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 Goblin Contracts

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Avy
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PostSubject: Goblin Contracts    Wed May 20, 2015 1:41 pm

Life for the Lost is an inherently dangerous prospect. From fetches and the True Fae, hobgoblins, and Hedge Beasts, to humans, supernatural creatures and even other changelings, the threats they are likely to face in their lifetimes can be overwhelming. While some fae bolster themselves with physical prowess and weaponry, there are many challenges that face the Lost that sheer brute force is not the most effective answer to. Sometimes cunning, obscure knowledge and a mastery of fae magic are a changeling's best defense (or offense) against the adversity life throws at them. For those that feel the weight of overwhelming odds crushing down upon them, turning to some of the darker and more dangerous aspects of the Wyrd seems a natural response. While these powers carry an inherent danger with them and usually not the first that other changelings share with their newly returned kin, they can be the core of a desperate Lost's arsenal against the nigh-limitless threats he faces.

Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price -- something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price. Dramatic failures rolled when performing Goblin Contracts usually result in the character paying the price without receiving any benefit. Unlike other Contracts, Goblin Contracts are not chained and can be bought in any order. A changeling can purchase a three-dot Goblin Contract without knowing any one- or two-dot Goblin Contracts. They also cost fewer experience points to purchase. However, a beginning character may purchase only one-dot Goblin Contracts during character creation.


[ 1 ] Mantle Mask ( Dancers In The Dusk -- Page 65 )

One of the ways a changeling's Wyrd manifests is through the sensory attributes that resonate with her chosen Court. Just as Contracts of the Mirror allow a Lost to change her Mask or mein, Mantle Mask allows her to manipulate her Mantle, or to create the perception of one where none existed previously. In no way does this Contract change the mechanical effects of a Lost's Mantle -- only the cosmetic appearance thereof. Thus a Summer Courtier with a Mantle of 3 could temporarily modify her flame-cloak Mantle and the sound of crowds cheering her name to a shroud of autumn leaves accompanied by crow's calling. She would not, however, lose the armor and other benefits her Summer Mantle provides, nor would she gain Autumn's equivocal bonuses dealing with the True Fae. Drawback: Mantle's illusion, once created, does not fade quickly. Although the changeling's natural Mantle springs back in full force at the end of the scene, for a time period twice the length of the time period the illusory Mantle was in place, remnants of the false Mantle remain perceptible. A Winter Courtier who had suppressed her icicle-bedecked hair in favor of manifesting Spring blossoms for a three-hour scene, might find that, for the three hours after the scene ended, there were still fading rose-petals encased in her newly-returned frost, for example. For the Courtless, this manifestation results in a fading traces of her manifested Mantle enshrouding her. Too weak to be mistaken for a "real" Mantle, this after-effect is only strong enough to act as a clue to others that the Lost has been tinkering with strange magic.

Cost: 1 Glamour

Dice Pool: Occult + Wyrd

Action: Instant

Catch: The changeling draws, paints or otherwise decorates her skin with an emblem symbolic of the Court whose Mantle she is attempting to mimic.

Dramatic Failure: The changeling's attempt to force a new appearance to her Mantle fails, and her Mantle becomes a jumbled mass of contradictions for the next scene. For a Spring Courtier, her normally vibrant leaves, flowers and vines might take on a jaundiced look as if affected by some Wyrd-blight, or her Mantle's soft spring breeze might become tainted with a malodorous stench. Autumn courtiers might find their dark Mantle turned farcical, or Winter's ice and chill turned to annoying slush festooned with sparks of bonfire. A Courtless who invokes this great of a failure finds herself possessing an unruly temporary Mantle that blends elements from all four of the seasonal courts in a disturbing and jarring way. Any Lost under this effect suffer a -2 penalty to all Social challenges (offensive or defensive) with anyone who can perceive their disturbing pseudo-Mantle.

Failure: The changeling's Mantle (or lack thereof) is unaffected.

Success: The changeling's mastery of her Wyrd is able to temporarily overshadow the inherent cosmetic manifestation of her Mantle. The materialization of her normal Mantle (visual, auditory, olfactory, sensory, etc.) dwindles to an imperceptible level for the remainder of the scene, and is replaced by that of the Court she focuses upon while activating the Contract. If no Court is chosen, she is left with no Mantle, and is likely to be assumed to be Courtless by those judging such matters by Mantle alone. For every success achieved on her activation roll, she may manifest a single sensory aspect to her illusionary Mantle, up to the level of her normal Mantle rating. Courtless who use this clause to manifest a Mantle from scratch can create the illusion of one up to a level equal to half the successes they rolled on the activation, rounded up, although this number may never exceed 5 levels. At the end of the first scene, the changeling may choose to spend two points of Glamour to automatically activate the Contract for an additional scene. This must be paid for with Glamour (not a use of the catch). At the end of this second scene, she may pay three Glamour to continue the effect for a third scene, and so on, until she reaches the maximum amount of glamour she can spend during any one turn. This extension can be done for as long as the Lost chooses continues to spend the Glamour and is able to spend enough to meet the ever-growing cost. However, when the changeling ceases to spend the Glamour to extend the effect, the Drawback immediately manifests, and lasts for the entire time the Contract's power was in effect (in days, hours and minutes, not number of scenes.)

Exceptional Success: As with a success, however the changeling may manifest the illusion of any level of Mantle up to 5, regardless of her normal Mantle rating (even if she is Courtless).


[ 1 ] Sight Of Truth And Lies ( Rites Of Spring -- Page 114 )

The changeling can automatically tell truth from lies, but while doing so, he must tell the truth. If he lies while using this Contract, he becomes temporarily incapable of telling truth from lies.

Cost: 1 Glamour

Dice Pool: Wyrd + Subterfuge

Action: Instant

Catch: The changeling uses this Contract at an official occasion, such as a trial or a formal gathering of the leaders of the local freehold.

Dramatic Failure: For the remainder of the scene, the changeling automatically believes all lies that are not immediately and obviously false.

Failure: The Contract fails, and the changeling is left with his natural ability to tell truth from falsehood.

Success: The character can automatically tell any lie spoken in his presence. He doesn't know what the truth is, merely that any lie he hears is not true. The character can use this ability for one full scene. However, while doing so, the character must speak the truth at times during this scene. The character can remain silent, but any statement he makes must be true to the best of the character's knowledge; he also cannot knowingly exaggerate. If the character lies for any reason, even a minor lie such as telling someone that her hideously garish shirt actually looks nice on her, then he becomes completely unable to tell truth from falsehood for the remainder of the scene. As long as a statement is not obviously false, such as someone claiming that it is nighttime when the character is standing under a hot noonday sun, the character is certain that the person is telling the truth and also that the statement itself is true, even if the statement is an obvious exaggeration to everyone else present. The character's ability to tell truth from falsehood applies only in person or in two-way verbal conversations such as phone calls. When hearing and telling lies, statements that the person honestly believes to be true are never considered lies, even if the statement is actually false. For this Contract, the ultimate definition of truth or falsehood is whether or not the person saying the statement believes it is true or not.

Exceptional Success: The character can also tell truth from falsehood in recorded media such as television shows or in print.

Suggested Modifiers: The character has told a lie within the last scene (-1); The character is acting as a judge or is otherwise charged with determining the truth of statements or events (+1).


[ 1 ] Trading Luck For Fate ( Changeling: The Lost -- Page 164 )

The character knows the result of some random or otherwise impossible-to-determine event. In return, she experiences some sort of bad luck within the next several hours. The character cannot use this Contract again until this bad luck occurs.

Cost: 1 Glamour

Dice Pool: Wits + Wyrd

Action: Instant

Catch: Using this Contract to win at gambling.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit.

Failure: The character experiences neither good nor bad luck.

Success: The caster knows the outcome of something random or similarly unknowable in her immediately vicinity, such as which of four streets the people she is pursuing fled down or which roll of scratch-tickets to buy to win between $10 and $25. The Contract cannot answer open questions (such as "Where can I find my target?"), only questions that select one of several obvious possibilities. This Contract cannot cause anything otherwise impossible to occur and cannot predict anything with odds of less than one in 100. During the next day, the changeling will experience a single incidence of bad luck -- being cut off by a clumsy pedestrian while chasing someone, having an expensive suit of clothing ruined by being splashed by a passing car or having a cell phone run out of power at an inopportune time. This bad luck is never life threatening, merely distressing and inconvenient. At worst, an incident of bad luck will do two or three points of bashing damage to the character.

Exceptional Success: The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.

Suggested Modifiers: Taking a few minutes to carefully examine the situation (+1); Making an instant guess (-1).


