Contract Codex
Contract Codex
Contract Codex
Dream Shard
Contract Codex
Acknowledgments
Lost Shards are fan- made products designed for use with the World of Darkness book, Changeling: the Lost. A bsence of trademarks from copyrighted materials does not constitute a legal challenge to the original owners. A ny original material is the intellectual property of A ngelus Morningstar unless otherwise credited.
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The following pages detail new contracts available for play, some are common to all changelings, while others are restricted to various courts.
Universal Contracts
Contracts of Dream
To explain this alternate clause for Dream, I refer you to the Contracts of Thorn below. I have taken Pathfinder, which is the traditional power of Dream 1, and used it there which seemed far more thematically appropriate. Instead, I present this clause, which was clarified by the writers of the Contract in later errata and forums as an intended ability of Dream 2, but was not explicitly spelled out in the write up. Consequently, I place that effect here.
Contracts of Thorn
The substance of the Hedge is not truly wood, and cannot be commanded by contracts of Elements or Communion. Instead, the Hedge represents one of the Gentry's greatest pledges: it provides a bridge between Faerie and Earth. Changelings know that the paths of the Hedge are not the kindest that can be walked, but those who know the contracts of thorn can call upon the covenant of the Hedge itself to help themselves navigate and influence the Hedge.
Pathfinder ()
A s per the write up in Changeling: the Lost. See above for an explanation as to why this traditional power of the Contracts of Dream is used here.
Roll Results
Dramatic Failure: The changeling's own dreams are afflicted and the target suffers nightmares that night, and regains no willpower. Failure: The changeling is neither able to see the subject's dreams nor enter them that night. Success: The changeling sees the current scene of the subject's dreams, and may step into that subject's dream at any point until the next sunrise.
Roll Results
Dramatic Failure: The information is distorted, and provides strange information. Should the changeling attempt to communicate via the Hedge the message degrades in the passing to become warped and twisted. Failure: The words of the Hedge are alien and inscrutable. Success: For every success, the changeling can gather one pertinent fact about events of the local activity, or can express a message up to six words through the Hedge.
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Exceptional Success: No additional benefit.
Thorns without being hindered. The changeling who invokes this clause can take this ability by merging themselves somewhat with the Hedge. Cost: 3 Glamour Dice Pool: Stamina + Wyrd Action: Instant Catch: The changeling is lost in the Thorns.
Roll Results
Dramatic Failure: The changeling is wrapped by the thorns to be dealt a number of points of Lethal damage equal to the changeling's Wyrd. Failure: There is no effect. Success: When activated the Hedge reaches out and enfolds itself around the changeling. The brambles and foliage of the thorns merging with the flesh of the changeling. While the shape of the changeling is still clearly distinct, there is no clear beginning and ending of the changeling and the Hedge. A s long as the changeling is in this form she is invulnerable to the effects of the Thorns and can move through the densest foliage unhindered. The changeling can exert some amount of control of the Hedge as an extension of her body. A ssume that the changeling has a number of additional tendrils of briar and thorn equal to half her Wyrd rounded up under her control. These tendrils use the character's own strength and dexterity, and are prehensile enough to pick up objects, but not capable of fine manipulation. The changeling assumes 2 points of A rmour as her skin is wreathes in vines and Hedge wood, which can combine with normal A rmour. Further, their pre- eminence amongst the Hedge means that they cannot be surprised by an attack. Exceptional Success: The changeling gains an additional tendril, and the A rmour goes up to 3 points.
Seeming Contracts
Contracts of the Forge
[A s an aside note, with the introduction of Contracts of Masks which has been made affinity for Darklings and Fairest, and with the inclusion of Contracts of the Wild which is affinity for Beasts and Elementals, I have made a house ruling that makes Contracts of the Forge to be affinity for Ogres as well. The rationale is not merely to provide balance but as a statement of the visceral connection that Ogres have with the shape and matter of things. Where Wizened represent the creation of objects, Ogres are the expression of their destruction.]
Roll Results
Dramatic Failure: The changeling loses all successes accumulated to find their destination and the characters end up in the Thorns as the Hedge closes around them. Failure: The travellers make no progress in reaching their destination. Success: The travellers make progress along the trod to their destination. Exceptional Success: No additional effect.
Verdant Embrace ()
It is said of the Gentry that they can slip through the Hedge with great ease, even passing through even the
Contracts of Masks
Changelings are masters of illusion and deception. Their very nature is a clever deceit to the world around them. The Mask is not merely an enchantment of Faerie 3
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that protects them from thirsty eyes, but is in fact an age old compact that A rcadia has with the eponymous masks. Some changelings have a propensity towards the subtle and grandiose fictions that the mask possesses and have learned to manipulate and present other false guises through clauses earned with the Mask. A ll the illusions of the Mask require a thing to work an enchantment on. It is not a clause that can invoke an apparition into mid air, but can significantly alter the appearance of things around them. It should be noted that all the illusions of the contracts of Mask are pernicious. They affect everyone who is watching and cannot be made to target singular individuals. It is for this reason that the rolls made are not contested. The illusions are strong and persuasive, and last for one scene or hour at the most. However, should the changeling also spend a point of willpower, the illusion lasts for a number of hours equal to the changeling's Wyrd. That being said, changelings and other faerie creatures have an inherent accord at perceiving past the Mask. Should they suspect something it wrong they may attempt to perceive past the Mask by making a Wits + Wyrd roll. Other creatures may also attempt to see past the Mask using with the same roll ( replacing Wyrd with their relevant power stat) , but they suffer a - 3 penalty to do so. However, a person see through one of the character's illusions, they will see past all of them, including the Mask that veils their faerie nature. This could potentially be dangerous if seen by mortal eye. This contract is affinity for Darklings and Fairest. sword and directing explicit hostility to someone will also be seen in the best possible light, that is intimidating and vengeful. However, the people on the sidelines watching the fight may see the contender as the rightful claimant or hardy underdog and are far more likely to cheer them on. Exceptional Success: The changeling gains the benefit of the 9 A gain rule on these social tests, which will increase to 8 A gain if they already have this benefit on the test.
Roll Results
Dramatic Failure: The object briefly takes on the illusion of wealth, but fades as soon as the subject's eyes lay upon it. This immediately raises their suspicions and grants them an automatic attempt to pierce through any other illusions present. Failure: The object remains unchanged. Success: The illusion takes place over the object, and is complete enough that it will pass most basic tests to assess it's value. It will have the right texture, shape and small, and pass closer inspection. If the changeling is simply attempting to make an object of material value ( gold, jewels, etc) , then the number of successes will determine the equivalent Resource value of the object. In the case of objects they give the appearance of granting an equipment bonus equal to the successes earned: so a sword thus ensorcelled would appear to have a bonus modifier to fighting equal to the successes, while a dress would seemingly give a social modifier in the right circumstances. It should be noted that such modifiers do not have a physical effect or mental effect, but may work fine on social interaction. That is to say, a sword enchanted will not actually grant a bonus to fighting, but a dress enchanted will certainly beguile the audience watching, and thus bestow the bonus modifier. Exceptional Success: No additional benefit.
