Changeling/Homebrew Contracts

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Changeling: Homebrew Contracts
This page is for custom contracts that staff has reviewed and deemed acceptable to play. If you have an idea for a custom contract, feel free to +req/pitch it!

These are the rules and outline that staff have worked out for how IC contract creation works. To clarify, this is not just a player making a new contract for use by the game, but a ‘’character’’ going out and doing a question to ICly create one.

Step 1: Gather the XP! You’ll need the 60xp needed to buy all 5 levels of the Contract. The reason for this is that once the Contract is ICly created, you’ll know all 5 clauses ICly.

Step 2: Write up the Contract and pitch it to staff. This should be a full write up, including affinity (even if it’s all), dice pools, catches, dramatic failures, etc. Staff will work with you to polish it up and balance it to the other Contracts that currently exist

You can look to the powers of other supernatural beings for inspiration or balance. However, it is worth noting that changeling Contracts tend to be a bit less powerful when compared to Disciplines, Gifts, Arcana, etc. This is balanced by the fact that our powers tend to be cheaper overall.

Step 3: This is the RP portion! You’ll need a PrP, pre-approved by staff. You’ll need 5 tasks, which correspond to the 5 clauses for that contract. You can do a scene per clause if you like, or combine scenes, but a minimum of 3 scenes is required.

These scenes should represent tasks done for the Aspect of the Wyrd that is related to the Contract, and be appropriate for the clauses. So a Contract dealing with Fire might have you starting fires, while a Contract of Death might involve graveyards or murder.

Step 4: The cost. You’ll need to sacrifice a permanent Willpower dot. You’ll also lose an Attribute Dot (of your choice) for a season. However, during that season, you are the Source of the contract. The only way anyone can learn it is to go through you and have you teach it to them.

Further, after the contract is created, the Creator (and only the creator) gets a permanent +1 to rolls to use the contract. They created it, and they have a little added affinity to using it.

Contracts of Colors

Affinity: Universal

This Contract's first iteration was written for The Reach MUX, and it has been brought over by its creator to be used here. All text is written by Annapurna (November on TR, Nemo here).

Colors are a mixed blessing. Skin, fur, feathers, even the petals of a flower, all can be used to communicate, to attract, to warn, deceive, hide, but they aren't a tangible force, or a direct one. Give a girl a yellow rose, and you're a friend. Give her red, and you're in love. It is this essence of changeability, this mercurial and beautiful illusion, with which the following Contracts are sworn.

1 - Palette

Color is everywhere, and an inconstant companion to the eyes which see it. This contract calls on color's variety and changeability to grant the changeling power over perceived pigmentation. The change is seen by all. Mortals may question why the polka dots on their new skirt are suddenly fluorescent green if used unwisely!

Colorblind characters suffer a -1 penalty on this clause. For the truly blind with no concept of color, this penalty increases to -3.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Crafts
  • Action: Instant
  • Catch: The changeling is wearing or carrying an object which changes color. Examples: opals, rainbow LEDs, holographs, mood rings.
  • Dramatic Failure: The Contract yields the least favorable color for the changeling using it. E.g. if altering clothing, the color is hideous or garish. If trying to be subtle, the color is eyeblinding neon.
  • Failure: The Contract fails to change the object's color.
  • Success: For each use of the Contract on an object under Size 5 (or a single part of an object, that part not to exceed size 5), the changeling may change one of the object's/that part's colors to any other color, for 1 scene. The change includes small variations of a single color type, e.g. a pebble in many shades of grey is counted as one 'grey' by the Contract, and a fire in many shades of gold is counted as one 'gold'. A handful of small objects may be changed at once. For purposes of this contract, nails, hair and fur qualify as dead protein, and may be affected by its power. Eyes and skin may not.
  • Exceptional Success: As with an ordinary success, but the change lasts 1 week.
Note: The use of Promise Leaves in the successful activation of this clause increases the duration of its effects to one week. Use of Promise Leaves in an Exceptional Success renders the effect permanent.

2 - Inkwell

Color in nature is a communicator, a warning, a deception. A flower's lines may guide vital insects toward its pollen, a frog's bright colors may warn predators not to dare the poison of its skin or a Viceroy butterfly's orange, white and black deceive the eye into believing it a Monarch, safe, unhealthsome to the palate. This clause calls on the facet of color recognized by nature as a language all its own.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Expression
  • Action: Instant
  • Catch: The changeling has used liquid ink or paint to write a secret in the past day.
  • Dramatic Failure: The Contract fails, emblazoning the colour or message in ordinary paint or ink visible to all eyes.
  • Failure: The Contract fails to activate.
  • Success: The changeling may cause the Mien of an object to change color while the Mask stays the same, or effectively grant a limited Mien to an object without one. Paint and ink used by this clause are infused with Glamour, their original color and visibility superseded by the effects of this contract. Each use can cover the equivalent of a 10'x10' wall with paint (no penalty) or a single page of writing (-2 penalty). Any writing utensil/paintbrush and source of liquid can be used for this purpose. Ex. a changeling may use a smudge from a sweaty finger to leave a desperate mark on a wall for friends to track him by, or paint a line of text under a business' sign cautioning that fae Hunters dwell within. The change in color lasts until the object is painted over/erased (a painted sign would, for example, be more permanent than a quick note jotted on an office white board in dry-erase marker). Only changelings, fae-touched and ensorcelled can see the markings made by this clause, though the markings do not need to be seen to be accidentally removed. In the examples above, the sign could be painted over by a new owner, or a colleague could decide to clean the board, all unknowing of what message was scrawled in the corner.
  • Exceptional Success: As with an ordinary success, but the changeling can affect up to three objects in sight. Examples: up to three different walls, three pages of a book.

3 - Camouflage

Hunted or hunter, the ability to blend with one's environment is a key role of color for the sighted world. This contract draws on color to grant a changeling facility with hiding in plain sight.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Expression
  • Action: Instant
  • Catch: The changeling is touching a living animal exhibiting camouflage when the Contract is activated.
  • Dramatic Failure: The Contract not only fails, but changes the colors of the changeling to stand out against the background. -2 to all stealth rolls for remainder of scene or until a successful activation is achieved.
  • Failure: The Contract fails to activate.
  • Success: The changeling's coloration shifts to better match his or her surroundings, changing accordingly as the changeling moves from place to place. The camouflage is true from all angles, and includes any clothing or gear carried at the time of activation. Any items or persons picked up after activation do not change, though they may be stored in items which have. For the remainder of the scene, the changeling adds the number of their successes to all Stealth rolls. The changeling is not invisible, nor does this clause affect scent or sound. Be wary: this effect is not covered by the Mask. This bonus stacks with other contracts and specialties.
  • Exceptional Success: As with an ordinary success. Additionally, the camouflage is so convincing that observers suffer -2 to any visual Perception rolls against the changeling.

