Wyrd-Linked Contract Bonuses:
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 (11)
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.
**Solomon Special Friend Bonuses: One answer can be guided by his intentions while activating.
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.
Suggested Modifiers
Modifier |
Situation |
–1 | The changeling has never witnessed the local Hedge before, as with visiting a new freehold or otherwise fnding the “Hedge-scape” vastly different than what she may have expected. |
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 (10)
Action: Instant
Catch: The changeling must stand or sit beside her subject, touching her own temple and that of the dreamer.
**Solomon Special Friend Bonuses:Solomon's rolls to conceal Dreamscaping receive +1.
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. 198).
Exceptional Success: No additional effect.
Suggested Modifiers
Modifier |
Situation |
–1 | The changeling isn’t in the immediate physical vicinity of the subject. |
+1 | The changeling knows the subject at least superficially, having exchanged words or introductions with him at least once. |
+3 | The changeling has a close, personal relationship with the dreamer. |
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.
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.
**Solomon Special Friend Bonuses: +1 to initiative (bonuses don't stack if cast both offensively and defensively, only get +1)
This clause now has some soft limits to prevent rampant abuse.
The objects created with Cobblethought are made of entirely mundane materials and have no supernatural qualities.
A changeling can only maintain a number of permanent dream objects equal to their Resolve+Wyrd (11). Further, they can make one or more of these objects vanish into smoke as a reflexive action, no roll required.
**Solomon Special Friend Bonuses: +1 to max permanent cobblethoughts (12), +1 per dice to rounds of duration (+3 seconds)
6/9/12/15/Permanent = 2 rounds/3/4/5/Permanent
=================
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 look 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. ((Peter said he'll accept me controlling general dream content of unimportant NPCs when using cobblethought; I can also try pulling more general concepts and get the dreamer's closest approximation to it i.e. a shield or wall for 'protection'))
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 (11)
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.
*Can fulfill catch with Motley - Friendship Bracelet made from pillowcase threads
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 rife 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. (3sec x successes) (3sec x successes)+3sec = 6/9/12/15/Permanent
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.
Suggested Modifiers
Modifier |
Situation |
–2 | The changeling attempts to draw something from a dream that has seems too fantastical to exist in the real world (a gemstone made from crystallized starlight, the feathers of Pegasus). |
–2 | The changeling attempts to draw forth a very specific idea, appearance or item, such as the exact likeness of a dream-tormentor, or the locket the dreamer had when she was five years old that held her parents’ photographs. |
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 (11)
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. EX: Paper airplane, origami, whittled objects
**Solomon Special Friend Bonuses: After going through someone's dreams, the dreamer at the destination stays asleep even against attempts to wake them up for a few minutes, as per the Darkness 3 contract.
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.
Suggested Modifiers
Modifier Situation
–3 The changeling is rushed or fleeing and thus doesn’t have time to gently part the veil of sleep (jeopardizing the slumber of the dreamer and the function of the Contract therefore).
+1 The changeling personally knows the dreamer at the beginning point of the journey.
+1 The dreamer at the point of entry is having particularly noteworthy dreams (whether of a pleasant or terrifying variety).
These contracts give the Gentry power over all things quiet and still. Changelings can use them to quell a raging mind, quiet a rude voice, and of course to make no noise at all.
The noise of the world fades away as the changeling focuses their hearing on a certain few sounds.
Cost: 1 Glamour
Roll: Investigation + Wyrd (14, 9-again)
Action: Instant
Catch: The changeling is fleeing from active pursuit
Roll Results
Dramatic Failure: The changeling’s focus becomes scattered and prone to distraction. Their Initiative is reduced by –3 for the scene.
Failure: Nothing happens.
Success: The character’s surroundings are drowned out, leaving just a handful of crystal-clear sounds. Each success allows the character to pick one sound that they wish to hear: footsteps, shouting, one conversation at a party, etc. As the magic takes effect, those sounds are drawn to the forefront at the expense of everything else.
The changeling can ignore environmental penalties that make the chosen sounds harder to hear. In return, any sounds they didn’t choose suffer an additional –5 penalty on top of any existing environmental penalties. This is not limited to perception-like tests, either. For example, identifying the model of a firearm by the sound of its report is much harder if the changeling did not choose “gunshots” as a focused sound. The only environment modifier not affected is distance: this clause does not magnify sounds, it only dampens unwanted ones.
