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Posted: Tue Oct 13, 2009 9:29 am
Contracts How to read this chart: Name Of Contract/ Group (you'll be told what groups you may have during character creation) /**rank or cost/ what it does/ how to use it/ flaw (for goblin)Armor of elements fury (elements)** Baleful sense (fleeting summer)* Balm of unawake able slumber (darkness)*** Beast’s keen senses (beast)* Become the primal foundation (elements)***** Beneficial fate (hearth)*** Blessings of perfection (artifice)*** Boon of the scuttling spider (darkness)**** Brief glamour of repair (artifice)* Brother to the ague (eternal autumn)*** Burden of life (goblin)*** Call the hunt (goblin)**** Calling the element (element)**** Chrysalis (mirror)***** Cloak of the bear’s massive form (beast)***** Cloak of the elements (element)* cobble thought (dream)**** Control elements (element)*** Creeping dread (darkness)* Cupid’s eye (fleeting spring)* Delayed harm (goblin)*** Display grandiose might (stone)*** Diviner’s madness (goblin)** dream steps (dream)***** Every sorrow a jewel (fleeting winter)***** Faces in the water (fleeting winter)*** Fair entrance (goblin)** Fallen from the timbers (eternal winter)**** Fallow fields, empty harvest (fleeting winter)**** Favored fate (hearth)** Fickle fate (hearth)* Fool’s gold (goblin)** Forging the dream (dream)** Fortuna’s cornucopia (hearth)**** Friendless tongue (fleeting summer)*** Gift of warm breath (eternal spring)* Gluttonous feast of health (stone)**** Goblin’s malignance (fleeting summer )** Good and bad luck (goblin)**** Growth of ivy (fleeting spring)** Heart of the ant lion (fleeting autumn)*** Jack’s breath (eternal winter)* Last breath Isaac (eternal autumn)* Light-shy (smoke)***** Lost and found (goblin)***** Mantle of terrible beauty (vainglory)**** Mask of superiority (vainglory)* Mien of baba yaga (fleeting autumn)***** Might of the terrible brute (stone)* Mother of all deaths (eternal spring)***** murk blur (smoke)**** never tread (smoke)** New lover’s kiss (eternal spring)** Night’s subtle distractions (darkness)** Noonday grasp (eternal summer)*** odd body (mirror)**** Ogre’s rending grasp (stone)** Pandora’s gift (fleeting spring)**** Pathfinder (dream)* Phantasmal bastion (dream)*** Pipes of the beast caller (beast)*** Red rage of terrible revenge (stone)***** Riddle-kith (mirror)* Riding the devil’s jawbone (eternal winter)*** Riding the fallen leaves (eternal autumn)**** Scent of the harvest (fleeting autumn)**** shadow patch (smoke)*** Shooter’s bargain (goblin)* skin mask (mirror)** Slipknot dreams (fleeting winter)** Solstice revelation (eternal summer)**** Son of the hearth (eternal summer)* Songs of distant arcadia (vainglory)** Splendor of the envoy’s protection (vainglory)*** Sundown eyes (fleeting summer)**** Tale of the baba yaga (fleeting autumn)** Tatterdemalion’s workshop (artifice)***** Tears of autumn (eternal autumn)***** The dragon knows (fleeting winter)* The flames of summer (fleeting summer)***** The lord’s dread gaze (eternal summer)***** The wrong foot (smoke)* Tongues of birds and words of wolves (beast)* Touch of paralyzing shudder (darkness)***** Touch of the workman’s wrath (artifice)** Touch of winter (eternal winter)** Trading luck for fate (goblin)* Transfigure the flesh (mirror)*** Tread of the swift hooves (beast)**** Triumphal fate (hearth)***** Ulf’s heart (eternal summer)* Unmaker’s destructive gaze (artifice)*** Waking the inner faerie (fleeting spring))***** Wrath of the blood (eternal spring)*** Witch’s paradise (eternal winter)***** Witch’s intuition (fleeting autumn)* Withering glare (eternal autumn)** Words of memories never lived (vainglory)***** Wyrd-faced stranger (fleeting spring)*** Yesterday’s birth (eternal spring)****
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Posted: Sun Jun 06, 2010 5:45 pm
Universal Contracts of Dream (anyone can learn)
Pathfinder (•) The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what sorts of goblin fruits grow there. Cost: 1 Glamour Dice Pool: Intelligence + Wyrd Action: Instant Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day. Roll Results Dramatic Failure: The Contract yields wholly inaccurate information about the Hedge, suggesting paths where there are none, marking poisonous fruits as beneficial or otherwise utterly confounding otherwise useful information. Failure: The changeling learns no useful information about the local Hedge. Success: For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a Hollow or pathway might exist, just the fact of its presence. The distance in which such information-drawing is effective is the changeling’s line of sight. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning. Exceptional Success: As with an ordinary success, but the achievement of the exceptional success yields information about the location of features known to be in the Hedge.
Forging the Dream (••) The changeling invoking this clause becomes as the director, cinematographer and editor of a movie, only the media in which she works is the dreaming mind of her subject. The changeling may literally change her subject’s dreams to depict whatever the changeling wishes, from bucolic idylls to lewd romps to harrowing tribulations. She may plague her subject with vicious antagonists or rain a cascade of rose petals down: the details are fully under her control. The only limitation is that the changeling may never depict the subject’s death, though she may certainly imply it. Crafting dreams in this manner is very much an art form among changelings. Some prefer to work with overt themes, while others use subtle symbolism and soft focus to create feelings more than literal episodes. Indeed, some changelings are so adept with dream-craft that they can provoke strong emotional responses from their sleeping subjects that they can glean Glamour from them. The changeling must be able to see her subject in order to use this power. She needn’t be in the character’s actual presence, however, and some changelings use this power on subjects they view via video cameras or even from painted portraits or still photographs. Cost: 1 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The changeling must stand or sit beside her subject, touching her own temple and that of the dreamer. Roll Results Dramatic Failure: The attempt to manipulate the sleeper’s dreams fails and leaves the changeling discombobulated, unable to tell the real world from the dream he was attempting to shape. For the remainder of the scene, the changeling is unable to focus sufficiently to expend any Willpower. Further, the sleeper (eventually) wakes from sleep remembering a distinct image of the changeling, even if she has no idea what he might have been trying to do. Failure: The Contract fails to function but otherwise involves no sign of attempted use. Success: The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death. Each use of this Contract works for a single, vivid dream, which the subject recalls distinctly upon waking. If one of the Fae is in the sleeper’s dream as well, the changeling must vie for control of the dream as usual (p. 19 cool . Exceptional Success: No additional effect.
Phantasmal Bastion (•••) This clause bolsters the changeling’s ability to participate in and withstand conflicts with other changelings in the dreamscape. Using this power conjures an elaborate suit or even edifice of “armor,” or conjures a fanciful weapon, both of which exist only in the dreamscape. Both weapon and armor appear as the changeling wishes, though depictions of seeming, kith and Court are extremely popular expressions. (For more information on combat in the dreamscape, see pp. 198–199.) Cost: 1 Glamour Dice Pool: Invoking this clause involves no roll, but the changeling must choose which type of fortification she wishes to invoke. If she chooses a defensive augmentation, she gains a number of phantom points of Willpower for the purposes of determining how much damage in the dreamscape she may suffer before falling to exhaustion. These phantom Willpower points are lost first during the oneiromachy. If she chooses an offensive augmentation, she may double her Wyrd for the purposes of seeing how effective her attacks in the dreamscape are. A changeling may invoke this power for both offensive and defensive augmentation, at a cost of one Glamour each, but she may not “stack” multiple offensive or defensive augmentations. Action: Instant Catch: The changeling carries a token of favor, such as a garter belt or ring, given freely to her by a living enemy or one of his loved ones or family members.
Cobblethought (••••) Using this clause allows the changeling to reach into his subject’s dreams and extract an item or image from them that then exists or plays out in the real world. The subject need not be asleep for the changeling to attempt this; he simply must have had a dream at some point in recent events, which allows the changeling a trove of such experiences and artifacts to draw from. The exact nature and duration of the Contract’s ability to echo the dreamer’s thoughts depends on how successful the changeling is at invoking the power. In general, though, images and symbols will mostly as they did in the dream (as with a changeling who assumes the “costume” of an entity in the dream), while an item will appear by and large as it did in the sleeper’s thoughts. Determining which objects may be available from the subject’s dream is largely the Storyteller’s responsibility, though the Storyteller may choose to let the player take more creative control of the subject’s dreams, as long as such control isn’t abused. Items pulled from dreams in this way have a hazy, imprecise sensory quality to them. A dream-sword, for example, would feel like soft metal and fade around its edges, but would cut nonetheless. Objects are treated as normal, unexceptional equipment despite their appearance. The guise of a terrifying night-fiend might shift subtly each time onlookers see it. A murky fog drawn from a dream might leave a runner feeling as if he were plodding through oatmeal, even though he was running as fast as he could. Items drawn from dreams in this manner are made of dreamstuff, and thus don’t have to be reasonably carried by the changeling. That is, the changeling could conceivably draw out the fog mentioned above, a rainstorm from a dream, or even something bigger or heavier than a person, such as a life raft or a heavy wooden door. The limitation is a single object or idea, however — the changeling could not withdraw a full castle (made up of walls, hallways, doors, stairs and towers) or a functional car (with its own distinct parts and pieces). One more limitation is that this Contract may not draw people or thinking entities from dreams. While a changeling would be able to draw the appearance of an individual from a character’s dream, this would manifest as a sort of “costume” that the changeling or another character would wear, and not the individual herself. Cost: 1 Glamour Dice Pool: Intelligence + Wyrd Action: Instant Catch: The changeling must possess at least a single fiber of her subject’s bedclothes, whether a thread from her pillowcase or a full nightshirt. Roll Results Dramatic Failure: The changeling reaches into the dreamscape to grab the object of her intentions, but instead pulls back something else entirely, and probably hostile. If it’s an inanimate object, it’s wholly inappropriate to the changeling’s original intentions, and if it’s some conscious creature, it probably reacts with appreciable hostility at being removed from its lair. Failure: The Contract fails to function but otherwise betrays no attempt on the changeling’s part to rifle the character’s dreams. Success: The changeling draws forth one concise image or object from the character’s dreams. The image or object remains in reality for a number of turns equal to the number of successes obtained on the roll. Exceptional Success: As with a normal success, but the object remains permanently in reality. In addition, the changeling may, at any time, banish the dream-item back beyond the wall of dreams.
Dreamsteps (•••••) The changeling climbs into the dreams of a nearby sleeper, briefly appearing in her sleeping thoughts, and then emerges from the shared realm of dreams in the proximity of another sleeper. He traverses an actual distance by using the landscape of dreams as a proxy for physical travel. This travel takes place instantaneously, or at least at the speed of thought. Cost: 1 Glamour Dice Pool: Intelligence + Wyrd Action: Instant Catch: The changeling must carry a physical object that he crafted himself on the journey, which he leaves behind in the dreams of both sleepers. Both sleepers will remember this object, and will feel an inexplicable link to the changeling if they meet him in their waking lives, as they subconsciously recall this item connected to him. Roll Results Dramatic Failure: The attempt to travel by dreamways goes horribly awry, with the changeling unable to extricate himself from the dreams at his leisure. Instead, the Storyteller should run a brief nightmare scene in which the dreamer and changeling are both tormented by dreams-turned-nightmares. After that, the changeling is forced out of the dreamscape in the proximity of a sleeper… somewhere. Failure: The changeling is unable to enter the dreamscape and thus unable to use it as a shortcut in the physical world. Success: The character enters the dreamscape and may use it to instantaneously traverse physical distances. The physical distance traveled is not greater than 10 miles per success obtained on the roll. The changeling emerges as close as possible to the physical place of his choosing: He emerges from the dreams of the sleeping individual closest to his ultimate destination. Exceptional Success: As with a standard success (and the extra successes are their own benefit), but with the additional reward of being deposited exactly where he wishes to be. If any changelings understand exactly how this works, they aren’t telling, and those dream-travelers who enjoy the luxury of the exceptional success describe the phenomena as if the stuff of dreams itself carries them exactly where they want to be and then recedes like an unseen ether.
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Posted: Sun Jun 06, 2010 5:49 pm
Contracts of the Hearth (anyone can learn)
Fickle Fate (•) It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts? Cost: 1 Glamour Effect: The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be. Action: Instant Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.
Favored Fate (••) As with Fickle Fate, this clause alters the flow of fortune when a subject attempts an action. Favored Fate, though, makes for more appealing results: songs sound a little better, bullets find their mark and the acid-tongued critic thinks of just the right thing to say at the very moment he needs to say it. Favored Fate is a more lofty clause than Fickle Fate (that is, it’s classified as a higher dot rating) because it’s harder to create than destroy, and the results of this power are typically more positive. Cost: 1 Glamour Effect: The beneficiary of Favored Fate makes the roll for his next actively attempted instant action at a +4 dice bonus. Again, actively attempted actions are those things the character consciously undergoes the effort of doing, as described above. Action: Instant Ban: If Favored Fate is used to augment the same specific type of action — shooting at an enemy, climbing a balcony, chasing prey — before the sun has risen or set since the last attempt it affected, the powers that be frown on the abuse of their attentions. Each time this occurs, one action, decided upon by the Storyteller for dramatic effect, automatically fails, with no dice roll involved. This is just a standard failure and will not yield a dramatic failure result, so it’s best used on actions that would normally not depend upon a chance die.
Beneficent Fate (•••) By altering the attentions of fortune, the changeling guarantees success on his subject’s next endeavor. Cost: 1 Glamour Effect: The subject of the Beneficent Fate makes no roll for his next actively attempted instant action. As always, actively attempted actions are defined as actions the character consciously undergoes the effort of doing, as described above. The character automatically achieves a single success on the attempt, as if she had made whatever roll was necessary and factored in all the modifiers before casting the dice. Obviously, Beneficent Fate may not help much in a contested action, as the one success it provides can be readily outstripped by the character’s opponent. Attacks also inflict only one point of damage; a called shot to the head grazes the temple rather than inflicting an instant kill, for instance. Action: Instant Ban: A subject may benefit from the favors of Beneficent Fate only once per day. If the Contract is invoked on a single character more than once in a single day, the subject’s next actively attempted instant action is instead resolved with a chance die, regardless of what dice pool or modifiers actually apply to the roll.
