We aren't actually numerous enough, or our big hitters hard hitting enough, to actually make a shadow war desirable. The majority of changelings are pretty much just slightly enhanced humans, and even our stronger individuals can be simply zerged down by enough enemies.
While this initial conflict would not be existential, if we screw up it'd declare that "these guys only LOOK strong", which would spark off a lot of probing and harassing until the new balance of power settles out.
The war turn risk is then, because one of our Monarchs is personally taking the field, we cannot use the usual excuses of "rogue agent" or the like. Of course, Stoneguts is a pretty sneaky bastard, so it probably wouldn't be a problem. Probably.
[X] Continue doing the last few steps to rebuilding the personal situation of the Freehold and its careers and lives.
[X] The vampires need to be met with, need to be dealt with
[X] Pay a large part.
[X] Send a small Summer task-force to assist them in recovering their lost member, immediately.
[X] Continue Repairing the Network (74/???)
[X] Scour the goblin markets for anything of interest, there is a certain market coming up, but more than that, there might be hints of this new world.
[X] Put agents in place at sister cities to learn about problems like these earlier on.
[X] Look into and begin examining the nature of the visions that Eva and the others had (excepting Roy Taylor)
[X] Continue helping Roy Taylor with his problems.
[X] Help Persephone find a topic of study.
[X] Follow up leads on this 'Book.'
[X] Follow up on this Fiddler.
[X] Follow up on the rumors about the spear in Galway.
I wonder what groups have by now learned (significant and accurate) information on the Changelings. I'd imagine that as soon as they showed up, various individuals started gathering information on them through supernatural means and/or the more mundane picking off of random Changelings to interrogate.
King Stoneguts.
Kith: ???
Seeming: Elemental, though Ogrish-ish.
Wyrd: 6
Virtue: Politeness, Cunning
Vice: Probably something related to cruelty or his willingness to sacrifice. He's a pretty hard man, but not sure if that's good or bad...really, it's both.
Contracts: Autumn (Eternal) 4, Autumn (Fleeting) 3, Autumn (Spellbound) 2, Spring (Eternal) 2, Spring (Verdant) 1, Summer (Eternal) 1, Summer (Fleeting) 4, Winter (Eternal) 5, Winter (Fleeting) 5, Winter (Sorrow Frozen Heart) 5, Entropy 5, Shooter's Bargain, Fair Entrance, Fool's Gold, The Blessing of Forgetfulness, Burden of Life, Delayed Harm, Grace Falsely Shed, Goblin Hunt, Royal Oil, Lost and Found, Mad Trespass, Lucidity 2, Goblin Fortune 5, Goblin Transformation 3, Dream 2, Hearth 4, Hours 5, Mirrors 5, Moon 3, Omen 2, Reflection 4, Smoke 5,
Animation 5, Artifice 3, Communion (Earth, Fire, Metal, Darkness, Light, Water, Air, Wood, Electricity) 5, Darkness 3, Den 3, Elements (Air, Water, Earth, Fire, Metal, Wood, Electricity, Light, Darkness) 5, Forge 5, Oath and Punishment 2, Stone 4, Separation 3, Shade and Spirit 1, Vainglory 2.
???: Unknown Contract I need to write because he wrangled his own custom Contract, need to think of a good idea for it...
Cannot Swear, it's a taboo.
Forges his own weapons with great skill...
Some Sorcery, but very little, just a few basic odds and ends...
Very good Hedgespinning…
Decent Oneiromancy...
*****
Here's what I have so far. The bits with the ... are because I haven't worked it out/written it up yet. And this includes none of the Merits, or the discussion of allies or assets yet.
He's the closest person in the Freehold to being able to shoot fireballs at you.
Of course, even once I do this, I need to do Maggie, who is note, on a similar level of beefy and strong in a fight as him, if not more so.
I'm lazy, but also bored and sleepy. The three forces wage eternal war in me at least until I go to bed in thirty minutes or so. After all, it'll be nine them.