Each chosen sound must be fairly narrow. When stealing from a house, for example, the changeling cannot pick “the owner coming home” because it encompasses different types of sounds. Instead, they could choose “locks” and “footsteps”. If the changeling is trying to focus on a conversation, they can only hear a number of participants equal to their Composure + 1 (6). Any participants left over are muted as background noise.
The changeling can end the contract’s effect any time. Otherwise, it lasts for the rest of the scene.
Exceptional Success: The character is hyper-alert and their muscles twitch with eagerness. Besides the normal benefits of five or more successes, their Initiative is increased by +2 for as long as the contract lasts.
With a glance, the changeling’s victim falls mute. Loud shouts or yells are hoarse and quiet, and normal speech becomes nothing but a whisper.
The changeling can only activate this contract against someone who is less than 5 yards away.
Cost: 1 Glamour
Roll: Larceny + Wyrd - subject’s Stamina (10-Stam)
Action: Instant
Catch: The changeling can see or hear a house cat as they activate the contract.
Roll Results
Dramatic Failure: The changeling’s tongue swells in their mouth. Intelligible speech is nearly impossible for the scene, though they have no trouble being heard.
Failure: The subject’s speech is unaffected.
Success: The subject’s voice becomes very soft. Even nearby, it’s hard to notice that they’re talking. Anyone within 5 yards suffers a -3 penalty to hear the victim speak, yell, or make other vocalizations. Those further away cannot hear the subject at all. Only speech is quieted by this contract. Any other sounds the victim makes are as loud as normal.
Once active, the contract remains in force for the rest of the scene unless the changeling takes pity on their victim and ends the effect early.
Exceptional Success: When the changeling’s victim tries to speak, nothing comes out. They cannot be heard at all, even by someone standing right next to them.
Suggested Modifiers:
Modifier |
Situation |
---|---|
+1 | The subject just interrupted the changeling during a conversation |
–1/dot | The subject has one or more dots of Fame |
–3 | The subject is addressing a large audience |
Some changelings learned this curse under the tutelage of Arcadian torturers who used it to keep too-bright vassals in line. Others found it on their own in a scrambling attempt to bring relief to a mad friend. Its power subdues the heights of brilliance, quieting Intellect and the great madness that comes with it.
Cost: 2 Glamour
Roll: Presence + Wyrd vs. Resolve + Wyrd (10 vs Res+Wyrd)
Action: Instant
Catch: The changeling lost *WON a game of strategy to the subject in the last week.
(*wording changed to prevent abuse against enemies but still benefit shielding allies at a legitimate cost).
Roll Results
Dramatic Failure: The changeling suffers from the curse of this clause, but does not gain its boon.
Failure: The subject’s mind is not affected.
Success: Thick fog clouds impair the subject’s mind. At the same time, they are relieved of whatever madnesses they may suffer. Until the scene ends, checks involving a mental attribute or skill (except Perception checks) suffer a penalty equal to half the changeling’s Wyrd (rounded up), but all rolls to avoid triggering an existing derangement automatically succeed.
Exceptional Success: The changeling may choose to invoke just one of the contract’s effects: the curse or the boon. Of course, they can pick both as usual.
If inflicted, the curse is also strengthened: the subject now suffers an additional -1 to all affected rolls.
In the deep dark of Arcadia, even the smallest sound can get you killed. This clause bestows the virtue of perfect silence upon its user.
Cost: 2 Glamour
Roll: Dexterity + Wyrd (11)
Action: Instant
Catch: The changeling breaks a baby rattle while activating this contract
Roll Results
Dramatic Failure: The changeling is cursed with unending noise. Their body and possessions find ways to make sound with even the slightest motion. Attempts to remain unnoticed that rely on quietness are reduced to a chance die.
Failure: Sounds from the changeling and their possessions are not dampened.
Success: The changeling makes no noise for the scene, and neither do their clothes or possessions. They can still talk, but only in a ghastly whisper.
Certain loud tools (guns, gongs, airhorns, etc.) can only be dampened by this contract, and remain somewhat audible. The remaining noises are soft enough to impose a -3 penalty on perception tests to notice them, and cannot be heard at all from farther than 100 yards away. This magic stacks with and improves the effect from a gun’s suppressor.