Fortuna’s Cornucopia (••••) This clause provides a curious, open-ended blend of luck and the competence of the individual favored by it. It’s often said that you get out of your efforts what you put into them, and nowhere is this more true than under the benediction of Fortuna’s Cornucopia. Cost: 1 Glamour Effect: The beneficiary of Fortuna’s Cornucopia makes the roll for his next actively attempted instant under the benefit of the 8 again rule. Actively attempted actions are those things the character consciously undergoes the effort of doing, as described above. The 8 again rule is described on p. 134 of the World of Darkness Rulebook. Action: Instant Ban: If Fortuna’s Cornucopia is visited upon an individual more than once in a single day, the Contract fails to grace the subject in its standard manner. If this blessing is invoked more frequently for the character, one action, decided upon by the Storyteller for dramatic effect, automatically results in a dramatic failure, with no dice roll involved. The fates treat these as general dramatic failures, not to be automatically construed as catastrophic failures or fatal failures. For example, a character may accidentally reveal his identity when he’s trying to masquerade as someone else (as opposed to simply failing to convince his mark that he’s another person).
Triumphal Fate (•••••) The blessings of Triumphal Fate are significant, as suggested by the name of the clause. Simply put, any effort made under the auspices of Triumphal Fate is bound for roaring success. Cost: 1 Glamour + 1 Willpower Effect: The recipient of the Triumphal Fate doesn’t make a roll at all for the action designated by the changeling invoking the power. Instead, he achieves an exceptional success on that action. Note, however, that Triumphal Fate works only on extended actions. As well, it doesn’t work on extended, resisted actions. Only a singular effort on the part of the individual may gain the benefits of the Triumphal Fate, such as writing a symphony, researching a lost secret or building a device. The Triumphal effort also occurs in as short a time as possible: whatever the normal die roll time measurement is, the effort takes only one increment to perform. Note also that this Contract generates the minimum number of successes necessary to create an exceptional success. Although the product of a Triumphal Fate is indeed superior, Storytellers are encouraged to sow a seed of doubt into those results. Such flaws shouldn’t be obvious, as the Triumphal Fate certainly earns its name, but because the masterpiece came as a result of supernatural blessing and not the true innovation of the creator, some degree of that artifice should be evident to a fellow master who inspects the work. For example, the symphony might have a single hollow note, the lost secret may omit a tiny danger or drawback (while exposing all others), or the device might require more electrical power than it seemingly should. In all cases, these flaws should be evidence of the imperfect powers that generated them, and not massive design failures that would make an opus a laughingstock. Action: Instant Ban: Triumphal Fates come only rarely, and those who would supplant the Muses with whatever inscrutable powers that inspire this Contract’s successes are in for an ugly surprise. If any character is set to be the beneficiary of a Triumphal Fate more than once within a period of a year and a day, the action designated for the Triumphal Fate is doomed to be a dramatic failure instead of an exceptional success. The architects of Fate aren’t stupid, though, and a changeling who attempts to deliberately set up a failure in this method is going to find himself the recipient of disaster, instead. In fact, trying to wrangle this Contract in that manner probably generates a result beyond what mere rules can suggest. But believe us, if there were such a thing as a “horrendous failure, and malignant aftermath” on a die roll, changelings who try to contrive a situation like this would earn it.
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Posted: Sun Jun 06, 2010 5:57 pm
Contracts of Mirror (anyone can learn)
Riddle-Kith (•) This clause has its roots in purely fae intrigues, allowing changelings to interact with one another without being recognized. It works with the fundamental nature of changeling physiology to allow a changeling to seem as if she hails from some kith or seeming other than her own. Riddle-Kith works exclusively on the general features of a mien, meaning that it creates only the impression that the individual is of a certain seeming. In other words, it won’t allow the changeling to selectively alter her features, nor will it permit the changeling to emulate a specific changeling, but it will give a clear impression of belonging to an entirely different seeming or kith. The new appearance is notably different from the old. For instance, a storm-attuned Elemental resembling a Japanese goblin who chooses to look like an Ogre wouldn’t look like an oni of similar coloration, but is much more likely to look European or otherwise significantly unlike himself. This Contract doesn’t affect the Mask. Cost: 1 Glamour Dice Pool: Manipulation + Wyrd Action: Instant Catch: The changeling must have dined with a member of the selected kith within the past week. Roll Results Dramatic Failure: The changeling loses all control of her attempted illusion, instead appearing simply as something utterly unnatural. She may acquire a hodge-podge of beastly features, or her skin may mottle or spall off. The ultimate effect is that the changeling simply looks horrendous for the duration of the scene instead of looking as if she belongs to a distinct seeming, imposing a –1 die penalty to all Presence dice pools (except those related to Intimidation) during that time. Failure: The Contract changes nothing about the changeling’s appearance. Success: The changeling takes on the features of a seeming or kith of her choice, though what features, exactly, the Contract bestows are up to the Storyteller. This power lasts until the next sunrise or sunset, whichever comes first, though the changeling may choose to end the Contract before that if she wishes. Exceptional Success: As with a standard success, though the changeling may choose the exact array of features this Contract grants her, so long as they’re congruous with the seeming she chose
Skinmask (••) The changeling alters her flesh to appear as another individual. This change affects only a single limb or other aspect of the character, so only her hands or her face or her back can be made to resemble that of another person. This clause is often used to enhance disguises, though it is sometimes used to emulate unique birthmarks, signature tattoos, etc. It affects both Mask and fae mien. The feature so modeled must be a real feature that exists on a known subject, and it must come from a human (or at least partially human) source. Changelings can use this Contract multiple times to reproduce multiple features, but the cost must be paid each time and the roll must be made each time, as well. Cost: 1 Glamour Dice Pool: Stamina + Wyrd Action: Instant Catch: The changeling appropriates an object belonging to the individual whose features she plans to reproduce. Roll Results Dramatic Failure: The Contract fails grotesquely, disfiguring the changeling instead of mirroring the model. This may result in a distortion on the face, a withered limb or a horrendous discoloration of the skin. For the remainder of the scene, the character suffers a –1 die penalty to any Presence-based dice pools (except those involving Intimidation) when the disfigurement is visible. Failure: The changeling fails to emulate the desired feature. Success: The changeling emulates the feature in question so that it passes inspection by those who would best know the modeled subject. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes. Exceptional Success: The changeling has so mastered this particular expression of the other character’s physical aspect that she doesn’t have to roll to re-attain this particular feature if he invokes this Contract at a later time. He must still pay the cost as normal, though.
Transfigure the Flesh (•••) This clause allows the changeling to adjust the size of her body, either shrinking or growing as she chooses. Cost: 1 Glamour Dice Pool: Stamina + Wyrd Action: Instant Catch: The changeling must steal a garment of clothing either far too large or far too small for her to wear. This garment need not correspond to the change made. That is, a changeling doesn’t need to specifically steal a small garment if she intends to shrink. Roll Results Dramatic Failure: The character succeeds only in crushing or hyper-extending her internal organs, and suffers a point of lethal damage in the failed attempt to alter her body size. Failure: The Contract fails, and the changeling is unable to modify her size. Success: The changeling chooses either to shrink or to grow. The character’s Size then increases or decreases by an amount equal to one-half of the number of successes obtained on the roll (round up). The character may choose to alter her Size by less than this amount, if she wishes. Note that when the character’s Size changes, so, too, does her Health change, which may have some impact on the character’s well-being if she’s suffered any damage. This Contract lasts for the remainder of the scene, though the character may choose to end the Contract at any time before that. Exceptional Success: As with a normal success (as extra successes increase the versatility of the power), only the character’s Health remains at her regular score if she chooses to shrink herself.
Oddbody (••••) The changeling re-aligns her body’s makeup so that one particular feature becomes something other than human. Examples include forming bestial claws, growing skin like bark or elongating legs. Cost: 1 Glamour Dice Pool: Strength + Wyrd Action: Instant Catch: The changeling consumes the threads of a caterpillar’s cocoon. Roll Results Dramatic Failure: The clause fails hideously, maiming the changeling for a brief period of time. The character suffers two points of lethal damage and is unable to move for three turns. For five turns thereafter, she may move at only half her normal Speed. Failure: The Contract fails to provide the manipulated feature. Success: The changeling creates a unique bodily feature of her choosing. Whatever the feature, the mechanical effects must be one of the following (the changeling’s choice): • The feature acts as a natural weapon, granting a one lethal damage bonus. • The feature acts as natural armor, effectively duplicating the effects of chain mail (see p. 170 of the World of Darkness Rulebook). • The feature grants a +3 Speed bonus. • The feature grants a +4 Initiative bonus. • The feature renders the character immune to damage penalties. Whatever the feature is, it lasts for the remainder of the scene, until the changeling consciously chooses to revert her features back to their normal state, or until the changeling uses this clause again to gain a different feature. Exceptional Success: As with a standard success, only the Contract is so effective, the Oddbody effect confers the benefits of two features as described above.
Chrysalis (•••••) Under this clause, the changeling is able to become something wholly other than herself. She may take the shape of any inanimate object roughly her size, and thereby become that object. Cost: 1 Glamour Dice Pool: Strength + Wyrd Action: Instant Catch: The changeling must commission the creation of an object she wishes to mimic. Roll Results Dramatic Failure: The changeling succeeds only in distorting her body and causing herself grief during the process of transformation. Instead of becoming the object, the character blacks out from the pain of the change. She remains unconscious until the player succeeds at a Stamina roll, which may be attempted once each minute. Failure: The Contract fails to transform the character into the desired object. Success: The changeling transforms literally into the object of her choosing. The character acquires all the properties of that object, though with added mobility. For example, a character who becomes a man-sized rock is extremely durable and also extremely heavy, while a character who becomes a clock tells time as a normal clock would. A character may also combine this power with other powers that affect her Size or composition, as with Transfigure the Flesh, to allow her to vary the size of the object she becomes. Changelings who become objects in this fashion are limited to simple machines and basic materials. As well, they cannot become fanciful substances (though they can appear to be fanciful substances) or complex devices. Thus, a character is fine to become a canoe, a pillar of marble or a roulette wheel, but “a pile of stardust” or “a nuclear bomb made out of dark matter” is beyond the Contract’s reach. As an object, the character has a normal person’s sense of her surroundings. In addition, he has limited functional capacity in his purpose as the object — the roulette wheel could determine its own results, for example, the clock could set its own time and the canoe could propel itself into the current of a river. A chair could walk from place to place, bending its legs. The canoe could not fly, however, and the chair could not sprout “hands” at the ends of its arms or the pillar reshape itself into a statue. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes. Exceptional Success: The character may change from one object to another while the Contract’s power lasts as an instant action.
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Posted: Sun Jun 06, 2010 6:03 pm
Contracts of Smoke (anyone can learn)
The Wrong Foot (•) This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good Folk who left cloven-hoofed tracks or the scent of curdled milk behind them. Indeed, certain seemings even use this Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake or loathsome Tunnelgrubs who deliberately ooze a trail of slime to unsettle others. Cost: 1 Glamour Dice Pool: No roll is necessary. When The Wrong Foot takes effect, evidence of the changeling’s passing change to resemble something other than the visitation of a humanlike entity. This may be tracks similar to a bird’s three-toed foot, a bloody mist, drips of lavender extract — whatever the character chooses. Note that this Contract always creates the same result, so the character should think about how he wants this to manifest before the first time he uses it, and should clear it with the Storyteller before it comes into play. This substance or mark supersedes all other evidence of passage, so footprints will vanish but the slime-spray will take its place in every case, whether or not the ground was soft enough to hold a footprint. The Wrong Foot does not change the appearance of previously made marks, however. Therefore, this limits the practical application of the Contract in numerous situations, so many changelings have come to rely on The Wrong Foot to leave a sort of “calling card,” whether or not they wish to obfuscate pursuit. Once activated, this Contract functions for the duration of the scene. Action: Instant Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.
Nevertread (••) When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any other surface that would normally hold a mark. Likewise, his wet feet leave no prints on dry ground. Even grass trampled underfoot or flour scattered on the ground leaves no evidence of the changeling’s movements. Note that if the changeling remains present at the site of his Nevertread attempts, he may still be discovered by other means. This power does not render him invisible, it just obscures the signs left by his movements. Cost: 1 Glamour Dice Pool: Intelligence + Wyrd Action: Instant Catch: The changeling must have spent at least an hour barefoot within the past day. Roll Results Dramatic Failure: Instead of becoming more difficult to detect, the changeling makes a botch of the procedure, dragging mud or river-reeds or clumps of snow across his trail. Attempts to track the changeling suffering a dramatic failure on the attempt to invoke Nevertread occur at a +2 dice bonus, by whatever method they occur. Failure: The changeling is unable to obscure marks of his passage. Success: The changeling erases all traces of his passing. This may simply make it impossible to witness where the character has gone, or it may inflict a –2 dice penalty to attempts to track him, at the Storyteller’s discretion, based on the situation’s circumstances. Exceptional Success: For all intents and purposes, the character was never there. He’s impossible to track by the method of determining where he may have moved.
Shadowpatch (•••) Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him. Cost: 1 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day. Roll Results Dramatic Failure: Shadows actually recede from the character, making her more visible. The character suffers a –2 dice penalty to all Stealth-based dice pools that are based on sight (rather than any other sensory detection) for the duration of the scene. Failure: The Contract fails to function but otherwise creates no detrimental effect. Success: The character swaths himself with shadows that dampen light, sound, smell and other perceptual stimuli. For the remainder of the scene, he enjoys a +3 dice bonus to Stealth-based dice pools. Exceptional Success: The bonus is increased to +5.
Murkblur (••••) The changeling creates a smoky caul over the eyes of his subject, effectively blinding her. Naturally, the subject is aware of this, as her eyesight rapidly becomes so poor as to distinguish more than very bright sources of light. The changeling’s intended target must be within her line of sight for this Contract to work. Cost: 1 Glamour Dice Pool: Intelligence + Wyrd vs. Resolve + Wyrd Action: Instant Catch: The changeling swallows the eye of an animal or insect while invoking the Contract. Roll Results Dramatic Failure: The Contract fails spectacularly and painfully, causing a burst of light in the changeling’s own vision that stuns her for the following turn. Failure: The Contract fails to blind the intended subject. Success: The subject’s vision fades to darkness. The blindness lasts for the duration of the scene. Exceptional Success: As with a normal success, only the changeling can terminate the temporary blindness at any point of her choosing before the end of the scene.