4 - Synesthesia

Colors aren't only useful for deception or communication -- they can also be used to confuse, confound and distract threats, and that is what this contract seeks to do. Changelings inflict artificial synesthesia on their target if successful.

  • Cost: 2 Glamour
  • Dice Pool: Wyrd + Presence vs. Wyrd + Resolve
  • Action: Instant
  • Catch: The Changeling has used hallucinogens/perception-altering substances within the past 24 hours. (This may be a Clarity break!)
  • Dramatic Failure: The changeling's attempt backfires, the binding affecting their own senses instead. The effects of an ordinary success are applied to the Contract holder, distraction penalty included.
  • Failure: The Contract fails to activate. It cannot be used on the same target again for the next 24 hours.
  • Success: When activated, the changeling specifies one of the target's senses to bind to Color. This binding lasts a single scene, and while it is in place, the target experiences colors every time that sense is used. The exact colors are consistent for the target (a particular pitch/flavour/scent/sensation will always be the same color), but the Contract holder cannot specify what these colors will be. This causes a -3 distraction penalty to all rolls for the scene as the target tries to understand and accommodate for their new perception. Only one sense may be bound per target per scene.
  • Exceptional Success: As with an ordinary success, but the change is so disturbingly intense that targets at Clarity 7 or higher must roll to avoid the risk of Clarity loss (level 7 standard penalty).

5 - Color Leech

What is a world without color, without the definition of edges we take for granted? What would happen if ink fled the page, if shadow's greys dissolved? This contract answers that question, and the answer is invisibility.

  • Cost: 2 Glamour
  • Dice Pool: Wyrd + Persuasion
  • Action: Instant
  • Catch: The changeling must erase/destroy an important physical record of their mortal life while activating the Contract. Examples: Birth certificate, beloved childhood art project, marriage license, military dog tags.
  • Dramatic Failure: The changeling's ability to perceive colour is damaged in the backlash of the Contract's failure, causing a -2 visual Perception penalty for the remainder of the scene. Colors blur, edges are indistinct, and small details are impossible to differentiate.
  • Failure: The Contract fails to activate.
  • Success: The changeling causes an object (or handful of small objects) Size 5 or less to become invisible by draining it of all color. Invisibility lasts for a single scene. If the object contains other items, the items are invisible until they are drawn out of the container.
  • Exceptional Success: As with ordinary success, but the invisibility can affect living things as well as objects. The effect cannot apply to the Contract holder. Example: a changeling wants to sneak into a building with his dog Hedgebeast Companion. He gets an exceptional success, so the dog is invisible (but not inaudible). To be invisible himself, he must use Smoke 5 or a similar ability.

Contracts of Lost & Found

Affinity: Universal
Created by Nemo

This Contract was originally created for Fate's Harvest.

NOTE: due to a Goblin Contract with the same name, when purchasing this via +xpreq, use 'Lost' instead of the full name.

Two sides of the same coin, for something to be found, it must be lost, and who better to find the lost than Lost?

This contract grants a Changeling power over lost items and the location thereof, the restoration thereof, and the selective losing of minds, to a lesser extent.

1 - Finders Keepers

Sometimes, it’s the little things that count. Maybe you were traveling, and left your credit card behind. Maybe you have a sudden hankering to find the nearest Krispy Kreme. With this clause, the changeling involved is able to locate any object or building s/he has in mind. It may not be used on living things (see Four Directions 1 for that). The closer your affinity to the object, the easier it is to find.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Investigation
  • Action: Instant
  • Catch: You are finding the item for someone else, without expecting compensation.
  • Dramatic Failure: The changeling is filled with utter conviction that she knows exactly where the object is, but she is wrong. Very, very wrong. Her failure leads her straight into a spot of difficulty, be it a ravine she has to climb, a group of thugs who want to mug her or an expensive flight across the country. At the end of the scene or when the changeling reaches the supposed destination, whichever comes first, this conviction fades.
  • Failure: The contract fails to activate, and the changeling feels neither certainty nor conviction of where the object lies.
  • Success: The changeling successfully finds the object, learning exactly where it is and, if it is being carried by a person, what that person looks like. The changeling does not learn the person’s name, or supernatural status, or anything else about him/her/it. Only appearance and location, and if the location doesn’t have a sign on the building to say the building’s name, well, tough luck. The changeling still knows where it is. Just not the name. If the object has been destroyed, the changeling will know, the contract filling him with a hollow sense of loss/absence. If the object exists, but is broken into pieces, the location will feel fuzzy and indistinct until ‘the nearest piece of x’ is separately searched for instead. Similar to its behaviour when targets are held by living persons, this knowledge does not include the name of the location, but the changeling would instinctively know where to point at on a map, or when to stop when scrolling through a list of town names on a GPS.
  • Exceptional Success: The changeling not only knows where the object is, but also knows exact directions to GET to where it is, no matter which method of locomotion she is using. These directions do not include street names, but are rather “turn left here, take a right at the red house on the corner, stop next to the tall brunette” and similar, with a vague sense of distances involved. The more often the clause is used, the better the changeling will be at estimating just what a particular variant of “it’s a long way away” translates to in actual miles, through simple experience with interpretation.
Modifiers: The object belongs to the changeling/the changeling is intimately familiar with it (+1); the changeling has never/seldom seen the object before (-2); the changeling is searching for a general example of the object, i.e. the nearest silver ring made by Jacques the Jeweler, or the nearest stained glass window (-3)

Modifiers stack. You may receive +1 for being very familiar with Krispy Kremes and -3 for searching for the generic doughnut in the first place.

2 - Pieces of Eight

Lose the emerald from your mother's ring and need to return it tonight before she disinherits you? It knows where it used to be. You just need to give it the oomph to get it back where it belongs. With this clause, a changeling calls together the lost pieces of any object, regardless of where they are. A broken handle from an ancient vase trapped under a mile of volcanic ash? No problem...if you have the power to pay for it. The farther away the pieces are, the more Glamour their reacquisition will require.

The changeling may only call a number of pieces equal to his Wyrd. If the number of broken pieces exceeds his Wyrd score, he calls some of them, and then must use this clause a second time on the partially restored item, or more, depending on how low his Wyrd/how many broken pieces are missing. Please remember the limitation on how much Glamour may be spent per round.