The contract only extends to sounds that the changeling directly makes. Breaking a window with a hammer, for example, is only partially suppressed. The initial smash is silent, but the tinkle of falling shards can still be heard. Other creatures are never silenced by this contract. The second clause, Silence the Tongue must be used instead.
Exceptional Success: Even indirect sounds made by the changeling are now silenced. A heavy box dropped down the stairs lands without a thud, and the tinkling glass from a broken window makes less noise than a feather.
The most powerful of the midnight fae do not bother to kill. That’s best left to hunters and dogs. Their victims instead find the world turned against them, alone in a crowd of former friends. Lovers are eternally preoccupied, family is always busy, and no one comes when they call for help.
Cost: 2 Glamour + 1 Willpower
Roll: Subterfuge + Wyrd (16) vs. Presence + Wyrd
Action: Instant
Catch: The changeling has possession of some token of affection given to the subject by their lover.
Roll Results
Dramatic Failure: The changeling finds themselves temporarily barred from some organization they have joined. The bowling club won’t let them in, BJs refuses their purchases, or in extreme cases an entire fae Court will refuse to honor their standing.
Failure: The subject is not affected.
Success: The subject of this contract finds themselves surrounded by indifference for the scene. Everyone who would otherwise care about their plight turns away, their apathy enforced by magic. Close allies, friends, lovers, family, they all have better things to do. Informal debts and favors are ignored. Only magically-enforced obligations (like the Tasks of a Pledge) are respected, and then only with minimal effort. The subject’s enemies, on the other hand, are as attentive as ever.
Selfish interest is all that matters, no matter how desperately the victim pleads. They can usually force others to at least acknowledge them by being very annoying. Such antagonistic actions work as normal, but all other social actions are reduced to a chance die.
People bound to the subject by the Alliance task of a pledge are a little easier to work with. Instead of a chance die, the subject rolls a number of dice based on the most powerful Alliance they have with the other person:
Dice |
Alliance |
---|---|
1 | Lesser |
2 | Medial |
3 | Greater |
The easiest to work with are people who are currently under some magical effect that protects against indifference. Since this contract works by manipulating emotions, it can be countered by such magical protections. The subject’s rolls are not unaffected when interacting with these people.
If they wish, the changeling can end this clause prematurely.
Exceptional Success: The subject’s isolation lasts until it is burned away by the sunrise.
Suggested Modifiers:
Modifier |
Situation |
---|---|
–1 | The subject has at least three dots of Status in any organization |
–1/dot | The subject has one or more dots of Fame |
Cloak of the Elements (Water, Fire) •
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.
Immune to natural effects of element, but not any weaponized form.
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd (11)
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. Solomon has taken to carrying a water bottle or flask of water with him for this purpose.
Results
Dramatic Failure: The element briefly harms the character, causing dice of lethal damage equal to 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: 4) 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.
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.
Suggested Modifiers
Modifier | Situation |
+1 | A large amount of the element is present when the Contract is invoked. For ubiquitous elements such as air, the element must be particularly vigorous, for example, a gale wind. |
-1 | None of the element is present when the Contract is invoked. |
Cost: 3 Glamour
Dice Pool: Manipulation + Wyrd (10)
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.
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 (18) 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. Objects have 3 Str and Dex, tears free with Str equal to successes.
Successes | Mass | Volume (liquid) | Area (gas or intangible) |
1 success | 20 lb | Milk jug | 5-yard2 |
2 successes | 50 lb | Gas tank | 10-yard2 |
3 successes | 200 lb | Bathtub | 15-yard2 |
4 successes | 500 lb | Average Jacuzzi | 20-yard2 |
5+ successes | 2000 lb | Large hot tub | 30-yard2 |
Exceptional Success: No additional bonuses
Suggested Modifiers
Modifier | Situation |
+1 | Large amounts of the element are present |
-1 | Little of the element is present |
The changeling first learns to precisely sense her chosen element. The results of this differ from one element to the next, but in all cases, she can sense the precise location and form of the element.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd (10)
Action: Instant
Catch: The changeling sits and meditates for at least 10 minutes and makes a successful meditation roll.
Roll Results
Dramatic Failure: The character’s perceptions become confused, and she experiences a –2 penalty to all Wits rolls involving perception for the next full scene.
Failure: The Contract does not allow the character to perceive the element.