Light-Shy (•••••) This clause grants the changeling the ultimate power of the Smoke purview: it makes him truly invisible. Even mechanical observers such as security cameras won’t detect him. Cost: 1 Glamour + 1 Willpower Dice Pool: Intelligence + Wyrd Action: Instant Catch: The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered. Roll Results Dramatic Failure: The character remains visible to everyone but himself. Indeed, he is wholly convinced that he is, in fact, invisible, and only interaction with an outside party will let him know the true nature of his lack of success invoking this Contract. Failure: The changeling remains visible, unaffected by the intended Contract. Success: The changeling becomes truly invisible, unable to be seen. It is as if the world genuinely believes he isn’t there — he won’t show up in photographs, on video cameras, on infrared scans, anything. This Contract affects only sight, however. If he coughs, the changeling may be heard, and if he smells of grave-dirt, the scent will continue to put people off in the vicinity. This power lasts for a number of minutes equal to the number of successes rolled, though the changeling may choose to voluntarily end the invisibility earlier that that at his discretion. Exceptional Success: As with a normal success, only the invisibility remains active for the duration of the scene.
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Posted: Sun Jun 06, 2010 6:05 pm
Contracs of Artiface (Wizened only)
Brief Glamour of Repair (•) With neither tools nor spare parts available, the character can still repair any device. More than half of the device must be intact for the character to use this Contract. The repair is almost always temporary. The changeling must perform or help perform the repairs to use this Contract. Cost: 1 Glamour Dice Pool: Wyrd + Craft Action: Instant or Extended Catch: The Contract must fix an item owned and used by another, which the character has never used. For example, the changeling using this Contract could repair a friend’s car the changeling had ridden in but never driven. Roll Results Dramatic Failure: The Contract damages the device or vehicle further, providing a –3 dice penalty to future repair attempts. Failure: The Contract fails to function but does no harm. Success: Even lacking tools and parts, the character repairs the device easily, which he can replace with leaves, sticks, bits of wire, tape or objects found in her pockets. In addition, if the repair requires an extended action, the Contract halves the number of total successes required. However, these repairs only last for the next full day. At the end of this time, the device reverts to the same state it was in before the Contract was used. Exceptional Success: The repair occurs as an ordinary success, except that the repair is as durable and functional as if performed using the correct parts and tools.
Touch of the Workman’s Wrath (••) The character can disable or even seriously damage a device or vehicle with a single touch. Cost: 2 Glamour Dice Pool: Larceny + Wyrd Action: Instant Catch: The owner of the device either stole or attempted to steal something of value from the changeling or attempted (maybe successfully) to cheat the changeling in a business deal. Roll Results Dramatic Failure: The device is unharmed, but to anyone watching, the character was obviously attempting sabotage. Failure: The Contract fails, and the device is unharmed. Success: By casually touching the device, the changeling damages it such that it requires minor repairs or adjustments to be used. These repairs require an extended action, with one roll made every minute. The number of successes needed to complete repairs is equal to the number of successes rolled + half of the changeling’s Wyrd score (rounded up). Exceptional Success: By casually touching the device for a turn, the changeling damages it such that it requires major repairs to be used. These repairs require an extended action, with one roll made every 10 minutes. The number of successes needed to complete the repairs is equal to the number of successes rolled + the changeling’s Wyrd.
Blessing of Perfection (•••) By briefly handling and adjusting a weapon, vehicle or other device, the changeling can bless an object, making it easier to use and more efficient. To use this clause, the changeling must tinker with the item for a few turns. The changeling can use the same Contract to bless any action (including all rolls of an extended action intended to repair, modify or build a device or computer program, treat an illness or injury or create a work of art. This clause can be combined with Brief Glamour of Repair. Using this Contract to help repair a device and blessing the same object requires two separate uses of this clause. Cost: 3 Glamour, or 3 Glamour + 1 Willpower Dice Pool: Wits + Wyrd Action: Extended (one roll per turn, eight successes needed) Catch: The changeling is blessing or repairing an object used and owned by someone the changeling does not know well, in return for some favor. Roll Results Dramatic Failure: The changeling accidentally curses the device, causing a –1 die penalty to all uses of it for the next full day. Failure: The clause fails, leaving the device unaffected. Success: The object gains a bonus equal to the changeling’s Wyrd to all die rolls made using it for the next full scene. If the changeling expends one point of Willpower and uses the power of Promise Leaves from the Hedge to further bless the item, this blessing lasts until the sun next rises or sets (whichever comes first). The Willpower and the Promise Leaves must both be used before the roll is made. The changeling can also use this clause to improve how he performs his various crafts. If the changeling uses this clause on an appropriate Crafts, Medicine or Computer action, he can add his Wyrd to all the roll or rolls involved. Exceptional Success: If this Contract is used to bless an object, the object gains the listed bonus for all die rolls made using it until the sun next rises or sets (whichever comes first). If the changeling expended one point of Willpower and used Promise Leaves when performing this Contract, the item gains a permanent bonus equal to half of the changeling’s Wyrd (round up). Alternately, if the changeling uses this Contract to bless a Crafts, Medicine or Computer roll action, she automatically adds an additional +2 dice bonus to the roll or rolls involved.
Unmaker’s Destructive Gaze (••••) The character stares hard for a moment at a vehicle, weapon or device, causing the object to cease working until the user unjams or restarts it. Cost: 2 Glamour Dice Pool: Presence + Wyrd Action: Instant Catch: The changeling has an opportunity to touch and examine the object for at least a minute. Roll Results Dramatic Failure: The fickle Contract temporarily improves the device. For a number of turns equal to the changeling’s Wyrd, all attempts to use the device gain a +1 die bonus. Failure: The Contract fails, and the device is unharmed. Success: When the changeling stares directly at a vehicle, weapon or other device within 20 yards, she causes it to briefly cease working. A car might stall, a gun jam or a computer crash. The user must spend a full turn making a normal repair roll (typically Intelligence + Crafts) with the object to restart, unjam or otherwise get it working again. The number of successes on the changeling’s roll acts as a penalty to the user’s roll. On a failure, he has not succeeded in unjamming the device but may attempt again on the next turn at the same penalty. No specialized skills, tools or spare parts are needed to restart the device. This Contract works equally well on items that have no moving parts, such as knives, which experience minor, easily repairable damage, for example, having their blade to slip from their handle that renders the item useless until repaired. Exceptional Success: The changeling’s glance causes the vehicle, weapon or other device to need minor repairs or adjustments before it can be used again. These repairs require 10 successes on an extended action, with one roll being attempted once every minute. Repair rolls suffer the changeling’s successes as a penalty.
Tatterdemalion’s Workshop (•••••) Although the powers of the fae do not create anything truly new, they excel at combining existing elements. This clause allows the character to create a complex and useful device out of unlikely parts, for instance, building a hovercraft from a motorcycle engine, an inflatable air mattress and some tubing and heavy gauge wire. The character can create the item swiftly and with unlikely tools and equipment, but in all cases the item must be possible and the parts must physically be able to be used in this manner. Wands that throw bolts of lightning or belts that lift the wearer by means of anti-gravity are impossible, as is building a car without anything that could be used as tires or an engine. Similarly, if the character wants to build a bomb, he must possess something explosive, and if he wants to build a suitcase nuke, he requires a large supply of plutonium. Cost: 4 Glamour or 4 Glamour + 2 Willpower Dice Pool: Wyrd + Crafts Action: Extended (the target number and frequency of rolls are variable) Catch: The changeling creates the vehicle or device in her own workshop with her own tools. A changeling must use a workshop regularly for it to count as hers. Roll Results but in the attempt he breaks one or more parts so that they cannot be used again. Failure: The Contract fails, and the various parts are unaffected. Success: The character can create a new device out of vaguely appropriate parts, such as a working ultra-light plane out of a lawn mower or motorcycle engine and some copper pipe and canvas, or a machine pistol out of a nail gun and some other mechanical parts. Creating this item is always an extended action. The character can make one roll every minute when building any small handheld item such as a pistol or a power drill, and every 10 minutes when creating a device as large as a small car, hang glider or ultra-light plane. Devices larger than Size 10 cannot be created using this Contract. The Storyteller sets the number of successes required to create this item, which varies from five to 10, depending upon the complexity of the device and the quality of available materials. This device functions for one scene as well as a normal device of the type being duplicated. If the changeling expends one point of Willpower and uses the power of an item from the Hedge to further bless the item, this blessing works until the next sunrise. At the end of this time, the item falls to pieces, and these pieces are sufficiently worn and tattered to be unusable. Exceptional Success: The device functions until the next sunrise. If the changeling also expends one point of Willpower and uses the power of an item from the Hedge to further bless the item, then the item is built sturdily enough to last indefinitely.
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Posted: Sun Jun 06, 2010 6:09 pm
Contracts of Darkness (Darkling only)
Creeping Dread (•) This clause causes those affected to become less resistant to fear or intimidation. The target or targets initially feels a mild shudder of fear and then becomes considerably more susceptible to any event that could make them afraid or intimidated, including anything that might trigger a Phobia derangement. Cost: 1 Glamour or 2 Glamour + 1 Willpower Dice Pool: Manipulation + Wyrd – Resolve Action: Instant Catch: The changeling is using this clause to frighten intruders into her dwelling. Roll Results Dramatic Failure: The target or targets gain +1 die to resist fear and are immune to this clause for the next scene. Failure: The Contract fails and has no effect on the target or targets. Success: The target or targets feel mild fear and experience a penalty equal to the changeling’s Wyrd to all Resolve or Composure rolls to resist fear or intimidation. If the changeling spends one point of Glamour, this clause affects one target the changeling can see clearly. If the changeling spends two points of Glamour and one point of Willpower, the clause affects everyone within three yards per dot of Willpower the changeling possesses. In both cases, this effect lasts for one scene. Exceptional Success: The penalty to rolls to resist fear is equal to the changeling’s Wyrd +2.
Night’s Subtle Distractions (••) This clause allows the Lost to avoid notice by enhancing physical conditions that limit perception. A dark night seems darker, background noises that obscure the changeling’s footsteps seem louder, distractions become more distracting and strong smells can even block a bloodhound’s ability to track the changeling. Cost: 1 Glamour Dice Pool: Wyrd + Stealth Action: Instant Catch: The clause is invoked outdoors at night. Roll Results Dramatic Failure: The targets are unaffected. Instead, the Contract affects the changeling and everyone she attempted to exclude from the Contract for the next scene. Failure: The Contract affects no one’s perceptions. Success: This clause affects everyone within 50 yards of the changeling. The changeling is not affected, and can also choose to keep anyone in physical contact with her from being affected. Everyone else within range doubles all environmental penalties to Wits rolls involving perception, including Wits + Composure rolls, as well as Wits + Skill rolls to notice events or Wit’s + Investigation rolls to intentionally search for something. In a quiet, well-lit room or hallway, there are typically no environmental penalties, and this Contract provides only a –1 die penalty to these rolls. This Contract affects perceptions, not actual environmental conditions. Darkness does not actually become darker, and sounds don’t actually become louder. Only the targets’ perceptions are changed. This clause lasts for the next scene and affects the individuals nearby when it is performed. If someone new arrives, she will be unaffected. However, anyone affected will continue to be affected, even if he moves more than 50 yards from the changeling. Exceptional Success: The Contract affects everyone in range that the changeling does not protect, including people who come within range later. The changeling does not have to be in physical contact with those she wishes to spare from the Contract’s effects.
Balm of Unwakeable Slumber (•••) This clause causes all sleeping targets the changeling can see or hear to be nearly impossible to wake. Targets remain sleeping through loud noises, or being shaken moderately, moved or even tied up, handcuffed and shoved into a car trunk. Targets awaken if harmed, but will otherwise remain asleep. When using this Contract on mortal targets, use the highest Resolve for all of them. Cost: 1 Glamour Dice Pool: Manipulation + Wyrd vs. Resolve + Wyrd Action: Resisted Catch: The target is asleep at home in his own bed, and the Contract is performed between sunset and sunrise. Roll Results Dramatic Failure: The target wakes up. Failure: The target’s sleep is unaffected. Success: When this clause is used on one or more sleeping targets that the changeling can see or hear, the target becomes almost impossible to awaken until the time they are accustomed to waking. The targets can be shouted at, picked up or manhandled without waking. However, anything that does one or more points of any type of damage instantly awakens the sleepers — repeatedly slapping targets or shaking them vigorously enough to hurt will also wake them up. Dense smoke, intense heat or other situations causing targets to cough, choke or fight for their lives will awaken them normally. Nothing else, including the screams of a terrified loved one, can break their slumber. Exceptional Success: When the targets wake up, they remain groggy for another full scene, suffering a –2 dice penalty to Speed, Defense and all actions.
Boon of the Scuttling Spider (••••) This clause allows the Lost to run along any solid surface, such as a wall or ceiling, like a scuttling spider. Cost: 3 Glamour Dice Pool: Wyrd + Athletics Action: Instant Catch: The changeling is climbing a wall made of stone or wood outdoors, at night. Roll Results Dramatic Failure: The character stumbles and must make a Dexterity + Athletics roll to avoid falling down. She cannot use this clause for the rest of the scene. Failure: The Contract fails to work. Success: The character can now walk and run along walls or ceilings or along slick or ice-covered surfaces that would normally be treacherous to attempt to cross. The character can only move along solid surfaces capable of supporting her weight. She can move at normal speed, and can attack, dodge and gains her full Defense while moving in this fashion. Exceptional Success: The character moves so swiftly and easily that she adds +1 to her Defense when using this clause.
Touch of Paralyzing Shudder (•••••) The character fills the target’s body with involuntary shudders of fear and revulsion that cause her to move in a slow and clumsy fashion. The target’s muscles respond more slowly and weakly, causing even the strongest and swiftest opponents difficulty. Cost: 2 Glamour + 1 Willpower Dice Pool: Presence + Wyrd vs. Resolve + Wyrd Action: Reflexive Catch: The target is both alone and already afraid of the changeling. Roll Results Dramatic Failure: The target is immune to this Contract for the rest of the scene. Failure: The clause has no effect. Success: The changeling must touch or be touching the target to use this Contract. The target’s Speed, Defense, Initiative and all of the target’s dice pools involving Strength and Dexterity are halved (round up). Exceptional Success: Round down when halving the target’s new Speed, Defense, Initiative, Strength and Dexterity pools.