Early to bed, early to rise!
Finally have a day off tomorrow, so I suspect that only boredom and laziness will remain to contest the field.
King Stoneguts.
Kith: ???
Seeming: Elemental, though Ogrish-ish.
Wyrd: 6
Clarity: 5
Virtue: Politeness, Cunning
Vice: Probably something related to cruelty or his willingness to sacrifice. He's a pretty hard man, but not sure if that's good or bad...really, it's both.
Contracts: Autumn (Eternal) 4, Autumn (Fleeting) 3, Autumn (Spellbound) 2, Spring (Eternal) 2, Spring (Verdant) 1, Summer (Eternal) 1, Summer (Fleeting) 4, Winter (Eternal) 5, Winter (Fleeting) 5, Winter (Sorrow Frozen Heart) 5, Entropy 5, Shooter's Bargain, Fair Entrance, Fool's Gold, The Blessing of Forgetfulness, Burden of Life, Delayed Harm, Grace Falsely Shed, Goblin Hunt, Royal Oil, Lost and Found, Mad Trespass, Lucidity 2, Goblin Fortune 5, Goblin Transformation 3, Dream 2, Hearth 4, Hours 5, Mirrors 5, Moon 3, Omen 2, Reflection 4, Smoke 5,
Animation 5, Artifice 3, Communion (Earth, Fire, Metal, Darkness, Light, Water, Air, Wood, Electricity) 5, Darkness 3, Den 3, Elements (Air, Water, Earth, Fire, Metal, Wood, Electricity, Light, Darkness) 5, Forge 5, Oath and Punishment 2, Stone 4, Separation 3, Shade and Spirit 1, Vainglory 2.
???: Unknown Contract I need to write because he wrangled his own custom Contract, need to think of a good idea for it.
Cannot Swear, it's a taboo.
Forges his own weapons with great skill. He has a small smithy and he willingly teaches some others, especially Ensorcelled humans, how to make weapons. His logic for the latter is that while Changelings have tons of avenues of magic and power that they could explore that might distract them, an allied mortal can aid those they care for the most by giving them weapons that can turn back the True Fae. While his attitude towards secrecy is obviously Winter-clad, he understands that Changelings cannot stand OR hide on their own.
He has access to some sorcery, most of all a few common security/monitoring bits of Sorcery, and some rather clever bargains with some rather abstract bits of connections, like 'Pines, Snow' and other such untapped paths.
He's an excellent Hedgespinner. Not good enough to be world famous, and he doesn't have more than rudimentary skill at making automatons. But in making armor and weapons, he is highly skilled and thus he has a very strong set of wardrobes and tools.
He has a few very useful Tokens, including a very rare and powerful Token. It is in fact at tattoo, though one that can be rather forcibly removed from someone through a number of means. The nature of the tattoo changes relatively frequently, providing bonuses to certain clusters of Contracts, and minor penalties to yet others, along the lines of +1 dice to this, -1 dice to that. Each day he has to (or rather should) review the tattoo on his back to interpret the pattern to know what is 'strong' today and what is 'weak.'
Decent Oneiromancy owing to his former relationship with the Chancellor. Most of all, the strength of his mind and the toughness of his will. Nothing special, but he at least knows the basics of the basics.
*****
A/N: Definitely not going to list all of the possible Hedgespun stuff he has. If it's relevant, I'll stat some stuff up.
Now, still have to do Maggie.
So, here we go. Helps provide some context to sending him.