If any pieces were utterly destroyed (say, a book with torn out pages, and one of the pages was burnt) that piece will not be retrieved and will not be replaced. If the object is ancient, and parts rotted away, those, too, will not be retrieved/replaced. If the rotten parts were, say, the thinner metal where a handle was bolted to the body of a container, there will be no way to bolt them together, but the handle will clank into existence where it should be, even if it then falls to the floor because it can’t attach.

  • Cost: 1 Glamour; +1 per 50 miles away the object’s pieces are
  • Dice Pool: Wyrd + Wits
  • Action: Instant
  • Catch: You are in a public place with at least three other people when this clause is used.
  • Dramatic Failure: The changeling calls the pieces, sure, but they attach themselves in entirely the wrong places, the joinings as seamless and as natural as something so obviously incorrect can be.
  • Failure: The clause fails to activate.
  • Success: The changeling successfully calls the lost pieces of an object together, restoring it seamlessly to its former wholeness -- if the pieces were close enough to do so. If an object’s lost pieces are farther than the changeling’s Glamour will retrieve, they travel as far as possible toward the changeling before the power of the transportation fades. The changeling will feel a sense of “unfinished”-ness if pieces are still out there, but couldn’t reach him. The clause may be used multiple times, until all pieces are accounted for one way or another.
  • Exceptional Success: The changeling’s control over moving the pieces is more refined. They will travel another 10 miles per success rolled.
Modifiers: The changeling owns the object (+2); the changeling is very familiar with the object (+1); the changeling is vaguely familiar/has a description of the object (+0); the changeling has no idea what the object is supposed to look like (-2)

3 - Turning a Blind Eye

Living a secret in the midst of mortal society can be a challenge, but changelings are nothing if not resourceful. Making a place changelings can find and mortals can’t is well worth the effort. With this clause, a changeling may ‘lose’ an object, section of wall, doorway, building, etc., in such a way that mortals simply don’t notice it is there. They may walk past the doorway in the alley all the time, but unless it's really pointed out, they just don't see it and don’t wonder about it. The gap in house numbers is simply oversight on the developers’ part, or any other convenient excuse the affected mind imagines.

The effects of this clause qualify as supernatural obfuscation for purposes of detection by other Supernaturals. If you are able to detect such powers, you are able to combat this/see through it. Mortals don’t have that luxury.

  • Cost: 1 Glamour + 1 Willpower
  • Dice Pool: Wyrd + Subterfuge
  • Action: Extended (see table below); each roll takes one turn, and the number of rolls is capped at the changeling’s Wyrd
  • Catch: The changeling shares a secret aloud (murmuring and whispering count) with the target object/area which s/he has never before told anyone else.
  • Dramatic Failure: For the next day, the target of the clause is supernaturally interesting to all comers, drawing the attention of humans and others alike. Walking down an alley and seeing a door they had never noticed before results not in a moment of curiosity, but in a fixation on finding out more about it.
  • Failure: The clause fails to activate.
  • Success: The changeling successfully conceals his target object from mortal ken for Wyrd x 3 days. See the table below for successes required per Size.
  • Exceptional Success: The object remains concealed for Wyrd x 5 days.
Modifiers: The changeling is the owner or acknowledged caretaker of the object to be concealed (+1)
Successes Req'd Mechanics
1 Objects small enough to carry, no larger than Size 3.
5 A single door or doorway-sized section of wall, mundane hedge, cave tunnel, etc., or objects no larger than Size 6.
10 A single automobile, small shack, larger entrance, driveway or object no larger than Size 10.
15 A small home, brownstone, or similarly sized building.

4 - Brownie Bolthole

Using this clause, a changeling may deliberately lose an object in a ‘pocket’ of lost space caught between the Hedge and the mortal world, to retrieve at a later date. This may look like tucking an item in your pocket, or hanging a coat which mysteriously disappears midair, reaching into a patch of nothing, or perhaps an emulation of a modern day Mary Poppins with a hatstand “in” your carpet bag.

The total Size of the objects stored may not exceed twice the changeling’s Wyrd. E.g. a Wyrd 5 changeling could store up to Size 10 worth of objects, such as five Size 2 swords.

After a number of days equal to the changeling’s Wyrd score, objects left in the lost space are truly lost, deposited in the Hedge. Using the first clause of this Contract can aid in locating them, but finding them will always take a fair amount of effort.

Objects may not be alive, sentient, or sapient, in any way. Plants and pets will die. Corpses are already dead, and thereby fine. Your annoying Vampire neighbour who keeps the music on All. Night. Long, while certainly a corpse by all pertinent definitions, is not fine, as he is a sentient, sapient being. You do not get to play undead pocket Pokemon. Hedgespun automata, being machines, do not qualify as alive, or sentient. They have no feelings or opinions to worry about.

  • Cost: 2 Glamour
  • Dice Pool: Wyrd + Dexterity
  • Action: Instant to activate; Reflexive to retrieve/stash once active
  • Catch: The changeling is stashing/retrieving an item which they stole/received from someone else.
  • Dramatic Failure: The ‘lost space’ is toothy, unfriendly, and may well be the inside of a nasty creature’s maw. Take 1L to the hand from the damage-of-choice reaching into it does to you.
  • Failure: The clause fails to activate.
  • Success: The changeling successfully gains access to a snippet of lost space. Their ability to reach into and store/retrieve items lasts one scene. As the access has no specific physical location and is, in fact, tied only to the changeling himself, there is no physical movement necessary beyond the intention to put something away or retrieve it. Close your fingers and intend to retrieve a stored dagger by the hilt, and it will be there.
  • Exceptional Success: The changeling’s access to the storage space lasts an entire day.
Modifiers: the changeling is in combat when this clause is used, or otherwise extremely distracted/multitasking (-1)

5 - Mad World

Not all who wander are lost, but those subjected to the power of this clause would beg to differ. Also beg for directions to their destination, not that it would do them any good.

Using this clause and the appropriate modifier below, a changeling may skew the perceptions of a target or targets, to the point that even if they were on their very doorstep, they would be lost. The sun would seem a different direction in the sky, they would walk past emblazoned trees seeing no woodsman's marks, and city streets would be an unrelenting maze for five minutes per Wyrd level of the caster.