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Posted: Sun Jun 06, 2010 6:15 pm
Contracts of the Elements (Elemental only)
These Contracts allow changelings to control the elements. Contracts of Elements are purchased separately, each Contract attuning itself to one particular element. For example, a character assigning all his beginning five dots in Contracts could purchase Elements •• (Water) and Elements ••• (Ice), or Elements • (Fire), Elements •• (Earth) and Elements •• (Metal). Purchasing more dots of any given Contract of Elements does not increase the others. However, the Elemental seeming’s affinity applies to all Contracts of Elements, allowing them to purchase multiple Contracts of Elements at reduced cost. In addition, learning new versions of already known clauses is half the cost (round down) of learning a new Contract. For example, a character with Elements ••• (Fire) and Elements •• (Smoke) could purchase the third dot of Smoke at half cost, as he already knows Control Elements (Fire). However, a character with Darkness •••• and Elements ••• (Mist) would not pay half cost for the fourth dot in Elements, as Darkness doesn’t provide the specific Calling the Element clause. The range of possible elements includes the traditional Western elements of Air, Fire, Water, and Earth, the five Chinese elements, and less traditional options such as smoke, electricity, glass or shadow. The only limit is that the element must have some direct physical manifestation, and must be a base material rather than a particular form of object. For example, electronic data is not a possible element and cannot be affected by any elemental Contract. Ceramics may be a possibility (such as for a clay-affinity Manikin), but “pottery” would not.
Cloak of the Elements (•) This clause protects the Elemental from the natural manifestations of any single element. The changeling becomes comfortable in weather associated with this element and is protected against damage by its more extreme manifestations. A character protected from fire has no trouble walking through Death Valley at noon in Summer, someone protected from water remains warm and dry during the worst thunderstorm, someone protected from wood can walk through thorny underbrush unharmed and at a normal walking pace and so on. In addition, the Cloak of the Elements protects the changeling against direct damage from the element in question. Against direct damage caused by the element in question, this clause subtracts one point of damage per point of the changeling’s Wyrd. Cloak of the Elements (air) would protect against damage suffered from being caught in a tropical storm or tornado, while an earth-cloak would protect against thrown rocks or falling to earth, a glass-cloak would protect against cuts made by broken glass and so on. However, the clause cannot protect against damage from objects created or modified with the intention of harming someone. The glass-cloak could shield its user against incidental damage from shards of fallen glass, but not against a beer bottle that was broken for the purpose of a bar brawl. A metal-cloak might protect against a fireplace poker, but not a sword or even a pipe that was detached for the purpose of serving as a weapon. The Cloak of the Elements lasts for a scene. Cost: 2 Glamour Dice Pool: None Action: Instant Catch: The changeling bears some symbolic representation of the element in question, such as a souvenir T-shirt depicting a mountain for earth or a small mirror for glass.
Armor of the Elements’ Fury (••) The character clothes himself in a frenzied and damaging manifestation of his chosen element, providing limited armor and damaging anyone who touches him. This Contract sheathes the character in fire, unnaturally cold ice, razor-sharp metal spikes, a crackling aura of electricity or something similarly dangerous. The character can control the extent of this manifestation, limiting it to her hands so she can attack others, start fires or cool drinks by touch, or she can completely cover herself with the element. This element does not harm the character or anything she is wearing. Cost: 2 Glamour Dice Pool: Dexterity + Wyrd Action: Instant Catch: The changeling touches the element when he invokes the clause. For ubiquitous elements such as air, the element must be fairly vigorous, that is, a strong breeze or the wind from a large fan. Roll Results Dramatic Failure: The element briefly harms the character, causing dice of lethal damage equal to the half the character’s Wyrd, which can be reduced by armor. Failure: The character fails to call up the element. Success: The character surrounds herself with a damaging manifestation of the element. The character does half of her Wyrd (round up) lethal damage by touch, and anyone or any object that strikes her suffers this same damage. The changeling cannot combine this attack with a punch or any other conventional brawling or melee attack. Instead, the character must use the element to attack the target. The dice pool for this attack is Dexterity + Brawling + half of the character’s Wyrd. This elemental sheath also provides the character with one point of armor useful against all attacks, including attacks by the summoned element. The character can cause the element to cover only a small portion of the character, such as one hand and forearm or her head, but attempting to reduce its size further causes the element to vanish and ends the Contract. Otherwise, the element surrounds the character for the next scene. Exceptional Success: The character can maintain this effect until the sun next rises or sets (whichever comes first) and can summon or dismiss the element during this time without ending the Contract.
Control Elements (•••) The changeling takes control of the element attuned to the Contract, causing the element to move and act in a directed fashion. A breeze blows in a specific direction, electricity in power lines turns on, off or surges to blow circuit breakers and wooden or metal chairs lurch slowly across floors. Cost: 3 Glamour Dice Pool: Manipulation + Wyrd Action: Instant Catch: The area is completely dominated by the element — air on top of a narrow bridge, water on a lake or ocean, fire in the middle of a forest fire, electricity at a substation or generator and so on. Roll Results Dramatic Failure: The element reacts in a wild, unpredictable and dangerous fashion for the next scene. Failure: The character fails to control the element. Success: The changeling successfully controls the element. The changeling must be within Willpower x 2 yards of the edge of the area of the element he wishes to control. The amount of element controlled can be determined from the following table: Successes Mass Volume (liquid) Area (gas or intangible) 1 success 20 lb. Milk jug 5-sq. yard area 2 successes 50 lb. Gas tank 10-sq. yard area 3 successes 200 lb. Bathtub 15-sq. yard area 4 successes 500 lb. Average Jacuzzi 20-sq. yard area 5+ successes 2,000 lb. Large hot tub 30-sq. yard area The character can shape any solid, gaseous or intangible element such as water, mist or fire into any simple form, making solid walls of water or hiding half a room in deep mist. However, she cannot create a vacuum in a room that is not airtight or perform similarly impossible acts. The changeling can also cause non-solid elements to move at a Speed of up to 20. When the changeling is manipulating solid elements such as wood, stone or metal, inflexible objects can only lurch or hop along at a speed of one yard per turn. The changeling can also control the operation of any mechanical (but not electric or electronic) device made primarily of her element. Objects that roll, or have joints, wheels or articulated legs can move as fast as a human with Strength and Dexterity both equal to half of the changeling’s Wyrd (round up). Flexible objects such as rope or wire can slither like a snake at a similar speed and can also trip or entangle anyone nearby. The material has an effective Strength equal to the number of successes rolled for purposes of tearing itself free of any containers or moorings; it is much easier to control a loose sheet of metal grating than to have metal reinforcements tear themselves free from concrete. Controlling electricity allows the changeling to control the operation of any electrical or electronic device that has access to a power source, even when turned off. This control including turning lights or alarm systems on or off and opening electronic locks, but not any sort of complex control. The changeling cannot increase the amount or power of the element present, but can direct it to move in unusual ways. He can cause a fire to burn or leap in a particular direction, create a breeze that blows only in part of a room or cause electric current to turn off a device or even arc out from a socket and shock someone standing nearby. Elements such as fire and electricity can do damage, but only as much as the amount present can normally do. However, the changeling can direct the element to attack anyone within range. The changeling controls the element for a scene. Exceptional Success: No additional bonuses.
Calling the Element (••••) The changeling calls the associated element from a distant location. The changeling must either know the location or see the source of the element he is calling and the element must physically move toward the character in as natural manner as possible — fire leaps, water splashes from a basin or falls as rain from the sky, wind blows, rock erupts from the ground…. If physical barriers prevent the element from reaching the character, it gets as close as it can, such as rain falling on the house that a changeling was in when he called water from the clouds. Once the element is present, the changeling must then use the Control Element clause if he wishes to also control the element. Cost: 4 Glamour Dice Pool: Wits + Wyrd Action: Extended (one roll per turn); the target number is five. Catch: The changeling is calling the element solely to awe and impress viewers, perhaps as part of a performance. Roll Results Dramatic Failure: The element moves in an erratic, perhaps dangerous, direction. Failure: The changeling fails to call the element. Success: The character successfully calls the element. The changeling can affect the same amount of the element he could control with the Control Element clause. The element comes toward the character or to any location within Wyrd x 10 yards of the changeling that the changeling designates. The changeling can cause fires to spread and leap in his direction, winds of speeds up to Wyrd x 10 miles per hour, to blow or cause electricity to arc from a junction box, or even down from the sky, if a lightning storm is occurring. Solid objects such as trees or lampposts that are attached to the ground or to some other object cannot break free, but can bend in the character’s direction. Unattached objects bounce or roll slowly toward the character. A changeling who controls metal could cause a vehicle made primarily of metal to roll toward them. Also, the changeling can cause stone or running water to erupt from the ground. The changeling controls the summoned element for one full scene. Exceptional Success: No additional advantage.
Become the Primal Foundation (•••••) The changeling literally becomes a living manifestation of the Contract’s associated element. The transformation takes only one turn. The character’s clothing and small objects close to his skin, such as phones or wallets, blend into this elemental form. Cost: 4 Glamour Dice Pool: Manipulation + Wyrd Action: Instant Catch: The character must sit and contemplate a large amount of the specific element for at least half an hour immediately before transforming. Roll Results Dramatic Failure: The changeling partially transforms into the element for a turn, suffers lethal damage equal to half of his Wyrd points, then reverts to his normal form. Failure: The changeling fails to change her form. Success: The changeling becomes a living embodiment of the element — a sentient breeze, an animate puddle or a living current in a river, a living, self-mobile fire, a small tree or a living, animate statue made of wood, stone, metal or glass. The character retains all Mental and Social Attributes and Skills. If she transforms into a solid element, for example, a statue of stone, this form has all of her physical attributes and Health, but she adds half of her Wyrd (round up) to her Strength and gains armor equal to half of her Wyrd. This increased Strength does not increase the character’s Speed. Characters who transform into air, water, fire or other formless elements have no physical characteristics but triple the character’s normal Speed. Elemental forms capable of damage either do lethal damage equal to half of the changeling’s Wyrd (round up) or bashing damage equal to the changeling’s Wyrd, depending upon the nature of the element. Fire always does lethal damage, while water and electricity always do bashing damage. To attack in elemental form, the character makes a normal attack roll using either Brawl or Weaponry (the character’s choice). Taking non-solid form makes the changeling largely immune from harm. If this element form is destroyed or seriously damaged (like a fire being extinguished), the changeling automatically reverts to his normal form. Due to the shock, the changeling also loses two points of Willpower and cannot use this clause for one full day. Otherwise, the clause lasts for one scene, at which point the character must once again assume his normal form. The character can voluntarily resume his normal form, but doing so ends the Contract. Exceptional Success: The character can remain in elemental form until the sun next rises or sets (whichever comes first), unless forced out of this form by damage to it. He can also end the effects at will.
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Posted: Sun Jun 06, 2010 6:19 pm
Contracts of Fang and Talon (Beasts only)
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. For example, a character assigning all her beginning five dots in Contracts could purchase Fang and Talon ••• (Canines) and Fang and Talon •• (Birds of Prey), or Fang and Talon • (Oxen), Fang and Talon •• (Equines) and Fang and Talon •• (Goats). Purchasing more dots of any given Contract of Fang and Talon does not increase the others. However, the Beast seeming’s affinity applies to all Contracts of Fang and Talon, allowing Beasts to purchase multiple Contracts of Fang and Talon at reduced cost. In addition, learning new versions of already known clauses is half the cost (round down) of learning a new Contract. For example, a character with Fang and Talon •• (Snakes) and Fang and Talon • (Lizards) could purchase the second dot of Fang and Talon (Lizards) at half cost, as she already knows Beast’s Keen Senses (Snakes). However, a character with Hearth ••• and Fang and Talon •• (Bats) would not pay half cost for the third dot in Fang and Talon (Bats), as she hasn’t yet learned the specific Pipes of the Beastcaller clause.
Tongues of Birds and Words of Wolves (•) The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water. Cost: 1 Glamour Dice Pool: Wyrd + Animal Ken Action: Instant Catch: The changeling gives the animal a new name. Roll Results Dramatic Failure: The character angers or scares the animal he tries to approach and cannot use this clause for one full scene. Failure: No communication occurs. Success: The changeling can speak to all animals of the specified type for the next scene. Exceptional Success: The animal feels affection and loyalty toward the character. The animal is actively helpful and volunteers information unasked if it considers that information important (so far as its intelligence allows).
Beast’s Keen Senses (••) The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation. Cost: 2 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The changeling sees or touches an animal of the type being imitated. Roll Results Dramatic Failure: The character’s senses become slightly muddied and confused. The character experiences a –1 die penalty to all Perception rolls for the next scene. Failure: The Contract fails, and the character’s senses are unaffected. Success: The character gains a +2 dice bonus to all Wits rolls relating to perception for the next full scene. In addition, he gains the chosen animal’s most notable sensory ability — a wolf or dog’s sense of smell, including the ability to identify people and track by scent, an owl or cat’s night vision and so on. If the character’s particular animal has no significant exceptional sense (such as a goat or monkey) , he instead gains a +4 dice bonus to all Wits rolls relating to perception. These bonuses last for the next full scene. Exceptional Success: The character gains an additional +1 die to all Perception rolls for the scene.
Pipes of the Beastcaller (•••) The changeling can command the animal specified in the Contract. The character can call any single animal of this type that she can see or hear, causing the animal to come rapidly to her aid, and then instruct the animal on what she wants it to do. Particularly small animals may be called in groups. The changeling can call and command up to a dozen tiny animals, such as rats, mice or small bats, if she can see or hear them all. Changelings can also call an entire hive of insects such as bees or wasps. The animal (or animals) obeys to the best of its ability, but its nature and intelligence might cause the animal to interpret its orders in unusual ways. The animal attempts to carry out commands for the next full day, after which it ceases to obey the character. The animal will not cooperate with anything obviously self-destructive, such as standing still in front of an oncoming car. Large groups of small animals such as rats or bees act as one and cannot be split up to perform different tasks. Cost: 2 Glamour Dice Pool: Wyrd + Animal Ken Action: Instant Catch: The changeling asks the animal to guard or watch the changeling’s dwelling. Roll Results Dramatic Failure: The animal either attacks the character or completely misunderstands the instructions and does the exact opposite of what he commands it to do. Failure: The character cannot communicate with or command the animal. Success: The animal can both understand the character’s wishes and obeys the character’s orders to the best of its abilities. Exceptional Success: The character retains an empathic bond with the animal, allowing him to roughly sense its location and emotional and physical condition. For the next full day, the character can spend one point of Glamour to communicate for one scene with the animal at any distance.
Tread of the Swift Hooves (••••) The character gains the Contracted animal’s mode of locomotion. This clause allows characters emulating unusually swift animals to run faster, characters emulating aquatic animals to swim better and faster and characters moving like flying animals to jump and glide inhumanly well. If the animal is noted for being able to move exceptionally well in several different ways, such as a type of monkey that excels at both climbing and jumping, the character must choose which type of movement he wishes to gain when he learns this clause and must learn a new version to gain the other ability. Cost: 2 Glamour Dice Pool: Dexterity + Wyrd Action: Instant Catch: The character is touching an animal of the correct type. Roll Results Dramatic Failure: The Contract fails. The character suffers a –1 die penalty to Speed for the scene. Failure: The Contract fails, and the character is unaffected. Success: The character gains the movement capabilities of the animal. Swift runners such as horses or dogs allow the changeling to double her Speed. Aquatic animals allow the changeling to swim as rapidly and as easily as she can walk or run and hold her breath 10 times as long (including any modifiers from the Strong Lungs Merit). Flying, gliding or jumping animals allow the changeling to quadruple her jumping distance and fall any distance without harm. Climbing animals such as monkeys allow the changeling to gain +5 to all climbing rolls and climb at five times normal speed. This enhanced movement lasts for one full scene. Exceptional Success: The character’s enhanced movement lasts until the sun next sets or rises, whichever comes first.
Cloak of the Bear’s Massive Form (•••••) The changeling can physically transform into the animal bound to the Contract. The transformation takes one turn. The character’s clothing and small objects close to his skin, such as phones or wallets, blend into this animal form. Cost: 4 Glamour Dice Pool: Manipulation + Wyrd Action: Instant Catch: The changeling is in the natural habitat of his associated animal and touching or within touching distance of at least one of these animals. Roll Results Dramatic Failure: The character partially transforms, becoming a clumsy half-human being who suffers a –2 dice penalty to all Strength and Dexterity pools and a –2 dice penalty to Defense and Speed. The botched transformation lasts until the character can take two consecutive turns to shift back. Failure: The Contract fails, and the character cannot transform. Success: The character successfully transforms into the correct animal. The character can remain transformed for up to a scene or can choose to revert to her normal form at any time. Transforming back into the normal form requires one turn, and ends the clause’s effects. The character’s Health alters if her Size and Stamina change. In animal form, the character automatically gains animal senses, exactly as if she had performed the eagle’s gleaming eyes clause. The creature’s Physical Attributes replace the changeling’s, but she retains her Social and Mental Attributes. Her Skills also remain the same. The changeling gains some measure of the animal’s instinctual drives and motor control, so she can run, fly or swim normally. While in animal form, the character can speak all human languages she knows, and can also communicate normally with animals of the species she has become. Exceptional Success: The character can remain transformed until the sun next rises. If she has taken the form of an animal with a smaller Size than her own, she retains her full Health as if her Size had not changed.
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Posted: Sun Jun 06, 2010 6:25 pm
Contarcts of Stone (Ogre only)
Might of the Terrible Brute (•) The character’s muscles bulge and ripple with added power. He may use his strength more effectively through a combination of leverage and brute determination. Cost: 1 Glamour Dice Pool: Strength + Wyrd Action: Reflexive Catch: The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort. Roll Results Dramatic Failure: The character strains his muscles and suffers a –2 dice penalty to his next action involving Strength. Failure: The changeling’s Strength is unaffected. Success: The changeling adds a number of additional dots to his Strength for this action equal to the number of successes rolled. Exceptional Success: The changeling also gains the 8 again quality for the next action he takes using a Strengthbased dice pool.
Ogre’s Rending Grasp (••) The character can focus his inhuman prowess against an inanimate object. Using this Contract, the changeling can rip down a wall with his bare hands or bash in the sturdiest door with a lead pipe. The changeling must either touch or be able to clearly see an object to use this clause upon it. Cost: 2 Glamour Dice Pool: Strength + Wyrd Action: Instant Catch: The changeling is attempting to remove a barrier, such as a door or a wall. Roll Results Dramatic Failure: The character strains his muscles, suffering a –2 dice penalty to all Strength-based dice pools for the next scene. Failure: The object’s Durability is unaffected. Success: The changeling subtracts one point of Durability per success achieved on the roll. Note that this clause does not affect the object’s Structure. The reduced Durability applies to all attacks on the object and lasts for one scene. Exceptional Success: No benefit other than that gained from 5+ successes.
Display Grandiose Might (•••) The Ogre can boost his Strength by a significant degree for tasks not involving combat. The character can run, climb, jump and lift heavy objects far more effectively than normal. Cost: 2 Glamour Dice Pool: Athletics + Wyrd Action: Instant Catch: The character is using this clause for the express purpose of showing off his physical or athletic prowess to others, perhaps to gain some prize or to win acclaim, but not for any more practical purpose. Roll Results Dramatic Failure: The character strains his muscles and functions as if his Strength was half normal (round down) for the duration of the scene. Failure: The character’s Strength is unaffected. Success: The character gains additional dots of Strength equal to his Wyrd. The character can only use this added might for non-combat purposes. If the character attacks an opponent, the affects of this clause instantly end. Otherwise, it lasts for one full scene and provides bonuses to Speed, to lifting objects, breaking down or holding back a door, climbing, jumping and all other Strength dice pools not including combat. Attempting to break inanimate objects does not count as combat. Exceptional Success: Along with bonuses already provided, the character gains the 9 again quality to all appropriate Strength rolls for the scene.
Gluttonous Feast of Health (••••) Ogres are noted for their prodigious appetites. The character can heal damage though the consumption of prodigious amounts of food and drink. Cost: 3 Glamour Dice Pool: Stamina + Wyrd Action: Instant Catch: The character is offered large amounts of food by a stranger. Roll Results Dramatic Failure: The character makes himself ill with the effects of gluttony and inflicts a point of lethal damage on himself. Failure: The character eats and drinks his fill but gains no special benefit from the effort. Success: Each success on the roll converts two levels of lethal damage into two levels of bashing damage or one level of aggravated damage into two levels of bashing damage. To use this clause, the character must spend at least an hour in an orgy of gustatory excess. The food’s quality is irrelevant — fast food is just as effective as a five-star feast. The character suffers no ill effects from this mass consumption of food. This clause automatically reduces the worst damage first. Exceptional Success: Other than more levels of damage being downgraded, no special bonuses.
Red Rage of Terrible Revenge (•••••) Transforming rage into physical prowess, the changeling is filled with passion and fury and gains unparalleled Strength and resistance from harm. Cost: 3 Glamour + 1 Willpower Dice Pool: Resolve + Wyrd Action: Instant Catch: The changeling is using this Contract to gain justice or revenge for a loved one being killed or badly hurt. Roll Results Dramatic Failure: The character becomes frightened rather than furious and attempts to flee combat if possible. If this is not possible, he suffers a –2 dice penalty to all actions for the next scene. Failure: The character fails to invoke the Contract. Success: Each success adds one each to the changeling’s Initiative, Stamina, Strength (which also adds to her Speed), gives him one point of armor, and reduces the wound penalty taken from both bashing and lethal damage by one. The character experiences rage and savage determination to gain victory over his enemies. While he knows friend from foe and can decide which weapons to use and whether to kill or capture an enemy, he will not retreat unless facing overwhelming odds and will never forgo an attack in order to dodge. This battle-fury lasts for one scene and may only occur during or immediately before a combat. Exceptional Success: No benefit other than that gained from 5+ successes.
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Posted: Sun Jun 06, 2010 6:28 pm
Contracts of Vainglory (Fairest only)
Mask of Superiority (•) The changeling convinces a single subject that she is his professional superior or someone of superior social status. This clause cannot compel anyone into obedience, only deceive him. Cost: 2 Glamour Dice Pool: Wyrd+ Intimidation – Resolve Action: Instant Catch: The changeling pretends to be a socialite or similar celebrity whose fame comes from high standing or good looks alone. Roll Results Dramatic Failure: The subject takes extra offense to the changeling’s obvious lies, perhaps viewing her as dangerously deluded. Failure: The illusion fails. The subject sees the changeling as she is. Success: The changeling can either convince the subject that she is a high-ranking person in the subject’s workplace, or simply that she is a celebrity, someone important and worthy of notice and respect. The changeling doesn’t control who the target sees, only the general “someone in his workplace” or “a celebrity.” If the subject is expecting someone important to come and talk with him, he assumes the changeling is this person. This Contract does not force any particular action on the subject, but most will behave deferentially. Along with this effect, every success rolled adds one bonus die to all Social rolls to impress, intimidate or command the target. This effect lasts for one scene or until someone else convinces the target that the changeling is not who she claims to be. Exceptional Success: In addition to the above effects, the target is firmly convinced of the changeling’s importance and will argue with anyone who claims otherwise. In his certainty, the target gains +1 die to all rolls to convince others of the changeling’s importance.
Songs of Distant Arcadia (••) Some Gentry keep slaves to provide them with more refined forms of entertainment. This clause allows changelings to become consummate performers, preternaturally skilled storytellers or inhumanly eloquent speakers. Cost: 2 Glamour Dice Pool: Presence + Expression Action: Instant Catch: The changeling is giving a performance in front of a wealthy and powerful audience. Roll Results Dramatic Failure: The character’s confidence in her ability is utterly misplaced. She receives a –2 dice penalty to all Expression or Persuasion rolls for the next scene, but believes she is giving an excellent performance. Failure: The changeling gains no bonus to speeches or performances. Success: The character gains a number of bonus dice equal to her Wyrd to all Expression and Persuasion rolls for the next scene. Exceptional Success: The changeling delivers an inhumanly excellent performance, adding a number of automatic successes equal to her Wyrd to her next Expression and Persuasion roll, as well as adding the usual bonus dice to all other Expression and Persuasion rolls for the next scene.
Splendor of the Envoy’s Protection (•••) The Gentry sometimes send the finest on diplomatic missions where they must be both impressive and difficult to harm. The changeling temporarily abandons the Mask, revealing her fae mien to all mortals (and other beings) within sight. However, using this clause does not harm the changeling’s Clarity, because his appearance dazzles mortals with amazing glory rather than confusing or frightening them. Mortals can clearly see they are talking speaking to a creature of inhuman appearance, but this merely impresses them to the extent that mortal onlookers are incapable of attacking the character except in self-defense. Cost: 3 Glamour Dice Pool: Presence + Wyrd Action: Instant Catch: This clause is invoked at a formal party containing at least a dozen people. Roll Results Dramatic Failure: The character appears clumsy and ill mannered, suffering a –2 dice penalty to all Presence or Manipulation rolls for the next scene. Failure: The character’s appearance is unchanged. Success: The character appears in her true form. Onlookers are awed, but not frightened. The character gains the equivalent of the four-dot version of the Striking Looks Merit. This bonus adds to any others, such as if the character already has the Striking Looks Merit. In addition, as long as the changeling does not brandish a weapon or attempt to harm anyone, ordinary humans cannot attack her. They can attempt to block her path, but they cannot actually harm her except by accident. Supernatural beings may attack the changeling by making a successful reflexive Resolve + Composure roll before each attack. This Contract lasts for one scene, unless the character attacks someone or aims a weapon at someone with threatening intent. Either action instantly ends the Contract’s effects, but the character can order others to attack without necessarily dispelling the effects. During this time, cameras and other electronic devices will not show or record the character’s true form. Afterwards, human onlookers still consider the changeling as striking and impressive, but either remember her appearance as a wondrous costume or forget that she looked at all inhuman. Supernatural onlookers remember the changeling’s true form, however. This clause affects everyone who sees the character during this scene, not merely those present when it was first invoked. Exceptional Success: This effect lasts until the sun next rises or sets (whichever comes first).
Mantle of Terrible Beauty (••••) The changeling appears in her fae mien to all onlookers in a fashion that makes her appear both frightening and terrible. Onlookers see the changeling as a great and terrible version of her normal seeming, but afterwards cannot remember the exact details of what she looked like, only that she filled them with utter terror. As a result, invoking this clause does not risk a changeling losing Clarity. Cost: 2 Glamour + 1 Willpower Dice Pool: Intimidate + Wyrd vs. the subject’s Composure + Wyrd Action: Contested Catch: The character is fighting a duel or some other combat that has been agreed upon in advance by both sides. Roll Results Dramatic Failure: The changeling looks harmless. All attackers gain confidence, giving them one additional die to all attacks on the changeling for the next scene. The changeling also cannot affect anyone within range until the sun next sets. Failure: The clause fails to invoke. Success: This clause affects everyone within three yards per dot of the changeling’s Wyrd. One contested roll may be made reflexively for a crowd of mortals based on the highest Composure present. Supernatural beings should each make their own resistance rolls. If the changeling rolls any successes, he fills the affected targets with a mixture of terror and awe. If he rolls more successes than a target, the person must flee the changeling’s presence in utter terror. Those who fail this contest but cannot flee are at a –2 dice penalty to all actions due to fear. They also cannot spend Willpower to gain three extra dice on any rolls, or +2 to any Resistance traits. (Willpower can be spent to activate capabilities or powers that require it, however.) Anyone who rolls as many or more successes as the changeling need not flee, but the changeling awes and frightens them, causing a –2 dice penalty to all rolls to attack or attempt to harm the changeling. The changeling also gains +2 dice to all rolls to Intimidate everyone within range. The changeling’s awe-inspiring appearance persists until the changeling decides to resume her normal appearance or until the end of the scene, whichever comes first. Record the number of successes rolled for the changeling when this clause is activated, and compare it to any rolled for newcomers to the power’s area of effect. This awe cannot be used selectively, and affects all characters near the changeling (save those bound to her by a motley pledge or who share her Court). This clause cannot be used more than once on any subject in a single scene. Exceptional Success: All who roll fewer successes than the changeling must either flee or cower helplessly until the awe ceases. Those who roll as many or more successes are at a –2 dice penalty to all actions.