Uncanny Manner ()
They say that first impressions count, and a great deal of this relies solely on the impressions one makes. Communication and social conduct is a highly complex and layered thing, with meaning communicated through words, body language, eye contact and etiquette. This clause allows the changeling to put their best foot forward. The Mask veils their words and manners in such a way that they are interpreted in a good and light manner. Where a snide remark may fall short, it will instead be heard as a clever retort. Cost: 1 Glamour Dice Pool: Presence + Socialize Action: Instant Catch: The changeling is at a gathering where formal protocol or etiquette is expected.
Roll Results
Dramatic Failure: The changeling is seen as borish and crude. A ll social interactions suffer a - 3 penalty for the remainder of the scene. Failure: No effect takes place. Success: The changeling is endowed with a preternatural aptitude with social gatherings, granting them a +2 on all Expression, Intimidation, Persuasion, Socialize, and Subterfuge checks. This effect lasts for the scene. It should be noted that the clause does not actually alter the words that have been said, the deeds worked or foots misplaced. Nor does it sugar coat everything that is said, it merely veils the minds of the audience such that they are received in a well and proper manner. Drawing a 4
False Seeming ()
The changeling turns the arts of illusion directly upon themselves, allowing them to completely change and modify the appearance of their Mask. In effect, they can entirely alter the nature of their seeming to appear as a different person. The clause even works to the extent of enforcing the Mask to make their seeming occluded to
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other changelings. For all who see here, changeling and mortal alike she appears human. It should be noted that the illusion is a generalised appearance, while the changeling could ask to be a brunette with curvy hips, they have a far greater difficulty to perform mimicry. A ny attempts to perfectly model someone else's appearance suffers a - 4 penalty to the roll. Cost: 2 Glamour Dice Pool: Manipulation + Subterfuge Action: Reflexive Catch: The changeling is attempting to evade capture or is being pursued by people with hostile intentions. example, she could change a warehouse into a dining suit, and the shape and architecture would to its best to mimic that location. A dditionally, each success ( including the first0 allows the changeling can specifically target one feature within the scene and significantly or specifically direct how it manifests. She might make a single strip of canvas look like a Raphael, or the wooden chair to become a resplendent throne, or a row of crates to appear as a sacred altar. So while she couldn't disguise herself to appear as a statue, she could ensure that the wardrobe she's hiding in appears as a dusty bookshelf. Exceptional Success: No additional benefit.
Roll Results
Dramatic Failure: The changeling's Mask drops and will not restore itself until the next sunrise or sunset. Failure: No changes to the changeling's appearance have been wrought. Success: The changeling can assume the general image of any type that they can imagine, as long as the appearance is not vastly different from their own. The illusion must be roughly the same size as themselves, but can be of any ethnicity, gender, and appearance ( even temporarily granting them the benefit of the Striking Looks 2 Merit) . Exceptional Success: The changeling is able to work great control over her appearance, making her seem vastly different from her self, seeming up to one Size larger or smaller than she is, and able to acquire up to the level of Striking Looks 4.
Suggested Modifiers
Modifier 2 4 +1 Situation Objects in the scene are animate but not moving ( a parked car, or other switched off machines) . Objects in the scene are animate and moving. The character has visited the location in question several times and knows it well.
Semblance of Life ()
The greatest trick the Fae have ever pulled was to create the mockeries of life that are the Fetches. Through the art of this last clause that changelings can learn, they can create a similar construction from whatever is lying around. A changeling cannot have more than one such Fetch created at any given time. Cost: 4 Glamour Dice Pool: Wyrd + Empathy Action: Instant; however in order to create a thing worthy of assuming a human guise, the changeling must craft together a figure in a roughly human shape. This takes an extended Intelligence + Crafts roll, with each roll representing one hour of crafting, and requiring a number of successes equal to the subject's Size. Should a viable target be nearby ( such as a statue or scarecrow) this crafting can be waived. Catch: The changeling builds into the creature being forged for the power an object of sentimental value belonging to the person she wishes to copy. Failing that, the changeling can feed the poppet a piece of her own flesh of the target by cutting a chunk off and sticking it in its mouth. This inflicts a single point of lethal damage, which upgrades to aggravated when the Fetch comes to life and consumes the flesh.
Painted Vista ()
The changeling is now able to make cosmetic changes to the location that she is in. She can literally overlay all the inanimate fixtures of architecture and scenery around her to appear as something else. The range of this effect is 3 yards per dot of Wyrd. The changeling can only rewrite passive features of the scenery. She could not change large scale attributes like the weather, neither could she make a visible object invisible, or something appear out of nothing. So she could not make the door that she ran into appear as blank wall, but she could make it seem locked, barred or broken to a passer by. Objects that are not permanently fixed to the scenery but would be nominally part of the location can be included in this enchantment ( boxes of crates in a store room, furniture in general) . The enchantment cannot affect living things. Cost: 2 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The territory that the power is being invoked upon is neither claimed by human nor faerie creature.
Roll Results
Dramatic Failure: The creature awakes and turns against its creature with horrified madness at having been created. Failure: The object briefly takes on human appearance for a single turn then falls to pieces. This may constitute a breaking point for changelings of high clarity at storyteller discretion. Success: A s a default, the changeling can only make copies of an existing living creature. It is a stolen and borrowed life, which requires a template to work from. These creatures will have the same physical A ttributes and 5
Roll Results
Dramatic Failure: The subject's attempt to invest two points of glamour into the scene is still sacrificed, and in the process lose another two points. Failure: The changeling is unable to affect the scene. Success: For a single success, the changeling is able to basically modify the locality. She can change the general theme of the place from what it is to something else. For
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Skills as the original. Like the creatures made by the Gentry, these things are imperfect copies, and cannot replicate the fine craftsmanship of the Others themselves. In effect, these creations are like dumb automatons; they are a temporary glamour of life and nothing more. Unless the changeling has invested the full dot of Willpower into the subject ( see below) , the false Fetch has similar points in Mental and Social skills as the original, except all of these are capped at two, with the exception of three for Manipulation, Subterfuge and Intimidation. These creatures will last for but a single scene before they come apart, but like all contracts of Mask, the changeling can spend a point of Willpower to make it last for a number of scenes equal to their Wyrd. However, should the changeling attempt to invest a do t of Willpower into the creation, the creature is a near- perfect replica, immitating behaviour and manners to a high degree, and will last a number of days equal to the changeling's Wyrd. Neither too does this creation come lightly. The changeling is directly creating a Fetch, a thinking and independent willful creature with a very limited life expectancy. When the Fetch expires, the changeling must test for degeneration as though they had just killed a changeling ( unless the Fetch is killed by something or someone else first) . Exceptional Success: The creature will last for a number of scenes equal to the changeling's Wyrd as though they had spent a point of Willpower in it's creation ( this has no effect if Willpower has already been spent) . their thoughts. For the duration of the scene, the target loses the 10 A gain rule on all Mental rolls, including perception checks. Exceptional Success: In addition to the above, 1s subtract successes.
Roll Results
Dramatic Failure: The changeling loses all successes gathered and must start again. Failure: The changeling gathers no additional successes. Success: The changeling is able to focus in on the desired time of the location's past. In this time her sight and hearing are cast back into the memory of this event. She will be oblivious to whatever events are occurring around her until her vision expires. Nothing, save being damaged, will bring the changeling back to her current awareness. Exceptional Success: There is no additional benefit, save further successes.