Following the directions of others is impossible; the target may start down what they believe is the right street, or count to what they believe is the right brownstone down from the corner, but what seems like a straight road to anyone else could be any number of twisting alleyways to the one affected by this clause, though the changes must always be plausible. A building is always a building of some sort which fits the local neighbourhood, a series of tunnels in a mine will always be a series of tunnels in a mine, and a highway will always look like a highway, for example. It may be a completely different highway, but the cars driving along it are not going to disappear. The clause would simply ensure that the driver of the car took the wrong exits, believing that they would take him to his destination.

The changeling using this clause has no power over the specific images the target sees.

  • Cost: 2 Glamour (+1 Willpower to affect multiple targets. See modifiers below.)
  • Dice Pool: Wyrd + Composure - (highest) Resolve
  • Action: Instant
  • Catch: The changeling spins around counterclockwise on one foot thrice or until they are slightly dizzy for the action.
  • Dramatic Failure: The changeling’s attempts to deliberately lose somebody else’s mind backfire: she loses her own, instead, and can’t find it again for 1 minute per Wyrd level.
  • Failure: The clause fails to activate.
  • Success: The changeling successfully warps the perceptions of his target(s). In effect, the target completely loses his sense of direction, sense of location. He could be walking down a straight city street, and his brain would replace that street with any number of other city streets, with signs reading the wrong name. His front door would look like the door to a completely different place, the buildings would look different, billboards have different images, and if he turned the corner and stepped back around, he would see different places all over again. Nothing repeats once a corner has been turned. The maze of the mind is endless in its infinite variety.
  • Exceptional Success: The effect’s duration is doubled, lasting Wyrd x 10 minutes instead.
Modifiers: There is a single target (+0); 2-4 targets (-1); 5-8 targets (-2); 8-12 targets (-3); 12-18 targets (-4); 18+ targets (-5)

Contract of Night Terrors

Affinity: Darkling
Created by Reagan

1 - Quietus

The quiet of the night, so still and serene. The Darklings know how silent the night can be. That from silence dread can thrive. Every small creak of a home can sound like a distant scream, the sigh of a furnace can sound like breathing. Why do some places just sound so much more quiet than others? The Darklings know.

With the activation of this Contract, the Darkling can create a blanket of supernatural quiet. Making sure the sounds they do make are hard to hear in the next room. Their footsteps preternaturally silent, the same as the screams of those they visit upon.

  • Cost 1 Glamour
  • Action Reflexive
  • Dice Wyrd+Stealth
  • Catch The Changeling must eat a handful of spider webs, with or without spiders in them.

Roll Results:

  • Dramatic Failure The Darkling is unnaturally LOUD. Anyone nearby can hear the Darkling and gain +3 to perception rolls with hearing for the scene.
  • Failure The Darkling fails to activate the Contract.
  • Success The blanket of eerie silence covers the area equal to the Changeling's Wyrdx3 yards. Any noise that happens inside of that area is heard as normal. Noises that occur outside of that zone incur a penalty equal to successes to all perception rolls to hear or listen for noise. The victim(s) left wondering why no one can hear them scream. Making easy work for some Darklings bent on assassination. This effect lasts for the scene. Once it is set, it is set and if the Darkling should happen to be the one screaming for help? They may soon find themselves the ones in trouble.
  • Exceptional Success The zone is absolute and the Darkling has the power to cancel out all noise completely, if she so wishes. Making it impossible for anyone or anything to be heard inside or outside the zone. The Darkling also gains the ability to turn this Contract off at any time.

2 - Long Fingers

Some Darklings are capable of squirming in to tight spaces naturally. Some hide within the shadows. Some just need to have a little longer of reach to get something... or touch someone... or peek into a second story window.

With a successful use of this Contract, a Changeling may modify the length of their arms, legs, spine, neck, fingers, toes for the scene. Making it easier for them to snake an arm through an open window above a door to unlock it.

This specific application of this Contract is to blame for a lot of 'Slender Man' mythology that has sprung up in recent years. A Mirrorskin in Michigan claims to be the one who had started it and says the Mirrorskin in Georgia is a copycat. Then again that is what Georgia says about Michigan and that Johnny Come Lately in Seattle.

  • Cost 2 Glamour
  • Action Instant
  • Dice Wyrd+Dexterity
  • Catch The Changeling spends ten minutes stretching their limbs. Yes, Yoga counts.

Roll Results:

  • Dramatic Failure Severe cramping means they don't stretch their limbs but have pulled something. It hurts. They take 2B and are at -1 to all Physical rolls for the remainder of the scene. Walk it off.
  • Failure Nothing happens other than the Changeling standing there looking silly.
  • Success The Changeling may stretch a limb, just one, by Wyrd feet. Note that this does not grant the Changeling anymore size as their body contorts into hideous ways and they are still limited, roughly, by how their bones bend. This does not grant some Reed Richards style snake-like flex. It grants the Changeling a bonus equal to successes on a relavant, non-combat physical roll that the ST deems would be appropriate. This lasts for the scene or until the Changeling wishes to return their limb back to normal.
  • Exceptional Success The Changeling has complete control over her body. Able to stretch and bend in odd and usually disgusting looking ways over and over again until the scene ends. While they still do not change their Size, as their mass remains the same just stretched out, they do enjoy another bonus. Ontop of the bonuses to relevant non-combat physical roll they also gain their successes in attempts to frighten others with Intimidation.

3 - Witch Shroud

Darklings are adept at hiding, that is no secret. However a particular secret of theirs, the Witch Shroud, does not render them invisible but allows them to almost hide in plain sight. Hidden as something other than themselves, so long as they stay perfect still.

By remaining still and activating this Contract, the Darkling can bring a minor illusion over themselves. They may take the appearance of a curtain, a fence post, part of a tree, an extension of a bookshelf, an ottoman. So long as the object they are mimicking is nearby and make sense for the area. This camoflauge cannot make a Darkling appear like a steamer trunk while they curl up into a ball while they are in the middle of the woods but it could make them look like a pile of leaves.

At least until someone disturbs them or tries to move them for whatever reason.

Contracts that expose hidden supernaturals or illusions negate this contract per the use of the Contract used.

  • Cost 2 Glamour
  • Roll: Wyrd+Wits
  • Action Instant
  • Catch The Changeling does not wear shoes or socks of any kind.

Roll Results:

  • Dramatic Failure The Contract fails horribly and the Changeling actually is so easy to spot, they just look ridiculous. Might of had better luck wearing a lampshade on your head. +3 for perception rolls for people to spot them. The Changeling is not aware that the Contract has failed so horribly... at first.
  • Failure Contract just doesn't activate.
  • Success For those who are in the area of the Changeling take a penalty of the Changeling's Wyrd to spot them. Otherwise they are apt to believe nothing is amiss, even if they are activately looking for the Changeling. The illusion still ends if the Changeling is touched or someone tries to sit on them or, say, move what they believe is a curtain. They must remain still, and moving or attacking drops the illusion. Lost entering the area are allowed a standard Perception roll penalized by the Changeling's Wyrd.
  • Exceptional Success The illusion is hard to penetrate. The illusion takes form. Those who are not actively seeking out the Changeling flat out do not see them, their eyes moving right over where they are at. Further, if disturbed, the Changeling may roll Wyrd+Wits+Subterfuge vs Wits+Composure+Wyrd of the one disturbing them to maintain the illusion. Stay strong, little ottoman!

4 - Summon Swarm

The Darklings are one with the darkness and all the things that creep and crawl into the night of it. The nasty, squirmy things with too many eyes that can crawl on walls. Hairy and silent that creep up your covers at night.

From this connection, Changelings who have learned this power are capable of summoning swarms of local insects from the area to do their bidding for them. These can be spiders, cockroaches, moths, flies, gnats, mosquitoes for example. Anything that makes sense for that area to have. So conjuring up butterflies in the middle of a Maine winter probably isn't going to happen. Unless you are in a butterfly farm, then have at it.

This power does work in the Hedge but it is generally not a good idea. Hedge Bugs tend to be rather insane and hard to control.

  • Cost 3 Glamour+1 Willpower
  • Action Instant
  • Dice Wyrd+Persuasion
  • Catch The Changeling smears their body with a substance that bugs go bananas for. Jelly, syrup, butter. Smearing it on their hands and face. An offering for the bugs to enjoy. Even other bug guts work if you have enough of them.

Roll Results:

  • Dramatic Failure OH GOD THEY ARE EVERYWHERE! The Changeling did something wrong and now the bastards are swarming him! -3 to all actions until the Changeling can get away from them as they sting and bite and get in the way.
  • Failure Yeah, nice try.
  • Success The Changeling summons up a local swarm with a Size equal to Wyrd that follow the rules for Swarms. This can be a mish mash of bug types or one specific one, the mechanics remain the same regardless of 'type' and, no, if 'Spiders' are chosen they are not a hellstorm of Black Widows, twinkmeister. They still hurt like the dickens and maybe one or two might be poisonous but amidst all the rest? Hard to say if they get a good nip in. The bugs can be directed where to go and to redirect them to attack a new person requires the use of an Instant Action. The Changeling has a mental link of a kind with the swarm but it can only communicate in one word that bugs would understand. Like 'Dark' or 'Blood' or 'Flyswatter' or 'Humans' if send to go do recon.
  • Exceptional Success Mother of God that is a lot of bugs! Wyrd+Successes is the Swarm Size and these guys can be controlled with a reflexive action rather than Instant. In either case, the power lasts until either all of them are dead, the scene ends or the Changeling orders them to disperse.

5 - Sleep Paralysis

Sleep Paralysis is a very real condition for many people in the world. With it comes the claims of feeling like someone or something is on top of them. Making them unable to move. Laying there, frightened and helpless as some figure lurks in the peripherals.

While it is a real condition more than one Darkling is to blame for unsubstantiated reports heard about seeing witches or goblins in the person's room. Taunting and frightening them as they ly there, motionless.

This contract is only capable of being used on those who have fallen asleep or who have been put to sleep in some manner. Painkillers, alcohol, a fist upside the head, Darkness 3 are all suitable means. So long as the person is not awake.

NOTE: This contract can NOT be used for a free Killing Blow. Attempts to do so will end the Contract. Threats of killing or scaring is allowed, but once a Killing Blow is attempted, the contract ends and Initiative needs to be rolled like normal.

  • Cost 3 Glamour+1 Willpower
  • Action Instant
  • Dice Wyrd+Manipulation vs Resolve+Power Stat
  • Catch The Changeling strikes a match and puts it out on their tongue doing 1B

Roll results:

  • Dramatic Failure Well that wasn't the plan now was it? In stead of paralyzing the sleeper the Changeling has doomed themselves to sleep. It is not a magical sleep and they will wake on being disturbed, hearing a loud noise or simply being woken up.
  • Failure The Changeling is not so sure it works at all, really. They will find out soon enough.
  • Success The subject is paralyzed and unable to move anything but their eyes. Attempts to scream for help never come. Able to communicate in blinks if necessary. The person will remain paralyzed for the scene unless they are woken up by someone outside the original scene. A parent, a roommate entering into the room or area that can touch them will do it. The paralyzed will also snap out if they take anything more than 1 Bashing, giving the Changeling a free slap to the face if need be.
  • Exceptional Success The paralyzed can not more than either 2 bashing or 1 Lethal from any source. So something could hurt them for up to 2 Bashing or 1 Lethal. Any damage beyond that they will snap out of it and be able to defend themselves. This Contract may only be used upon someone once a scene.

Contracts of Raging Seas

Created by Odin on Fall Coast

Affinity: All

Ever since humanity has plied the oceans of the world, it has found itself at the mercy of storm and tide. The contracts of Raging Seas serve as a partial remedy to this problem for those Lost who make their homes and livelihoods either on or near the sea. These clauses may only be used in connection with salt water, limiting their usefulness to those who are landlocked.

1 - Sea Legs

The character gains the ability to walk upon the surface of any body of salt water. Enacting this magic causes the user to treat such water as though it were solid land. In calm seas, this presents little difficulty. In rougher waters, this may prove challenging.

  • Cost: 1 Glamour
  • Roll: Wyrd + Athletics
  • Action: Instant
  • Catch: The user is barefoot.
  • Dramatic Failure: The changeling finds themselves trapped on the underside of the water. While they can still stick their faces into the air (and thus breathe), they will require a successful Strength + Athletics roll to break free. Once they do, normal buoyancy is returned.
  • Failure: The clause fails to take effect.
  • Success: The changeling may walk upon water as though it was solid ground. Rough conditions may necessitate Dexterity + Athletics rolls to keep one's footing.
  • Exceptional Success: The character may keep their footing on even the roughest seas, and find their speed increased by 3 while traveling on the water's surface.

2 - Ending the Widow's Vigil

This clause allows the user to send a message of no more than thirty words to a recipient, no matter the distance. This power will function only as long as both the sender and recipient are on the same plane of existence (the real world, the Hedge, Arcadia). Transmission is instantaneous. The message arrives as a breeze that speaks with the user's voice to the target. It cannot communicate in any way beyond relaying the message given. If the message cannot be given (the subject is asleep, dead or on the wrong plane), the user will recognize this fact (though not the reason why it might be).

  • Cost: 2 Glamour
  • Roll: Intelligence + Expression
  • Action: Instant
  • Catch: The user writes down the message, placing it in a bottle and dropping the bottle in the nearest body of water.
  • Dramatic Failure: The message ends up in the ears of the person the user would least like it to find.
  • Failure: The message is not relayed.
  • Success: The message is relayed to the target.
  • Exceptional Success: The message is relayed to the target, and the target may craft a reply following the same rules.

3 - The Ocean Within

This clause frees the user from one of mankind's greatest fears upon the sea. Under its effects, the user may breathe saltwater as though it were air. The pressures of the depths are likewise harmless, though the cold and darkness still require consideration.

  • Cost: 2 Glamour
  • Roll: Wyrd + Stamina
  • Action: Instant
  • Catch: The changeling willingly inhales saltwater upon activation of the contract, taking 1 Bashing damage as a result.
  • Dramatic Failure: Not only does the contract not take effect, but the user suffers from debilitating coughing for the rest of the scene. This incurs a -1 penalty to all actions, and a -3 to Stealth rolls during that time.
  • Failure: The clause fails to take effect.
  • Success: The user can now breathe saltwater as well as air. The pressures present in the depths of the ocean does no damage to the user. This lasts for the rest of the scene.
  • Exceptional Success: The user is protected from cold related to the ocean, though not supernatural sources of cold. Furthermore, the user gains a +3 bonus to all Athletics rolls relating to swimming for the rest of the scene.

4 - Saint Elmo's Fire

Sailor's speak of balls of light in the high riggings and masts of their ships. These displays are known as Saint Elmo's Fire. Blue or violet in color, this energy can wreak havoc with compasses, communications and more advanced forms of navigation. Changelings with access to this clause can strand a ship at sea with little hope of return beyond knowledge of the area and blind luck. Any metal object may be a target of this clause, provided it is used upon saltwater.

  • Cost: 2 Glamour, 1 Willpower (optional)
  • Roll: Wyrd + Wits
  • Action: Instant
  • Catch: The changeling and the ship to be effected are exposed to a naturally occurring storm.
  • Dramatic Failure: The user is wreathed in a corona of Saint Elmo's fire himself, and suffers 2 Lethal damage as the electricity burns his form.
  • Failure: The clause fails to take effect.
  • Success: A display of blue or violet light encompasses the target. Spears and ball lightning are common manifestations. With the expenditure of 1 point of Willpower, the user may dictate a shape or form the fire takes. It must be of no more than size 10, but can take any form within those confines. All manifestations last no more than three rounds. Compasses or technological forms of communication and navigation within the user's Wyrd+10 in yards cease to function. Though structurally intact, they simply will not perform their function. This effect lasts for a number of days equal to the number of successes on the activation roll.
  • Exceptional Success: No special benefit is had, beyond an exceptional number of days in duration.

5 - Charybdis' Maw

The ocean can be a harsh mistress. Ancient sailors spoke of a pair of creatures that brought death and destruction to all who passed within their reach. One of these was a creature that would create a whirlpool that would draw sailors down to their death. The monster's name was Charybdis, and this clause causes similar catastrophe for those on the sea.

  • Cost: 5 Glamour, 1 Willpower point
  • Roll: Manipulation + Occult
  • Action: Extended (each roll represents 1 minute of gesturing and exhorting the sea) 10 successes required.
  • Catch: The user throws a treasured object into the sea. This object will be lost and may never be recovered.
  • Dramatic Failure: The whirlpool forms, but targets the user or the user's vessel instead of the intended target. The user does not have the option of ending the whirlpool early. The player must roll the base Manipulation + Occult pool without bonus or penalty to determine duration of the whirlpool.
  • Failure: The clause fails to take effect
  • Success: A whirlpool begins to form in the targeted area, which must be within line of sight. This whirlpool lasts for a number of rounds equal to the successes in activation+1. During the first round after activation, the seas are rough enough to apply a -2 penalty to any swimming or navigation rolls. Thereafter, the whirlpool is in full strength. Those caught within take three bashing damage per round, and suffer a -5 penalty to attempts to swim their way free. Structures or vehicles take five points of damage per round, and suffer a -3 penalty in attempts to break free. The whirlpool is large enough to require five total successes to escape. The user has the capability of ending the whirlpool sooner than its duration. This requires a Willpower point, however. The sea is not quick to settle once it is riled.
  • Exceptional Success: The user may end the whirlpool at will. Further, the user may create a safe zone of her Wyrd in yards around her not subject to the clause's effects.

Contracts of Wind

Initial concept by Kurt on The Reach, Revised by Nemo on Fallcoast

Affinity: All

1 - Fleeting Grace

Dancing through and around all in its path, the wind's grace is an enviable gift. With this contract, the changeling calls upon the wind to guide his hands and body toward a greater deftness.

All clauses of Wind suffer the following penalties: -3 if the changeling calls upon it in a completely enclosed area, -1 if the changeling has only a small entry point open to the winds, such as a single window.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Dexterity
  • Action: Reflexive
  • Catch: The changeling wears fluttery, eye-catching ribbons or tassels.
  • Dramatic Failure: The wind called by the changeling's will is muddled, contradictory, movements pushing too swiftly or dragging too slowly. The changeling's next roll suffers a -2 Dexterity penalty.
  • Failure: The contract fails to activate.
  • Success: The wind responds to the changeling's intentions, subtly aiding and finessing their movements. The next dexterity-based dice roll has +1 added to it per success. A faint, but lively breeze whisks through the changeling's vicinity.
  • Exceptional Success: As with an ordinary success, but the changeling's attunement to the wind is unusually strong. Receive the benefit of this clause for the next three rolls instead.

2 - Whispers on the Wind

The consummate traveler, wind passes over all on earth, carrying with it traces of the land it whisks itself along -- and, at times, the words of certain changelings, a willing, if not always reliable messenger. Using this contract, a changeling may reach out to any target she knows, supernatural or not, and speak a brief message as though she were standing at the target's side.

All clauses of Wind suffer the following penalties: -3 if the changeling calls upon it in a completely enclosed area, -1 if the changeling has only a small entry point open to the winds, such as a single window.