Success: The character can precisely locate all instances of the element within Wyrd x 10 yards of her. She knows where all of these instances are and their precise shape. Sensing metal allows the character to sense all knives, guns or other metal weapons within range as well as learning whether the guns are loaded or have their safeties on. Sensing electricity allows the character to determine the exact location of all wiring behind the walls of a house or other building. When using this clause in conjunction with an appropriate talent (sensing metal while picking a metal lock, for instance), success provides a +1 bonus to all appropriate rolls to work with the element.
When sensing fluid or intangible elements such as water, air or shadow, the character learns the location and general shape of anything surrounded by these elements. Sense Element (Air) allows the changeling to clearly perceive the shape of every person and object within range, just as Sense Element (Water) allows the character do to the same with anything and anyone who is underwater. This does not allow the character to detect entities concealed by supernatural power, though; the power interferes with what is, after all, a rather basic trick. The changeling must still make perception rolls where appropriate; a character hiding from the Elemental usually still gets the benefit of stealth, as remaining close to cover can deceive the clause.
The clause’s effects last for one scene.
Exceptional Success: The character can sense the element at a range of Wyrd x 25 yards.
Suggested Modifiers
Modifier Situation
–2 The character’s senses are either restrained with blindfolds or similar items or overwhelmed with loud noises, bright flashing lights, intense smells or other distractions.
+1 The character speaks to the element and asks it questions at the volume of a normal conversation.
The character detects the presence of the supernatural; even those beings, objects and effects that are deliberately concealed.
Prerequisites: None
Cost: 2 Glamour
Dice Pool: Wyrd + Occult +2 (vs. Composure + Wyrd, in the case of supernaturally concealed persons, effects, or things) (18 vs com+wyrd)
Action: Instant (and possibly Contested; resistance is reflexive)
Catch: The character physically makes contact with a non-allied supernatural being other than another changeling when activating this clause.
Roll Results
Dramatic Failure: The character falsely detects the presence of one or more supernatural creatures, objects, and/or phenomena, as well as failing to detect any such presences that are truly in his vicinity.
Failure: The character either rolls no successes or fails to exceed the successes accrued by a character concealed by or concealing a supernatural effect, and does not detect any supernatural creatures, objects, and/or phenomena. He is aware that the clause was not successfully enacted.
Success: The character scores successes in excess of those accrued by a character concealed by or concealing any supernatural effect, if any, and detects any non-concealed supernatural creatures, objects, and/or phenomena within a number of yards equal to his Wyrd. (Note that the character may succeed against some subjects and fail against others, depending upon how many successes are scored by each character in the contested roll. The character using this clause, however, rolls only once and compares his total successes against all other nearby individuals using supernatural powers of occlusion.)
Exceptional Success: No additional result, beyond the possibility of penetrating especially strong methods of supernatural occlusion.
This clause allows the changeling to speak with hedge beasts and hobgoblins.
Prerequisites: Mantle (Autumn) • or Court Goodwill (Autumn) •••
Cost: 1 Glamour
Dice Pool: Wyrd + Expression (10)
Action: Instant
Catch: A hedge beast/hobgoblin in the area wants to communicate, either with the character specifically or with anyone who will listen.
Roll Results
Dramatic Failure: The character’s presumption angers any nearby hedge beasts/hobgoblins, who will do what they can to inconvenience, harass, or even harm her.
Failure: The character is unable to communicate with or otherwise perceive the presence of any hedge beasts/hobgoblins in the vicinity.
Success: For the remainder of the scene the character can hear and be heard by any hedge beasts/hobgoblins in her presence.
Exceptional Success: As a normal success, but the ability to hear and be heard by hedge beasts/hobgoblins lasts for the entire night, should the character wish it.
This clause helps Autumn uphold its place as the court of magic. By using it, a changeling may discover the inner workings of a pledge, whether it has been in place for years or is being crafted that very moment. Every element of a pledge can be revealed by canny or powerful courtiers, from type to boon to task. Such knowledge makes it easy to marionette those bound to the target pledge, enticing or punishing them as needed.
The clause is also useful during hostile pledge negotiations. Calling on the lore and mysteries of the court, the changeling has an easier time avoiding his rival’s nefarious clauses, and inserting his own.
To activate the contract, the changeling must know that the pledge exists and the general purpose of that pledge, and must be able to clearly perceive one person bound to it. If he is involved in the pledge, the cost is reduced to 1 Glamour.