Court Contracts
Contracts of Mist
Time and fate wait for no man, woman nor changeling. For creatures who have slipped away from the world of humanity for so long as to have lost touch with it, being able to draw upon the remembrances of the past and present help such changelings to slip into the world just that much more smoothly. Since these contracts represent an idea of fading These contracts are affinity for courtless changelings. The mists are capricious things and find themselves hard to be bound by ones caught up in the dynamics of a Court.
Stolen Thoughts ()
Legends speak of the way that mortal minds forget all the bonds of memory, of things that have transpired in the presence of faeries. The dream- like recollection of A rcadia is testament to that alone. Indeed, memory is a fragile thing, and sometimes the best way to deal with the consequences of events transpired is to forget them. This clause allows the changeling to muddle the course of someone's memory. Cost: 2 Glamour ( + 1 Willpower if used on a supernatural creature) . Dice Pool: Manipulation + Wyrd vs. the subject's Resolve + Wyrd Action: Instant and Contested Catch: The subject is sleeping.
Roll Results
Dramatic Failure: The target realises that the changeling is attempting to interfere in his own thoughts. Failure: The target hears and sees no strange thoughts. Success: The changeling is able to implant into the mind of their target a maddening sussurus of noise. It is the equivalent of placing white static noise in the midst of 6
Roll Results
Dramatic Failure: The subject's memories intensify such that she can recall certain significant facts about the changeling that reveals her supernatural nature.
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Failure: The subject's memories are unaltered and cannot be affected again until the next sunrise. Success: The subject's recollection of the last day are subtly altered, in a way that edits out their memories of anything unnatural and faerie. It should be pointed out that this clause will not eradicate memories of the supernatural that have no origins in faerie ( such as supernal magic, or displays of vampiric powers) . Experiences that are slightly odd or suspicious are simply rationalised away, seemingly less consequential and less significant. Experiences where the subject confronted something blatant will seem like something dream- like and vague. Experiences that expose the subject to mindaltering knowledge ( certain proof that faeries exist) fall away from the mind all together and become suppressed. When used on other supernatural creatures, similar effects can happen. For non- faerie creatures, they are left with the knowledge that something supernatural happened, but have all knowledge connecting it to the faerie erased. For faerie creatures, they know the workings of faerie are at hand, but the specific subjects ( the people, objects and places) involved become hazy and confused. It should be noted that this clause only removes the conscious memory of these events, and not the emotional significance. If a person has been traumatised by their events, they will still feel that same emotional reaction when encountering the subjects of her memory, even though she cannot explain why. A mortal who has seen the unearthly beauty of a Fairest will become fixated upon her, and may start stalking her. Those exposed to the terror of an ogre will flee in sight at the sight of them in sheer fear. The same is true for non- mortal targets. Exceptional Success: The emotional significance of the events are also muted. Profound events are reduced in importance to blatant, and blatant is reduced to unusual in terms of their impact upon the subject. emotional power, in which case subtract the successes of that power) . Action: Instant Catch: The location is a place that is known for it's quietness or orderliness, such as a garden, a courtroom, or a library.
Roll Results
Dramatic Failure: The opposite takes hold, the activities of the scene become more chaotic and out of control. Tempers flair, fights become more brutal. Failure: The scene is unmoved by the invocation. Success: If the clause is invoked against a supernatural emotional compulsion, then the effects fade away leaving the person calm and peaceful ( no matter their previous emotional situation) . If invoked upon a large area, than the intensity of the effect is reduced. A ny effort made by people to continue the tumultuous event will suffer a penalty. They lose the 10 A gain rule and all 1s cancel successes ( only on rolls specifically working towards continuing the chaos) . This will manifest in a manner that slows people down. They will feel exhausted and spent, and increasingly lethargic. If used upon the weather, the Storyteller should make a judgement call on the intensity of the weather on a scale of 1 to 5, and reduce it by a number of categories equivalent to successes. Lower levels being mild winds and rains, threes and fours representing strong winds and storms, five representing powerful and violent weather. Exceptional Success: No additional effect.
Spindle of Years ()
Stories speak of victims of faerie magic who have been sent to deep and biding slumber for days, weeks and years. While the stay of the centuries is beyond the grasp of changeling power, they can impose a supernatural catatonia upon a victim and send them into a deep comatose sleep. Cost: 4 Glamour Dice Pool: Presence + Empathy vs. Resolve + Composure Action: Extended and contested; each roll represents one minute of interaction with the subject. The target number is equal to their Wyrd ( or other supernatural power state) , or 1 for mortals. Catch: The subject has pricked their finger on a thorn from the Hedge, and spilt blood because of it.
Song of Tranquillity ()
When the mists roll in across the land, they have a becalming atmosphere. The atmosphere is muted and a general peace is bestowed upon the scene. By invoking this clause, the changeling can instil that same sense of quiescence upon the world around her. The effects of this song can be used to quell tumultuous activity, whether it is the high strung emotions of a crowd, the maelstrom of the weather, or the brutality of a fight. This clause attempts to impose serenity upon the land. When successfully called upon, this clause helps becalm whatever activity is raging in the immediate scene. Such activity must be overtly expressed, and in a wild fashion. That is to say, it can affect a bar brawl, but would not be able to affect a formal duel. While it could affect the a woman in the throws of sorrow, it could not get that same woman out of a pit of depression. Specifically though, this clause can be targeted towards individuals specifically affected by the emotional effects of court contracts. Otherwise the clause works as a area effect. Cost: 2 Glamour Dice Pool: Composure + Empathy the highest Resolve in the room ( unless being used to effect an
Roll Results
Dramatic Failure: The changeling is overwhelmed with a drowsy feeling, and is pulled towards sleep. A ll physical and mental actions lose the 10 A gain rule until the changeling next sleeps. Failure: The subject is not moved or touched by the effects of the clause. Success: The subject falls to a deep sleep. While this sleep is not so deep as to be mistaken for death, the subject is rendered unconscious . The subject does not dream, and does not wake, but neither do they starve or thirst for water. Their form is magically maintained. The duration of the sleep is a number of days equal to the changeling's Wyrd. However, if the changeling spends a do t of 7
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Willpower, that duration can be extended far beyond that time. Wyrd Extended Duration Asleep 1- 2 One day 3- 4 One week 5- 6 One month 7- 8 One season 9- 10 One year Once asleep there are only a few things that will wake them. The first is if the subject suffers either lethal or aggravated damage. The second is the death of the changeling who first invoked the clause. The final can only be done by someone intimately close to the victim. This can be a lover, a family member or motley mate. It involves taking the burden of sleep from the victim into their own self to endure it out ( though this can again be transferred again afterwards) . The willing recipient must steal a breath from the slumbering person's lips. Exceptional Success: No additional effect. Catch: The cause of the subject's suffering is the result of a random mishap or accident, or otherwise not inflicted by another person.
Roll Results
Dramatic Failure: The subject's anguish increases to the point of hysteria, collapsing and becoming a sobbing wreck. Failure: The subject knows to relief for his anguish. Success: The subject gains some acceptance of the tragedy of their suffering, seeing some form of context for it. Though they can feel the anguish inside, they have tempered their Resolve enough to function for a number of minutes equal to the changeling's own Resolve and work in the face of bitter spite. Exceptional Success: In addition to the above, the character may assume a Resolve of 5 for the scene for all rolls relating to dealing with adversity.
Shared Karma ()
The changeling is able to inflict the state of someone's sense of suffering on another nearby target. Both the subject of suffering and the target being inflicted must be within the vicinity of each other. Prerequisites: Mantle ( North) 2 or Court Goodwill ( North) 4 Cost: 1 Glamour Dice Pool: Manipulation + Persuasion + Mantle ( North) - subject's Composure Action: Instant Catch: The target shares a power relationship with the victim and is in the dominant position. This relationship can be transient, such as a beggar asking alms from a wealthy passer by.
Roll Results
Dramatic Failure: The subject becomes insular and immune to the other people's suffering. They gain a +2 modifier to their Composure to ignore any source of another person's suffering. Failure: Nothing passes between the victim and the target. Success: For a single moment the subject of the suffering and the target lock eyes and the target gains an insight into the state of the victim's suffering and how they feel. The target will feel compelled to offer some form of support to that character, either financial, moral or some other form of aid. Exceptional Success: In addition to the above both the target and victim gain a +2 modifier to all Empathy rolls with each other for the rest of the day.
Roll Results
Dramatic Failure: The character is overwhelmed by the subject's suffering without understanding it. For the rest of the scene his moods are anguished and he suffers a - 1 to Social dice pools. Failure: The character cannot discern the target's suffering. Success: The character discerns what is the source of someone's current state of suffering. The Clause can only reveal the source of something the character is suffering in the immediate, and not any past cause. Exceptional Success: Not only can the character discern current causes, but if the character has suffered in the past hour or scene they can also discern the source of the most acute cause of suffering the subject experienced.
Hearts' Ward ()
With a comforting touch, the changeling can ease the burden of suffering a subject feels. Prerequisites: Mantle ( North) 1 or Court Goodwill ( North) 3 Cost: 1 Glamour Dice Pool: Composure + Empathy + Mantle ( North) Action: Instant
Everything's Zen ()
The changeling can bolster the subject such that they can endure torments beyond their normal limitations. They find a centre of calm amidst the storm of turmoil and can find peace even in the most hectic of situations. Prerequisites: Mantle ( North) 3 or Court Goodwill ( North) 5 Cost: 2 Glamour Dice Pool: Composure + Wyrd Action: Instant
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Catch: The subject is about to be confronted by or endure some form of danger to his life, livelihood or sanity that is not of Faerie or by fae hand. Dice Pool: Wits + Wyrd vs. subjects Composure + Wyrd Action: Contested Catch: The changeling is holding something belonging to the target.
Roll Results
Dramatic Failure: The subject becomes particularly prone to suffering from the source of their anguish. The source of danger gains a + 1 modifier to any roll to inflict damage or emotional pain upon the target. Failure: The targets resolve is not steeled and they are no less susceptible than usual. Success: The target goes into a state of serenity, where they are hard to move to suffering. They may ignore the first two levels of wound penalties, and gain +1 to resisting with Resolve of Composure for resisting emotional and psychic attacks for the rest of the scene. Exceptional Success: A s above, except the target may ignore all wound penalties and their resistance increases to + 2.
Roll Results
Dramatic Failure: The changeling begins to covet something that the target has for the rest of the scene. Failure: The character learns nothing about the targets envies. Success: The changeling learns the first and foremost point of jealous and envy of the target. The more generalised the concept, the more abstract the impression will be, whilst envy over specific items or people will give clear crisp impressions. Exceptional Success: Not only can the character understand the nature of a targets envies, but they also gain an inherent direction sense where the subject of this envy can be found for the remainder of the scene.
Roll Results
Dramatic Failure: The target feels a sense of strange empowerment and becomes immune to the effects of the Contracts of Imminent North until the next sunrise or sunset. Failure: The changeling fails to inflict the woes of the world on the target. Success: The target is overwhelmed with a sense of suffering and begins to despair. For the remainder of the scene the character cannot spend any Willpower points. This clause affects only people already in a state of suffering. Exceptional Success: In addition to the above effect, the target cannot regain any Willpower through his Virtue or Vice until the next sunrise or sunset.
Roll Results
Dramatic Failure: The subject cannot but help dwell on the subject of their jealousy. For the remainder of the scene, the subject suffers from the mild derangement of fixation, focused on the object of their envy. Failure: The targets envy is not subdued. Success: The target feels their avarice and envy ebb away. For the remainder of the scene, the object of their cravings will have no hold over them, and they could treat it with a rational mindset. It should be noted, that this clause will only affect objects of envy, jealousy, greed and avarice, and not just simply desire. Exceptional Success: Not only is the changeling out of the grip of the envy over the singular target, the target may add +2 to resisting any manipulations from the Contracts of Imminent East and Fleeting Spring for the rest of the scene.
Display of Splendour ()
The changeling emanates a strange power of desire, causing her to become the centre of envy for the crowd around her. A ll who are affected by this clause will turn to admire, with avarice, the changeling as they wander past. Prerequisites: Mantle ( East) 2 or Court Goodwill ( East) 4 Cost: 1 Glamour 9
Green Whispers ()
This contract gives knowledge to the changeling what causes envy within their target. Prerequisites: None Cost: 1 Glamour
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Dice Pool: Presence + Socialise + Mantle ( East) the highest Composure in the crowd Action: Contested, resistance is reflexive Catch: The changeling makes an entrance into the crowd, wearing some object of moderate wealth ( valued as a object of Resources 3 or more) .
Covetous Object ()
The changeling can cause a singular object to become the centre of focus and avarice. Those who are affected by this clause will be consumed with a powerful need to possess and own the object. This clause can be invoked with a person as the object of desire, but the crowd will still desire to control and posses that person like an object. Prerequisites: Mantle ( West) 4 Cost: 3 Glamour + 1 Willpower Dice Pool: Subterfuge + Wyrd the highest Composure of the crowd Action: Contested; resistance is reflexive Catch: The object selected has great monetary value ( valued as a Resource 4 or more dot item) , or sentimental value to the crowd ( a religious icon in a chapel) , or the object of desire is a person with the Striking Looks 4 Merit.
Roll Results
Dramatic Failure: The sense of envy turns in on itself and becomes spiteful. The changeling does capture the audiences attention, but the result is that they ( as a group) turn on the changeling. For the rest of the day or night, the changeling suffers a 2 to all Socialise and Persuasion tests with the crowd. Failure: The crowd is neither moved, nor stirred by the changelings opulence. Success: The crowd is affected by the changelings presence. They cannot but help turn and stare at the changeling for the turn immediately after the clause is activated. For the remainder of the scene, the changeling will have a +2 modifier to attempts to socialise and impress themselves upon the crowd. Exceptional Success: The effects of the above last until the next sunrise or sunset and increases to a +3 bonus.
Roll Results
Dramatic Failure: The manipulations fail and the crowd is drawn to the invoker of the clause in some loud and gaudy fashion. The end result is that the changeling is exposed to the group who feel an instinctive animosity towards her. Failure: The object is no more and no less coveted by the crowd. Success: The crowd feels the urgent need to possess the object ( or person) , they will use whatever arts of manipulation and tact ( or lack thereof) they have at their disposal to claim or control the object. This may range from blatant offers to purchase, beg, or swindle the object away to subtle Machiavellian devices to bring the object to their possession. This clause has been known to incite violence as the strong but brutish find their subtle talents wanting. The effects last for an entire scene, but victims in the throw of this clause may spend a point of Willpower to ignore its effects for a number of minutes equal to their Wyrd ( or similar power stat, only one turn for mortals) . Exceptional Success: The urgency of the possessive need increases, and the victims of the clause will not stop at any means to possess it, from breaking pledges to turning on their closest allies.
Infernal Avarice ()
The changeling stokes the flames of envy in a target, inflaming it to a point of obsession. Prerequisites: Mantle ( West) 3 or Court Goodwill ( West) 4 Cost: 2 Glamour Dice Pool: Manipulation + Wyrd vs. Subterfuge + Wyrd Action: Contested, resistance is reflexive Catch: The changeling can articulate the subjects envy and describes it in their presence for at least three minutes. He must not lose eye contact with the subject for this duration.
Roll Results
Dramatic Failure: The changeling invoking this clause finds that they become fixated on their target instead, even if they would not ordinarily feel compelled or driven towards them. For the duration of the scene they suffer from the Fixation Derangement focused on their target. Failure: Nothing moves the target whose envy is neither tempered nor subdued. Success: The targets develops envy for the subject, so great and overwhelming that they begin to dwell and obsess about it. For the duration of the scene, the changeling suffers from the active effects of the Fixation Derangement focused on the subject of their envy, for a number of scenes equal to the changelings Wyrd. If the subject already has this Derangement, it is automatically triggered in the same fashion. Exceptional Success: A s above, except that the target suffers from the active effects of the Obsessive Compulsion Derangement for a number of scenes equal to the changelings Wyrd.
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Roll Results
Dramatic Failure: The changeling herself becomes the victim of the clause, where all of the intended effects turn in upon the caster. Failure: The target feels no different than usual. Success: This clause will turn experiences of pain into pleasure and vice versa. If they are suffering from pain and injuries, the sensations of pain will invert to become a pleasurable sensation. A part from the roleplaying effects where characters are rendered pleasure instead of pain, for the remainder of the scene, all negative pain modifiers are inverted into a positive modifier. A ll effects drain away at the end of the scene and the characters pain returns. Victims of this effect are still suffering damage, and through their exertions may inadvertently injure themselves further ( Storyteller discretion) . On the other hand, targets who are in the throws of rapture or ecstasy will suddenly find themselves under inordinate amounts of pain. Beyond the roleplaying effects upon the target, the victim will suffer a pain modifier equivalent to the level of ecstasy they were in. Kissing, or an exercise high might cause a 1 penalty, whilst the throws of an orgasm or receiving an award at a prestigious award ceremony might induce a 3 penalty. Exceptional Success: The changeling is able to make the intensity of pleasure or pain much stronger than the sensation previously experienced. The positive or negative modifier is increased by + /- 2.
Roll Results
Dramatic Failure: For the remainder of the scene, the targets emotions are deadened and he cannot be affected by any Contracts of Imminent South. Failure: The target feels no burst of euphoria. Success: The targets existing sense of arousal or excitement magnifying to an intense level, until they are overwhelmed with ecstasy. This state lasts for a number of turns equal to the changelings Wyrd. While in this state, the targets Speed, Initiative and Defence is halved ( rounded up) Exceptional Success: The sensations are so intense that the experience lasts for another three turns.
Infectious Rapture ()
This clause is invoked over a crowd, causing the most intense emotion within the crowd to spread throughout it, capturing all within its call. Prerequisites: Mantle ( South) 2 or Court Goodwill ( South) 4 Cost: 1 Glamour Dice Pool: Presence + Persuasion + Mantle ( South) the highest Composure in the crowd Action: Contested, resistance is reflexive Catch: The caster of this contract is experiencing the most intense emotion of the crowd.
Roll Results
Dramatic Failure: The clause backfires and the changeling takes on the infliction of the most intense emotion available in the crowd for the rest of the scene. Failure: The crowd is neither moved, nor stirred by the changelings clause. Success: Starting from the person experiencing the most intense emotion, it begins to move out through the crowd like a viral vector, first causing the nearest to the subject to be first influenced, and then passed on by them
Tempered Pride ()
By augmenting a targets sense of honor, the changeling can give them preternatural mental fortitude to resisting temptations that would take them away from their sense of honor and duty. Prerequisites: Mantle ( West) 1 or Court Goodwill ( West) 3 Cost: 1 Glamour Dice Pool: Resolve + Expression + Mantle ( West) Action: Instant Catch: The changeling is holding a symbol relevant to the targets sense of duty. A badge for a police officer, a cross for a priest etc
Roll Results
Dramatic Failure: The target is inflicted with a sense of anxiety about their duties and is momentarily conflicted with a sense of doubt. They suffer a 2 penalty to all actions related to pride or determinism. Failure: The target remains uninspired. Success: For the duration of the scene, the targets sense of honor and duty swells. The target gains a modifier equal to half the changelings Wyrd added to their Resolve to resist any temptation to break their code or sense of ethics. Exceptional Success: The modifier is equal to the entirety of the changelings Wyrd.
Lash of Retribution ()
For every crime there is a punishment, and for every sin there is a burden to bear. This contract literally weighs the victim down with the weight of their broken honor. Prerequisites: Mantle ( West) 2 or Court Goodwill ( West) 4 Cost: 1 Glamour Dice Pool: Presence + Intimidation + Mantle ( West) vs. Resolve + Wyrd Action: Contested, resistance is reflexive Catch: The target is suffering the effects of a broken pledge.
Roll Results
Dramatic Failure: The targets sense of pride becomes overweening, to the point where the Contracts of Imminent North will have no more hold over him for the rest of the day. Failure: There is no effect on the target. Success: While this clause is in effect, it encumbers the target with the weight of conscience. For every action they commit that is not in line with their code or ethics, they will be filled with a growing sense of dishonor. This translates into a sensation of heaviness and lethargy. For each dishonorable act, the target suffers a cumulative 1 penalty to all actions until the end of the scene. Exceptional Success: The duration of this clause lasts until the next sunrise or sunset.
Roll Results
Dramatic Failure: The changeling receives misleading information regarding the targets codes or ethics. Failure: The changeling derives no knowledge of the targets codes or ethics. Success: The changeling may learn two pieces of information regarding the targets behavior or ethics. It should be noted that only sanctions or acts that are compelled by a sense of honor can be determined in this fashion. A moral code that carries no sense of pride or honor for the target will not register. 12
Will to Power ()
Honor can be a source of power, the Court of the West will tell you. Indeed, through this clause, a changeling can
Angelus Morningstar
call down upon the target a preternatural ability to pursue their honorable objectives. Prerequisites: Mantle ( West) 3 or Court Goodwill ( West) 4 Cost: 2 Glamour Dice Pool: Intelligence + Wyrd Action: Instant Catch: Between the changeling and the target, either one or both of them, holds the Virtue of Fortitude and the Vice of Pride. Exceptional Success: The duration of the effect extends for two days, and the subject gains an inherent sense of knowledge as to the expiration of the clause. This however, merely forces him to act with greater determination to complete his honor- bound duty as the deadline draws nigh.
Contracts of Dawn
The Dawn Contracts grants a changeling the ability to manipulate the feelings of guilt and shame. If the contract is invoked in a way that is in line with the targets Virtue, the contract gains a + 2 bonus.