If your space is hermetically sealed to any and all wind, this contract in particular will always fail.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Persuasion
  • Action: Instant
  • Catch: The changeling burns a wisp of hair or fingernail clipping belonging to the target immediately prior to using this clause.
  • Dramatic Failure: The changeling's clumsy efforts so offend the winds that they carry the message, alright, straight to the nearest of the changeling's enemies. There is no limitation on the distance winds will travel to achieve this small revenge.
  • Failure: The contract fails to activate.
  • Success: After successfully persuading a breeze to listen to her, the changeling concentrates on a single person, whom she must know, and speaks a brief message aloud; this message must fit within a single three-second turn unless the changeling declares in advance she will be speaking through the next. Messages may be three turns long, at most, and while speaking, the changeling may take only defensive actions and activate no other contracts. The wind carries the intended message up to Wyrd miles away, and the target hears the changeling's words as though the changeling were standing at her side. A whispered message may be lost, for example, at a loud outdoor event, or a yelled one startle the recipient in a quiet locale. No one but the intended recipient hears the changeling's words. If the recipient is indoors/where wind cannot reach, the message cannot be delivered; the sender does not know whether or not the message was received.
  • Exceptional Success: In addition to the effects of an ordinary success, the wind was so charmed by the changeling's persuasive call that it returns to confirm or deny the message's delivery before returning to its play.

3 - Windswept Stones

Will or nill, when the wind is blowing, dust flies, and this contract draws on that aspect. Sweeping away all traces of passage, the breeze erases the changeling's trail, or the trail of any single other in the changeling's sight, scrubbing away any hints of his presence.

All clauses of Wind suffer the following penalties: -3 if the changeling calls upon it in a completely enclosed area, -1 if the changeling has only a small entry point open to the winds, such as a single window.

  • Cost: 1 Glamour
  • Dice Pool: Wyrd + Survival
  • Action: Instant
  • Catch: The changeling has destroyed/burnt important records, his or others', and scattered the scraps/ashes on the wind in the past 24 hours.
  • Dramatic Failure: The wind, instead of sweeping tracks away, sweeps small detritus and clues to the changeling's presence into sight, no matter how well hidden. Trackers gain a +3 bonus to any attempts at following the character.
  • Failure: The contract fails to activate.
  • Success: The changeling may designate a set of tracks to be erased, his or another's, within 500 ft. per Wyrd level, leaving nothing for trackers to follow. Footprints are smoothed, scents removed, leaves disturbed are flipped back to their places and any threads or other clues caught on bushes or their urban counterparts are swept away in a rush of wind. Fluids such as dripping water, vomit or profuse bleeding cannot be entirely covered up by the effects of this clause. Any penalties for tracking leaky characters are ST dependent. This clause has no effect on supernatural tracking methods such as Four Directions 1.
  • Exceptional Success: As with an ordinary success, but the winds also erase the tracks of the changeling's companions (no more than five others). To all forensic purposes, the changeling and his allies simply weren't there at all.

4 - Defender's Bellows

As any sportsman can attest, strong winds can win or lose the day. More dangerous yet are the cyclonic forces of a storm, thrusting away all in their path. The changeling who calls upon this contract draws down a blend of the two, summoning a swiftly spinning shield of winds to protect herself from harm.

All clauses of Wind suffer the following penalties: -3 if the changeling calls upon it in a completely enclosed area, -1 if the changeling has only a small entry point open to the winds, such as a single window.

  • Cost: 2 Glamour
  • Dice Pool: Wyrd + Resolve
  • Action: Instant
  • Catch: The changeling drops all weapons and spreads open hands in a sign of peace.
  • Dramatic Failure: The winds rise, they swirl, they _seem_ to do as they were called to do, but in actuality, they offer no defense at all. They also reveal the changeling, should she be hiding where the winds' motion will visibly whip about light objects in her surroundings.
  • Failure: The contract fails to activate.
  • Success: A swirling shield of wind surrounds the changeling for a number of turns equal to her Wyrd score, leaving enough room for free movement. This clause immediately reveals the character if she is hiding; the winds whip branches or pick up any grit and detritus in their vicinity, as any natural wind would do. Arrows and thrown objects are deflected harmlessly away. Firearms take an attack penalty equal to the number of successes rolled, winds strong enough to nudge astray, but not block, bullets. Melee attackers are sharply thrust back and must roll a reflexive Dexterity + Athletics to avoid falling prone. Shieldbearers may take only movement actions or renew this contract while the shield is in use.
  • Exceptional Success: As with an ordinary success, but the changeling adds his successes to the number of turns the shield exists.

5 - On Zephyrs' Wings

While the wind will scour the dusty earth, will clean the soil, will clear dry leaves, what it carries must eventually come to earth, and it is in this essential truth that this most powerful clause of the contract has been forged. Taken up in the winds' heart, a changeling springs from place to place in a matter of moments, dissolving into wind and returning to corporeality in an eyeblink at a location of his choosing.

All clauses of Wind suffer the following penalties: -3 if the changeling calls upon it in a completely enclosed area, -1 if the changeling has only a small entry point open to the winds, such as a single window.

  • Cost: 3 Glamour (or 3 Glamour + 1 Willpower)
  • Dice Pool: Wyrd + Manipulation
  • Action: Instant (or Reflexive)
  • Catch: The natural wind speed is greater than 10 miles per hour. (Determined by +time or ST)
  • Dramatic Failure: The failure of the contract wrenches the changeling so horribly within the maelstrom that their flesh begins to tear itself apart. The changeling takes one point of bashing damage per 10 feet of attempted teleportation.
  • Failure: The contract fails to activate.
  • Success: Swept away within a gust of powerful winds, the changeling can teleport up to 10 feet per dot in Wyrd to any location within line of sight. This includes locations above or below. Normally an instant action, by spending a point of Willpower, this action is reflexive, allowing the changeling to act immediately once he reaches his destination. This ability does not allow travel through solid objects; a user cannot teleport outside a closed window. However, if the window is open even a crack, the changeling may pass.
  • Exceptional Success: As with an ordinary success, but the changeling can instead travel 20 feet per dot of Wyrd.

Contracts of the Witch Woods

Affinity: Darkling/Elemental
Created by: Elmo

These contracts are most effective in ‘wild places’, natural venues. Unless otherwise noted, attempts to use these contracts in urban environments have an additional -1 to -3 penalty, depending on how heavy the stamp of the modern world the area has. A farm might only be a -1, a small rural town -2, and the inner city a -3

1 - That Which Shrouds

Summon a haunting blanket of mist and fog to cover the area, shrouding the caster and all that is around.