Prerequisites: Mantle (Autumn) •• or Court Goodwill (Autumn) •••
Cost: 3 Glamour (or 1 Glamour)
Dice Pool: Int + Occult (+2) + Mantle (20) vs. Resolve + Wyrd
Action: Instant
Catch: You are helping someone who is trying to uphold the intent of their bargain.
Roll Results
Dramatic Failure: The changeling gains incorrect information.
Failure: No information is gained.
Success: Each success gained grants the changeling information about the pledge as it relates to the person he is perceiving. The contract’s magic uses the wording which best conveys the intent of each component, but does not guarantee understanding. Higher successes also yield everything that could be gotten with fewer successes.
Successes |
Knowledge Gained |
---|---|
1 |
Type (Vow, Corporal (Nemesis Emblem), True Name Unsullied, etc.) |
2 |
Duration and time remaining in years, months, and days. Further accuracy is not possible. |
3 |
Boons |
4 |
Sanctions. Pishogue sanctions also reveal the contract involved, but not the number of successes stored. |
When the pledge in question is still being created, bonus dice are awarded instead of information. The changeling gains bonus dice equal to half the successes rolled (round up) on any opposed tests involving the creation of the pledge. Squabbles over wording are easier for him to win, and subtle trapped clauses are easier to insert.
Exceptional Success: The subject’s Tasks become known to the changeling. Like the other components, this clause uses the wording which best conveys the intent of each task, but does not guarantee understanding.
When the pledge is still being created, treat as a Success, but add two extra bonus dice.
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 (10)
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.
Suggested Modifiers
Modifier Situation
+1 Within a month (either way) of the plant’s natural harvest season
–1 The month opposite the plant’s natural harvest season
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) (11)
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 1B 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.
Suggested Modifiers
Modifier Situation
+1 Plant is not overly robust or well cared for.
–1 Plant is remarkably robust and well cared for.
According to Peter, newly chosen names may or may not fulfill the catch, depending on if your character has internalized the new name, and it is known in their community.
These Contracts provide the changelings who wield them power over aspects of fear.
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 (10-Com)
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. Court Contracts 157
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.
Suggested Modifiers
Modifier Situation
+1 The character has a pledge with the target.
— The character discerns a fear currently in the forefront of the target’s mind.
–1 The character learns a fear not currently concerning the target.
–1 The character learns a specific kind of fear (i.e. Halloween monsters, school-related, etc.).
–2 The character discovers a fear the target recognizes but generally keeps hidden.
–3 The character finds a fear the target hides even from herself.
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) (12) – 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.
Suggested Modifiers
Modifier Situation
+1 Spooky ambiance (graveyard, skeletal orchard)
–1 Every five people in crowd/at party not subject to the Contract
–1 Comfortable, safe ambiance (lit dining hall, kindly dean’s office)
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) (16, 9-again)
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.
Suggested Modifiers
Modifier Situation
+1 The character invokes the clause in a supportive environment (i.e., surrounded by friends, in a comfortable sanctum or under the reassuring sun).
–1 to –3 The character invokes the clause when she is already nervous (i.e., surrounded by zombies, in a vampire’s haven or lost in a misty graveyard at night).
This clause has been modified for ease of use and effectiveness. The big changes are 1) Supernatural efforts at creating fear suffer a dice penalty equal to the character’s Wyrd instead of the penalty they added during activation; 2) The interval is 1 round and each success adds people equal to their Wyrd; 3) Targets who resist penalize the whole roll. Full, updated text follows:
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) (11) (-2 for each person who resists the clause)
Action: Extended (each roll represents one round 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. Every success lets her protect a number of people equal to her Wyrd. If she reaches the required number of successes, she completes the effort. Affected allies are completely immune to mundane efforts to scare them during the scene, and supernatural efforts suffer a dice penalty equal to her Wyrd score.
Exceptional Success: The protection lasts until the next sunrise.
Suggested Modifiers
Modifier |
Situation |
---|---|
+2 | The character takes her time, making a roll every minute. |
+1 | The character's allies are in a supportive environment (i.e., surrounded by friends, in a comfortable sanctum or under the reassuring sun). |
–1 to –3 | The character's allies are already nervous (i.e., surrounded by zombies, in a vampire's haven or lost in a misty graveyard at night). |
Book/Page: CtL: Core
Effect: 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 than 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 (1 person) or 2 Glamour + 1 Willpower (3 yds * Willpower)
Dice Pool: Manipulation+Wyrd-Resolve (10-Res)
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 Wryd +2
Book/Page: CtL: Core
Effect: 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 (12, 9 again)
Actions: 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 on 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.
