stay Sane:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value:  Changelings who were remade in Arcadia's foundries, the Metalflesh are infused with bronze or copper, gold or silver or brass -- but never pure iron. They are obdurate of mind and body, resistant to any attempts to casually manipulate them. They were prized creations of the Gentry, as decorative as the Metalflesh were resilient. But for those who actually escaped, that same hardiness helped them force their way back through the Thorns to the world of chrome and iron.
conversations.prefix: Elemental/Metalfleash:
conversations.from: human
conversations.value: Wrongs cannot go unpunished. This is the central tenet of the just, who believe that protecting the innocent and confronting inequity is the responsibility of every decent person, even in the face of great personal danger. The just believe that evil cannot prosper so long as one good person strives to do what is right, regardless of the consequences.
conversations.prefix: Justice:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: The Vice of Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence.
conversations.prefix: Lust:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Changelings go mad every day, but you are determined to stay sane, no matter how much weird stuff comes your way.
conversations.prefix: Stay Sane:
conversations.from: gpt
conversations.value: Cederic can keep a calm head in most situations. Finding a middle ground and helping keep order.  Sometimes this is stopping a fight, other times calming down someone who is upset. 
conversations.prefix: Peace Maker :
conversations.from: human
conversations.value: The Darklings have pacted with the power of darkness itself to shelter and nurture them. Darkness Contracts are used to hide the changeling, to induce dread in mortals and to produce effects associated with darkness, night and the terror of a ghost story come true.
conversations.prefix: Darkness Contracts :
conversations.from: gpt
conversations.value: A small crossbow.
conversations.prefix: Crossbow:
conversations.from: human
conversations.value: Whether it is suicide or trying to get them to put down the gun, you sometimes have a way of soothing the anger or pain away from them.
conversations.prefix: Talk Them Down:
conversations.from: gpt
conversations.value: Time to learn how to fight...in a dream.  Using  willpower a Changeling can attack intruders who try to harm them or a Dreamer.
conversations.prefix: Dream Combat (Will Only):
conversations.from: human
conversations.value: Time to learn how to fight...in a dream.  Using  willpower a Changeling can attack intruders who try to harm them or a Dreamer.
conversations.prefix: Dream Combat (copy):
conversations.from: gpt
conversations.value: You have wounded, time to fix them up before this becomes a bigger problem.
conversations.prefix: Heal the Hurt:
conversations.from: human
conversations.value: Better then NyQuil PM and guaranteed to help you dream.
conversations.prefix: Sleep Potion:
conversations.from: gpt
conversations.value: This mysterious woman seems to know a lot of things people would like to keep private.  
conversations.prefix: Smoke:
conversations.from: human
conversations.value: Just a stick... or is it?
conversations.prefix: Stick:
conversations.from: gpt
conversations.value: War Hammer, perfect for SMASHING!!! Or...meat tenderizing...yeah, that's it. Meat Tenderizing.
conversations.prefix: War Hammer:
conversations.from: human
conversations.value: It's just a simple wooden staff. Too bad it's not a mike stand - you could *really* do some gut-wrenching with that - but close enough.
conversations.prefix: Staff:
conversations.from: gpt
conversations.value:  crossbow - what weapon did you pick from McVine's secret stash?
conversations.prefix: Weapon (crossbow ):
conversations.from: human
conversations.value: Kaboom?
conversations.prefix: McVine's Grenades:
conversations.from: gpt
conversations.value: Simple enough to use.... Right?
conversations.prefix: Short Sword:
conversations.from: human
conversations.value: This is a shallow, long-handled pan made of cast iron (excellent heat retention properties, that cast iron). 
  
  It would be useful if someone wanted to make an upside-down cake (Or, you know...bash someone's head in. Whatever takes your fancy). 
conversations.prefix: Out of the Frying Pan, Into the Fire:
conversations.from: gpt
conversations.value: You're not as strong as you were. You're not what you were. Dolls don't move, don't talk, don't live. So sometimes this part of yourself comes out. 
conversations.prefix: Living Doll:
conversations.from: human
conversations.value: ...well. You know.
conversations.prefix: Practice Makes...:
conversations.from: gpt
conversations.value: You're cute! You're shy! You're bumbling! You're tripping your way through whatever it is you need! You blush, you stammer, you blink your big brown eyes and whether it is that you actually are charming or they just find you pitiful...does it really matter if you get what you want in the end?
conversations.prefix: Oafish Charm:
conversations.from: human
conversations.value: This is the Motley's first time crafting a contract with someone who isn't playing with kid gloves.  Can you sway the negotiations in your favor.
conversations.prefix: Craft Pledge:
conversations.from: gpt
conversations.value: This guy loves his job, hes got a family to think about and it pays well.  Plus he gets to carry pepper spray, a taser, and walky talky.  It's like they are paying him to be a bad ass or something.
conversations.prefix: Hospital Security:
conversations.from: human
conversations.value: The can smell a good story from a mile away and she just needs one good story to win her national acclaim. 
conversations.prefix: Jessica Zamata:
conversations.from: gpt
conversations.value: You can be a little obsessed about keys. Especially the ones you have collected or ones you think are.... special.
conversations.prefix: Keys: