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EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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)****
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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.  
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
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EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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.  
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
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  • Autobiographer 200
  • Dressed Up 200

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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.  
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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.  
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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.  
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: 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.  
PostPosted: 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.  

EternalValkyrie
Captain

8,675 Points
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EternalValkyrie
Captain

8,675 Points
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PostPosted: 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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