The Fleeting Winter Contracts allow a changeling to manipulate the signature emotion of the Court: sorrow.
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 (17-com)
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.
Suggested Modifiers
Modifier Situation
+1 The emotion is evident.
–1 The subject is hard to see.
One of the deepest truths about the Fairest is that they are at least somewhat removed from the realities of the physical world. The sense of superiority many feel sometimes extends to the mundane details of life and the rules that govern the physical world. This Contract, alternately said to be struck with tools such as scissors, axes, or scythes, allows a character to draw upon and enhance this separation in ways that allows her to circumvent many of these limitations.
The changeling can partially remove herself from gravity’s influence. She cannot fly or even jump further than normal, but she takes only bashing damage from falling, regardless of the distance. In addition, she can walk or run over any solid surface even if it would not normally support her weight, such as tissue paper or thin panes of glass. She can also walk across mud, dry sand or any other surface without getting her feet even damp.
Cost: 1 Glamour
Dice Pool: Dexterity + Wyrd (11)
Action: Instant
Catch: The character is wearing fancy and delicate footwear that would be ruined if she did not use this clause.
For an education on materialism and how it makes your life better, refer to Paolo Nutini's song: "New Shoes."
Roll Results
Dramatic Failure: The changeling trips and falls, landing prone. She must take one full turn to regain her feet.
Failure: The clause has no effect on the changeling’s movements.
Success: The changeling can move across any solid surface as if she weighed no more than a few ounces. She leaves no tracks, can run across snow without breaking through the surface and also takes only bashing damage from falls. Anyone attempting to track the character suffers a –2 penalty, due to the light impressions her footfalls make. The character can also climb up surfaces too fragile to support her normal weight, but cannot run, jump or climb any better or faster than normal. The effects of this clause last for the scene.
Exceptional Success: The character can jump twice as far and climb twice as fast as normal for the duration of this scene.
Suggested Modifiers
Modifier |
Situation |
–1 | The character is running or jumping. |
+1 | The character moves at a normal walking pace. |
The character can automatically slip out of any handcuffs, straightjacket or other restraints.
Cost: 1 Glamour
Dice Pool: Wyrd + Larceny (10)
Action: Instant
Catch: The changeling has been unjustly imprisoned for some crime or offense she did not actually commit.
Roll Results
Dramatic Failure: Knots grow tighter, locks jam and other attempts to remove the restraints suffer a –2 penalty.
Failure: The clause has no affect on the changeling’s bonds.
Success: The character is instantly freed of all restraints such as handcuffs, straightjackets or shackles. This clause can open locked doors only if the character is in a small compartment, such as a steamer trunk or trunk of a car, that significantly restricts her ability to move her body.
Exceptional Success: In addition to removing all restraints on the character, the door of any room the character is locked into automatically unlocks.
Suggested Modifiers
Modifier |
Situation |
–1 | The character has previously struggled against these bonds. |
+1 | Since she was bound, the character has remained calm and not attempted to struggle or free herself by force or dexterity. |
The changeling can walk through any closed or locked door or window that he could fit through if it were open.
Cost: 1 or 2 Glamour
Dice Pool: Presence + Wyrd (10)
Action: Instant
Catch: The character has been deliberately imprisoned by another changeling.
Roll Results
Dramatic Failure: The clause fails, and the portal lets out a loud bang or thump as if character had tried to batter it down and failed.
Failure: The changeling does not succeed in walking through the closed portal.
Success: The changeling walks through the portal as if it weren’t there. The door or window doesn’t open, but the changeling simply moves instantly and effortlessly from one side of it to the other without disturbing it or setting off any alarms. This clause also leaves no marks or traces on the door.
Exceptional Success: If the changeling wishes, she can spend an additional point of Glamour and take along one other individual, as long as she holds this person’s hand while walking through the door or window. The changeling cannot take along more than one person in this fashion.
Suggested Modifiers
Modifier |
Situation |
–1 | The changeling has no idea what is on the other side of the barrier. |
+1 | The changeling can clearly see what is on the other side of the barrier. |
Attacks swerve to avoid the changeling. While using this clause, the changeling always looks elegant and poised when using her Defense or even while dodging.