[ 1 ] Shooter's Bargain ( Changeling: The Lost -- Page 164 )

The changeling can bless a ranged weapon such as a bow, crossbow or gun so that two of the next three shots fired will be exceptionally accurate. However, one of these three (chosen by the Storyteller and unknown to the player or character) will automatically be a chance roll.

Cost: 1 Glamour

Dice Pool: Dexterity + Wyrd

Action: Instant

Catch: The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit.

Failure: The blessing fails, and the weapon is unaffected.

Success: The character blesses a specific weapon so that two of the next three shots it makes hit with unusual accuracy. Each success reduces one die of ranged combat penalties normally due to the target's distance (range penalties), position (such as being prone), size (for very small targets) or environmental factors such as darkness, snow, cover penalties or anything else that doesn't directly work directly upon the changeling. However, one of the next three shots is cursed and will instead automatically be a chance roll. Neither the blessings nor the curse affects shots that are not made with the intent of hitting the target or where the gun fires blanks.

Exceptional Success: Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.

Suggested Modifiers: The character is using a weapon she has owned for at least a month that serves as her primary ranged weapon (+1); The character is using a weapon she has never used before (-1).


[ 2 ] Calling The Guardian ( Rites Of Spring -- Page 114 )

The character calls up a semi-animate force to protect him. It will protect the character from the next attempt to attack him in hand-to-hand combat. However, the guardian summoned by this Contract cannot differentiate between a dangerous attack and an accidental but forceful shove or any other equally harmless gesture.

Cost: 2 Glamour

Dice Pool: Dexterity + Wyrd

Action: Instant

Catch: The character is currently suffering from at least one point of lethal or aggravated damage due to some form of hand-to-hand attack.

Dramatic Failure: The Contract works normally, except that instead of protecting the character from attack, the force strikes the character immediately after the attack that triggers it.

Failure: The Contract fails, and the character remains unprotected.

Success: The character is protected from the next attempt to attack him in either armed or unarmed hand-to-hand combat. As the attacker is moving in to attack the character, just before the attacker's blow strikes the character, the force summoned by this Contract violently shoves the attacker. This counterattack is invisible and unexpected and so cannot be dodged and ignores the attacker's defense score. Each success rolled on this Contract does one point of bashing damage to the attacker and moves the attacker one yard away from the character. Although changelings and other supernatural beings will see the attacker being shoved out of the way by a form that becomes faintly visible as it shoves the attacker out of the way, this being is completely invisible to ordinary mortals. Mortals who observe this, including the attacker, if she is mortal, instead see the changeling swing around at the last minute before the attack and violently shove the attacker away from her. Unfortunately, the force called up by this Contract cannot distinguish between real attacks and other similar behaviors. As a result, the force treats someone friendly punching the character in the arm or touching him on the back or shoulder as an attack. This force deals with an angry lover attempting to slap the character in the face in exactly the same way the force would deal with a large bouncer forcefully throwing the character out of a bar or a psychotic mugger's attempt to beat the character to death with a lead pipe. In ideal circumstances, this Contract can save a character's life; in other circumstances, this Contract can get the character arrested on assault charges. Once the character uses this Contract, she has no control over whom it affects. The guardian vanishes after it protects the changeling from one hand-to-hand attack, or after 24 hours, if the character has not been attacked before this time elapses. A character cannot be protected by more than one guardian at a time. Using this Contract on a character who already has a guardian waiting to protect him dispels the first guardian. This Contract cannot be invoked during combat.

Exceptional Success: Instead of merely acting once, the Contract remains active for a number of attacks equal to the character's Wyrd.

Suggested Modifiers: The character has already used this Contract once within the last day (-1); The character offers the guardian a goblin fruit as payment (+2).


[ 2 ] Daunting Force ( Dancers In The Dusk -- Page 66 )

Wyrd is a powerful force, and those with high amounts of it have the potential to wield this power with elegant dexterity or brutish might. While the former is sometimes more effective, the latter is certainly a force to be reckoned with. By using this Contract, a changeling may attempt to use the brute strength of his Wyrd to intimidate someone else. Drawback: Regardless of whether the Contract succeeds or fails, the changeling's Wyrd is taxed by the intimidation effort. For the next 24 hours, any use of Glamour by the subject for any purpose requires an additional Glamour to activate.

Cost: 2 Glamour

Dice Pool: Presence + Wyrd - subject's Composure

Action: Instant

Catch: The changeling is actively wielding an un-holstered, unsheathed weapon or firearm of some sort.

Dramatic Failure: The clause backfires. For the remainder of the scene, the changeling is at a -2 dice penalty to all Presence based challenges and a -2 dice penalty for all Intimidation based rolls (cumulative, for a -4 penalty to rolls using Presence + Intimidation) attempted against any target.

Failure: The subject is unaffected.

Success: For the remainder of the scene, the force of the changeling's Wyrd has an intimidating affect on the subject. All social challenges made by the changeling against the subject gain a +2 dice bonus, and any attempts by the subject to take actions (physically, socially, mentally or supernaturally) against the changeling are made at a -2 dice penalty.

Exceptional Success: As with a success, but the bonuses and penalties are increased to +4 and -4 respectively.


[ 2 ] Diviner's Madness ( Changeling: The Lost -- Page 165 )

The changeling gains an accurate image of the past or the future of some person or place. Afterwards, she temporarily goes somewhat mad. All madness lasts for one day. At the end of this time, the changeling also forgets the contents of the divination.

Cost: 1 Glamour

Dice Pool: Wits + Wyrd

Action: Instant

Catch: Divining the past or the future of someone the changeling is in love with.

Dramatic Failure: The changeling gains one of the severe derangements listed below for one day.

Failure: The changeling experiences no visions or madness.

Success: The changeling can have a vision of the past or the future. She first declares a target, a person, place or object that she has visited, met or touched at least once. She can make herself the target. If she views the past, she can examine the target's past with flawless clarity, seeing anything that has occurred. Each success allows the changeling to view up to one turn of time in that place in real time, beginning with the moment declared when the Contract was performed. Alternately, the character can ask a simple question about the target's future and gain a general answer. Examples of proper questions include: "What time will Joseph Klein arrive home tonight" or "Will the North Park Strangler kill someone tonight?" (given a brief prior encounter with the Strangler). Improper questions get incoherent answers. Each success grants the changeling an answer to one question about the target's future. Additional successes allow follow-up questions, allowing the changeling to get more specific details, such as asking if Joseph Klein will stop on his way home tonight or the exact time or location of the Strangler's next murder. Performing this divination also causes temporary madness. If the changeling rolls three or fewer successes, she gains one of the following severe derangements: Megalomania, Multiple Personality, Paranoia or Schizophrenia. With four or more successes, she gains one of the following mild derangements: Narcissism, Irrationality, Suspicion or Vocalization. Regardless of successes rolled, this madness lasts for one full day.

Exceptional Success: Beyond the advantages gained by rolling multiple successes, no special bonus is gained.

Suggested Modifiers: The subject of the divination is present. (+1); The changeling knows the target moderately well (such as a co-worker), or has visited him regularly (-1); The changeling has encountered the person, place or object several times (-2); The changeling has only encountered the target once (-4).


[ 2 ] Dream Rendering ( Swords At Dawn -- Page 109 )

In Faerie, the True Fae can take a passing fancy and shape it into reality through the power of the Wyrd. A changeling that learns the Contracts of Dreams gains some of this ability thanks to Cobble thought but most of the items she snatches from dreams soon fade away in the lands of waking. This Contract allows the changeling to break down the objects gained from Cobblethought into the pure stuff of possibility and use the dream-stuff to modify tokens so they can be used while slumbering. In order to use Dream Rendering, the character must first have successfully pulled an object out of her own unconsciousness using Cobblethought.

Cost: 1 Glamour

Dice Pool: Wits + Wyrd

Action: Instant

Catch: The changeling is naked.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit. The object gained from Cobblethought vanishes, even if the character managed an exceptional success on the roll.

Failure: The Contract fails to work and the character pays no price.

Success: The character succeeds in breaking down the object gained from Cobblethought into the dream stuff of possibility. In this form, the dream-stuff resembles brown cotton candy and is equally tacky to the touch. The character can then augment an existing token by weaving, wrapping and hammering the dream-stuff into place until it merges with the token. This requires a Dexterity + Crafts roll. Assuming everything goes to plan, the token can then be used by the changeling that owns it even while asleep. Dream-stuff persists for one scene before vanishing. Such close contact with the magic of possibility infests the changeling, reminding her of her durance. The next time she sleeps, the changeling has intense flashback nightmares about her time in Arcadia that she can't snap out of, even through the use of oneiromancy. These dreams are powerful enough to make the changeling wonder whether she really ever escaped at all and require a roll for degeneration on 5 dice (regardless of current Clarity rating).

