Difference between revisions of "Goblin Contracts"
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| style="width:50px; vertical-align:top;" | •••• | | style="width:50px; vertical-align:top;" | •••• | ||
− | | style="width:250px; vertical-align:top; font-variant:small-caps;" | Wyrd Eye | + | | style="width:250px; vertical-align:top; font-variant:small-caps;" | Wyrd's Eye |
| style="width:400px; vertical-align:top;" | Automatically become aware of any Contracts nearby. Ignore low Clarity modifiers to noticing Wyrd-related phenomena and gain a bonus to Kenning. | | style="width:400px; vertical-align:top;" | Automatically become aware of any Contracts nearby. Ignore low Clarity modifiers to noticing Wyrd-related phenomena and gain a bonus to Kenning. | ||
| style="width:75px; vertical-align:top;" | DitD p.67 | | style="width:75px; vertical-align:top;" | DitD p.67 |
Revision as of 03:36, 26 January 2017
Goblin Contracts
Goblin Contracts, unlike regular Contracts, are not chained, and any clause rank may be bought without its prerequisites.
Fate's Harvest allows the following clauses, with the caveat that if you are, say, permanently changing another character, whether physically, mentally, emotionally or by the expedient of removing them from the mortal coil, you MUST have their permission to do so.
This is non-negotiable.
Abuse of goblin powers will net you disciplinary action.
NOTES:
- The powers below are arranged into loose "families" of related clauses.
- Please see the book for all drawbacks, catches and costs. Costs do vary for each level.
Unlike regular Contracts, Goblin Contracts operate more along the lines of tokens; using their power always has a drawback.
Dot | Name | Benefit | Source |
---|---|---|---|
Contracts of Goblin Fortune | |||
• | Fortune's Favor | Change a single roll into a rote or a chance roll. | RoS p.117 |
•• | Fortune's Swift Blessing | Change a chance roll into a normal roll, or a normal roll into an exceptional success. | RoS p.117 |
••• | Fortune's Bane | Exceptional successes become normal successes, normal successes become failures, and chance rolls dramatically fail at 7 or lower, until the next sunrise or sunset. | RoS p.118 |
•••• | Distracting the Hounds | Escape from any pursuit or confrontation. | RoS p.118 |
••••• | Recalling the Lost | Rescue anyone abducted by the Fae. | RoS p.119 |
Contracts of Goblin Transformation | |||
• | Healing Sacrifice | Heals any wounds and ALL diseases. | RoS p.120 |
•• | Seven-Year Gift | Target does not age for the next seven years. | RoS p.121 |
••• | Trading Beauty for Love | Makes a human feel more positively toward the Changeling. | RoS p.121 |
•••• | Changing Minds | Change a target's opinion on something. | RoS p.122 |
••••• | The Fatal Transformation | Kill the target. | RoS p.123 |
Contracts of the Wyrd | |||
• | Mantle Mask | Temporarily disguise your Mantle as that of another Court's. | DitD p.65 |
•• | Daunting Force | The Changeling becomes intimidating to the subject. | DitD p.66 |
••• | Nothing Hidden | While the Contract is active, the Changeling may roll to notice supernaturally concealed things. | DitD p.66 |
•••• | Wyrd's Eye | Automatically become aware of any Contracts nearby. Ignore low Clarity modifiers to noticing Wyrd-related phenomena and gain a bonus to Kenning. | DitD p.67 |
••••• | The Fatal Clause | Block a Contract as it is being activated. | DitD p.68 |
Unclassified Goblin Contracts | |||
• | Shooter's Bargain | Blesses the next three shots fired from a weapon to mitigate penalties when attacking. | CtL p.164 |
• | Sight of Truth and Lies | Gain the ability to instantly tell if a person is lying. | RoS p.114 |
• | Trading Luck for Fate | Gain a sudden simple insight into the immediate future. | CtL p.164 |
| |||
•• | Calling the Guardian | Summon an invisible guardian that strikes back the instant you're attacked. | RoS p.114 |
•• | Dream Rendering | Upgrade a Token, permitting it to be used in dreams. | SaD p.109 |
•• | Diviner's Madness | Gain a brief glimmer into the past or future of a person, place or thing. | CtL p.165 |
•• | Fair Entrance | Opens a door, no matter how it is barred. | CtL p.165 |
•• | Fool's Gold | Guises an object to look like something else, potentially appearing quite valuable. | CtL p.166 |
•• | Sandman's Bargain | Makes a dream immune to disruption by Oneiropomps. | SaD p.110 |
| |||
••• | The Blessing of Forgetfulness | Allows the user to erase any one memory from the target's mind. | RoS p.115 |
••• | Burden of Life | Removes damage starting at Agg. by 2 per success. Must be done within a number of turns equal to the user's Wyrd after the damage was done. | CtL p.166 |
••• | Delayed Harm | The user avoids the damage from one attack. | CtL p.167 |
••• | Hospitality's Hold | Gain a bonus (equal to the amount of Glamour spent) to maintaining hospitality in a location. Marks violators. | GotU p.29 |
••• | Mirror Mirror | The Changeling spies on another through a mirror. | SaD p.53 |
| |||
•••• | Goblin Oath | The changeling can bind another character an oath. The party taking the oath has difficulty breaking it, and if he does, disaster will strike him down. | RoS p.115 |
•••• | Good and Bad Luck | Accurately guess the outcome of an event that would be difficult to predict. | CtL p.167 |
•••• | Call the Hunt | Calls a Wild Hunt from out of the Hedge. | CtL p.167 |
•••• | Riot | The crowd becomes a violent, enraged mob. They target an obvious source of anger first, or are randomly violent with no target. | VL p.23 |
•••• | Royal Oil | The target is covered in a magical, highly flammable oil. | SaD p.54 |
| |||
••••• | Blood-Binding | Drains a target splashed with blood of all Glamour. | RoS p.116 |
••••• | Goblin Ward | Draw a magical mark; any Changeling not attuned to it who steps near it will suffer from hallucinations and confusion. When the ward is activated it will affect everyone nearby, even those attuned. High Clarity Changelings must roll for loss. | SaD p.54 |
••••• | Lost and Found | Escapes from captivity or pursuit, seemingly by chance, but always automatically. | CtL p.168 |
••••• | Mad Trespass | Use a dream to spy on a Keeper. | SaD p.110 |
••••• | Sabotage | Damage or disable a factory or equivalent full of machinery. | VL p.24 |
••••• | Sleepwalker | Devour a dream for many potent benefits. | SaD p.111 |