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd (11) (-3 with armor, -1 with poor clothing, +1 with good clothing)
Action: Instant
Catch: The changeling is unarmed and not attempting to attack anyone. If the clause is invoked while using this catch, the clause will instantly end its effects and burn away three of the changeling’s Glamour if she attacks anyone while it is active.
Roll Results
Dramatic Failure: The character suffers a –1 penalty to her Defense for the remainder of the scene as all weapons swerve toward her.
Failure: The clause has no effect on the character’s Defense.
Success:The clause adds the changeling’s Wyrd to her Defense. The changeling does not lose this bonus even if she is restrained, immobilized or unconscious, since attacks naturally swerve to avoid her body. This bonus applies to all attacks, including firearms attacks and attacks made when the changeling cannot normally use her Defense. In such cases, this bonus serves as the Changeling’s only Defense. Otherwise, it is cumulative with the changeling’s normal Defense and is also added to the doubled Defense characters gain by dodging. In addition, even when dodging, the changeling always appears to be moving in an elegant and carefree and manner, and can use her Defense or dodge without spilling the cocktail she is holding or wrinkling her gown. This bonus to Defense lasts for two turns per success.
Exceptional Success:The Defense bonus lasts for the scene.
Suggested Modifiers
Modifier |
Situation |
–3 | The changeling is wearing armor. |
–1 | The changeling is ill dressed. |
+1 | The changeling is especially well dressed. |
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 (10)
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.
Suggested Modifiers
Modifier Situation
–2 The character has never seen a member of the seeming in question in person, and instead relies on descriptions or legends of the seeming.
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 (10)
Action: Instant
Catch: The changeling appropriates an object belonging to the individual whose features she plans to reproduce.
The second clause of the Contracts of Mirror is actually very powerful. Unlike the Mirroskin kith ability, it can perfectly recreate another person’s appearance feature by feature, limited only by the changeling’s recollection of detail and available Glamour. This includes not only skin tone, hair color, eye spacing, etc. but also things like the voice box (allowing the imitation of someone’s speech) or fingerprints. These special features have their own rules:
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.
Suggested Modifiers
Modifier Situation
–2 The character has never actually seen the feature in question, as with, “Well, she has a birthmark the color and shape of a wine stain just above her bellybutton.”
Effect: 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 human like 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 fist 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 foot print. The Wrong Foot does not change the appearance of previously made marks, however. Therefore, this limits the practical application of 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. (Must leave mirror behind to fulfill catch.)
Note: Solomon's Wrong Foot takes the form of a faint trail of mist accompanied by the scent of fresh rain.
Effect: When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any 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 (11)
Action: Instant
Catch: The changeling must have spent at least an hour barefoot within the past day. (perfect to do during morning meditation)
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 +2 dice bonus, by whatever method they occur.
Failure: The changeling is unable to obscure marks of 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.
Book/Page: CtL: Core
Effect: Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him.
Cost: 1 Glamour
Dice Pool: Wits+Wyrd (10)
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
A faerie with the Contracts of Song can use music and its madness to help their friends and harm their foes.
Listeners always hear something in the music that speaks to them, personally. Usually it’s a sense of emotion, but some claim to find secret meanings in their favorite songs – usually cruel ones. This clause lets a changeling weave a subtle message into her own words that can only be heard by a certain few.
Cost: 1 Glamour
Roll: Subterfuge + Wyrd (16)
Action: Instant
Catch: The changeling sticks a bright feather somewhere visible on a costume, instrument, prop, or similar item that she uses for the performance. The changeling’s own mien does not count.
Roll Results
Dramatic Failure: The changeling’s performance sends the wrong message. The targets understand a secret meaning, but it misleads them to the changeling’s detriment.
Failure: The changeling fails to convey her message.
Success: The changeling hides a message in a poem, song, or rambling speech that can only be clearly heard by the recipients she picks out. When her performance is done, these people understand her secret message without a roll. Anyone else who is listening must succeed on an Intelligence + Investigation check to pick out the changeling’s hidden words, subtracting one die for every success the changeling scored. The recipients must stay for the entire performance. If they leave early, they’re sure to miss something vital and lose (or even misinterpret) the message.
A performance that contains such a secret message can be recorded like any other. Listeners who heard the message before will continue to understand that message if they hear a recording: the message is now a part of that performance. People who were not selected as recipients must roll as usual. The message and its recipients cannot be changed.