Words of Memories Never Lived (•••••) The changeling gives a speech or performance, such as a song or play, which profoundly affects the minds of listeners within 50 yards of the changeling. Although the changeling can augment her voice with a microphone, videos or recordings do not contain the fae magic present in the actual in-person performance. Once the character succeeds in preparing the audience, she can begin weaving a speech or other performance that warps their memories and supercharges their emotions. Cost: 3 Glamour + 1 Willpower Dice Pool: Wyrd+ Expression + vs. the subject’s Composure + Wyrd Action: Extended and Contested (five successes; each roll represents one minute). If the changeling has not achieved the needed number of successes in a number of rolls equal to her Presence + Expression, the audience loses interest. One contested roll may be made reflexively for a crowd based on the highest Composure present. Supernatural targets may make their own resistance rolls. Catch: The changeling is attempting to convince the audience of something that she believes to be factually correct. Roll Results Dramatic Failure: The audience turns hostile. Those who are so inclined may turn to violence. Failure: The performance is uninspired and has no effect on listeners. Success: The character tells, sings or demonstrates an emotionally charged story. Listeners fall into a light dreamlike trance. The events of this story affect them deeply, and they remember the events being described either as having happened to them or as something they personally witnessed or heard from a trusted friend. The audience reacts to the described events as if to vivid reality, but will not likely take any action they would not normally perform under strong provocation. The changeling cannot control how the audience reacts to their new memories. The effects of this performance last until the sun next rises. A crowd verging on riot told a story about how the events angering them have a reasonable explanation will likely calm down and disperse. Similarly, the members of a peaceful community meeting could be moved to mob violence if told that a neighbor is secretly a serial killer plotting to kidnap and kill their children. Exceptional Success: The performance so completely touches the audience’s hearts that they follow any simple and not obviously foolish or suicidal suggestion that the changeling makes about how to react to the story.
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Posted: Sun Jun 06, 2010 6:36 pm
Spring Contarcts (Learn by court or court goodwill, there are two parts to every court)
Fleeting Spring-
Cupid’s Eye (•) This clause takes the first step in fulfilling a person’s desires — or teasing him and stringing him along — by revealing what those desires are. Prerequisites: None Cost: 1 Glamour Dice Pool: Wits + Wyrd vs. subject’s Composure + Wyrd Action: Contested Catch: The character has kissed the subject within the past 24 hours, or the subject’s object of desire is the character. Roll Results Dramatic Failure: The changeling receives false impressions, becoming absolutely sure that the subject’s desire is something it is not. Failure: The character cannot discern the subject’s desires. Success: The changeling learns one of the subject’s desires. See the suggested modifiers list that follows for specific depths to which this power can plumb. Exceptional Success: Exceptional success at Cupid’s Eye provides the character with two desires of the targeted level, or the knowledge that there is only one desire at that level.
Growth of the Ivy (••) Humans are fickle creatures, changing desires with the day or the season. This Contract allows the character to direct a subject’s desires somewhat. Prerequisites: Mantle (Spring) • or Court Goodwill (Spring) ••• Cost: 2 Glamour; add 1 Willpower for a supernatural subject Dice Pool: Manipulation + Persuasion + Mantle (Spring) – subject’s Resolve Action: Contested; resistance is reflexive. Catch: The character is acting to make the subject desire her or is doing so to resolve a pledge. Roll Results Dramatic Failure: The target develops an active dislike for or aversion to the subject of the intended desire. Failure: The subject’s desires do not change. Success: The subject’s desires change in a manner of the character’s choosing. See the suggested modifiers list that follows for guidelines on how a character may affect the target. The change lasts for one day per success rolled, though natural interaction may be able to prolong the desire beyond the point where the supernatural effect ends. Exceptional Success: The change is instead permanent. The inflicted desires remain until the character chooses to release them, and they may then become natural.
Wyrd-Faced Stranger (•••) The changeling appears as whomever the subject most desires to see at that moment. Prerequisites: Mantle (Spring) •• or Court Goodwill (Spring) •••• Cost: 2 Glamour Dice Pool: Presence + Subterfuge + Mantle (Spring) vs. subject’s Composure + Wyrd Action: Instant Catch: The character has recently offered food to the target and the target has accepted, or vice versa. Roll Results Dramatic Failure: The subject instead sees the character as the person he would least like to see right now. The character is not aware of the failure. Failure: The character appears as herself, and she is aware of the failed attempt. Success: The subject recognizes the character as the person he would most like to see at the moment. The character has no say over who she becomes, she just knows that she is recognized as the desired individual. This lasts for one scene. When using this power on a group of observers, the changeling chooses one as the subject but subtracts the highest Composure in the group from her roll. Success indicates that all observers see her as the same person. Acting in ways foreign to the visage donned allows reflexive Wits + Composure rolls from people who know whomever the character is pretending to be. These rolls suffer a dice penalty equal to the successes on the character’s activation roll but gain a +1 or +2 dice bonus for actions flagrantly out of character. Note that the changeling does not always appear as someone the subject knows. The character may appear to be the dark, handsome stranger the target was secretly wishing would appear and whisk her away or the “federal agent” that the beat cop wants to take a murder off his hands. In such cases, the changeling’s actual appearance becomes whatever the subject assumes the desired person would look like. Exceptional Success: The deception lasts as long as the changeling would like to maintain it.
Pandora’s Gift (••••) The changeling creates an object that another person truly desires out of nothing but emotion, dreamstuff and random materials. Prerequisites: Mantle (Spring) ••• or Court Goodwill (Spring) ••••• Cost: 2 Glamour Dice Pool: Wits + Craft + Mantle (Spring) Action: Extended (2+ successes, based on the complexity and size of the object; each roll represents 10 minutes of effort) Catch: The subject has recently (within one week) given the character a gift. This gift comes with no strings attached, including any expectation of this gift. Roll Results Dramatic Failure: The character creates the desired object, but it is destined to fail its wielder at an appropriately dramatic moment — the gun jams at the last minute, the masterpiece painting discolors in the sun or the key breaks off in the lock. Failure: The character makes no progress. Success: The character makes progress toward creating the desired object. The number of required successes is equal to the object’s Size + rough complexity, 1 being no moving parts and 10 being a high-precision pocket watch. Things created through this Contract last for the rest of the scene (or longer, based on modifiers) before returning to their original states. Until that time, they function perfectly as normal. Exceptional Success: The character makes significant progress toward creating the object.
Waking the Inner Faerie (•••••) The changeling makes a target pursue his greatest desires, regardless of other considerations. Prerequisites: Mantle (Spring) •••• Cost: 3 Glamour + 1 Willpower Dice Pool: Intelligence + Expression + Mantle (Spring) vs. Composure + Wyrd Action: Contested and Extended (subject’s Willpower in successes, one roll is made each turn); resistance is reflexive. Catch: The subject of the Contract has voluntarily and without coercion confided his desire(s) to the character. Roll Results Dramatic Failure: The Contract backfires, affecting the character for one scene instead of the subject. Failure: The character rolls fewer or equal successes than the subject. The character makes no headway. Success: The character rolls more successes than the subject and makes headway. If the character reaches the required number of successes, the target feels the immediate impulse to try to achieve one of his greatest desires. He abandons other responsibilities and rational thinking to obey that urge. See the list of suggested modifiers below for guidelines on the effect’s duration. Exceptional Success: The character rolls many more successes than the subject and makes great headway.
Eternal Spring-
Gift of Warm Breath (•) The character’s power rejuvenates a single living target, filling the target with energy and vigorous life. Prerequisites: None Cost: 1 Glamour Dice Pool: Resolve + Survival + Mantle (Spring) Action: Instant Catch: The subject of the Contract has freely offered the changeling some form of sustenance since the last sunrise. Roll Results Dramatic Failure: The subject suffers starvation and fatigue as if he had been without food and sleep for a number of days equal to the changeling’s Wyrd, and without water for half that long. (See the World of Darkness Rulebook, pp. 175–176 and 179–180, for information on such things.) For things that can endure longer periods of deprivation without penalty, increase the base time until they are adversely affected (cacti, for example). Failure: The character does not aid the subject. Success: The Contract’s subject gains energy. He becomes as healthy and alert as though he has just risen from a full night’s rest and had a full breakfast. All fatigue penalties disappear, and any bashing damage or damage suffered from food or water deprivation is fully healed. Exceptional Success: The subject gains +1 Stamina for the duration of the scene.
New Lover’s Kiss (••) The character calls a rain down from even a cloudless sky. Prerequisites: Mantle (Spring) • or Court Goodwill (Spring) ••• Cost: 1 Glamour Dice Pool: Intelligence + Survival + Mantle (Spring) Action: Extended (5+ successes; each roll represents five minutes of imploring the sky) Catch: A mortal human has commented, within the character’s hearing and within the past hour, that it looks like rain. Roll Results Dramatic Failure: The extended roll fails. It does not begin to rain, and the character cannot use this Contract again for 24 hours. Failure: The character makes no progress toward her goal. Success: The character progresses toward making it rain. The character chooses the number of successes required ahead of time. Five successes yields a light, pleasant rain. Every additional five successes increases the ferocity of the precipitation until, at 25 successes, the character summons a true deluge that could flood local lakes and rivers and wash away unsecured objects. Exceptional Success: The character makes exceptional progress toward her goal.
Warmth of the Blood (•••) The power of Spring is strong enough to heal injuries and soothe pain. This clause allows the changeling to channel the verdant might of Spring into a person’s body, mending his wounds. This power works only on living creatures of flesh and blood. Prerequisites: Mantle (Spring) •• or Court Goodwill (Spring) •••• Cost: 1 Glamour + 1 Willpower Dice Pool: Wits + Medicine + Mantle (Spring) Action: Instant Catch: The target has honestly professed a heartfelt and deep love, romantic or familial, for the changeling. Roll Results Dramatic Failure: The clause’s effects go astray. One point of damage is upgraded from bashing to lethal; if all wounds are lethal, one is upgraded to aggravated. Failure: The clause takes no effect. Success: Each success on the roll allows the changeling to downgrade one of the target’s lethal wounds to a bashing wound, or to remove one bashing wound entirely. Thus, a changeling who rolled four successes could turn two lethal wounds into bashing wounds (two successes) and then remove both bashing wounds (two more). Exceptional Success: The changeling may also use successes to convert aggravated wounds into lethal wounds. Each aggravated wound converted to lethal requires the expenditure of an additional point of Glamour.
Yesterday’s Birth (••••) The changeling endows a living object or creature with a season’s worth of growth and maturing in an instant. Prerequisites: Mantle (Spring) ••• or Court Goodwill (Spring) ••••• Cost: 1 Glamour or 3 Glamour + 1 Willpower dot Dice Pool: Wyrd + Medicine Action: Instant Catch: The character spills two drops of blood on the target object and cups it in her hands. Roll Results Dramatic Failure: The target object dies in an obvious manner. Seeds are immediately overcome with rot, and insects fall over with bloat. Birds or mammals of Size 2 or larger do not die, but are wracked with hunger. Failure: The target object does not grow. Success: The target object grows the same amount it would over a full season with optimal care. The object ends its growth as if it were in the height of Spring, so plants are flowering. Insects lay grubs in this time (if they are able), which also grow. Subjects of this Contract require a great deal of sustenance during or after the growth, equivalent to about three full days’ worth. Plants in soil of only moderate fertility or less may drain their resources and soon begin to wither. This clause can be used on human beings, but the changeling must pay three points of Glamour and one Willpower dot. This cost cannot be averted by invoking the clause’s catch. Exceptional Success: The target object experiences up to a full year’s worth of growth (as much between one season and one year as the changeling desires). The full cycle of the year is visible and may provide fruit or other benefits.
Mother of All Deaths (•••••) The character makes the region around her extraordinarily verdant and rouses it to fight on her behalf. Prerequisites: Mantle (Spring) •••• Cost: 3 Glamour + 1 Willpower Dice Pool: Presence + Empathy + Mantle (Spring) Action: Instant Catch: A man bled to death on this soil within the past year. Roll Results Dramatic Failure: The plants the changeling attempted to control turn on her. They make a single grappling attack on her each turn for the rest of the scene. See below for more details. Failure: Nearby plants gain a few years’ worth of new growth over the next few minutes, but most of it dries up within the next hour and the plants to not move abnormally. Success: Plants around the changeling grow at an extraordinary rate, quickly enough for vines, roots and the like to grow around people and entangle them. Each turn, the character may designate one grapple attack on any creature or target within 10 feet of a plant in her sight in addition to her normal action. She may sacrifice her normal action to designate two grapple attacks, and if she does that she may also sacrifice her Defense for a third. Plant grapple attacks use a dice pool of the changeling’s Wyrd + 1–3 equipment bonus for the plant (vines are excellent, branches less so). This lasts a number of turns equal to the changeling’s Wyrd rating. Over the next hour, all but one year’s worth of the new growth dies off. Exceptional Success: The plants fight for the character for the rest of the scene, and all new growth remains afterward.
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Posted: Sun Jun 06, 2010 6:42 pm
Summuer Contracts (court or court goodwill needed to learn, there are two parts to every court)
Fleeting Summer-
Baleful Sense (•) The character senses the greatest source of wrath nearby. Prerequisites: None Cost: 1 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The character is angry when he invokes this clause. Roll Results Dramatic Failure: The character becomes enraged, and the clause pinpoints only him. Failure: The character cannot locate wrath in his vicinity. Success: The character becomes aware of the greatest concentration of wrath (in any form) within a mile radius. He knows the direction and approximate distance, and approximately how many people are involved. Exceptional Success: The character also learns the cause of the anger and approximately how many people are intimately involved.
Goblin’s Malignance (••) The character redirects the subject’s wrath onto a new target, most likely himself. Prerequisites: Mantle (Summer) • or Court Goodwill (Summer) ••• Cost: 1 Glamour Dice Pool: Manipulation + Persuasion + Mantle (Summer) vs. Composure + Wyrd Action: Contested Catch: The current victim of the subject’s wrath owes the character a favor, or the subject has red hair. Roll Results Dramatic Failure: The subject’s anger redoubles, ensuring that she will focus on her victim for the rest of the scene. No attempt to change her focus works for that length of time. Failure: The character fails to redirect the subject’s wrath. Success: The character redirects the subject’s wrath onto a target of the character’s choice. The target must be present, and the subject must be aware of the target. As an exception, the character may always make himself the target of the subject’s wrath, which explicitly makes the subject aware of the character. Exceptional Success: Subjects of this clause rationalize the change of focus and anger to themselves after the fact. (“He was on her side,” “I knew he was talking trash about me,” etc.)