Exceptional Success: The character manages to extract enough dream-stuff to augment two tokens, though each still requires a successful Dexterity + Crafts roll to complete.

Suggested Modifiers: The object pulled from dreams came from a target that is currently asleep (+2); The object pulled from dreams is Size 3 or larger (+1); The object pulled from dreams is Size 1 (-1); The object pulled from dreams comes from a source not wholly human (-2).


[ 2 ] Fair Entrance ( Changeling: The Lost -- Page 165 )

This Contract allows the changeling to open any door as easily as the owner, instantly disarming all alarm systems and locks. However, by using this Contract, the character ensures she will be left similarly vulnerable. The next time someone with hostile or malevolent intent tries a lock on a dwelling or vehicle regularly used by the character, the lock is open and any alarm systems fails to function. However, any cameras that passively record all who enter or leave a region will record the character.

Cost: 1 Glamour

Dice Pool: Wyrd + Larceny

Action: Instant

Catch: When used to open the door to the dwelling of a personal enemy -- someone who the character knows, who knows the character and who has admitted his enmity to the character.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit.

Failure: The Contract fails to work, and the character need pay no price.

Success: The Contract opens the desired door. If examined, the door the character opened shows signs of having been opened, and cameras or recording equipment will reveal the intrusion. Later, one of the changeling's doors or other locks suffers the same effect. Using this Contract multiple times before the price is paid attracts people with malicious intent to the character's dwelling and vehicle and makes attempts to break into or steal them far more likely.

Exceptional Success: The desired door shows no trace of having been opened by the character, and any cameras or recording equipment associated with the door do not record the character's presence.

Suggested Modifiers: Carrying an article of clothing or a photograph of someone who regularly unlocks the door (+1); Especially complex or secure locks (-1 to -3).


[ 2 ] Fool's Gold ( Changeling: The Lost -- Page 166 )

A common fae deceit, this Contract can make one object appear to be another by covering it with the Mask. This Contract's most common use is to trick foolish, greedy mortals into accepting worthless dross in payment for valuable goods or services; in this day and age, however, that can be dangerous, as the Contract leaves its dupes aware of who tricked them. The Gentry like to be remembered, after all.

Cost: 1 Glamour

Dice Pool: Manipulation + Wyrd

Action: Instant

Catch: The changeling uses this Contract to deceive someone who has been dishonest to or broken his word to the changeling in the past 24 hours.

Dramatic Failure: The changeling fails to conceal the object behind the Mask, and cannot attempt to use this Contract again for 24 hours.

Failure: The changeling fails to conceal the object behind the Mask.

Success: The changeling makes an ordinary, mundane object appear to be another object of similar size and shape. This is, specifically, granting the object an aspect of the Mask, and all the rules governing the Mask apply. A weapon cannot be made to look completely non-threatening, for example, and armor can be disguised as some less suspicious form of protective clothing (such as sports padding) but not as ordinary clothing. This Contract cannot affect anything too large for the changeling to carry comfortably. This effect is a purely psychological one on the part of mortals interacting with the object, just as the Mask covering a changeling's mien. A dry leaf disguised as a $100 bill will look and feel exactly like a $100 bill to any mortal who interacts with it, but it will not stand up to counterfeit detection measures. Likewise, a playing card disguised as a platinum credit card will not read if swiped through a reader and does not access an actual account. Since this illusion is an effect of the Mask, ensorcelled mortals, other changelings and any other beings able to see through the Mask are automatically immune to this power. The transformative effects of this Contract last until the end of the scene. If the no longer Masked object is in the possession of a mortal or supernatural being affected by the Mask (for example, if the changeling used phantom money to pay for something), that individual develops a certainty that the changeling was somehow connected to the Masked objects.

Exceptional Success: As an ordinary success, except that the Mask lasts until the next sunrise and witnesses do not gain a Wits + Composure roll to recognize the changeling's involvement.

Suggested Modifiers: Disguising an object of no inherent value as something of great worth (a pebble on a string for a diamond necklace) (-3); Disguising an object of no inherent worth as something of moderate worth (dry leaves for $20 bills) (-2); Disguising multiple similar objects (a handful of bottle caps into a handful of Spanish doubloons) (-1); Disguising an object of moderate worth as something of great worth (semiprecious necklace for diamond necklace) (-1).


[ 2 ] Sandman's Bargain ( Swords At Dawn -- Page 110 )

One of the problems with altering dreams is the tight-rope act that changelings must walk between changing a dream to suit his purposes and maintaining enough dream integrity so that the entire thing doesn't collapse. This Contract can be used while in dreams to ensure stability at the possible cost of real damage to the oneiropomp.

Cost: 1 Glamour

Dice Pool: Resolve + Wyrd

Action: Instant

Catch: The changeling stayed awake for at least 24 hours prior to activating this Contract.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit. The dream the changeling was attempting to modify immediately ends and he suffers one point of lethal damage from the trauma of the dream's collapse.

Failure: The Contract fails to work and the character pays no price.

Success: For the duration of the current dream, the oneiropomp can make any changes he likes to a dream with no chance of disrupting it. No matter how abrupt, unusual or drastic the changes are, the dream remains stable. This will also keep a scoured dream from ending if the Intensity is reduced below 0. A dream touched with this Contract not only seems more real to the dreamer, but also to the changeling that invades it. Any damage taken by the user during a dream that has been stabilized with this Contract becomes actual, lethal damage.

Exceptional Success: As above, but any damage suffered during the dream is considered bashing rather than lethal damage.

Suggested Modifiers: The dreamer shares a dream pledge or task with the changeling (+2); The dreamer is personally known to the changeling (+1); The dreamer is a complete stranger to the changeling (-1); The Contract is used on the same dreamer for successive nights (-2).
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PostSubject: LEVEL 3s   Wed May 20, 2015 1:41 pm

[ 3 ] The Blessing Of Forgetfulness ( Rites Of Spring -- Page 115 )

The character can cause the target to forget any single event that lasted no longer than three hours. In return, the character automatically suffers a dramatic failure when attempting to tell one lie that she sincerely hopes that the person she is telling it to will believe.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Manipulation + Wyrd - Composure

Action: Instant

Catch: The changeling is attempting to cause the target to forget about an event in which the changeling betrayed the target.

Dramatic Failure: The Contract fails, but the character pays the price and suffers a dramatic failure when telling an important lie.

Failure: The Contract fails, and the character does not have to pay the price.

Success: The character causes the target to forget a single incident, such as a conversation, gunfight or some other event that lasted no more than three hours. All of events the target forgets must be from a single continuous time-period. If a single conversation about a topic took place in several parts, over the course of several days, the changeling could only cause the target to forget one of the various parts of this conversation. Instead of remembering the deleted events, the target constructs a series of memories consisting of the events that occurred immediately before and after the deleted memories and events that the target would have likely done during the time in question. Memories affected by this Contract are gone forever, and no amount of reminding the target about them will cause the target to remember them. However, if shown evidence that these events actually occurred, the target can convince himself that he, for some reason, forgot the event. Upon learning what actually occurred, most targets unconsciously construct memories that resemble the stories about the events that he has been told. However, these are constructed memories that the target may believe, but which contain no actual memories. The payment for the Contract's success is called at a time not of the character's choosing. Until the character has dramatically failed at an important lie, he cannot use this Contract again.

Exceptional Success: The character can cause the target to forget the incident and any conversations or other events that caused the target to think or talk about this incident.

Suggested Modifiers: The character is attempting to cause the target to forget events that were of deep personal importance to the target (-1); Forgetting the events in question will make the target happier (+1).


[ 3 ] Burden Of Life ( Changeling: The Lost -- Page 166 )

As long as the changeling does so swiftly, he can heal someone from an injury or catastrophic event such as a heart attack. However, the healing causes the changeling to take on the burden of that person's life. For the next full day, all damage that would harm that person applies to the changeling instead. The changeling cannot heal herself with this Contract.

Cost: 2 Glamour

Dice Pool: Empathy + Wyrd

Action: Instant

Catch: The target was injured during the act of saving the character from harm.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit.

Failure: The changeling neither heals the target nor takes on the burden.

