Fat Betty

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Changelings
Fetch: Dead
Seeming: Wizened
Kith: Chatelaine
Court: Sun
Entitlements: None
Virtue: Charity
Vice: Gluttony

Foster Mother

Betty runs the Halfway House and takes in new arrivals while they are getting on their feet and deciding what to do (including what court to join). She tries not to pressure anyone on that last issue, but is unapologetic about her feelings on the Sun Court.

Description

Betty is short (5'), rotund, and ruddy-cheeked. She has graying red hair in an intricate braid past her hips, bright green eyes, and slightly pointed ears. She dresses in meticulously clean and well-mended earth tones and is always wearing a pristine white apron. She generally smells faintly of some comfort food (fresh baked bread, chicken soup, chocolate chip cookies) and she always seems to be illuminated by a ray of sunshine. Her manner is cheery, optimistic, and compassionate.

Mask

The same as her fae mein, minus the constant sunlight and ears.

Storytelling Hints

Be chipper, upbeat, and motherly. A lot of body contact, hugs and shoulder touching and straightening hair.

Stats

  • Mental Attributes: Intelligence 3, Wits 3, Resolve 3
  • Physical Attributes: Strength 2, Dexterity 3 (9-again for 1 Glamour), Stamina 3
  • Social Attributes: Presence 2 (no 10-again, +2 for 1 Glamour), Manipulation 2 (+2 for 1 Glamour), Composure 4
  • Mental Skills: Academics 1, Computer 1, Crafts (Cooking) 4, Medicine (Extended Care) 2, Occult 1, Politics 1.
  • Physical Skills: Drive 1, Stealth (Ignorable) 2.
  • Social Skills: Animal Ken 2, Empathy (Motives) 5 (from Motley Oath), Expression 2, Intimidation 1, Persuasion 2, Socialize 4, Subterfuge 2.
  • Merits: Brownie's Boon 1, Cuckoo's Egg (Milestone), Danger Sense 2 (from Motley Oath), Eidetic Memory 2, Holistic Awareness 3, Iron Stamina 3, Mantle 5, Resources 1.

Advantages

  • Willpower: 7
  • Health: 8
  • Initiative: 7
  • Defense: 4 (+1 from Mantle 3, +Wyrd to Dodge for 1 Glamour)
  • Armor: 0
  • Speed: 10

Changeling Traits

  • Clarity: 8 (+2 to Perception)
  • Wyrd: 5
  • Glamour/per Turn: 14/5
  • Contracts: Animation 1, Artifice 3, Den 2, Dream 1, Hearth 4, Hours 1, Omen 1.
  • Pledges: Commendation (Leo the Griff), Motley Oath (Phoebe, Father Horace, Jangling Jack).

Weaknesses

  • Flaws: None
  • Derangements: None
  • Frailties: None

Equipment

Homespinner's Needle (Token 2), Spinnerthorn (Trifle). She also generally has hedge fruit on hand in the form of preserves and jellies: blushberry jam (healing), sourapple jelly (Glamour), and dream-a-drupe preserves (healing). One jar of each with five doses worth.

Background

Mortal Life

Betty Carter was the thirty year old housewife of an Air Force officer who was relocated to Nellis Air Force Base in the early 50s. She was quite content with her life, raising her children, cooking, and attempting to garden in the dry, hot climate. Her husband wasn't as happy with her weight gain and spent more and more time away "at the base", which caused her a fair amount of anguish but only drove her to throw herself more into her domestic duties. One night, in 1957, weeping and throwing an old shoe at rabbits eating in her garden, she saw one of them change into a small, wizened man who glared at her and the night sky spun around her and she was suddenly in the desert.

Durance

The gnome took her back to his burrow-like home, squeezing her down so she'd fit, and forced her to work in his kitchens as recompense for her offense. She toiled, taking pleasure only in cooking and the strange and wonderful ingredients that were supplied for her, eventually through hard work earning the right to run the kitchen. Then, one night, with her Keeper and his guests sated, she snuck out through the tunnels into the night and tried to find her way home, the memory of her family guiding her way. Betty found Sin City, but only after a year of wandering during which she suffered grievously from hunger, exposure, and multiple attacks by hedge beasts, dangerous plants, and other monsters. The goblin market offered her no better, though. She was captured and forced to work in a hospital, treating strange ailments with odd goblin fruits, before being traded to another True Fae to serve as a household servant. On their way out of town, the party was attacked by Leo the Griff and two knights of the Sun Court and she was liberated.

Changeling Life

She returned to the world and found that ten years had passed. Her children were grown and living their own life, her husband had divorced her fetch and married the secretary from the base he was having the affair with, and her fetch turned out to be a miserable, bitter hag, made in that image by her Keeper's spite. After learning of the hell it had put her children through while she was gone, she found it in its dirty apartment and poisoned it, then spent two years trying to reclaim her life. One of her three children forgave her but the other two had no interest in resuming relations. Despairing, she might have given up if not for Jessica. Jessie had escaped from her Keeper and returned to the world to find that twenty years had passed while she was gone, but she was still twelve and now had no family and no life to regain. Leo put her into Betty's care, hoping the two of them could help each other. In Jessica, Betty found her new purpose. She rented a small house in the suburbs, found a job as a nurse, and began taking in new arrivals, helping them out by giving them food, a place to stay, and some recycled clothes to start out with. Money came in from the Court but mostly it was her efforts that kept things going. When Jangling Jack returned in 1994 and claimed his inheritance, he set Betty up with a trust fund and a large influx of cash that let her stop working altogether and set up a large hollow for her work, irritated that Leo hadn't already done so. She's been happy taking care of her constantly shifting adopted family ever since.

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