  • Cost 1 Glamour
  • Action Reflexive
  • Dice Wyrd + Stealth
  • Catch Character starts a fire, smokes a cigarette, vapes or otherwise creates fog/smoke/mist.

Roll Results:

  • Dramatic Failure Only the caster's eyes and are clouded, his own form covered in a fog that gives him penalties equal to his wyrd.
  • Failure Nothing happens.
  • Success A thick fog blankets the area equal to 10 x Wyrd yards, a swirling mist rises from the ground, causing successes in perception penalties to those caught within it to see the caster and their surroundings, to maneuver and find their way for the scene as fog clouds vision, and muffles sound.
  • Exceptional Success Caster can selectively dismiss and resummon at will for the scene’s duration. Revealing and re-concealing small pockets in the fog.

2 - That Which Deceives

A strange sound in the woods, bobbing lights that lead one astray. The caster makes sensory illusions to lead stray or draw one into a trap.

  • Cost 2 Glamour
  • Action Instant
  • Dice Wits + Wyrd vs Resolve + Wyrd
  • Catch You create a doll or other representative facsimile of the target.

Roll Results:

  • Dramatic Failure The caster starts to hallucinate and takes additional -2 penalties to find their way. In addition the target gets a +2 to resist this contract for the rest of the scene.
  • Failure Contract Fails to activate.
  • Success You create an illusion that affects a single sense to lure a target away from an area, off a path, or alternately, towards the caster and potentially into a trap. Sight, Hearing, Taste, Touch or Smell. If attempting to make the target lose it’s way and get lost, the target suffers a penalty equal to the targets wyrd for finding their way. If luring towards the caster the target gets a bonus equal to the casters wyrd to find the caster. Range Wyrd x 10 yards. Must at least know the general area your target is. May affect more than one sense with additional castings. Illusions must be fairly static. A wobbling weaving ball of light. The sound of a little girl crying in the woods. The sudden taste of doo doo. The sensation of spiders crawling on your skin.
  • Exceptional Success Affects two Senses at the same time and the caster can cause the illusion to move as a reflexive action.

3 - That Which Watches

Observe and animal and transfer your sense of sight and hearing into the animal.

  • Cost 3 Glamour
  • Action Instant
  • Dice Wyrd + Animal Ken
  • Catch Touching/Petting the animal

Roll Results:

  • Dramatic Failure Your Senses attaches itself to a random inanimate object, and you cannot anything but that objects single perspective for the next hours.
  • Failure The Contract simply fails.
  • Success See through the animal's eyes as if they were your own. One cannot completely control the animal in this fashion, but with a reflexive presence + animal ken roll, may give it suggestions on where to go and where to look. Kith bonuses and contracts may make these suggestions easier. If he re-invokes the contract while in use, the caster may jump from the mind of one animal to another, provided the first animal is observing the second, and so forth (this will not however cost more glamour). While in use the caster is vulnerable, meditating and cannot see the world around him. Character has a -5 to all perception rolls to react to anything happening around them as they are effectively blind and deaf.
  • Exceptional Success You may guide the animal wherever you wish and make it look wherever you wish with no additional effort, provided one does not go against the creatures nature.

4 - That Which Follows

The caster melds into a natural object or place (a tree, a stone, a stream, the earth itself), and emerges some distance away in a similar manner. The place must be connected to the earth itself, one cannot appear in someone’s balcony garden, though may at some difficulty use this in a public park.

  • Cost 2 Glamour or 2 Glamour + 1 Glamour (Per person) + 1 Willpower
  • Action Instant (or Resisted)
  • Dice Survival + Wyrd (or Survival+Wyrd vs Resolve+Wyrd)
  • Catch Caster’s bare feet are touching the earth/wading in water.

Roll Results:

  • Dramatic Failure The changeling becomes disoriented and spends the next three turns stumbling around, unaware of who or what is around him, and possibly bumping into trees or passers-by.
  • Failure The changeling remains in her current location, unaffected by the Contract.
  • Success The changeling melds into a tree that he is touching/the earth upon which he is standing, the water within which he is wading, and teleports to another such natural location number of miles from his current location equal to his Wyrd. The changeling must have seen the desired location before and know it well enough to concentrate on it. Passengers taken along must hold hands with the Caster or otherwise touch them. The Caster must spend 1 Willpower, also the Caster will pay 1 Glamour per person on top of the base activation cost. Non-Elemental passengers are inflicted with a -1 to their next action from being disoriented by the movement. Unwilling passengers are allowed a Resolve+Wyrd (or Supernatural Defense) roll to resist, they will still need to be grappled first, of course.
  • Exceptional Success The changeling arrives as her destination, where she briefly remains within the element, the changeling is free to spend a second or three (one round) observing the location where she wishes to appear, facing whichever way she desires. While he remains however, the tree/stone/earth/water in question reveals them in some small manner, a face in the water, a shape in the bark, etc. Further, passengers are not affected by the -1 to their next turn as the motion was so fluid for them as well as the Caster.

5 - That Which Trespasses

Mark a territory as your own, Those that trespass suffer the wrath of the land itself as it rises up to injure and impede, hampering movement and combat abilities while the trees strike and grab, the earth shifts, roots dig and trip those uninvited. While this contract is active over an area, the forest/environment therein seems more foreboding, ominous, dangerous.

  • Cost 4 Glamour
  • Action Instant
  • Dice Intimidation + Wyrd
  • Catch The Contract is cast on personal property/territory.

Roll Results:

  • Dramatic Failure The world lashes out and attacks the caster instead, as if gaining his own wyrd in successes against himself.
  • Failure Nothing happens.
  • Success The forest rejects the trespasser. A sense of dread and foreboding rolls over those that do not belong. Roots shift and trip, branches snag, sharp rocks move underfoot. Shadowy figures at the edge of one’s vision, distracting sounds in the forest. As a result, everyone within range (which is Wyrd x 10 cubic yards) suffers a penalty equal to the number of successes the changeling rolled to all rolls involving perception, movement/navigation or combat for one full scene. The caster can choose up to Wyrd number of people that are immune to this effect as invited guests into his territory.
The Speed of everyone within range is also reduced by the same amount. In addition, everyone within range suffers minor damage. Everyone within range takes the number of successes rolled, subtracts their Armor, taking the remainder as Bashing damage. Defense is ignored. This damage consists of a mixture of the impact of branches, rocks, and debris. Contract lasts until the next sunrise or sunset, remaining dormant until triggered by an unwelcome trespasser. After which it lasts the remainder of the scene.
  • Exceptional Success Bashing is raised to Lethal.