Success: For every success rolled, the target heals two points of damage. This Contract heals aggravated damage first, and if all of that is healed, the Contract heals lethal and then bashing damage. If the subject had taken at least four levels of lethal damage, and is healed of at least four levels of lethal or aggravated, the life burden is activated. For the next full day, all damage that the target would suffer instead affects the changeling. No armor, Contracts or other protections can prevent this damage from affecting the changeling. During this time, the target is immune to all damage save that delivered by cold iron. Self-destructive targets can swiftly kill or seriously injure the changeling. A changeling can use this Contract as often as desired, but for a day after using it, he cannot have this Contract used upon him -- all such attempts automatically fail. A single target cannot benefit from this Contract more than once a day. To use this Contract, the changeling must touch the target within a number of turns of the injury or event equal to the changeling's Wyrd.

Exceptional Success: Regardless of severity, the target's injuries are completely healed.

Suggested Modifiers: The target literally saved the changeling's life, sustaining the injury (+2); The changeling injured the target (+1); The changeling is only slightly acquainted with the target (-1); The changeling has never encountered the target before (-3).


[ 3 ] Delayed Harm ( Changeling: The Lost -- Page 167 )

The character can avoid any single lethal or aggravated attack she can see coming. However, the next lethal or aggravated attack upon the character is worse than it normally would be. This Contract may be used after the attack is actually rolled.

Cost: 2 Glamour

Dice Pool: Dexterity + Wyrd

Action: Reflexive

Catch: The character is attacked while unarmed or otherwise not immediately able to defend herself.

Dramatic Failure: The attack affects the changeling normally, but all successes on this attack roll are also added to the next attack doing lethal or aggravated damage that strikes the character.

Failure: The Contract fails to work, and the character need pay no price.

Success: Each success subtracts one point of damage. If sufficient successes are rolled, the changeling is unharmed. Each subtracted point of damage is then added to the next lethal or aggravated attack that injures the character. If the attack "blocked" was aggravated and the next attack suffered is lethal, the character takes two additional points of lethal damage. This Contract functions only on attacks doing lethal or aggravated damage, and cannot be used to block damage incurred from using this Contract.

Exceptional Success: The attack fails to strike the character but is rolled anyway to determine the number of successes to be added to the next attack.

Suggested Modifiers: The attack being blocked would incapacitate or kill the character (+2); The character is already injured (+1); The character is wearing armor (-1).


[ 3 ] Grace Falsely Shed ( Night Horrors: Grim Fears -- Page 88 )

When a changeling's very surroundings betray her inner power, it is sometimes necessary to sacrifice that power, at least temporarily, to manipulate another. This power allows a Lost to do just that, allowing her to appear as a rank fledgling, at the cost of being reduced to a fledgling's powerlessness.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Manipulation + Wyrd

Action: Instant

Catch: A changeling can forgo the cost of invoking this Contract by ramming a thorn taken from the Hedge through her own hand. The thorn must pass fully through the hand; in doing so, it inflicts 1 Health Level of lethal damage. The thorn cannot be removed from the hand for the period of the Contract's effect, and the damage cannot be healed during that time. While the thorn remains, a character may suffer penalties (-1 to -2) to Social rolls and almost certainly will suffer a -2 to all rolls involving manual dexterity with the wounded hand.

Dramatic Failure: The character's Wyrd lashes out at her attempt to suppress it. Energy burns upwards out of her soul, lashing her flesh in green and silver tendrils that remind onlookers of the Thorns. The character suffers one point of bashing damage per dot of Wyrd the character possesses.

Failure: The Contract fails, and there are no visible effects.

Success: The character hides away a portion of her power. Her effective Mantle fades to 1 and her effective Wyrd falls to 3 (this power has no effect on changelings with Mantle 1 and Wyrd 3 or less). The character loses all bonuses based on Mantle save those she would have at Mantle 1. She loses all powers she might have as a result of high Wyrd (such as Incite Bedlam, high Wyrd-based blessings (see The Equinox Road), and Merits with a Wyrd prerequisite higher than 3), and may spend no more than 3 Glamour per turn. She loses any physical sign of any Entitlement she may have, as well as any bonuses gained from that Entitlement. She loses access to any Attributes or Skills higher than 5. She retains her current Glamour pool, her pledges (and the effects thereof), and any Frailties she might have as a result of a high Wyrd rating. She affects the Hedge as a Changeling of Wyrd 3. At the end of the scene, the Contract's effect ends, and the character regains all of her lost powers.

Exceptional Success: As per a Success, but the character maintains any Attributes or Skills higher than 5.

Suggested Modifiers: Character is within sight of other changelings when activating the power (+3); Character is in the Hedge when activating the Contract (+1); Character is not in the Hedge when activating the Contract (-1); Each dot of Wyrd above 3 the user possesses (-1); Character is within sight of other changelings when activating the power (-3).


[ 3 ] Goblin Midwife ( Goblin Markets -- Page 25 )

The stories of infertile couples seeking out the supernatural in order to have children have their basis in fact. This Contract allows the changeling to act as that go-between, blessing the subject with a temporary increase in fertility. The drawback is twofold, however. First, the child or children conceived with the aid of this Contract will bear some sort of faerie curse. Second, the character using the Contract suffers a mild backlash of twisted love; a former or current paramour develops a strong antipathy for the character. If the character using the Contract has no lovers past or present who are not already bitter and resentful towards him, then the curse will fall on the next object of his affections. He cannot use this Contract again until the curse has been expiated.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Wyrd + Empathy

Action: Instant

Catch: The target of the Contract has broken the changeling's heart.

Dramatic Failure: Something goes terribly wrong. The target may sire or bear a true monster, or suffer a terrible curse that takes effect upon seeing or holding a child.

Failure: The Contract has no effect, though its curse on the user is still levied. It cannot be used again until the curse has been expiated.

Success: The target and the first sexual partner the target takes after receiving this blessing are both made temporarily fertile; even a vasectomy or tubal ligation will temporarily undo itself. For the next night and a day, the target may conceive or bear a child at greatly increased odds. Pregnancy is not guaranteed, but only extreme circumstances or outright supernatural interference will prevent sexual intercourse from resulting in conception. As described above, any resulting child is born with some form of minor fae curse, and a curse of antipathy falls on the changeling using the Contract.

Exceptional Success: The child conceived by use of this Contract is born with some minor fae boon as well as the curse. This manifests as a Merit of up to three dots; the Storyteller may choose the Merit that will eventually take hold, or allow the character to choose the blessing's form.


[ 1 ] Hospitality's Hold ( Glimpses Of The Unknown -- Page 28 )

The tradition of Hospitality is one that is longstanding among the Lost. Bartenders, hoteliers, innkeepers, restaurateurs, nightclub owners and sometimes even private individuals may mark a particular location as subject to the rules of Hospitality, and all who come there know that they have been promised sanctuary, at least for a limited period of time.

This social convention is one of the sole reasons why the wary Lost are willing to gather together in more than small and splintered groups -- it encourages even the most cautious Changeling to be willing to meet face-to-face with others, knowing that centuries of tradition protect her.

In most cases, Hospitality is enforced solely as a social agreement. A place marked as under Hospitality and any who violate it are looked down upon, shunned, or refused Hospitality in the future. However, this relies on social intercourse to be effective. Word of mouth can be an unreliable means of spreading news about such social indiscretions (especially if the violation was done in a stealthy manner, or caused so much damage that no one lived to tell the tale.) As well, a Changeling who violates Hospitality in one area, then travels to another, may find that he has traveled faster than his reputation and thus out-stepped the consequences of his actions.

In order to thwart these weaknesses in the social constraint, some Lost take their commitment to Hospitality a step further. By enacting a Goblin Contract to aid in the enforcement, they make certain that violators (especially those who make a habit out of breaking this tradition) can be easily identified.

This Contract can only be activated in an area which is clearly marked as a place of Hospitality. Only one instance of Hospitality's Hold may be active in any particular area at a time.

Cost: 1 Glamour per level of Enforcement

Dice Pool: Willpower + Wyrd

Action: Instant

Catch: The changeling owns or is the primary resident of the building which the Contract affects. (Note: if the Catch is used, the changeling spends no Glamour to activate the Contract, but must still choose an enforcement level as this will determine the duration of the Violation Marks as well as the changeling's weakness during the duration of the Contract.)

Dramatic Failure: The changeling host expends the Glamour, but the Contract does not take effect. In fact, it backfires on its originator, and she is wrongly marked by the Wyrd as a violator of Hospitality. The marks look and endure just as if the Contract had been successful and the changeling had violated Hospitality under her own Enforcement.

Failure: There is no effect, although the Glamour is still expended. The changeling host can tell the Contract has not been successfully activated, and may attempt to activate it again after 10 minutes' time has passed.