Roll Results
Dramatic Failure: The changeling is infused with a great sense of wrongness about his duty. Until the next sunrise or sunset, they cannot regain willpower through their Virtue or Vice. Failure: Nothing moves the target whose envy is neither tempered nor subdued. Success: The targets sense of honor augments his tasks, his knowledge and conviction of the rightness of his actions empowers him beyond normal means. For the duration of the scene, and as long as the subject is performing actions or duties in line with his code of honor, spending Willpower points will grant a + 4 modifier to the desired action instead of the normal +3. Exceptional Success: Spending a point of Willpower increases the bonus to +5.
Visions of Sin ()
The changeling gains a glimpse of something shameful to the target. Cost: 1 Glamour Dice Pool: Wits + Wyrd vs. subjects Resolve + Wyrd Action: Instant and Contested; resistance is reflexive Catch: The target has made a confession to someone in the last 24 hours.
Roll Results
Dramatic Failure: The changeling sees a vision of his greatest shame, which saps a point of his Willpower. Failure: The changeling sees nothing of importance regarding the target. Success: The changeling sees the targets greatest moment of shame play out for him in his minds eye. Exceptional Success: The changeling is able to discern the mental and emotional repercussion of this event. The changeling gains a + 2 bonus to all social interactions to shame or guilt the target until the next sunrise.
Spoken Bond ()
The Court of the West say they have a particular affinity with pledges, as their maintenance and upkeep have much to do with honor. Through the manipulation of a targets sense of honor, that target can be bound by their very promise to uphold their very word. Prerequisites: Mantle ( West) 4 Cost: 3 Glamour + 1 Willpower Dice Pool: Wits + Wyrd vs. Resolve + Wyrd Action: Contested; resistance is reflexive Catch: The changeling lends the clause a measure of his own will. That is, they voluntarily and temporarily diminish their own supply of willpower, which will cause the number of Willpower dots they have, for the duration of the clause, to reduce by one. This dot will return when the clause expires, but any willpower points the dot may have held are lost.
Guilty Pleasure ()
The changeling can instill a sense of shame into a target about their Vice, preventing them from finding succor in it. Prerequisites: Mantle ( Sun) 1 or Court Goodwill ( Sun) 3 Cost: 2 Glamour Dice Pool: Manipulation + Expression + Mantle ( Sun) targets Composure Action: Instant and Contested; resistance is reflexive Catch: The changeling lectures the target on the nature of sin for a minute.
Roll Results
Dramatic Failure: The clause is inversed, and the effects of the success fall upon the changeling herself. Failure: The changelings sense of duty compels him no more than usual. Success: Once this clause has settled on a target, it will lie in wait for the next 24 hours. It will trigger the moment the target offers a promise, however innocence or casual it may be, and then bind him to that promise as though they had just forged a pledge. The function of this clause is to then use the subjects own sense of honor to compel them to uphold such a simple promise. The target will feel honor- bound to do whatever is in his power to fulfill the promise given. The effects of this clause will wear off after 24 hours after the promise has been given. If the promise is not fulfilled in that time, the effects will expire.
Roll Results
Dramatic Failure: Despite a sense of foreboding, the targets darker urges finds themselves spurred on by the forbidden nature of the act. The next time the target indulges in their Vice, they gain two points of Willpower instead of the usual one. This effect wears off at sunrise. Failure: The target feels no better or worse regarding their acts. Success: Until the next sunrise the target is unable to regain Willpower from indulging in their Vice. Exceptional Success: The victim is so overlaid with guilt that not only can the target not indulge their Vice, but to actively commit an action that is aligned with their Vice, the target must spend a point of Willpower. 13
Angelus Morningstar
Burden of Shame ()
The changeling inculcates a target with a sense of his own sin. So heavy a weight does this become, that the targets movements and activities are slowed as they attempt to resolve their moral dilemma. Prerequisites: Mantle ( Sun) 2 or Court Goodwill ( Sun) 4 Cost: 2 Glamour Dice Pool: Presence + Wyrd vs. subjects Stamina + Wyrd Action: Instant and Contested Catch: Giving the target a fist- sized rock that has been painted white.
Plight of Purgatory ()
The changeling floods their victim with such an overwhelming sense of shame and guilt that they will seek out redemption for their sins without hesitation. Prerequisites: Mantle ( Sun) 4 Cost: 4 Glamour Dice Pool: Intimidation + Wyrd - Resolve Action: Contested Catch: The changeling accurately describes the circumstances of the sin being inflicted upon the character.
Roll Results
Dramatic Failure: Instead of weighing the victim down, the target feels a burden of release. Until the next sunrise, the victim will feel highly invigorated and refreshed, gaining a +1 to physical actions. Failure: The target feels no issue regarding their moral dilemmas. Success: The victim is burdened with a sense of guilt as conflicts of moral ambiguity weigh up inside their mind. For the remainder of the scene, the target will have their effective Strength reduced by 1 ( to a minimum of 1) and suffer a 1 penalty on all physical action. Exceptional Success: The penalty increases to 3.
Roll Results
Dramatic Failure: Instead of a dire pronouncement, the evocation falls far too short of its mark. Instead the target is bolstered by this foolish display and gains +2 to all attempts to resist coercion by the changeling for the next day. Failure: The words pronounced are weighty but have no effect. Success: The target feels the pronouncement and knows something deeply conflicted about his or her actions that lead to the moment of guilt. The target will begin to relentlessly seek out those she perceives as having been harmed by her actions and attempt to remedy them. First by begging forgiveness, then through actions seeking to provide restitution ( financial, service or other) . For every success the duration lasts one scene. Exceptional Success: A s above, except the effects last until the next sunrise.
Lash of Penance ()
The changeling with this contract can inflict upon their target the wounds of penance. With these reminders of their guilt the target is far less susceptible to moral decay. The changeling or the target themselves must first inflict these wounds for the effect to take place, and wounds gained through any method not directly due to this contract will not provide a benefit. The attack can be done in one of two ways; the first being a verbal assault denouncing their sins. The later being an attack with a bramble whip ( see catch) . Prerequisites: Mantle ( Sun) 3 or Court Goodwill ( Sun) 5 Cost: 3 Glamour and 1 Willpower Dice Pool: Intelligence + Empathy + Mantle ( Sun) Action: Extended ( each roll takes a turn to accomplish and is reduced by the target's Resolve + Wyrd ( in case of a verbal assault) or by the target's defense and armor ( in case of a physical assault) . Catch: The changeling has a vine made out of hedge bramble, that he uses to inflict the wounds.
Contracts of Noon
The Contracts of the Noon imbue the changeling with powers of the furious and glorious noonday sun, filling the world with glorious radiance and brilliance.
Inner Light ()
The Sun Court speaks of an inner light that all possess, and through the use of this contract, the changeling is temporarily gifted with the power to see the light that every creature gives off. The changeling can use this information to learn and understand more about their targets. Prerequisites: None Cost: 1 Glamour Dice Pool: Wits + Empathy + Mantle ( Sun) subject's Composure Action: Instant Catch: The changeling is sitting quietly in a meditative mindset.
