Difference between revisions of "Helpful Lulu Notes"
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== Contracts == | == Contracts == | ||
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Lost 2................................ | Lost 2................................ | ||
− | + | 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. | 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 | Cost: 1 Glamour | ||
+ | |||
Dice Pool: Wyrd + Investigation | Dice Pool: Wyrd + Investigation | ||
+ | |||
Action: Instant | Action: Instant | ||
+ | |||
Catch: You are finding the item for someone else, without expecting compensation. | 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. | 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. | 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. | 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. | 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: 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. | 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. | ||
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+ | |||
Pieces of Eight | 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. | 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. | 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. | 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 | Cost: 1 Glamour; +1 per 50 miles away the object’s pieces are | ||
+ | |||
Dice Pool: Wyrd + Wits | Dice Pool: Wyrd + Wits | ||
+ | |||
Action: Instant | Action: Instant | ||
+ | |||
Catch: You are in a public place with at least three other people when this clause is used. | 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. | + | |
+ | 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. | 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. | 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. | 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) | 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) | ||
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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. | 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. | 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. | ||
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Cost: 1 Glamour | Cost: 1 Glamour | ||
+ | |||
Dice Pool: Wyrd + Dexterity | Dice Pool: Wyrd + Dexterity | ||
+ | |||
Action: Instant | Action: Instant | ||
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Catch: The changeling wears fluttery, eye-catching ribbons or tassels. | 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. | 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. | Failure: The contract fails to activate. | ||
+ | |||
Success: The wind responds to the changeling's intentions, subtly aiding and finessing their movements. Each success adds 1 to Dexterity for the next roll. A faint, but lively breeze whisks through the changeling's vicinity. | Success: The wind responds to the changeling's intentions, subtly aiding and finessing their movements. Each success adds 1 to Dexterity for the next roll. 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. | 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. | ||
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+ | |||
Whispers On The Wind | 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. | 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. | 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. | If your space is hermetically sealed to any and all wind, this contract in particular will always fail. | ||
+ | |||
Cost: 1 Glamour | Cost: 1 Glamour | ||
+ | |||
Dice Pool: Wyrd + Persuasion | Dice Pool: Wyrd + Persuasion | ||
+ | |||
Action: Instant | Action: Instant | ||
− | Catch: The changeling burns a wisp of hair or fingernail clipping belonging to the target immediately prior to using this clause. | + | |
+ | 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. | 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. | 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. | 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. | 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. | ||
Latest revision as of 00:44, 20 June 2017
Contracts
Elements (Air) 2......................
• Cloak of the Elements Be protected from all manifestations of the element. Wearing a symbolic representation of the element
- •• Armor of the Element’s Fury Gain 1 Armor, do damage on contact, attack by touch. Wyrd + Dexterity
Elements (Light) 1....................
• Cloak of the Elements Be protected from all manifestations of the element. Wearing a symbolic representation of the element
Fang And Talon (Insects) 5............
• Tongues of Birds and Words of Wolves Speak with animal (Insects Wyrd + Animal Ken
•• Beast’s Keen Senses Gain +2 Perception as the chosen animal's primary senses are inherited Wyrd + Wits
••• Pipes of the Beastcaller Call upon a group of the chosen animal Wyrd + Animal Ken
•••• Tread of the Swift Hooves Assume movement type of the chosen animal Wyrd + Dex
••••• Cloak of the Bear’s Massive Form Transformation into chosen animal Wyrd + Manipulation
Hearth 2..............................
• Fickle Fate Give someone a -2 penalty on next roll
•• Favored Fate Give someone a +4 bonus on next roll
Lost 2................................
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.
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)
Omen 5................................
• Vision of Strife See someone's worst memory Wyrd + Empathy
•• Glimpse of Fortune’s Favor Next turn roll twice and take the better result. Two Glamour to cast reflexively and roll twice this turn. Wyrd + Wits
••• Reading the Portents The Changeling sees the most significant or emotionally important event that will happen to someone in the next few months. Wyrd + Wits
•••• Vision of Disaster Sees a vision of one single turn, effectively letting you replay that turn. Wyrd + Wits
••••• Tying the Knots of Fate The Changeling names a single experience which will happen to someone, the experience becomes much more likely. Wyrd + Presence
Separation 2..........................
• Tread Lightly Walk on surfaces that could not support one's weight, and downgrade falling damage. (Doeskin Boots) Wyrd + Dexterity
•• Evasion of Shackles Become immediately freed from bondage or imprisonment Wyrd + Larceny
Spellbound Autumn 2...................
• Warlock’s Gaze Detect the presence of the supernatural, even deliberately obscured. Wyrd + Occult (vs. Powerstat + Compusure if target supernaturally concealed)
•• Barrow-Whisper Hears and is heard by ghosts. Wyrd + Expression
Wind 2................................
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: Instant
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. Each success adds 1 to Dexterity for the next roll. 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.
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.
Merits
Alternate Identity................ 1 (Lulu Petit)
Dual Kith......................... 2 (Moonborn)
Flaw - FORGETFUL.................. -1
Fast Reflexes..................... 3
Fleet of Foot..................... 3
Influence......................... 1 (Autumn Court)
Influence......................... 1 (Fate's Harvest)
Language.......................... 1 (Asl)
Mantle............................ 2 (Autumn)
Resources......................... 2
Striking Looks.................... 2 (Whimsical)
Unobtrusive....................... 3
+2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••)
Visionary Dreams.................. 2
Other
Defense.......... 5
Initiative....... 9
Size............. 5
Speed............ 12
Curr Willpower... 6
Perm Willpower... 6
Animal Ken: Moths.....................
Empathy: Adroitness...................
Empathy: Body Language................
Expression: Adroitness................
Expression: Dancing...................
Occult: Adroitness....................
Occult: Onriomancy....................
Occult: Visions.......................
Stealth: Motionless...................
Streetwise: Crashspace................