Success: The tradition of Hospitality is bolstered by the changeling host's intention to enforce it. The host determines what level of Enforcement she wants the area to be under, with a minimum of 1 and a maximum of 5, and spends that may points of Glamour while traveling around the perimeter of the area affected. Until the next dusk or dawn (whichever comes first) or until the host leaves the area of Hospitality, anyone who violates the traditions of Hospitality in that area is marked by the Wyrd for their crime. The area may be as large as an entire building, or as small as a single room.

For the duration of the Contract, the host is at a penalty equal to the level of Enforcement on any action not directly related to maintaining or enforcing the traditions of Hospitality, and at a bonus equal to the level of Enforcement for any actions that are directly related to protecting that Hospitality. This is a supernatural modifier and relates to any challenge, including the use of Contracts. The penalty does not apply in any actions taken against those currently bearing Violation Marks.

Breaking Hospitality does not break the Contract. A host protecting other visitors against someone who has already violated Hospitality does not mark the host.

Exceptional Success: As per Success; however, the contract does not enforce a penalty on the host's non-Hospitality related actions as described above. The bonus remains in effect for actions directly pertaining to enforcing the Hospitality.

Violation Marks: If a Changeling violates Hospitality in an area where Hospitality's Hold is active, his Mien is marked in such a way that any Wyrd-associated creature (Lost, hedge beast, hob, Fetch or Other) is made aware of the violation.

The Marks vary, depending on the nature of the host whose Hospitality was violated and the Mien of the violator. For example, a Lightning-quick host's Contract may leave a rippled scar in the shape of a bolt on those who violate his Hospitality, or a wolfish Hunter heart's might leave a series of Wyrd-bestowed claW marks. On a Flowering, the Marks may look like smudges of soot on his rose petals, or a tangle of ephemeral fog around the ankles of a Darkling. The Violation Marks cause no mechanical effect; they do not bestow physical damage or hamper the Hospitality-breaker's abilities directly in any way. They are, however, a clear sign of their bearer's violation for the entirety of their duration. They cannot be masked by any mundane or supernatural means, and although their bearer may explain them in any way he likes, any Wyrd-associated viewer will know instantly what their meaning is.

Violation Marks last for a number of months equal to the Enforcement level the host chose when activating Hospitality's Hold. A changeling may bear any number of Violation Marks at a given time, although only one is bestowed for violating any given instance of Hospitality's Hold.


[ 3 ] Mirror, Mirror ( Swords At Dawn -- Page 53 )

Sometimes a changeling must know what an enemy is up to. This Contract allows the changeling to watch an adversary's actions through a mirror for a short period. Unfortunately for the character, the next time the adversary peers into a mirror, she will be able to see the changeling.

Cost: 1 Glamour + 1 Willpower

Dice Pool: Resolve + Wyrd

Action: Instant

Catch: The changeling must break the mirror (by cracking its surface) before using this power. Given the tumultuous relationship between the Lost and fate, surprisingly few changelings are willing to risk such a catch.

Dramatic Failure: The power seems to fail, but the next time the subject attempts to look through a mirror, he sees the changeling and may observe her for a number of minutes equal to the changeling's Wyrd.

Failure: Nothing happens.

Success: The mirror's surface seems to fog over for a moment; when the fog clears, the changeling can see (and only see) the subject of the Contract. The perspective is always from a corner of the room (usually an upper corner, where two walls adjoin a ceiling) the subject is in. If the subject is outside, the image usually hangs above him and to one side by two to three feet. Either way, the image moves with the subject but is otherwise set on the subject. The changeling has no control over it. The image remains in the mirror, even if the mirror is set aside or left alone by the changeling, for a number of hours equal to the changeling's successes on the activation roll. While the subject has no way of knowing she is being watched, any mirror she looks into reflects not her own visage but that of the changeling -- including whatever she's doing at that time. Note that for the purpose of this Contract, a mirror must have been expressly constructed for the purpose of being a mirror. No other reflective surfaces, including items that were designed to be reflective for aesthetic purposes (such as certain pieces of art, car windows or sunglasses), count.

Exceptional Success: As per success, save that the length of the effect becomes the number of successes the changeling rolled multiplied by her Wyrd in hours and can be ended at will.

Suggested Modifiers: Changeling has some personal effect of the subject (hair, fingernail clipping, underwear, etc.); if the character has such an item, the below penalty does not apply (+3); Familiarity with the subject, ranging from intimate friend or lover (-1) to casual acquaintance (-3) to someone seen once or twice from a distance (-5); Subject is a complete stranger, but the character has some image of her available for reference. If the character doesn't know what the subject looks like, she can't attempt to use this Contract (-10).


[ 3 ] Nothing Hidden ( Dancers In The Dusk -- Page 66 )

The Wyrd is power, and the Wyrd is perception. Those who are willing to take the proper shortcuts find themselves able to discern things normally beyond their ken... for the usual price, of course.

Cost: 2 Glamour

Dice Pool: Occult + Wyrd

Action: Instant

Catch: The changeling has burned the feather of an owl, eagle or other keen sighted bird within the last four hours, and smudged the ashes on his eyelids.

Dramatic Failure: The Contract does not take effect, and the changeling is struck blind for an hour or a scene, whichever is longer.

Failure: The Contract does not take effect, and the changeling is blinded for a number of turns equal to his dice pool for activating this Contract.

Success: The changeling's perceptions of the supernatural are enhanced, and his ability to notice and identify hidden supernatural beings, items or effects (fae or otherwise) is improved. For the remainder of the scene, if the Lost can perceive the presence of the supernatural (through either a naturally high Clarity rating, a supernaturally enhanced Clarity or the successful activation of Wyrd's Eye), this clause allows them to extend that perception to the concealed supernatural world as well. After successfully activating Nothing Hidden, a player may ask the Storyteller to make a secret reflexive Wits + Investigation roll to detect the presence of concealed supernatural entities, objects or effects (including active Contracts, but not those which are being cast) within a 10 foot radius of him. Should there be any such, he may notice one per success made on the roll, and go on to have the Storyteller make an Intelligence + Occult roll for him to attempt to identify each of the specific Contract, creature or objects. There is no Glamour cost for making either of these rolls once the Contract has been successfully activated, and the second roll counts as an extension of the first, rather than its own action. Thus a changeling who achieved 3 successes on his Wits + Investigation roll as a reflexive action and detected all three of the concealed supernatural creatures standing beside him could then have the Storyteller roll to identify them. If he achieved three successes on the second roll, he might be able to tell that two of the beings were Lost (an Ogre and a Darkling) and that one appeared to be a huge wolfish creature that didn't appear to be a Briarwolf or Beast. The Storyteller is encouraged to use his discretion in both the detection and identification of concealed items, individuals and effects. While it should only take a single success to notice "normally" concealed targets, supernatural targets with exceptionally high concealment abilities might, at the Storyteller's discretion, require more than a single success to locate. Likewise, very obscure creature, object or effect types (one of a kind fae items, creatures, or very rare Wyrd-focused spells, powers or emanations) might require more than a single success to identify clearly. Similarly, this power does not automatically give Lost in depth information about non-fae items or supernatural character types, other than their general appearance, demeanor or resonance, and that they are of a non-fae supernatural type. Thus the lupine creature above would not be identified as a werewolf, although it would be clear it was not one of the wolven creatures the Lost was familiar with. A magic knife might resonate with death energy, but this Contract would not reveal that it's specifically designed for staking vampires. If the changeling does not possess the sufficient Clarity (normal or enhanced) to perceive the presence of the supernatural (and if he is not currently under the affect of Wyrd's Eye), after successfully activating this clause, he may have the Storyteller make a secret reflexive Wits + Investigation roll to detect the supernatural, and (only if he is successful) another roll as part of the same action (but at a -2 penalty) to either identify the non-concealed targets or to attempt to detect concealed supernatural beings, objects or effects. Identifying the concealed targets (if he detected them) could be done as a part of the same reflexive action, but at a -4 dice penalty. After the Contract has ended, the changeling's eyesight is strained by seeking the minute details of the Wyrd that reveal the presence of concealed supernaturals, and all Perception checks made for the next scene are made at a -4 dice penalty.

Exceptional Success: As with a success, but the changeling receives a +4 bonus to his Wits + Investigation rolls to detect the concealed for the remainder of the scene.

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PostSubject: LEVEL 4s   Wed May 20, 2015 1:42 pm

[ 4 ] Call The Hunt ( Changeling: The Lost -- Page 167 )

This dread Contract is its own price. The changeling calls a Fae hunting party. The character can only use this Contract within clear sight of an entrance into the Hedge, and the Wild Hunt emerges from that point in the Hedge. This Contract sends what seems to be a call for aid by a powerful and important Fae; when the hunting party discovers otherwise, they will certainly look into who called them.