Academics 3 (History of Classification Systems and Biology and Zoology as a Field), Computer 1 (Data Management), Crafts 4 (Jury-Rigging, (-3) Art, I'm doing this because no she's not a good artist, stop guessing so), Investigation 1, Medicine 5 (Veterinary), Occult 4 (Superstitions, Battle Magic 2), Politics 2 (Zoo Politics...it's a jungle out there), Science 5 (Zoology 2, Biology, Ecology)
Animal Ken 6 (Animal Needs 2, Reptiles, Large Mammals, Fish, Big Cats, Dietary Requirements, Training 2, Animal Psychology, probably more I'm missing), Empathy 3 (Aniamls 2), Expression 2, Intimidation 5 (Stare-Downs), Persuasion 3, Socialize 2, Subterfuge 1, Athletics 5 (Distance Running), Brawl 6 (Animalistic 2, Boxing, Martial Arts), Drive 2 (Off-road), Firearms 3 (Rifles), Stealth 2 (Camo), Survival 6 (Foraging), Weaponry 4
Warfare 4 (Navigating the Hedge, Mixed Unit Tactics, Logistics 2, Warfare on the water, Magic in Battle 2)
Warfare: She's a damn fine leader, and one who knows what logistics are and how to use magic to its greatest effect. She's not a cold warrior, but she doesn't line her people up, and she's good at using a combination of modern weapons and ancient weapons, of knowing 'and then the cavalry change will break them sending them in range of our snipers after which a chariot with a mounted machine gun will suffice.' Again, going to war with her isn't advised, though in this modern day and age, most of what she does is just preparing for the time when a fight might go down. Of course, she can sometimes be too focused on warfare in the Hedge since it's where she does the most fighting, and she doesn't know 'police tactics' all that well, in the sense of if it ever came down to actual urban warfare, like 'WWII street by street' warfare, she'd be...a bit out of her element.
Merits:
Unique-Merit--Neither Fish nor Fowl
Unique Merit: The Might Cloaked in Fur and Feathers--She may bring some of her superhuman stats over for the purpose of shapeshifting, so long as the difference is no more than '2.' That is to say, an animal with Stamina 4 can become a Stamina 6 variant, but not a Stamina 3 version.
Heartbeat of the Beast: Shapeshifting is a Reflexive rather than Instant action, though she still needs a turn to transform back.
Brownie's Boon
Hedge Gate Sense
Hedge Beast Companion x multiple: Will work on getting them statted out soon, but some of them *do* help her in combat, though less than you'd think...well, for obvious reasons.
Court Goodwill (Spring) 4
Court Goodwill Autumn 4
Court Goodwill Winter 1
Hedge Duelist 5
Harvest 5 (Hedge Bounty, Emotions)
Mantle 5 (duh)
Workshop: She has a small workshop for treating and working with using goblin fruits for magical purposes.
Fae Mount 5: She indeed does have a beast that she can ride when she needs to.
Charmed Life:
Faerie Healing
Hob Kin
Hobgoblin Trainer
Allies (Hobgoblin mercenaries)
Lethal Mien
Direction Sense
Interdisciplanry speciality: Humans are basically animals, mammals to be precise, so any skills she has in terms of treating, understanding, or 'taming' animals...also sorta apply to people.
Indomitable
Tolerance for Biology
Fast Reflexes 3
Professional Training (Zookeeping) 5--Science, Animal Ken, Academics
Danger Sense
Resources 2
Allies (Colleagues too, but mostly in the Hedge and in her own Court)
Staff (Research Assistants, Zoo Volunteers, a PA) 3
Status (Zoo) 4
Striking Looks 2 (A Woman of...Many, many Parts)
Small Unit Tactics
Inspiring
Defensive Combat
Demolisher
Fleet of Foot 2
Hardy 3
Iron Stamina 3
Lots of Fighting Style stuff, will detail when a fight gets here…
Chokehold
Iron Skin
Ambidextrous
Beast's Tongue: 8-again on all Beast Seeming Contracts
Ogre's Fists: 8-again on all Ogre Seeming Contracts
Fairest's Grace: 9-again on all Fairest Seeming Contracts
War, War Never Changes: 9-again on all rolls related to war
Hedge Fruit and other skills: She is quite skilled at healing using Hedge-fruit, and in fact is an excellent doctor in general, magically speaking, rivaled in her knowledge only by Cora Graves and those on her level.
Tokens: She has a number of token weapons to add to the Hedgespun equipment.