Friendless Tongue (•••) The character incites a person to uncontrollable wrath through innocent-seeming conversation. Prerequisites: Mantle (Summer) •• or Court Goodwill (Summer) •••• Cost: 2 Glamour Dice Pool: Manipulation + Subterfuge + Mantle (Summer) vs. Composure + Wyrd Action: Extended (successes required equal to the subject’s Willpower; each roll represents one minute of conversation with the subject); resistance is reflexive. Catch: The clause’s subject wears a ring on the left hand. Roll Results Dramatic Failure: The attempt fails. The subject realizes what the changeling is trying to do and reacts naturally. Failure: The character garners no successes. Success: The character gains successes. If his total number of successes equals or exceeds the subject’s Willpower, the subject becomes intensely incensed at whomever is the focus of his attention. This will often be the changeling, but in a group, the character’s comments may rouse anger at someone else principal in the discussion, or the subject’s attention could be on an old flame at the bar even while she listens to the character talk. Exceptional Success: The character is at +2 dice bonus when using other Fleeting Summer clauses on the subject for the rest of the scene, and +1 die bonus when using Friendless Tongue on the subject for the rest of the month.
Sundown Eyes (••••) The character drains wrath from those near him, calming even the most furious combatants. Prerequisites: Mantle (Summer) ••• or Court Goodwill (Summer) ••••• Cost: 3 Glamour Dice Pool: Presence + Socialize + Mantle (Summer) – subjects’ highest Composure Action: Instant Catch: The character is suffering wound penalties and has taken at least two points of lethal damage. Roll Results Dramatic Failure: The attempt to calm the situation backfires. Each of the character’s opponents gain a +1 die bonus to attack the character on their next actions. Failure: The attempt fails. Success: The character drains the wrath from the people nearby. Combat ceases and does not begin again for at least a number of turns equal to the character’s Wyrd. Add one die to attempts to make peace (or prevent a return to open combat) per success on the roll. The character may not use this Contract again for the rest of the scene. Exceptional Success: Combat ends. Even if the people involved cannot resolve their differences, they refuse to use violent means of interacting with one another for the rest of the scene. The character may not use this Contract again for the rest of the scene.
The Flames of Summer (•••••) The character drives his anger into the realm of rage, making it impossible to disturb and lending extra strength to his wrath. Prerequisites: Mantle (Summer) •••• Cost: 2 Glamour + 1 Willpower Dice Pool: Stamina + Animal Ken + Mantle (Summer) Action: Instant Catch: The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent. Roll Results Dramatic Failure: The attempt to inflame the character’s anger fails, and the character may not try again for a full week. Failure: The attempt fails. Success: The attempt succeeds. The character becomes implacable in his anger, incapable of being swayed by reason or calmed down for the rest of the scene. He attacks the targets of his wrath without hesitation or mercy and may not take rational or thoughtful actions. He adds a +2 dice bonus to all Physical rolls for the duration. The character also ignores all wound penalties for the duration and need not roll Stamina to remain conscious when his last wound box is marked with bashing damage. Exceptional Success: The bonus to Physical rolls rises to +4.
Eternal Summer-
Son of the Hearth (•) The character is comfortable in all temperatures, and may even heat a chamber with his power. Prerequisites: None Cost: 1 Glamour, or 1 Glamour + 1 Willpower (see below) Dice Pool: Wyrd + Survival Action: Instant Catch: The character spits on a fading ember or spark. Roll Results Dramatic Failure: Rather than remaining comfortably warm, the character treats his surroundings as very hot or very cold (whichever is more appropriate) and may not activate this Contract again. See the World of Darkness Rulebook, p. 181, for rules on temperature extremes. Failure: The character fails to keep out the cold or conquer the heat. Success: The character heats himself or expels excess heat to avoid growing too hot. He remains at a personally comfortable temperature. If he spends a point of Willpower, he can keep an entire room at the same temperature (and thus avail his companions of the same warmth). The effects last for one hour. Exceptional Success: The effects last for a full day. With the point of Willpower, the area around the character remains comfortably warm no matter what (i.e., heated air will not be lost when doors are opened).
Ulf’s Heart (••) The character shines the light of high Summer on his surroundings. Prerequisites: Mantle (Summer) • or Court Goodwill (Summer) ••• Cost: 1 or 2 Glamour Dice Pool: Strength + Occult + Mantle (Summer) Action: Instant Catch: It is within five minutes of midnight. Roll Results Dramatic Failure: The character becomes unable to see for five minutes. Failure: No light appears. Success: The character shines with a light as bright as the Summer noonday sun. The light illuminates an area 200 yards around the character and does not hinder his vision. It does significantly hinder any attempts at stealth the character may make. This is not true sunlight and cannot harm creatures susceptible to light (such as vampires), but it might frighten them. The light remains for the rest of the scene, but the character may spend two points of Glamour at activation to instead summon the light for a full hour. Exceptional Success: The character may also dim the light at will for the Contract’s duration, allowing at least the possibility of stealth
Noonday Grasp (•••) The character borrows some of Summer’s immense strength to increase his own. Prerequisites: Mantle (Summer) •• or Court Goodwill (Summer) •••• Cost: 2 Glamour Dice Pool: Stamina + Brawl + Mantle (Summer) Action: Instant Catch: The character eats a chunk of naturally formed ice. Roll Results Dramatic Failure: The character loses a dot of Strength for the rest of the scene. Failure: The character fails to bolster his Strength. Success: The character successfully increases his Strength by one point, plus one point for every three successes after the first (to a maximum of three points). Note that increased Strength may change other values, such as Speed. The increase lasts for the rest of the scene. Exceptional Success: The character also increases his Stamina by one for the rest of the scene.
Solstice Revelation (••••) Channeling the light of the sun at its most intense, the changeling reveals all that is hidden around him. Darkness and illusion can hide nothing from his gaze. Prerequisites: Mantle (Summer) ••• or Court Goodwill (Summer) ••••• Cost: 3 Glamour Dice Pool: Presence + Occult + Mantle (Summer) Action: Instant Catch: The changeling is using the power within five minutes of noon. Roll Results Dramatic Failure: The improperly channeled energy of Summer sears the changeling rather than revealing what’s hidden. The changeling takes one point of bashing damage, and receives a –2 dice penalty to any rolls involving vision for the remainder of the scene. Failure: The power of the sun eludes the changeling. Success: The character floods the area with light, up to a radius of 100 feet. Anywhere the light shines, the ability to hide or disguise oneself is reduced to a chance roll, and previously hidden or disguised characters must make a chance roll or lose their obfuscations. Those attempting to hide or disguise themselves with supernatural powers must make a Stealth + Wyrd roll (substituting Blood Potency, Primal Urge or similar Traits, if possessed) at –5 or lose the protection of those powers as well. Even the Mask flickers and weakens; anyone who could not normally see through the Mask may make a standard perception test to see the fae miens of any fae or tokens they look at. The light lasts for one turn per success, after which any characters may attempt to conceal themselves once more. Exceptional Success: The revelatory light lasts for two turns per success, and the changeling may choose to dismiss it at will.
The Lord’s Dread Gaze (•••••) Channeling the destructive power of the relentless Summer sun, the changeling sears his enemies with sunlight. Prerequisites: Mantle (Summer) •••• Cost: 3 Glamour (+ 1 Willpower, optional) Dice Pool: Dexterity + Athletics + Mantle (Summer) – subject’s Defense Action: Instant Catch: The character’s target is wearing or touching elemental gold. Roll Results Dramatic Failure: The character’s blazing strike misses his target, and the character’s lack of control causes him to strike something he had hoped not to harm. Failure: The beam of sunlight misses its target but fades to harmlessness without doing other damage. Success: A sunbeam heavy with potent Glamour lashes out from the changeling to strike his foe. It inflicts lethal points of damage equal to successes on the activation roll. If the changeling spends one point of Willpower, the damage is aggravated. Against creatures susceptible to sunlight, this attack may have additional affects (inflicting aggravated or additional damage, for example). The Ranges for this attack are 10/30/50 and inflict penalties as normal. Exceptional Success: No special benefits other than a great deal of damage.
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Posted: Sun Jun 06, 2010 6:48 pm
Autumn Contracts (court or court goodwill needed to learn, there are two parts to every court)
Fleeting Autumn
Witches’ Intuition (•) The character dredges knowledge of one fear from the subject’s mind or subconscious. Prerequisites: None Cost: 1 Glamour Dice Pool: Wits + Wyrd – subject’s Composure Action: Instant Catch: The Contract’s subject does not know the character’s name. Roll Results Dramatic Failure: The character fails to discern one of the subject’s fears. Worse, the next time the character speaks to the subject, the character will accidentally let the subject know one of hers. Failure: The character learns no fears. Success: The character acquires knowledge of one of the subject’s fears. See the list of suggested modifiers below for guidelines on what fear the character learns. Exceptional Success: The character learns two fears of the targeted level, if there are two such fears to be had.
Tale of the Baba Yaga (••) Through the course of conversation or oratory, the character makes a concept as supernaturally frightening as she can, instilling individuals or entire crowds with an unnatural fear of that thing. Prerequisites: Mantle (Autumn) • or Court Goodwill (Autumn) ••• Cost: 1 Glamour Dice Pool: Manipulation + Intimidation + Mantle (Autumn) – subjects’ highest Composure Action: Extended (one success per person to scare; each roll represents five minutes of fright-mongering) Catch: The unnatural fear the character evokes is based upon a myth, urban legend or actual threat with which all subjects of the Contract are familiar. Roll Results Dramatic Failure: The character does not influence her subjects as desired. Instead, they find her silly, and she suffers a –1 die penalty to all Social rolls to influence them for the rest of the scene or night (whichever is longer). Failure: The character fails to induce supernatural fear. Success: The subjects develop a temporary fear of the intended topic. Without further stimulus, this only manifests as some jittery conversation, on-edge whispers and a few people getting a thrill from the story. Should they be faced with a believable manifestation of that fear, this Contract evokes a supernaturally strong fear in all affected individuals. They are afflicted with mindnumbing terror, fleeing from the built-up monster for one turn per success. If they cannot flee, they cower (but are not denied Defense). Exceptional Success: The character’s seed bears a rich harvest. Add the character’s Wyrd rating to the number of turns the subjects must flee or cower.
Heart of the Antlion (•••) The character uses her Contract with Autumn to steel herself against all manner of fear, natural or supernatural. Prerequisites: Mantle (Autumn) •• or Court Goodwill (Autumn) •••• Cost: 1 Glamour Dice Pool: Resolve + Investigation + Mantle (Autumn) Action: Instant Catch: The character consumes a spider or other vermin that has literally been scared to death. Roll Results Dramatic Failure: The character becomes more susceptible to fear. Add two dice to any external attempts to scare her until the next sunrise. Failure: The character gains no special fortitude. Success: The character becomes strong against fear. Mundane attempts to frighten, scare or intimidate her automatically fail. Supernatural attempts to frighten her suffer a penalty equal to the number of successes scored on her roll. This lasts the rest of the scene. Exceptional Success: The protection lasts until the next sunrise.
Scent of the Harvest (••••) The character reassures friends and allies, protecting them against fear just as she protects herself. Prerequisites: Mantle (Autumn) ••• or Court Goodwill (Autumn) ••••• Cost: 2 Glamour Dice Pool: Presence + Expression + Mantle (Autumn) (– subject’s Resolve for any who resist) Action: Extended (one success per subject; each roll represents one minute of support) Catch: Two of the subjects’ greatest fears are each other. Roll Results Dramatic Failure: The attempt to bolster the character’s allies fails. The character cannot try again until the next sunrise. Failure: The character makes no progress. Success: The character makes progress. If she reaches the required number of successes, she completes the effort. Affected allies are completely immune to mundane efforts to scare them, and supernatural efforts suffer a dice penalty equal to the dice penalty the character took invoking the Contract. This lasts the rest of the scene. Exc e pt iona l Success: The protection lasts until the next sunrise.
Mien of the Baba Yaga (•••••) The character takes on the aspect of one of her subject’s great fears. Prerequisites: Mantle (Autumn) •••• Cost: 3 Glamour + 1 Willpower Dice Pool: Wits + Empathy + Mantle (Autumn) Action: Instant Catch: One of the subject’s great fears is actually the character. Roll Results Dramatic Failure: The character temporarily sees the subject as one of the character’s greatest fears. She suffers one point of bashing damage. Failure: The character fails to become her subject’s nightmare. Success: The changeling, to all observers, takes on the aspect of one of the subject’s great fears. The character cannot see what this is without a reflective surface. The subject of the Contract suffers points of bashing damage out of fear equal to the successes rolled, and may only flee or cower in fear for a like number of turns. He is not denied his Defense. This visage may frighten others as well, but holds no special power over them. (Except that it might, if used with Tale of the Baba Yaga, above.) Exceptional Success: The subject of this Contract loses a point of Willpower and loses access to his Defense until the end of the next turn.
Eternal Autumn-
Last Breath Isaac (•) The character brings a plant to its ripest point of the year, ready for harvest. Changelings often use this clause to gather food when necessary, but some also find it a way to gather more baneful fruits such as mistletoe berries. Prerequisites: None Cost: 1 Glamour Dice Pool: Manipulation + Wyrd Action: Instant Catch: The plant or tree is unclaimed, or the changeling has permission to harvest from it (to any degree). Roll Results Dramatic Failure: The plant withers a little and will bear no harvest for the next year and a day. Failure: The character fails to make the plant bear fruit. Success: Over the next minute, the plant bears a ripe harvest. A pumpkin plant grows a few plump pumpkins, an apple branch grows heavy with juicy apples and so on. This Contract can only affect parts of the plant around which the character can put her hand. She can affect the branch of an apple tree by putting her hand around it (and the entire branch from that point out is affected), but not the whole tree. Likewise, she could only target some branches of a blueberry bush unless she could circle her hand around its very base. Exceptional Success: The entire plant is affected, even when the character could only target a portion.