Cost: 1 Glamour + 1 Willpower

Dice Pool: Presence + Wyrd

Action: Instant

Catch: The character is actually in the Hedge.

Dramatic Failure: The hunting party hears the call but is aware that it was made by the changeling. They may come anyway, specifically to hunt the changeling who called them.

Failure: The Contract fails, and the hunting party is not called.

Success: The character calls the Wild Hunt, and it arrives within 10 minutes.

Exceptional Success: The hunting party arrives the turn after the character performs this Contract.

Suggested Modifiers: The changeling yells loudly for the hunt to come (+1); The changeling performs this Contract while deliberately hidden (-2).


[ 4 ] Goblin Oath ( Rites Of Spring -- Page 115 )

The changeling can bind another character to an oath. The party taking the oath has difficulty breaking this oath, and if she does, disaster will surely strike her down. The changeling must also swear an oath to the subject and suffers similar penalties if he breaks his oath -- but the nature of the Goblin Oath is such that both parties may suffer if only one is unfaithful.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Wyrd + Intimidation

Action: Instant

Catch: The changeling and the other party are making a treaty of alliance or non-aggression.

Dramatic Failure: The changeling is bound by his oath, but the target is not.

Failure: The Contract fails, and neither party is bound by the oath.

Success: The changeling and the target must each swear an oath to one another. Since most changelings have heard of this Contract, they attempt to get the character using this Contract to swear an oath at least as potent as the one they are swearing. Often, both parties swear the same oath, but this is not required. Although this oath can be a pledge, it needn't be. This Contract represents a method in which changelings can attempt to effectively increase the number of pledges they can swear. It can even be used to oathbind one of the Gentry, assuming that a changeling can force one of them to swear an oath bound by this Contract. Using this Contract is obvious to any changeling or Gentry present, but mortals will just think that the changeling is using unusually formal and elaborate language when making a promise. Once the oath is sworn, the changeling and the target must make a Resolve + Composure roll to actually break the oath they have sworn. Each success rolled for when performing this Contract acts as a -1 penalty to this roll. Failure means that the character cannot attempt to break the oath during until the sun next rises, and a dramatic failure means that the character cannot attempt to break the oath for one full week. An exceptional success allows the character to break the oath and avoid any further penalties. However, breaking this oath under any other circumstances results in disaster striking the oathbreaker. A number of times equal to the changeling's Wyrd, one of the oathbreaker's rolls becomes a chance die. In all cases, these rolls are ones that are important to the character who broke the oath, meaning that the disaster strikes at the worst possible times. However, once the character has suffered that number of disasters, the effects of this Contract cease to plague him. The other party in the Goblin Oath also suffers from the oathbreaker's infidelity, though to a lesser degree. The wronged party is subject to rolling only a chance die at the worst possible time, although he must endure this only once before the oath's effects on him have passed.

Exceptional Success: Both people swearing the oath must make an exceptional success on the Resolve + Composure roll needed to break the oath in order to do so; an ordinary success does not allow either party to break the oath. Also, even if the character does roll an exceptional success, he still suffers a number of disasters equal to the changeling's Wyrd, where an important roll becomes a change roll.

Suggested Modifiers: The other party is swearing the oath under duress (-1); +1 The changeling and the other party swear the same oath (+1).


[ 4 ] Good And Bad Luck ( Changeling: The Lost -- Page 167 )

The character can make a single lucky guess, at the price of a bout of bad luck. The guess can determine which apartment in a building holds a sniper, or uncover a lottery number or computer password. However, the chance of determining the correct guess must be one in 10,000 or better -- sufficient to guess four digits in a password or win approximately $500 at lottery or gambling. The bad luck is similarly impressive, striking only when it would do the worst harm.

Cost: 2 Glamour

Dice Pool: Wits + Wyrd

Action: Instant

Catch: The character is using the Contract to best a single well-known rival or enemy.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit.

Failure: The changeling finds neither good nor bad luck.

Success: The character makes a single lucky guess with odds no greater than one in 10,000. However, the next roll he fails while under significant stress, including the physical stress of combat, the emotional stress of important social expectations or simple time pressure, automatically becomes a dramatic failure. Because of the power inherent in this Contract, only an important failed roll becomes a dramatic failure. However, this bad luck almost never waits more than a month to strike.

Exceptional Success: The guesser can make a one in 100,000 guess, potentially winning as much as $5,000.

Suggested Modifiers: The character has at least two or three minutes to consider her guess (+1); The character has only a few moments to make her guess (-1).


[ 4 ] Royal Oil ( Swords At Dawn -- Page 54 )

This vicious Contract has been outlawed in many domains. It produces a viscous supernatural liquid that clings to a character, making her far more susceptible to the ravages of flame. The effect gets its name from its drawback, a phantom crown of fire that rings the character's head, marking him as a user of this Contract. A character must touch a target before using this effect.

Cost: 2 Glamour

Dice Pool: Dexterity + Wyrd

Action: Instant

Catch: The character drinks a tablespoon of castor oil prior to using the power. The oil causes mild but distracting cramping, levying a -1 die penalty on all rolls for the scene.

Dramatic Failure: The oil oozes forth from the character's skin and remains there. She becomes susceptible to attacks from fire, and any such attacks inflict aggravated damage. The crown of fire does not appear, however, but that might be cold comfort for the changeling oiled-up by her own hand.

Failure: Nothing happens.

Success: Oil seeps forth from the character's skin and slides onto the subject's skin and clothes, spreading across her. She takes on a slight yellowish sheen, and others trained to recognize the effect know that she has been oiled (barring supernatural obfuscation on the part of the subject). The oiled character becomes particularly weak against fire, suffering aggravated damage from all such attacks. If the character already suffered aggravated damage from fire (if she is a vampire, for example), then such attacks against her do an additional three dice of damage. Meanwhile, a crown of flickering flames appears above the changeling's head, marking him as the user of the Contract to all who know what it means. This crown reduces all Stealth rolls to a chance die and provides a +1 bonus to characters making ranged attacks on the changeling. This power's effects, both on the changeling and her subject, last for a number of turns equal to the number of successes rolled to activate the Contract.

Exceptional Success: Additional successes are their own reward.

Suggested Modifiers: The subject is undead (vampire, zombie, promethean, etc.) (-2); The weather is rainy or the subject's skin is otherwise particularly wet (-3); The subject is a normally-ephemeral entity, such as a ghost or spirit; this penalty applies even when such an entity is manifested (-5).


[ 4 ] Wyrd's Eye: ( Dancers In The Dusk -- Page 67 )

A favorite of the Autumn Court, this Goblin Contract opens the Lost's senses to all aspects of the Wyrd. The Lost's increased perception of the Wyrd creates a kind of sensory overload. Any perception challenges (including Kenning) not related to the Wyrd or fae magic receive a penalty equal to the Lost's Wyrd. This penalty lasts as long as the Contract is active, and for an additional scene afterwards, and cannot be erased, countered or avoided by any means. It takes a while for the Lost to recover from the huge influx of sensation this Contract invokes.

Cost: 2 Glamour

Dice Pool: Occult + Wyrd

Action: Instant

Catch: The changeling is breaks a pair of prescription eyeglasses.

Effect: Upon a successful activation, the changeling becomes automatically aware of any activation of unconcealed Contracts within a 10 foot radius around him The Lost is also able to automatically perceive any active Contract present within that area as a reflexive action (one perceived Contract per turn). As well, regardless of the rarity of the Contracts he perceives, he only needs a single success on the Intelligence + Occult check to identify any specific perceived Contract's Contract type and clause. If this challenge is successful, the Lost gains a general understanding of the Contract even if they have never seen it before. For example, he may learn that Temporary Sanity bolsters a changeling's Clarity, but not for how long or that there is a negative effect to their Clarity afterward. In addition, during the period of a successful activation of Wyrd's Eye, any Clarity penalties the Lost normally would be functioning under are ignored for perception challenges specifically involving sensing the Wyrd (identifying Contracts, Lost, perceiving fae items, etc.) As well, the Lost gains a +3 bonus to Kenning attempts to detect concealed supernatural beings, items or effects, but only those related to the Wyrd or fae magic (hobs, Lost, Hedge Beasts, True Fae, Tokens, goblin fruit, etc.) This increased Wyrd perception lasts for one scene, and cannot be deactivated earlier.
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PostSubject: LEVEL 5s   Wed May 20, 2015 1:43 pm

[ 5 ] Blood-Binding ( Rites Of Spring -- Page 116 )

The changeling can strip an opponent of all protections, dispelling all magics, including all protective Contracts and negating all other supernatural protections for the entire scene. The target also loses all Glamour points. However, to use this Contract, the changeling must throw a drop of her blood at the target and also sacrifice all of her Glamour.