Hedgespinning: She's alright at Hedgespinning, but more importantly, really, she has friends and allies who are good at it, and so she has good armor and weapons when she needs them.
Plate Armor--Limber, Unencumbered, Fitted (+1) and Fortified, it's armor that is even stronger than plate at yet is as light as nothing at all.
Riot-Gear: Similar but designed not to stick out as much outside of the Hedge (or rather, make you look like a modern weirdo, rather than a medieval one).
Kevlar…
Several Forms of 'casual clothes' that are more armored than expected.
Contracts--
Summer (Eternal) 5, Summer (Fleeting) 5, Summer (Punishing) 5, Autumn (Eternal) 1, Autumn (Fleeting) 3, Dawn (Potential) 3, Spring (Eternal) 3, Winter (Fleeting) 1, Trade Luck for Fate, Calling the Guardian, Daunting Force, Burden of Life, Delayed Harm, Blood Binding, Goblin Transformation 1 Artifice 2, Communion 3 (Earth), Den 5, Elements (Earth) 2, Fang and Talon (Multiple) 5, Oath and Punishment 5, Stone 5, Separation 4, Wild 5,
Hearth 3, Mirror 4, Omen 1, Smoke 1, Thorn and Brambles 5, Board 2
Combat Powers:
Noonday Grasp--On average, +2 to Strength for the rest of the scene, and +1 to Stamina, can stack with other temporary powers.
Lord's Dread Gaze--Freaking Laser Beams
Goblin's Malignence--Perfect for distracting a foe, she's even tried a strategy before of basically pinging a stupid foe back and forth, driving their rage up as they go from one courtier to the next, their rage redirected each time, driven wild with fury.
Flames of Summer--+2 to all physical rolls, but she has to focus on those she is angry at/attacking, without hesitation or mercy, and loses some of her vaunted tactical sense. So this is usually a last resort, despite also allowing her to ignore wound penalties and stay conscious even if beaten to the last.
Smoldergrip--This is most often used to disarm enemies, more than anything else.
Crown of Clashing Fire--Despite expectations, this Clause, which allows a 'one on one' duel is actually most often used by her to single out an enemy she thinks is vulnerable or force the battle to divide in two.
Baleful Stroke of Summer Sun--Again, this is a tricky one, because what she prefers to do is hit someone with this, HARD, and then leave them behind, or rather have another one of her allies deal with them. Weakened and falling apart, they're easy pickings. She also sometimes uses it to wear down a powerful opponent, of course.
Heart of the Antlion--When facing up against foes whose powers can inspire fear, she sometimes uses this contract, sign of the proto-friendship she has with Autumn.
Martyr's Will--The ability to push her Willpower farther beyond what many can do means she has even more dice to add to her attacks and defenses.
Gift of Breath--Besides the fact that Maggie is a damn fine doctor (hey, people are pretty much the same as animals, right), this has a strategic purpose that she admires in helping get people up and about.
Warmth of the Blood--Even more healing goodness.
Calling the Guardian--A defense that is quite useful in a pinch.
Blood Binding--When all the magic is stripped away...Maggie is still a badass with claws.
Touch of the Workman's Wrath--Specifically, this makes a good method of sabotage in a fight, if, say, you know you have to abandon a position. She doesn't have an amazing dice pool for this, but it's a strategy she's familiar with.
Armor of the Elements Fury--She often uses this in combination with her Fang and Talon work. Imagine trying to fight a huge brown bear (or a fucking hippo, or an elephant) covered in sharp earth and rock which it hurts to run up against. Yeah.
Beast's Keen Senses--Perfect for spotting an ambush.
Pipes of the Beastcaller--She often uses this to set traps for others.
Tread of the Swift Hooves--She's faster than the wind, she can chase you down anywhere, she can leap tall buildings and land unharmed (stacks with Seven League)
Cloak of the Bear's Massive Form--Or most kinds of birds, wolves, predator cats, hippos, alligators, killer whales, dolphins...just assume 'Can you transform into it' is: Yes.