Withering Glare (••) The character can wither any plant to any degree with a simple glance. Her gaze will also sicken animals that cross her glare. Prerequisites: Mantle (Autumn) • or Court Goodwill (Autumn) ••• Cost: 1 Glamour Dice Pool: Presence + Science + Mantle (Autumn) Action: Instant Catch: The plant bears the changeling’s name (or common moniker) on it somewhere, carved into the bark or written on a tag. Roll Results Dramatic Failure: The character fails to harm the target and suffers one point of bashing damage. Failure: The character fails to affect the target. Success: The character makes the plant progress toward Winter or toward death as she desires, but she cannot make the plant grow more Spring-like or healthier. She may make the plant instantly shed its leaves or retract into a bulb as though it were the deepest Winter, or make it shed its needles, leaves or petals and completely dry up into a state of near-death. Plants forced into the Winter season remain alive and prove it with the advent of true Spring, but only the most skilled gardener could bring a plant back from near-death. If this clause is used against an animal, including a human being or even a supernatural entity, this clause inflicts one point of bashing damage for every success. Armor does not protect against the glare, though Defense still applies. Exceptional Success: The character can completely kill a plant. She may also choose to make the plant act as though it were Winter for a full year and a day, recovering only when Spring comes after that time.
Brother to the Ague (•••) The life of the world wanes with the advent of Autumn. This clause inflicts the same fate on a changeling’s enemy. Prerequisites: Mantle (Autumn) •• or Court Goodwill (Autumn) •••• Cost: 2 Glamour Dice Pool: Dexterity + Medicine + Mantle (Autumn) – subject’s Stamina Action: Instant Catch: The character can name two diseases that the subject has suffered (or is suffering) and one that the subject fears. Roll Results Dramatic Failure: Rather than enervating an opponent, the character loses energy herself. She suffers a –1 die penalty to all dice pools as if she had stayed awake for 30 hours straight and suffers one point of bashing damage as if she had been deprived of water for several days. (See the World of Darkness Rulebook, pp. 175–176 and pp. 179–180, for more information on water and sleep deprivation.) Failure: The character fails to weary the subject. Success: The subject takes one point of bashing damage per success, as from dehydration. In addition, he suffers a –1 die fatigue penalty to all dice pools for every two points of the character’s Wyrd (rounded up). The subject actually becomes tired, so his fatigue penalties only disappear after sleep. The subject does not actually become severely dehydrated, so his bashing wounds heal naturally. Exceptional Success: The subject actually does become dehydrated, so points of bashing damage inflicted through this Contract do not heal until the subject has rehydrated.
Riding the Falling Leaves (••••) The changeling becomes a temporary avatar of Autumn, transforming into a colorful spray of dry Autumn leaves. This ability is typically invoked to move inconspicuously or evade harm. Prerequisites: Mantle (Autumn) ••• or Court Goodwill (Autumn) ••••• Cost: 2 Glamour Dice Pool: Dexterity + Survival + Mantle (Autumn) Action: Instant Catch: The character catches a naturally falling leaf at the moment of the clause’s activation. Roll Results Dramatic Failure: The changeling’s innards temporarily transform into leaves, but not the entirety of her body. She takes two points of bashing damage from the shock. Failure: The transformation does not take place. Success: The changeling’s body transforms into a spray of dry Autumn leaves. Despite the fragmented physicality of this form, the changeling is still a single entity, and the leaves are highly resistant to being separated or scattered. These leaves are also resistant to damage, though the changeling can still be injured in this form. While in this form, she receives an additional six Defense; this does not apply to attacks that could conceivably damage a great many falling leaves at once, such as fire or being sucked into a large fan. The character may fly in this form at –3 Speed, gaining altitude on unseen thermals. She may also pass through openings too small to admit her ordinary form. However, while riding the leaf-form, the character cannot manipulate physical objects or cause any damage. Exceptional Success: The character’s Defense bonus rises to eight, and she may fly at her full Speed.
Tears of Autumn (•••••) The character calls a hailstorm from the sky, which can be light enough to just keep people off the streets or heavy enough to inflict major damage. Prerequisites: Mantle (Autumn) •••• Cost: 3 Glamour Dice Pool: Manipulation + Occult + Mantle (Autumn) Action: Extended (5+ successes; each roll represents 10 minutes of commanding the sky) Catch: The character holds a key encased in ice that finishes thawing at the start of the ritual. Roll Results Dramatic Failure: The attempt to command the weather fails. A localized hailstorm of the desired strength forms, just large enough to hover overhead of the changeling and drop hailstones on only her. This lasts for one full hour, and time spent indoors (or otherwise safe) does not count. Failure: The character makes no progress. Success: The character makes some progress. If she accumulates successes equal to or greater than the required number, the hailstorm begins anywhere within her line of sight. Five successes summons a minor hailstorm with stones that might sting but do no harm. For every 10 additional successes required, the character causes the hailstones to do one point of bashing damage to anything caught in them each turn, to a maximum of three points of bashing damage. The hailstorm lasts for a number of minutes equal to the changeling’s Wyrd, and covers an area equal to 100 yards radius per point of Wyrd. Exceptional Success: The character makes excellent progress.
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Posted: Sun Jun 06, 2010 6:54 pm
Winter Court Contracts (court or court goodwill required to learn, each court has two parts)
Fleeting Winter-
The Dragon Knows (•) The character can tell why a person is sorrowful, guessing her regrets with but a glance. Prerequisites: None Cost: 1 Glamour Dice Pool: Wyrd + Empathy – subject’s Composure Action: Instant Catch: The character looks into the subject’s eyes for a moment. Roll Results Dramatic Failure: The character cannot figure out why the subject is sad, but it afflicts the character as well. His mood lasts the rest of the scene and inflicts a –1 die penalty on his Social dice pools. Failure: The character fails to discover the subject’s regrets. Success: The character discovers the root of the subject’s sorrow. This Clause reveals only the cause of the sorrow the subject feels now, and returns no result at all (even if successfully used) if the subject is not currently experiencing sorrow (or sadness or another similar emotion). Exceptional Success: If the subject is not currently sad but was within the last hour, the character finds out the cause of that and why it ended.
Slipknot Dreams (••) The changeling forces a person to forget about her sorrows just long enough to deal with the matters at hand. Prerequisites: Mantle (Winter) • or Court Goodwill (Winter) ••• Cost: 1 Glamour Dice Pool: Manipulation + Subterfuge + Mantle (Winter) – subject’s Resolve Action: Instant Catch: The subject has accepted something from the character within the past 24 hours. Roll Results Dramatic Failure: The subject becomes even more sad, making it even more difficult to deal with her. Failure: The character fails to put off the subject’s sorrows. Success: The subject completely forgets why she feels sad, or even that she was sad just a moment ago. She acts as though everything were perfectly all right for a number of minutes equal to the successes rolled. Exceptional Success: The character may, if he so desires, cause the subject to remain blissfully ignorant for a full hour.
Faces in the Water (•••) The subject remembers a sad memory from her past and dwells on it, filling herself with sorrow. Prerequisites: Mantle (Winter) •• or Court Goodwill (Winter) •••• Cost: 1 Glamour Dice Pool: Intelligence + Investigation + Mantle (Winter) – subject’s Composure Action: Instant Catch: The subject is carrying a photograph (or other image) of an older relative or ancestor on her person. Roll Results Dramatic Failure: The attempt fails, and the subject is immune to the character’s Fleeting Winter Contracts for one full day. Failure: The subject remains unaffected. Success: The subject recalls one sad or painful memory, and it causes her sorrow. The character has no influence over what memory surfaces. The subject’s Social rolls suffer a dice penalty equal to half the number of the character’s successes; the same penalty is applied to people attempting to influence the subject. The recollection and sorrow last for one scene. Exceptional Success: The character may also choose to trigger another such event (which may or may not be a different memory) at a set time within the next 24 hours.
Fallow Fields, Empty Harvest (••••) The character eliminates a person’s ability to experience positive emotions for a significant period of time. Prerequisites: Mantle (Winter) ••• or Court Goodwill (Winter) ••••• Cost: 2 Glamour Dice Pool: Manipulation + Intimidation + Mantle (Winter) vs. Composure + Wyrd Action: Contested; resistance is reflexive. Catch: The character has made the subject happy (or happier) within the last 10 minutes. Roll Results Dramatic Failure: The subject remains capable of positive emotions and becomes immune to the character’s Fleeting Winter Contracts for one full day. Failure: The character does not affect the subject. Success: The subject loses all capability to experience positive emotions such as joy, happiness and variations thereon for one day per success rolled. She becomes unable to regain Willpower by acting on her Virtues or Vices, and suffers a –2 dice penalty to all Social rolls. Exceptional Success: The subject’s positive emotions remain deadened until the changeling releases them.
Every Sorrow a Jewel (•••••) The character magnifies the emotions of a person already feeling sorrowful to such extremes that the subject becomes incapable of taking any action. Prerequisites: Mantle (Winter) •••• Cost: 3 Glamour + 1 Willpower Dice Pool: Manipulation + Persuasion + Mantle (Winter) vs. Composure + Wyrd Action: Contested; resistance is reflexive. Catch: The subject has tasted one of the changeling’s tears. Roll Results Dramatic Failure: The subject remains only moderately sad, but the character is momentarily overcome with great sadness. He loses his Defense until his next action. Failure: The character fails to inflate the subject’s emotions. Success: The subject’s sorrow grows to unmanageable proportions. She can do nothing beyond curl up and feel terrible for a number of turns equal to the successes rolled. The subject may take no actions and may not move but retains her Defense. This Contract affects only subjects already feeling sorrow. Exceptional Success: The subject’s emotion so overwhelms her that she loses her Defense for the Contract’s duration.
Eternal Winter-
Jack’s Breath (•) The character cools a room considerably, or an area roughly the size of a room. Prerequisites: None Cost: 1 Glamour Dice Pool: Wyrd + Survival Action: Instant Catch: The character hears someone shiver or tastes someone’s sweat. Roll Results Dramatic Failure: The room grows warmer instead of colder. Failure: The character fails to cool the room. Success: The room cools by a degree decided by the character before the dice roll. See the list of suggested modifiers below for guidelines on how far a character can reduce the temperature, and in how large a room. The cooling lasts for one scene before the room gradually returns to normal temperature. Exceptional Success: The cooling lasts as long as the character desires before returning to normal.
Touch of Winter (••) Liquid freezes with just a caress of the changeling’s fingertips. Prerequisites: Mantle (Winter) • or Court Goodwill (Winter) ••• Cost: 1 Glamour Dice Pool: Intelligence + Science + Mantle (Winter) Action: Instant Catch: The character first spells out a name or idea he hates with the liquid on a dry surface. Roll Results Dramatic Failure: The character’s hand grows very cold, and the character suffers a point of bashing damage from early frostbite. Failure: The character fails to freeze the liquid. Success: The liquid freezes over. The liquid has an effective Strength (for purposes of supporting people on a frozen pond, for example) equal to the number of successes rolled. (See the World of Darkness Rulebook, p. 47, for Strength and weight information.) This Strength is effective over a few square feet, not the entire surface, so a group can walk across the frozen pond as long as they give each other distance. A character may distribute his weight (cutting it approximately in half) by lying down on the frozen surface. See the list of suggested modifiers for guidelines on the area this Contract freezes. The liquid’s surface remains frozen until it melts naturally. Exceptional Success: The character may instantly return the frozen liquid to its original liquid form, as long as he chooses to do so within the same scene.
Riding the Devil’s Jawbone (•••) The character surrounds himself with an aura so cold that it can disable his enemies. Prerequisites: Mantle (Winter) •• or Court Goodwill (Winter) •••• Cost: 2 Glamour Dice Pool: Dexterity + Stealth + Mantle (Winter) Action: Instant Catch: There is a bell ringing within 20 feet of the character. Roll Results Dramatic Failure: The character grows instantaneously cold himself, suffering two points of bashing damage. Failure: The character fails to activate the clause. Success: The character blankets everything within 20 feet under a cloak of intense cold. Anyone other than the character within that field, which moves with him, suffers a –1 die penalty to all actions while in the freezing aura. Multiple changelings invoking this clause do not increase the level of cold, but the penalty may increase with further exposure. For every five turns someone spends inside the aura (cumulative), that penalty increases by one. Penalties immediately disappear when the aura fades or when a person steps outside the aura, but return at full current strength if the person is again caught inside it. The field lasts for a number of minutes equal to successes on the roll, or until the changeling falls unconscious or dies. Exceptional Success: The field lasts the entire scene, or until the changeling falls unconscious or dies.
Fallen from the Timbers (••••) The character calls a great shaft of cold air and partially frozen particles to materialize above an enemy and fall upon her. Prerequisites: Mantle (Winter) ••• or Court Goodwill (Winter) ••••• Cost: 3 Glamour Dice Pool: Dexterity + Athletics + Mantle (Winter) – subject’s Defense Action: Instant Catch: The Contract’s target wears silver jewelry that has religious meaning for her. Roll Results Dramatic Failure: A small wind of sharp ice particles cuts the character and causes one point of lethal damage. Failure: The character fails to materialize his attack. Success: The blast of cold and ice inflicts points of lethal damage equal to the successes on the roll. The target of the attack also suffers a –1 die penalty to all actions for the rest of the scene due to the extreme chill. Exceptional Success: The attack inflicts a great deal of damage. The penalty from cold escalates to –2.
Witch’s Paradise (•••••) The changeling summons a lasting snowstorm over an extended area. Prerequisites: Mantle (Winter) •••• Cost: 3 Glamour + 1 Willpower Dice Pool: Presence + Occult + Mantle (Winter) Action: Extended (5+ successes; each roll represents five minutes of exhorting the sky) Catch: The moon is in the sky, and the character can hear a wolf howling. Roll Results Dramatic Failure: The attempt fails. The weather lightens and gets a little warmer. Failure: The character makes no headway. Success: The character makes some headway. If he accumulates the required number of successes, the snowstorm begins. Five required successes summons light flurries over a one-mile radius for one hour. Each additional five successes drops the temperature by 10 degrees Fahrenheit, increases the wind strength by five miles per hour, doubles the storm’s radius or increases the duration by one hour. Exceptional Success: The character makes great headway.
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