Cost: All remaining Glamour + 1 Willpower

Dice Pool: Presence + Wyrd

Action: Instant

Catch: The changeling uses this Contract against someone who has murdered a blood relative. Using this catch negates the Willpower expenditure, but the changeling must still sacrifice all her Glamour points.

Dramatic Failure: The changeling loses all her Glamour, while the target is unaffected.

Failure: The Contract fails.

Success: By spending all of her remaining Glamour points, the changeling strips the target of all supernatural protections. All Contracts protecting the target are dispelled and all tokens or other supernatural protections of a more enduring nature are negated for one full scene. This Contract even temporarily negates any consciously activated supernatural powers of ghosts, vampires and other supernatural beings (in other words, a werewolf could not shift forms, but would not lose its regenerative capabilities). In addition, a fae target is stripped of all his remaining Glamour points. The target can regain Glamour normally, but for a short time, he is utterly helpless.

Exceptional Success: To use this Contact, the changeling must face the target, look him in the eyes, cut herself sufficiently to draw blood and throw a drop of blood in the direction of the target. The changeling must also be no more than Wyrd yards from the target. For the next scene, the target cannot be affected by any supernatural protections, even those placed on him by other characters.

Suggested Modifiers: The changeling cannot clearly see the target's face (-1); The changeling knows the target's true name and shouts it when performing this Contract (+2).


[ 5 ] The Fatal Clause ( Dancers In The Dusk -- Page 68 )

Each Contract is, at its heart, an agreement, a pact that was originally crafted between the True Fae and the world around them, and is now activated by a changeling reaffirming that accord. Every agreement, however, has loopholes. Lost frequently make use of the most common loophole in the form of each Contract's catch. Other loopholes do exist, though, and those who learn this Contract are well aware of how best to take advantage of this. By exploiting a weakness in the Wyrd, The Fatal Clause allows Lost to nullify another Contract as it is being activated, essentially expending their own Glamour to short-circuit the targeted Contract. This Contract uses the Glamour of the changeling who is activating it to attempt to short-circuit the targeted Contract. In addition to the activation cost, this Contract sucks away Glamour and/or Willpower equal to the casting cost of the targeted Contract. This Drawback drain cannot be mitigated by the activator of The Fatal Clause by completing the catch of the targeted Contract, or by any other means. It is automatic, whether The Fatal Clause is successful or not. If the activator does not have sufficient Glamour (or Willpower if the targeted Contract uses that) for The Fatal Clause to drain, the Contract deals 1 level of lethal damage to him for every Glamour or Willpower he is "short". This damage cannot be avoided, redirected or lessened by any means, including armor or supernatural powers -- in spite of the Lost's best efforts, the Wyrd will take its due.

Cost: 2 Glamour and 1 Willpower

Dice Pool: Occult + Wyrd - subject's Wyrd

Action: Instant and Contested

Catch: Within the last 24 hours, the changeling has been the target of a Contract cast by subject. The catch only negates the need to pay the activation cost of the Contract, not the additional Drawback Glamour sapped from him.

Effect: The Lost makes a contested roll against the character activating the Contract he wishes to nullify, with a target number equal to the level of that Contract. If the targeting Lost achieves a number of successes equal to or greater than the level of the Contract he is targeting, then the Contract is nullified. Any cost that the targeted character spent to activate the Contract is lost, but to no effect. If he rolls fewer successes than the level of the targeted Contract, then the Contract activates as normal, but the targeting changeling still must pay the full casting cost (unless using the catch) and the Drawback cost. The changeling must be able to perceive that the Contract is being activated in some fashion, whether through the Kenning rules or through an already activated Contract (such as Wyrd's Eye.)

Suggested Modifiers: The changeling possesses the same specific clause he is attempting to prevent from being activated (+1); The targeting Lost's Wyrd is higher than that of the subject (+1 for every level higher); The subject's Wyrd is higher than that of the targeting changeling (-1 for every level higher)


[ 5 ] Goblin Ward ( Swords At Dawn -- Page 54 )

Particularly paranoid Lost swear by this Contract, claiming that the usual security measures changelings adopt in their Hollows (namely the Hollow Wards Merit) simply don't go far enough to protect from privateers, loyalists, hobgoblins and the other dangers of the Hedge. Detractors question just how effective against hobgoblins such a ward can be if it is readily available at the Goblin Market. The Lost paints an occult symbol in the location she hopes to ward against intruders. This is often a Hollow, but the power does not necessitate that the ward be placed within the Hedge. The Lost may specify any individuals she wishes to remain unaffected by the ward's magic. Thereafter, any other person who enters the area is temporarily mentally enervated, allowing the character to defend herself or make her escape. Note: Changelings of Clarity 7 or higher who suffer the effects of this Contract must roll to avoid a loss of Clarity (four dice). This does not apply to any other form of the Morality Advantage.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Wyrd + Occult

Action: Extended (5 successes necessary; each roll represents 10 minutes of ritual)

Catch: The character paints the ward in the blood of a murdered enemy.

Dramatic Failure: The fae madness the character attempted to bind into the symbol escapes, overwhelming his senses. He suffers vivid hallucinations, possibly for hours. The character suffers a -5 penalty to all mental and social rolls until the following sunrise or sunset, whichever comes first.

Failure: The Contract has no effect.

Success: The character binds a fraction of the Wyrd into the symbol. The number of successes she rolls determines the potency of the ward. If the ward is never triggered, it remains in place for a month. If, however, characters not attuned to the ward approach within the changeling's Wyrd in yards, the ward goes off, showering everyone within the room or within 10 square yards (whichever is smaller) with mad fae magic. While the ward differentiates between those its creator attuned it to and those she didn't, the magic that pours forth when the ward has been set off is not so discriminatory, and will even affect the creator if she is within range. Each character in the area of effect must roll Composure + Wyrd at a penalty equal to the number of successes rolled by the ward's creator. Any character that fails this roll becomes overwhelmed by the madness of Faerie, his senses twisted and distorted and his mind numbed. He perceives enemies where there are none and mistakes strangers for friends, all tinged with the palpable magic of the fae. A character affected by the ward suffers a -3 to all dice pools and a -2 to his Defense and Initiative. He suffers hallucinations, but may roll Resolve + Composure -3 to gain clarity for a number of turns equal to his Resolve. (This clarity does not reduce penalties, but does allow the character to differentiate a raven from a writing desk.) The effects last for a number of minutes equal to the ward creator's Wyrd. Once the ward's magic has been discharged, the ward becomes inert, its magic spent. The creator, for his part, suffers from the amount of fae magic he must invest into the ward. He does not benefit from his seeming blessing (seeming curse and kith blessing are not affected) for as long as the ward exists, though he regains those benefits the moment the ward fades or is set off (allowing him to know that his fae alarm has been tripped, regardless of his current location). A changeling may have only one Goblin Ward active at any given time, and may end the Contract's effect at any time by physically destroying the symbol.

Exceptional Success: If the creator rolls 10 or more successes, the ward lasts for an additional month without further expenditure on the part of the changeling.

Suggested Modifiers: 2 Ward is set anywhere aside from the Hedge or Arcadia (-2).


[ 5 ] Lost And Found ( Changeling: The Lost -- Page 168 )

This Contract allows the character to escape from almost any situation, but his current location becomes known to another enemy.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Presence + Wyrd

Action: Instant

Catch: The changeling is escaping a well-known enemy who has been after her personally for more than a year.

Dramatic Failure: The changeling pays the Contract's price without benefit.

Failure: The Contract fails, and the character does not escape.

Success: Through some coincidence, the character can escape pursuit or captivity. A distraction may draw off pursuers. The character may find her bonds are not as tight as she thought, that someone left the cell door open or keys within easy reach and her guards are asleep or busy. As long as some possible coincidence allows her to escape capture or pursuit, she automatically escapes. However, as soon as the character has escaped, another of the character's enemies, or at minimum someone looking for her for some malevolent purpose, such as a bounty hunter or an agent of the Fae, coincidentally discovers the character's current location.

Exceptional Success: In addition to the escape, the character's captors or pursuers cannot find any trace of how she escaped or where she went. These traces are still visible to the new enemy that finds her location.