Cruel Vengeance--Against the guilty, her claws rend like death and their armor and defenses, their very acts, are like NOTHING to her.
Elegant Protection--Damned if she ain't smooth, and adding her Wyrd to her Defense means that it's damned hard to do jack shit to her if she's going full out.
Might of the Terrible Brute--More cheese.
Ogre's Rending Grasp--The Koolaid Man wishes he could do this.
Red Rage of Terrible Revenge--She doesn't like to get into this often, but there are times when one has to give up all trappings of civilization in exchange for overwhelming power. Imagine a giant bear covered in earthen spikes hopped up on this.
Others--Honestly, by now you probably get the general picture.
Combat Notes: Run. Run Far. Keep on running. Do you think you've escaped? Keep running. Unless you're bullshit tier like Gregory the Great (note, he has Wyrd 9, Strength 9, Brawl 8 (with specialties), so yeah, he's the brute squad incarnate) or Asha Ashblood (bullshit battle magic and bullshit magic sword=danger), you frankly don't have a chance in a fair fight, and even an unfair fight has to be pretty bullshit. Of course, Cora can turn into a T-Rex, which might make the fight last slightly longer, but...there's a reason she's pure bullshit.
Academics 3 (History of Classification Systems and Biology and Zoology as a Field), Computer 1 (Data Management), Crafts 4 (Jury-Rigging, (-3) Art, I'm doing this because no she's not a good artist, stop guessing so), Investigation 1, Medicine 5 (Veterinary), Occult 4 (Superstitions, Battle Magic 2), Politics 2 (Zoo Politics...it's a jungle out there), Science 5 (Zoology 2, Biology, Ecology)
Animal Ken 6 (Animal Needs 2, Reptiles, Large Mammals, Fish, Big Cats, Dietary Requirements, Training 2, Animal Psychology, probably more I'm missing), Empathy 3 (Aniamls 2), Expression 2, Intimidation 5 (Stare-Downs), Persuasion 3, Socialize 2, Subterfuge 1, Athletics 5 (Distance Running), Brawl 6 (Animalistic 2, Boxing, Martial Arts), Drive 2 (Off-road), Firearms 3 (Rifles), Stealth 2 (Camo), Survival 6 (Foraging), Weaponry 4
Warfare 4 (Navigating the Hedge, Mixed Unit Tactics, Logistics 2, Warfare on the water, Magic in Battle 2)
Warfare: She's a damn fine leader, and one who knows what logistics are and how to use magic to its greatest effect. She's not a cold warrior, but she doesn't line her people up, and she's good at using a combination of modern weapons and ancient weapons, of knowing 'and then the cavalry change will break them sending them in range of our snipers after which a chariot with a mounted machine gun will suffice.' Again, going to war with her isn't advised, though in this modern day and age, most of what she does is just preparing for the time when a fight might go down. Of course, she can sometimes be too focused on warfare in the Hedge since it's where she does the most fighting, and she doesn't know 'police tactics' all that well, in the sense of if it ever came down to actual urban warfare, like 'WWII street by street' warfare, she'd be...a bit out of her element.
Merits:
Unique-Merit--Neither Fish nor Fowl
Unique Merit: The Might Cloaked in Fur and Feathers--She may bring some of her superhuman stats over for the purpose of shapeshifting, so long as the difference is no more than '2.' That is to say, an animal with Stamina 4 can become a Stamina 6 variant, but not a Stamina 3 version.
Heartbeat of the Beast: Shapeshifting is a Reflexive rather than Instant action, though she still needs a turn to transform back.
Brownie's Boon
Hedge Gate Sense
Hedge Beast Companion x multiple: Will work on getting them statted out soon, but some of them *do* help her in combat, though less than you'd think...well, for obvious reasons.
Court Goodwill (Spring) 4
Court Goodwill Autumn 4
Court Goodwill Winter 1
Hedge Duelist 5
Harvest 5 (Hedge Bounty, Emotions)
Mantle 5 (duh)
Workshop: She has a small workshop for treating and working with using goblin fruits for magical purposes.