Exceptional Success: Everyone who strains to hear the hidden message, but fails, nevertheless hears something. The changeling cannot dictate the contents of this second message, but it usually aligns with her goals or desires.
Suggested Modifiers:
Modifier |
Situation |
---|---|
+1 | The message is hidden during the composition of the piece |
–2 | The message is particularly complex or confusing |
Book/Page: Winter Masques, 47
Effect: A changeling who invokes this clause can leap truly prodigious distances. This allows the changeling to jump ravines or leap over buildings as well as long leaps over open ground for one action.
Cost: 1 Glamour
Dice Pool: Athletics + Wyrd (13)
Action: Reflexive
Catch: The changeling is pursuing an oathbreaker.
Roll Results
Dramatic Failure: The clause fails to activate. The changeling suffers a –2 penalty to make the jump roll.
Failure: The clause fails to activate.
Success: For every success, the changeling can jump 15 feet horizontally or eight feet vertically.
Exceptional Success: The clause additionally increases the character’s Defense score by two for the turn.
Effect: With this clause, the changeling can determine by touch if the subject has broken any oaths. The taint of a broken oath fades after a year and a day except for severe violations (such as a formal fae pledge) or a broken law of hospitality.
This will also include violations that would not fall under the modern legal system, such as adulterers who violate their marriage vows (if their marriage vows included a pledge to forswear all others) or violations that seem minor, such as breaching a Terms of Service agreement for software.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd (10) vs. Composure + Wyrd
Action: Instant, contested
Catch: The subject is swearing, or has sworn a pledge with the changeling.
Roll Results
Dramatic Failure: The changeling receives the wrong impression.
Failure: The changeling can’t tell if the subject is an oathbreaker or not, and is aware the clause failed.
Success: The changeling is able to sense the most significant oath or vow broken by the subject that still lingers on the subject. “Significant” is determined by the subject’s general understanding of the oath’s importance, though the changeling can still sense a broken vow even if the subject did not believe it was at all important. The clause tells the changeling the general nature of the broken promise, such as “marriage vow.”
Exceptional Success: The changeling can sense any and all broken vows that still hang about the subject, and gets a faint impression of the details surrounding the most significant violation. For example, a changeling might know sense that an adulterous husband cheated with an alluring brunette in a sordid-seeming bedroom, even if specifics aren't revealed.
Effect: Invoking this clause allows the changeling to resist attacks on her Clarity or any emotional manipulation for the duration of the scene.
Cost: 1 Glamour
Dice Pool: Resolve + Wyrd (11)
Action: Instant
Catch: The changeling has successfully resisted a Court-based emotional manipulation or attack within the past day.
Roll Results
Dramatic Failure: The changeling suffers a two-dice penalty to Resolve or Composure checks made to resist emotional or Clarity manipulation.
Failure: The changeling suffers mental and emotional attacks as normal.
Success: The changeling gains a two-dice bonus to any attempts to resist emotional or Clarity manipulation for the scene.
Exceptional Success: The bonus rises to five dice.
This contract was invented/crafted/discovered by Solomon in his pursuit to do something stupid in the service of the Freehold. The stated purpose of these clauses was to culminate in a way to cure the fae madness and illness perpetuated either by Ranlight Fearchaser or by the contract of Pestilence. “Is this the perfection you were looking for?” - Solomon Wisp
Effect: Invoking this clause allows the changeling to learn the material components of a given object, liquid or gas.
Cost: 1 Glamour
Dice Pool: Science + Wyrd (10)
Action: Instant
Catch: ???
Roll Results
Dramatic Failure: ???
Failure: ???
Success: The changeling learns the material components of a given object, liquid or gas. This clause can bypass simple containers, and the changeling can select which substance they wish to identify within a container (ex. the contained gas or the liquid). One use of this clause can identify a single substance down to its elemental components, but can be to the ingredient level (ex. sugar), compound level (ex. sucrose, fructose, proteins, fats), elemental level, but all components must be with the same units (percent, weight, volume, atomic mass, ratios). Contract is limited with forensic information (ex. can give the amount of DNA but not differentiate). Typically identifies components of mundane substances, or the combination of hedge materials and method of creation for hedgespun (ex. sunlight through leaves, sound of a babbling brook).
Exceptional Success: ???
Esoteric Analysis ••
Base Exclusion •••
Esoteric Exclusion ••••
Imperfect Alkahest •••••