Suggested Modifiers: The changeling is escaping pursuit instead of capture (+3); The changeling is poorly guarded or in a flimsy prison (+1 to +2); The changeling is well guarded or in a well-built cell (-1 to -2); The changeling is imprisoned in a way almost impossible to escape from (-4).


[ 5 ] Mad Trespass ( Swords At Dawn -- Page 110 )

Changelings are paranoid. Everywhere they look they see signs that their Keepers are coming to retrieve their missing property. Nearly every pledge they take is intended to make the job of finding them more difficult. More than a few changelings have wished they could turn the tables on the Gentry and spy on them. This Contract fulfills that wish.

Cost: 1 Glamour + 1 Willpower

Dice Pool: Composure + Wyrd

Action: Instant

Catch: The changeling was freely given some gift or boon by the target or one of its loyal servants.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit.

Failure: Contract fails to work and the character pays no price.

Success: This Contract only works while the changeling is dreaming. To proceed, the changeling must first scour his dream, reducing the Intensity to 0. While his sleeping minds lies in a fallow state, the changeling speaks the name or a Title of the True Fae he intends to spy on and activates the Contract. Upon activation, the changeling's dream begins to rebuild itself to show the named Gentry and her immediate vicinity. The oneiromancer's point of view follows the True Fae no matter where she travels for the duration of the dream. Everything the True Fae sees and hears is clearly distinct and audible to the changeling. For all intents, the changeling exists as an undetectable shade that can neither influence his surroundings nor be influenced by them. The price for this Goblin Contract is particularly steep. When the character awakes from his dream, his Keeper knows exactly where to find him until the following dawn.

Exceptional Success: With an exceptional success, instead of following the Gentry, the dreaming changeling can shift his point of view and explore the Domain or area of the Hedge the Gentry is currently in. If the True Fae leaves that Domain or the Hedge, the dream shifts its focus back to the True Fae.

Suggested Modifiers: The changeling uses the Contract to target his Keeper (+2); The changeling uses both the name and a Title of the targeted True Fae (+1); The targeted Gentry isn't in Arcadia or the Hedge (-1); The changeling is currently sharing his dream with other changelings (-2);


[ 5 ] Riot ( Victorian Lost -- Page 23 )

The changeling can cause a crowd of at least two dozen people to riot. To use this Contract, the majority of this crowd must be experiencing a negative emotion such as sadness, frustration, or anger. Workers who have just been laid off, the audience of a terrible speech or performance, or the mourners at the funeral are all examples of such crowds. However, the drawback of this Contract is that many people in the area, including both bystanders and participants, vividly remember the changeling and associate her in some way with instigating the riot.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Presence + Wyrd

Action: Instant

Catch: The changeling addresses the crowd and urges them to violence immediately before using this Contract. The changeling must be heard by a significant portion of the crowd for this catch to be effective.

Dramatic Failure: The crowd remains largely peaceful, but several members become extremely hostile towards the changeling and may become violent towards her.

Failure: The Contract fails and the crowd remains peaceful.

Success: The crowd becomes violent, yelling and destroying property. If there is an obvious target for the crowd's negative emotion, like a boss that just fired a large number of workers or the fans of a rival sports team, the crowd attacks them or their property. Otherwise, the crowd becomes randomly violent, destroying property and attacking anyone who attempts to stop them. However, serious threats like armed guards cause the crowd to disperse.

Exceptional Success: The crowd becomes exceptionally violent, starting fires, causing massive property destruction, and attacking with murderous violence anyone who is an obvious target. The crowd is also motivated enough to march as far as a mile or two to gain access to an obvious target. If there are other people nearby who would have any chance of joining this riot, they will, and the riot can easily spread.

Suggested Modifiers: The crowd is peaceful and subdued, and a riot is exceptionally unlikely (-3); There is no clear target for the crowd's negative feelings (-1); An obvious target for the crowd's negative feelings is nearby (+1); The crowd is already angry and could potentially riot without incitement (+3).


[ 5 ] Sabotage ( Victorian Lost -- Page 24 )

The changeling can damage and disable a factory full of machines or another large collection of industrial machinery, like a rail yard full of trains. To use this Contract, the changeling must touch one of the machines. Unfortunately, when the machines break down, the one that the changeling touched breaks in some dramatic fashion and causes the changeling a number of dice of bashing damage equal to her Wyrd. This damage cannot be dodged or otherwise avoided, but armor protects against it.

Cost: 3 Glamour + 1 Willpower

Dice Pool: Wyrd + Crafts

Action: Instant

Catch: The changeling has at some time been employed to work on or with machines like the targets.

Dramatic Failure: The machine the changeling touches causes the changeling a number of dice of bashing damage equal to his Wyrd, but it and other machines are unharmed.

Failure: The Contract fails and the machines function normally.

Success: All of the machines in a factory break and require repair. These repairs require an extended action, with one roll made every minute for each machine. The number of successes needed to complete the repairs is equal to the number of successes rolled by the changeling + the changeling's Wyrd divided by 2 (round up).

Exceptional Success: The machines are badly damaged and the needed repairs require an extended action, with one roll being attempted every 10 minutes for each machine. The number of successes needed to complete the repairs is equal to the number of successes rolled by the changeling + the changeling's Wyrd.

Suggested Modifiers: The changeling wears armor to protect against the damage (-1); The character makes a loud speech about why the machines need to be destroyed as they use this Contract (+1).


[ 5 ] Sleepwalker ( Swords At Dawn -- Page 111 )

The realms of sleep operate under a different set of rules than reality, if any rules exist at all. In dreams, even humans are capable of performing the impossible. In dreams, flight, mighty feats of strength and other such incredible acts are considered normal. This Contract draws on the Wyrd-fueled dreams of changelings to allow the Lost to impose some of the rules of dreams over reality.

Cost: 1 Glamour + 1 Willpower

Dice Pool: Wits + Wyrd

Action: Instant

Catch: The dream to be devoured is that of a child.

Dramatic Failure: The changeling pays the Contract's price but gains no benefit. The prepared dream is wasted.

Failure: The Contract fails to work and the character pays no price. The prepared dream is wasted.

Success: Not just any old dream will work for the purposes of this Contract. A changeling must prepare the dream to be used through dreamweaving with a specific effect in mind. When the changeling activates this Contract, she must devour the prepared dream as part of the cost. Each use of this Contract requires the creation of a new dream. Dreams may be prepared to produce one of the following effects. While under the influence of this Contract, the changeling exists in a sort of waking-slumber in which the sharp edges of reality are dulled and blurred by the overlap of dreams. All Perception rolls suffer a -3 penalty. After the effects of this Contract have ended, the changeling will be unable to sleep (by any means, including magical effects or unconsciousness due to injury), or to dream, for 36 hours. All traits are halved (round down) during this period until the changeling is able to sleep. As above and the prepared dream may be reused.

Dreams of Might -- Any one Attribute chosen by the changeling at the time the dream was created is boosted to superhuman levels. Increase a single Attribute by 5 (ignoring the usual restrictions) for the remainder of the scene.

Dreams of Glory -- Any one Skill chosen by the changeling at the time the dream was created is enhanced by the Wyrd. Increase a single Skill by 5 (ignoring the usual restrictions) for the remainder of the scene.

Dreams of Flight -- The changeling gains the power to fly for the remainder of the scene. Flight speed is double the usual Speed of the changeling. An interesting side-effect of this particular dream is that normal humans don't tend to notice the changeling while she's flying or if they do, the Mask extends to cover this unnatural act by providing some visual explanation of flight (such as a parachute or a hang glider).

Dreams of Vanity -- The changeling becomes almost irresistible to members of the opposite sex (or preferred sex). For the remainder of the scene the character gains the Striking Looks Merit at four dots, has her Persuasion and Socialize Skills increased by three (ignoring usual restrictions) and exudes an intoxicating scent that is different for each person who smells it. Oddly, this particular dream has no effect on individuals that already truly love the changeling.

Dreams of Dominance -- Everyone within line-of-sight of the changeling considers her the absolute final authority on all matters. Short of suggesting suicidal courses of action, or actions that violate the moral code of an individual (i.e. would require a Morality or Clarity roll), any command given by the changeling will be followed immediately. Even people that are unable to communicate with the changeling because of language differences or deafness will follow her lead. Unlike the other dreams, this particular usage of the Contract persists until either the next dawn or until the changeling gives the same person contradictory orders.

Exceptional Success: As above and the prepared dream may be reused.

Suggested Modifiers: The changeling has ingested a moderate amount of psychotropic drugs (+2); The changeling hasn't slept for over 12 hours (+1); The changeling has slept within the last eight hours (-1); The prepared dream wasn't created by the changeling (-2).

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