Roll Results
Dramatic Failure: The changeling's own sense of guilt confronts her and she suffers a number of points of bashing damage equal to 10 minus her Clarity. Failure: Despite her best efforts, the changeling cannot cause the target's guilt to confront and overwhelm them. Success: With a successful attack, the changeling inflicts a number of points of lethal damage to the target equal to 10 minus the target's clarity. This damage caps at five, unless the target's Wyrd is higher than five. In which case the target's Wyrd becomes the damage cap. 14
Roll Results
Dramatic Failure: The changeling learns completely misleading information about the target. Failure: The images are vague and confusing denying the character knowledge. Success: The changeling perceives the shape of the target's inner light
Angelus Morningstar
Exceptional Success: A s per normal, except that the changeling can also see the shaped outline of their true form with the clause, meaning that creatures in different shapes or otherwise disguised will be seen for what they are. It should be noted that unless an exceptional success is gained, a changeling cannot wrest a vampire from torpor, and that using this power on vampires has the potential to send them into a fear frenzy at being woken by sunlight ( even though it does no damage to them) . Prerequisites: Mantle ( Sun) 2 or Court Goodwill ( Sun) 4 Cost: 1 Glamour + 1 Willpower point Dice Pool: Intelligence + Empathy + Mantle ( Sun) special ( see below) Action: Instant Catch: The changeling has a dreamwoven object belonging to the target.
Light Signifiers
Shape Sphere Cracked sphere Pale sphere Mutating shape Glowing sphere Meaning mortal changeling undead creature shapeshifter creature with heavy mystical power ( mages, sorcerers and the like) Flame shape an otherworldly or ephemeral creature bound into flesh Filled with color subject is dreaming Melting subject is very ill or dying Large black subject has sworn a wyrd- bound pledge band with another. Hollow shell creature mimicking human form, but nor of human origin ( Gentry included) .
Roll Results
Dramatic Failure: The target remains sleeping and is afflicted with nightmares, draining them of 1 point of willpower. Failure: The light glow fails to wake them from slumber. Success: The character emerges from the deep state of slumber. Exceptional Success: The pull from slumber is so great that the changeling can pull them from the depths of great unconsciousness, such as a coma or a vampire's torpor.
Gilded Tongue ()
By enchanting a target, their lips and tongue glows with a soft light as long as they speak true words. Prerequisites: Mantle ( Sun) 1 or Court Goodwill ( Sun) 3 Cost: 2 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The changeling kisses the target on the lips.
Shackles of Light ()
Changelings are masters of false seemings, guises, disguises and fictions of their images. In many circumstances they attempt to pass themselves off as something other than they are not. This clause allows a suspicious changeling to bind a target to their assumed guise for a duration. If used on a target using contracts of Mirror, they are stuck in that form unless they can over come the successes of the clause with a new working of the contacts of Mirror ( along with any above mentioned problems acquired from being in the wrong shape) . This can also work on other creatures who use powers of shapechanging or illusion to appear as something they are not. A vampire, mage, or shapeshifter using their powers to appear fully human or as some other creature or object, will be bound into that form. Prerequisites: Mantle ( Sun) 3 or Court Goodwill ( Sun) 5 Cost: 3 Glamour Dice Pool: Presence + Wyrd vs. the target's Stamina + Wyrd Action: Contested; resistance is reflexive. Catch: The changeling places some binding or shackle around the target, such as looping a chain around their neck.
Roll Results
Dramatic Failure: The target's lips simply glow without change, and this clause cannot be used upon them again in the same day. Failure: No visible effect occurs. Success: For the next scene, whenever the target speaks, as long as he speaks true words his lips will glow with a faint phosphorescence. This does not detect lies by omission or other prevarications. Exceptional Success: A s above, but if the target attempts to distort the truth by other means ( such as lies by omission) their lips bleed dealing them a point of bashing damage.
False Dawn ()
The face is illuminated by a gentle candor that can awaken people from the depths of sleep, unconsciousness and even supernatural somnolence. If the target is in a gentle and natural sleep, the light of the false dawn will wake them without contest. If the target is in a state of unconsciousness, the caster must subtract the character's Composure from the pool. For creatures who are in a dream being manipulated by an oneiromancer, the dream's intensity must be subtracted. If the state of slumber is a supernatural effect, than the number of successes of the effect is subtracted. For creatures who are in a supernatural slumber ( such as a Vampire's daysleep, or a Mage astral projecting) then the character must subtract the target's power stat ( Blood Potency, Gnosis, etc...) in order to combat this.
Roll Results
Dramatic Failure: The target's form becomes honed, granting them a + 1 to any physical actions if they are a mobile creature, or to + 1 structure if they are an object. Failure: The target is simply unaffected by the clause. Success: The target is bound into their form for a number of scenes equal to their successes. Exceptional Success: The target bound to their form, but the duration is until next sunrise. Not only that, but it binds their relative power to what they choose to depict. 15
Angelus Morningstar
So a changeling who sets themselves up to appear as a kith of a different seeming, will be unable to call upon clauses that are not in affinity with that seeming. If a changeling presents themselves of a specific court, they will only be able to invoke clauses of that court. If they assume the guise of a creature that is seemingly mortal or mundane to changeling eye they will be rendered mortal, or unable to invoke clauses at all. Creatures that assume animal or object forms will be unable to access any powers during this time. It should be noted that this only bind them from using activated powers. Powers that are inherent to their supernatural condition are not affected. Action: Instant Catch: The changeling puts a splash of blood, not her own, on her tongue.
Roll Results
Dramatic Failure: The changeling immediately vomits as her sense of taste is overwhelmed by putrefaction. She cannot reactivate this clause for the next scene. Failure: No sense of taste is imparted to the changeling. Success: The changeling can taste the scent of loathing on the air. A s the sense of taste is proportional to the distance of the target, she can use this to attempt to track or hone out their target She gains a +2 to tracking this figure. Exceptional Success: The changeling also gains insight into the vice of the subject whose trail she's following.
Grand Corona ()
Changelings are familiar with illusions and enchantment, though the Court of the Sun can use this contract to temporarily dispel all a target's enchantments. Prerequisites: Mantle ( Sun) 4 Cost: 4 Glamour Dice Pool: Presence + Empathy + Mantle ( Sun) vs. subjects Composure + Wyrd. If the subject is currently being disguised by an activated supernatural effect ( such as a clause) then the successes are added to this pool as a modifier. Action: Contested; resistance is reflexive Catch: The target is in the direct light of the Sun, and it is an hour either side of noon.
Self-Loathing ()
The changeling fills their victim with a sense of utter disgust at themselves, filling even their most pious moments with horror and revulsion. Prerequisites: Mantle ( Moon) 1 or Court Goodwill ( Moon) 3 target's Composure Cost: 2 Glamour Dice Pool: Wits + Socialize + Mantle ( Moon) Action: Instant Catch: The changeling jeers or boos the subject audibly in front of others, or otherwise humiliates them.
Roll Results
Dramatic Failure: The changeling's own Mask slips for a number of turns equal to their Wyrd. Failure: There is no effect Success: A n inner light flairs up inside the target and all of the target's supernatural illusions are dispelled, shattering like a mirror. If they have changed shape they resume their normal shape, if they are wearing a false guise it falls away. If they are a Gentry A ctor in a mortal seeming they slip into their true form. This disillusion even includes the changeling Mask, revealing them to the eyes of mortal kind. The effects of this last for a scene, at which point guises that would still be in effect will reassert themselves. In this time, the target can attempt to cast a new illusion with no penalty. Exceptional Success: The effects are as above, but the the penalty for forming a new illusion or guise is penalized by - 2.