Fae Mount 5: She indeed does have a beast that she can ride when she needs to.
Charmed Life:
Faerie Healing
Hob Kin
Hobgoblin Trainer
Allies (Hobgoblin mercenaries)
Lethal Mien
Direction Sense
Interdisciplanry speciality: Humans are basically animals, mammals to be precise, so any skills she has in terms of treating, understanding, or 'taming' animals...also sorta apply to people.
Indomitable
Tolerance for Biology
Fast Reflexes 3
Professional Training (Zookeeping) 5--Science, Animal Ken, Academics
Danger Sense
Resources 2
Allies (Colleagues too, but mostly in the Hedge and in her own Court)
Staff (Research Assistants, Zoo Volunteers, a PA) 3
Status (Zoo) 4
Striking Looks 2 (A Woman of...Many, many Parts)
Small Unit Tactics
Inspiring
Defensive Combat
Demolisher
Fleet of Foot 2
Hardy 3
Iron Stamina 3
Lots of Fighting Style stuff, will detail when a fight gets here…
Chokehold
Iron Skin
Ambidextrous
Beast's Tongue: 8-again on all Beast Seeming Contracts
Ogre's Fists: 8-again on all Ogre Seeming Contracts
Fairest's Grace: 9-again on all Fairest Seeming Contracts
War, War Never Changes: 9-again on all rolls related to war
Hedge Fruit and other skills: She is quite skilled at healing using Hedge-fruit, and in fact is an excellent doctor in general, magically speaking, rivaled in her knowledge only by Cora Graves and those on her level.
Tokens: She has a number of token weapons to add to the Hedgespun equipment.
Hedgespinning: She's alright at Hedgespinning, but more importantly, really, she has friends and allies who are good at it, and so she has good armor and weapons when she needs them.
Plate Armor--Limber, Unencumbered, Fitted (+1) and Fortified, it's armor that is even stronger than plate at yet is as light as nothing at all.
Riot-Gear: Similar but designed not to stick out as much outside of the Hedge (or rather, make you look like a modern weirdo, rather than a medieval one).
Kevlar…
Several Forms of 'casual clothes' that are more armored than expected.
Contracts--
Summer (Eternal) 5, Summer (Fleeting) 5, Summer (Punishing) 5, Autumn (Eternal) 1, Autumn (Fleeting) 3, Dawn (Potential) 3, Spring (Eternal) 3, Winter (Fleeting) 1, Trade Luck for Fate, Calling the Guardian, Daunting Force, Burden of Life, Delayed Harm, Blood Binding, Goblin Transformation 1 Artifice 2, Communion 3 (Earth), Den 5, Elements (Earth) 2, Fang and Talon (Multiple) 5, Oath and Punishment 5, Stone 5, Separation 4, Wild 5,
Hearth 3, Mirror 4, Omen 1, Smoke 1, Thorn and Brambles 5, Board 2
Combat Powers:
Noonday Grasp--On average, +2 to Strength for the rest of the scene, and +1 to Stamina, can stack with other temporary powers.
Lord's Dread Gaze--Freaking Laser Beams
Goblin's Malignence--Perfect for distracting a foe, she's even tried a strategy before of basically pinging a stupid foe back and forth, driving their rage up as they go from one courtier to the next, their rage redirected each time, driven wild with fury.
Flames of Summer--+2 to all physical rolls, but she has to focus on those she is angry at/attacking, without hesitation or mercy, and loses some of her vaunted tactical sense. So this is usually a last resort, despite also allowing her to ignore wound penalties and stay conscious even if beaten to the last.
Smoldergrip--This is most often used to disarm enemies, more than anything else.
Crown of Clashing Fire--Despite expectations, this Clause, which allows a 'one on one' duel is actually most often used by her to single out an enemy she thinks is vulnerable or force the battle to divide in two.