Roll Results
Dramatic Failure: The sense of loathing becomes truly self- inflicted as the invoker of the clause suffers the effects of a success. Failure: The victim is not moved by the nature of the clause. Success: Until the next sunset, the victim formulates an irrational, loathing association with themselves, and cannot fully appreciate anything of their own. If the character sees himself in a mirror, or is given a compliment or accolade or otherwise reflected upon, roll Resolve + Composure. If the roll fails, the character is forced to humiliate themselves in someway. Exceptional Success: A s above, except to satisfy their loathing they must inflict upon themselves a number of points of damage equal to their Stamina when confronted in this way.
Contracts of Dusk
The Dusk Contracts grants a changeling the ability to manipulate the feelings of disgust and loathing. If the contract is invoked in a way that is in line with the targets Vice, the contract gains a + 2 bonus.
Grotesquery ()
The changeling causes a victim to become the image of vile grotesquery, inciting revulsion and disgust in all who see them. Prerequisites: Mantle ( Moon) 2 or Court Goodwill ( Moon) 4 Cost: 2 Glamour + 1 Willpower Dice Pool: Manipulation + Wyrd subject's Composure Action: Contested; resistance is reflexive Catch: The changeling flings some mud or excrement onto the target.
Taste of Revulsion ()
The changelings tongue becomes supernaturally sensitive to the tang of loathing, and like a snake is able to taste its fragrance on the air. Prerequisites: None Cost: 1 Glamour Dice Pool: Wits + Wyrd 16
Roll Results
Dramatic Failure: The nature of the speech suddenly takes on a focus towards the changeling himself, and the energies of revulsion and disgust are turned upon the invoker of this clause. Failure: The subject speaking suffers no consequence. Success: A s the subject speaks, it becomes twisted and warped. His words begin to anger the crowd who find his words revolting them and causing them to rise up against him. The entire crowd seeks to show this figure how much they are disgusted by him, usually by demeaning him or jeering him. Exceptional Success: A s above, except that the crowd turns violent.
Bacchanalia ()
The changeling with this clause can create an area of depravity, bringing out the most vile behaviour from the depths of people's loathing. For this clause to work, the changeling must be present at a social gathering, and interact with them. In this time he whispers unbidden thoughts of loathing and disgust. Prerequisites: Mantle ( Moon) 3 or Court Goodwill ( Moon) 5 Cost: 3 Glamour Dice Pool: Wits + Socialize + Mantle ( Moon) Action: Extended ( each roll represents a minute of socializing) ; the target number of successes equals 1 per five people, and an additional number of successes equal to the highest composure in the crowd. Catch: The social gathering is a masquerade or involves masks in a significant way.
Contracts of Midnight
The Midnight Contracts invokes the powers of the midnight darkness, veiling their work in guile, secrets and treachery.
Dark Gleanings ()
The changeling gains the ability to see in the dark as well as it were day. Prerequisites: None Cost: 1 Glamour Dice Pool: Wits + Wyrd Action: Instant Catch: The changeling cracks her fingers, neck or other joint in the dark. It must be audible.
Roll Results
Dramatic Failure: A ll successes accrued to sway the crowd are lost and the changeling must start again. Failure: The changeling's gains no successes on attempting to sway the crowd. Success: When this clause takes effect, the crowd begins to feel drawn towards their vice. Not in a way that is pleasing or satisfying, but in a way that exemplifies their sense of disgust and self loathing. A person taken by vice will feel compelled to perform some depraved lustful act, that would be far beyond their normal experience. Exceptional Success: Should the changeling achieve five successes on the last role required to meet the target number, then the nature of the desires becomes frenzies and unrelenting. Violence, orgies and all manners of displays of disgusting human behaviour is seen. It would make Caligula proud.
Roll Results
Dramatic Failure: The changeling is struck blind for a number of turns equal to her Wyrd. Failure: The changeling is simply unable to see through the gloom. Success: The changeling is able to see in the dark as clearly as if it were daylight, reducing all darkness penalties to zero. The character's eyes take on a nocturnal luminescence, in that they will reflect if a light is shined into their eyes. Exceptional Success: A s above, except that the eyes no longer reflect light.
Revolting Masses ()
The changeling selects a targets, who incites such dire enmity and disgust from a crowd that they turn upon the target. In order to affect a single target within the crowd, the changeling must be within line of sight of the target and hearing them speak. Prerequisites: Mantle ( Moon) 4 Cost: 3 Glamour Dice Pool: Subterfuge + Wyrd the subject's Presence Action: Instant Catch: The subject is delivering a speech or some other oration before the crowd.
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Roll Results
Dramatic Failure: A ll successes accumulated thus far are lost and the changeling must start again. Failure: The changeling makes no progress at manipulating the portal into the Hedge. Success: The changeling achieves the success required, ad the chosen portal opens up, to remain open for a number of turns equal to the changeling's Wyrd. To everyone else's eyes but the changeling's own, the portal will appear as normal, and stepping through will not show the way back. By spending a point of willpower the changeling can delay the opening of the gate by up to a minute at will. When the time expires, the gate will open up regardless. Exceptional Success: If the changeling manages to accumulate five successes on the last roll required to gain successes, the portal will remain open for a number of minutes equal to the changeling's Wyrd.
Shroud of Night ()
A n unnatural veil of darkness descends upon and around the changeling, cloaking her misdeeds in shadow. Prerequisites: Mantle ( Moon) 2 or Court Goodwill ( Moon) 4 Cost: 2 Glamour Dice Pool: Composure + Stealth + Mantle ( Moon) Action: Instant Catch: The changeling must crush a bug in their mouth within the last scene.
Roll Results
Dramatic Failure: The inky cloud gathers at the heels of the changeling causing him to leave black hand prints and foot prints wherever he treads for the next scene. Failure: There is no visible effect. Success: The immediate vicinity is filled with an unnatural darkness as though it was the depths of night. Sources of natural light will not naturally penetrate the darkness, and supernatural sources of light will penetrate it for only three yards per success above the successes gained on the activation of Shroud of Night. Exceptional Success: No additional effect, except to make the darkness that much harder to break.
Shadow Step ()
This contract grants the changeling such familiarity with the nature of darkness that they open up a way for them to pass from one to another without the loss of a moment's breath. Prerequisites: Mantle ( Moon) 4 Cost: 3 Glamour Dice Pool: Stealth + Wyrd Action: Instant Catch: The changeling breaks something of value before invoking the clause ( at least worth Resources 2) .
Roll Results
Dramatic Failure: The changeling is sucked into his own shadow only to be ripped in passing and spat out into the same spot. They incur three lethal damage. Failure: No effect occurs. Success: The changeling is capable of stepping into a shadow that is approximately his own side or greater, and immediately step out from another shadow of roughly the same size or larger. The changeling can travel to any shadow within 3 yards per dot of Wyrd the changeling has. He cannot take people through with him and can only take personal clothing and objects no larger than Size 3. Exceptional Success: The changeling is able to transport objects up to Size 5 through the shadow, or may take one single person through with him.
Gate of Mara ()
The changeling opens a gateway into the Hedge, which cannot be seen by others. This is particularly useful as it grants the changeling the opportunity to make a wayward path, either creating themselves an escape route, or otherwise tricking a hapless fool into walking into the Hedge. Prerequisites: Mantle ( Moon) 3 or Court Goodwill ( Moon) 5 Cost: 2 Glamour ( + 1 Willpower) Dice Pool: Stealth + Wyrd Action: Extended ( each roll takes one turn of manipulating the Hedge; the target number is equal to the Size of the target creature or the target's Wyrd, whichever is higher)
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