Baleful Stroke of Summer Sun--Again, this is a tricky one, because what she prefers to do is hit someone with this, HARD, and then leave them behind, or rather have another one of her allies deal with them. Weakened and falling apart, they're easy pickings. She also sometimes uses it to wear down a powerful opponent, of course.
Heart of the Antlion--When facing up against foes whose powers can inspire fear, she sometimes uses this contract, sign of the proto-friendship she has with Autumn.
Martyr's Will--The ability to push her Willpower farther beyond what many can do means she has even more dice to add to her attacks and defenses.
Gift of Breath--Besides the fact that Maggie is a damn fine doctor (hey, people are pretty much the same as animals, right), this has a strategic purpose that she admires in helping get people up and about.
Warmth of the Blood--Even more healing goodness.
Calling the Guardian--A defense that is quite useful in a pinch.
Blood Binding--When all the magic is stripped away...Maggie is still a badass with claws.
Touch of the Workman's Wrath--Specifically, this makes a good method of sabotage in a fight, if, say, you know you have to abandon a position. She doesn't have an amazing dice pool for this, but it's a strategy she's familiar with.
Armor of the Elements Fury--She often uses this in combination with her Fang and Talon work. Imagine trying to fight a huge brown bear (or a fucking hippo, or an elephant) covered in sharp earth and rock which it hurts to run up against. Yeah.
Beast's Keen Senses--Perfect for spotting an ambush.
Pipes of the Beastcaller--She often uses this to set traps for others.
Tread of the Swift Hooves--She's faster than the wind, she can chase you down anywhere, she can leap tall buildings and land unharmed (stacks with Seven League)
Cloak of the Bear's Massive Form--Or most kinds of birds, wolves, predator cats, hippos, alligators, killer whales, dolphins...just assume 'Can you transform into it' is: Yes.
Cruel Vengeance--Against the guilty, her claws rend like death and their armor and defenses, their very acts, are like NOTHING to her.
Elegant Protection--Damned if she ain't smooth, and adding her Wyrd to her Defense means that it's damned hard to do jack shit to her if she's going full out.
Might of the Terrible Brute--More cheese.
Ogre's Rending Grasp--The Koolaid Man wishes he could do this.
Red Rage of Terrible Revenge--She doesn't like to get into this often, but there are times when one has to give up all trappings of civilization in exchange for overwhelming power. Imagine a giant bear covered in earthen spikes hopped up on this.
Others--Honestly, by now you probably get the general picture.
Combat Notes: Run. Run Far. Keep on running. Do you think you've escaped? Keep running. Unless you're bullshit tier like Gregory the Great (note, he has Wyrd 9, Strength 9, Brawl 8 (with specialties), so yeah, he's the brute squad incarnate) or Asha Ashblood (bullshit battle magic and bullshit magic sword=danger), you frankly don't have a chance in a fair fight, and even an unfair fight has to be pretty bullshit. Of course, Cora can turn into a T-Rex, which might make the fight last slightly longer, but...there's a reason she's pure bullshit.
Not really, I was trying to give people who might not know what 'Fang and Talon 5' means, or whatnot, a sense of the kind of things she can do in a fight. It helps me as well, actually, to be honest. Very easy to forget a Contract in the middle of a fight.
I think that a Tyrannosaur, being a multi-ton biped, probably would not fair well against a smaller foe that is supernaturally agile, insanely strong, knowlegable about the biological strengths and weaknesses of vertebrates and capable of superhuman violence. A T-Rex would have to strike hard and fast to have a hope against a foe like that.
For such creatures the phrase 'the bigger they are the harder they fall' likely holds all too true.*
(By comparison super-powerful undead T-Rex's like Sue, have few of the frailties or limitations that physics & mortal biology impose upon their living kin.)
Though I wouldn't be surprised if Maggie had a Kaiju mode. I presume that even Cora isn't aware of all her fellow Monarchs secrets.
*At least I think this assessment is accurate. I do not know that much about dinosaurs but I think the big ones (and super large life forms in general) were not nimble or good at taking tumbles?